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DDAL-EBEP-01 - The Iron Titan (Oracle of War Epic 1) PDF

39 Pages·2020·15.951 MB·English
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C Designer: Will Doyle, James Introcaso, Shawn Merwin Campaign Story and Development: Will Doyle Editing: Ashley Michaela “Navigator” Lawson Art Direction and Layout: Stacey Allan Artists: Mark Behm, Conceptopolis, William O’Connor, Olga Drebas, Scott M. Fischer, Ron Lemen, Marcel Mercado, Lee Moyer, Lindsey Look, Ryan Pancoast, Steve Prescott, Richard Whitters, Kieran Yanner Cover Illustrators: Vance Kelly (original graphic design), Ron Lemen (inset illustration) All art provided by Wizards of the Coast and used with permission D&D Adventurers League Guildmaster: Chris Lindsay D&D Adventurers League Wizards Team: Adam Lee, Ari Levitch, Chris Lindsay, Mike Mearls D&D Adventurers League Eberron Administrators: Will Doyle, Amy Lynn Dzura, Shawn Merwin Playtesters: Jeff Barnes, Jordan Conrad, Christina Donovan, Tom Donovan, Greg Hartman, Mark Knapik, Beth Merwin, Cindy Moore, Scott Moore Welcome Welcome to the Oracle of War campaign, presented by the Adventurers League! You can play this adventure as part of your own Eberron: Rising from the Last War campaign, or as part of the Oracle of War organized play campaign. While this campaign runs under the umbrella of the Adventurers League, it utilizes different rules. You can familiarize yourself with these unique campaign rules by checking out the Oracle of War Player’s Guide and Oracle of War DM’s Guide, found in the D&D Adventurers League Players Pack. OYER M LEE DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are property of Wizards of the Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork con- tained herein is prohibited without the express written permission of Wizards of the Coast. ©2019 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK. his adventure is designed for three to seven 1st- A H to 4th-level characters and is optimized for five characters with an average party level (APL) of In the Oracle of War campaign, the characters are 4. Characters outside this level range can’t partic- scavengers working for salvage crews. Players should ipate in this adventure. invent their own reasons for undertaking such dangerous This is a special D&D Epics™ 3-hour interactive work: dedication to a just cause, serving a specific patron, adventure, originally designed for two or more tables spying for an organization, etc. playing together. Each group must contain characters of Players with access to the Oracle of War Player’s Guide tier 1 (levels 1–4). While it’s best enjoyed with multiple can use the backgrounds and patrons listed there. Many groups, the adventure is also playable with a single group. of these serve as adventure hooks for this and later adven- This adventure occurs in Eberron, on the edge of the tures in the campaign. At the start of play, ask your players remains of ruined Cyre. This fallen nation is known as if their characters have utilized any of these backgrounds the Mournland across most of Eberron, but as the Gray to and tie them into the adventure as best you can. the residents of Salvation. This special event is designed C  S to accompany the Spoils of War storyline. Spoils of War is part of the Oracle of War Eberron campaign for the D&D This adventure can take place at any time during the Spoils of War storyline but, for continuity, it’s best enjoyed after Adventurers League. all four adventures in the series have been played. Running this Event L E This adventure was designed for multiple groups working together. Guidelines for coordinating the adventure as For simplicity and speed of play, this adventure doesn’t a multitable event appear in appendix C, “Administrator incorporate any legacy events from previous adventures in Guide.” If you aren’t helping coordinate, you don’t need to the Oracle of War series. read or print this section. You can also run the adventure for a single group, using T the guidance provided in “Event Rules.” If you do this, your progress through the battle is simulated using simple rules. At the start of this adventure, players can visit Salvation and buy anything from the Adventuring Gear, Armor, B Equipment Packs, Tools, or Weapons tables in chapter 5 of the Player’s Handbook. Items can also be sold for half their The necromantic terror group, the ORDER OF THE listed value, although players can gain no more than 20 gp EMERALD CLAW, seeds discord across Khorvaire to per adventure in sales. leverage the influence of the nation of KARRNATH and H P the BLOOD OF VOL faith. Their agent in SALVATION, the corrupt salvage broker IRULLAN KARNACH, has