The Legend of Valissa

Game Master The Dragon

Map of southern Isger
Current location: Drellin's Ferry.
Weather: Hot, clear skies.


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This is the IC thread.


Female Human Level 7 | HP: 92/92 | AC: 19, T: 14, FF: 17 | Fort: +8, Ref: +5, Will: +12 [+4 vs Evil] | CMB: +5, CMD: 19 | Init: +8 | Perception: +13 |

Dotting.


You've been on the road for seventeen days now. At first, you made your way through the vast open fields of north-eastern Andoran, but the landscape has gradually been giving way to rolling hills, sometimes broken by cliff-formations as the Aspodells rise to the east and the Brown Hills grow closer in the north. Meanwhile, as you've been gradually rising, a the valley floor to your immediate right has been falling, with the river Andar flowing along the bottom.

By now, the difference in elevation is something like several hundred feet.

You've passed small clusters of forest now and again. You're sure you're well into Isger by now, but there's little to mark the difference. You passed through a small village three days ago, and the peasants were unclear on whether you were in Isger or Andoran. It probably doesn't matter much to shepherds, anyway.

There have only been two villages along the trail, both much too small to have even an inn. The villagers probably don't travel much, judging from the state of the trail - sometimes you can only judge its existence from the carved mile marker boulders placed faithfully along it.

It's a classic summer of Andoran, the sky is clear, and while it's almost too hot to bear, a light, consistent breeze helps make it somewhat comfortable. Apparently the summers in Isger are not much different from those you are used to.

Your immediate destination, Drellin's Ferry, should be two days ahead or so, judging from the somewhat vague instructions from the last village.

OOC:
Think this for landscape.

Just a little fluff piece.


Female Human Level 7 | HP: 92/92 | AC: 19, T: 14, FF: 17 | Fort: +8, Ref: +5, Will: +12 [+4 vs Evil] | CMB: +5, CMD: 19 | Init: +8 | Perception: +13 |

*Watches video* *Sees a person* *Now imagining Valissa walking all over people to get to her destination* Heh. XD

Sigh. Peasants. When you lived in a world that had danger, you often wanted to have a good contingency plan in place - like, say, knowing how to get to the next few towns over just in case a dragon attacked and you needed to flee. People usually laughed at that.

Then they remembered that towns had been attacked that way before. Sometimes repeatedly. Then they started thinking about what might happen if they were caught totally unprepared for some disaster, like the great hurricane to the west, or the Worldwound to the north. Knowing evacuation routes was important - so naturally, the peasants didn't care.

Good men and women often had to die to protect them from the consequences of their ignorance. Meh. Trying to put them out of her mind, Valissa continued marching forward, looking to gather some food along the way. Knowing how to supplement your rations with gathered food was an excellent skill for anyone to have.

Survival (Feed Self): 1d20 + 8 ⇒ (9) + 8 = 17


Foraging is somewhat difficult - there's not much out here but sheep and grass - but around noon, as the road begins to curve down the side of the valley, you note the droppings and tracks of a rabbit. You keep an eye out, and manage to catch one by early evening, crushing its skull with a nearby rock.

The terrain grows more lush as the river grows closer, and soon enough you've berries to add to your meal.

This day passes without event, and the next.

You're now near the town, you feel.

The valley is more forested here than the hills were up above, and you find your visibility somewhat limited. Still, it is a nice day; the road is no longer hard to follow.

Speaking of the road, you note that it crests a small rise, and descends into a dusty grove in a large, shallow dell. An abandoned farmhouse, partially visible through the the trees, stand one of side of the road. You've passed a dozen spots like this one already, but this one feels eerily wrong, somehow.

Initiative DC 27:
Your eye catches on a reflection in the undergrowth - it takes you a second to realise that you're sorrounded! The ambushers have the look like fierce warriors - tall, hairy and muscled with potruding teeth and flat noses. They're all staring at you intently.

"GET HER BOYS!"

Roll initiative, if you fail the perception check you do not get to act in the surprise round.


Female Human Level 7 | HP: 92/92 | AC: 19, T: 14, FF: 17 | Fort: +8, Ref: +5, Will: +12 [+4 vs Evil] | CMB: +5, CMD: 19 | Init: +8 | Perception: +13 |

Perception: 1d20 + 12 ⇒ (3) + 12 = 15 I think I'm gonna go ahead and call that a failure... XD Also, as a personal note, I often encourage the GM to roll Init and many Saves - it tends to speed things up.

Valissa's hand twitched slightly as she heard a voice coming from nearby. That sort of phrase usually meant... ah. Of course. This was going to be interesting.

Initiative: 1d20 + 12 ⇒ (5) + 12 = 17


Surprise round

The words are accompanied by spears flying out of the undergrowth. Your attackers are tall, hairy humanoids, with wooden shields, more javelins, and swords at their sides.

Mechanics:
1:Shout +1d20 + 7 ⇒ (5) + 7 = 12, 1d6 + 7 ⇒ (2) + 7 = 9
2:1d20 + 7 ⇒ (11) + 7 = 18, 1d6 + 7 ⇒ (4) + 7 = 11
3:1d20 + 7 ⇒ (5) + 7 = 12, 1d6 + 7 ⇒ (3) + 7 = 10
4:1d20 + 7 ⇒ (6) + 7 = 13, 1d6 + 7 ⇒ (3) + 7 = 10
5:1d20 + 7 ⇒ (10) + 7 = 17, 1d6 + 7 ⇒ (2) + 7 = 9
6:1d20 + 7 ⇒ (7) + 7 = 14, 1d6 + 7 ⇒ (2) + 7 = 9

A single spear shatters as it strikes the barrier around you. All the rest land in the dust, a few of them standing in the ground.

At the same time, a wolf-like creature comes running down the path, snapping its jowls and baying. It's badly malnourished, but its eyes are burning cinders, and there's fire in its belly.

Knowledge: The planes is appropriate.

You can just make out another of the beasts through the trees. It's being accompanied by a swift-footed hobgoblin soldier.

Somewhere in the bushes, an imploring voice rings out. "Great Queen! Hark Kaznr svret!" The first bit is draconic. You can't make out the rest.

Knowledge: Spellcraft DC 19:
You're listening to a cleric casting invisibility.

