Hot DM's Pawns of Time Campaign (Inactive)

Game Master Hotaru of the Society

Suddenly, Temple!


1 to 50 of 827 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

Inspire Courage (+1 Hit/Damage and Will v. Charm and Fear)

Alright, so! First off. I will try to update gameplay at least once daily. This will tend to be between 5pm and 6pm (U.S. Central Time). It is currently 10:26AM at the time of posting. I'll avoid looking at the gameplay thread unless there seems to be a flurry of activity. This will help to ensure that I don't miss any important parts of your posts. If the players are moving quickly, I'll try to provide information in a timely manner.

I will be much more quick to respond, and respond more frequently in the Discussion thread. So if you have a question like 'are the walls rough or smooth?' that my description missed, that is important to your action, hit me up in the discussion thread for a quicker response. Do not be afraid of bothering me, or what have you, about me missing a post, not understanding one of your abilities, forgetting you picked up a tapestry in that one guy's castle, etc. I'm human, I forget, I won't get mad at all. Okay, maybe a little. But I'll be mad at me, not you. :)

Likewise, and more importantly to me, I am not a gotcha DM. If you throw down your bow to draw your sword, and then the party moves on, I'm not saying 'you left your bow in the snow two miles back.' Your character would -not- leave behind the bow on accident. That bow costs a third of what your father probably made in a year. Forgetting your bow is like forgetting your child at christmas.

Next up: I, as a DM, like hazards. I do not like deadly one-shot traps or devices. I like for my traps to add difficulty to an encounter that is already there. That doesn't mean you need to have a rogue. You might be in a bog that happens to have naturally deep spots, and Survival or Knowledge(Nature) may aid in spotting them. Encounter CR is adjusted accordingly with this.

On that note: Knowledges, Professions, Crafts, and things like that are all huge parts of characters. While they will never be as valuable as Perception, that is because no skill is. However, in the case of Profession and Craft, you spent points on something. At some point, it is going to do something nice for your character.

I will use the initiative block system for the most part. The only outlier will be 'sneaky' types. We'll get to those when they happen. But block initiative is pretty simple. Round 1 High Initiative players, Round 1 monsters, Round 2 High initiative players + Round 1 Low initiative players... and so on.

I would -like- to make several of the automated checks for the players. For example, when a monster shows up, I will roll knowledge(s) relevant to that creature. When you would roll perception, I will do that. Initiative likewise. Whenever you ask to make a roll, that is when you roll, whether it is to make your own perception check, to gather food, to attack, etc.

On that note, would you prefer I roll your saving throws, or let you roll them? There is value in knowing, before you act, whether or not your ally has just been stunned by the monster you're fighting, even if they have not posted yet, after all.

I won't be requiring a posting rate, but I will be posting, for the most part, every day that there is something to respond to.

Please provide a list of skills and other information that you feel I may need to automate for you (and any pets you may have), this list should include:

Perception
Initiative

Crafts
Knowledges
Professions
Spellcraft
Survival

When you level up, let me know any of these that have increased, please and thank you.

Any questions?


Male Lynx HP (20)
Stats:
AC/Touch/Flat 21/18/14 | CMB/CMD 4/17(21 v Trip) | Fort/Ref/Will +6/+6/+0 | Init +3
Skills:
Acrobatics +5, Bluff +6, Climb +12, Disguise +7, Intimidate +5, Perception +5, Sense Motive +5, Stealth +10/14, Survival/Track +5, Swim +5, Linguistics +6, Kn(Dungeon/Geog/Local) +8, Kn(History) +10
Magical Beast (Slayer 2)

No questions here. I put most of Scath's skills in his comment sections, so they show up on every post. I find this helps the GMs (I'd suggest you require everyone do this, I do in the games I run).

I'm fine with you automating rolls, or doing them myself, or mixed. Either or.

I don't see Scath getting any profession or craft skills anytime soon, unfortunately. Then again, he's more of a ranger type anyway, so that's likely to be where his skills go anyway (Survival).


Inspire Courage (+1 Hit/Damage and Will v. Charm and Fear)

Mmhmm. From my perspective, Survival is more an example of a profession skill than its own skill, if you think about it. I'll try to expand profession skills to have applications like Survival does.


