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Everwatch Prison

Lv 4-7 ▶ Run in Live DM

Delve · p.131 · 3p

Open source p.131 ↗
Run 0/11 visited

Everwatch Prison

LEVEL 4–7 A remote prison holds some of the world’s most dangerous convicts. To free – or slay – a prisoner, the party must navigate magical defenses, stoneborn guards, an aberration’s watchful eyes, and a web of dark lies.

Everwatch Prison Click or scan the QR code to access cheat sheets, errata, and other helpful tools for running the dungeon.

DUNGEON OVERVIEW

Themes Heist, Prison Break Time 3–6 hours

Combat Dangers Puzzles Social

Background

The Prison Everwatch Prison was built two decades ago by Oglûk the Watcher, an aberrational eye-creature with voyeuristic tendencies, and Temilian Zezzarius, a Medusae Spellblade who loves cooking, carving statues, and gathering gold. Guarded by Temilian’s protective spells and statues brought to life as Stoneborn Warriors, and watched over by Oglûk’s many floating eyestalks, Everwatch Prison holds those deemed too vile to imprison elsewhere.

The Noble Albyn von Gravesmark used to live a carefree life of wealth and pleasure. Dabbling in music, the noble came across a mystical tome (a Tome of the Shadow Pact) which he believed would endow him with an irresistible singing voice.

Hook

Justice Served Frustrated with her father’s costly decision to have Albyn imprisoned, Albyn’s sister Agylia offers the party 100 gp to infiltrate the prison, discover if Albyn is innocent, and free him if he is – or slay him, if he truly is guilty.

Instead, it transformed him into a Lupine Deceiver with the ability to shapeshift into a shadowy wolf. Thus corrupted, Albyn began hunting and killing innocent farmers during full moons.

The Imprisonment Only a few months later, Albyn was caught by the King’s guards and charged with several murders. Despite the strong evidence against him – Albyn was found covered in blood and several witnesses saw him shapeshift into a shadowy, wolf-like creature – the noble insisted on his innocence. Hoping to delay Albyn’s execution until exonerating evidence could come to light, Baron von Gravesmark offered to pay for his son’s detention at Everwatch Prison. Albyn has now been imprisoned for a year and the fees are draining the Baron’s coffers.

Lady Agylia can provide information about the prison, her brother (see Background), and, if necessary, ideas about how to infiltrate Everwatch Prison (see Getting into the Prison).

Getting into the Prison

There are three likely ways the party can get into the prison: sneak into the courtyard (area P1) with a food delivery, enter through the sewer cave (area P9), or pose as clients and be led to the foyer (area P2) to await an audience. Agylia can provide suggestions for these three methods of entry: ► DELIVERY. “Fresh produce is delivered to the prison daily. You may be able to sneak in when the gates open for the delivery.” ► SEWERS. “You can sneak in through the prison’s sewer, if you can find the entrance.” ► VISITORS. “You may be able to pose as potential clients looking to inspect the prison.” The party can also get this information on their own by observing the prison from afar, searching the nearby area, or asking around in the nearest town.

Delivery Deliveries are made by the gruff Yharlbrok (Dwarf Guard). Whether the party enters hidden in his wagon or sneaks in as the gate opens for it, the guards in area P1 are distracted (DC 12 DEX as a group to slip past them into area P2 or area P3).

Sewer The party can easily find the sewer tunnel (area P9) in the cliff and make the dangerous climb down to it (DC 9 STR or fall 80 feet), slipping in unnoticed.

Visitors If the party approaches the gate, Oglûk’s eyestalk sees them (see Outside the Prison, pg. 135) and telepathically asks their business. If they appear to be visitors or pique Oglûk’s curiosity, the eyestalk commands the guards in the courtyard (area P1) to let the party into the foyer (area P2). Here, the party is left to wait while Oglûk observes, hoping they’ll do something interesting. The Watcher doesn’t raise the alarm if the party begins to explore. If the party waits for 1 hour or longer, Oglûk or one of the guards eventually alerts Temilian, who comes out to greet the party. The party may be able to convince the Medusae Spellblade to let them inspect the prison ward (area P9) accompanied by the guards from area P6, but if he suspects they’re impostors, he asks them to leave, following up with force if they refuse.