Combat Map

Map Key:
The squares with wood in it are dominated by trees. Standing in one of those gives 20% concealment, and they're difficult terrain (the square you're leaving decides if the movement is difficult, by the way.).
Moving up the brown squares from the bottom of the dale is difficult, but moving down or along the side of the slope is not. That about covers it.


Round 1
The graceful hobgoblin makes it there first; you register the pistol in his hand as he levels it at you and pulls the trigger.

He's wearing a curious set of armor, has a short, but wickedly sharp blade in his other hand, and its twin in his belt.

The gun fires with a Bang!, a small cloud of smoke - the muzzle flares a great deal more than you expect, the bullet trailing a line of fire in the air as it goes.

FF-Touch: 1d20 + 9 ⇒ (15) + 9 = 24, 1d8 + 1d6 ⇒ (2) + (4) = 6+Fire: 3d6 ⇒ (3, 1, 2) = 6.

An imploring voice rings out from the forest. "Kazr Eth Sel!"

The first beast leaps and lands practically on top of you, trying to lock its jaws down on your throat.

FF charge: 1d20 + 9 ⇒ (3) + 9 = 12, 1d8 + 10 ⇒ (8) + 10 = 18+Fire: 1d6 ⇒ 4

The second beast slows down as it closes in, circling around you and growling.

Your Turn!


Female Human Level 7 | HP: 92/92 | AC: 19, T: 14, FF: 17 | Fort: +8, Ref: +5, Will: +12 [+4 vs Evil] | CMB: +5, CMD: 19 | Init: +8 | Perception: +13 |

There was a sharp, cracking sound as Valissa's kinetic barrier vanished, having taken most of the force of the bullet away before it had been able to strike her.

"Lord Oztalun, allow me to punish these beasts!" she cried out, calling upon her divine energies and feeling the entire world seeming to slow around her. Using Fervor to activate 'Time: Haste' as a swift action. Extending it to last 1 round/level. Time Sphere Recharge: 1d3 ⇒ 2

With that done, Valissa ducked low and clenched one fist, then drove it forwards and towards the beast in front of her. Kinetic power crackled as she did so.

Standard Action 1: Unarmed Power Attack, Conducting Kinetic Blast: 1d20 + 8 ⇒ (14) + 8 = 22 for Damage: 1d8 + 8 ⇒ (7) + 8 = 15 +Kinetic Blast: 2d6 + 8 ⇒ (1, 5) + 8 = 14

Earlier Roll: 1d20 + 7 ⇒ (12) + 7 = 19

That was probably enough to drop the creature, and Valissa darted backwards, moving 30 feet back to try and get out of the ambush area. An invisible foe, though... hm. Could be tricky, that. She might have lost in speed, but she hadn't lost her confidence - panicking was a good way to get killed, and she'd need all her wits about her for this.

Knowledge (Planes): 1d20 + 8 ⇒ (12) + 8 = 20
Spellcraft: 1d20 + 10 ⇒ (19) + 10 = 29

Haste: 4/4 rounds. Time Sphere Cooldown: 2 rounds left.

Daily Abilities:

Blessings: 5/5
Burn: 7/7
Channel Positive Energy: 3/3
Fervor: 6/7
Legendary Power: 4/4
Mythic Power: 7/7


Round 2
Valissa pummels the hell-hound's skull, and hears a distinct craking souns as she does so. It has yey yo go down, however, and snap at her heels as she retreats.

AoO: 1d20 + 8 ⇒ (12) + 8 = 20, 1d8 + 10 ⇒ (8) + 10 = 18+fire: 1d6 ⇒ 1

"Arg Sel!"

Meanwhile, the warriors trot along inside the undergrowth. They seem to have trouble moving about, with armor, shields and trees getting in their way, but they manage to keep up with Valissa fairly well, and get a new volley of javelins in the air.

1:1d20 + 5 ⇒ (16) + 5 = 21,1d6 + 5 ⇒ (4) + 5 = 9
2:shout+1d20 + 8 ⇒ (13) + 8 = 21, 1d6 + 8 ⇒ (4) + 8 = 12
3:1d20 + 8 ⇒ (20) + 8 = 28,1d6 + 8 ⇒ (3) + 8 = 11
4:1d20 + 7 ⇒ (11) + 7 = 18,1d6 + 7 ⇒ (1) + 7 = 8
5:1d20 + 8 ⇒ (6) + 8 = 14,1d6 + 8 ⇒ (5) + 8 = 13
6:1d20 + 8 ⇒ (8) + 8 = 16,1d6 + 8 ⇒ (6) + 8 = 14
Crit Confirmation: 3:1d20 + 8 ⇒ (13) + 8 = 21,1d6 + 8 ⇒ (1) + 8 = 9

The other hobgoblin tosses the empty pistol aside in the dirt, and trots down the path in an almost lazy jog, drawing his other blade.
Sparks fly from them as he flicks them together. He smiles at you.

More words ring out from the forest.

He's overtaken by the hounds, kicking up clouds of dirt behind them. Cones of flame burst from their maws.

1:Fire, Ref DC 16 halves: 2d6 ⇒ (6, 5) = 11
2:Fire, Ref DC 16 halves: 2d6 ⇒ (2, 1) = 3

Your turn.


Female Human Level 7 | HP: 92/92 | AC: 19, T: 14, FF: 17 | Fort: +8, Ref: +5, Will: +12 [+4 vs Evil] | CMB: +5, CMD: 19 | Init: +8 | Perception: +13 |

Reflex: 1d20 + 9 ⇒ (12) + 9 = 21
Reflex: 1d20 + 9 ⇒ (10) + 9 = 19

Damage to Valissa: 11 + 6 = 17.

Perhaps it was time to get a little rougher with these... bandits. Still, she saw no reason to fight on their terms. Valissa focused, and the world abruptly shifted around her as she stepped through space (without giving her foes the chance to strike out at her) and reappeared next to one of the hobgoblins in the south.

Standard Action: Warp (Teleport) to the South.

As Valissa reappeared, she held out one hand. "Hallow." she said, Quickening the blessing to make her even harder for her foes to hit. Not that they'd been having much luck to begin with, but the extra evasion wasn't her main goal here. Rather, she wanted to have the added accuracy and ensure that the physical blows she was about to unleash would actually be able to hit her foes.

Swift Action: Quickened Fate (Word: Hallow), giving herself a +1 Sacred bonus on Attack Rolls, AC, and Saves against Evil creatures. 40/40 Rounds left. Per the Recharge Magic rules on Metamagic and powers with specific recharge times, the effective +4 Level of Quickened doubles the recharge four times, giving her an 80 Minute recharge for this ability.

