GM Burglar's 4-18: The Veteran’s Vault (Inactive)

Game Master mechaedd

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Male Bear Burglar 1

Yeah, I'm going to rule on the idea that "natural things" includes "anything that can be identified by Knowledge (Nature)," even though Fae are inherently weird.

The moss is both ID-able by Dungeoneering and is still up after that arrow, which hits despite the "Shooting through Hiram" -4.

Grand Lodge

AC23/Touch16/Flat18/CMD23||HP40 [52]|Fort:+7;Ref:+7;Will:+7|Percept +15|Init +5 Elf Magus 8

KN: D: 1d20 + 7 ⇒ (20) + 7 = 27


Male Bear Burglar 1

@Ander:
This is a Garden Ooze, a lump of ooze that primarily feeds on plant life, though has been known to attack unwary travelers of dank places.. Three pieces of information.

Lantern Lodge

AC17(21* Shield Spell)/Touch14/Flatfoot15/CMD 19 |Init +2| | HP 12/[30] | Fort:+7 ;Ref:+2 ;Wil+3|Percept +6/Sense Motive +5|Magus Pool 3/[3] Male Minkai Human Samurai (sword Saint)/1 (Order of the Dragon) / Bladebound Magus 2 Favoured Class

Kyoshiro moves to use the superior reach of his naginata.

At the last moment he uses his will to enchant the blade of the giant cleaver with his arcane pool.

1d20 + 5 + 1 ⇒ (17) + 5 + 1 = 23
1d8 + 3 + 1 + 1 ⇒ (8) + 3 + 1 + 1 = 13

If confirming

1d20 + 5 + 1 ⇒ (12) + 5 + 1 = 18
1d8 + 3 + 1 + 1 ⇒ (3) + 3 + 1 + 1 = 8

If that isn't possible then I drop the Naginata, use a move action to 'draw' my bow and shoot enchanting my compound bow with arcane pool - use the same dice just -1 for the to hit for the shot and -1 for the damage


Male Bear Burglar 1

  • Kyo steps up and stabs at the lump with his katana-on-a-long-stick and takes a good chunk off of it!
    ---
  • Chelsea pelts it with magical missiles!
    ---
  • Zhao is shocked!
    ---
  • Ander need not do anything, too, since...
    ---
  • Hiram stabs the beast, then...
    ---
  • Harboth sinks a final arrow into the beast! The lump now sits alone in what could be considered a boggy marsh of plants and trash. It is, however, motionless and most definitely dying.

    Combat End!

  • Dark Archive

    Primal Fire Sorceress 5 (HP 50/37) | AC 13 (16 MA) Touch 12 FF 11 | Saves F +5 R +4 W +5

    Infernal healing for Hiram
    Chelsea taps Hiram with a wand and states.
    "Let's hurry up and find this vault before more of the residents of these sewers decide to show up."


    Male Bear Burglar 1

    Up the cavernway that the jinkin was in, or up the path?

    Liberty's Edge

    AC 16 / T12 / FF14 | HP 28/[28] | F+5 R+6 W+4 (+2 vs fear, +1 vs enchant) | Perc +10 (+2 urban areas) Init +2 (+2 urban areas) Half-Orc Ranger 3

    Harboth starts moving hesitantly down the path toward the door. Like I said, we should keep an eye on our behinds. It looks like we are almost there.

    Grand Lodge

    AC23/Touch16/Flat18/CMD23||HP40 [52]|Fort:+7;Ref:+7;Will:+7|Percept +15|Init +5 Elf Magus 8

    Ander makes a quick inspection of the area where the jinkin was before following Harboth.

    Perception: 1d20 + 9 ⇒ (15) + 9 = 24

    So the room where the jinkin was continues?


    Male Bear Burglar 1

    Indeed.

    The tunnel to the north abruptly terminates in a stone wall that was once capable of swinging outward as a secret door. The mechanism for opening it has been purposefully broken as well as thoroughly rusted. The same tremors also cracked part of the door frame, creating an aperture just large enough for a Tiny creature to squeeze through, though it has been stuffed full of cloth. A Tiny creature may squeeze through with little difficulty or a Small creature may wriggle through with a DC 30 Escape Artist check.

    This is NOT the door you're looking for, by the way.

