Clebsch's Reign of Winter

Game Master Clebsch RoW

Our brave adventurers are the only hope in a cold, cruel world.


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Map of Hut in Book 4

If one wanted to take the time, it would be straightforward to comb through a lot of posts with d20 rolls and keep track of the results. Not sure it's worth the time myself, but hopefully someone at Paizo has done it and found no great defects.


Map of Hut in Book 4

A lot of information just got dumped into the Gameplay thread. There are a few things to identify and discuss which may lead to more RP. I summarized the things that would have been found in the rest of the garden to get the treasures available into the PCs hands.

Take some time to distribute these items. The big ruby contains a prize to be revealed.

Role Play as much as you like and when you are ready to leave the hut, then the next phase begins as you look for clues as to the location of Baba Yaga. Starfinder players may have a sense of Deja Vu.


Male LN human (ifrit) sorcerer 10 | HP: 80/80 | AC: 22 (13 Tch, 19 Fl) | CMB: +3, CMD: 17 | F: +9, R: +8, W: +10 | Init: +14 | Perc: +2, SM +2 |
Spells:
5th: 4/4; 4th: 8/8; 3rd: 7/8; 2nd: 7/8; 1st: 7/8
| Speed 30 ft. | Active conditions: endure elements, mage armor.

I don't really need any of the items. Could hold the Eye for now, but not sure I'd ever use it. Could use both wands of plant-magic with UMD, but those are so circumstantial that perhaps the gold is more useful.

A believe we should sell as well the defoliant polish, oils of goodberry, alchemical defoliant.

@GM: Is the plan to play the combats? I believe not, but if that is the case, do you want us to decrease some spells to represent resources spent?

About the cat, I believe it would be cool if we bring it back to life. Can Rurik do it? Checking on his sheet, I saw he only have spells up to 4th level, but as a level 10 PC he should have spells up to 5th level! Am I missing something?


Map of Hut in Book 4

We won't play out any more combat in the hut. You faced the toughest monsters in the garden with no problems, so I am happy to assume you either avoided fighting the other monsters or prevailed in any that you fought, such as the Wolf-in-sheep's-clothing. I want to move things along to the main adventure of book 4.

As will be revealed soon, you'll have a way to sell and buy items even though merchants won't be part of the adventures to come. More soon.

There is no urgent need to leave the hut as soon as possible, so consider yourselves able to rest and reset spells and other limited RP resources just prior to leaving the hut.


Female Human Ranger (Skirmisher) 10: HP 78/78 : AC: 20 (21), T: 15, FF: 15 : Fort: +10 (+12 cold effects/ +15 cold environment/ +20 with cold weather outfit. +4 to all if non lethal) Reflex: + 12 Will: +5 : Perception +11 (+17 Human/+15 Giant/+13 Fey

Will post later today. I think the defoliant stuff might be worth keeping. Never know when we'll have to fight a plant again


Female Human Ranger (Skirmisher) 10: HP 78/78 : AC: 20 (21), T: 15, FF: 15 : Fort: +10 (+12 cold effects/ +15 cold environment/ +20 with cold weather outfit. +4 to all if non lethal) Reflex: + 12 Will: +5 : Perception +11 (+17 Human/+15 Giant/+13 Fey

Someone should definitely take the Habit of the winter explorer. I'm already fine in freezing weather thanks to the boots of the winterlands. I doubt things are going to get that much warmer as we progress.

I've added the loot to the loot sheet (link to the link in the Campaign info tab)


Male LN human (ifrit) sorcerer 10 | HP: 80/80 | AC: 22 (13 Tch, 19 Fl) | CMB: +3, CMD: 17 | F: +9, R: +8, W: +10 | Init: +14 | Perc: +2, SM +2 |
Spells:
5th: 4/4; 4th: 8/8; 3rd: 7/8; 2nd: 7/8; 1st: 7/8
| Speed 30 ft. | Active conditions: endure elements, mage armor.

I also have the boots and on top of that also have a mnemonic vestment which uses the same slot. The vestment is very good for me.


