Siege of Serpents (1-2) Core (Inactive)

Game Master Dhenn

Menagerie
Mausoleum
Dormitory
Statue Garden
Starhall
Returning to Skyreach
Vaults
Tapestry Chamber
Sky Key Chamber
Arliss Hall
Floating Tower

Aid token: NO

Aid token overview:

Aid tokens can be used as a free action for any of the uses below. In high-conflict areas, the aid tokens may not work as expected. Once the token is used, it is sent to another table for their use.
  • Aid another: A Pathfinder helps you solve a puzzle, trap, or other task, performing the Aid Another action on a single check.
  • Allied Offensive: A Pathfinder strikes at the same time as you, adding 1d8 to the damage of one attack. The target is considered flanked until the beginning of the attacker's next turn.
  • Burst of Healing: All of the PCs are healed of 1d6 points of damage. This may also be used to cast neutralize poison, remove curse, or remove disease at CL 5.
  • Spellcasting Synergy: A spell is cast simultaneously with your own, increasing CL and DC by 1.
  • Timely inspiration: The party receives the effects of the inspire courage and inspire competence bardic performances (+1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls and +2 competence bonus on one particular skill).
  • Init:

    dice=Jayori]1d20+1[/dice]
    dice=Kailun]1d20+5[/dice]
    dice=Penda]1d20+4[/dice]
    dice=Stormy]1d20+4[/dice]
    dice=Tyranius]1d20+4[/dice]
    dice=Yable]1d20+9[/dice]

    Perc:

    dice=Jayori]1d20+1[/dice]
    dice=Kailun]1d20+8[/dice]
    dice=Penda]1d20+6[/dice]
    dice=Stormy]1d20+9[/dice]
    dice=Tyranius]1d20+3[/dice]
    dice=Yable]1d20+7[dice]

    Will:

    dice=Tyranius]1d20+5[/dice]
    dice=Yable]1d20+2[/dice]
    dice=Stormy]1d20+8[/dice]
    dice=Jayori]1d20+5[/dice]
    dice=Kailun]1d20+3[/dice]
    dice=Penda]1d20+2[/dice]


    551 to 600 of 660 << first < prev | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | next > last >>
    Silver Crusade

    Red: 1 L, 2, NL

    These girls are tougher than I expected.

    The Exchange

    m Dwarf init +9, perception + 11; +1 if trap; +2 if there something unsual in stone (trap or secret door) The dm roll then. "marchand" level 2. AC 17, 27/27hp; Fort +3, Ref +6, Will +3; +2 spell, spell-like and poison

    Yâble just come close to one.

    -Posted with Wayfinder

    The Exchange

    m Dwarf init +9, perception + 11; +1 if trap; +2 if there something unsual in stone (trap or secret door) The dm roll then. "marchand" level 2. AC 17, 27/27hp; Fort +3, Ref +6, Will +3; +2 spell, spell-like and poison

    acrobatic.: 1d20 + 8 ⇒ (20) + 8 = 28

    -Posted with Wayfinder

    Silver Crusade

    Yable, I've moved you. Do you have a standard action?

    Red continues her assault on Penda.

    1d20 + 3 - 2 ⇒ (9) + 3 - 2 = 10

    Green continues to defend herself from the paladin, with little effect.
    1d20 + 3 ⇒ (12) + 3 = 15

    Party is up.

    Grand Lodge

    Female Human Ranger 1 [HP: 8/11; AC 16, TH 13, FF 13; Init +4; Fort +3, Ref +6, Will +2; Perception: +6]

    Penda steps back from red before releasing another arrow into red.
    Attack bow: 1d20 + 6 ⇒ (19) + 6 = 25
    DMG: 1d8 + 1 ⇒ (2) + 1 = 3

    "Give up and you will have a fair trial. Else you will die."

    The Exchange

    m Dwarf init +9, perception + 11; +1 if trap; +2 if there something unsual in stone (trap or secret door) The dm roll then. "marchand" level 2. AC 17, 27/27hp; Fort +3, Ref +6, Will +3; +2 spell, spell-like and poison

    i needed to get up before.

