A more Savage Sandpoint. A new look at an old friend.

Game Master ZenFox42


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Female Half-elf Sorcerer; Parry 5(7 w/spell), RATN 4(6 w/spell), Toughness 8(3); Bennies : 3

Ceri punches the goblin to her north-east :

Fighting & Wild: 1d8 ⇒ 61d6 ⇒ 6
Wild ACE!: 1d6 ⇒ 5 = 11, Raise

Doing

Damage+Raise: 1d6 + 1d8 + 1d6 ⇒ (2) + (1) + (4) = 7 Meh. Spending a Benny...

Damage+Raise: 1d6 + 1d8 + 1d6 ⇒ (3) + (6) + (5) = 14


Ag d8. Sm d4. Sp d6 Str d10 Vi. d6 | Pace 6 Parry 6 (+2w/ shield, +1 w/ 2H Sword) Size 1 Toughness 9 (3)

Velrek takes a swing at the other Goblin.

2H sword: 1d8 + 1 - 1 ⇒ (5) + 1 - 1 = 5
wild: 1d6 ⇒ 2
damage: 1d8 + 1d10 ⇒ (7) + (5) = 12


She/Her | Gnome | Rogue | Novice 0 | Bennies: 3/3 | Conviction: 0 | Pace: 5 (running d4) | Parry: 6 | Toughness: 6 (2) | Wounds: 1 | Fatigue: 0

Benny to Soak: 1d8 ⇒ 7
Wild: 1d6 ⇒ 6 Ace: 1d6 ⇒ 2 = 8

Mirri turns at the last second, turning a brutal hit into nothing but a glancing blow!


A Grand Day Out end

The Stone fist of Ceri smashes the screaming goblin as Velrek runs the last one through. A relative silence falls on the courtyard.

You can still hear the sound of fighting, screaming, and singing goblins, but they are not Here and that makes a difference.

Rhodel is openly sobbing.

In the next few rounds the goblins magic fades along with Rhodel's. {Vigor totals return to normal}

Ceri Do you return to normal form or do you spend a power point to extend the Shapechange spell?

Rhodel has one more Healing available if needed. But I do not think anyone is wounded.

After a round or three or whenever you are done doing things here you see a figure running flat out into the courtyard from the north.

What are you doing right now? Consider yourselves still in rounds if Ceri extends the Shapechange otherwise just consider the time frame tight.


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Ceven

This was not a good day:
First the festival. You were busy from before dawn getting things ready. I mean it was fun but it was also a lot of work.

Then the world turned upside down and there were goblins everywhere. You
got separated from Amiko somewhere on Junker's Way and ended up on Cliff Street. You worked your way northward dodging arrows and ambushing a couple of goblins while getting people moving deeper into town or at least into Stone buildings.

Now you are near the North Gate and you can see it is Open!
Worst than that some goblins have made in inside. You see one goblin riding a dog-like beast of some kind with several more of the animals nearby. They are circiling an armored figure wielding warhammer looking for an opening. Nearby a War Chanters and a handfull of goblins are cowering against a wall seemingly pinned there by a large hunting dog barking madly. Wait a minute, you know that dog! It is one of the favorites of your friend Aldren!

There he is! Behind a a couple of barrels. He looks hurt and the armored figure is slowly drawing the goblin dog-beasts and rider away from him.

You are not sure how much longer this stalemate can last, but you know it will take more than you, the armored person and a wounded noble to get that gate closed. You send a blast of magic towards the War Chanter and bolt down Church Street. If help is anywhere it is at the Cathedral..

You see some figures in the square and redouble your efforts. You barely notice that you are bleeding and you near them...

You have 1 wound. You are full on power-points. Assume you just spent a benny to replace any you used up until now. You have no active spells up at the moment.


Female Half-elf Sorcerer; Parry 5(7 w/spell), RATN 4(6 w/spell), Toughness 8(3); Bennies : 3

Ceri does not maintain her power.

