Night March of Kalkamedes (Inactive)

Game Master keith goudreau

Map link on roll20

Leorin Fletcher
Kaydence
Frederik Nordsson
Meredith Galantra
Orik Fistbreaker
Zotu Starshine

init:
Meredith +1 [dice]1d20+1[/dice]
Zotu+5 [dice]1d20+5[/dice]
Frederik +6 [dice]1d20+6[/dice]
Orik +1 [dice]1d20+1[/dice]
Kaydence +6 [dice]1d20+6[/dice]
Leorin +3 [dice]1d20+3[/dice]
Kalkamedes +0 [dice]1d20[/dice]


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Silver Crusade

Female Aasimar (Angel-Blooded) 107797-3 | Paladin (Oath of Vengeance) 1 | AC 16 T 11 FF 15 | HP 4/12 | F +3 R +1 W +2 | Init +1 | Perc +1

Dropping the leash since their charge doesn't seem to be going anywhere anytime soon, Meredith examines the statue a bit more, "Perhaps this wand is the key? She attempts to free the wand from the statues grasp.

Not rolling a strength check since I don't want to pull too hard and possibly break it. Just seeing if it can be freed.

Liberty's Edge

Male Human 107948-1 Rogue (Chameleon) 1 | AC 15 T 13 FF 12 | HP 2/10 | F +1 R +5 W +1 | Init +3 | Perc +5

Leorin searches for a lock on the door. Perception: 1d20 + 5 ⇒ (14) + 5 = 19

If there is a lock:

He then says "Maybe I can disable the lock."

Disable Device: 1d20 + 7 ⇒ (8) + 7 = 15

Grand Lodge

M Dwarf 5 Fighter HP 49/49; AC 22/11/21; F+7, R+4, W+2* | Init +2 | Percept +6* | SM +0 |

"Ach!" complains Orik loudly. "This weight is startin' tae wear mae doon. I need tae sit a bit an' rest, till I get mae strength back, tha' wound musta taken more oot o'mae than I ken."

Orik sits firmly on the bench, sweat pouring from his brow and his breathing labored.


Meredith:
1d20 ⇒ 3 You inspect the wand and it slips out without any issue. It is a black wand with a bright lime green stripe running length wise handle to tip, midway down the shaft the lime green stripe makes a few jagged curves then continues on its route. (Think EKG reading, just for flavor). You feel more refreshed and your Strenght seems to be returning, holding Kalkamedes must of worn you down.

Leorin:
1d20 ⇒ 15 When you step on the dais you feel weak, like your Strenght has been zapped. Your armor feels heavy, your gear is burdensome, you are not fatigued just weak. The door is not locked or trapped, it is just a large door that will push forward with a good strong push.

Orik:
1d20 ⇒ 8Moving off the dais and finding a seat you feel more refreshed and your strenght seems to be returning, that bandit attack really worn you out. Almost instantaneously your strenght returns.

Silver Crusade

Male Human Ulfen Paladin (Divine Hunter) 1 AC 19 T 14 FF 15 | HP 1/11 | F+3 R+4 W+1| Init +6 | Perc -1 Dip +6 Spellcraft +4

No one has detect magic do they?


LOL
Nope, no casters.

Grand Lodge

M Dwarf 5 Fighter HP 49/49; AC 22/11/21; F+7, R+4, W+2* | Init +2 | Percept +6* | SM +0 |

After sitting but a minute , Orik feels much better. Ah, mae secon' win' has return'd. I feel ready tae take oon an armae nae. How dae yae ken wae get these doors oopen, eh? Pushin' oon 'em ain't workin' sae far."

Liberty's Edge

Male Human 107948-1 Rogue (Chameleon) 1 | AC 15 T 13 FF 12 | HP 2/10 | F +1 R +5 W +1 | Init +3 | Perc +5

"I'm just going to sit down for a moment. Hey sword do you have any thoughts on this door?"


Gamin Push on the door and open them?

Grand Lodge

M Dwarf 5 Fighter HP 49/49; AC 22/11/21; F+7, R+4, W+2* | Init +2 | Percept +6* | SM +0 |

Hearing the enchanted weapon, Orik scowls and gets up to go push the door again with his prybar. This time, he continues leaning on it despite feeling weakened.