Male Tsolniva Centaur Cavalier 10

Will it work for me, given my non-standard number of legs? lol


Spells: 1st (5/6), 2nd (4/5), 3rd (3/4)
Skill M-Z:
Oratory +11, Perception +15, Sense Motive +11, Spellcraft +11 [+1 to identify spells from Evil Spellcasters]
Skill A-L:
Acrobatics +18 (17), Diplomacy +16, Arcana +11, Dungeoneering +5, Engineering +5, Geography +5, History +5, Local +5, Nature +5, Planes +6, Religion +5, Linguistics +15,
Human Male Bard [A.M.]/DD [Brass] 10; 95/95 HPs; Init +7; AC 20 (21 Haste), T 15 (16 Haste), FF 16; Armor Check Penalty -1; Fort +6, Ref +10, Will +6, [+1 vs Evil Casters]; 12/14 BS ; HP 3; Perception +15 (30 ft Blindsense)

I would be happy to wear it. I do not have Boots of the Winterlands, and my fort save is not great for issues with adverse elements. Seeing through a bunch of concealment is also nice for an archer.

I don't think Thorizmond can use it. It includes pants, boots, etc. And the last line states you have to wear all of the pieces to make it work.


Map of Hut in Book 4

Thorizmond could not wear the suit, although he could ask to purchase a suit that would do the same for him tailored for him from the planar merchant you all just met. I may have to check the rules to see if there is any cost adjustment to make such an item to fit a large creature, as there is with armor.

You don't know it yet, but your current location is going to be wintery, the kind of environment Baba Yaga seems to like.


Female Human Ranger (Skirmisher) 10: HP 78/78 : AC: 20 (21), T: 15, FF: 15 : Fort: +10 (+12 cold effects/ +15 cold environment/ +20 with cold weather outfit. +4 to all if non lethal) Reflex: + 12 Will: +5 : Perception +11 (+17 Human/+15 Giant/+13 Fey

Sounds like you should have it Crasius.


Female Human Ranger (Skirmisher) 10: HP 78/78 : AC: 20 (21), T: 15, FF: 15 : Fort: +10 (+12 cold effects/ +15 cold environment/ +20 with cold weather outfit. +4 to all if non lethal) Reflex: + 12 Will: +5 : Perception +11 (+17 Human/+15 Giant/+13 Fey

When he was freed, did it destroy the large 6000gp ruby?


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Map of Hut in Book 4

That was the listed way to free him: smash the gem. But I don't see why dispel magic should ruin the gem, so you can keep it for treasure.


1 person marked this as a favorite.
Spells: 1st (5/6), 2nd (4/5), 3rd (3/4)
Skill M-Z:
Oratory +11, Perception +15, Sense Motive +11, Spellcraft +11 [+1 to identify spells from Evil Spellcasters]
Skill A-L:
Acrobatics +18 (17), Diplomacy +16, Arcana +11, Dungeoneering +5, Engineering +5, Geography +5, History +5, Local +5, Nature +5, Planes +6, Religion +5, Linguistics +15,
Human Male Bard [A.M.]/DD [Brass] 10; 95/95 HPs; Init +7; AC 20 (21 Haste), T 15 (16 Haste), FF 16; Armor Check Penalty -1; Fort +6, Ref +10, Will +6, [+1 vs Evil Casters]; 12/14 BS ; HP 3; Perception +15 (30 ft Blindsense)

Woohoo...

I will put the garments on my sheet.


Female Human Ranger (Skirmisher) 10: HP 78/78 : AC: 20 (21), T: 15, FF: 15 : Fort: +10 (+12 cold effects/ +15 cold environment/ +20 with cold weather outfit. +4 to all if non lethal) Reflex: + 12 Will: +5 : Perception +11 (+17 Human/+15 Giant/+13 Fey

Garment's have been crossed off. I'll remove it from the loot sheet when we're done with any purchases/sales/item distribution.

So in just gold/gems/jewelry, we've got 25,280 available. That's before we sell anything off.

Now's as good a time as any to claim anything on the loot sheet and figure if we want to sell anything to the Mercane (which will leave us here for an extra day)


Male Tsolniva Centaur Cavalier 10

Here is a list of items that produce an endure elements effect.* I'm not sure exactly what my share of the treasure will come out to, but if he could acquire anything A) on that list, B) in my price range (whatever it ends up being) and C) that doesn't take the belt, shoulders, or feet slot (where I already have things) I'd be appreciative. If I can afford it, a Helm of the Mammoth Lord would be outstanding, but there are cheaper options, like the Ring of Inurement or Vest of Endure Elements that would get the job done.