The stone humanoid reverts back to her original form, and Ceri addresses everyone in the courtyard : "From my bird's-eye view before the goblins came in here, I could see that there are goblins all over the city. I suggest we stay together, and help the city as much as possible. My name is Ceri, as you might have guessed I'm a magic user. I can fly, create illusions, shape-change, and can magically bind creatures, temporarily taking them out of melee. I'm also pretty good with a sling, but unfortunately my equipment is back at the inn. Who are you, and what can you do?" she finishes, looking around at everyone.

By my count, I have 4 PP left.


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Ag d8. Sm d4. Sp d6 Str d10 Vi. d6 | Pace 6 Parry 6 (+2w/ shield, +1 w/ 2H Sword) Size 1 Toughness 9 (3)

Velrek looks to make sure everyone is up and not in danger of death and goes to work on at least diminishing the fire danger .

He nods at Ceri while working, "Well met. I am Velrek. Apparently I am very good at being beaten by Goblins." He smiles and goes back to the fire fighting.

I sill have 1 wound but.. it's OK. :)

As he is trying to muffle a fire threatening to spread he sees the running figure and grabs his sword.
"Well, that doesn't look like a Goblin..."


Velrek Savage PF wrote:

...

I sill have 1 wound but.. it's OK. :)

...

Rhodal will try to cure that unless you stop her.


Ag d8. Sm d4. Sp d6 Str d10 Vi. d6 | Pace 6 Parry 6 (+2w/ shield, +1 w/ 2H Sword) Size 1 Toughness 9 (3)

When Rhodal approaches Velrek will say,"I'm good, save it for someone worse off than me." If she ignores that he will accept and say "You did fine. It's OK." and give her a hug, if she seems amenable to that.


Anyone doing anything before the figure approaches? You have time if you want to use it....


Velrek Savage PF wrote:
When Rhodal approaches Velrek will say,"I'm good, save it for someone worse off than me." If she ignores that he will accept and say "You did fine. It's OK." and give her a hug, if she seems amenable to that.

You walk Rhodel to the Cathedral. (and out of the campaign... So long R)


Human CG KIN7 | 94/94hp | AC20 (T13 F17) | CMB +3 | CMD 16 | FRW 10/8/3 | I+3 Perc +10 | Conditions: FORCE WARD
Poor Wandering GM wrote:

Ceven

** spoiler omitted **

"HELP ME! PLEASE!"

Ceven had looked pretty good when he left the house, he looked good when he got to the Rusty Dragon too. That ended. Somehow everything went upside down, and JUST as soon as it seemed sorted ... the North Gate is wide open and Aldren Foxglove is pinned down by some confused but bloodthirsty goblins. He needed help.


Male Monk Ranks 3, Bennies: 2, Convictions: 0, Pace: 6 (running die d8), Parry: 7, Toughness: 8, Wounds: 1, Fatigue: 0 Human | Thistletop Level 1

Sorry for not posting yesterday or earlier today. RL stuff.

Jzero bows toward the survivors. It is a gesture characteristic of people from Tian Xia: from the waist with his back straight, his hands placed palms together and fingers pointing up.

Anyone able to get a success of an appropriate knowledge roll such as cultures or history might know he bows in a manner more common in Minkai.

"My name is Jzero," the tall, foreigner says politely speaking with an accent common to people from the above mentioned locations.

He then looks at the fallen goblins and kneels down next to one and extracts a throwing star or shuriken from his neck. Then he helps Velrek with the fire until he too notices the approaching person.

"What do you need?" Jzero asks as he trots toward the newcomer.


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Everyone
Feel free to respond to Ceven even if you are also posting about things that you want to happen before he gets here. Time is an illusion, in pbp doubly so.


Female Half-elf Sorcerer; Parry 5(7 w/spell), RATN 4(6 w/spell), Toughness 8(3); Bennies : 3

Ceri is startled by the new man running into the square, screaming for help.

"Calm down! We can help. What's the problem?"