AC: 29, T: 22, FF: 25.
Haste: 3/4 rounds. Hallow: 40/40 rounds. Time Sphere Cooldown: 1 rounds left. Fate (Word: Hallow) Cooldown: 80 minutes left.


The hobgoblins on your side of the forest congregate on you.
While not mobile, you can tell they've been trained to work together - something about the way they use their shields to provide cover for each other.

One draws a wicked looking morningstar, the other a sword. The last one throws his spear at you, point blank.

"Got you now, witch."

1:1d20 + 8 ⇒ (13) + 8 = 21, 1d6 + 8 ⇒ (6) + 8 = 14, 20% Miss: 1d100 ⇒ 19
2:1d20 + 9 ⇒ (12) + 9 = 21, 1d8 + 8 + 1d6 ⇒ (7) + 8 + (1) = 16, 20% Miss: 1d100 ⇒ 20
3:1d20 + 9 ⇒ (13) + 9 = 22, 1d8 + 8 + 1d6 ⇒ (4) + 8 + (6) = 18, 20% Miss: 1d100 ⇒ 68

The others come lumbering out of the trees, and toss their spears at you. They seem more interested in seeing what happens next, though.

4:1d20 + 8 ⇒ (9) + 8 = 17, 1d6 + 8 ⇒ (4) + 8 = 12, 20% Miss: 1d100 ⇒ 64
5:1d20 + 8 ⇒ (4) + 8 = 12, 1d6 + 8 ⇒ (4) + 8 = 12, 20% Miss: 1d100 ⇒ 55
6:1d20 + 8 ⇒ (20) + 8 = 28, 1d6 + 8 ⇒ (5) + 8 = 13, 20% Miss: 1d100 ⇒ 60

The severely conussed hellhound throws itself at you once more, while the other one hangs back.
1:1d20 + 10 ⇒ (18) + 10 = 28, 1d8 + 13 ⇒ (7) + 13 = 20+fire: 1d6 ⇒ 6, 20% Miss: 1d100 ⇒ 98

"Come out here and fight, coward!" - that was the other hobgoblin. He appears to be a champion of sorts.

The smell of sulphur and a scorching wave of heat wash over you as a hell-hound comes jumping out of a brief tear in the fabric of reality behind you. It snaps at your back.

1:1d20 + 10 ⇒ (3) + 10 = 13, 1d8 + 10 ⇒ (5) + 10 = 15+fire: 1d6 ⇒ 3, 20% Miss: 1d100 ⇒ 27

You hear more of the clamoring voice - it's a lot closer now, you think, but you don't really have time to consider it, as there are visible enemies who seem to pose a more immediate threat.

That's it.


Female Human Level 7 | HP: 92/92 | AC: 19, T: 14, FF: 17 | Fort: +8, Ref: +5, Will: +12 [+4 vs Evil] | CMB: +5, CMD: 19 | Init: +8 | Perception: +13 |

Hah, as if she'd listen to them. Still, this seemed like a bad place to remain... they were in the hobgoblins' territory, and she'd seen a structure down to the south and past the trees. A defensible structure, where she might be able to compel them to come at her in smaller numbers.

"You ambush me with a big group, then have the nerve to call me a coward? No. This fight is on my terms." Valissa focused and vanished again, reappearing to the south and near a wall - entirely bypassing the difficult terrain of the forest. She started running a moment later, looking to get around the building and make her way towards the entrance. It ought to take them at least a moment to catch up, and oh did she have plans for that... but in the meantime, a bit of healing was in order.

Standard Action: (Warp: Teleport) south. Black arrow.
Move Action: Move 30 feet. Green arrows.
Swift Action: Activate Fervor and cast (Life: Cure). Heals: 1d8 + 4 ⇒ (8) + 4 = 12 Life Sphere Cooldown: 1d3 ⇒ 3

AC: 29, T: 22, FF: 25.
Haste: 2/4 rounds. Hallow: 39/40 rounds. Life Sphere Cooldown: 3 rounds left. Time Sphere Cooldown: 0 rounds left. Fate (Word: Hallow) Cooldown: 80 minutes left.

Daily Abilities:

Blessings: 5/5
Burn: 7/7
Channel Positive Energy: 3/3
Fervor: 5/7
Legendary Power: 4/4
Mythic Power: 7/7


Perception DC 13

Spoiler:
You can hear feet stomping and armor clanking from both the paths. The incoming soldiers are not quite visible yet.


Round 4
The sound of warriors running towards you is getting clearer - you can't see them yet, as the wood is too thick, but they'll be on you soon, you think.

You realise there's a stench in the air, and the flies are thick in the air around the farmhouse to your right.

The hobgoblins flounder about - in the confusion, guttural noises that are clearly orders ring out; they make for the road, from where they'll better be able to support each other and chase you around.

The champion comes vaulting through the woods, almost clearing the cluster of trees in a single leap, but lands just too short to be able to slash at you with his blades, tucking and rolling instead of having you absorb the impact.

The hellhounds give chase singlemindedly, and catch up to you despite your teleportation.


Female Human Level 7 | HP: 92/92 | AC: 19, T: 14, FF: 17 | Fort: +8, Ref: +5, Will: +12 [+4 vs Evil] | CMB: +5, CMD: 19 | Init: +8 | Perception: +13 |

Through difficult terrain and everything? You REALLY want me to die. XD Speaking of, what kind of terrain is that just to the south of Valissa's position? The two squares of rocks sticking out of the house? Can she just move over that, or...?


It's a small wall roughly 4ft tall. It encloses a small patch of grass that was probably something like a front porch to the farmhouse. You could jump it with a dc 16 acrobatics check, or climb it with a dc 8 climb check. Climbing it costs 2 squares of movement though.


Female Human Level 7 | HP: 92/92 | AC: 19, T: 14, FF: 17 | Fort: +8, Ref: +5, Will: +12 [+4 vs Evil] | CMB: +5, CMD: 19 | Init: +8 | Perception: +13 |

As the leader of the foes came in to give chase to her, Valissa abruptly spun around, crouching down slightly before hammering out with her fist in a rapid series of blows aimed straight at their champion's chest.