The Prison

The Everwatch Prison perches upon a tall cliff overlooking the ocean or a large lake. General Features

The prison has these features unless otherwise noted. ► CEILINGS. 20 feet high. ► DANGER LEVEL. Unsafe ► DOORS. Heavy, wood, unlocked. ► ILLUMINATION. Candles or torches illuminate all areas except for areas P5 and P9. ► PRIVATE. Magic that detects others, reads thoughts, or reveals lies or illusions, such as the Scrying, Detect Thoughts, and Zone of Truth spells, can’t affect anything inside the prison. ► SILVER BELLS. The magical bells in areas P1, P7, and P10 are connected. If a bell is rung, the other bells chime with a specific tune that brings Temilian and all Stoneborn Warriors in the prison to the bell that was rung. ► WARDED. Teleportation magic is impossible.

Event

After every 3 crawling rounds, or each time the party moves through area P2 or P7, the GM can roll a . On a 1, Stoneborn Warriors pass by at the same time.

Oglûk’s Eyestalks Watching through eyestalks throughout the prison, Oglûk the Watcher is likely to spot any intruders. Oglûk is content to watch the party, only confronting them as they try to leave (see Developments, pg. 143). Evading Eyestalks. The eyestalks can’t hear and can’t see invisible creatures. They can be distracted to allow the party to sneak past. Slaying Eyestalks. If an eyestalk dies, Oglûk quickly creates a new one and sends it through its secret tunnel so it can continue to watch.

Stoneborn Warriors

P1 Stoneborn Warriors

Z

Z P10 s Stoneborn Warriors

P9

P6 P5 WAtcher s

P2

Z P4 Medusae Spellblade P3

P8 Stoneborn Warriors T

s

T

P7

Z

Outside the Prison

A squat, windowless fort circled by spiked walls sits atop a cliff. A trail snakes up to the fort’s steel gate. The roar of crashing waves fills the salty air. A foot-long eyestalk is attached to the wall above the gate.

Eyestalk Watcher eyestalk (see Oglûk’s Eyestalks). It spots anyone who comes within 30 feet, though it does nothing but observe them unless they approach to enter. ► DIPLOMACY. If the party presents themselves as visitors, Oglûk telepathically commands the guards to open the gate and escort them to area P2 to wait (see Visitors, pg. 132).

Gate Held shut by a heavy gate bar that can only be lifted from the inside.

Cliff Jagged rock with a 100-foot drop to the water. 40 feet down, there’s a 5-foot-wide hole (to area P9) with sewage spilling from it (DC 9 STR to climb to it or fall 80 feet).

Walls 20-foot-tall, smooth walls with metal spikes on the top. DC 15 DEX to move across or damage and stuck (DC 15 STR on turn to free).

No extracted maps for this adventure — the map is in the source book: Open source p.131 ↗

Rooms (11)

P1 Front Courtyard p.136 ↗

A footpath leads from the gate through this courtyard to the fort’s main entrance. A silver bell hangs above the door. A smaller path leads past crates and barrels to a side entrance. Statue-like humanoids flank the main door.

Unless distracted, the guards spot anyone who enters the courtyard.

Statue-like Humanoids 2 Stoneborn Warriors. If the party is let in by Oglûk’s eyestalk at the gate, the guards escort them to area P2 without question. Otherwise, the guards attack intruders on sight. ► COMBAT. One warrior tries to sound the alarm (see Silver Bell). They fight until slain.

Silver Bell If rung, Temilian and the guards in area P6 arrive after 2 rounds, and the guards in areas P8 and P10 arrive after 4 rounds.

Gate Sealed from the inside by a heavy bar (DC 12 STR to lift).

Crates & Barrels ► TREASURE. 6 torches, 12 U rations, 4 ropes (60’), 2 oil flasks, a grappling hook.

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P2 Foyer p.137 ↗

This foyer is decorated with ornate, hand-carved pillars and has four doors. Plush chairs line the walls and torches fill the room with warm light. A foot-long eyestalk perches in a corner of the ceiling.

