Yohoho and a bottle of Rep! (subSPUF Skull and Shackles)

Game Master Rynjin

Arrrrrrr, walk the plank, scallywag and all that. This be pirates and so do ye be.

Impositions:

Disgraceful Impositions:

Yes, Sir!: For the next hour, the PCs’ crew completes any mundane tasks they’re assigned in half the expected time. This typically relates to Craft and Profession (sailor) checks made to prepare, maintain, or repair the ship, and cannot be applied to combat or more complex deeds like crafting magic items. Costs 2 Disrepute.

Captain’s Orders!: As a standard action, a PC on board her ship can cast fog cloud, heroism, make whole, quench, or whispering wind with a caster level equal to her character level. Costs 5 Disrepute.

Walk the Plank!: The PCs may sacrifice one crew member or prisoner to grant themselves and their crew one of two bonuses: either a +2 bonus on all skill checks or a +2 bonus on attack rolls. These bonuses only apply while on board the PCs’ ship and last until either the next day or when the captain leaves the ship. If a sacrificed character is returned to life, the PCs and their crew members take a –2 penalty on both skill checks and attack rolls for 1 day. Costs 5 Disrepute.

Get Up, You Dogs!: Every PC and allied character on the deck of the PCs’ ship is affected as per the spell cure light wounds, as if cast by a cleric of the PCs’ average party level. This imposition can only be used once per week. Costs 10 Disrepute.

Despicable Impositions:

5: Lashings!: Your ship's speed doubles for 1 day.

5: Shiver Me Timbers!: While on board their ship, the PCs and their entire crew can reroll initiative or roll initiative in what would otherwise be a surprise round. The benefit of this imposition can be used immediately, but only once per week.

10: Besmara’s Blessings!: As a standard action, a PC on board her ship can cast animate rope, control water, remove curse, remove disease, or water breathing with a caster level equal to her character level.

10: Dead Men Tell No Tales!: While on board their ship, the PCs can use this imposition to automatically confirm a threatened critical hit.


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Female Oread Orc Goliath Druid 10 / Fighter 1 | HP 25/77 | AC 23 - FF 22 - T 11 | Fort+11 Reflex+4 Will+11 | Init +2 | CMD 25 | Perception +20|

Intoxicated by the voices above, Daliya continued her climb as rapidly as she could.


Gremory Ainsworth wrote:

Maybe I could use this POTION OF FLY I'VE HAD THIS WHOLE TIME! I knew I prepared for this somehow.

Gremory notices the odd behavior of the others. Putting two and two together, she realizes something unpleasant must be at the top of the cliff.

Ohh, fine. Pops the potion and heads up, moving away from the cliff at a diagonal.

I'd give a bit more detail, but the map is going screwy and directing me to a different game.

Gimme 5 Will saves. DC 16.


Female Tiefling (Devilspawn), Half-orc nowadays. Gunslinger (Musket Master) 5/Inquisitor 6|| HP: 71/71, AC: 28 (30, SoF) (FF: 20 T: 16) || Init: +12, Fort: +12 Ref: +15 Will: +12 || Per: +18

Will: 1d20 + 11 ⇒ (10) + 11 = 21

will: 1d20 + 11 ⇒ (14) + 11 = 25

will: 1d20 + 11 ⇒ (3) + 11 = 14

will: 1d20 + 11 ⇒ (9) + 11 = 20

will: 1d20 + 11 ⇒ (13) + 11 = 24

Welp. This is why I was moving away from the cliff.

Losing her focus, Gremory begins hovering her way closer to the cliff.


Gremory makes it a ways away, but succumbs to the captivating harpy song in the end.


M Elf (Undead Army) Wizard (Conj [Tele]) 11 | HP 58/58 + 18 FL | 0 MIs | AC 14 (17+4) FF 11 (14+4) T 13 CMD 18 FFCMD 15 | F +9 R +11 W +13 | Init +12
Senses:
Spellcraft +23 Perc +21 SensMot +19 | DV 60 ft, Light Sens.

Ixrul casts Extended Slow on the harpies, DC 20 and then Shifts and flies back. Putting me probably around 20 feet away.

BTW, I believe the wayfinder jrahk has would protect him.