He exhorts his colleagues to aid him on the door: "Get oop oof yer wee fannies, an' help mae wit' this cursed door then, ya lazy curs! If'n wae need too poosh this door oopen, then poosh it wae will!"

Strength: 1d20 + 3 + 2 ⇒ (18) + 3 + 2 = 23

Silver Crusade

Female Aasimar (Angel-Blooded) 107797-3 | Paladin (Oath of Vengeance) 1 | AC 16 T 11 FF 15 | HP 4/12 | F +3 R +1 W +2 | Init +1 | Perc +1

Meredith will look around for an opening that will accept the wand, hoping that it's a key of some sort. If she doesn't find any openings, she'll look around for some other clue, taking 20. And if THAT doesn't work, she'll help Orik with the door.

Perception: 1d20 + 1 ⇒ (20) + 1 = 21
Strength check aid: 1d20 + 4 ⇒ (14) + 4 = 18

Sczarni

Male Savage Elf Rngr 1 - HP 6/12 | AC 16 T 13 FF 13 | Prcptn +2 - F+4 R+5 W+0 - CMB +3 - CMD 16 | Spd 30ft - Init. +5

Zotu still lies aside the ruin's corridor and begins to close his eyes.

Silver Crusade

Male Human Ulfen Paladin (Divine Hunter) 1 AC 19 T 14 FF 15 | HP 1/11 | F+3 R+4 W+1| Init +6 | Perc -1 Dip +6 Spellcraft +4

Frederick limps up to the stone portal and leans into it, lending orik his strength.

Strength Aid Other: 1d20 + 2 ⇒ (4) + 2 = 6

But in his weakened state, he is more hindrance than help, and returns to his corner.

Liberty's Edge

Male Human 107948-1 Rogue (Chameleon) 1 | AC 15 T 13 FF 12 | HP 2/10 | F +1 R +5 W +1 | Init +3 | Perc +5

Upon seeing this plan of pushing one person Leorin attempts to help.

Strength check Aid: 1d20 + 1 ⇒ (1) + 1 = 2

And is more useless than the paladin.


Orik:
1d20 ⇒ 14. When you initially stand from your rest you do not feel that weak feeling that made you rest. You do not need the crowbar cane. When you step on the dais it returns again, you need the crowbar cane to help you stand.

Leorin:
You still feel that weak state from standing on the dais.

Frederik:
1d20 ⇒ 8You must be tired your gear and armor are really heavy, you feel encumbered and weak.

Zotu:
You get comfy on the floor, give a good stretch and hear your back crack in a good way, and it felt crazy good.

Meredith:
1d20 ⇒ 18 you leave the dais to inspect the wand and you get a second wind, your strenght returns. The wand comes out of the statue's hand without any resistance. When you return to the dais you feel encumbered and weak again, your second wind has left you. On the door you find no place to use the wand as a key.

Everyone goes to the door and tries to push the door ole with Orik's crowbar but it does not want to budge. This is a heavy door indeed!

Silver Crusade

Female Aasimar (Angel-Blooded) 107797-3 | Paladin (Oath of Vengeance) 1 | AC 16 T 11 FF 15 | HP 4/12 | F +3 R +1 W +2 | Init +1 | Perc +1

Perhaps we'll find a use for it later.

Meredith carefully places the wand in the pack at her side, then scowls at the door, "Something about this dais saps my strength. While I stand upon it, it feels as if I've marched over rough terrain for days without rest, but as soon as I step off of it, I feel fresh as a daisy."

Again, she looks around the room, "Perhaps if we thought of some way to open the door without standing on the dais. A sturdy pole, perhaps. If we had the time and people, I'd suggest building a battering ram using the trees from outside, but I'm afraid that time is slipping away."

Another thought takes her, "Maybe a secret entrance that we missed somewhere? It's difficult to pick some hidden doors out from the face of a wall, so maybe we passed one without realizing?"