Ag d8. Sm d4. Sp d6 Str d10 Vi. d6 | Pace 6 Parry 6 (+2w/ shield, +1 w/ 2H Sword) Size 1 Toughness 9 (3)

Velrek is helping Jzero pull a burning tarp from atop a stall and roll it to smother it when the newcomer comes running in.
"Ah, I knew this wasn't over."

He grabs his gear and walks over.


Poor Wandering GM wrote:
Anyone doing anything before the figure approaches? You have time if you want to use it....
Poor Wandering GM wrote:
"....posting about things that you want to happen before he gets here."

Hmm.. Subtlety seems not to be working. Are you checking the bodies? If so give me you priority list, ex. War Chanters then Goblins then Lucien then...., and make a Notice roll.


Human CG KIN7 | 94/94hp | AC20 (T13 F17) | CMB +3 | CMD 16 | FRW 10/8/3 | I+3 Perc +10 | Conditions: FORCE WARD
Ceri Featherwing wrote:

Ceri is startled by the new man running into the square, screaming for help.

"Calm down! We can help. What's the problem?"

"There are more goblins, to the north, at the gate. They have Lord Foxglove pinned down, and while I think I took one out, his man-at-arms isn't going to last much longer. I should return, I cannot leave him there ..."


Female Half-elf Sorcerer; Parry 5(7 w/spell), RATN 4(6 w/spell), Toughness 8(3); Bennies : 3

PWGM - during my high-altitude look at the city, did it appear that the majority of goblins were coming from the north gate? Or did it appear that there were multiple points of entry?


Ag d8. Sm d4. Sp d6 Str d10 Vi. d6 | Pace 6 Parry 6 (+2w/ shield, +1 w/ 2H Sword) Size 1 Toughness 9 (3)

notice: 1d6 ⇒ 6
xplode: 1d6 ⇒ 6
wild: 1d6 ⇒ 4
wild xplode: 1d6 ⇒ 1

Oh sure. Out of combat. :)
As Velrek is rushing to put the fires out, "Oh,, what's this?"


Male Monk Ranks 3, Bennies: 2, Convictions: 0, Pace: 6 (running die d8), Parry: 7, Toughness: 8, Wounds: 1, Fatigue: 0 Human | Thistletop Level 1

Jzero is not one to loot bodies, but he did take his throwing star back from the one he killed with it, so he'll scan for anything that might be worth something or would give a clue about their motives beyond the obvious mayhem.

Notice: 1d6 ⇒ 6
Wild: 1d6 ⇒ 6
Yowza!
Notice, Ace: 1d6 ⇒ 3
Wild, Ace: 1d6 ⇒ 5
Result: 6 + 5 = 11


Ceri There was chaos and smoke coming from all directions but mainly from the south.

Velrek Where are you looking? Please give me a priority list. ex the burning stall, War Chanters, goblins, Lucien.....

Jzero you killed an ordinary goblin with that throw if memory serves. The goblin has a dogslicer, aka crude dagger, a poorly built bow and: 1d6 + 3 ⇒ (2) + 3 = 5 arrows. You do have more time if you want to look further.

Mirri Doing anything before Ceven arrives?


Male Monk Ranks 3, Bennies: 2, Convictions: 0, Pace: 6 (running die d8), Parry: 7, Toughness: 8, Wounds: 1, Fatigue: 0 Human | Thistletop Level 1

Jzero will look at the nearest war chanter (or bard?) next, since he was the apparent leader.

Notice: 1d6 ⇒ 6
Wild: 1d6 ⇒ 6
Again? What are the odds? Never mind, I can do that myself.

Notice, Ace: 1d6 ⇒ 4
Wild, Ace: 1d6 ⇒ 1
Result: 6 + 4 = 10


Ag d8. Sm d4. Sp d6 Str d10 Vi. d6 | Pace 6 Parry 6 (+2w/ shield, +1 w/ 2H Sword) Size 1 Toughness 9 (3)

War chanters would be a priority for possible treasure..


Female Half-elf Sorcerer; Parry 5(7 w/spell), RATN 4(6 w/spell), Toughness 8(3); Bennies : 3

PWGM - which is closer to us, the north side or south side of the city?