Wayfinder wrote:
Protection from possession and mental control (as protection from evil).
Protection from Evil wrote:
spells or effects that possess or exercise mental control over the creature (including enchantment [charm] effects and enchantment [compulsion] effects, such as charm person, command, and dominate person)


Then yes.

1d20 ⇒ 9

Jrahk is up before most of the harpies, but after the spokesharpy.

Wills: 6d20 ⇒ (15, 8, 5, 2, 8, 12) = 50

All but the leader are Slowed.

She loosens the Greataxe in its sheathe and flies to Ixrul looping up above him and then swooping down, slashing at him as she passes!

Her one eye flashes for a moment as she strikes, bypassing all of Ixrul's defenses.

She "rolled" a Natural 20.

Confirm: 1d20 + 10 ⇒ (12) + 10 = 22

The greataxe strikes him brutally as she passes, ending up 50 feet behind him.

Damage!: 3d6 + 27 ⇒ (6, 5, 3) + 27 = 41

Ixrul take a f##$ton of damage, and Jrahk is up!


Male Orc Bloodrager (Primalist) 9 | Dead, essentially.

"Hah! Nothing can control Jrahk!"

How far am I from the top?


60 feet. You climbed 30 before combat started.


Male Orc Bloodrager (Primalist) 9 | Dead, essentially.

My speed is 40, so I should be 50 feet away.

Jrahk uses his Quick-Runner Shirt to climb the cliff much faster, drawing his ranseur as he reaches the top.

Three accelerated climbs.


Jrahk sees Ixrul bleeding profusely and five big, angry harpies looking directly at him. They fly in formation and attack.

Hmmmm...to be a dick, or not to be a dick. That is the question.

5d2 ⇒ (2, 1, 1, 1, 2) = 7

Two of the harpies swoop in and take up flanking positions, provoking from Jrahk.

1d20 ⇒ 17
Damage: 2d6 + 16 ⇒ (2, 6) + 16 = 24

Grievously wounding it!

In retaliation, they flash their eyes and slice as well!

2d20 ⇒ (5, 2) = 7

Both hit, but neither strikes a devastating blow.

Damage: 4d6 + 18 ⇒ (4, 3, 6, 5) + 18 = 36

The remaining three charge after Ixrul.

Seeming to be fighting more cautiously, they lash out at the pretty elf wizard.

3d20 ⇒ (17, 19, 2) = 38

Damage: 2d6 + 3 ⇒ (4, 2) + 3 = 9

The first hits, knocking Ixrul unconscious, and one quick-fingered harpy snatches him out of the air, preventing him from falling out of the sky.

They can charge while Staggered, yes. Thankfully none of them could Fly-By Attack or Ixrul would be being carried off right now.

Ixrul is at -2 and at the mercy of the harpies.


Male Orc Bloodrager (Primalist) 9 | Dead, essentially.

"FINE! JRAHK WILL TAKE ON ALL OF YOU HIMSELF!!"

Jrahk begins his rage, drops his ranseur, and starts tearing into the harpies with his claws.

1d20 + 13 ⇒ (11) + 13 = 24
2d6 + 14 ⇒ (3, 1) + 14 = 18

1d20 + 13 ⇒ (20) + 13 = 33
2d6 + 14 ⇒ (6, 2) + 14 = 22

Cornugon: 1d20 + 24 ⇒ (2) + 24 = 26
Hurtful: 1d20 + 13 ⇒ (12) + 13 = 25
2d6 + 14 ⇒ (5, 5) + 14 = 24

Confirm: 1d20 + 13 ⇒ (6) + 13 = 19
2d6 + 14 ⇒ (3, 4) + 14 = 21


Jrahk rips the intestines from one of the harpies and screams over its corpse!

Ixrul, make a Con check to Stabilize.

The leader harpy flies off, Ixrul carried across her arms.

The other three come back to fight, charging down from the sky and creating a nice cross formation around Jrahk. They attack in sequence, apparently intent on capturing the burly barbarian as well.

"Strong muscles, Killer instincts. He's good stock too." one says.

I goofed and forgot Greataxes were x3 crits earlier, so Ixrul should have dropped from that first crit, but it's not worth retconning.