Swift Action: Activate Pummeling Style. Using it with her Flurry of Blows to stack the damage and overcome any DR the foe might have. Conducting her Kinetic Blast into her first strike.
Flurry of Blows (PA, PS) - 1: 1d20 + 6 ⇒ (20) + 6 = 26 for Damage: 1d8 + 8 + 2 ⇒ (2) + 8 + 2 = 12 + Conducted Kinetic Blast: 2d6 + 8 ⇒ (4, 1) + 8 = 13
Flurry of Blows (PA, PS) - 2: 1d20 + 6 ⇒ (9) + 6 = 15
Flurry of Blows (PA, PS) - 3: 1d20 + 1 ⇒ (2) + 1 = 3
Crit Confirm: 1d20 + 6 ⇒ (20) + 6 = 26 for Damage: 1d8 + 8 + 2 ⇒ (1) + 8 + 2 = 11 + Conducted Kinetic Blast: 2d6 + 8 ⇒ (4, 2) + 8 = 14

"Did you really think I was that weak!?" she spat out as her fist sunk in with a truly satisfying crunch. Now she just had to be sure that had actually killed him... and deal with the dogs. There was a reason that feral canines were top predators.

...I am suddenly feeling much better about taking your advice and doing a full attack.


The leader's chest caves in with aforementioned 'crunch'. He collapses.

You hear the invisible caster recite an incantation. The hellhound at the back of the pack, the one you concussed earlier, looks a lot more lively, and its somewhat disfigured skull is partially mended.

2d8 + 3 ⇒ (2, 1) + 3 = 6

The hobgoblins at the road throw spears at you, but without much enthusiasm.

Cover: 1d20 + 4 ⇒ (5) + 4 = 9, 1d6 + 8 ⇒ (1) + 8 = 9
Cover: 1d20 + 4 ⇒ (7) + 4 = 11, 1d6 + 8 ⇒ (6) + 8 = 14
Cover: 1d20 + 4 ⇒ (4) + 4 = 8, 1d6 + 8 ⇒ (5) + 8 = 13
Cover: 1d20 + 4 ⇒ (17) + 4 = 21, 1d6 + 8 ⇒ (6) + 8 = 14
Cover: 1d20 + 4 ⇒ (6) + 4 = 10, 1d6 + 8 ⇒ (6) + 8 = 14

The hellhounds circle around you, boxing you in. One of them lets out a tongue of flame from its maw, the others go for your throat.

Ref dc 16 halves: 2d6 ⇒ (1, 3) = 4
Bite1: 1d20 + 10 ⇒ (20) + 10 = 30, 1d8 + 13 ⇒ (3) + 13 = 16+fire: 1d6 ⇒ 4
Bite2: 1d20 + 10 ⇒ (13) + 10 = 23, 1d8 + 13 ⇒ (8) + 13 = 21+fire: 1d6 ⇒ 2


Female Human Level 7 | HP: 92/92 | AC: 19, T: 14, FF: 17 | Fort: +8, Ref: +5, Will: +12 [+4 vs Evil] | CMB: +5, CMD: 19 | Init: +8 | Perception: +13 |

Reflex: 1d20 + 9 + 1 ⇒ (8) + 9 + 1 = 18

Valissa spun out of the way of the worst of the fire, though one of the hounds managed to bite into her a moment later. This... was really getting quite vexing. And there was no reason to allow them to continue to surround her on all sides, either.

"Get out of my sight." she said flatly, waving her hand at the three hounds. As she did so, a thick, L-shaped block of stone appeared in the air above all three of them and slammed down, fueled by all the force she could put into it. This was going to stop her from making other stuff for awhile - unless she drew on her deepest reserves of energy, which allowed her to cast even while recharging - but it would hopefully make a statement to the hobgoblins... which seemed like far lesser threats than the hounds, actually, and hopefully ones she could handle. Especially if she managed to intimidate them with a continued display of force.

Full-Round Action: Maximized (Creation: Create Large Stone Falling Object), using her Expanded Materials talent. Base damage is maximized 2d6, for twelve damage - as a falling stone object, it deals double damage, for a flat 24 points of damage. Base recharge is 12 hours, doubled three times for 96 hours - or 24 hours, if that's the cap (see question below).
Ranged Touch Attack: 1d20 + 7 ⇒ (10) + 7 = 17 If need be, she'll use her Legendary Surge to improve this.

Also, question! Recharges generally don't go above 24 hours under this system, since the point seems to be that you can cast anything at least once a day. Would you say that Metamagic can make the recharges longer, or that 24 hours is the cap?

AC: 29, T: 22, FF: 25.
Hallow: 37/40 rounds. Life Sphere Cooldown: 1 rounds left. Fate (Word: Hallow) Cooldown: 80 minutes left. Creation (Create) Cooldown: A Long Time left.


Huh. They don't even get a reflex saving throw? We'll put the cap at 24 hours, unless it's something that already has a recharge time of 1 day or more. Dunno if there'll be any of that, but we'll see.

The hell hounds are all tagged with the stone. Two of them avoids the worst of it, but the injured one disappears completely under the stone with wet crunchy sounds. The champion too, is covered by the stone slab.

The ones that survive have -2 to attack and AC until they spend a standard action to get free with a dc 15 str or escape artist check.

More spears. You're starting to wonder how many spears a hobgoblin could possibly carry.

1d20 + 4 ⇒ (20) + 4 = 24, 1d6 + 8 ⇒ (5) + 8 = 13
1d20 + 4 ⇒ (2) + 4 = 6, 1d6 + 8 ⇒ (2) + 8 = 10
1d20 + 4 ⇒ (13) + 4 = 17, 1d6 + 8 ⇒ (3) + 8 = 11
1d20 + 4 ⇒ (9) + 4 = 13, 1d6 + 8 ⇒ (1) + 8 = 9
1d20 + 4 ⇒ (12) + 4 = 16, 1d6 + 8 ⇒ (1) + 8 = 9
1d20 + 4 ⇒ (2) + 4 = 6, 1d6 + 8 ⇒ (6) + 8 = 14

Additional hobgoblins arrive, and pause, looking around for the enemy. The invisible leader shouts what you presume is orders for the somewhat confused-looking newcomers.

The dogs attack you, frenzied with pain.