Human Gunslinger (Techslinger) 6 | HP: 66/66 | AC: 19, T: 17, FF: 12 | Fort: +6, Ref: +10, Will: +5 | BAB: +6, CMB: +6, CMD: 24 | Init: +13, Perception: +12 |

As a GM myself, I -highly- encourage rolling saves for players in PbP games. It's immensely helpful for keeping things moving. ^^

Hecate's Skills: (Some available in her quick reference bar)
-Perception: +11
-Initiative: +13

-Craft (Alchemy): +5. Emphasis on being able to create her own bullets, but as she's from the highest-tech society, feel free to assume she also knows some things about advanced materials, the science of combining atoms, and so on.
-Knowledge (Engineering): +7. Once again, high-tech society. XD She understands the advanced stuff, and this might go as far as a sort of Knowledge (Technology) skill. Not so good at old-timey stuff.
-Profession (Soldier): +7. Professional soldier. Understands military customs, and can probably react appropriately to any other professional military force after minimal observation of their style.
-Spellcraft: Not trained. She prefers technology anyway.
-Survival: +10. Part of her training as a soldier - surviving with minimal resources regardless of location is exactly the sort of thing she was taught. As a soldier, she learned how to do this without relying on technology.

In general, the best thing to know about Hecate is probably that she comes from a very advanced society. She's used to network connections, information at her fingertips, and... well... not always having many interpersonal relationships. She tends to come across as a little standoff-ish when face-to-face (unless it's in the military, where she behaves as a soldier is expected to), but you can expect her to approach problems from a futuristic point of view and generally look down on "old" ideas.


Male Human Marksman 6 /gunslinger 1 | HP 55 | F +8 R +10 W +8 | PAC 22 BAC 22 T 15 FF 18 CMD 21 | Init: +5 Perception: +10 (+14 if near psycrystal and looking down the scope)

Ae we going to replace the characters we lost?


Inspire Courage (+1 Hit/Damage and Will v. Charm and Fear)

I had no intention of doing so. 4 seems like a capable number. There's obviously a gap that needs filling that otherwise can only be filled by sleep and time... but that was already there to begin with. I feel like 3-4 with a reliable DM is significantly better than 10, because then the DM can generally react without overstepping, pushing forward, etc.

Also, thank you, Hecate. :)


Inspire Courage (+1 Hit/Damage and Will v. Charm and Fear)

Double check these to make sure they're correct for me, please? If each of you do it for yourselves, it'll be a bit easier for me.

You don't need to double check, Hec. :)

I also added heal to that list, as that's effectively a 'profession: They're not dead yet.'

And just to double-double check: No one has spellcraft?

Scath:

Perception: 12
Init: 6
Sense Motive: 8
Survival: 10
Dungeoneering: 6
Geography: 6
Local: 6

Hecate:

Perception: 11
Init: 13
Alchemy: 5
Engineering: 7
Heal: 8
Soldier: 7
Survival: 10

Pierce:

Perception: 8
Initiative: 5
'Weapons': 5
Heal: 4
Engineering: 6

Damian:

Perception: 8 (10 traps)
Initiative: 4
Alchemy: 13
Armor: 13
Weapons: 13
Engineering: 11


Male Human Marksman 6 /gunslinger 1 | HP 55 | F +8 R +10 W +8 | PAC 22 BAC 22 T 15 FF 18 CMD 21 | Init: +5 Perception: +10 (+14 if near psycrystal and looking down the scope)

Looks about right, I didn't take a profession skill, because I have a limited number of skills, I figured putting ranks into skills a secret agent would have ranks in like perception, disable device, bluff, that kinda stuff, would work for a sterling archer/James Bond type character


Human Gunslinger (Techslinger) 6 | HP: 66/66 | AC: 19, T: 17, FF: 12 | Fort: +6, Ref: +10, Will: +5 | BAB: +6, CMB: +6, CMD: 24 | Init: +13, Perception: +12 |

Bluff: 1d20 ⇒ 20

"Any sufficiently advanced technology is indistinguishable from magic. All I have to do is apply the theoretical quantum principles underlying the technology of my people, and analyzing any of your simplistic magic will become a trivial affair." /Lies


;)

I believe you. But the DM doesn't.


