Professional Documents
Culture Documents
DYV1-04 Fair Play (1-4)
DYV1-04 Fair Play (1-4)
by Daniel Vitti
A rumor has filtered through Dyvers, possibly concerning the whereabouts of an artifact sacred to the temple of Zilchus.
The church of Zilchus in Dyvers, the Holy Partners of the Golden Coin, would certainly be grateful for the return of an
artifact of the faith. There is, however, the little matter of some competition from the rival city of Greyhawk. An
adventure for characters levels 1-6.
DUNGEONS & DRAGONS, D&D, GREYHAWK, and RPGA are registered trademarks of Wizards of
the Coast, Inc. LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc. Scenario detail
copyright 2000 by Wizards of the Coast, Inc. ALL RIGHTS RESERVED. This scenario is intended for
tournament use only and may not be reproduced without approval of the RPGA Network.
This is a RPGA Network adventure game. A four-hour time
block has been allocated for playing the game (or this round 4 players 5 players 6 players 7 players Lvl Cap
of the game), but the actual playing time will be about three T1: 4-12 5-13 6-14 7-15 4nd
hours. T2: 13-22 14-24 15-26 16-28 6th
T3: 23-32 25-35 27-38 29-41 8th
It is a good idea to ask each player to put a name tag in
front of him or her. The tag should have the player's name The level cap indicated the highest level of character
at the bottom, and the character's name, race, and gender at allowed to play this adventure. Characters of levels higher
the top. This makes it easier for the players to keep track of than the highest level shown for the highest tier cannot
who is playing which character. be played.
Scoring the game for RPGA points:points The RPGA has
three ways to score this game. Consult your convention
coordinator to determine which method to use: Lifestyle
1. No-vote scoring: The players write their names and
numbers on the scoring packet grid, you fill in the top At the beginning of every scenario, each PC is required to
of the grid. That is all. No one is rated. This method is pay upkeep costs matching the level of lifestyle they wish
used for people who are just playing for fun. to maintain. The cost of each lifestyle will be indicated at
2. Partial scoring: The players rate the game master and the the beginning of the scenario. The lifestyles, and the
scenario on their player voting sheet, and provide effects that each has on play, are:
personal information, but don’t vote for other players.
The game master rates the scenario and completes Destitute
Destitute You have no living space, and must carry all
personal and event information, but does not rate the your gear everywhere. You eat poor quality
players as a team or vote for players. This method is food. You wear a peasant outfit, your only
used when there is no competition, but the change of clothes.
convention coordinator wants information as to how Poor You sleep in poor accommodations, and eat
the game masters are performing, or the game master poor quality food. You wear a peasant outfit,
wants feedback on his or her own performance. and have two sets of clothing.
3. Voting: Players and game masters complete the entire Common You have common lodgings, and eat
packet, including voting for best player. If this method common quality food. You have normal
is used, be sure to allow about 15-20 minutes for the clothing for your profession (adventuring);
players to briefly describe their characters to the other nothing fancy. You probably have two or
players, and about 5-10 minutes for voting. This three sets of clothing.
method is used when the players want to know who High You stay in good quality lodgings, and eat
played the best amongst them, or when the adventure good quality food. You wear anything in
is run in tournament format with winners and prizes. value up to courtier’s outfits, and generally
Multi-round adventures usually required advancing a buy a new set of clothing every two weeks.
smaller number of players than played the first round, Luxury You have luxurious accommodations (twice
so voting is required for multi-round adventures. the cost of good accommodations), and you
When using Voting, rank the players in order of your eat excellent foods. You can throw a
voting choice while they are completing their forms, so banquet for your friends every day, and
that you are not influenced by their comments on your frequently do. You wear clothing up to the
abilities. value of noble’s outfit, and buy a new set of
clothes every week.
The players are free to use the game rules to learn about
equipment and weapons their characters are carrying. Lifestyles come with bonuses or penalties to Diplomacy,
Some of the text in this scenario is written so that you Intimidate, Disguise, and Bluff skill checks. These
may present it as written to the players, while other text is penalties, shown below, should be applied at the DM’s
for your eyes only. Text for the players will be in bold italics.
italics discretion, and can sometimes backfire—for example, a
It is strongly recommended that you paraphrase the player PC with a poor lifestyle would not have a penalty when
text, instead of reading it aloud, as some of the text is talking to a beggar, but would when talking to a city
general and must be adapted to the specific situation or to official. A PC with a high lifestyle should have a penalty
actions of the player characters. when dealing with a group of street thugs, where a PC
with a destitute lifestyle might not.