devised In the Oracle of War campaign, adventurers are supposed to be a means to awaken the WARFORGED COLOSSUS on the a cut above the rest. To reflect this, each character in the party outskirts of the outpost. Now she plans to use it to destroy gains one hero point at the start of this adventure. Players the entire settlement: a test run for further strikes into the earn additional hero points by completing story goals. The nation of Breland. Only a ragtag army of SALVAGE CREWS DM may not award hero points except as specifically directed stand between the colossus and the outpost. in the adventure. At the end of the adventure, the players lose O any hero points they’ve accrued. The adventure’s story is spread over two parts and takes Hero Points approximately 3 hours to play: A player can spend a hero point whenever they make an attack • Part 1: Big Moe (30 mins). roll, an ability check, or a saving throw. The player can spend the Emerald Claw agents awaken “Big Moe,” sending an hero point after the roll is made, but before they know whether army of undead ahead of it to ravage the outpost. they’re successful or not. Spending the hero point allows the • Part 2: Wrecking Ball (150 mins). player to roll a d6 and add it to the d20, possibly turning a failure into a success. A player can spend only one hero point per roll. The adventurers undertake quests to dismantle the In addition, whenever a character fails a death saving throw, the warforged colossus, aided by prophecy and advice from player can spend one hero point to turn the failure into a success. the Oracle of War . DDAL-EBEP-01 THE IRON TITAN 3 he Iron Titan is a D&D Epics™ adventure. Tactical Advice. Each location in the colossus has a Familiarize yourself with the following rules secret vulnerability that players can only exploit if they’ve concepts before running this adventure. Many of received tactical advice from the Oracle. Using tactical these rules are also summarized on Handout 1: advice can give the party major advantages in combat. Event Rules. • Whenever your players successfully utilize a piece of E E tactical advice, all characters in the party gain one hero point. The Iron Titan encourages interactivity between tables. The following rules are designed to work across Prophecies in Single-Group Play multiple groups: When playing with a single group, the DM handles the allocation of prophecies and tactical advice themselves, Single-Group Play using Administrator Handout 1: Oracle Prophecies and Even though this was originally written as an EPIC, we realize Administrator Handout 2: Oracle Tactics. it isn’t always possible to attend a large event where that type of play is offered. Therefore, we’ve created this in a manner R V that it can be run with one group of players. Throughout the EVENT RULES, advice for running this with a single group is As the players complete quests to assault the colossus, given in these helpful sidebars. Enjoy! they damage its structural integrity. Each time your players complete a quest, fill in one of the quest reports from appendix B and ask your group captain to report the P  T A victory to the commander. When enough quest reports Each group receives one prophecy from the Oracle of War have been handed in, the commander announces the when they’re seated. If the players can make this proph- destruction of one of the colossus’s deadly weapons. ecy come true, they can request tactical advice from the Oracle of War. Victories in Single-Group Play Prophecies. Prophecies are ambiguously worded, and When playing with a single group, players must complete it’s up to the DM to adjudicate if the requirements of each at least three quests during part 2 to succeed in the event. prophecy have been met. For example, “One hero wields Each quest the group completes destroys the colossus the flame as two foes fall” could be completed by a wizard weapon assigned to that location (see appendix C, killing two or more enemies with a scorching ray spell, a “Administrator Guide”). rogue hurling a flask of alchemist’s fire to kill two enemies, or knocking two enemies prone while another party B U  S D member holds a burning torch or lantern aloft. Every 20 minutes, the commander announces one of the If your group completes a prophecy, ask the Group Captain to call over the administrator handling the Oracle colossus’s siege weaponry attacks. Pause the action until of War. That administrator will supply the group with a the commander has made their announcement, and then apply any effects that occur from it. new prophecy and a piece of tactical advice about fighting If your group receives siege damage, each player must the colossus—the players decide which part of the colos- roll on the following table and apply the result immedi- sus they wish to learn about (Head, Chest, Left Arm, Right ately. A player can spend one hero point to ignore the Arm, Left Leg, or Right Leg). Prophecies are delivered to the characters via one of the Oracle’s homunculus scouts, result of their roll. which can reach them anywhere on the battlefield. • If the players need no more tactical advice, the administrator grants each character in the party a hero point instead. • Whenever your players successfully complete a prophecy, the administrator delivers it to another table. 