*Mostly, some got caught up in the search because they have the spell in their crafting requirements and the like. Double check particular entries to be sure.


Male LN human (ifrit) sorcerer 10 | HP: 80/80 | AC: 22 (13 Tch, 19 Fl) | CMB: +3, CMD: 17 | F: +9, R: +8, W: +10 | Init: +14 | Perc: +2, SM +2 |
Spells:
5th: 4/4; 4th: 8/8; 3rd: 7/8; 2nd: 7/8; 1st: 7/8
| Speed 30 ft. | Active conditions: endure elements, mage armor.

A wand of endure elements will last for quite a while, costs just 750gp and takes no slot.


Male Tsolniva Centaur Cavalier 10

Fair point.


Female Gnome Slayer 7/Shadowdancer 3 | HP 89/95 | AC 24, touch 17, flat-footed 20 | Fort +10 | Ref + 12 | Will +8 | Init +3 | Perception +18 | Study Target (2, +2) | Current Condition: haste (+1 attack, dodge AC & Reflex, double speed)

Apologies for being late and quiet. I can’t really think of what magical item can be bought for Pemta, other than another magical item effect for her swords


Female Human Ranger (Skirmisher) 10: HP 78/78 : AC: 20 (21), T: 15, FF: 15 : Fort: +10 (+12 cold effects/ +15 cold environment/ +20 with cold weather outfit. +4 to all if non lethal) Reflex: + 12 Will: +5 : Perception +11 (+17 Human/+15 Giant/+13 Fey

Okay so updating, Cash on hand with gems etc counted 37,000 available.

In terms of things to sell I'd definitely recommend:
Emberchill (+1 frost sickle)
phylactery of negative channeling,
frost-thunder hammer (+2 warhammer; see below)
pipes of haunting

I think the scrolls should go to whoever can cast those spells, Wands could be useful, but can be sold if everyone thinks they aren't. Potions should remain in a group pot to use as needed.

With the turnover we've had I'm inclined to just evenly split any cash after we're done.

I would like to claim the giantbane longspear (+1), both because it's a melee weapon I can use while mounted on Wapiti, taking advantage of it's reach, and the fact that giants have been a long-running favored enemy.

Anyone else have any thoughts?


Male LN human (ifrit) sorcerer 10 | HP: 80/80 | AC: 22 (13 Tch, 19 Fl) | CMB: +3, CMD: 17 | F: +9, R: +8, W: +10 | Init: +14 | Perc: +2, SM +2 |
Spells:
5th: 4/4; 4th: 8/8; 3rd: 7/8; 2nd: 7/8; 1st: 7/8
| Speed 30 ft. | Active conditions: endure elements, mage armor.

How are you guys dealing with claimed loot? Any player just claims a piece and we split the rest? Does what is claimed is deduced from their share?

Also, what are your thoughts about bringing the cat familiar back to life? Rurik should be able to do it if he picks his 5th level spells as he is a 10th level cleric.


1 person marked this as a favorite.
Spells: 1st (5/6), 2nd (4/5), 3rd (3/4)
Skill M-Z:
Oratory +11, Perception +15, Sense Motive +11, Spellcraft +11 [+1 to identify spells from Evil Spellcasters]
Skill A-L:
Acrobatics +18 (17), Diplomacy +16, Arcana +11, Dungeoneering +5, Engineering +5, Geography +5, History +5, Local +5, Nature +5, Planes +6, Religion +5, Linguistics +15,
Human Male Bard [A.M.]/DD [Brass] 10; 95/95 HPs; Init +7; AC 20 (21 Haste), T 15 (16 Haste), FF 16; Armor Check Penalty -1; Fort +6, Ref +10, Will +6, [+1 vs Evil Casters]; 12/14 BS ; HP 3; Perception +15 (30 ft Blindsense)

To the best of my knowledge, we have been claiming and returning it to the group if you no longer plan to use it. I do not think we have reduced the shares based on it.

I am fine with returning creatures to life if others want to.