Conclusion
Encounter 1:
The PCs hopefully return to Dyvers with the Economicon A Rumor of a Rumor
and receive the thanks and gratitude of the church of
Zilchus. This encounter occurs in the common room of the Sword
and Tankard Inn unless the PCs have made other
Appendices: arrangements to meet with Neves.
Appendix 1: Description of the Sword and Tankard Inn You can read or paraphrase the following to the PCs
where the meeting with Neves will probably take place. as they approach the Sword & Tankard:
Appendix 2: Information on the Holy Partners of the
Golden Coin, the church of Zilchus in Dyvers. The Sword & Tankard Inn is housed in a large, rambling, set
Appendix 3: The Guildhall of the Accountants guild of stone and wooden buildings near the Adventurers
where the PCs can meet one of the Holy Partners to Guildhall. Originally a single building on a corner, the Sword
finance their expedition. and Tankard has expanded and purchased a few of the
Appendix 4: NPC descriptions and information. adjoining buildings over the years. The first floor of the main
building is made of stone and three steps lead down to a stout
door from street-
street-level.
Trap: Poisoned Needle in the lock. If an Open Locks Hint: You've just decreased the demand for the existing
check if failed a needle jabs out (Reflex save DC 18 to industry.
avoid, Fort save DC 14 to resist 1d4Con/1d4Con damage;
Search DC 21 to find and Disable Device DC 20.) If you feel comfortable enough with the economic
subject matter you can have Toribidies expand on and
The chest can be bashed open (Hardness 5, hp 25, Break discuss any answers the PCs give much like an old college
DC 23.) But doing so will destroy the potion of glibness professor expounding on his favorite subject. If the PCs at
within. least act genuinely interested in what Toribidies has to say
Within the chest is a glass vial filled with clear fluid. and listen to him politely he may still release the book to
(This is broken if force was used to open the chest.) Also them--Your judgement call.
within are 5 strips of white metal engraved with gold, a When he releases the book Toribidies will start to
large money belt and a book with covers and bindings of fade from view giving the PCs his blessing:
beaten gold, a clasp and hinges of silver and a lock of
bronze bearing the title 'The Economicon' engraved in what "May the great contract always hold favorable terms for
looks like platinum. you…"
If the chest is opened or taken from the room then a
ghostly apparition will appear through the wall of rubble. Toribidies, male Human (Ghost), Clr 11 (Zilchus):
This is the shade of Toribidies, merchant-priest of CR 13; Medium-Size Humanoid; HD 11d12; hp 80; Init 0;
Zilchus. It advances on the party asking in a hollow voice: Spd 30 ft.; AC 13 (+3 Deflection); Atk +8/+3 melee
(damage special); SA Spells, Manifestation, Telekinesis;
"I am the merchant-
merchant-priest Toribidies of Zilchus. Who seeks to SQ Undead, Incorporeal, Rejuvenation, Turn Resistance
take the sacred Economicon from my custody?" +9; Domains: Knowledge & Trickery; AL LN; SV Fort +7,
Ref +3, Will +13.
If the PCs answer (and do not attack) Toribidies will ask: Str 10, Dex 10, Con --, Int 20, Wis 18, Chr 16
Skills: Profession (bookkeeper) +20, Appraise +21,
"What use do you intend with this most sacred of tomes?" Bluff +11, Knowledge (religion)+15, Knowledge
(economics) +21, Diplomacy +11, Spellcraft +15,
Acceptable answers include returning it to the Holy Knowledge (arcana) +15, Hide +8, Listen +12, Search +13,
Partners in Dyvers or to Guildmaster Parvinix. As a token Spot +12. Feats: Skill Focus (appraise), Skill Focus (Know
of their faithfulness Toribidies will ask a character to take [economics]), Skill Focus (Profession [bookkeeper]), Iron
a geas to symbolize the promise to return the Economicon. Will, Craft Wondrous Item.
