Baldwin the Merciful's - CoT Campaign (Inactive)

Game Master baldwin the merciful

This is Council of Thieves AP. Westcrown, City of Twilight, once was the center of Aroden's faith, but now it symbolizes despair. By day, the city remains a vibrant center of trade; but, by night only those with a death wish venture out.


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Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17

Hey, no problems. Remember that we all are hopeless insomniatics

Hate to be a party pooper, Tweaker. But how does your BAB get so high? Unless you have Weapin Finesse, you wouldn't get a +4

+3 Base bab, +1 Inspire, +1 MW Cestus +2 Flank=+7


Evil GM
baldwin the merciful wrote:

RD4: Duncan's action at the end of the round.

Duncan as you enter his 10 feet reach he will take his AoO.

[dice=glaive AoO]1d20+11;1d10+6

He does hit with his attack of opportunity.

Duncan's two handed blow misses his target.

Make a DC17 Heal check to avoid the infernal bleed, which is minus 2 HP each round. Any attempt to heal Duncan must succeed on a DC16 caster level check or the spell fails. Success stop the bleed.

Duncan disregard this last post. I didn't realize it was a five foot step.


Male Half-Elf Rogue (Trapsmith) 4 Fame 3 HP 28/28 Init +8 AC 19 Touch 14 Flat 15 Fort +1, Ref +8, Will +3 (+2 vs Ench) Perc +14/convo-hidden +18/traps +22

I do have weapon finesse. Forgot to add that to my sheet here as that is what I took for my rogue talent.


Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17

Oh, never mind then.


Dwarf Warpriest 16 (Champion of Faith) Int+1, F17,R10, W18, + 2 v Spells/PoisonAC37/T17/FF35+4vs Last foe to hit , CMD+28+4vs Bull Rush/Trip, CMB+16 +6 for Trip HP121/154, Percep+18,Diplo+12,Intim+23, Religion+12
Tweaker wrote:

No worries as I was thinking you had confused Duncan and John. I got confused on the map just like knocking the guy off. I always ask so I can learn. I really appreciate you teaching me about climbing. This is why I am not trying to GM. I don't have the experience. I think you are doing great job.

[smaller]Yikes, this thing is mean.

[dice=No sign of the caster?]1d20 + 18

I count BAB3+4Dex+1inspire+1cestus+2flank=11


Male Human Fighter(Tower Shield Specialist) 6/ Hellknight 2 +5 int, AC 26, Touch 12, FF 25, Fort +8, Ref +4, Will +5 HP66/82, Perception +12

Knowledge Planes: 1d20 + 9 ⇒ (9) + 9 = 18

For rd3 John will 5ft step to flank with Andrea and attack the Lemure that is threatening Andrea.
Attack with power attack: 1d20 + 4 + 2 + 1 ⇒ (2) + 4 + 2 + 1 = 9

For round 4 John will 5ft step and move up to the New devil and Attack him.
Attack with power attack: 1d20 + 4 + 1 ⇒ (15) + 4 + 1 = 20
Damage: 1d8 + 8 ⇒ (7) + 8 = 15


Dwarf Warpriest 16 (Champion of Faith) Int+1, F17,R10, W18, + 2 v Spells/PoisonAC37/T17/FF35+4vs Last foe to hit , CMD+28+4vs Bull Rush/Trip, CMB+16 +6 for Trip HP121/154, Percep+18,Diplo+12,Intim+23, Religion+12

.Did you step Adjacent (shield wall) or flank?


Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17

I think he is technically in D3, directly NW of the devil. If Duncan is in E3, than you are adjacent. Since he 5 footed on the map to be one sqaure north of where Duncan's icon is on the map and then stepped diagonally SE to get in range of the devil if that makes sense

I do in fact sleep, just woke up briefly. ;)


Male Half-Elf Rogue (Trapsmith) 4 Fame 3 HP 28/28 Init +8 AC 19 Touch 14 Flat 15 Fort +1, Ref +8, Will +3 (+2 vs Ench) Perc +14/convo-hidden +18/traps +22
Duncan Redhammer wrote:
Tweaker wrote:

No worries as I was thinking you had confused Duncan and John. I got confused on the map just like knocking the guy off. I always ask so I can learn. I really appreciate you teaching me about climbing. This is why I am not trying to GM. I don't have the experience. I think you are doing great job.

