TEXT: 44
  44
  In this adventure, the Fated are challenged with 
  finding the missing daughter of a Guard sergeant, 
  but are things really what they seem?
  DEsTiNy sTEps: 
  CRSC 13R: “When you sup upon your pride 
  and dance with cadavers” could describe the 
  character’s encounter with the Iron Zombies, 
  especially if she was particularly prideful earlier 
  in the adventure. In this event, the Iron Zombies 
  can be described as moving in a manner that 
  resembles a “jerky dance.”
  LLBC 
  At: 
  “If 
  overconfidence 
  proves 
  your 
  theory true” is a great step for a character that 
  suspects the true reasons behind Annabelle’s 
  disappearance.
  PrOlOguE: 
  The Fated are stopped by a Guard patrol and 
  told that their presence has been requested at 
  a nearby Guard station. If they question why, the 
  guardsmen explain that they’re not in any sort 
  of trouble; their sergeant would simply like to 
  have a few words with them. If the Fated refuse 
  to cooperate, the Guard won’t force the matter 
  but will instead point out that at some point in 
  the future, the Fated will likely need help with 
  something, and that having the gratitude of a 
  Guard sergeant could make everything much 
  easier. 
  If the Fated agree to accompany the guardsmen, 
  read the following text:
  MacAlester can offer the Fated 10 scrip for their 
  assistance, but more importantly, he’s also willing 
  to pull some strings in the Guild for them, either 
  after they’ve finished their mission or at a future 
  date.
  RusT aND RuiN
  a ONE-SHOT aDVENTurE FOR ThROugH ThE brEaCh 
  MaRk biNgHaM aND 
  MasON CrawFORD
  The guardsmen escort you to a fortified, two-
  story building a few blocks away. A blonde woman 
  in a Guard jacket sits in one of the upper story 
  windows, cradling a long rifle in her arms as she 
  watches you approach with indifferent attention. 
  Once inside, a large man with a sergeant’s insignia 
  pushes to his feet and approaches you, offering 
  his hand. “Thanks for coming,” he rumbles in a 
  deep voice. Behind his sideburns and bushy 
  mustache, you can see the face of a very proper 
  and attentive man.  
  “I’m Sergeant Adam MacAlester. You seem like 
  people of action, so I’ll cut right to the chase. I 
  need discreet assistance with a matter of a 
  personal and time sensitive nature. I can’t pay 
  very much, but I can make certain that the Guild 
  looks upon you with a softer eye for a while. Do I 
  have your attention?”
  
  45
  45
  Scene 1: The Sergeant's Dilemma
  Once the Fated have agreed to help him, 
  MacAlester will go into more detail on what he 
  wants them to do. Read the following text:
  If the Fated ask why MacAlester doesn’t want the 
  Guild Guard to find the girl, read the following 
  text:
  If the Fated ask about the woman’s identity, 
  MacAlester claims that she is “the daughter of 
  a Guild officer,” and leaves it at that, but a TN 
  12 Notice Challenge allows a character to notice 
  the family resemblance between MacAlester and 
  the girl in the photograph. Similarly, a TN 12 
  Scrutiny Challenge allows the Fated to realize 
  that the man is holding something back and that 
  he seems more concerned about the girl’s safety 
  than he is letting on. 
  If any of the Fated mention that they suspect a 
  connection between MacAlester and the girl, read 
  the following text:
  A TN 12 Scrutiny Challenge reveals that MacAlester 
  is being truthful, even if he is downplaying the 
  situation a bit. He’s on duty and can’t leave his post, 
  or he would be looking for Annabelle himself.
  MacAlester gives the Fated a map of Downtown with 
  the patrol’s route marked out on it. He notes that 
  they arrived at the woman’s home and checked in as 
  they had been doing all week but disappeared while 
  escorting her to her finishing school fifteen blocks 
  away. He suggests that they start at his home and 
  walk the route, looking for clues.
  If the Fated choose to investigate Annabelle’s home, 
  go to Scene 2: The MacAlester Residence (pg. 46). 
  If they choose to investigate the finishing school, go 
  to Scene 3: Finishing School.
  MacAlester motions for the other guardsmen to 
  step outside, and he folds his wide arms behind 
  his back as he waits for them to obey his orders. 