    Yable thrusts the human.
    "Now I got you!"
    attack: 1d20 + 9 ⇒ (9) + 9 = 18
    dam: 1d6 + 1 + 1d6 ⇒ (4) + 1 + (5) = 10

    -Posted with Wayfinder

    Grand Lodge

    Male Elf Wizard (conjurer) 3, HP 29/29; AC 13,10,13; Fort +2, Ref +5, Will +4; Init +12; Perception +9 MYTHIC POWER: 9/9

    Kailun steps forward and unleashes an acid dart at the woman in red.

    Acid dart ranged touch attack: 1d20 + 4 ⇒ (5) + 4 = 9
    Acid dart damage: 1d6 + 1 ⇒ (5) + 1 = 6

    Silver Crusade

    GM:
    1d5 ⇒ 51d20 + 1 ⇒ (10) + 1 = 11

    Yable's surprise assault knocks the woman to the ground, bleeding.

    After Penda's arrow strikes the remaining one, she calls back, Just you wait, there'll be a dozen more of us here in no time! She doesn't sound very confident about that, though.

    Jayori, Stormy, and Tyranius are up.

    Grand Lodge

    CORE Half-Orc (2.0A CORE) Clrc 2 | HP 15/15 | AC 16;TCH 12; FF 14 | F +4; R +2; W+6 | CMB +1; CMD 13; INIT +4;
    Consumables:
    CPE 0/5; Lightning Arc 0/6; Storm Burst 6/6 | Wands: CLW 44/50 | Bolts 9/10

    Seeing that Kailun is alright Tyranius rushes forward to the remaining Aspis Agent. Holding his open hand backward as he darts forward he feels the energy build on his fingertips. Hurling his arm forward he releases the pent up energy and attempts to shock the Aspis.

    Lightning Arc: 1d20 + 2 ⇒ (6) + 2 = 8
    Damage: 1d6 ⇒ 4

    Liberty's Edge

    Female Human [AC: 23/12 tch /22 ff; H66/66; Frt +9, Ref +5, Will +10, +4 vs fey and plants; Init +1; Perc +13 Druid 7

    Stormy uses her last storm blast at the standing enemy but cannot connect.

    Storm Blast, range touch: 1d20 + 3 + 1 ⇒ (1) + 3 + 1 = 51d6 + 1 ⇒ (1) + 1 = 2

    Silver Crusade

    LG Human Paladin 4 / Bard 1 / Dragon Disciple 4 *Core*

    Don't forget the sloped floor... double move to go left (without the acro check

    Jayori moves down the newly sloped floor, around the strange lense to confront the last foe on the far side.

    "More may come." He responds to her, "But they too shall fail."

    Melee attack, bless: 1d20 + 7 + 1 ⇒ (17) + 7 + 1 = 25, for 1d8 + 3 ⇒ (7) + 3 = 10 damage.

    Silver Crusade

    Jayori manages to bring down the last of the Aspis.

    Almost immediately after that, a curious glowing metal object flies out of the half-orc's opened bag, zooming towards the roiling, multicolored mist.

    We're still in rounds, though I'll be rolling a new initiative should it become relevant. The object is effectively the size of a Tiny creature, though it's a bit bigger on the map for visibility's sake. Moving the Sky Key requires a Strength check. The party is up.

    Grand Lodge

    Female Human Ranger 1 [HP: 8/11; AC 16, TH 13, FF 13; Init +4; Fort +3, Ref +6, Will +2; Perception: +6]

    I am guessing that as it is rolling to the mist. That that is a bad thing.

    Penda tires to stop the sky key from rolling into the mist but is unable to make it to the key.

    Failed the arobatics checks, so the str does nothing.
    str check: 1d20 + 1 ⇒ (2) + 1 = 3

    "Anyone know what that mist is?"

    Almost forgot:
    Arobatics: 1d20 + 3 ⇒ (1) + 3 = 4

    Silver Crusade

    LG Human Paladin 4 / Bard 1 / Dragon Disciple 4 *Core*

    Damn... guess we shouldn't have ignored the pre-warning we got!

    didn't remember there being mists... had to go back and read the initial room description! That explains the red circle.

    "I think that is the Sky Key." Jayori utters, looking shocked to see it. "Stop it!"

    He moves as quickly as he can across the room.

    Are we trying to move it, or grab it? Unsure why the size matters if a strength thing?