1d20 + 8 ⇒ (12) + 8 = 20, 1d8 + 13 ⇒ (1) + 13 = 14+fire: 1d6 ⇒ 3
1d20 + 8 ⇒ (5) + 8 = 13, 1d8 + 13 ⇒ (8) + 13 = 21+fire: 1d6 ⇒ 3


Female Human Level 7 | HP: 92/92 | AC: 19, T: 14, FF: 17 | Fort: +8, Ref: +5, Will: +12 [+4 vs Evil] | CMB: +5, CMD: 19 | Init: +8 | Perception: +13 |

No reflex save according to the book - just a ranged touch attack, and a range increment of 20 feet. Incidentally, trying to trap someone in an enclosure does allow for a reflex save, but she wasn't doing that. XD

Also, even more hobgoblins!? DX

The injuries here were really starting to add up, and Valissa had no interest in dying - no matter how much she planned to take down these monsters. Instead, she simply focused and abruptly she was 140 feet to the north, well over four times further away than she'd previously demonstrated the ability to move.

Going Medium-distance with her Warp, which triggers a general cooldown.
Warp Sphere Cooldown: 1d3 ⇒ 2

She ran north another 30 feet a moment later - that, at least, ought to be enough to throw them off for a little while and give her the time she needed to heal and prepare a plan to strike back.

AC: 29, T: 22, FF: 25.
Hallow: 36/40 rounds. Life Sphere Cooldown: 0 rounds left. Fate (Word: Hallow) Cooldown: 80 minutes left. Warp Sphere Cooldown: 2 rounds left. Creation (Create) Cooldown: 1 Day left.


Valissa stands alone on the road. 60 ft. further away the throng of trees thin out. 35 ft. north-east of there, there's a small hill, with a couple of stones piled on the top, but otherwise the valley floor is open ground. She can just about make the river ahead of her to her right. east


Female Human Level 7 | HP: 92/92 | AC: 19, T: 14, FF: 17 | Fort: +8, Ref: +5, Will: +12 [+4 vs Evil] | CMB: +5, CMD: 19 | Init: +8 | Perception: +13 |

Hills were more defensible, and she moved in that direction even as she called upon the powers of life and healing once more, sending a surge of revitalizing energy through her body.

Life (Cure): 1d8 + 4 ⇒ (3) + 4 = 7 Life Sphere Cooldown: 1d3 ⇒ 3 Aaw. XD

That would help a little bit, but what she really needed was some heavy-duty curing. With a grimace, she began reaching into her reserves of energy.

Next Turn

Valissa clenched her fist, and drew upon the divine powers that Oztalun had gifted her with - the power to cast magic she didn't even know, and to do it even when her normal magic was still regenerating. She could only do it so many times per day, but she was the practical sort - if you never used it at all, then you might as well not have it.

Using Wild Arcana to cast (Life: Cure + Greater Healing). I'm working with the idea that the mythic 'cast anything' powers allow for up to one talent - known or unknown - to be applied to any basic sphere ability, excluding cases where you could normally apply two talents (such as the Destruction sphere), in which case up to 2 talents could be applied. I'm still trying to figure out how Metamagic interacts when using Wild Arcana for Spheres, and I'm thinking that it might lower the effective Caster Level of the spell, since I think "free Maximize at no cost to every Wild Arcana'd spell" would be a bit much. XD Thoughts?

Healing: 1d8 + 8 ⇒ (2) + 8 = 10

AC: 29, T: 22, FF: 25.
Hallow: 34/40 rounds. Life Sphere Cooldown: 2 rounds left. Fate (Word: Hallow) Cooldown: 80 minutes left. Warp Sphere Cooldown: 0 rounds left. Creation (Create) Cooldown: 1 Day left.

Daily Abilities:

Blessings: 5/5
Burn: 7/7
Channel Positive Energy: 3/3
Fervor: 5/7
Legendary Power: 4/4
Mythic Power: 6/7


I think the whole metamagic thing is winding up to be a little too good, actually. That might be a feature of the SoP, but the recharge system is really augmenting it a lot. Normal recharge magic balances it by increasing the recharge, and putting a cap on how high you can pump metamagic (that cap being 'no higher than normal casters')
Since you don't have a cap for how high the spell can go... Yeah, it's pretty silly.

I'd be tempted to say that you can't apply metamagic with wild arcana when spherecasting.

Nothing happens on round 2.


Female Human Level 7 | HP: 92/92 | AC: 19, T: 14, FF: 17 | Fort: +8, Ref: +5, Will: +12 [+4 vs Evil] | CMB: +5, CMD: 19 | Init: +8 | Perception: +13 |

Valissa's kinetic barrier surged slightly as a bit of it recharged, and she nodded in satisfaction. All right, that was a good start - though she was definitely going to have to pick up a good collection of healing potions at some point, just for times like this.

She pressed a hand to her side a moment later, calling upon Oztalun's power to give her a lasting blessing that she could use when she really needed something to succeed. And with that, her powers of warping were back online - she wanted to do a bit more healing, and after that, see what she could do to crush the enemy.

Using a Blessing to grant Valissa a Lucky Presence. No duration - it lasts until used. Sadly, I don't think I can have her under more than one at once, or she'd just start every day with 'em. XD

AC: 29, T: 22, FF: 25.
Hallow: 33/40 rounds. Life Sphere Cooldown: 1 round left. Fate (Word: Hallow) Cooldown: 80 minutes left. Creation (Create) Cooldown: 1 Day left.

Daily Abilities:

Blessings: 4/5
Burn: 7/7
Channel Positive Energy: 3/3
Fervor: 5/7
Legendary Power: 4/4
Mythic Power: 6/7

Lucky Presence: Yes


Round 3 is uneventful as well. You hear birds chirping overhead, and there's the sound of a small creek nearby.


Female Human Level 7 | HP: 92/92 | AC: 19, T: 14, FF: 17 | Fort: +8, Ref: +5, Will: +12 [+4 vs Evil] | CMB: +5, CMD: 19 | Init: +8 | Perception: +13 |

There was a brief pulse of energy that went through the air as Valissa brandished her palm and channeled the powers of the positive energy plane. Finally, she nodded in satisfaction. This was enough healing for now, and she started moving south, intending to get closer to the hobgoblins and see what they were up to. Perhaps they were expecting her to reappear at any moment and start attacking again - which wasn't exactly wrong. Either that or they were robbing their own leader's corpse...

Warpriest Channel Energy (Heal): 2d6 ⇒ (2, 6) = 8

AC: 29, T: 22, FF: 25.
Hallow: 32/40 rounds. Life Sphere Cooldown: 0 rounds left. Fate (Word: Hallow) Cooldown: 80 minutes left. Creation (Create) Cooldown: 1 Day left.