[smaller]Yikes, this thing is mean.

[dice=No sign of the caster?]1d20 + 18

I count BAB3+4Dex+1inspire+1cestus+2flank=11

That is what I rolled up there on the attack. Got a 19 + 11 for 30. The roll quoted there is my check to see the caster which hidden things I have +18 to perception.

Tweaker is worried about this thing. He asks Does anyone know what it is? in a low tone of voice.


Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17

We'll worry later after we kill it!


Male Half-Elf Rogue (Trapsmith) 4 Fame 3 HP 28/28 Init +8 AC 19 Touch 14 Flat 15 Fort +1, Ref +8, Will +3 (+2 vs Ench) Perc +14/convo-hidden +18/traps +22

Hopefully that will happen before it is one of us.


Female Half Elf Urban Ranger / 7 and Wizard / 1 and Arcane Archer / 1 -- Perception: +18 in urban, +21 traps (otherwise +16) -- Init: +4 -- HP:49/59 -- AC: 23(Touch:15 / FF:19) -- F:7, R:11, W:5 +2vs enchants

attack 1d20 + 7 ⇒ (8) + 7 = 15 +2 if I can get into a flanking position
damage 1d10 + 4 ⇒ (2) + 4 = 6

Seeing just the one target left, Lucrezia attempts to move over towards it, trying to get into a flanking position with anyone else who's attacking it.


Evil GM

RD3: John took 5 ft step and attacked the Lemure fighting Andrea.

John Only:
This is a bearded devil deadly with its glaive but deadier in close combat especially if it hits a single opponent with both claws. If that should happen it does damage with its dirty spiky beard. Its immune to fire andpoion, resistant to acid, cold and spells.

RD4: Mid-round recap.

Init.

Tweaker - acros up to flanking and attacks.
CN- She is hiding behind Orsin.
Lucrezia- (I don't know where you moved?0
Guest Devil - Hit Ducnan twice for 26 HP and 2 possible infernal bleeds.
Lemure - attacked Andrea and missed.
Andrea - killed the Lemure
Orsin -

John - Five foot steps D3 up and hits. I do not think he is using any special material for his weapon so DR5 applies. 15-5=10HP

Duncan - In his RD4 action takes a 5 ft step from E2.5 to E3, if he is still up on his feet and attacks the devil. His attack misses, if he is still on his feet.


Evil GM

Let's make sure everyone is clear on the initiative order and how RD 4 is proceeding. At the end of Round 3 Duncan was in E2.5 (Not in a flanking position yet). Duncan goes last in the round.

RD4: Tweaker moves up 20 feet, then acros 1/2 of his available movement the remaining 5 feet to put himself in E4. His acro was successful. At this time he does not have flanking or sneak attack damage because Duncan is not in position. (Nor has the Devil use his AoO) Removing the sneak attack damage I have Tweaker's damage at 7.

Lucrezia where are you moving that will help tremendously.

The devil's RD4 attack will be full round attack on Duncan, who is currently 10 feet away since Duncan has yet to go in RD4:

glaive1: 1d20 + 11 ⇒ (10) + 11 = 211d10 + 6 ⇒ (7) + 6 = 13
glaive2: 1d20 + 6 ⇒ (19) + 6 = 251d10 + 6 ⇒ (7) + 6 = 13

He does hit twice for 26 HP of damage.

Make two DC17 Heal check to avoid the infernal bleed, which is minus 2 HP each round. Any attempt to heal Duncan must succeed on a DC16 caster level check or the spell fails. Success stop the bleed.

Duncan remember this is the first time this devil has hit you and you have not had to make a bleed check yet. I corrected that in earlier posts, so make your your HP and your fast heal reflect that. Sorry about the earlier confusion.

If Duncan's current hit points are correct, he is down before he can make the 5 ft step and get to flanking position. Duncan need to clarify before anyone else takes any actions.