    Oh, and what sort of action will this be?

    Silver Crusade

    That it's tiny means you can share its space without penalty. Repositioning it is a standard action. You're welcome to do anything you want with the Key, or not at all (search bodies, heal, etc.). Arcana or Planes might tell you more about the circle.

    The Exchange

    m Dwarf init +9, perception + 11; +1 if trap; +2 if there something unsual in stone (trap or secret door) The dm roll then. "marchand" level 2. AC 17, 27/27hp; Fort +3, Ref +6, Will +3; +2 spell, spell-like and poison

    strength: 1d20 + 1 ⇒ (15) + 1 = 16can i use mage hand to stop this?

    -Posted with Wayfinder

    Silver Crusade

    No. Mage hand doesn't work on magical objects (which this clearly is), and has a 5 pound limit.

    Silver Crusade

    LG Human Paladin 4 / Bard 1 / Dragon Disciple 4 *Core*

    I am pondering what Shaine said earlier how the tower ripping off and floating might have been because the key got too close to the tapestry... seems like the sort of thing you don't want to ignore and let sail off wherever it wants.

    I think moving north/south is normal movement... Moving exactly 20' and then will attempt to snag it, and start moving it away from the mist. Not sure if I have to be in its space to move it, or adjacent is good enough... if I have to be in its space, I can't get there in one move... so then its a double move to get in front of it, and ignore the rest of this =)

    Unsure exactly what is going on, Jayori will attempt to grab the sky key, and move it away from the circle, until one of the more knowledgeable sorts can tell him whether its a good or bad idea to let it roam free.

    Strength Check: 1d20 + 3 ⇒ (17) + 3 = 20

    "Did those Aspis thugs have something to place it in?" He calls back keeping his attention on the strange glowing device. "In the pack maybe?"

    Do we have anything to put it in?
    The strange lens things that they fired the rays from when we entered? There not related to the sky key are they?

    Grand Lodge

    Male Elf Wizard (conjurer) 3, HP 29/29; AC 13,10,13; Fort +2, Ref +5, Will +4; Init +12; Perception +9 MYTHIC POWER: 9/9

    Kailun squints as he inspects the circle.

    Knowledge (arcana): 1d20 + 9 ⇒ (10) + 9 = 19

    Liberty's Edge

    Female Human [AC: 23/12 tch /22 ff; H66/66; Frt +9, Ref +5, Will +10, +4 vs fey and plants; Init +1; Perc +13 Druid 7

    Stormy jumps in and tries to help the Paladin but is unable to find a grip on the thing.

    Strength Assist: 1d20 + 0 ⇒ (3) + 0 = 3

    Silver Crusade

    LG Human Paladin 4 / Bard 1 / Dragon Disciple 4 *Core*

    Kailun, don't forget you can get a +2 on a knowledge check from the competitions at the start of this scenario.
    Most of us have a bonus to something we can use

    Grand Lodge

    Male Elf Wizard (conjurer) 3, HP 29/29; AC 13,10,13; Fort +2, Ref +5, Will +4; Init +12; Perception +9 MYTHIC POWER: 9/9

    Ooh, good call! That feels like it was weeks ago we earned those. :)

    Kailun uses his +2 bonus for this roll, bringing his total to 21.

    Grand Lodge

    Female Human Ranger 1 [HP: 8/11; AC 16, TH 13, FF 13; Init +4; Fort +3, Ref +6, Will +2; Perception: +6]

    computer just went down. Can still post from phone.

    Silver Crusade

    LG Human Paladin 4 / Bard 1 / Dragon Disciple 4 *Core*

    Heh... I totally forgot to use mine... and don't think there will be another opportunity for it.

    Grand Lodge

    CORE Half-Orc (2.0A CORE) Clrc 2 | HP 15/15 | AC 16;TCH 12; FF 14 | F +4; R +2; W+6 | CMB +1; CMD 13; INIT +4;
    Consumables:
    CPE 0/5; Lightning Arc 0/6; Storm Burst 6/6 | Wands: CLW 44/50 | Bolts 9/10

    Strength Check Aid: 1d20 ⇒ 18

    Tyranius leaps behind Stormy and helps her try to bring the Sky Key under control.