Daily Abilities:

Blessings: 4/5
Burn: 7/7
Channel Positive Energy: 2/3
Fervor: 5/7
Legendary Power: 4/4
Mythic Power: 6/7

Lucky Blessing: Yes


You have only just started to go back and check, when you curve around a bend in the road, and there they are. They've formed a line, and are toting a number of different ranged weapons, of considerably better make than their own crude implements. There are longbows, crossbows, one have even picked up the pistol the leader was using.

Behind those six follow the reinforcements, who still have their javelins and shields out.

The hell-hound tenses as you become visible, but waits for the order...

The disembodied voice of their leader calls out orders in their harsh, broken tongue, and the line prepares to fire...

You're up. I updated the link in the campaign info, should show the new map.


Female Human Level 7 | HP: 92/92 | AC: 19, T: 14, FF: 17 | Fort: +8, Ref: +5, Will: +12 [+4 vs Evil] | CMB: +5, CMD: 19 | Init: +8 | Perception: +13 |

I hate marginally competent enemies.

Valissa clenched her fist, then pointed at the hobgoblin holding the leader's pistol. Chances were that it would be a ranking member of their group who was allowed to carry such a weapon, which meant he'd just become more of a target - and she was happy to oblige, sending out a wave of force that shot through the air and towards the creature.

Accepting 1 point of Burn to use Extended Range with Valissa's Kinetic Blast. This creates a noticeable visual display - and with the Elemental Overflow ability, grants a +1 bonus on her attack rolls and a +2 bonus on damage rolls with her kinetic blast. She also takes 4 nonlethal damage (ugh) until she rests, and it can't be healed. DX I like the class, just not that mechanic. The other +1 is from Hallow, since I'm assuming these guys're evil.
Kinetic Blast: 1d20 + 8 + 1 ⇒ (18) + 8 + 1 = 27 for Damage: 2d6 + 10 ⇒ (1, 6) + 10 = 17

She moved back thirty feet a moment later, having exactly no intention of standing there and allowing them to shoot her like she was a pincushion.

AC: 29, T: 22, FF: 25.
Hallow: 31/40 rounds. Fate (Word: Hallow) Cooldown: 79 minutes left. Creation (Create) Cooldown: 1 Day left.

Daily Abilities:

Blessings: 4/5
Burn: 6/7
Channel Positive Energy: 2/3
Fervor: 5/7
Legendary Power: 4/4
Mythic Power: 6/7

Lucky Blessing: Yes


The blast lifts him off his feet, tossing him to the ground. He doesn't get up again. You note one of the back-ranking warriors kick him for good measure, and pick up his gun.

A volley of arrows and bolts fly after you as you make your getaway.

They've barely let fly their salvo before the hell-hound charges.

It's accompanied by the back rank, who've run like mad to keep up with it.

The ones with the spears are now 5-15ft away. The ones with the longbows and stuff are still 60ft away(move action forward). The hell-hound is in your face. Up close, you note its injuries have healed.

2: 1d20 + 9 ⇒ (8) + 9 = 17, 1d8 + 5 ⇒ (6) + 5 = 11
3: 1d20 + 9 ⇒ (10) + 9 = 19, 1d8 + 5 ⇒ (7) + 5 = 12
4: 1d20 + 9 ⇒ (4) + 9 = 13, 1d8 + 5 ⇒ (8) + 5 = 13
5: 1d20 + 9 ⇒ (11) + 9 = 20, 1d10 + 3 ⇒ (2) + 3 = 5
6: 1d20 + 9 ⇒ (8) + 9 = 17, 1d10 + 3 ⇒ (9) + 3 = 12

HH Charge: 1d20 + 13 ⇒ (18) + 13 = 31, 1d8 + 13 ⇒ (3) + 13 = 16+fire: 1d6 ⇒ 2

The arrows and quarrels fall harmlessly around you as you turn some of them aside, and simply move out of the way of the others.

The hellhound savages you something dreadful, however.


Female Human Level 7 | HP: 92/92 | AC: 19, T: 14, FF: 17 | Fort: +8, Ref: +5, Will: +12 [+4 vs Evil] | CMB: +5, CMD: 19 | Init: +8 | Perception: +13 |

As the creature hit her - its attack weakened very slightly by her kinetic barrier - Valissa let out a curt snarl, then struck out as hard as she could with one fist even as she called upon her fervor with the other and sent a surge of healing through her body.

Unarmed PA, Conducting Kinetic Blast: 1d20 + 8 ⇒ (14) + 8 = 22 for Damage: 1d8 + 8 ⇒ (4) + 8 = 12 +Conducted Kinetic Blast: 2d6 + 10 ⇒ (5, 4) + 10 = 19
Swift Action - Fervor, Casting (Life: Cure) on herself: 1d8 + 4 ⇒ (2) + 4 = 6 Life Sphere Cooldown: 1d3 ⇒ 1

AC: 29, T: 22, FF: 25.
Hallow: 30/40 rounds. Fate (Word: Hallow) Cooldown: 79 minutes left. Life Cooldown: 1 round left. Creation (Create) Cooldown: 1 Day left.

What happens next depends on whether or not that hound is still alive. XD I'm not done with Valissa's turn!


Solid hit, but it doesn't go down.


Female Human Level 7 | HP: 92/92 | AC: 19, T: 14, FF: 17 | Fort: +8, Ref: +5, Will: +12 [+4 vs Evil] | CMB: +5, CMD: 19 | Init: +8 | Perception: +13 |

Space itself twisted slightly as, once more, Valissa worked to bend it to her will - and punched outward again, driving her fist straight into the creature's side before darting 30 feet back and away from the approaching hobgoblins.

Using Amazing Initiative to get another standard action. Afterwards, whether or not it drops, she's pulling back. XD
Unarmed PA: 1d20 + 8 ⇒ (14) + 8 = 22 for Damage: 1d8 + 8 ⇒ (5) + 8 = 13

AC: 29, T: 22, FF: 25.
Hallow: 30/40 rounds. Fate (Word: Hallow) Cooldown: 79 minutes left. Life Cooldown: 1 round left. Creation (Create) Cooldown: 1 Day left.