Inspire Courage (+1 Hit/Damage and Will v. Charm and Fear)

Either way, there will be -some- overlap of knowledges for that very reason. Like, a construct falls under Engineering just as much as it falls under Arcana, to some degrees. DM Fiat OP.


Male Human Marksman 6 /gunslinger 1 | HP 55 | F +8 R +10 W +8 | PAC 22 BAC 22 T 15 FF 18 CMD 21 | Init: +5 Perception: +10 (+14 if near psycrystal and looking down the scope)

Do we even have any spellcasters anymore?


Male Human Machinesmith 5

I'm a quasi spellcaster.

Hot DM:

All that is correct. I should point out that I also have trapfinding, so I can deal with those pesky magical traps.

I am fine with you rolling perception, sense motive, knowledge checks, saves, and initiative checks, as these things are more reactive in nature.


Inspire Courage (+1 Hit/Damage and Will v. Charm and Fear)

That is pretty much correct. :) There's also very little to stop anyone from picking up information on magic, at the very least, in the near future. If you don't, nothing lost, as it is an opportunity cost. :)

In case you're wondering, I'll get a decent post up this afternoon for folks to react to. Copy and pasting on a mobile device is monstrous, and fear of losing an entire post I spent my lunch break working on, due to my being slow with typing on said device is going to keep me from making good posts during my work hours. On the other hand, rapid posts that I don't need to spend a lot of time making detailed analyses will come relatively quickly. :)


Male Human Marksman 6 /gunslinger 1 | HP 55 | F +8 R +10 W +8 | PAC 22 BAC 22 T 15 FF 18 CMD 21 | Init: +5 Perception: +10 (+14 if near psycrystal and looking down the scope)

Ok so we have only one partial spellcaster, and no healers....
Could we modify our game to be gestalt?
Because if we don't we're going to need at least one new character to be our healer.


Inspire Courage (+1 Hit/Damage and Will v. Charm and Fear)

I believe you will be fine. I have faith in you.


I can heal as well, just not super (basically 50% of 3d6).


Male Human Marksman 6 /gunslinger 1 | HP 55 | F +8 R +10 W +8 | PAC 22 BAC 22 T 15 FF 18 CMD 21 | Init: +5 Perception: +10 (+14 if near psycrystal and looking down the scope)

Hmm, if you guys say so... We're just going to have to kill everything really fast with no room for error...


Human Gunslinger (Techslinger) 6 | HP: 66/66 | AC: 19, T: 17, FF: 12 | Fort: +6, Ref: +10, Will: +5 | BAB: +6, CMB: +6, CMD: 24 | Init: +13, Perception: +12 |

I'm trying to help with that. XD If nothing else, we can try to provide long-term care for each other...?


Inspire Courage (+1 Hit/Damage and Will v. Charm and Fear)

There are a ton of viable options for how to handle the situation without overcomplicating things. If one of you wants to find a way to multiclass to solve a problem, I have nothing against that, but I feel that in your situation (currently being a blank slate, effectively), believing you have to have an X to succeed is a little odd. As a point of fact, you had three more people before, and the same amount of healing that you do currently.

It has always been my opinion that having a healer does one of two things: it prevents real danger, or it creates real danger. If the party has an Oracle-paladin who heals 1d8+1d6+cha+1 single target, +1d6 aoe at level 2, per round, then you either create a situation where the party needs that much healing (which means a crit is death), or you do not, and nothing is a challenge. This is an extreme example, of course (as the combo heals for an average of someone's hp at that level), but even dropping the paladin from that, 8 hp per round means that if I'm not putting someone to half health every round, the Oracle has actions to burn, and an Oracle with actions to burn just makes the fight even more to your team's advantage. In short, it isn't going to be necessary in most situations.

Who kills someone in combat when they bring them to the ground? People who -hate- that guy. And things of animalistic intelligence (and that's more along the lines of them dragging you to their den). Everything else will deal with other threats first, which means that as long as you play as if death is a danger, you should be fine. Don't put yourself in a situation where one bad or good roll will kill you, and I promise I won't :p.