Velrek & Jzero

Two War Chanters, two searchers, no waiting.

War Chanter gear:

They have the usual Dog-slicers (as dagger in core book) and you saw them using Whips (standard whip in the core book).

They also each carry a Goblin bow (8/16/32, Damage 2d6, d4 str min) and 1d12+3 arrows.

Each also carries a badly tuned or poorly made instrument. Feel free to determine the type if you have a use for it.

The War Chanters are each wearing surprisingly well made upper body armor. Odd pieces of boiled leather reinforced with concealed wood/bone/metal plates. I mean the crude tanning leaves the smell something to be desired, but other than that and the tatterdemalion appearance this is good work. (Masterwork leather jackets, likely suited for the smaller folk among you.)

Each also carries a small leather flask on a cord around their neck. A Healing roll at +1, an Occult or Common Knowledge roll at no modifier or a Smarts roll at -1, only one try per person, will identify these as Healing potions (minor, heals 1 wound when drunk within 1 hour of the injury). Anyone with an AB can identify these as magic with an action but one of the above rolls or casting Detect Arcana with a raise is required to learn that these are Minor Healing potions.


Ceri Featherwing wrote:
PWGM - which is closer to us, the north side or south side of the city?

See this map from the Campaign page. You are currently in the north-east quadrant of the city in the large open space between the building marked 5 (Rings and things, a moneylender/jewelry shop. 2 stories, stone and buttoned up tight.) and the large grey 3 lobed building marked 1 which is the cathedral. The North Gate is to the NE of your currant location, where The Lost Coast Road passes through the wall and becomes Church Street. So you are much closer, in fact you are in, the north side of the city.


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Female Half-elf Sorcerer; Parry 5(7 w/spell), RATN 4(6 w/spell), Toughness 8(3); Bennies : 3

"Ok, let's get to the north gate and help Lord Foxglove. Who's with me?"


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Ag d8. Sm d4. Sp d6 Str d10 Vi. d6 | Pace 6 Parry 6 (+2w/ shield, +1 w/ 2H Sword) Size 1 Toughness 9 (3)

Velrek will grab the odd flask and as long as they look useful, he'll grab the...
arrows?: 1d12 + 3 ⇒ (12) + 3 = 15
arrows and join Ceri.
"Agreed. Let's go help your friend! Did that horse run completely away.. ah, looks like it did.."


Male Monk Ranks 3, Bennies: 2, Convictions: 0, Pace: 6 (running die d8), Parry: 7, Toughness: 8, Wounds: 1, Fatigue: 0 Human | Thistletop Level 1

Jzero was checking the war chanter #1, in the north group of dead goblins.

Jzero takes the bow and arrows to use until he can get his much better composite bow.

Common Knowledge: 1d4 ⇒ 4
Wild: 1d6 ⇒ 3
Common Knowledge, ace: 1d4 ⇒ 2
Result: 4 + 2 = 6

Jzero takes the potion. If there is time, he'll check the other war chanter body and take that potion as well. This would take two normal turns. If this puts him behind the others, he'll run to catch up rolling d8.

Checking the identify of the other potion, in case a second roll is needed. He'll take the potion anyway, even if he can't tell what it is or if it's even magical.
Common Knowledge: 1d4 ⇒ 3
Wild: 1d6 ⇒ 2
Result: 3

"I've got a healing potion or two if anyone is injured," He calls as he jogs to catch up to those heading to help the folks to the north.

Run rolls for next three movement phases.
Run: 1d8 ⇒ 7
Run: 1d8 ⇒ 5
Run: 1d8 ⇒ 2
Over three rounds, he can move 32 inches.


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The group led by Ceven and Jzero heads towards the North gate scattering a stray goblin or two before them.

Taking the direct route down Church street? Or trying something sneaky involving Cliff or Tomb street?