Normal Hit: 1d20 + 11 ⇒ (8) + 11 = 19
Damage: 2d6 + 9 ⇒ (6, 5) + 9 = 20

Flash 1 Confirm: 1d20 + 9 ⇒ (9) + 9 = 18
Damage: 6d6 + 27 ⇒ (5, 2, 1, 4, 6, 4) + 27 = 49

"And sturdy." the next remarks, impressed at Jrahk's stamina.

Did you get that Con damage cured? If not, you're below 0. Drop unconscious, or no? Even if so, you're in "Rage HP only" territory, and Sandra can't get up here.

There are still two harpies charging in, but they seem to want you alive. If you drop, they'll cease.


Male Orc Bloodrager (Primalist) 9 | Dead, essentially.

Jrahk staggers and collapses.

"You'll...regret this..." he manages to gasp out before falling unconscious.

And no, I haven't cured the Con damage. I'll be ded if I run out of rage.


By my count you should be at -11, having taken 105 damage. Unless that 94 is BEFORE Con damage?


Male Orc Bloodrager (Primalist) 9 | Dead, essentially.

Yeah, it's before the damage.


That's unfortunate.

Sandra has one chance to save you, next round.

Ace is now at the top, captivated by one of the remaining singers. Daliya approaches the top as well.

The harpies begin to carry off Jrahk and Ixrul, the two "prime" specimens.

Sandra fires a bolt of healing energy, hoping to save Jrahk from bleeding to death!

Channel Ray: 5d6 ⇒ (5, 2, 3, 6, 1) = 17

You are now at -3, and out of danger. Well, immediate danger anyway.

The harpies carrying you screech in alarm, but when you don't stir they leave off with a hiss at the interfering Cleric.

As they disappear into the hills, the spell over Gremory, Ace, and Daliya lifts.

The harpies are out of sight (the range of the song is 300 feet, so they made it a good ways before you could snap out of it and react), and you're down a Captain AND a First Mate. What do?


Female Oread Orc Goliath Druid 10 / Fighter 1 | HP 25/77 | AC 23 - FF 22 - T 11 | Fort+11 Reflex+4 Will+11 | Init +2 | CMD 25 | Perception +20|

I healed 3 points of Jrahk's con damage back on page 124, if that makes any difference?

The spell lifting from her mind, Daliya watched as the harpies flew away with the leaders of the crew. Well. This was not turning out to be a successful day for her to join up with the main raiding party. "Do we go after them, or get reinforcements?" On the one hand, they were successful at what they did. On the other, larger shares for them...


Male hobgoblin Magus 11 |7/92 HP | AC 25, touch 17, flatfoot 17 (29,21,23 with magic shield, 5 DR with damage shield) | fort +12, reflex+11,will +9| init +6 | bab +8| 11/11 arcane pool |

"f~+$ those guys, They always piss me off anyways"

"Ya think there is a way to avoid their song, like earmuffs or something?"

"And sandra, mind if you do something about the poison? there will be no way of fighting anything with me weakened like this."


Daliya wrote:
I healed 3 points of Jrahk's con damage back on page 124, if that makes any difference?

It would. I thought you had.

2d20 ⇒ (19, 5) = 24

And the harpy puts him down anyway (but the attack roll I forgot to roll for Chanel Ray hits too). Let's just say he's still -3 for simplicity, since he'd be a fair bit lower.


Male Orc Bloodrager (Primalist) 9 | Dead, essentially.

Oh, forgot about that.

Also, someone grab my ranseur plz.


M Elf (Undead Army) Wizard (Conj [Tele]) 11 | HP 58/58 + 18 FL | 0 MIs | AC 14 (17+4) FF 11 (14+4) T 13 CMD 18 FFCMD 15 | F +9 R +11 W +13 | Init +12
Senses:
Spellcraft +23 Perc +21 SensMot +19 | DV 60 ft, Light Sens.
Sundakan wrote:


The remaining three charge after Ixrul.

It's a partial charge, right? And Ixrul is more than 60 feet away - he casted, flew back, and shifted back. They'd have to be ridiculously fast to reach him.

Edit: "Ixrul casts Extended Slow on the harpies, DC 20 and then Shifts and flies back. Putting me probably around 20 feet away." Don't know why I said 20 when I have fly 60 and shift 20 feet. Add in them being far enough from the edge not to have been seen from the bottom and Ixrul flying far out enough to not get hit as he comes up, and there is more than 80 feet out.