Map of Hut in Book 4

Keep in mind, a raise dead spell has a material component of a diamond worth 5000 gp. That's a lot for an NPC that is really just a cat. It also means it would be a good idea to convert 5000 gp worth of loot into a diamond that could be available for the spell should a PC need it.

If you arrange it with the mercane, he can locate such a diamond and pay for items he buys with it. There are some other spells that have material components that cost a lot. Off the top of my head, I can think of reincarate, restoration, and stoneskin.


Male Human Cleric 10 | HP 73/73 | AC 25 T 12 FF 24 | Fort +10 Ref +5 Will +13 | Initiative +1 | Perception +7 | Channel 5/5 | Inspired 1/1 | Liberation 10/10 | Rebuke Death 8/8

Probably worth having some diamonds on hand just in case...


Male LN human (ifrit) sorcerer 10 | HP: 80/80 | AC: 22 (13 Tch, 19 Fl) | CMB: +3, CMD: 17 | F: +9, R: +8, W: +10 | Init: +14 | Perc: +2, SM +2 |
Spells:
5th: 4/4; 4th: 8/8; 3rd: 7/8; 2nd: 7/8; 1st: 7/8
| Speed 30 ft. | Active conditions: endure elements, mage armor.

To be honest, I was thinking more in line of a breath of life spell, which is also 5th level and when we find the cat, it is still alive.

Not sure if it would be reasonable for us to figure out it would be worth to bring back in 1 round of it dying.


Male Human Cleric 10 | HP 73/73 | AC 25 T 12 FF 24 | Fort +10 Ref +5 Will +13 | Initiative +1 | Perception +7 | Channel 5/5 | Inspired 1/1 | Liberation 10/10 | Rebuke Death 8/8

This reminds me that I did not prepare my 5th-level spells, so I will do that now.


Female Human Ranger (Skirmisher) 10: HP 78/78 : AC: 20 (21), T: 15, FF: 15 : Fort: +10 (+12 cold effects/ +15 cold environment/ +20 with cold weather outfit. +4 to all if non lethal) Reflex: + 12 Will: +5 : Perception +11 (+17 Human/+15 Giant/+13 Fey

I really don't see much value in bringing back the cat, at least not in comparison to what it costs. We've been doing with people claiming what they can use, since it really benefits everybody to have party members well equipped. No impact on shares of leftover cash/treasure.

We currently have 6 small diamonds (600gp) and one larger one (1000gp) on hand so we should keep those for spell components. Converting the 12,000gp in coins, rough-cut gems, art objects, and jewelry to diamonds may be a good idea to have on hand for restorative spells as well.

That brings available cash to 23,400gp before we sell the items I mentioned. Everyone good with selling those?


Male Human Cleric 10 | HP 73/73 | AC 25 T 12 FF 24 | Fort +10 Ref +5 Will +13 | Initiative +1 | Perception +7 | Channel 5/5 | Inspired 1/1 | Liberation 10/10 | Rebuke Death 8/8

No objections.

Note that breath of life is a domain spell for me and has no material component cost, but there is that pesky one-round limit.


Spells: 1st (5/6), 2nd (4/5), 3rd (3/4)
Skill M-Z:
Oratory +11, Perception +15, Sense Motive +11, Spellcraft +11 [+1 to identify spells from Evil Spellcasters]
Skill A-L:
Acrobatics +18 (17), Diplomacy +16, Arcana +11, Dungeoneering +5, Engineering +5, Geography +5, History +5, Local +5, Nature +5, Planes +6, Religion +5, Linguistics +15,
Human Male Bard [A.M.]/DD [Brass] 10; 95/95 HPs; Init +7; AC 20 (21 Haste), T 15 (16 Haste), FF 16; Armor Check Penalty -1; Fort +6, Ref +10, Will +6, [+1 vs Evil Casters]; 12/14 BS ; HP 3; Perception +15 (30 ft Blindsense)

I do not think there is huge value in bringing the cat back. I am just willing to support someone if they really want to do it. Crasius would likely make snide comments but agree to do it.


Male Tsolniva Centaur Cavalier 10

I don't see anything I particularly want to keep.