In the distance, there seems to be some sort of discussion, before the hobgoblins slink off down the path in the direction of the ambush spot.
Those who have longbows pause long enough to fire them, but otherwise they're off.

The hobgoblins near you don't notice, however. Half of them throw their spears at you, the other half charge with wild howls, apparently quite excited to finally see proper combat.

7:1d20 + 9 ⇒ (11) + 9 = 20, 1d6 + 7 ⇒ (6) + 7 = 13
8:1d20 + 9 ⇒ (4) + 9 = 13, 1d6 + 7 ⇒ (1) + 7 = 8
9:1d20 + 9 ⇒ (13) + 9 = 22, 1d6 + 7 ⇒ (1) + 7 = 8

10 charge:1d20 + 11 ⇒ (20) + 11 = 31,1d8 + 7 ⇒ (1) + 7 = 8
11 charge:1d20 + 11 ⇒ (7) + 11 = 18,1d8 + 7 ⇒ (2) + 7 = 9
12 charge:1d20 + 11 ⇒ (13) + 11 = 24,1d8 + 7 ⇒ (5) + 7 = 12

You easily evade their wild flailing.


Female Human Level 7 | HP: 92/92 | AC: 19, T: 14, FF: 17 | Fort: +8, Ref: +5, Will: +12 [+4 vs Evil] | CMB: +5, CMD: 19 | Init: +8 | Perception: +13 |

Well, most of the wild flailing. XD Man, they do crit a lot. Anyway, the Telekinetic Haul power notes that "When using your telekinetic blast, you can throw an object weighing up to 100 pounds per kineticist level you possess, but this doesn't increase the damage". Assuming an appropriate object object is in range - say, a fallen tree trunk - could I use that object to attack multiple squares at once?


Hmm. No, couldn't effectively attack more than one foe with that. Oops, missed the crit.

Confirmation: 1d20 + 11 ⇒ (5) + 11 = 161d8 + 7 ⇒ (6) + 7 = 13


Female Human Level 7 | HP: 92/92 | AC: 19, T: 14, FF: 17 | Fort: +8, Ref: +5, Will: +12 [+4 vs Evil] | CMB: +5, CMD: 19 | Init: +8 | Perception: +13 |

*Imagining a building's wall being dropped on top of a group and magically missing all but one* Ah, the complexities of gaming. XD

Also, because of the way my building program works, I think it was showing one more Flurry attack than it was supposed to. >.> *Hasn't actually played Monk types very much and occasionally overlooks the obvious* So I removed that.

Moving quickly, Valissa lashed out, delivering two quick punches - to the same target if the first hit didn't kill it, to different targets if she actually did manage to drop one of the monsters.

Flurry 1: 1d20 + 6 ⇒ (15) + 6 = 21 for Damage: 1d8 + 8 + 2 ⇒ (4) + 8 + 2 = 14 +Conducted Kinetic Blast: 2d6 + 10 ⇒ (1, 2) + 10 = 13
Flurry 2: 1d20 + 6 ⇒ (13) + 6 = 19 for Damage: 1d8 + 8 + 2 ⇒ (7) + 8 + 2 = 17


Maybe it applied haste?

The hobgoblins are quick on their feat, lock their shields together, and turn both of your blows aside.

End of your turn?


Oh, lovely. Legion tactics. Also, yes. XD Got a plan for next turn, but I see I'll have to be increasingly creative about how I get rid of these guys.


They make room for their mates, who look a bit uncertain about the situation, what with their leader having given them the slip, but they never the less close in to fill the gaps.

7:1d20 + 10 ⇒ (1) + 10 = 11,1d8 + 6 ⇒ (3) + 6 = 9
8:1d20 + 10 ⇒ (2) + 10 = 12,1d8 + 6 ⇒ (8) + 6 = 14
9:1d20 + 10 ⇒ (10) + 10 = 20,1d8 + 6 ⇒ (2) + 6 = 8
10:1d20 + 10 ⇒ (13) + 10 = 23,1d8 + 6 ⇒ (8) + 6 = 14
11:1d20 + 10 ⇒ (15) + 10 = 25,1d8 + 6 ⇒ (8) + 6 = 14
12:1d20 + 8 ⇒ (8) + 8 = 16,1d8 + 6 ⇒ (1) + 6 = 7

None of them manage to land hits on you this time around.


Female Human Level 7 | HP: 92/92 | AC: 19, T: 14, FF: 17 | Fort: +8, Ref: +5, Will: +12 [+4 vs Evil] | CMB: +5, CMD: 19 | Init: +8 | Perception: +13 |

I am definitely taking Quick Teleport next level. XD Having her warp as a move action instead of a standard will be veeeeeery useful, even if it does cause a cooldown. Also, spellcrafting.

Valissa vanished, reappearing 35 feet away from the hobgoblins and leaving nothing but empty space in the air where she'd been. It would take a lot more than a few goons to keep her pinned down, and she snapped her fingers as she conjured another healing effect.

Fervor (Life: Cure): 1d8 + 4 ⇒ (8) + 4 = 12 Cooldown: 1d3 ⇒ 1

"You're really starting to piss me off." she said flatly, even as she started moving.

This could be veeeeery tedious to do step-by-step, so here's the plan. Combining Warp and Movement, Valissa can move 65 feet a round, and plans to stay out of their range as much as possible. When she has a full round to work with before they can get close enough to attack her, she'll use Gather Power and Telekinetic Blast + Extended Range to hit them from as far away as possible (max 120 feet). Basically, she's trying to pick them off one by one and try to deny them their shield bonuses.

AC: 29, T: 22, FF: 25.
Hallow: 28/40 rounds. Fate (Word: Hallow) Cooldown: 79 minutes left. Life Cooldown: 1 round left. Creation (Create) Cooldown: 1 Day left.

Daily Abilities:

Blessings: 4/5
Burn: 6/7
Channel Positive Energy: 2/3
Fervor: 3/7
Legendary Power: 4/4
Mythic Power: 5/7

Lucky Blessing: Yes


All right. I'm about done with this combat by now. Let's move into narrative mode:

You hunt them down, taking to the woods to put trees and plants between them and you, and even spring a few surprises on your pursuers. It gets dicey at times - they still have spears to throw, and the undergrowth is a hundrance to you as well as them, making it difficult to aim properly. It's no contest, however. Once there are only two left, the remaining two break and flee. You kill them as they run.

Wait. That's not quite right.