  Once you’re alone with him, he explains the 
  situation. “Yesterday afternoon, one of our patrols 
  went missing under suspicious circumstances. 
  The Guard has been searching for the patrol since 
  they failed to report in, and suspicion has fallen 
  upon the woman they were escorting. I would like 
  for you to find the missing patrol before the Guard 
  does and bring the woman to me.”
  He reaches into his pocket and withdraws a 
  folded black-and-white photograph, which he 
  hands to you. It depicts a young woman of about 
  fifteen years. “This is the woman. She is not to be 
  harmed under any circumstances.”
  “She’s my daughter,” he admits, an unpleasant 
  look crossing his face. “Her name is Annabelle. 
  She’s a bit of a firebrand, like her mother, but 
  she’s still a good kid, despite the mouth on her. 
  There have been a few disappearances in our 
  neighborhood lately, so I put two guardsmen on 
  her for protection.” 
  MacAlester snorts in amusement. “Oh, you 
  can bet she hated that, but it was for her own 
  good. They‘re both good soldiers, the sort who 
  would lay down their lives to keep her safe. If all 
  three of them have disappeared…” He pauses, 
  then shakes his head. “Something must have 
  happened. Time is of the essence.”
  “Politics,” he sighs, clearly exasperated. “Her 
  father supported Rowan von Brandt after the 
  Governor-General died, and there are a few 
  people in the Guild that wouldn’t mind seeing a 
  bit of misfortune coming his way for backing the 
  wrong horse. I can’t count on anyone in the Guild 
  actually putting much effort into looking for her.”
  
  46
  46
  Scene 2: The MacaleSter ReSidence
  When the Fated arrive at the MacAlester 
  residence, read the following text:
  Until the guardsmen know that the Fated are there 
  on behalf of Sergeant MacAlester, they’ll order the 
  Fated to leave them alone. They have their orders, 
  and those orders don’t involve talking with street 
  riff-raff.
  Once the Fated explain that they’re visiting the house 
  on behalf of Sergeant MacAlester, the guardsmen 
  relax and show them into the house to look around. 
  The main floor consists of a small den, a dining 
  room, and a small half-bathroom, while the second 
  floor mainly contains three bedrooms, one of which 
  has been converted into a small library. Christine 
  MacAlester, Annabelle’s mother, welcomes them 
  but otherwise tries to stay out of their way; a TN 8 
  Scrutiny Challenge reveals that she’s beside herself 
  with worry.
  The guardsmen don’t really think that there’s much 
  to find in the house, and they will tell the Fated as 
  much, but neither do they believe that there’s any 
  harm in being thorough.
  Searching the house for clues is handled via an 
  Ongoing Challenge:
  Searching FoR clueS
  Skills Allowed: Notice, Scrutiny
  Target Number: 9 
  Duration: 1 Minute
  Success Requirement: 6
  Failure Requirement: 2
  At the end of each Duration, the Fated learn one Clue 
  from the list below for each success they achieved.
  If the Fated manage to successfully complete the 
  Ongoing Challenge, they learn the Breakthrough, 
  which should give them a solid push in the right 
  direction. If they critically fail the Ongoing Challenge, 
  however, then they learn the Red Herring, which is 
  likely to pull them well off course.
  clueS (in no Specific OrdeR)
  * The Fated find a playbill to a show in the southern 
  part of downtown with feminine handwriting on the 
  back: “L30, R43, R2.” MacAlester or his wife can 
  identify the handwriting as belonging to Annabelle. 
  (This is the combination to the lock that Annabelle 
  purchased for her warehouse; she wrote it down on 
  the first piece of paper she could find, which hints 
  at her location.)
  * While questioning Mrs. MacAlester, she mentions 
  that Annabelle has been “a bit moody” lately, though 
  she attributes that to being a teenage girl more 
  than anything else. However, she also mentions 
  that she’s caught her trying to “sneak out at night.” 
  The disappearances were more of an excuse to 
  put guards on her than any real worry on their part; 
  she and her husband were more concerned about 
  her sneaking out to meet with boys. (In actuality, 
  Annabelle has been sneaking out to abduct people 
  and practice necromancy.)