Female Half Elf Urban Ranger / 7 and Wizard / 1 and Arcane Archer / 1 -- Perception: +18 in urban, +21 traps (otherwise +16) -- Init: +4 -- HP:49/59 -- AC: 23(Touch:15 / FF:19) -- F:7, R:11, W:5 +2vs enchants

The bearded one isn't on the map I'm looking at and I'm still trying to find the post that has it's position

Edit: Ok, I think I'm moving to D/E:3.4


Evil GM
Lucrezia Villanova wrote:
The bearded one isn't on the map I'm looking at and I'm still trying to find the post that has it's position

he is the pinkish creature in E3.5


Female Half Elf Urban Ranger / 7 and Wizard / 1 and Arcane Archer / 1 -- Perception: +18 in urban, +21 traps (otherwise +16) -- Init: +4 -- HP:49/59 -- AC: 23(Touch:15 / FF:19) -- F:7, R:11, W:5 +2vs enchants

Ok, I think I'm moving to D/E:3.4


Dwarf Warpriest 16 (Champion of Faith) Int+1, F17,R10, W18, + 2 v Spells/PoisonAC37/T17/FF35+4vs Last foe to hit , CMD+28+4vs Bull Rush/Trip, CMB+16 +6 for Trip HP121/154, Percep+18,Diplo+12,Intim+23, Religion+12

OK. Now I'm totally confused. I was pretty sure I 5ft stepped up to the Devil in round 3. I made an attack and Missed, didn't I? Any way GM call. The 2 attacks I took were the first 2 hits, so I am still up. Not sure why I am not adjacent already but Duncan will 5ft step up again and attack. Clarification?


Evil GM
Lucrezia Villanova wrote:
Ok, I think I'm moving to D/E:3.4

That is where I thought but since there is some confusion I wanted to be certain.

Here is the current map a just before Duncan's movement, 5ft step.

MAP RD 4 BEFORE DUNCAN'S TURN

Orsin - is you action Inspiring courage?


Evil GM
Duncan Redhammer wrote:

OK. Now I'm totally confused. I was pretty sure I 5ft stepped up to the Devil in round 3. I made an attack and Missed, didn't I? Any way GM call. The 2 attacks I took were the first 2 hits, so I am still up. Not sure why I am not adjacent already but Duncan will 5ft step up again and attack. Clarification?

Rd 3.

Duncan sees the new foe before him and casts Divine Favor. He then moves to stand beside Andrea.
John, With Me!

Duncan's 3rd RD post

Look at page 100. You took your 4th RD turn as you completed your 3rd Rd turn.

Duncan's 4th RD post


Evil GM

Beginning of RD5 MAP

RD5 MAP


Dwarf Warpriest 16 (Champion of Faith) Int+1, F17,R10, W18, + 2 v Spells/PoisonAC37/T17/FF35+4vs Last foe to hit , CMD+28+4vs Bull Rush/Trip, CMB+16 +6 for Trip HP121/154, Percep+18,Diplo+12,Intim+23, Religion+12

Off to bed soon so post alternate round 5 actions now, remember adjacent to John my AC is 22. His fast healing last round took him to 10hp.

Duncan faces the Devil and swings his Bastard sword, hoping the Flank is enough to get a hit. The Dwarf was very badly wounded, this foe was more powerful than any they had seen before. He needed to drop his foe, so transfers his Judgement to damage.(swift action)

1 hand PA, Inspire, Divine Favor, Flank1d20 + 7 - 1 + 1 + 2 + 2 ⇒ (12) + 7 - 1 + 1 + 2 + 2 = 23
Damage, Destructive Smite, Judgement 1d8 + 3 + 2 + 2 + 1 + 2 + 2 ⇒ (5) + 3 + 2 + 2 + 1 + 2 + 2 = 17

OR

Should the Devil Teleport to away, Duncan cast CMW on himself and attempt to close.


Evil GM

RD5:

Tweaker -
CN- She is hiding behind Orsin.
Lucrezia-
Guest Devil -
Lemure - Dead
Andrea -
Orsin -
John -
Duncan -

Tweaker, Lucrezia, and Andrea can post if they want. I'll post the Devil's action when I get back online in couple hours.