    Edit: The Jinkin has an adorably-tiny light crossbow with 10 bolts and short sword.

    Dark Archive

    Primal Fire Sorceress 5 (HP 50/37) | AC 13 (16 MA) Touch 12 FF 11 | Saves F +5 R +4 W +5

    "Yeah, I don't believe any of us are going to fit through there."
    Chelsea says, stating the obvious.

    Liberty's Edge

    looks male to me "riding" dog Init +2 | Perc +8 | AC 13 t12 f11 | HP 13/[13] | F+5, R+5, W+1

    Grits refuses to go up the ramp, and looks relieved when Ander returns and Chelsea concludes that that route is not acceptable.

    ...also, he looks relieved because he just relieved himself against the wall of the sewer path.

    Aah, that's better. P.S. MY hallway, b@+*$es!

    Sovereign Court

    HP 73/73; Init +6, Perc +11; AC 30, T 18, FF 22, CMD 23; F+6, R+15, W+8,

    Hiram thanks Chelsea for the healing as his wounds knit shut, then spits on the tiny little adorable crossbow that shot him twice. "Yeah, I'm not excited by the idea of crawling face first into whatever tiny little trap that thing made anyway. Let's retrieve this ring and be done with this place. My nose is starting to permanently smell rank sewer."


    Male Bear Burglar 1

    Following the red path, the party finds themselves before a set of stairs. Algae and moss slick the first four stairs in a short flight of steps that rises to a stone and steel door worked with designs of riders on horseback. Etched into the center of the door is a horse head emblem with a fleck of ruby-red glass for an eye. The edges of the door bear depictions of Shoanti on horseback fighting horned, winged monsters.

    Also

    Ander:
    You still have 3 pieces of information to know about Jinkins from that nature roll before.

    Grand Lodge

    AC23/Touch16/Flat18/CMD23||HP40 [52]|Fort:+7;Ref:+7;Will:+7|Percept +15|Init +5 Elf Magus 8

    GM:
    How about DR/?, special abilities(2?)

    Ander examines the steps for traps,(then if there aren't any), he walks up to door checking for traps.

    Take 20 on Perception-29

    KN:History Door: 1d20 + 4 ⇒ (19) + 4 = 23
    KN:Local Door: 1d20 + 4 ⇒ (6) + 4 = 10


    Male Bear Burglar 1

    Ander does, in fact, detect the trap of which the party was previously informed; it is a pressure plate in the square before the door, which appears to be untriggered. Now is time for disabling of the traps.

    Ander:
    This is likely an old Shoanti burial tomb for warriors. Old-timey Korvosans really didn't care about the fact that they were building on ancient burial grounds, 'cause they're jerks like that.

    Grand Lodge

    AC23/Touch16/Flat18/CMD23||HP40 [52]|Fort:+7;Ref:+7;Will:+7|Percept +15|Init +5 Elf Magus 8

    GM:
    I don't suppose you can Take a Ten when Disabling a trap? I've seen some people say no, because of the "danger" of tripping the trap. And damn how'd I miss that on my VV. Gonna have to do a little retcon.

    Edit:

    Disable Roll:
    Disable Device: 1d20 + 11 ⇒ (12) + 11 = 23

    Don't want to see it.


    Male Bear Burglar 1

    Ander:
    You can indeed take 10 on DD, since you're not distracted (I.e. being pelted with arrows, being chased by a giant boulder, or some other Indiana Jones-esque Trap. Your T10 was enough to pass (as was the roll) so you're fine. It's Take 20 you couldn't do, because it assumes you essentially roll at least one 1. My philosophy on take 20 is "I roll a 1, then a 2, then a 3, then a 4..." etc. etc.

    I also totally forgot your Kn(N) stuff. Sorry.