Silver Crusade

Male Human Ulfen Paladin (Divine Hunter) 1 AC 19 T 14 FF 15 | HP 1/11 | F+3 R+4 W+1| Init +6 | Perc -1 Dip +6 Spellcraft +4

Frederick steps over to the statue and takes a good, long look at it.

perception: 1d20 - 1 ⇒ (12) - 1 = 11
Cast Detect Evil

Liberty's Edge

Male Human 107948-1 Rogue (Chameleon) 1 | AC 15 T 13 FF 12 | HP 2/10 | F +1 R +5 W +1 | Init +3 | Perc +5

Searching for secret doors: 1d20 + 5 ⇒ (20) + 5 = 25


There are no secret doors in the entrance hallway and statue room.

Nothing detects as evil.

Sczarni

Male Savage Elf Rngr 1 - HP 6/12 | AC 16 T 13 FF 13 | Prcptn +2 - F+4 R+5 W+0 - CMB +3 - CMD 16 | Spd 30ft - Init. +5

"I know not what to do but I also feel refreshed."

Grand Lodge

M Dwarf 5 Fighter HP 49/49; AC 22/11/21; F+7, R+4, W+2* | Init +2 | Percept +6* | SM +0 |

Frustrated by not being able to brute force teh door, since that's the path of first resort for him in most things, Orik grumbles in Dwarvish using some language not fit for re-print here.

An idea strikes him: This writin' round the edges must mean somehin' an' tha' wand, can you try to say 'oopn' while wavin' it 'round and see what's what?"

While Meredith considers that, Orik looks all around the statue for any secret compartment or mechanism.

Perception: 1d20 + 5 ⇒ (8) + 5 = 13 +2 more if in stonework.


Orik searches the statue thoroughly and finds nothing new.

Gamin: Yes the wand sounds like a marvelous idea! Can anyone use it?

Anyone with Use Magic Device? You can try to activate it blindly DC 25.

Activate Blindly:
Some magic items are activated by special words, thoughts, or actions. You can activate such an item as if you were using the activation word, thought, or action, even when you're not and even if you don't know it. You do have to perform some equivalent activity in order to make the check. That is, you must speak, wave the item around, or otherwise attempt to get it to activate. You get a +2 bonus on your Use Magic Device check if you've activated the item in question at least once before. If you fail by 9 or less, you can't activate the device. If you fail by 10 or more, you suffer a mishap. A mishap means that magical energy gets released but doesn't do what you wanted it to do. The default mishaps are that the item affects the wrong target or that uncontrolled magical energy is released, dealing 2d6 points of damage to you. This mishap is in addition to the chance for a mishap that you normally risk when you cast a spell from a scroll that you could not otherwise cast yourself.

Scroll mishap:
Scroll Mishaps: When a mishap occurs, the spell on the scroll has a reversed or harmful effect. Possible mishaps are given below.
  • A surge of uncontrolled magical energy deals 1d6 points of damage per spell level to the scroll user.
  • Spell strikes the scroll user or an ally instead of the intended target, or a random target nearby if the scroll user was the intended recipient.
  • Spell takes effect at some random location within spell range.
  • Spell's effect on the target is contrary to the spell's normal effect.
  • The scroll user suffers some minor but bizarre effect related to the spell in some way. Most such effects should last only as long as the original spell's duration, or 2d10 minutes for instantaneous spells.
  • Some innocuous item or items appear in the spell's area.
  • Spell has delayed effect. Sometime within the next 1d12 hours, the spell activates. If the scroll user was the intended recipient, the spell takes effect normally. If the user was not the intended recipient, the spell goes off in the general direction of the original recipient or target, up to the spell's maximum range, if the target has moved away.
  • Silver Crusade

    Male Human Ulfen Paladin (Divine Hunter) 1 AC 19 T 14 FF 15 | HP 1/11 | F+3 R+4 W+1| Init +6 | Perc -1 Dip +6 Spellcraft +4

    "We're fairly sure its magical then? Hmm..." Frederick takes a moment to examine the wand.

    spellcraft: 1d20 + 4 ⇒ (15) + 4 = 19

    I didn't want to do this without detect magic this time, but since it is a wand, I figured it'd be implied that its magical.


    Unfortunately you cannot identify the magic item without detect magic being cast.


    Gamin: So if everyone is getting weak standing on the dais don't stand on the dais. Orik take your axe and go cut down a tree, then use it as a big hefty pole to push the door open. There was some lovely birch trees not more than two minutes from here. What would this group do without the brains of the operation?