If the party enters as visitors, they are left here to wait for Temilian.

Eyestalk Watcher eyestalk, watching silently.

Doors Doors to areas P1, P3, and P6 are unlocked. Door to area P4 is locked (DC 15 DEX to open). Temilian has the key.

Temilian’s Stoneborn The Stoneborn Warriors who guard the prison were crafted by Temilian from stone and enchanted to be able to move, think, and talk. They speak tersely and have boring personalities. They obey Temilian’s orders without question and interrogate intruders until convinced Temilian has allowed them to be there. Combat. The guards fight until slain. If the alarm hasn’t been sounded, at least one guard moves to the nearest silver bell to do so as soon as combat starts.

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P3 Kitchen p.137 ↗

This clean kitchen is well-stocked with goods. There’s a wooden hatch in one corner, and two doors.

Goods A large stove, crates and sacks holding various meats, vegetables, fruit, and grains, as well as polished kitchenware. ► TREASURE. 4 bottles of elven U red wine (10 gp each), a set of silverware (20 gp), 15 rations.

Hatch Slides up (DC 9 DEX to open quietly) to reveal a 40-foot-long garbage chute that runs through area P8 and ends in area P9 (DC 15 STR to climb per 20 feet or fall).

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P4 Temilian’s Chamber p.138 ↗

A luxurious chamber with rich carpets and beautiful paintings, lit by a chandelier. There’s a plush chair, a desk, a comfortable bed, and a steel strongbox. In the corner is a half-finished statue of a warrior. Next to the statue stands a tall, medusae with sparkling, scaly skin and writhing snake-hair tied in a neat ponytail.

Medusae Medusae Spellblade (Temilian). ► DIPLOMACY. Temilian is aloof and demanding. If convinced that the party is visiting, he may allow them to inspect the prison ward (see Visitors, pg. 132). If he becomes suspicious of the party, he orders them to leave; if refused, he calls his guards to evict them by force. ► COMBAT. Temilian uses his Force Bolt attack and casts spells while staying out of melee. If he drops below 10 HP, Temilian flees or surrenders. ► TREASURE. Keys to the chest U and the door into this room.

Paintings ► TREASURE. 4 landscape U paintings (10 gp each), 2 portraits of elven siblings signed “Silverstroke” (25 gp each).

Desk Paper, scrolls, and small flasks. ► EXAMINE. Records briefly U detail the incarceration time and alleged crimes of all five prisoners (see pg. 142). ► TREASURE. 3 Spell Scrolls U (Fly, Knock, Scrying), Potion of Healing, Potion of Polymorph.

Strongbox Locked (DC 15 DEX to unlock), too heavy to move. If anyone except for Temilian touches it, a tiny glyph on the lid triggers a Hold Monster spell (DC 15 STR on turn to break free) that affects all creatures in the room and an Alarm spell mentally alerts Temilian, who quickly returns. ► EXAMINE. A close inspection U finds the glyph; it can be dispelled or scratched out (DC 15 DEX or trigger). ► TREASURE. 118 gp, a leatherbound book (Albyn’s Tome of the Shadow Pact), a Diplomat’s Denture (belongs to the doppelganger Ukuul), and a Solemn Shortsword (belongs to the keeper Vessalia).

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P5 Oglûk’s Chamber p.139 ↗

Cluttered shelves line the walls of this dark room. In its center is a pedestal holding a crystal orb. There’s a 5-foot-diameter hole in the south wall and a bas-relief of an eye on the west wall. Hovering above the pedestal is a ball of slimy flesh with a large central eye and a huge maw of sharp teeth. Detached eyestalks float in the air around it.

Ball of Slimy Flesh Watcher (Oglûk) with 4 eyestalks. ► DIPLOMACY. Oglûk prefers not to speak with anyone directly. If spoken to, it telepathically asks the party to leave. It only engages in conversation if a character piques its curiosity. Otherwise, it just stares at the party until they leave. It only attacks in self-defense or if the party tries to steal from it. ► COMBAT. Oglûk summons all its eyestalks to aid it; a new eyestalk arrives every round for 4 rounds. It prefers to keep foes alive, relying on its Transfixing Stare and Enslave Eye Ray. If it feels threatened, it telepathically calls for Temilian and his guards. If it drops below 15 HP, it tries to flee into its tunnel (see Hole).