If the PCs promise to take the Economicon back to the SQ: Undead—Immune to mind influencing effects,
church of Zilchus, Toribidies' shade will allow this if they poison, sleep, paralysis, stunning, and disease. Not subject
answer two more questions to prove their worthiness. If to critical hits, subdual damage, ability damage, energy
the PCs are having difficulty then you can have Karlana drain, or death from massive damage; Incorporeal—Can be
give hints if she is present, or you can give hints to any harmed only by other incorporeal creatures, +1 or better
characters with ranks in skills such as Profession magic weapons, or magic, with a 50% chance to ignore
(bookkeeper), Knowledge: (economics), or other similar any damage from a corporeal source. Can pass through
suitable mercantile knowledge or profession skills. solid objects at will and own attacks pass through armor.
Spells: (6/6+1/5+1/5+1/4+1/2+1/1+1) 0-level—detect
And you think that you are worthy to bear the Economicon magic, read magic, guidance (x2), light (x2); 1st-level—
from this place? What do you know of
of its sacred knowledge? If comprehend languages (x2), detect chaos, bless, shield of faith,
you are truly worthy then two simple questions answer me. obscuring mist, change self; 2nd-level—spiritual weapon,
Think you now as a merchant would: If the summon monster II, hold person, augury, zone of truth, detect
moneylenders of a city raise the rates at which they lend thoughts; 3rd-level—prayer, dispel magic, locate object, helping
money for mercantile ventures, what would the effect be on hand, magic circle against chaos, clairvoyance; 4th-level—
merchants and
and consumers? discern lies, neutralize poison, restoration, summon monster IV,
divination; 5th-level—flame strike, wall of stone, true seeing; 6th-
Answer: It would lead to increased prices for goods in level—geas, find the path.
that city (inflation), and the consumers would tend to buy
less, causing the merchants to have lower overall profits.
Encounter 7:
• 5 gold engraved platinum trade bars (50 gp each)
• 1 potion of glibness (Value 500 gp, ½ lb)
• Money Belt (Value unknown, 2 lb.). This ornate
leather belt has six coin holders, three on each side.
The belt is magical but you have been unable to
determine its properties. (This will be revealed in a
later event.)
Encounter 8:
From Girn's body:
• 89 gp
• Repeating Crossbow. This exotic crossbow has a clip
of 5 bolts and can be reloaded by pulling back on the
front handgrip (a free action). It weighs 15 lbs. This
crossbow can be sold for 125 gp to a collector or
someone skilled in its use, or half that on the open
market.
• Longsword (15 gp) - Sale price 7 gp, 5 sp.
• Studded Leather Armor (25 gp) - Sale price 12gp, 5sp.
• Dagger (2 gp) - Sale price 1gp.
From Neves:
• Whatever the PCs paid Neves minus 3d8 gp.
• Light Crossbow (35 gp) - Sale price 17gp, 5 sp.
• Shortsword (10 gp) - Sale price 5 gp.
• Dagger (2 gp) - Sale price 1 gp.
From Jahannan:
• Nobles' Clothing (Green & Black silk sized for a
human of medium build – 75 gp) - Sale price 37 gp, 5
sp. -These may well be destroyed in the fight.
• Punch Dagger (2 gp) - Sale price 1 gp.
• Dagger (2 gp) - Sale price 1 gp.
Conclusion:
If the PCs returned the Economicon to Guildmaster
Parvinix.
A Gather Information roll of 15 or more will yield the following about Argyle:
Argyle was at one time the Guildmaster of the Adventurers Guild; his nephew now holds that position. Even though he
is semi retired, Argyle still wields much influence within the guild.
Guildhall Location:
Location The Accountants Guildhall is a medium sized three-story plain wooden building near one of the
larger temples of Zilchus. Displayed prominently above building’s single doorway is an oversized abacus. The interior is
spartan but well-lit by magical lighting. The lower floor is given over to several classrooms for apprentice accountants
and a large waiting/entry area. The clicking and clacking of abaci have been known to drive those in the waiting room to
distraction. The second floor contains meeting and interview rooms for prospective clients and guild members. The
third floor houses the offices of the Guildmaster and his Assistant as well as several, always locked, rooms containing
rows upon rows of various files, contracts, and paperwork.