Male Half-Elf Rogue (Trapsmith) 4 Fame 3 HP 28/28 Init +8 AC 19 Touch 14 Flat 15 Fort +1, Ref +8, Will +3 (+2 vs Ench) Perc +14/convo-hidden +18/traps +22

Tweaker will aid Duncan's attack.

1d20 + 11 ⇒ (4) + 11 = 15


Dwarf Warpriest 16 (Champion of Faith) Int+1, F17,R10, W18, + 2 v Spells/PoisonAC37/T17/FF35+4vs Last foe to hit , CMD+28+4vs Bull Rush/Trip, CMB+16 +6 for Trip HP121/154, Percep+18,Diplo+12,Intim+23, Religion+12

Tweaker and DM, quickly hop over to the Legacy of Fire thread, so we can rp you joining us. Megan is online


Evil GM

Tweaker's flanking attack misses the devil.


Male Half-Elf Rogue (Trapsmith) 4 Fame 3 HP 28/28 Init +8 AC 19 Touch 14 Flat 15 Fort +1, Ref +8, Will +3 (+2 vs Ench) Perc +14/convo-hidden +18/traps +22
baldwin the merciful wrote:
Tweaker's flanking attack misses the devil.

I was aiding Duncan and not attacking. I was trying to give Duncan a +2 to hit to make sure his mega hit connects. Aid Another


Evil GM
Tweaker wrote:
baldwin the merciful wrote:
Tweaker's flanking attack misses the devil.
I was aiding Duncan and not attacking. I was trying to give Duncan a +2 to hit to make sure his mega hit connects. Aid Another

Tweaker you are in flanking position with Duncan so he gets +2 from that benefit. Are you sure you want to use your standard action to give +2 to "Aid" Duncan's attack? As opposed to taking your own flanking, with sneak attack action, at the top of the round 5? Statistically, If the devil attacks Duncan there is a a high percentage of probability that Duncan dies before he ever gets the benefit of the aid. Alternatively, Aid to give him the +2 to AC to avoid being hit is a consideration.


Dwarf Warpriest 16 (Champion of Faith) Int+1, F17,R10, W18, + 2 v Spells/PoisonAC37/T17/FF35+4vs Last foe to hit , CMD+28+4vs Bull Rush/Trip, CMB+16 +6 for Trip HP121/154, Percep+18,Diplo+12,Intim+23, Religion+12

Nah, Duncan is a positive thinker. The devil is gonna miss! Or at least Some bastard better drop the damn thing if I go down....


Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17

Be sure to make your dc 17 heal checks to avoid bleed damage

I am waiting right now to see what other people's actions are. I need to judge how the battle is going after Tweaker,Lucrezia and the devil have their actions


Male human bard 7/pathfinder savant 5: 83/83 hp, Init +2, AC 24 [touch 14, flat-footed 23], Fort +10, Ref +12, Will +11; Perception +5

Orsin continues to inspire courage (a free action) in both rounds 4 and round 5. He also will cast ear-piercing scream on the devil each round.

DC 14 Fort save halves sonic damage and negates the 1-round stun.

Round 4 ear-piercing scream sonic damage: 2d6 ⇒ (2, 5) = 7

Round 5 ear-piercing scream sonic damage: 2d6 ⇒ (3, 6) = 9


Male Human Fighter(Tower Shield Specialist) 6/ Hellknight 2 +5 int, AC 26, Touch 12, FF 25, Fort +8, Ref +4, Will +5 HP66/82, Perception +12

John has been Using his silver mace the whole battle. He pulled it out round 1 and has not switched at all through out the combat.

John will attack the Bearded devil again.
Attack with silver mace: 1d20 + 6 ⇒ (1) + 6 = 7
Dex: 1d20 + 1 ⇒ (9) + 1 = 10
If duncan falls John will 5ft step and take his place in flanking.

"This Devil is immune to fire, it also has some resistance to magic."