Shelves ► TREASURE. Spyglass (50 U gp), gilded hand-mirror (10 gp), exotic coins (22 gp in total), 2 pearls (10 gp each).

Crystal Orb ► TREASURE. Crystal Ball.

Hole 5-foot-wide, 40-foot-long vertical tunnel that runs through area P8 and ends in area P10 (DC 15 STR to climb per 20 feet or fall).

Bas-relief Close inspection finds that the U bas-relief is a hatch. Pressing the iris causes it to swing open (to area P6).

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P6 Staircase p.140 ↗

Wide stone stairs descend further down at the far end of this torchlit room. A bas-relief of a large eye adorns the wall. Statue-like warriors stand guard at the top of the stairs.

Statue-Like Warriors 2 Stoneborn Warriors; their eyes are fixed on the door to area P2. ► DIPLOMACY. The guards question strangers, only allowing visitors to pass by if convinced that Temilian has allowed it. Otherwise, they insist on bringing visitors back to area P2 to wait for Temilian; if refused, they attack. ► COMBAT. One guard attempts to alert Temilian in area P4 and the guards in area P1.

Bas-relief Close inspection finds that the U bas-relief is a hatch. Pressing the iris causes the bas-relief to swing open (to area P5).

Stone Stairs Doubles on itself, leads to a torchlit hallway (area P7).

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P7 Hallway p.140 ↗

Flickering torchlight reflects off the polished floor of this long hallway. Two bas-reliefs of large, round eyes adorn either side of the wide stone stairs leading further down. A silver bell hangs above the stone stairs and an eyestalk watches from the corner.

The bas-reliefs hold traps. Loud noise (including triggering the traps) alerts the guards in P8.

Eyestalk Watcher eyestalk, watching silently.

Bas-reliefs A pressure plate in front of each bas-relief eye causes a Barbed Net (Tier 1) to shoot out from a secret hatch in the iris, nailing the triggering creature to the wall. ► EXAMINE. The tile is a U pressure plate and the iris is a hatch. Either can be jammed (DC 15 DEX or trigger trap).

Silver Bell If rung, the guards in areas P6, P8, and P10 arrive after 1 round, and Temilian and the guards in area P1 arrive after 3 rounds.

Stone Stairs Lead below to area P10.

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P8 Barracks p.141 ↗

A row of beds line one wall of this torchlit room. Above them is a large bas-relief of a bulging eye. There’s a hatch on the south wall. Stone-like humanoids lie in some of the beds, their eyes open wide.

Stone-like Humanoids 2 Stoneborn Warriors rest here, petrified but aware (DC 12 DEX as a group to sneak past). They end their petrification if disturbed, attacking intruders on sight. ► COMBAT. One Stoneborn Warrior flees to ring the bell in the hallway (area P7).

Hatch Slides up (DC 9 DEX to open quietly) to reveal a garbage chute that leads 20 feet up to area P3 and 20 feet down to area P9 (DC 15 STR to climb per 20 feet or fall).

Bas-relief The bas-relief is a hatch. If the U iris is pressed, it opens to a 5-foot- wide shaft that leads 20 feet up to area P5 and 20 feet down to area P10 (DC 15 STR to climb per 20 feet or fall).

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P9 Sewer Cavern p.141 ↗

A foul smell of rot and sulfur lingers in this 10-foot-high cave overgrown with orange fungi. Below a 5-foot-wide chute in the ceiling, a shallow stream of muck flows out and over the cliff.

Fungi Phoenix Fungi (Tier 1) fill the entire cave. Explodes if an open flame or spark enters the cave.

Chute 40-foot-long garbage chute that runs through area P8 and ends in area P3 (DC 15 STR to climb per 20 feet or fall). A creature wearing metal armor that fails its check to climb the chute causes sparks, igniting the Phoenix Fungi.