  * Tucked under the mattress in Annabelle’s room 
  is a list of female names. A few of them have been 
  circled with words such as “Legs?” or “Chest?” 
  written next to them, while others have been 
  scratched out. If the Fated think to check, the circled 
  names match the names of the women who have 
  recently disappeared in the neighborhood. (This is 
  Annabelle’s list of potential victims from when she 
  The two-story home in front of you is crafted from 
  sturdy brick and surrounded by a well-trimmed 
  landscape and a sturdy, wrought iron fence. The 
  other houses on the street are similarly built, 
  and the frequent gas lampposts lining the wide 
  street give you the impression of a relatively safe 
  neighborhood.
  There are two Guild guardsmen standing watch 
  outside the home, and as you approach, they 
  casually place their hands on their holstered 
  pistols, as if to say, ‘keep on walking.’
  
  47
  47
  was first planning her abductions; she forgot that 
  the list was here when she gathered the rest of the 
  incriminating evidence against her.)
  * As the Fated are searching Annabelle’s room, 
  they uncover the shattered remains of a ceramic 
  piggy bank in one of her dresser drawers. (If the 
  Fated think to ask her, Mrs. MacAlester reveals that 
  Annabelle had been saving up her allowance lately 
  and must have had “twenty or thirty” scrip saved up 
  in total. They give her three scrip per week to spend 
  on dresses or other luxuries… which hints at the 
  generous size of Sergeant MacAlester’s paycheck.)
  * Mrs. MacAlester mentions that Annabelle has been 
  listening to the Aethervox lately, but whenever she 
  went into to her room, Annabelle just flicked the device 
  off and yelled at her mother to leave her alone. Mrs. 
  MacAlester remembers hearing a male voice talking 
  on the Aethervox and suspects that a boy might have 
  gotten a hold of some broadcasting equipment and 
  tried to woo her daughter. The Aethervox is nowhere to 
  be found in her room. (Annabelle was actually listening 
  to the broadcasts of Professor Albus Von Schtook on 
  the creation of Iron Zombies; she moved the Aethervox 
  to her warehouse the day before her parents assigned 
  guards to watch over her.)
  Breakthrough:  The Fated find half a hand-written 
  receipt for the rental of a warehouse in the trash in 
  Annabelle’s room. The receipt lists the location of 
  the warehouse, which is along the riverfront at the 
  very southern part of the Downtown district. (This 
  points the Fated toward Scene 4: The Warehouse, 
  where Annabelle has set up her “secret” lair.)
  Red Herring: Tucked away in the upstairs library is 
  a long letter from “R. James” professing his love for 
  an unnamed woman in graphic and sensual detail. It 
  looks like it’s been read and reread multiple times. 
  (The letter actually ‘belongs’ to Annabelle’s mother, 
  Christine, who is editing it for a friend of the family, 
  in the hopes of helping him impress his girlfriend. 
  Mr. James’ spelling and grammar don’t quite match 
  his heart, so she was doing him a personal favor… 
  but has neglected to mention such to her husband, 
  under the (correct) belief that he would be upset. If 
  the letter is brought up to either of them, it sets off 
  a very heated and very loud argument between them 
  that lasts through the rest of the adventure.)
  Following The Trail
  If the Fated attempt to follow the route of the 
  guardsmen, they can make TN 12 Track Challenges 
  to pick up the trail and start following the tracks of 
  the group, but only if they start at her home; there 
  are no tracks leading from the school that are recent 
  enough to follow, and even if the Fated were able, 
  they would just lead back to Annabelle’s house.
  The footprints follow the usual path Annabelle 
  takes to the schoolhouse, down a somewhat slow 
  side street, until around the halfway point when 
  Annabelle’s footprints suddenly branch out from 
  the two guards, as if she started running. All three 
  sets of prints lead to a large warehouse near the 
  southern, riverfront edge of the Downtown district. 
  This is the same warehouse the Fated may have 
  learned about in the Searching For Clues Ongoing 
  Challenge.
  
  48
  48
  Scene 3: FiniShing School
  If the Fated choose to investigate Annabelle’s 
  finishing school, read the following text:
  The guardsman – Brian Taylor – has worked hard 
  to obtain the cushy job of guarding a schoolhouse 
  filled with pretty teenage girls, and he takes offense 
  to any suggestions that he might not be doing his 
  job correctly. If the Fated are polite and respectful, 
  however, he’s friendly enough, and a TN 9 Bewitch 
  Challenge (or a TN 12 Intimidate Challenge) gets 
  him talking freely about Annabelle MacAlester.