    Grand Lodge

    M Dwarf 5 Fighter HP 49/49; AC 22/11/21; F+7, R+4, W+2* | Init +2 | Percept +6* | SM +0 |

    I hadn't given up ideas yet, and if no mechanisms were in place (i didn't really expect any) was then going to look at the statue to see if it could tip over, and use as a bridge to the door. Is that any more possible? Failing that, I was going to use the backpacks as steps across the dais to open the door. Would either of those have worked?

    If none of those ideas worked, or engendered thoughts that might in others, then i'll do the tree carving idea, even though I have no skill in crafting wood.


    Orik Fistbreaker wrote:

    I hadn't given up ideas yet, and if no mechanisms were in place (i didn't really expect any) was then going to look at the statue to see if it could tip over, and use as a bridge to the door. Is that any more possible? Failing that, I was going to use the backpacks as steps across the dais to open the door. Would either of those have worked?

    If none of those ideas worked, or engendered thoughts that might in others, then i'll do the tree carving idea, even though I have no skill in crafting wood.

    I would allow the statue tipping to work, (backpack flagstones would fail). The problem would be balance checks mixed with STR checks. Lets not waste anymore time on it, either way Orik manages to get the door open, feel free to post mechanics of success.

    The dais reverses your STR score (a 19 STR becomes a 1 STR and visa versa) so if you had a Mage with 7 STR he could open the door with his new 13 STR, or you could use the wand of ray of enfeeblement that the statue was holding.


    Suspended by thick chains, a massive metal cage shaped like
    a demon’s head hangs over a dark shaft with no bottom in
    sight. The cage’s door—by all appearances a menacing maw,
    filled with incisor-like fangs—hangs open to the west. There,
    a narrow bridge spans the short distance between the ledge
    and the cage. A small console on the north edge of the bridge
    bears a single lever. The lever seems to be in the center position of three positions. Kalkamedes walks into the cage and stands there patiently waiting for something to happen.

    Better info:
    Here is the DM notes, I find it difficult to explain. Although it looks foreboding, the Thrallkeepers’ lift
    mechanism is quite safe. It still functions well, even
    millennia later, hinting at a level of engineering now lost
    to the continent. The lever in the console presently sits in
    the middle of three positions. Moving the level up causes
    the cage to close its mouth and move upward, and moving
    the lever down also closes the mouth and causes the cage
    to move downward. An identical lever stands near the
    bottom of the shaft. The cage has enough space to hold
    four medium creatures at a time. It is also possible to
    descend by climbing the sides of the shaft (DC 18 Climb)
    or by lowering rope, but the 200-foot climb can be deadly
    to those who slip and fall.
    So basically 4 per ride.

    Who is going down first, and who is on the second ride down?

    Grand Lodge

    M Dwarf 5 Fighter HP 49/49; AC 22/11/21; F+7, R+4, W+2* | Init +2 | Percept +6* | SM +0 |

    "If that bloody Kalkamedes is'a goin' then I'm a'goin' tae." says Orik stepping into the cage, still intent on protecting the sonambulistic paladin.

    Silver Crusade

    Male Human Ulfen Paladin (Divine Hunter) 1 AC 19 T 14 FF 15 | HP 1/11 | F+3 R+4 W+1| Init +6 | Perc -1 Dip +6 Spellcraft +4

    "Ill stay at the medium level lever. I don't care to get close to any other nasties, and ill be just as effective up here, if they come from beloe."

    So saying, Frederick moves to the lever on the same level as the party.


    This is what I meant by unnesssarly confusing discription.
    The levers three settings are up middle down. Think old school elevator, up bring the lift up, down brings it down, middle is the pause stop button. There is only the upper floor and lower floor that continues.

    Just need to know who continues, and who is in the 1st group that goes down.

    Liberty's Edge

    Male Human 107948-1 Rogue (Chameleon) 1 | AC 15 T 13 FF 12 | HP 2/10 | F +1 R +5 W +1 | Init +3 | Perc +5

    "I'll go down in the first group. I would like to scout out the area for traps so we don't lead Kalkamedes the wrong way."