Male human bard 7/pathfinder savant 5: 83/83 hp, Init +2, AC 24 [touch 14, flat-footed 23], Fort +10, Ref +12, Will +11; Perception +5

If John's comment about resistance to magic means SR, here are my CL checks:

Caster level check for round 4: 1d20 + 4 ⇒ (3) + 4 = 7

Caster level check for round 5: 1d20 + 4 ⇒ (19) + 4 = 23


Dwarf Warpriest 16 (Champion of Faith) Int+1, F17,R10, W18, + 2 v Spells/PoisonAC37/T17/FF35+4vs Last foe to hit , CMD+28+4vs Bull Rush/Trip, CMB+16 +6 for Trip HP121/154, Percep+18,Diplo+12,Intim+23, Religion+12

Are they necessary?The healing from fast healing should have worked anyway. Any form of healing usually stops bleed. Oh, well.

Heal1d20 + 2 ⇒ (16) + 2 = 18

Heal1d20 + 2 ⇒ (5) + 2 = 7


Evil GM

Orsin you fail to do anything in Round 4. He has SR.
---

% who the devil attacks: 50% lower Duncan, 51% higher John: 1d100 ⇒ 67

The devil seeing his attacks successful on the dwarf turns his attention to the John. Dropping his glaive and lashing out with two claws:

Claw1: 1d20 + 10 ⇒ (1) + 10 = 111d6 + 4 ⇒ (2) + 4 = 6

Claw2: 1d20 + 10 ⇒ (14) + 10 = 241d6 + 4 ⇒ (2) + 4 = 6

John is slashed. No infernal bleed check is necessary with his single claw strike.

The devil then step to D/E4 and moves backwards to B/C4 which is the corner of the stage. There is a wall on his right hand side, on his left is the orchestra pit which is below the stage.

Tweaker and Lucrezia have AoO on the devil.

---
RD5:

Orsin: my math has the devil 60 ft away by the time its your action. I think this is out of your range 25ft +5 (every 2 levels). Tell me if you see it different.

DM Only:
Fort Rd5: 1d20 + 9 ⇒ (9) + 9 = 18
fails his save. He initially missed the save but Paizo's reset the dice roller.


Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17

Ok I will be down for a few hours at work so I will post some alternative actions

If Duncan goes down but is still alive Andrea pours a CMW potion down his throat (2d8+3)

If Duncan dies Andrea sticks close to John and keeps healing him with her CLW wand (1d8+3)

If Devil switches targets or teleport away. Andrea gives Duncan a CMW potion to drink


Evil GM
Duncan Redhammer wrote:

Are they necessary?The healing from fast healing should have worked anyway. Any form of healing usually stops bleed. Oh, well.

Heal1d20+2

Heal1d20+2

Your fast heal does stop the bleed it is a SU ability not SLA (APG 38, CRB 221). If you had to cast a cure spell or receive a cure spell there is a caster level roll required. Since you stopped the bleed you can receive healing magics without the DC check.


Evil GM

RD 5: Mid round recap

Tweaker - aiding Duncan's hit +2 on Duncan's turn. The aid fails since the devil is not there to be hit by Duncan.

CN- She is hiding behind Orsin.

Lucrezia-

Guest Devil - dropped glaive, double claw attack on John. Hitting once for 6 HP. He then moved to an area of some cover (B/C 4). Tweaker and Lucrzia each have an AoO.

Lemure - Dead

Andrea - gives Duncan a CMW potion CMW: 2d8 + 3 ⇒ (4, 6) + 3 = 13

Orsin -

John - fumbles but catches his silver mace. (I did adjust the damage to the devil from your previous hit.

Duncan - takes the CMW potion. +1 AC with Swift Judgment AC21/23

Mid RD5 Map


Evil GM

The crowd is going nuts with the combat, blood and strategy. Seeing the devil move away is shocking to the group. "Ohhhhhh....fight!"


Dwarf Warpriest 16 (Champion of Faith) Int+1, F17,R10, W18, + 2 v Spells/PoisonAC37/T17/FF35+4vs Last foe to hit , CMD+28+4vs Bull Rush/Trip, CMB+16 +6 for Trip HP121/154, Percep+18,Diplo+12,Intim+23, Religion+12

Since the devil Moved Away and Andrea saved me wasting a spell Duncan will swift shift his Judgment to AC+1. Total AC is 21 or 23 adjacent to john


Evil GM

What the group can see from this the devils current position is only one melee combatant has a way to attack the creature from the stage. As the wall blocks the angle. If someone moves below into the the orchestra pit they will be 5 ft down and striking up on an opponent who has higher ground. If you are short, this will be a difficult method attack.