  Taylor explains that Miss Nevaeh’s is a finishing 
  school for the daughters of prominent Guild officials, 
  and as such, security is “pretty tight.” That security 
  consists mostly of him, of course, but he’s confident 
  in his own abilities. He claims that Annabelle 
  MacAlester never arrived at the school yesterday (or 
  today, for that matter), and that while he is sworn 
  to protect the young women at the school, he’s not 
  actually responsible for getting them there in one 
  piece. As far as he’s concerned, that’s a failing of 
  her two bodyguards. 
  As far as Annabelle herself, Taylor always got the 
  impression that she was a bit “stuck up,” and that 
  the other girls didn’t really care for her all that much. 
  He had to step in a few times after her mouth got the 
  better of her – “that girl can swear out a sailor any 
  day of the week” – and he’s seen Miss Nevaeh haul 
  her outside by the ear on more than one occasion to 
  scold her away from the other students.
  MiSs nevaeh
  If the Fated ask to speak with Miss Nevaeh, they 
  have to succeed on a TN 10 Convince Challenge 
  to persuade Taylor to bother her. On a failure, he 
  tells them that she’s busy teaching and can’t be 
  bothered, but on a success, he steps into the 
  schoolhouse and fetches her. 
  Nevaeh Adira is a black woman in her late fifties. 
  She peers out at the world from behind delicate 
  spectacles, and her dark hair is pulled back behind 
  her head in a tight bun. Nevaeh is annoyed at being 
  pulled away, but if the Fated make a successful TN 
  10 Bureaucracy, Bewitch, or Convince Challenge (or 
  a TN 14 Intimidate Challenge), she sighs, removes 
  her spectacles to clean them, and tells the Fated 
  that Annabelle is a very intelligent young woman 
  who nevertheless is a problem student. 
  Nevaeh also reveals that Annabelle is actually the 
  third one of her girls to go missing, though none 
  of them went missing at her school. If the Fated 
  achieved a Margin of Success on their Bureaucracy, 
  Bewitch, Convince, or Intimidate Challenge, she 
  adds that of all three of the missing girls, Annabelle 
  is the only one she doesn’t particularly want back. 
  “That girl is trouble,” she says. 
  She refuses to allow the Fated to search her school, 
  noting that her girls “don’t need to be disturbed by 
  any more disappearances; they’re already on edge 
  as it is.”
  Miss Nevaeh’s School For Young Women is a 
  simple, squat brick building that looks more like a 
  warehouse than a traditional school. The symbol 
  of the Guild is prominently displayed to either 
  side of the building’s doors, and next to those, a 
  Guild Guard in a long red cloak is leaning against 
  the brick and eating an apple. 
  Upon noticing your approach, he swallows one 
  more bite, tosses the apple core to his feet, and 
  raises a hand. “Thowwy,” he says, his mouth still 
  full of food. “No entranth.”
  
  49
  49
  Scene 4: The Warehouse
  When the Fated arrive at the warehouse, read the 
  following text:
  If the Fated enter through the front door, the front 
  room is stacked with empty crates that Annabelle 
  moves out of the back room. Two of her creations – 
  the former remains of two of her classmates – linger 
  here, preserved in death as Iron Zombies. 
  The Fated can attempt TN 12 Stealth Challenges 
  to sneak past the two Iron Zombies. On a success, 
  they can enter the rear of the warehouse without 
  alerting them, but if even a single Fated fails the 
  Challenge (or if the Fated don’t bother with Stealth), 
  they attack with screeches of warning. Read the 
  following text if this happens:
  The stats for the Iron Zombies can be found on page 
  52.
  Annabelle's Flight
  The shrieks and the sound of the second Iron 
  Zombie’s petrol motor starting up are loud enough 
  to alert Annabelle of the Fated’s presence, and she 
  hurries to escape the warehouse as quickly as she 
  can by climbing into a moored boat and motoring off 
  down the river. 
  She climbs into the boat at the start of the fourth 
  round of combat, starts the motor at the start of the 
  fifth round, and starts driving it out onto the river 
  at the start of the sixth round. By the start of the 
  seventh round, she’s out of sight. If she escapes, 
  see the Conclusion section on page 50 for more 
  details.