Description: The Dyvers’ Accountant’s Guild is firmly allied, some say controlled, by the temple of Zilchus. Guildmaster
Parvinix is indeed a priest of good standing with the temple of Zilchus and is often in attendance at services there. In a
city dominated by merchants and trade the Dyvers’ Accountants Guild is a large organization with some 300 members
throughout the city. There are some merchant houses and trade coasters who have their own internal bookkeepers;
however, most prospective investors and all Dyvers’ tax inspectors will require the signature of a guild accountant for
authentication. Guildmaster Parvinix is dedicated to preserving his guild’s reputation for impartiality and accuracy. Any
member found falsifying records or making negligent mistakes is summarily dismissed from the guild and barred from
working in the profession within the region of Dyvers.
Intra-
Intra-Guild Relations: The Dyvers Guild of Accountants and Ciphers has neutral relations with most other guilds. While
not required, most guild accountants are worshipers of Zilchus and some of the Priests of that temple are also members
and instructors at the guildhall.
Neves, male Human, Rog 1: CR 1; Medium-Size Humanoid; HD 1d6; hp 6; Init +2; Spd 30ft.; AC 14 (Dex +2, Leather
+2); Atk +0(1d6 [crit 19-20], shortsword) or +2(1d8 [crit 19-20], light crossbow); SA Sneak Attack(+1d6); AL CN; SV
Fort +0, Ref +5, Will +0; Str 10, Dex 14, Con 11, Int 10, Wis 11, Chr 8
Skills: Climb +4, Hide +6, Move Silently +6, Pick Pocket +6, Search +4, Disable Device +4, Spot +2, Listen +2, Craft
(traps) +4, Wilderness Lore +2; Feats: Improved Initiative, Run (x5 basic move is top running speed.)
SA: Sneak Attack (+1d6)
Possessions: leather armor, daggers 3, shortsword, light crossbow, and 20 bolts, thieves’ tools.
Description: Ill kept and greasy, Neves has features vaguely resembling those of a rat. His leather armor is sweat
stained and ill fitting and his breath smells of old cheese. An old short sword hangs in a scabbard at his waist as well as a
case of bolts and a light crossbow.
Role-playing Notes: Neves tries hard, but he’s not a very good liar. The only thing that helps with his story to the
players is that it happens to be true (Mostly). His voice tends to squeak a bit when he’s nervous and he tends to be a bit
boastful when he thinks he can get away with it. He has a mistrust and dislike of priests as his mother always used to
threaten him with priests of Pholtus back in the Theocracy of the Pale where he grew up. Neves speaks only the
Common tongue. While in the PCs company on the expedition Neves is generally whining, complaining, and being as
irritating as possible.
Artinia female Human, Exp1/Clr1 (Zilchus, Law & Knowledge): CR 2; Medium-Size Humanoid; HD 1d6+1d8; hp 11;
Init +0; Spd 30ft.; AC 14; Atk -1 (1d6-1, Light Mace); SQ Spells; AL LN; SV Fort +2, Ref +0, Will +7; Str 9, Dex 10, Con 10,
Int 16, Wis 15, Chr 13
Skills: Profession (bookkeeper) +7, Appraise +9, Bluff +5, Sense Motive +6, Knowledge (religion) +7, Knowledge
(economics) +8, Gather Information +5, Diplomacy +5, Spellcraft +5, Knowledge (arcana) +5; Feats: Skill Focus (appraise),
Iron Will
Spells: (3/2+1) 0-level—detect magic, guidance, light; 1st-level—comprehend languages, detect chaos, protection
from chaos
Possessions: Holy Symbol, Quill, Ink, Parchment, Light Mace, Robes, and Chain Shirt.
Description: Artinia presents herself as very neat and precise, her black hair is always tied back in a bun over brown
eyes. She is moderately attractive but this is downplayed by a very severe manner. She usually wears the robes of one of
the Holy Partners of Zilchus, a case containing writing tools, and a light mace for protection.
Role-playing Notes: Artinia is an ambitious young Apprentice to the Holy Partners, the church of Zilchus in Dyvers.
She serves Guildmaster Parvinix and hopes that her role in possibly securing the Economicon will get her promoted to
Junior Partner. Artinia is well educated and this shows in her speech and proper manner. She rarely jokes, and never
when discussing matters of trade or money. Her humor, when it shows is always dry and sarcastic. She speaks Common,
Dwarvish, Baklunish, and Gnomish.