Female Human Ranger (Skirmisher) 10: HP 78/78 : AC: 20 (21), T: 15, FF: 15 : Fort: +10 (+12 cold effects/ +15 cold environment/ +20 with cold weather outfit. +4 to all if non lethal) Reflex: + 12 Will: +5 : Perception +11 (+17 Human/+15 Giant/+13 Fey

Okay. There's also the Belt of Mighty Constitution +2, and the periapt of health ( neck slot - disease immunity). Any takers? I think both are too useful to sell.

Also for the sale items:
phylactery of negative channeling, 11,000 gp sale value 5,500
frost-thunder hammer Cost: 24,524 GP sale value 12,424 GP
pipes of haunting 6,000 gp sale value 3000

Total 24,927gp + other existing 23,400gp brings available cash to 48,327gp

8,054.5 gp each.

Converting the 12,000gp in coins, rough-cut gems, art objects, and jewelry to 2 5000gp diamonds and 2000gp diamond dust (restoration etc)


Female Gnome Slayer 7/Shadowdancer 3 | HP 89/95 | AC 24, touch 17, flat-footed 20 | Fort +10 | Ref + 12 | Will +8 | Init +3 | Perception +18 | Study Target (2, +2) | Current Condition: haste (+1 attack, dodge AC & Reflex, double speed)

I’ll take the-wait if I take the periapt I would have to give up my amulet of natural armor. hmmm


Spells: 1st (5/6), 2nd (4/5), 3rd (3/4)
Skill M-Z:
Oratory +11, Perception +15, Sense Motive +11, Spellcraft +11 [+1 to identify spells from Evil Spellcasters]
Skill A-L:
Acrobatics +18 (17), Diplomacy +16, Arcana +11, Dungeoneering +5, Engineering +5, Geography +5, History +5, Local +5, Nature +5, Planes +6, Religion +5, Linguistics +15,
Human Male Bard [A.M.]/DD [Brass] 10; 95/95 HPs; Init +7; AC 20 (21 Haste), T 15 (16 Haste), FF 16; Armor Check Penalty -1; Fort +6, Ref +10, Will +6, [+1 vs Evil Casters]; 12/14 BS ; HP 3; Perception +15 (30 ft Blindsense)

Crasius is wearing a belt and an amulet. This one is better, but the one he has is draconic so he will stick with that for fun theme reasons.


Male Tsolniva Centaur Cavalier 10

I’d be happy to take the belt. Or the periapt, but given my role in the party I’ll probably get more use out of the belt.


Male Human Cleric 10 | HP 73/73 | AC 25 T 12 FF 24 | Fort +10 Ref +5 Will +13 | Initiative +1 | Perception +7 | Channel 5/5 | Inspired 1/1 | Liberation 10/10 | Rebuke Death 8/8

Yeah, my amulet slot is already spoken for. I suppose I could use the belt, but it's way less critical to me than to some front-liner.


Male LN human (ifrit) sorcerer 10 | HP: 80/80 | AC: 22 (13 Tch, 19 Fl) | CMB: +3, CMD: 17 | F: +9, R: +8, W: +10 | Init: +14 | Perc: +2, SM +2 |
Spells:
5th: 4/4; 4th: 8/8; 3rd: 7/8; 2nd: 7/8; 1st: 7/8
| Speed 30 ft. | Active conditions: endure elements, mage armor.

Already have stuff on those slots as well. Good with Thorizmond taking both.


Female Human Ranger (Skirmisher) 10: HP 78/78 : AC: 20 (21), T: 15, FF: 15 : Fort: +10 (+12 cold effects/ +15 cold environment/ +20 with cold weather outfit. +4 to all if non lethal) Reflex: + 12 Will: +5 : Perception +11 (+17 Human/+15 Giant/+13 Fey

Considering you're our primary melee, being a wall of HP is definitely a good idea. Take both Thorizmond, the harder you are to drop the better for everybody.

Phyrrus take the arcane scrolls (blink, scorching ray, invisibility), Rurik the divine one (flamestrike). Let me know when you have them recorded on your sheets and I'll remove them to clean up the loot sheet.


Male Tsolniva Centaur Cavalier 10

Actually, I’d forgotten: I already have a Belt of Physical Might (Str, Con) +2. So it would actually be a negative for me. My bad. I can take the Periapt.