  The warehouse seems to be divided into two 
  sections, one on solid ground, and one that opens 
  out onto the river, allowing for the easy loading of 
  crates and other materials from a docked boat. 
  The only entrance – or at least, the only entrance 
  that doesn’t involve swimming – is a wooden door 
  with a hefty padlock hanging from a brand new 
  latch. The latch and the padlock are both currently 
  open, hinting that someone is inside.
  Suddenly, there’s a high-pitched shriek as a 
  misshapen abomination lurches out from behind 
  a wooden create. It might have been a teenage 
  girl at one point, but its flesh has been cut up and 
  sewn back together in multiple places, and its 
  hands have been replaced with a mangled mess 
  of knives, like spiny gloves. The most horrible 
  thing, though, is the way its swollen tongue hangs 
  limply from its upper skull, which is entirely 
  missing its lower jaw. 
  The shriek is answered by a second creature, 
  similar in basic design as the first but somehow 
  more horrible. Its chest has been opened up like 
  an autopsy, and its internal organs have been 
  replaced with what you can only assume is some 
  sort of petrol motor from a motorized boat. It 
  sputters as the creature raises its right arm, once, 
  twice, before finally jumping to life and powering 
  the rotating cutting blade which has replaced its 
  entire head.
  
  50
  50
  The Back Room
  If the Fated are able to quietly make their way past 
  the two Iron Zombies (or if they dive into the water 
  and swim around to the side of the warehouse that’s 
  open to the water), read the following text:
  The girl is Annabelle MacAlester, a budding 
  Resurrectionist. The broadcast she is listening 
  to is one of the “academic lectures” of Professor 
  Albus Von Schtook, one of the city’s most notorious 
  necromancers.
  If the Fated snuck up on Annabelle, they can 
  attempt TN 12 Stealth Challenges to get the drop 
  on her. Otherwise she shouts in surprise and rushes 
  toward the motor boat in an attempt to escape. If 
  hard-pressed, she draws upon her magic to defend 
  herself while trying to get to the boat and escape. If 
  the Fated didn’t defeat the two Iron Zombies in the 
  first room, she calls out to them to defend her, and 
  they rush into the second room.
  The motor boat is an unstable platform, so 
  characters firing ranged weapons while on it receive 
  - to their attack flip. The engine can be started as 
  a 2 AP Action, and once started, it can be moved 15 
  yards per AP spent controlling it. 
  Any character who suffers damage while on the motor 
  boat must succeed at an Acrobatics Challenge (TN 
  6 + damage received) or be knocked into the water 
  by the force of the attack. Climbing back into the 
  boat requires 2 AP and a TN 10 Athletics Challenge.
  If the Fated decide to attack the boat, it has Armor 
  +1 and 8 Wounds. When it reaches 0 Wounds, it 
  breaks apart.
  If the Fated failed to sneak up on Annabelle, she’s 
  likely either in the process of leaving or already 
  gone, as described in Annabelle’s Flight on page 49.
  conclusion
  If the Fated return Annabelle to her father, he 
  happily pays them the 10 scrip he promised and 
  acknowledges that he owes them a favor. He initially 
  doesn’t listen to any claims about his daughter being 
  a Resurrectionist, but a TN 14 Convince Challenge 
  is enough to get him to look at the evidence 
  objectively… provided that his daughter is still alive. 
  If the Fated killed her, MacAlester is blinded with 
  grief and vows vengeance against the Fated; they’re 
  likely in for some deep trouble with the Guild as he 
  finds every excuse he can to make the Fated’s life 
  miserable.
  If Annabelle escaped, she returns home and tells her 
  parents an elaborate story about being kidnapped by 
  a necromancer and escaping in a boat as he became 
  The rear room of the warehouse opens up to the 
  river at its far end, allowing small boats to dock 
  inside and unload their cargo at their leisure. At the 
  moment, there’s only a single boat moored to the 
  docks, a small, two-person rowboat that’s been fitted 
  with a cheap petrol motor. 
  At the center of the room, the grisly remains of an 
  adult man are spread across a low, flat table. His 
  corpse has been dismembered at all the major 
  joints, and in places, there are what look to be 
  salvaged industrial parts bolted onto the bones in 
  these pieces in a thoroughly unwholesome manner. 
  A second corpse lies nearby on the ground, still 
  dressed in its Guild Guard uniform. 