    Try over here. There is a better hold!

    The Exchange

    m Dwarf init +9, perception + 11; +1 if trap; +2 if there something unsual in stone (trap or secret door) The dm roll then. "marchand" level 2. AC 17, 27/27hp; Fort +3, Ref +6, Will +3; +2 spell, spell-like and poison

    Someone, destroy this circle!

    Silver Crusade

    A Knowledge Arcana or History could tell you a little bit about them, though a proper ID requires your standard magic item detect/spellcraft process.

    Even with assistance, Jayori is unable to bring the key to a halt. It continues moving to the edge of the mist. Now that you've tried, I feel OK telling you stopping it is extremely hard at any tier, especially this one.

    Kailun knows that the circle is the inward-facing version of a magic circle against chaos spell, used to keep a called outsider bound within. Disturbing the borders of the circle or the diagram within would release the outsider inside.

    Could everyone please give me two more rounds of actions, please?

    GM Dice:
    1d3 ⇒ 31d5 ⇒ 3

    The Exchange

    m Dwarf init +9, perception + 11; +1 if trap; +2 if there something unsual in stone (trap or secret door) The dm roll then. "marchand" level 2. AC 17, 27/27hp; Fort +3, Ref +6, Will +3; +2 spell, spell-like and poison

    How my gosh says Yâble. Tyranus heal us. All the the other let's ready that when the creature came out we shoot!

    The Exchange

    m Dwarf init +9, perception + 11; +1 if trap; +2 if there something unsual in stone (trap or secret door) The dm roll then. "marchand" level 2. AC 17, 27/27hp; Fort +3, Ref +6, Will +3; +2 spell, spell-like and poison

    Yâble walks, charge his crossbow and ready.

    You are dead the moment, you are free.

    ready hand crossbow: 1d20 + 6 ⇒ (16) + 6 = 22
    dam: 1d4 ⇒ 1
    sneak: 1d6 ⇒ 6

    The Exchange

    m Dwarf init +9, perception + 11; +1 if trap; +2 if there something unsual in stone (trap or secret door) The dm roll then. "marchand" level 2. AC 17, 27/27hp; Fort +3, Ref +6, Will +3; +2 spell, spell-like and poison

    because the artifact has disturbed the circle right?

    Liberty's Edge

    Female Human [AC: 23/12 tch /22 ff; H66/66; Frt +9, Ref +5, Will +10, +4 vs fey and plants; Init +1; Perc +13 Druid 7

    Seems like I missed something here. Where did the mist come from? Can we still try stop the key from breaking the circle? Stormy is out of spells except for a domain obscuring mist and zero levels. Assuming she cannot help stop the key any more:

    The druid pulls her want of cure light wounds and uses it once on herself before looking for someone else who needs healing. If no one needs healing she will search the half orc's body.

    Cure Light: 1d8 + 1 ⇒ (5) + 1 = 6

    Strength Check to assist if possible: 1d20 + 0 ⇒ (2) + 0 = 2 The dice are no longer with me.

    Silver Crusade

    LG Human Paladin 4 / Bard 1 / Dragon Disciple 4 *Core*

    Jayori continues to try to halt the progress of the sky key, saying a prayer to Irori for strength.

    Strength Check1: 1d20 + 3 ⇒ (19) + 3 = 22

    Strength Check2: 1d20 + 3 ⇒ (18) + 3 = 21

    Wow, not bad... with some assistance, we might do it?

    The mist was always there Stormy. It was in the original room description. Would guidance help on the strength checks?

    Silver Crusade

    The key is flying, so the circle is not broken. I added that bit in because of Yable's previous comment.

    Silver Crusade

    LG Human Paladin 4 / Bard 1 / Dragon Disciple 4 *Core*

    Does it seem like we were coming close to stopping it? Or is this just wasted effort? (or can we tell)

    Grand Lodge

    Male Elf Wizard (conjurer) 3, HP 29/29; AC 13,10,13; Fort +2, Ref +5, Will +4; Init +12; Perception +9 MYTHIC POWER: 9/9

    "It's a magic circle for restraining a summoned creature of chaos. I'm not sure we should disturb it, lest we suffer dealing with whatever's inside."