Male Human Marksman 6 /gunslinger 1 | HP 55 | F +8 R +10 W +8 | PAC 22 BAC 22 T 15 FF 18 CMD 21 | Init: +5 Perception: +10 (+14 if near psycrystal and looking down the scope)

Bleed damage is still an issue (albeit a small one compared to the next few), so are curses, diseases, poison, ability damage/drain, negative levels, and other non hit point damage


Male Lynx HP (20)
Stats:
AC/Touch/Flat 21/18/14 | CMB/CMD 4/17(21 v Trip) | Fort/Ref/Will +6/+6/+0 | Init +3
Skills:
Acrobatics +5, Bluff +6, Climb +12, Disguise +7, Intimidate +5, Perception +5, Sense Motive +5, Stealth +10/14, Survival/Track +5, Swim +5, Linguistics +6, Kn(Dungeon/Geog/Local) +8, Kn(History) +10
Magical Beast (Slayer 2)

At low levels, it's not as big a deal.

At higher levels, we'll need to compensate. Wands of cure spells, lesser restoration scrolls, etc, and lots of UMD.

Additionally, at higher levels, leadership and cohorts become an option for healing.


Male Human Machinesmith 5

I can say that I have played several games, including a pair of level 15+ games, without any real healing in it (we used potions and wands with UMD) and we survived and even thrived. It will definitely force us to figure out a combat style and focus on it (whether that be speed, focusing fire, or high defenses).

Shadow Lodge

Male. Vaguely humanoid Ninja 3/Bard 1/Ranger 2/Scholar 1

Uugh, I hate using consumables.
I'll get over it though


Inspire Courage (+1 Hit/Damage and Will v. Charm and Fear)

While I am a fan of gestalt, I believe there's a time and place for it. It needs to make sense for the story you're trying to tell. Not everything needs to be reeses.

I actually really dislike characters that rely heavily on consumables (cough, every successful wizard ever, cough), because it tends to eat the party budget. I do not dislike finding consumables and interesting treasures, though, that have limited uses. They're neat. Pathfinder could use more of them.

Also, forgot a bit:

Pierce:
:The weapons are of fine quality, tipped in iron, rather than bronze.

Shadow Lodge

Male. Vaguely humanoid Ninja 3/Bard 1/Ranger 2/Scholar 1

Spoiler:
uh, which weapons?


Inspire Courage (+1 Hit/Damage and Will v. Charm and Fear)

Take a look on the gameplay tab.


Male Human Marksman 6 /gunslinger 1 | HP 55 | F +8 R +10 W +8 | PAC 22 BAC 22 T 15 FF 18 CMD 21 | Init: +5 Perception: +10 (+14 if near psycrystal and looking down the scope)

The ones for the clockwork?


Inspire Courage (+1 Hit/Damage and Will v. Charm and Fear)

Mmhmm.

A side note: I'll be much more able to be responsive on tuesdays, thursdays, saturdays, and sundays. My job is simply more condusive to it on those days (or I'm not at my job :p).

When I stated I'd get one post out a day, I didn't mention that I intended that as a fallback. You could rely on one good post per day, and I'd avoid posting unless I had the time to give a well-thought-out post in the gameplay thread.

I'll do my best to move things forward when such events occur, rather than stalling them out. Also, the way I tend to play these things, I give the players a -lot- of information they can use, but they're responsible for communicating what they know that others may not know. It's significant that if you have a knowledge, you'll pretty much never go into a combat unaware.

I also will likely put a 'key features' section in each room, so the players know what the major things to interact with are. I'll write up things that have little impact on the story, just because 'you're in a room with two statues' is boring and gives you very little to interact with.

I'm trying to figure out whether I want to wait for players to post to give information, or give information as players post. (Like, having a puzzle figured out before one of the players can respond sucks. But also only getting one post a day sucks.) In short, I'm trying to determine whether it is better to maintain pace for each individual, or to leave space for characters to interact with one another on the information I've already presented them.

Any suggestions? Preferences?


Male Half Orc Shielded Armored Soulknife 8 HP: 77/79, Perception 11+DV 60ft

Oh my gosh I'm so sorry.
My paizo didn't tell me there were any posts.
Is it too late for me to get back in? :(


Inspire Courage (+1 Hit/Damage and Will v. Charm and Fear)

No big deal. Just answer the questions, and I'll add your information. :)


Inspire Courage (+1 Hit/Damage and Will v. Charm and Fear)

Don't forget you can tweak your characters however you like, since it's kind of a fresh start.