4 DDAL-EBEP-01 THE IRON TITAN Siege Damage Table 37–39 Mutilated. Jagged shrapnel hits you, dealing 16 d100 Connection (3d10) slashing damage and inflicting a random 01 Immolated. Explosions ripple around you. You must lingering injury (see “Injuries” in chapter 9 of the make a DC 15 Dexterity saving throw, taking 27 Dungeon Master’s Guide). (5d10) fire damage on a failed save, or half as much 40–46 Pinned. A falling beam or pillar pins you beneath it. damage on a successful one. If you drop to 0 hit Until freed, you are prone and restrained. To break points because of this damage, the heat reduces you free, you or an adjacent ally must take an action and to a pile of ash. succeed on a DC 10 Strength (Athletics) check. 02–03 Aflame. Burning oil ignites your hair and clothing. 47–54 Rubble. Rubble clatters over you, creating difficult While you remain on fire, you take 5 (1d10) fire terrain in a 10-foot radius around you. damage at the start of each of your turns. At the end of 55–59 Severely Bludgeoned. Wreckage hits you, dealing 11 each of your turns, you can make a DC 15 Constitution (2d10) bludgeoning damage. saving throw, quelling the flames on a success. 60–64 Severely Impaled. A spear of shrapnel plunges into 04–06 Aftershock. All creatures standing on the ground you, dealing 11 (2d10) piercing damage. must succeed on a DC 12 Dexterity saving throw or 65–69 Severely Impaled. A spear of shrapnel plunges into fall prone. you, dealing 11 (2d10) piercing damage. 07–09 Blasted. An explosion blasts your space. All creatures 70–74 Slashed. Shrapnel tears into you, dealing 6 (1d10) within a 10-foot radius of you must make a DC 10 slashing damage. Dexterity saving throw, taking 11 (2d10) fire damage on a failed save, or half as much damage on a 75–76 Slowed. A chunk of wreckage cracks into your knee, successful one. reducing your speed by half until the end of your next turn. 10–11 Blinded. Dust washes over you. You must succeed on a DC 10 Constitution saving throw or be blinded 77–78 Smoke. A 20-foot-radius sphere of thick smoke swirls until the end of your next turn. up around you, heavily obscuring the area. The cloud persists until a wind of moderate or greater speed 12–16 Bludgeoned. Wreckage slams into you, dealing 5 (at least 10 miles per hour) disperses it. (1d10) bludgeoning damage. 79–80 Stunned. Debris strikes you in the head, dealing 5 17–18 Buried. A pile of wreckage buries you beneath it. (1d10) bludgeoning damage and stunning you until Until freed, you are prone, restrained, and blinded. the end of your next turn. To break free, you or an adjacent ally must take an action and succeed on a DC 15 Strength (Athletics) 81–86 Tangled. Wreckage entangles you. Until freed, your check. The wreckage counts as difficult terrain. speed is halved and you have disadvantage on attack rolls and ability checks. To escape, you or an 19–20 Collapse. The section of the colossus you’re fighting adjacent ally must take an action and succeed on a on collapses. When you pull yourself from the DC 10 Strength (Athletics) check. wreckage, you find yourself somewhere else. Join another table and return when they’ve completed 87–95 Tripped. A shockwave knocks you prone, along with their current quest. (Reroll this result for sin- any creatures with 5 feet of you. gle-group games.) 96–97 Unconscious. A chunk of wreckage thuds into your 21–22 Confused. A chunk of wreckage strikes you in the head and you drop to 0 hit points. back of the head, dealing 5 (1d10) bludgeoning 98–99 Double Damage. Roll twice on this table and apply damage. At the start of your next turn, you move half both results (ignoring rolls of 98–00). your speed in a random direction. 