Dwarf Warpriest 16 (Champion of Faith) Int+1, F17,R10, W18, + 2 v Spells/PoisonAC37/T17/FF35+4vs Last foe to hit , CMD+28+4vs Bull Rush/Trip, CMB+16 +6 for Trip HP121/154, Percep+18,Diplo+12,Intim+23, Religion+12

We could all stand back and shoot it?


Evil GM
Duncan Redhammer wrote:
We could all stand back and shoot it?

True but with what? Anyone realistically toting bows, crossbows on stage during the play? If so, what is the arrow or bolt made of?


Male human bard 7/pathfinder savant 5: 83/83 hp, Init +2, AC 24 [touch 14, flat-footed 23], Fort +10, Ref +12, Will +11; Perception +5

Orsin will use his free action to maintain inspire courage, his move to move to F4, and his standard to cast the aforementioned ear-piercing scream. The devil is then exactly 35 ft. away. :)


Evil GM

RD 5: Mid round recap

Tweaker - aiding Duncan's hit +2 on Duncan's turn. The aid fails since the devil is not there to be hit by Duncan.

CN- She is hiding behind Orsin.

Lucrezia-

Guest Devil - dropped glaive, double claw attack on John. Hitting once for 6 HP. He then moved to an area of some cover (B/C 4). Tweaker and Lucrzia each have an AoO.

Lemure - Dead

Andrea - gives Duncan a CMW potion CMW: 2d8 + 3 ⇒ (4, 6) + 3 = 13

Orsin - moved to F4, maintained inspire courage, piercing scream.

John - fumbles but catches his silver mace. (I did adjust the damage to the devil from your previous hit.

Duncan - takes the CMW potion. +1 AC with Swift Judgment AC21/23.

Waiting on Tweaker and Lucrezia's AoO. I'm also, missing Lucrezia's Rd 5 action, Then RD 6 begins, since Tweaker and Lucrezia are at the top of the round they should take those turns.


Male Half-Elf Rogue (Trapsmith) 4 Fame 3 HP 28/28 Init +8 AC 19 Touch 14 Flat 15 Fort +1, Ref +8, Will +3 (+2 vs Ench) Perc +14/convo-hidden +18/traps +22

5 foot step can not be used with a move action unless you have houseruled that. I never understood most of the movement rules myself.

AoO with sivler cestus: 1d20 + 9 ⇒ (7) + 9 = 161d4 + 2 ⇒ (2) + 2 = 4


Male human bard 7/pathfinder savant 5: 83/83 hp, Init +2, AC 24 [touch 14, flat-footed 23], Fort +10, Ref +12, Will +11; Perception +5

Did the devil make its save? DC Fort 14 to halve damage (9 sonic) and negate the stun.


Evil GM
Tweaker wrote:

5 foot step can not be used with a move action unless you have houseruled that. I never understood most of the movement rules myself.

[dice=AoO with sivler cestus]1d20 + 9; 1d4 + 2

No 5 ft step house rule. I'm not sure I understand your comment. The devil did not make a 5 ft step and then move. Is Tweaker making a 5 ft step?


Male Half-Elf Rogue (Trapsmith) 4 Fame 3 HP 28/28 Init +8 AC 19 Touch 14 Flat 15 Fort +1, Ref +8, Will +3 (+2 vs Ench) Perc +14/convo-hidden +18/traps +22

For our AoO, you said he stepped to DE4 then moved. He had to move the whole way and provoke from us all.


Evil GM
Tweaker wrote:
For our AoO, you said he stepped to DE4 then moved. He had to move the whole way and provoke from us all.

That was describing his movement path so individuals know who was getting the AoO and what threatened square he moved through. There was no 5 ft step.

Orsin your not sure until he action. I believe EPS is daze rather stun.

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