Darrister Parvinix, male Human, Exp 3/Clr 7 (Zilchus): CR 9; Medium-Size Humanoid; HD 3d6+7d8(-10); hp 32; Init -
1; Spd 30ft.; AC 9; Atk +4 (1d6-1, Light Mace); SQ Spells, Domains: Knowledge & Law; AL Lawful Neutral; SV Fort +5,
Ref +2, Will +11; Str 8, Dex 9, Con 8, Int 18, Wis 16, Chr 14
Skills: Profession (bookkeeper) +19, Appraise +19, Bluff +15, Sense Motive +16, Know (religion)+14, Know
(economics) +15, Diplomacy +19, Spellcraft +14, Know (arcana) +14; Feats: Skill Focus (Appraise), Iron Will, Leadership,
Skill Focus (Profession [bookkeeper]).
Jahannan, male Human, Sor 5: CR 5; Medium-Size Humanoid; HD 5d4 (+5); hp 25; Init +1; Spd 30ft.; AC 11; Atk +3
(1d4+1, dagger or punch dagger); SQ Spells, Familiar; AL CE; SV Fort +2, Ref +2, Will +4; Str 12, Dex 12, Con 12, Int 12,
Wis 10, Chr 17
Skills: Bluff +7 Spellcraft +8, Concentration +12, Knowledge (arcana) +4, Diplomacy +7, Spot +2, Listen +2; Feats:
Combat Casting, Toughness, Spell Focus (enchantment).
Spells (6/7/5): 0-level—detect magic, read magic, prestidigitation, arcane mark, light, daze; 1st-level—charm person, sleep,
shield, magic missile; 2nd-level—detect thoughts, Tasha’s hideous laughter
SQ: Familiar—Snake (Tiny): HD 4; Init +3; Spd 15(Can climb or swim); AC 19; Atk bite +5 (Fort DC 11 or 1d6 Con);
SV Fort +2, Ref +5, Will +4. Skills: Climb +14, Hide +19, Listen +9, Spot +9.
Possessions: spell component pouch, change of clothing (noble), dagger, and a punch dagger.
Description: The first thing you notice about Jahannan are his compelling green eyes. A handsome man in is mid
20s, Jahannan wears tight fashionable black trousers, black hip high boots, and a dark green silken shirt, the better to
emphasize his shoulder length auburn hair. He is of medium build, about 5'10", but well muscled.
Role-playing: Jahannan looks good and he knows it. He gets by in the world by taking advantage of women and
relying on his inborn talent for magic. Jahannan looks out for himself and himself only, he'll help another only when he
thinks he can turn it to his advantage. He is a manipulator and a master at using people. Currently he has Karlana
convinced that he is forthright and noble man who loves her completely, nothing could be further from the truth, he'll
discard Karlana when ever he thinks she's no longer useful. He speaks Common and Draconic.
Karlana, female Human, Clr2 (Trithereon, Chaos & Protection): CR 2; Medium-Size Humanoid; HD 2d8; hp 15; Init
+1; Spd 30 ft.; AC 15 (Chain Shirt +4, Dex +1); Atk +3 (1d8+1, Heavy Mace), +3 (1d4, Sling); SQ Spells, Turn Undead; AL
CG; SV Fort +3, Ref +1, Will +7;
Str 12, Dex 12, Con 12, Int 14, Wis 14, Chr 12
Skills: Profession:(Innkeeper) +5 Profession:(bookkeeper) +5, Concentration +6, Spellcraft+7, Heal+7,
Know(Religion)+5; Feats: Iron Will, Great Fortitude.
SQ: Cast Chaos Spells at +1 Level, Protective Ward 1/day
Spells: (4/3+1,2+1) 0-level—detect magic, guidance, light, resistance; 1st-level—bless, divine favor, command, protection from
law
Possessions: silver holy symbol, chain shirt, heavy mace, sling, and 20 stones.
Description: A pretty young woman wearing a chain shirt and the robes of a priestess of Trithereon, the god of
liberty and rebels. Karlana has short blonde hair, large blue eyes, and a medium build. She is tall, about 5'10" and proudly
displays Trithereon's symbol on a chain about her neck.