    Silver Crusade

    Female Aasimar (Angel-Blooded) 107797-3 | Paladin (Oath of Vengeance) 1 | AC 16 T 11 FF 15 | HP 4/12 | F +3 R +1 W +2 | Init +1 | Perc +1

    Looking untrustingly at the demonic faced elevator, Meredith announces, "Gamin and I will be in the first group, as well, with Kalkamedes." She then steps carefully into the elevator so as not to cause to much movement.


    The elevator is quite safe and sturdy, whomever made this was an engineering genius.

    Sczarni

    Male Savage Elf Rngr 1 - HP 6/12 | AC 16 T 13 FF 13 | Prcptn +2 - F+4 R+5 W+0 - CMB +3 - CMD 16 | Spd 30ft - Init. +5

    Zotu reaches for his sword when he sees the hell spawned creature. "That must die." Then he notices the others have gotten on the elevator and is full, which momentarily turns his anger to his friends, and then his brow quickly cools.

    Spoiler:
    I think that is 4.


    The first group goes down, it takes two rounds for the lift to make it one way, so group two is 5 rounds behind.

    Palm-sized shards of jagged steel jut from halfway up the walls of this large cavern, bathing the cavern with a dark green light. A set of natural rock columns support the chamber’s ceiling, which rises to a height of twenty feet. A small tunnel leads to the northeast, and several rounded alcoves branch off from the main cavern.

    ("To accommodate exceptionally large subjects, the main cavern rises to a height of 20 feet, though the tunnel that leads from the lift to the cavern is only 10 feet tall." The hall coming from the elevator is 10 feet tall gradually increasing to 20 feet tall, not described well in player in the dm notes.)

    This circular alcove buds off from the larger cavern to the north. An elaborate set of concentric circles inscribed in dull metal of different colors occupies much of the space within the room. Inside the circle is a gnome.

    Excited gnome.
    Hey Hey! Over here! Oh thank the heavens! Please help me! My name is Koth’Vaul I was imprisoned here centuries ago and please please let me free!

    You see a gnome, dressed in threadbare clothes and has an unkempt mane of fuchsia hair.

    Liberty's Edge

    Male Human 107948-1 Rogue (Chameleon) 1 | AC 15 T 13 FF 12 | HP 2/10 | F +1 R +5 W +1 | Init +3 | Perc +5

    Leorin walks up to the gnome and asks him in a hushed tone:

    "Please keep it down. And who were you imprisoned by? What is this place? I will set you free if you answer these questions."

    Grand Lodge

    M Dwarf 5 Fighter HP 49/49; AC 22/11/21; F+7, R+4, W+2* | Init +2 | Percept +6* | SM +0 |

    Not a great judge of character in the best of circumstances (he usually chooses to just to fight it out, and see who wins) Orik is skeptical of the imprisoned gnome

    Sense Motive: 1d20 ⇒ 7

    "Aye, you've bin doon 'ere for centuries has yae? What've yae bin eatin' all that time, eh? Yae doon luke centuries auld tae mae! I ken wae better leave yae in yer wee circle until wae've had a bit oof a luke aroun' if'n it's aull the same tae yae. Nae cut oot yer caterwaulin' an' less see wha' ol' Gamin says 'bout yae?"


    Round 2/5 of party separation
    The gnome whimpers, it looks like he may cry.
    Please, please. My name is Koth'Vaul; I was imprisoned here centuries ago by an organization known as the Thrallkeepers, who bound me here in the keep known as the Black Edifice. They kept me to use my fey essence to power their magic for what I do not know. They left me here, they left me here in the darkness. This circle won't let me leave, the magic circle has kept me for so long. I miss the sun, it has been too long. I do not eat, I do not sleep, I do not age; my family I miss my family. All I want now is to be free so that I can taste fresh air once again, die at last, and perhaps travel back in spirit to the First World from whence I came.

    KL-L: 1d20 + 5 ⇒ (15) + 5 = 20
    KL-M: 1d20 + 1 ⇒ (4) + 1 = 5
    KL-Z: 1d20 ⇒ 9
    KL-O: 1d20 ⇒ 18

    Orik and Leorin:
    DC 18 Knowledge (local): Any gnome trapped for more than a year should be vulnerable to Bleaching, an affliction that gnomes suffer over time when they fail to partake in new experiences and sensations. Koth’Vaul appears to be perfectly healthy.