Female Oread Orc Goliath Druid 10 / Fighter 1 | HP 25/77 | AC 23 - FF 22 - T 11 | Fort+11 Reflex+4 Will+11 | Init +2 | CMD 25 | Perception +20|

"I'm not sure," Daliya replied. "Using wax to block our ears might work, but only if it's based on hearing and the song isn't simply some kind of focus to use the ability without actually requiring hearing."


Female Tiefling (Devilspawn), Half-orc nowadays. Gunslinger (Musket Master) 5/Inquisitor 6|| HP: 71/71, AC: 28 (30, SoF) (FF: 20 T: 16) || Init: +12, Fort: +12 Ref: +15 Will: +12 || Per: +18

Holy s&&+ this picked up while I was at work.

Gremory picks up the Ranseur, leaning on it. Hmm, not bad.

Know: arcana retry?: 1d20 + 13 ⇒ (16) + 13 = 29

Well this could have gone better. We should get our captain, enjoyable specimen that he is. And maybe Ixrul, unless his position is up for the taking? We can't get either of them by ourselves though. Unless we can sneak in and out, while deafened to that song.

Dunno if I should specify, but I assume Jrakh and Ixrul are going to be kept together so she sort of "has" to get both.

Edit: Know: Nature maybe?: 1d20 + 13 ⇒ (1) + 13 = 14

Edit x2: Can I take ten on that since we're out of combat?


Ixrul Morcrom wrote:
Sundakan wrote:


The remaining three charge after Ixrul.

It's a partial charge, right? And Ixrul is more than 60 feet away - he casted, flew back, and shifted back. They'd have to be ridiculously fast to reach him.

Edit: "Ixrul casts Extended Slow on the harpies, DC 20 and then Shifts and flies back. Putting me probably around 20 feet away." Don't know why I said 20 when I have fly 60 and shift 20 feet.

They have 80 feet of Flight and Reach. The only change would be one can't flank you, and they hit anyway.


M Elf (Undead Army) Wizard (Conj [Tele]) 11 | HP 58/58 + 18 FL | 0 MIs | AC 14 (17+4) FF 11 (14+4) T 13 CMD 18 FFCMD 15 | F +9 R +11 W +13 | Init +12
Senses:
Spellcraft +23 Perc +21 SensMot +19 | DV 60 ft, Light Sens.

See my edit - we'd have gotten a perception check to see them from the bottom if they were near the edge, and Ixrul would not come up immediately at the edge of the cliff so as to not be within reach of something lying in wait.


Ixrul Morcrom wrote:
See my edit - we'd have gotten a perception check to see them from the bottom if they were near the edge, and Ixrul would not come up immediately at the edge of the cliff so as to not be within reach of something lying in wait.

Then you wouldn't have talked to the one you talked to. People don't generally hold conversations with 30 feet of space between them.

I have no plan to retcon 3 combat rounds due to ambiguous placement. It's done, you're alive, enjoy your snu snu.


Dirty Commoner/2 || HP: 0/0, AC: 10 (10, active buff) (FF: 10 [10 w/active buff] T: 10) || Init: +0, Fort: +0 Ref: +0 Will: +0 || Per: +0

Yeah, some guys would love snu-snu.
I mean, uhh...


M Elf (Undead Army) Wizard (Conj [Tele]) 11 | HP 58/58 + 18 FL | 0 MIs | AC 14 (17+4) FF 11 (14+4) T 13 CMD 18 FFCMD 15 | F +9 R +11 W +13 | Init +12
Senses:
Spellcraft +23 Perc +21 SensMot +19 | DV 60 ft, Light Sens.

Welp, jump cut to wake up because the party is not fast enough to pursue?


Female Tiefling (Devilspawn), Half-orc nowadays. Gunslinger (Musket Master) 5/Inquisitor 6|| HP: 71/71, AC: 28 (30, SoF) (FF: 20 T: 16) || Init: +12, Fort: +12 Ref: +15 Will: +12 || Per: +18

I'd happen to like a turn actually. I can't speak for everyone else.