Role-playing: Karlana is a true rebel without a cause. Mortified at the thought of staying at the family Inn and
becoming a simple Innkeep she turned to the church of Trithereon in youthful rebellion. In truth she kind of regrets
her decision, while dedicated to Trithereon's teachings she misses her parents and sisters. She believes that she is in love
with Jahannan. Karlana speaks Common, Elvish, and Dwarvish.
Kyle Surehand, male human, Rgr3: CR 3; Medium-size humanoid; HD 3d10 (+3); hp 23; Init +2; Spd 30 ft.; AC 15 (Dex
+2, Studded Leather +3); Atk +2(1d8+1, longsword) & +2 (1d6, shortsword) or +6 (1d8, longbow); SA Favored Enemy:
Aberrations (+1); AL Chaotic Good; SV Fort +4, Ref +2, Will +3; Str 12, Dex 14, Con 12, Int 12, Wis 14, Chr 12
Skills: Wilderness Lore +9, Animal Handling +8, Animal Empathy +6, Climb +6, Jump +6, Swim +6, Search +3, Spot
+4, Listen +4. Feats: Track, Ambidexterity, Two-Weapon Style, Skill Focus: Wilderness Lore, Point Blank Shot, Weapon
Focus: Longbow.
Possessions: Studded Leather Armor, Composite Longbow, 20 arrows, longsword, shortsword, handaxe, holy
symbol of Ehlonna.
Description: An easy-going young man with brown hair and eyes, Kyle dresses in leathers and forest green. A
longbow and quiver is slung over his shoulder while two swords and a handaxe are attached at his belt.
Role-playing: Kyle is open and honest, he'll hail the PCs to see what their purpose in the Gnarley forest, not because he's
suspicious but he honestly wants to see if he can provide any minor help. (Directions, Information, and the like.) He has
Malken, old male awakened badger: SZ T (animal); HD 3d8+6; hp 24; Spd 20, burrow 10; AC 16 (+2 size, +4 Dex);
Atk 2 claws+6 (1d2+2), bite +1 (1d3+1); face 2.5ftX2.5ft; Reach 0ft; SQ scent; SV Fort +5, Ref +7, Will +5; Str 14, Dex 18,
Con 15, Int 10, Wis 14, Cha 9; AL NG.
Skills: Escape Artist +7, Listen +5, Spot +5, Wilderness Lore +7; Feats: Iron Will, Scent.
Description: A large old badger with a graying muzzle.
Role-playing: Malken doesn't talk much, though he can speak Common and Sylvan. He genuinely likes Kyle
though he'd never admit it, according to him he's just along to keep the kid out of trouble.
Toribidies, male Human (Ghost), Clr 11 (Zilchus, Trickery & Knowledge): CR 13; Medium-size humanoid;
HD 11d12; hp 80; Init 0; Spd 30ft.; AC 13 (+3 Deflection); Atk +8/+3 (damage special); SA Spells, Manifestation,
Telekinesis; SQ Undead, Incorporeal, Rejuvenation, Turn Resistance +9; Domains: Knowledge & Trickery; AL Lawful
Neutral; SV Fort +7, Ref +3, Will +13; Str 10, Dex 10, Con --, Int 20, Wis 18, Chr 16
Skills: Profession(bookkeeper) +20, Appraise +21, Bluff +11, Know(Religion)+15, Know(Economics) +21, Diplomacy
+11, Spellcraft +15, Know(Arcana) +15, Hide +8, Listen +12, Search +13, Spot +12; Feats: Skill Focus (Appraise), Skill
Focus (Know: Economics), Skill Focus (Profession: bookkeeper), Iron Will, Craft Wonder.
Spells: (6/6+1/5+1/5+1/4+1/2+1/1+1) 0-level—detect magic, read magic guidance (x2), light (x2); 1st-level—comprehend
languages(x2), detect chaos, bless, shield of faith, obscuring mist, change self; 2nd-level—spiritual weapon, summon monster II, hold
person, augury, zone of truth, detect thoughts; 3rd-level—prayer, dispel magic locate object, helping hand, magic circle against chaos,
clairvoyance; 4th-level—discern lies, neutralize poison, restoration, summon monster IV, divination; 5th-level—flame strike, wall of
stone, true seeing; 6th-level—geas, find the path.
Description: Toribidies in his ghostly form looks like a translucent image of a neatly if unfashionable dressed older
gentleman.
Role-playing: Toribidies acts very much like a stuffy college economics instructor.