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P10 P10 p.142 ↗

Prison Ward

This circular prison ward is lined with cells. Five cells have glowing bars. A large central pillar has one flat face set with nine pairs of levers and hatches above a bas- relief of a large eye. A silver bell hangs by the entrance. Stone-like guards face the pillar and an eyestalk perches on the wall beside them.

As the party enters here, see Developments, pg. 143.

Guards & Eyestalk 2 Stoneborn Warriors, a Watcher eyestalk watching silently. ► DIPLOMACY. The guards attack intruders on sight. If convinced the party is allowed to be here, they answer questions about the prisoners (pg. 142). They attack if the party tries to free a prisoner. ► COMBAT. A guard attempts to sound the alarm (see Silver Bell).

Cells Four cells are empty. Five are inhabited; they are blocked by a Wall of Force and filled with an Stoneborn Antimagic Shell. Each cell has a Warriors bed, a bucket, and a small hatch. Hatches open easily; behind is a 1-cubic-foot compartment. When closed, anything within is teleported out of the cell to a hatch in the pillar (see Pillar).

Pillar 9 levers with hatches beneath. Each pair connects to a cell; the leftmost connects to cell 1 and so on, from left to right (see cutout). Levers that connect to inhabited cells are down, activating its magic defenses. If pulled up (1 action), the cell’s defenses deactivate. Hatches open easily; behind is a 1-cubic-foot compartment. When closed, anything placed within is teleported to the compartment in the corresponding cell (see Cells).

Bas-Relief Is a hatch. If the iris is pressed, it U opens to a shaft that leads 40 feet up to areas P8 and P5 (DC 15 STR to climb per 20 feet or fall)

Silver Bell If rung, the guards in areas P6 and P8 arrive after 2 rounds, and Temilian and the guards in area P1 arrive after 4 rounds.

Cell 6 Cell 7 Cell 5 Cell 8

s P10 Cell 9

Cell 1 Cell 4 Cell 3 Cell 2

The Prisoners

Albyn (Cell 1) Lupine Deceiver, appears as a middle-aged man in tattered silks. ► BACKGROUND. See pg. 131. ► BEHAVIOR. Spoiled, shrill voice. Insists upon his innocence (see Developments, pg. 143). ► WHAT THE OTHERS KNOW. “Seems harmless, though he’s convicted of murder. His crying is bad, but his singing is worse!”

Ukuul (Cell 3) Doppelganger disguised as a frightened elf named Mariana. ► BACKGROUND. Serving life for murder and theft. Kept alive on the off-chance that it might prove useful some day. ► BEHAVIOR. Pleads to be freed. Explains that it was imprisoned because it tried to overthrow a tyrant (DC 15 WIS senses the lie). ► WHAT OTHERS KNOW. “Wears many names and faces, so it’s hard to say who it really is.”

Vessalia (Cell 5) Human Keeper (L) in plain clothes. ► BACKGROUND. Serving 10 years for killing a party of adventurers who delved into a secret crypt. ► BEHAVIOR. Dour and silent. Wants to serve her sentence in peace. Ignores the party.

► WHAT THE OTHERS KNOW. “A knight serving 10 years. I’ve no idea why. She rarely speaks.”

Gau the Unbidden (Cell 7) Lich (C) in tattered black robes. ► BACKGROUND. Sentenced to destruction after his ritual accidentally killed hundreds of innocent villagers. His execution is delayed until the authorities find and destroy his phylactery. ► BEHAVIOR. Courteous and happily answers questions but won’t speak about his crimes. ► WHAT THE OTHERS KNOW. “A lich meant to be destroyed as soon as his phylactery is found.”

Yerkva (Cell 9) Swamp Stalker (C). ► BACKGROUND. Responsible for countless murders, including the Archmage Hallistan, whose body and Staff of Ord were never found. Hallistan’s apprentices still visit to persuade Yerkva to reveal where the staff is (in truth, Hallistan faked his own death to retire to the Fey Realm). ► BEHAVIOR. Throws itself at the bars while growling dire threats. ► WHAT THE OTHERS KNOW. “Yerkva the Marsh-Mangler. It hid an artifact from one of its victims but won’t reveal where.”