    I'll just come right out and admit that I have no idea what's going on here. A floating orb is moving toward a magic circle... but we have no idea what the orb is or does, what the circle is actually for, or what will happen if the orb does or does not make it into the circle. Any ideas, people?

    Silver Crusade

    Stormy, the mist has been here all along (the big circle at the bottom whose color keeps changing). You're probably not going to stop it. If anyone has unrelated actions for these two rounds, please take them now. Otherwise we'll roll right into combat.

    Silver Crusade

    LG Human Paladin 4 / Bard 1 / Dragon Disciple 4 *Core*

    Kailun... the glowing floating orb thing is the Sky Key (an artifact collected all throughout Season 6) that the Aspis stole earlier in the scenario (off screen). We saw it mentioned in the room with the spirit that got torn apart creating the ectoplasmic things. Kreighton Shaine later mentioned that bringing the Sky Key into the tower, too close to the Hao Jin tapestry, is likely what caused the entire tower to separate and start floating in the air.
    The circle, as you just determined with the knowledge check, is probably holding in some sort of chaotic outsider... and the key floating over it is either going to break the circle and release whatever it is ... or some other effect as yet to be determined... neither of which is probably something we want to happen =) Though doesn't look like we'll be able to stop it... so would appear we're not done yet!

    As it doesn't appear like he's even close to stopping it, even with considerable effort, Jayori will abandon that tactic on the 2nd round to bring his weapon to the ready, and prepare to defend the room from whatever creature is about to be released.

    ie: draw weapon, and ready to attack (5' stepping if neccessary) anything that breaks free and doesn't seem friendly
    If this is possible
    Melee Attack, bless: 1d20 + 7 + 1 ⇒ (16) + 7 + 1 = 24, for 1d8 + 3 ⇒ (3) + 3 = 6 damage.

    If not, don't worry about the attack =)

    Silver Crusade

    LG Human Paladin 4 / Bard 1 / Dragon Disciple 4 *Core*

    Would Kailun be able to figure out if the strange lense things, that the Aspis used to shoot those fiery rays at Jayori as we came in, are still usable? Perhaps like ID'ing an item? (spellcraft + detect magic)
    Might come in handy if they're charged up and ready to go again.

    Grand Lodge

    Male Elf Wizard (conjurer) 3, HP 29/29; AC 13,10,13; Fort +2, Ref +5, Will +4; Init +12; Perception +9 MYTHIC POWER: 9/9

    I think identifying magic items takes a while, but if Kailun can do it in a couple rounds...

    Spellcraft: 1d20 + 10 ⇒ (5) + 10 = 15

    Silver Crusade

    Yeah, 3 rounds to ID, and that roll wasn't going to cut it anyway. History and Arcana (can roll both) for some idea?

    The Exchange

    m Dwarf init +9, perception + 11; +1 if trap; +2 if there something unsual in stone (trap or secret door) The dm roll then. "marchand" level 2. AC 17, 27/27hp; Fort +3, Ref +6, Will +3; +2 spell, spell-like and poison

    can we strengthed the thing?

    -Posted with Wayfinder

    Grand Lodge

    Female Human Ranger 1 [HP: 8/11; AC 16, TH 13, FF 13; Init +4; Fort +3, Ref +6, Will +2; Perception: +6]

    maybe the beam things the girls used could help fight off what ever is in there. Anyone versed in the magic of the tower or those things?

    Penda moves to a place within a 30 feet of any part of the circle and will fire an arrow if anything comes out of it.

    Grand Lodge

    Male Elf Wizard (conjurer) 3, HP 29/29; AC 13,10,13; Fort +2, Ref +5, Will +4; Init +12; Perception +9 MYTHIC POWER: 9/9
    GM Lari wrote:
    History and Arcana (can roll both) for some idea?

    Kailun wracks his brain for more information on the situation.

    Knowledge (arcana): 1d20 + 9 ⇒ (10) + 9 = 19
    Knowledge (history): 1d20 + 9 ⇒ (18) + 9 = 27

    Grand Lodge

    CORE Half-Orc (2.0A CORE) Clrc 2 | HP 15/15 | AC 16;TCH 12; FF 14 | F +4; R +2; W+6 | CMB +1; CMD 13; INIT +4;
    Consumables:
    CPE 0/5; Lightning Arc 0/6; Storm Burst 6/6 | Wands: CLW 44/50 | Bolts 9/10

    Seeing everyone abandon trying to stop the Sky Key, Tyranius puts his wand away for safe keeping and draws his crossbow, keeping his sights set on the circle.