Female Human Ranger (Skirmisher) 10: HP 78/78 : AC: 20 (21), T: 15, FF: 15 : Fort: +10 (+12 cold effects/ +15 cold environment/ +20 with cold weather outfit. +4 to all if non lethal) Reflex: + 12 Will: +5 : Perception +11 (+17 Human/+15 Giant/+13 Fey

Okay. Rurik, you end up in melee more often than I do, do you want it?


Male LN human (ifrit) sorcerer 10 | HP: 80/80 | AC: 22 (13 Tch, 19 Fl) | CMB: +3, CMD: 17 | F: +9, R: +8, W: +10 | Init: +14 | Perc: +2, SM +2 |
Spells:
5th: 4/4; 4th: 8/8; 3rd: 7/8; 2nd: 7/8; 1st: 7/8
| Speed 30 ft. | Active conditions: endure elements, mage armor.

I've added the scrolls to my sheet.


Map of Hut in Book 4

It sounds like people are close to having resolved all the treasure sales and purchases. If there is any item anyone wants to request from the mercane, let me know. You don't need to be in the hut to buy and sell with him. It just may involve some waiting after sending him a request for a particular magic item.

If everyone who is ready to leave the hut could post something to that effect, either in the gameplay or discussion thread, I'll move the action on once I've gotten the green light from everyone.

I will say in advance that I'll continue to limit melee combat to the most important situations, leaving aside encounters that mainly earn XP but do not advance the plot. Where there is treasure to be had from such a side encounter, I'll either give you the option to play the encounter or just decide a way to get the items you could have earned into other encounters.

At a meta level, the 4th book is written so the party has basically three tracks to the main goal. Each option has its own track, but overall, the encounters are not a railroad structure.


Male Human Cleric 10 | HP 73/73 | AC 25 T 12 FF 24 | Fort +10 Ref +5 Will +13 | Initiative +1 | Perception +7 | Channel 5/5 | Inspired 1/1 | Liberation 10/10 | Rebuke Death 8/8

I've taken the scroll of flame strike, but I don't know the caster level of the scroll.


Female Human Ranger (Skirmisher) 10: HP 78/78 : AC: 20 (21), T: 15, FF: 15 : Fort: +10 (+12 cold effects/ +15 cold environment/ +20 with cold weather outfit. +4 to all if non lethal) Reflex: + 12 Will: +5 : Perception +11 (+17 Human/+15 Giant/+13 Fey

I don't think the level was ever mentioned so I guess assume base level (level 5 spell, so CL 7th) unless GM Clebsch specifies otherwise.

Do you want the Belt of Mighty Constitution +2 Rurik? I think you and I are the only ones without a belt slot item.

Cleaned up the sheet. Other than that looks like we're ready to move on. Does everyone want to split the wealth now and record it on their sheets or keep it together until the next shopping opportunity?


Map of Hut in Book 4

Ingrit is correct. It is the way Pathfinder lists scrolls or potions to only mention caster level when it is higher than the minimum needed to cast the spell. People requesting scrolls and potions (I think) should keep in mind that while it can cost more to get a scroll of a spell with a higher than necessary caster level, the benefit to things like duration or damage can make it worthwhile.

The next shopping opportunity is always just a few days away, so let's move on. Any remaining decisions won't immediately affect initial game play.


Spells: 1st (5/6), 2nd (4/5), 3rd (3/4)
Skill M-Z:
Oratory +11, Perception +15, Sense Motive +11, Spellcraft +11 [+1 to identify spells from Evil Spellcasters]
Skill A-L:
Acrobatics +18 (17), Diplomacy +16, Arcana +11, Dungeoneering +5, Engineering +5, Geography +5, History +5, Local +5, Nature +5, Planes +6, Religion +5, Linguistics +15,
Human Male Bard [A.M.]/DD [Brass] 10; 95/95 HPs; Init +7; AC 20 (21 Haste), T 15 (16 Haste), FF 16; Armor Check Penalty -1; Fort +6, Ref +10, Will +6, [+1 vs Evil Casters]; 12/14 BS ; HP 3; Perception +15 (30 ft Blindsense)

You mentioned something happening where the older players would have their wealth in items increase to match some of the newer players. Is now a good time for that to occur?

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