    DR wrote:
    DR 5/Cold Iron
    Special Abilities wrote:
    Tinker (Sp) A group of six jinkins working together over the course of an hour can create an effect identical to bestow curse on any living creature. This effect functions at CL 6th and has a range of 60 feet, and the target creature must be either willing or helpless (but still gets a saving throw to resist). The save is DC 14 + the Charisma modifier of the jinkin with the highest Charisma score (DC 16 for most groups of jinkins). Alternatively, the group of jinkins can attempt to infuse a magic item with a curse. The nature of this curse is determined randomly; half of these curses make the magic item unreliable (each time the item is used, there is a 20% chance it does not function), while the other half give the item a random requirement. A jinkin can take part in a tinkering only once per day, and may only tinker with a creature or object that isn't already cursed. Once a tinkering curse is in place, it is permanent until removed via an effect like remove curse. All jinkin tinkerings function as a curse created by a 6th-level caster.
    Special Attacks wrote:
    Sneak attack +1d6, tinker

    Ander concentrates on the task at hand, prying the pressure plate out from the floor. The trap appears disabled, which is easily proven true by opening the door. The hallway continues forward, while Sascha's directions indicate turning right at the first exit.


    Male Bear Burglar 1

    Past the stone door, the coarse brick of the sewers gives way to cut stone block construction with corbeled arch ceilings that peak at a height of ten feet. Sturdy wooden doors line the walls, though years of mildewed neglect have eaten away at the facades.

    Finishing the last step of your directions, the party turns left at the first possible turn. The few furnishings in this large chamber are restricted to racks, iron maidens, and other implements of torture. Near the center of the room a massive table with manacles hanging from each corner bears testament to grisly interrogations, and nearby a pair of wooden tubs stand empty, their contents long since evaporated. Against the north wall stand several empty racks and hooks for holding weapons or tools; the implements that once hung there are now pushed up against the edges of the floors, against the walls. A short series of steps near the eastern wall leads to the only exit.

    In the room, another jinkin is surprised to see you, and begins to raise her staff and chitter in the language none of you know! (This one is slightly different from the originals, so more ID rolls are appropriate.)

    Inits!:
  • Ander: 1d20 + 5 ⇒ (7) + 5 = 12
  • Chelsea: 1d20 + 2 ⇒ (19) + 2 = 21
  • Harboth: 1d20 + 2 ⇒ (17) + 2 = 19
  • Hiram: 1d20 + 4 ⇒ (14) + 4 = 18
  • Kyo: 1d20 + 2 ⇒ (20) + 2 = 22
  • Zhao: 1d20 + 2 ⇒ (19) + 2 = 21
  • Bad(s): 1d20 + 6 ⇒ (9) + 6 = 15
  • DM notes:
    Kyo, Chelsea, Zhao, Harboth, Hiram, Bad(s), Ander is our full order.

    Kyo, Chelsea, Zhao, Harboth, Hiram!

    MAP


    Male Bear Burglar 1

    DM forgot some rolls:
    Ander: 1d20 + 7 ⇒ (6) + 7 = 13
    Chelsea: 1d20 + 0 ⇒ (11) + 0 = 11
    Harboth: 1d20 + 9 ⇒ (4) + 9 = 13
    Hiram: 1d20 + 4 ⇒ (6) + 4 = 10
    Kyoshiro: 1d20 + 5 ⇒ (9) + 5 = 14
    Zhao: 1d20 + 7 ⇒ (18) + 7 = 25
    Bad(s)?: 1d20 + 10 ⇒ (5) + 10 = 15

    Zhao:
    There's clearly some movement going on up on the ceiling of this room.

    Sovereign Court

    HP 73/73; Init +6, Perc +11; AC 30, T 18, FF 22, CMD 23; F+6, R+15, W+8,

    Hiram moves to the stairs and begins regaling the room with a tale of Taldan bravery: the stirring tale of Sir Hundley and the Serpent's Daughter!

    Inspire Courage! +1 vs Charm and Fear effects and +1 to attacks and weapon damage!

    Dark Archive

    Primal Fire Sorceress 5 (HP 50/37) | AC 13 (16 MA) Touch 12 FF 11 | Saves F +5 R +4 W +5

    Chelsea moves up with Hiram and hurls a bolt of fire into the room at the jinkin.

    Attack 1d20 + 3 ⇒ (9) + 3 = 12 (Inspire, Touch, Flatfooted)
    Damage 1d6 + 3 ⇒ (5) + 3 = 8 (Inspire, Fire)

    Lantern Lodge

    Stats:
    HP: 18/18 | AC: 16, Temp: 20 | T:16 | FF: 13, Temp: 17 | CMD: 17 | Fort: +4 | Ref: +5 | Will: +6 | Perc: +7 | Sense Motive: +7 | Sling Bullets: 10 | Shuriken: 15

    Gang throws back his head downing a potion of Mage armour before hustling forward into the room and looking up. " Is something crawl on ceiling?! " he says looking up.