M Elf (Undead Army) Wizard (Conj [Tele]) 11 | HP 58/58 + 18 FL | 0 MIs | AC 14 (17+4) FF 11 (14+4) T 13 CMD 18 FFCMD 15 | F +9 R +11 W +13 | Init +12
Senses:
Spellcraft +23 Perc +21 SensMot +19 | DV 60 ft, Light Sens.

Ooh, right. Gunslinger. Can you sniperino?


Female Tiefling (Devilspawn), Half-orc nowadays. Gunslinger (Musket Master) 5/Inquisitor 6|| HP: 71/71, AC: 28 (30, SoF) (FF: 20 T: 16) || Init: +12, Fort: +12 Ref: +15 Will: +12 || Per: +18

Theoretically. I can use grit to target touch AC from my range limit. 300 ft may be too far. Kind of kicking myself for not going with the Musket Master now.
edit: Nope, nevermind. Max pistol range is 20ft. so, 200 ft, unless someone else has a spell or some such to help with that. You know this wouldn't be a problem if I got my revolver. Oh Sweetness 1.0. You will be missed.


So, how do you guys go about tracking down the harpies? I'll worry about the details of their hideout in a little bit. I just need a gameplan and a timeframe for what y'all want to do.


Female Tiefling (Devilspawn), Half-orc nowadays. Gunslinger (Musket Master) 5/Inquisitor 6|| HP: 71/71, AC: 28 (30, SoF) (FF: 20 T: 16) || Init: +12, Fort: +12 Ref: +15 Will: +12 || Per: +18

Gremory would have an idea based on how many "expendable" crew we have left. We do need some reinforcements I think. I'm open to ideas too, of course.


Do you want EXPENDABLE expendable, or crew members with class levels expendable?

If the latter, Arron Ivy (Ghast Vivisectionist Alchemist 7) and Gortus Svard (Hobgoblin Slayer 9) are probably your best bets for combat.

Rosie Cusswell is a Gunslinger, but partially based around siege engines. Conchobar is a Bard, but he's a bit yellow. Riza is a Ranger and a Reach weapon user, but her Favored Enemies are Human and Animal. And Fishguts is a Rogue, but he's a fat dumpy bastard who's also your cook.

Then of course you have ~50 nameless peons.


M Elf (Undead Army) Wizard (Conj [Tele]) 11 | HP 58/58 + 18 FL | 0 MIs | AC 14 (17+4) FF 11 (14+4) T 13 CMD 18 FFCMD 15 | F +9 R +11 W +13 | Init +12
Senses:
Spellcraft +23 Perc +21 SensMot +19 | DV 60 ft, Light Sens.

Arron. Arron is good for this. He's undead and immune to the charm effects. He can invis and assassinate the leader.


Female Tiefling (Devilspawn), Half-orc nowadays. Gunslinger (Musket Master) 5/Inquisitor 6|| HP: 71/71, AC: 28 (30, SoF) (FF: 20 T: 16) || Init: +12, Fort: +12 Ref: +15 Will: +12 || Per: +18

I was thinking some bait to lure Things 1-6 away from our doods. But a ghast is immune to that song... Did mah knowledge checks get anything?

I have an idea for those interested. Gremory makes her way back to the ship.

And someone help Ace? He's going to be like this the entire time. and I'll prefer him to stay standing longer.

Edit: To address the ninja, I totally thought of bringing Arron along all on my own at the same time. I swear.
Edit x2: Actually, we might finally have use for countersong, of all the abilities a bard gets.


As mentioned, these harpies are utterly unique. You can tell they're Fiendish and you know what normal harpues can do, but don't kniw if they gave any special abilities not yet shown.


Male hobgoblin Magus 11 |7/92 HP | AC 25, touch 17, flatfoot 17 (29,21,23 with magic shield, 5 DR with damage shield) | fort +12, reflex+11,will +9| init +6 | bab +8| 11/11 arcane pool |

"I have some ideas of my own, but lets hear your's first"


Female Oread Orc Goliath Druid 10 / Fighter 1 | HP 25/77 | AC 23 - FF 22 - T 11 | Fort+11 Reflex+4 Will+11 | Init +2 | CMD 25 | Perception +20|

Let's hope 'no' or we're shafted.