Two of them have made off somewhere, probably during the chase. Right now you can only account for four of them, and you know six warriors stayed to pursure you.

The forest is calm and silent around you.


Female Human Level 7 | HP: 92/92 | AC: 19, T: 14, FF: 17 | Fort: +8, Ref: +5, Will: +12 [+4 vs Evil] | CMB: +5, CMD: 19 | Init: +8 | Perception: +13 |

Valissa grimaced as she examined the bodies with a critical eye, patiently working to heal herself with regular castings of the Life sphere. When she had a few minutes to work with, there was very little damage to herself that she couldn't heal, though she was surprised at how long the hobgoblins had managed to hold together. Doubtless they'd been expecting an easy kill - and if she'd been dumb enough to fight on their terms, that was exactly what they would have gotten. With that, she carefully moved to the side, keeping her eyes open as she looked around the area. If they'd gone to report their failure, there could be more hobgoblins here sometime soon...

Perception: 1d20 + 12 ⇒ (17) + 12 = 29
You can also figure she checked the bodies for anything interesting/valuable while healing, and stuffed it in her extradimensional storage. XD Pretty handy, that.


Retracing your steps, you come across no hobgoblins, apart from the dead ones, laying much wherre you expect them to be. A notable exception is the warrior who'd taken the pistol off of the champion - from the marks on the ground, you'd say he got up and walked away. There's an empty potion vial tossed aside nearby, which supports this theory.

The hobgoblins themselves are dressed for war. They wear mail of overlapping scales, like that of a fish or dragon, wooden shields lined with iron, a sword, and six throwing spears each. They carry little in the ways of personal belongings, now that you've time to examine it properly - one has a necklace of teeth of some sort of predator, another has a woven armband made with some skill, which carries some sort of inscription in a language you don't understand - presumably it's the crude tongue you heard them speak amongst each other. The probably wouldn't sell for more than a few silver.

What's more interesting are the potions you find - there are four, two clear blue ones and two that hold clear liquid, with clouds of white solid lazily swirling around in it. All four are magical.

That's it for the pursuers. 4 suits of scale mail, 4 longswords, 4 heavy wooden shields, 24 javelins, 2 potions of cure light wounds, 2 magic weapon oils and 3sp worth of jewelry. Do you go back to the ambush spot?


Female Human Level 7 | HP: 92/92 | AC: 19, T: 14, FF: 17 | Fort: +8, Ref: +5, Will: +12 [+4 vs Evil] | CMB: +5, CMD: 19 | Init: +8 | Perception: +13 |

Valissa took the potions, sliding them into her extradimensional storage - and after a moment of consideration, added one of the swords, one of the suits of armor, and one of the shields as well - she didn't use such things herself, but they might serve for helping someone else sometime. The rest of the items were flicked off the road by her kinetic powers and buried in the undergrowth where they'd be hard to find and retrieve. Once she was done with that, she carefully crept back towards the ambush area, circling around widely from off the road to see who or what was still there.


You creep through the forest, taking care not to reveal yourself. After a minute of careful observation, it becomes clear that no-one is here. You dare a closer inspection.

Now that you're not distracted by the ambush, you can tell that someone dragged something heavy down the path towards the farmhouse, and tried to clean up the resulting groves afterwards. They couldn't fix the grass that had gotten torn up though, and what with the intense heat and general lack of water, it hasn't started to grow back yet.

The hellhounds and the hobgoblin champion lie where you remember - although someone has dragged his torso free of the rock. One of his blades must've got caught when you dropped a rock on him and the hellhounds - it lies shattered in at least four pieces in the grass. The other blade is missing, as is his belt pouches - you can tell by the straps; someone cut them to get the pouches free. There're smidges of blackpowder on his leg, and scattered on the ground around him.

His breastplate is caved in, but you note the mark on it - a painted red gauntlet with splayed fingers.

You briefly noted flies around the farmhouse when you fought there - they haven't grown less active since. Inside, you find what they were dragging down the road - a half-butchered carcass of a horse, the remains living with giant green flies and maggots. It's probaby at least a week old. Apart from the carcass, there's a small hole dug in the stamped earth floor - it's about a foot deep, loose earth dug out by hand; there's a pile of dirt scooped up beside it.
At the bottom of the hole you find a single gold coin.

Behind the farmhouse there's a neat row of five rectangular mounds of freshly turned earth, each about six feet long and four feet wide.

A little further away from the farmhouse you find the hobgoblin encampment. There are twenty bedrolls, a firepit, a barrel of water, nests for the hellhounds, a cache of rations (most of it nasty stuff, dried meats of indeterminate origin and roots, but also a small bag of hazelnuts) and ten paces away there's the latrine ditch.

perception DC 20:
You find 5pp and 2sp tucked away in a bedroll.


Female Human Level 7 | HP: 92/92 | AC: 19, T: 14, FF: 17 | Fort: +8, Ref: +5, Will: +12 [+4 vs Evil] | CMB: +5, CMD: 19 | Init: +8 | Perception: +13 |

Taking 10 + 12 = 22 on Perception while examining the camp, since she's in no hurry.

Valissa held a hand over the rations, crushing them into uselessness with raw kinetic force, then blew apart the water barrel and the bedrolls. They'd have no more than scraps if they came back here, and when she was satisfied with what had happened, she headed back to the road. She'd lost a bit of time, after all, and wanted to get to town. If nothing else, they probably needed to know what was happening here.


You forge on, and it doesn't take you long to reach the first brown fields, interspersed with green orchards. The road draws nearer the broad, sluggish river, and a town appears in the distance, built mostly on the near side. Six old stone piers jut out from the water, marking the spot where a bridge once stood. The span itself is long gone. Instead, you spot a couple of long, thick ropes that span across the river, secured to a flat-bottomed ferryboat.

A group of armed townsfolk - three in leather armor, holding crossbows, the last in mail and with a rifle at his side stand guard at the road. The sergeant, a grizzled man with grey stubble, hails you as you're about to enter town. "Halt stranger, and state your business." he says.


Female Human Level 7 | HP: 92/92 | AC: 19, T: 14, FF: 17 | Fort: +8, Ref: +5, Will: +12 [+4 vs Evil] | CMB: +5, CMD: 19 | Init: +8 | Perception: +13 |

...Why am I here, anyway? XD I'm not sure I got an actual in-character reason for it yet. Assigned mission, heading home for leave, something else...?

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