    Can I see what's there or is a perception roll needed?
    Perc: 1d20 + 7 ⇒ (10) + 7 = 17


    Male Bear Burglar 1

    Zhao:
    This creature crawl's around like a folded-up octopus, its thin, hook-lined tentacles connected by a fleshy web.

    Lantern Lodge

    AC17(21* Shield Spell)/Touch14/Flatfoot15/CMD 19 |Init +2| | HP 12/[30] | Fort:+7 ;Ref:+2 ;Wil+3|Percept +6/Sense Motive +5|Magus Pool 3/[3] Male Minkai Human Samurai (sword Saint)/1 (Order of the Dragon) / Bladebound Magus 2 Favoured Class

    Kyoshiro moves in a straight line stopping on the steps (keeping the high ground from anything on the floor of the next room) with a held action of attacking anything that comes in reach of his Naginata (if that is possible?)


    Male Bear Burglar 1

  • As the light sources move closer, a number of yet-to-rust scaples and knifes shine on the floor inside the room!

    Hazard:
    The scattered knives, spikes, and torture implements make navigating the room very dangerous. Whenever a creature moves more than 10 feet in one round in area B5, there is a 50% chance (75% chance if the creature cannot see) that the creature steps on one of the sharp tools. Treat this like moving through an area scattered with caltrops, but any creature damaged by the knives also need to roll a Fortitude DC 13 vs Disease. Identifying this hazard requires a DC 5 Perception check, and moving at half speed allows a creature to avoid the hazard entirely. Indicated by the red lines on the map.

  • Kyo moves forward and readies and attack! Which is simply "Ready Action: "Attack if a foe enters my threatened squares"
    ---
  • Chelsea moves forward, but the table in front of the creature is just ever so slightly in the way!
    ---
  • Zhao drinks some stuff and moves into the room to look at the roof!
    ---
  • Harboth stares heroically at the wall!
    ---
  • Hiram tells some inspiring tale about some old guy!
    ---
  • The jinkin chitters some and drops prone behind the table! Some command word is being said behind that table that seems like it's going to take more than 6 seconds!
    ---
  • However, the doorway to the room goes pitch black, like a curtain draped the opening! Spellcraft is applicable, I think? All light sources in the hallway are kosher, but are stopped by the curtain unless they're an Everburning Torch or better. Darkness level inside the area is regular darkness. As such, Harboth will be sent a PM with a link without the darkness.
    ---
    PCs! Read: (Harboth, Ander, Kyo, Chelsea, Zhao, Hiram!) Map with darkness!

    DMZONE:
    1/10 darkness

  • Grand Lodge

    AC23/Touch16/Flat18/CMD23||HP40 [52]|Fort:+7;Ref:+7;Will:+7|Percept +15|Init +5 Elf Magus 8

    So does an ioun torch count?


    Male Bear Burglar 1

    Ioun Torches are just a mobile Continual Flame, which would match Darkness, but not Deeper Darkness. As to which effect this darkness is is discernible with a Spellcraft check. The overlap in Darkness would be Dim Light, as if no sources of light existed beyond the ambient lighting. Deeper Darkness would just suppress the Ioun Torch entirely.

    EDIT: Ah, you are within 20 ft. Yes, the torch does piece the veil within that first square.

    Dark Archive

    Primal Fire Sorceress 5 (HP 50/37) | AC 13 (16 MA) Touch 12 FF 11 | Saves F +5 R +4 W +5

    Spellcraft 1d20 + 5 ⇒ (13) + 5 = 18

    Grand Lodge

    AC23/Touch16/Flat18/CMD23||HP40 [52]|Fort:+7;Ref:+7;Will:+7|Percept +15|Init +5 Elf Magus 8

    Spellcraft: 1d20 + 7 ⇒ (13) + 7 = 20

    Sovereign Court

    HP 73/73; Init +6, Perc +11; AC 30, T 18, FF 22, CMD 23; F+6, R+15, W+8,

    Hiram's tale suddenly includes a great deal of cursing as the darkness drops! He continues inspiring and moves into the room, 10 feet straight ahead.