  A young woman wearing a surgeon’s smock and 
  mask – a teenage girl, really – is hovering over the 
  pieces and listening intently to a nearby aethervox, 
  from which emanates the soothing tone of a man’s 
  voice. 
  “…consider the benefits of a ball-and-socket joint 
  over that of a hinge joint,” the voice says in an 
  academic manner. “Mobility, of course, is the most 
  obvious, and for that reason alone it is often better to 
  leave the natural anatomy in place at the shoulder. 
  The elbow joint – a hinge joint, remember – is a 
  much better place to add improvements to the 
  corpse…”
  The girl nods in silent agreement with the voice 
  and moves the large knife in her hand down as 
  appropriate, as if following the instructions being 
  broadcast over the aethervox airwaves.
  
  5151
  distracted by someone attacking his “secret” lab. 
  There are plenty of holes to be found and evidence 
  to the contrary, but her parents are glad to have 
  her home and don’t bother to investigate the matter 
  further. A TN 14 Convince Challenge is once again 
  enough to get her father to look at the evidence 
  objectively, though his response is to place her 
  under heavier protection, rather than subject her to 
  the Guild’s criminal justice system.
  If Fated inform the Guild of Annabelle’s activities, the 
  Death Marshals investigate the situation and quickly 
  confirm the Fated’s belief that she’s responsible for 
  the deaths and resulting necromancy. If Sergeant 
  MacAlester hasn’t been convinced of his daughter’s 
  guilt, he does his best to block the investigation 
  while sending his wife and daughter south to Edge 
  Point under assumed names. If he’s been convinced 
  that his daughter is responsible, he does the same 
  but takes his own life afterward.
  If the Fated don’t find some way to bring Annabelle 
  to justice (or at the very least, to stop her interest 
  in necromancy), she eventually kills her parents in 
  their sleep and transforms them into Iron Zombies. 
  She leads them into the sewers in search of Von 
  Schtook, intending to become his greatest student. 
  Von Schtook is all too happy to learn that a gifted 
  student has been listening to his lectures, and 
  he happily welcomes her into his University of 
  Transmortis… and then promptly has his students 
  murder and reanimate the egotistical young woman 
  as an Iron Zombie.
  
  Iron Zombie
  Might
  3
  Grace
  -1
  Speed
  1
  Resilience
  2
  Charm
  -3
  Intellect
  0
  Cunning
  2
  Tenacity
  2
  Minion (5), Undead, Construct, Horror, Academic
  Defense
  3 (8)
  Walk
  5
  Height
  2
  Initiative
  2 (7)
  Willpower
  4 (9)
  Charge
  5
  Wounds
  7
  Skills: Artefacting 1, Evade 2, Melee 2, Notice 1, Stitching 1, 
  Toughness 2.
  Armor +1: Reduce all damage this character suffers by +1, 
  to a minimum of 1.
  Hard to Wound +1: Damage flips against this character 
  receive -.
  (1) Dissectors (Melee) 
  AV: 5 (10)  ========  Rg: y1  ======  Resist: Df 
  Target suffers 2/3/5 damage.
  t  Mutilate: After damaging, the target gains Slow.
  Annabelle MacAlester
  Might
  -2
  Grace
  1
  Speed
  1
  Resilience
  -1
  Charm
  -1
  Intellect
  2
  Cunning
  1
  Tenacity
  0
  Enforcer (7), Living, Academic
  Defense
  3 (10)
  Walk
  5
  Height
  2
  Initiative
  2 (9)
  Willpower
  2 (9)
  Charge
  5
  Wounds
  4
  Skills: Art 2, Artefacting 2, Deceive 2, History 1, Literacy 2, 
  Mathematics 1, Notice 1, Stitching 2, Toughness 2.
  Cynic: Annabelle finds it difficult to believe that people are 
  able to act for honorable reasons. She gains + on any 
  duels made to resist deception.
  Wp (C) Twisted Mind: After Annabelle succeeds, the 
  attacker suffers 2 damage.
  (1) Purloined Guard Pistol (Pistol) 
  AV: 1 (8)  ========  Rg: y12  =====  Resist: Df 
  Target suffers 1/3/4 damage.
  52
  52
  
SOURCE: textdata/thevault/Through the Breach/Through the Breach - One Shot - Rust and Ruin (Chronicles #25) [_oef_].pdf