Some things to consider, though:

Roy:
Craft: Wood Carving is super specific. You could expand that to something more akin to 'Artistry' or 'Woodworking'. That'd leave it a lot less niche for you. Other than that, no advice, really!

In my mind, crafts, knowledges, and professions should have swaths of coverage as wide as skills like heal and survival. 'Heal' is effectively Profession: Doctor, Nurse, Surgeon, Inquisitor... and similar things all rolled into one, as a direct result, something like 'Wood Carving' is extremely niche. Sure, you can stay niche, but it's not necessary, it's just a personal preference for your character. As a direct result of this, you can generally use Heal and Survival to make money (as... you know, it makes sense. You hunt for food, or you stitch up wounds, or the like, and it's treated as a profession. Needing Heal -and- profession: Doctor to make money as a doctor is... crazy.)


Male Half Orc Shielded Armored Soulknife 8 HP: 77/79, Perception 11+DV 60ft

Woodcarving was meant to cover things like wooden weapons, statues, furniture, possibly wands.
Basically just wood things.
I think it's mostly a semantic discrepancy.
To me, woodcarving is anything made of wood. I can change it if it still matters to you, though.
I dropped Gaelic to free up a skill point. I figure since no one else speaks catfolk any more, that could count as his Gaelic.
There's really no reason for him to know Catfolk, as he's never met another.
Anyways, major Skills include:
Spellcraft +8
Woodworking +6
Perform Strings +7 +MW Fiddle
Diplomacy +7
Stealth +8
UMD +9
Perception +0 +Scent
Survival +0
Initiative +4

I'll have Bear's in a bit.
Anything I missed?


Inspire Courage (+1 Hit/Damage and Will v. Charm and Fear)

Effectively nothing that I know of. :)


Male Eidolon HP (55/55) MC (1/1)

Perception +7
Initiative +3
Intimidate +7
Survival +7

That's pretty much all of Bear's big ones.


Inspire Courage (+1 Hit/Damage and Will v. Charm and Fear)

Alrighty, thank you :) I'll get your stats added to my data dumps shortly. :)


Inspire Courage (+1 Hit/Damage and Will v. Charm and Fear)

An important note: your perception checks will effectively never give you the full story, just the important pieces. Continued interest, interaction with the world, and interaction with one another will secure further details.

Additionally, I have no problem with you guys reading each other's spoilers, just remember what is your information and what is not. :)


Male Human Marksman 6 /gunslinger 1 | HP 55 | F +8 R +10 W +8 | PAC 22 BAC 22 T 15 FF 18 CMD 21 | Init: +5 Perception: +10 (+14 if near psycrystal and looking down the scope)

One down, one to go.


Male Lynx HP (20)
Stats:
AC/Touch/Flat 21/18/14 | CMB/CMD 4/17(21 v Trip) | Fort/Ref/Will +6/+6/+0 | Init +3
Skills:
Acrobatics +5, Bluff +6, Climb +12, Disguise +7, Intimidate +5, Perception +5, Sense Motive +5, Stealth +10/14, Survival/Track +5, Swim +5, Linguistics +6, Kn(Dungeon/Geog/Local) +8, Kn(History) +10
Magical Beast (Slayer 2)

This may not be a big enough fight to warrant it, but will we have maps for future combats?


Inspire Courage (+1 Hit/Damage and Will v. Charm and Fear)

I'd like to, but I'm not really sure how. If you have specific suggestions on how to do that, or can walk me through that, I'd be happy to jump through the necessary hoops. As it stands:

Basic gist is that there's a 5 foot space to each side of the statues, then a ten foot wide door between them. They're against one wall. The room is 30x30. Let's go with A-F A being the 'armor' row, with collumns 1-6.

A2 and A5 have a suit.
Hecated attempted a disable with Know(Engineering), which I treated as A Dirty Trick v. their Helpless CMD to make it easier, but using Engineering instead of attack. After she disabled part of A5(the one next to the lever), they both came to life... and she left A5 as a curiously-grease-less stain on the wall.

That leaves A2. Positioning beyond that is up to everyone else, but A2 is still in A2 until its next turn.