    Who knows what will happen when the two meet. It could wipe out Golarion from what the Venture-Captain was saying. Try to imagine all life as you know it stopping instantaneously and every molecule in your body exploding at the speed of light......

    Silver Crusade

    The red lenses are almost certainly of Shory origin. While they're most famous for their harnessing of aerial energies to pilot their flying cities, the ancient people were experts on various forms of elemental control. While each likely has some inherent power within itself, they also might amplify fire related powers in nearby spellcasters.

    The Sky Key drifts into the center of the mist, silently landing in the middle of the circle. For a brief moment, the circle flares bright white. There is a large booming sound, and with a crackle of energy, two small creatures manifest, though the circle remains intact. The creatures look like dark storm clouds, with sparks suggesting eyes and long sweeping arms charged with bolts of lightning. Knowledge Planes to ID

    Initiative:

    Jayori: 1d20 + 1 ⇒ (9) + 1 = 10
    Kailun: 1d20 + 5 ⇒ (4) + 5 = 9
    Penda: 1d20 + 4 ⇒ (11) + 4 = 15
    Stormy: 1d20 + 4 ⇒ (3) + 4 = 7
    Tyranius: 1d20 + 4 ⇒ (11) + 4 = 15
    Yable: 1d20 + 9 ⇒ (20) + 9 = 29
    Red: 1d20 + 6 ⇒ (1) + 6 = 7
    Blue: 1d20 + 6 ⇒ (20) + 6 = 26

  • Yable We are here
  • Blue 1 damage
  • Tyranius, Penda, Jayori, Kailun
  • Red
  • Stormy

    Yable's readied bolt hits the closest one, though without any vital organs, the creature doesn't take as much damage as Yable would like.

    Unfortunately, Jayori, I rolled randomly for where they'd come out, and they're both more than a 5 foot step away.

    GM Dice:
    1d20 ⇒ 15
    1d20 ⇒ 6
    1d5 ⇒ 5

  • The Exchange

    m Dwarf init +9, perception + 11; +1 if trap; +2 if there something unsual in stone (trap or secret door) The dm roll then. "marchand" level 2. AC 17, 27/27hp; Fort +3, Ref +6, Will +3; +2 spell, spell-like and poison

    Yâble walks and tries to continue to hit blue.

    attack with rapier: 1d20 + 6 ⇒ (1) + 6 = 7
    dam: 1d6 + 1 ⇒ (1) + 1 = 2

    Silver Crusade

    Fixed map.

    Blue tries to slam at Yable, but fails.

    Slam: 1d20 + 4 + 3 ⇒ (2) + 4 + 3 = 9

    Tyranius, Penda, Jayori, and Kailun are up. Keep in mind the mobility issues remain in effect.

    Silver Crusade

    LG Human Paladin 4 / Bard 1 / Dragon Disciple 4 *Core*

    Hrmm.. with the tilt in the floor I can just barely reach the blue one in one move... cannot reach the other, so going to blue!

    Jayori moves up to flank with Yâble, stepping carefully on the tilted floor, and takes a swipe at the strange creature.

    Melee Attack, bless, flank: 1d20 + 7 + 1 + 2 ⇒ (13) + 7 + 1 + 2 = 23, for 1d8 + 3 ⇒ (5) + 3 = 8 damage.

    Grand Lodge

    Male Elf Wizard (conjurer) 3, HP 29/29; AC 13,10,13; Fort +2, Ref +5, Will +4; Init +12; Perception +9 MYTHIC POWER: 9/9

    Kailun takes a step back and fires at one of the creatures.

    Longbow attack on red: 1d20 + 5 ⇒ (5) + 5 = 10
    Longbow damage: 1d8 ⇒ 1

    Silver Crusade

    Penda, I overlooked your readied. Please take that (without any combat penalties), in addition to your regular action on your turn.

    Jayori hits the stormcloud creature very hard, though its hard to really tell how badly injured it might be.

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