00 Triple Damage. Roll three times on this table and 23–24 Coughing. Dust chokes you. Until the end of your apply all results (ignoring rolls of 98–00). next turn, you can’t talk or cast spells with a verbal component. Battle Updates in Single-Group Play 25–29 Deafened. An explosion deafens you until the end of When playing with a single group, the DM pauses play to your next turn. make the Battle Updates and chooses the colossus actions themselves, as described in appendix C, “Administrator 30–34 Impaled. A spear of shrapnel plunges into you, Guide.” All colossus actions target the player group. dealing 5 (1d10) piercing damage. The following restrictions apply in single-group play: 35–36 Inferno. Burning oil spills in a 10-foot radius around • Battle Updates occur every 45 minutes instead of every 20 minutes. you. Any creature that enters the area for the first • The colossus only takes one colossus action per time on a turn or starts its turn there must succeed Battle Update. on a DC 12 Dexterity saving throw or take 11 (2d10) • The colossus can’t take the same action twice in a row. fire damage. DDAL-EBEP-01 THE IRON TITAN 5 C D • Spells that affect areas over 200 feet in radius (e.g. control weather) can affect other groups at the Player characters who die during the event are mysteri- administrators’ discretion. Inform the administrators if ously raised from the dead, healed to full health, and can one of your players casts a spell with such a range. rejoin their companions at the start of their next quest. Any S S character who experiences this earns the “Death is a Door” legacy event. At the end of the event, ask just these players During the event, allied clerics can provide any of the to tick this event on their Adventure Records. spellcasting services listed in the Oracle of War Player’s E A Guide. Players must cover the component costs for these spells, which are cast instantly. Such spells can’t be cast This adventure uses lists of “Environmental Actions” to during combat. add drama and excitement to combat. Each turn, a player W  E can work one of these elements into their description of their action. The primary purpose of this is to give players To win the event, the players must complete enough quests ideas; interesting details to use while describing their to destroy Big Moe. Quests allow the players to disable its actions. If a player comes up with a particularly clever weapons and prevent it from crushing the outpost. The way to use an element, the DM could grant advantage on commander provide updates on the ongoing battle as the a check or attack roll or some other benefit. The rogue event plays out. wants to cross a room full of enemies by swinging on a chandelier? As the DM, you could let them make a simple Timekeeping Dexterity (Acrobatics) check to avoid opportunity attacks, Every group is expected to triumph in three quests to win the essentially getting a free Disengage action. Environmental event, so budget your time accordingly. Any quests still in elements are always optional and largely cosmetic. As progress when time is called must be abandoned. a DM, you don’t have to grant a bonus for every use of an element. But presenting a list can help players think of the location as more than just squares on a map and challenge them to add more cinematic flair to their actions. Special Preparations Some Dungeon Masters enjoy preparing showpiece 3-D terrain for D&D Epics™ adventures. For The Iron Titan, any of the six body part locations detailed in part 2 make ideal candidates. Maps for these locations are provided in appendix A. I R The following restrictions apply throughout this D&D Epic™ event (these rules and others are summarized on Handout 1: Event Rules): S  L R The event plays out in just a few hours of game time. Players can’t afford to take long rests and can take only one short rest (due to the assistance of the settlement’s healers, this rest only takes 10 minutes instead of 1 hour). Opportunities to earn additional short rests occur during play. If players have access to the catnap spell, they may cast it to gain the benefits of a short rest. P S Right from the start of the adventure, the characters have limited time to save the outpost, making it difficult to cast certain spells: • There isn’t time to cast spells with a casting time of longer than 5 minutes before the event begins. • Spells with a casting time of longer than 5 minutes can only be cast during the event if the group uses their OLIS N LEMEN • sShpoerltl sr ewsitt.h a casting time of longer than 10 minutes NCEPTOP O O R can’t be cast during the event at all. C 66 DDDDAALL--EEBBEEPP--0011 TTHHEE IIRROONN TTIITTAANN Duration: 30 minutes If the players defeat or drive off their enemies in fewer than three rounds, another five zombies march forward to attack them. Emerald Claw agents awaken “Big Moe,” sending an army of undead ahead of it to ravage the outpost. Adjusting the Scene I Here are some suggestions for adjusting this scene: • Very Weak: Remove four zombies. When all players are seated and ready to begin, one of the • Weak: Remove two zombies. administrators