    Round 2 of Inspire Courage of 6


    Male Bear Burglar 1

    Survey says: This is Darkness, as a SLA from something from the roof!

    Grand Lodge

    AC23/Touch16/Flat18/CMD23||HP40 [52]|Fort:+7;Ref:+7;Will:+7|Percept +15|Init +5 Elf Magus 8

    Ander speaks a word and his wayfinder begins to shine. He utters a second word and his bow begins to glow. He walks into the room, drawing his bow and fires and arrow at the thing on the ceiling.

    Move ten past the stairs. Free action; command word, swift action; expend one point, arcane pool. Fire bow.

    Attack: 1d20 + 5 + 1 + 1 ⇒ (19) + 5 + 1 + 1 = 26
    Damage: 1d8 + 1 + 1 + 1 ⇒ (2) + 1 + 1 + 1 = 5

    Lantern Lodge

    AC17(21* Shield Spell)/Touch14/Flatfoot15/CMD 19 |Init +2| | HP 12/[30] | Fort:+7 ;Ref:+2 ;Wil+3|Percept +6/Sense Motive +5|Magus Pool 3/[3] Male Minkai Human Samurai (sword Saint)/1 (Order of the Dragon) / Bladebound Magus 2 Favoured Class

    Kyoshiro curses the darkness and waits for someone with light to draw close.

    Dark Archive

    Primal Fire Sorceress 5 (HP 50/37) | AC 13 (16 MA) Touch 12 FF 11 | Saves F +5 R +4 W +5

    I have Light on me if that makes any difference.


    Male Bear Burglar 1

    T'would be surpressed while in the doorway (you're out of the burst right now, so you're still illuminating the Hallway behind you), but Ander basically made everything Dim Light by single-handedly negating the Darkness in the doorway.

    Dark Archive

    Primal Fire Sorceress 5 (HP 50/37) | AC 13 (16 MA) Touch 12 FF 11 | Saves F +5 R +4 W +5

    Can I see any enemies?


    Male Bear Burglar 1

    The Jinkin, whom still has cover and is now prone and using a scroll. Also, dim illumination (which I think is a 35% miss chance? I'll look it up after finishing some work-stuff.) Whatever is making the darkness is still on the ceiling, though.

    Dark Archive

    Primal Fire Sorceress 5 (HP 50/37) | AC 13 (16 MA) Touch 12 FF 11 | Saves F +5 R +4 W +5

    Casting Ear Piercing Scream.
    Damage 1d6 ⇒ 4 (DC:16)
    Chelsea lets out a soundless yell directed at the Jinkin.

    Liberty's Edge

    looks male to me "riding" dog Init +2 | Perc +8 | AC 13 t12 f11 | HP 13/[13] | F+5, R+5, W+1

    [nudges Harboth. Gives him a nip on the calf]

    Liberty's Edge

    AC 16 / T12 / FF14 | HP 28/[28] | F+5 R+6 W+4 (+2 vs fear, +1 vs enchant) | Perc +10 (+2 urban areas) Init +2 (+2 urban areas) Half-Orc Ranger 3

    Huh? What?! Oh, s#@*! Jinkin!

    Harboth stumbles forward, next to Zhao, and takes a sniping shot at the jinkin under the table.

    attack (w/PBS): 1d20 + 7 ⇒ (4) + 7 = 11
    damage (w/PBS): 1d8 + 5 ⇒ (5) + 5 = 10


    Male Bear Burglar 1

  • Ander moves forward, attacking the darkness successfully! (It hit the thing.) Kn (Dungeoneering)!
    ---
  • Harboth fires at the jinkin, but thumps a good shot into the table!
    ---
  • Kyo might do stuff later!
    ---
  • Chelsea, however, only requires line of effect!

    Fort: 1d20 ⇒ 2
    Concentration dc 21: 1d20 + 3 ⇒ (11) + 3 = 14

    But is not quite fortuitous enough to resist being yelled at! The scroll fails as well!
    ---

  • Zhao might do stuff later!
    ---
  • Hiram continues to tell you all how awesome Taldor is!
    ---
  • The Octopus thing falls from the ceiling drops down trying to drop on the storyteller! Kyo gets an AoO on it.