    Liberty's Edge

    Male Human 107948-1 Rogue (Chameleon) 1 | AC 15 T 13 FF 12 | HP 2/10 | F +1 R +5 W +1 | Init +3 | Perc +5

    "So this cage has kept you from aging, and has satisfied your needs of eating and sleeping? How has it kept you from the gnomish affliction of Bleaching or have you been able to experience new sensations from within this cage?"

    Leorin says this as he is looking over the lock on the cage to figure out how to unlock it.

    Grand Lodge

    M Dwarf 5 Fighter HP 49/49; AC 22/11/21; F+7, R+4, W+2* | Init +2 | Percept +6* | SM +0 |

    What is Kalkamedes doing or where is he going during this interaction?

    Orik cautions Leorin, "I doon't like it, naught one bit. I sae wae leave tha' fella in there until we sae more aboot it. Doan' let 'im oot, yeah?"

    Silver Crusade

    Male Human Ulfen Paladin (Divine Hunter) 1 AC 19 T 14 FF 15 | HP 1/11 | F+3 R+4 W+1| Init +6 | Perc -1 Dip +6 Spellcraft +4

    Frederick stands in the cage, whistling bad jingle music, waiting for it to hurry up.

    Silver Crusade

    Female Aasimar (Angel-Blooded) 107797-3 | Paladin (Oath of Vengeance) 1 | AC 16 T 11 FF 15 | HP 4/12 | F +3 R +1 W +2 | Init +1 | Perc +1

    Meredith eyes the circles with critically, "Your predicament sounds terrible, Koth'Vaul. Tell me of these Thrallkeepers."

    She looks to Koth'Vaul for an answer, and as she listens her eyes pick up a faint golden glow.

    Detect Evil


    Round 3/5 party separation

    Meredith:
    Oh so very evil, this gnome's aura of evil is like a bright beacon to flag down other evil, his evil aura is so strong it gives you a headache. It is too bad that the gnome knows what you just did, it would of been nice to delay for the rest of the party. In your head you hear "I will swallow your soul".

    The gnome's pleading dies down and he begins to show anger when you say you are going to leave him. He stares at Meredith with such hate and malice it makes you all take a step backwards. The gnome yells into the darkness.

    Illvaster! Slay them slay them all!

    There is a lot of splashing from a distant pool of water still hidden by darkness.

    Kalkamedes seems to absentmindedly be continuing further into the cave.

    Init

    Illvaster 1d20 ⇒ 6
    Meredith +1 1d20 + 1 ⇒ (2) + 1 = 3
    Zotu+5 1d20 + 5 ⇒ (14) + 5 = 19
    Frederik +6 1d20 + 6 ⇒ (5) + 6 = 11
    Orik +1 1d20 + 1 ⇒ (6) + 1 = 7
    Kaydence +6 1d20 + 6 ⇒ (12) + 6 = 18
    Leorin +3 1d20 + 3 ⇒ (20) + 3 = 23
    Kalkamedes +0 1d20 ⇒ 7

    Everyone but Meredith is up.

    Silver Crusade

    Female Aasimar (Angel-Blooded) 107797-3 | Paladin (Oath of Vengeance) 1 | AC 16 T 11 FF 15 | HP 4/12 | F +3 R +1 W +2 | Init +1 | Perc +1

    Oops

    Liberty's Edge

    Male Human 107948-1 Rogue (Chameleon) 1 | AC 15 T 13 FF 12 | HP 2/10 | F +1 R +5 W +1 | Init +3 | Perc +5

    Draws his Rapier and Mace and prepares for the worst...

    "What did you just do?" He screams at the gnome.


    Called my pet, and his little friend! Mwhaaaaaaaaaahaaaaaaa!

    Gamin:Kalkamedes! You dumb brilliant man get back over here!

    Silver Crusade

    Male Human Ulfen Paladin (Divine Hunter) 1 AC 19 T 14 FF 15 | HP 1/11 | F+3 R+4 W+1| Init +6 | Perc -1 Dip +6 Spellcraft +4

    Frederick checks the dirt under his finger nails as the lift slowly starts descending.


    Round 4/5

    Frederik:
    This is a smooth peaceful ride.


    Zotu, Orik, Kaydence you guys are up.

    I will be posting later tonight after I wake up.

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