will read the following boxed text aloud: Another rainy day in Salvation. You’re drinking away your C  P 2 latest salvage pay packet in the Gray Beyond tavern, when When the players have defeated their enemies, proceed suddenly you hear a mechanized roar from the outskirts to part 2: “Wrecking Ball.” If they haven’t defeated their of town! Gathering outside the tavern, you see a huge iron enemies after 30 minutes, allied forces charge through the giant lumbering toward town. Somebody’s awakened Big area and mop up any remaining zombies. Moe from its junkyard and turned it against the town! As your fellow scavengers run around in panic, undead warriors dressed in Cyran garb shamble into the outpost, hacking down everyone they come across. Alarm bells ring and a magically amplified voice cries out: “Defend the out- post! We’re under attack!” As the voice echoes around you, purple smoke sud- denly belches from the Oracle of War as it speaks another prophecy . . . At the start of the event, give the players Handout 1: Event Rules and Handout 2: Oracle of War. C! When combat begins, give the players the street section of Handout 3: Environmental Elements. In this phase, the players must fight against a group of undead rampaging through the streets. The players face the following enemies: • Eight zombies dressed in the regalia of the nation of Cyre. They look like they died just yesterday. • One of the zombies carries the scorched battle standard of the 5th Cyran Infantry. While it holds the standard, this zombie has immunity to piercing, bludgeoning, or slashing damage from nonmagical attacks, and all zom- bies within 10 feet of it have advantage on Constitution OLIS saves made for Undead Fortitude. The character OP who lands the killing blow on this zombie earns the CEPT “Enmity of the Claw” legacy event. At the end of the ON event, ask just this player to tick this event on their C Adventure Record. Duration: 150 minutes The players must now choose quests from Handout 1: Event Rules Individual quests aren’t timed: when your The adventurers undertake quests to dismantle the group finishes a quest, they immediately choose another . warforged colossus, aided by prophecy and advice from to undertake. Continue playing quests until time is called the Oracle of War after 150 minutes and the commander announces the W B success or failure of the event. . When part 1 is complete, read the following boxed text aloud: As Big Moe lumbers closer, the brokers of Salvation call the M H RK BE surviving scavengers together. A M “We aren’t leaving this place!” shouts the goblin Belaluur. “This is where our fortunes lie! Here, in this mud.” Draev Shaldor wheezes into sight. “We fight the colossus here. Whoever turned this thing against us will taste the steel of the people of Salvation.” Belaluur looks around. For a moment, nobody speaks. “Triumph here, and the brokers of Salvation will pay you well.” The crowd cheers, and the brokers nod their agreement. All apart from Irullan Karnach, who is conspicuous in her absence . . . 88 DDDDAALL--EEBBEEPP--0011 TTHHEE IIRROONN TTIITTAANN Q 1: H S D Once through the teeth, the adventurers must roll initiative for the coming fight (see “Destroying the Brain”). Those who act on initiative count 5 or above activate their feather Destroy as much of the colossus’s tokens successfully and land on their feet. Those who act regenerating undead brain as you can! on lower initiative counts take 5 (1d10) bludgeoning dam- age and land prone. Characters who don’t use their feather token here can keep them until the end of the adventure, at which point their magic fades. D  B Estimated Duration: 30 minutes In this quest, the characters are catapulted into the titan’s When the adventurers land inside the head, read the mouth to destroy its brain. following boxed text aloud: I Steel tubes run toward a massive, pulsating lump of If the players choose this quest, read the following boxed text aloud: wrinkled, gray flesh in the ceiling. Arcs of lightning crackle over the flesh as the pipes steam and hiss. The Oracle of War warns that Big Moe’s been fitted with “Intruders!” roars a muscular woman wearing armor with a regenerating, undead brain. The Oracle’s homunculus the green flame insignia of the Emerald Claw. A thick wire scouts have spotted the colossus opening its mouth for attached to the back of her skull winds all the way up to the brief moments. You need to catapult inside, destroy as brain on the ceiling. A group of undead soldiers emerge much of the brain as you can, then escape before it spits from the shadows at her command, followed by more you back out. Do anything you can to slow the undead Emerald Claw soldiers. brain’s