"Hmmm?" Daliya looked over at Ace. "Oh, right, the poison." Reaching out, she used restoration to remove it's effects.
Lesser Restoration: 1d4 ⇒ 2


Female Tiefling (Devilspawn), Half-orc nowadays. Gunslinger (Musket Master) 5/Inquisitor 6|| HP: 71/71, AC: 28 (30, SoF) (FF: 20 T: 16) || Init: +12, Fort: +12 Ref: +15 Will: +12 || Per: +18

My plan would be two-fold. we would first distract the degenerate, unwashed harlots* with some of our own unwashed degenerates. Next, either they all leave their lair together to deal with that, or they split up. Either way, we get Arron, and perhaps Conchobar, if we can trust his ability to work against the songs they have. Then we kill the creatures and get back our captain in whatever order they present themselves. And Ixrul too.

Is it metagaming to know about the countersong ability? It isn't really obscure.
* Because "Ratchet Hoes" isn't fitting for the "time period"


M Elf (Undead Army) Wizard (Conj [Tele]) 11 | HP 58/58 + 18 FL | 0 MIs | AC 14 (17+4) FF 11 (14+4) T 13 CMD 18 FFCMD 15 | F +9 R +11 W +13 | Init +12
Senses:
Spellcraft +23 Perc +21 SensMot +19 | DV 60 ft, Light Sens.

Ace *might* be aware the Ixrul can teleport like a howling banshee - so he might be able to tell ya'll that if Ixrul wakes up, he's probably Straitta Outta Harlotland.


Male hobgoblin Magus 11 |7/92 HP | AC 25, touch 17, flatfoot 17 (29,21,23 with magic shield, 5 DR with damage shield) | fort +12, reflex+11,will +9| init +6 | bab +8| 11/11 arcane pool |

"Oh right, and the creepy elf guy can probably teleport back to as at will, probably, because I don't know if those beasts can keep him under their spell or not."


Female Tiefling (Devilspawn), Half-orc nowadays. Gunslinger (Musket Master) 5/Inquisitor 6|| HP: 71/71, AC: 28 (30, SoF) (FF: 20 T: 16) || Init: +12, Fort: +12 Ref: +15 Will: +12 || Per: +18

Fantastic, one less thing to worry about, then. As long as he can get away at least. I had a fairly good view of the fight. Well... not really "fight", more like... "near-death experience." Still, here's hoping.

I'm assuming the only part she remembers was the part where Ixrul got smacked for nearly ker-dead kinds of damage. I may be wrong, of course.


You actually REMEMBER everything, but it's through a fog of apathy. You were entranced by the music, but still aware of your surroundings.

Of course the only part of the fight you SAW was Ixrul being smacked silly and then both of them being carried off bloody and beaten, since you didn't have a good view of the top of the cliff.


Female Tiefling (Devilspawn), Half-orc nowadays. Gunslinger (Musket Master) 5/Inquisitor 6|| HP: 71/71, AC: 28 (30, SoF) (FF: 20 T: 16) || Init: +12, Fort: +12 Ref: +15 Will: +12 || Per: +18

Right, forgot that bit. That makes it so much worse.

Well? You've heard my plan. Anything to add, all?


Male hobgoblin Magus 11 |7/92 HP | AC 25, touch 17, flatfoot 17 (29,21,23 with magic shield, 5 DR with damage shield) | fort +12, reflex+11,will +9| init +6 | bab +8| 11/11 arcane pool |

"Well, if we could manage to go within range, I could try to hit them first with a thunderbolt."


Male Orc Bloodrager (Primalist) 9 | Dead, essentially.

Jailbreak WHEN


Female Tiefling (Devilspawn), Half-orc nowadays. Gunslinger (Musket Master) 5/Inquisitor 6|| HP: 71/71, AC: 28 (30, SoF) (FF: 20 T: 16) || Init: +12, Fort: +12 Ref: +15 Will: +12 || Per: +18

*shrug* others post? If we don't get anything by tomorrow, can we just try the thing? The uhh, baity thing?


Yeah. I'm headed to bed, if there's no good alternatives or add-ons by the time I get on, I'll just move ahead.


By the by, does anyone here have Survival? You DO need some way to track them down.

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