    Attack!: 1d20 + 5 ⇒ (10) + 5 = 151d4 ⇒ 4

    The Jinkin, however, poofs away in a small smoke cloud!
    ---
    Harboth, Ander, Kyo, Chelsea, Zhao, Hiram

    DMTIME:
    stel: 1d20 + 16 - 20 ⇒ (10) + 16 - 20 = 6Jink=4/6 dam DMan=5/15 dam
    MAP + There's a small flying creature directly above Hiram's head

    EDIT: The Jinkin is still prone in the same square as before; don't want to remake the whole map again. Lemme know if I took out the reference photo

  • Dark Archive

    Primal Fire Sorceress 5 (HP 50/37) | AC 13 (16 MA) Touch 12 FF 11 | Saves F +5 R +4 W +5

    GM:
    Failed fortitude on that spell dazes the creature, disallowing any actions.

    Grand Lodge

    AC23/Touch16/Flat18/CMD23||HP40 [52]|Fort:+7;Ref:+7;Will:+7|Percept +15|Init +5 Elf Magus 8

    KN: Dungeoneering: 1d20 + 7 ⇒ (18) + 7 = 25

    Ander drops his bow and moves toward Hiram, drawing his curve blade. He sya a quick word and the sword glows softly. He then attacks the thing attacking Hiram.

    Attack: 1d20 + 5 + 1 + 1 ⇒ (18) + 5 + 1 + 1 = 25
    Damage: 1d10 + 1 + 1 + 1 ⇒ (2) + 1 + 1 + 1 = 5

    Crit Confirm: 1d20 + 5 + 1 + 1 ⇒ (11) + 5 + 1 + 1 = 18
    Crit Damage: 1d10 + 1 + 1 + 1 ⇒ (7) + 1 + 1 + 1 = 10

    Arcane Pool point on the curve blade.

    Sovereign Court

    HP 73/73; Init +6, Perc +11; AC 30, T 18, FF 22, CMD 23; F+6, R+15, W+8,

    Can I see the floating octopus over my head?

    Hiram continues his tale, peppering it with commentary such as "And then we learned that darkness is abyssmally annoying and should be banned as a combat tactic," and "And then the companions slew the wretched little things that kept shooting our hero with tiny little darts and hung its head on a cord and carried it around..."


    Male Bear Burglar 1

    Actually, after either Kyo (AoO pending) or Ander kill it, it plops right at your feet and is still emanating the darkness.

    @ander:
    This is (was) a Darkmantle, a small magical beast. Was actually a Nature check, but roll still stands. MATHCHECK: 22 - 11 = 11 Two pieces, if you want it for future reference. Also, it's dead after you hit it (if Kyo doesn't kill it too with his outstanding AoO)

    Liberty's Edge

    AC 16 / T12 / FF14 | HP 28/[28] | F+5 R+6 W+4 (+2 vs fear, +1 vs enchant) | Perc +10 (+2 urban areas) Init +2 (+2 urban areas) Half-Orc Ranger 3

    know(nature) on the flying thing: 1d20 + 5 ⇒ (20) + 5 = 25

    Shoulda saved that for combat!


    Male Bear Burglar 1

    Then three pieces for you, too, 'ya possible spoiler-peeker. :3

    Grand Lodge

    AC23/Touch16/Flat18/CMD23||HP40 [52]|Fort:+7;Ref:+7;Will:+7|Percept +15|Init +5 Elf Magus 8

    GM:
    How about special abilities and attacks. Does it still emanate darkness after it is dead?


    Male Bear Burglar 1

    Ander:
    Special Attacks wrote:
    Special Attacks: constrict (1d4+4), grab (any size)

    (where the +4 damage comes from, NO ONE KNOWS. OoooOOOOoooo.)

    Attacks wrote:
    Melee: slam +3 (1d4 plus grab)

    Additionally, your knowledge of Darkness says it can affect objects, which a dead body is. The creature caseDarkness 'cast' on itself, so it emanates the effect. Darkness, however, is a burst effect. This means it can be defeated by merely throwing a blanket on (or other similar act) will effectively negate the effect unless someone takes the blanket off (by abusing the "line of effect" rules).

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