regeneration! When combat begins, give the players the Head section of In this quest, each adventurer receives a feather token that Handout 3: Environmental Elements. The players face they can use to land on their feet after being catapulted the following enemies here: into the colossus. • One Emerald Claw champion. I • Two cult fanatics. • Five zombies. After you introduce this quest, play out the following events: The Emerald Claw champion attached to the brain can telepathically relay orders to the other cultists inside F! the colossus. They fight to the death to defend the The adventurers are loaded onto catapults aimed at Big undead brain. Moe’s head. A single character chosen by the group must make a DC 10 Intelligence (Investigation) check to tell Adjusting the Scene the catapult operators when to launch. On a success, the Here are some suggestions for adjusting this scene: party gains advantage on any ability checks made to land • Very Weak: Remove three zombies, and replace one inside Big Moe’s mouth before it closes. On a failure, the Emerald Claw champion and two cult fanatics with one thug characters have disadvantage on these checks. and two cultists. • Weak: Remove two zombies, and replace two cult fanatics A  T with two cultists. Once launched, the characters hurtle through the air toward the colossus’s open mouth. Each adventurer can make either a DC 15 Strength (Athletics) or a DC 12 A I Dexterity (Acrobatics) check to hold their bodies in the The Head Map in appendix A shows the layout of this perfect projectile shape to get into the mouth before it area, which has the following important features: closes. If they fail this check, they take 2 (1d4) bludgeoning Ceiling. The ceiling is 20 feet high. damage per character level as they graze against the Light. Magic globes embedded in the ceiling fill the area closing teeth. with bright green light. In lieu of making these checks, the characters can get Sounds. The hiss of pipes, the mechanical thud of creative. The DC is 12 for any checks they need to make. For instance, a character could cast the misty step spell the titan’s movements, and the crackle of lightning fill the chamber. to teleport inside Big Moe’s mouth, requiring no check, Eye Windows. Two 8-foot-diameter windows or another character could make a DC 12 Strength look outside. check to knock out any teeth in their flight path using a Pipes. Pipes cover the walls and ceiling and can be portable ram. climbed without requiring an ability check. DDAL-EBEP-01 THE IRON TITAN 9 B The 5-foot-radius undead brain is attached to the ceiling via an indestructible 5-foot-long rod that its flesh is grown around. The brain has AC 10, 50 hit points, and regenerates 10 hit points every round on initiative count 20. If the brain takes damage, it gains resistance to that type of damage for 1 minute. When a creature deals damage to the brain with a type of damage it has resistance to, the brain shoots a bolt of lightning at the creature. The creature must succeed on a DC 13 Dexterity saving throw or take 7 (2d6) lightning damage. If the brain is destroyed, the steel rod it hung from remains embedded in the ceiling. Tactical Advice Players can earn the following tactical advice about this quest by completing prophecies (see “Epic Events”): Poison. One of the cultists carries a vial of pale tincture poison in a hidden compartment in her boot. Adventurers who’ve received advice from the Oracle of War can splash this poison over the undead brain to slow its regeneration to 5 hit points every round for 1 minute and remove any damage resistances that it currently has. Implant. The Emerald Claw champion has an implant in her skull that allows her to connect to the undead brain. Adventurers who’ve received advice from the Oracle of War can attempt to remove the implant from her corpse without damaging it with a successful DC 14 Wisdom (Medicine) check. Doing so prevents the undead brain from gaining any new resistances. If a warforged character plugs the implant into their own head, they can also prevent the undead brain from making lightning attacks. E The characters can climb out the titan’s mouth and rappel down to the ground with a successful DC 12 Strength (Athletics) check. Those who fail the check fall 30 feet, taking 10 (3d6) bludgeoning damage. Q R If your players destroy the undead brain, fill in one of the quest reports from appendix B and ask your group captain to report the victory to the commander. When playing with a single group, simply note down that the colossus’s head area is now disabled. OK O DSEY L N LI 1100 DDDDAALL--EEBBEEPP--0011 TTHHEE IIRROONN TTIITTAANN

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