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Conclusion Everwatch Prison: Conclusion p.144 ↗

Developments

Albyn’s Innocence Albyn claims that his “diary” (his Tome of the Shadow Pact) proves he had alibis but that it was never shown in court (DC 15 WIS senses he’s lying). He knows Temilian keeps the book in his strongbox (area P4). The Lupine Deceiver hopes that, if freed with the tome, he’ll be able to escape the prison on his own. ► UKUUL’S OFFER. Overhearing, the Doppelganger may promise to help recover Albyn’s tome using its power to Change Shape if they release it. ► GAU’S OFFER. The Lich Gau may also intercede, claiming that he’ll use his magic to distract the guards and help them retrieve the book, if they free him. ► VESSALIA’S INTERJECTION. If the party tries to release Albyn, Ukuul, or Gau, Vessalia claims that she wants to make sure they open the right cell (DC 15 WIS realizes she’s lying). Because she has a clear view of the pillar, she knows which levers connect to which cells. Regardless of which cell they want to open, she tells them to use the rightmost lever, which releases Yerkva from Cell 9 (she hopes the party and the Swamp Stalker slay each other).

Releasing the Prisoners ► YERKVA. The Swamp Stalker attacks whoever is closest, only escaping when there’s none left. ► VESSALIA. The unarmed Keeper stays in her cell or tries to sound the alarm. ► GAU. The Lich stays true to his promises. He casts Invisibility on himself and tells the party to go to area P4 while he sounds the alarm in the courtyard. As Temilian and his guards are drawn outside, he uses Flight or Shadow Leap to flee. ► UKUUL. The Doppelganger wants to claim its Diplomat’s Denture from area P4. Disguised as a Stoneborn Warrior, Ukuul raises the alarm in area P1 to draw Temilian and the guards outside. When the safe is opened, Ukuul returns and demands the party hand over the treasures. If they refuse, Ukuul calls for the guards and tries to escape with the treasures in the confusion. ► ALBYN. The Lupine Deceiver seeks only to escape with his beloved tome. He is quick to turn against the party or take advantage of any chaos that arises to get away from them.

Escaping the Prison If the alarm hasn’t been raised as the party tries to escape, Oglûk uses its secret tunnel to intercept them before they can leave, bringing the full power of its eyestalks to bear. The party does not need to kill Oglûk or anyone else chasing after them. As soon as they’re a hundred feet from the prison wall, any pursuers give up the chase. If captured, the party is locked inside Everwatch Prison until they accept a fine of 200 gp per character. If Agylia is happy with their work, she may pay the fines.

Albyn & Agylia If Albyn died, the Tome of the Shadow Pact serves as proof of his guilt. Agylia gives the party their reward, and tells them to keep the damned tome. If the party brings Albyn to Agylia, she urges him to flee into exile. Unless the party has forged proof of his innocence, Agylia pays them only half the reward for freeing her brother. If freed, Albyn quickly falls back into his old habits murdering peasants. Though an unfortunate outcome, catching a murderous shapeshifter presents another exciting quest for a band of resourceful adventurers!

Difficulty

The prison is suitable for level 4 adventurers (Total Party Level 15–18). You can adjust its difficulty to higher level parties by making the following cumulative changes.

Level 5 (TPL 19–22)

• Traps and hazards are Tier 2

• Watcher has 1 Boss Action

Level 6 (TPL 23–26)

• 3 Stoneborn Warriors in P1, P6, P8, and P10

• Watcher has 3 Boss Actions

• Medusae Spellblade has 34 HP.

Level 7 (TPL 27–30)

• 4 Stoneborn Warriors in P1, P6, P8, and P10

• Watcher has 60 HP.

• Medusae Spellblade has 44 HP.

Adjusting the Plot The mission in Everwatch Prison can easily be adapted, such as:

• An imprisoned thief is the only one who knows where to find the McGuffin the party needs.

• A drunken priest imprisoned after a bad misunderstanding is the only one who knows the secret the party needs to uncover.

• A mad wizard imprisoned for a spell gone awry is the only one who can cast the spell the party needs to cast.

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