Human Gunslinger (Techslinger) 6 | HP: 66/66 | AC: 19, T: 17, FF: 12 | Fort: +6, Ref: +10, Will: +5 | BAB: +6, CMB: +6, CMD: 24 | Init: +13, Perception: +12 |

Never underestimate the power of modern armor-piercing bullets. o wo b

...

Or thereabouts. XD Firearm criticals are nasty.


Inspire Courage (+1 Hit/Damage and Will v. Charm and Fear)

MMhmm. Even moreso when your DM gives the creatures Vulnerability to Criticals. :P


Male Lynx HP (20)
Stats:
AC/Touch/Flat 21/18/14 | CMB/CMD 4/17(21 v Trip) | Fort/Ref/Will +6/+6/+0 | Init +3
Skills:
Acrobatics +5, Bluff +6, Climb +12, Disguise +7, Intimidate +5, Perception +5, Sense Motive +5, Stealth +10/14, Survival/Track +5, Swim +5, Linguistics +6, Kn(Dungeon/Geog/Local) +8, Kn(History) +10
Magical Beast (Slayer 2)

Google Drive is what I use. I upload maps from the internet or that I draw myself in paint or gimp or something.

Here's an example.

To do it, you make a grid map (or download a blank grid from the internet), then after logging into Google Drive, create a new Drawing.

Once the drawing is on the browser, go to your file browser, and drag and drop the map jpg/gif/png/etc file onto the browser window (or click insert on the menu in the browser window and select 'select file to upload').

You can repeat the process to put other smaller graphics on the same drawing (see the example, all the npcs and pcs are on the map as smaller graphics). You can also draw in random objects quickly with the drawing tools (see the bushes on the example, and the blood pool).


Inspire Courage (+1 Hit/Damage and Will v. Charm and Fear)

What steps must I take to allow others to edit it, and what steps do I need to take to make it so people don't accidentally move things they shouldn't?

Publishing looks like it just shares the image, not the ability to manipulate it, and share gives a ton of options that I'm not sure of which to select.

Does this work?

Hecate should have a five foot space between her and the armor she slaughtered. Other than that, anyone else can put themselves wherever they'd like... if it works.


Male Human Marksman 6 /gunslinger 1 | HP 55 | F +8 R +10 W +8 | PAC 22 BAC 22 T 15 FF 18 CMD 21 | Init: +5 Perception: +10 (+14 if near psycrystal and looking down the scope)

I would be somewhere on the far side near the lever.


It works. I can see it.
Unfortunately, I can't move things from my phone.(my only mode of posting)
:/


Inspire Courage (+1 Hit/Damage and Will v. Charm and Fear)

A-F, 1-6 still works for you for now, given size :). Just go top-left as A1.


Male Lynx HP (20)
Stats:
AC/Touch/Flat 21/18/14 | CMB/CMD 4/17(21 v Trip) | Fort/Ref/Will +6/+6/+0 | Init +3
Skills:
Acrobatics +5, Bluff +6, Climb +12, Disguise +7, Intimidate +5, Perception +5, Sense Motive +5, Stealth +10/14, Survival/Track +5, Swim +5, Linguistics +6, Kn(Dungeon/Geog/Local) +8, Kn(History) +10
Magical Beast (Slayer 2)

After creating it, click on the Share button.

Then click on 'get sharable link'.

Then click on the drop down that says 'Anyone with the link can view'

Change 'can view' to 'can edit'.

Copy the link.

Post the link.

Done. :)

Looks like the one you have works.


Male Lynx HP (20)
Stats:
AC/Touch/Flat 21/18/14 | CMB/CMD 4/17(21 v Trip) | Fort/Ref/Will +6/+6/+0 | Init +3
Skills:
Acrobatics +5, Bluff +6, Climb +12, Disguise +7, Intimidate +5, Perception +5, Sense Motive +5, Stealth +10/14, Survival/Track +5, Swim +5, Linguistics +6, Kn(Dungeon/Geog/Local) +8, Kn(History) +10
Magical Beast (Slayer 2)

Last time Scath was behind a statue. I'll put him behind one now. Likely not the one that was being worked on. :)


Inspire Courage (+1 Hit/Damage and Will v. Charm and Fear)

Stupid two legs knocking statues onto clever cats?

1 to 50 of 827 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post Discussion / Hot DM's Pawns of Time All Messageboards

Want to post a reply? Sign in.