{We may have lost Mirri. Assume they are tagging along for now.}


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She/Her | Gnome | Rogue | Novice 0 | Bennies: 3/3 | Conviction: 0 | Pace: 5 (running d4) | Parry: 6 | Toughness: 6 (2) | Wounds: 1 | Fatigue: 0

Mirri scoops up one of the goblin bows, a handful of arrows, and that surprisingly well-made leather jacket.

"It's not stylish, but this is good work. Gimme a second."

Mirri will find somewhere out of the way where she can stash the leather jacket to come back for it later.

Stealth to hide it: 1d6 + 1 ⇒ (2) + 1 = 3 (+1 is from Thief edge b/c we're in a city)
Wild: 1d6 ⇒ 6 Ace: 1d6 ⇒ 1 +1 from Thief = 8

That done, she hustles to catch up with the team.

Given that our monk is sprinting there, I am guessing we are taking the direct route.

Mirri is booking it for as fast as her little legs will take her.


Ag d8. Sm d4. Sp d6 Str d10 Vi. d6 | Pace 6 Parry 6 (+2w/ shield, +1 w/ 2H Sword) Size 1 Toughness 9 (3)

Also assuming we're just headed the most direct route.

Velrek hangs back a little so Mirri won't be on her own and then sprints with her to catch up to the group.


Male Monk Ranks 3, Bennies: 2, Convictions: 0, Pace: 6 (running die d8), Parry: 7, Toughness: 8, Wounds: 1, Fatigue: 0 Human | Thistletop Level 1

Jzero heads along the buildings to the east of Church Street, heading for the space between the building south of Tomb Street and the wall, hoping to use the building for cover.


Female Half-elf Sorcerer; Parry 5(7 w/spell), RATN 4(6 w/spell), Toughness 8(3); Bennies : 3

Are we there yet? ;)


Ag d8. Sm d4. Sp d6 Str d10 Vi. d6 | Pace 6 Parry 6 (+2w/ shield, +1 w/ 2H Sword) Size 1 Toughness 9 (3)
Ceri Featherwing wrote:
Are we there yet? ;)

Don't make me turn this car around young lady!"


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You race towards the gate

Barring other actions Jzero will arrive first followed in four rounds by Ceri and Ceven and then Mirri and Velrek ten rounds after that.

{Wow monks can move fast. Per core pg 123 out of combat folks move 2x(pace+max run die) So Jzero 28, Mirri 18, everyone else 24. The gate is ~400 ft away so (400/6)~67". Jzero gets there in (67/28) in 23 rounds or 2.3 minutes. Mirri in 3.7 minutes. and everyone else in 2.7 minutes.

So Jzero you can arrive up to 4 rounds ahead of the main group. How many rounds ahead are you arriving?

Velrek, Ciri, Ceven, You can arrive up to 10 rounds ahead of Mirri. How many rounds ahead of her are you arriving? Be aware that depending on Jzero's decisions being closer to Mirri may mean being farther from Jzero

It is possible for Jzero to carry Mirri. This will make them encumbered dropping their time to 2.7 min. Valrek could also carry Mirri but encumbered he has the same time as Mirri on her own.}


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Female Half-elf Sorcerer; Parry 5(7 w/spell), RATN 4(6 w/spell), Toughness 8(3); Bennies : 3

Ceri will move as fast as she can, as long as Ceven keeps up with her. So 4 rounds after Jzero (unless he carries Mirri).


Human CG KIN7 | 94/94hp | AC20 (T13 F17) | CMB +3 | CMD 16 | FRW 10/8/3 | I+3 Perc +10 | Conditions: FORCE WARD
Ceri Featherwing wrote:
Ceri will move as fast as she can, as long as Ceven keeps up with her. So 4 rounds after Jzero (unless he carries Mirri).

Ceven will absolutely keep up with Ceri


Ag d8. Sm d4. Sp d6 Str d10 Vi. d6 | Pace 6 Parry 6 (+2w/ shield, +1 w/ 2H Sword) Size 1 Toughness 9 (3)

Velrek will pace himself to stay with Mirri. The city seems a tad too full of angry Goblins to be running along alone.


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She/Her | Gnome | Rogue | Novice 0 | Bennies: 3/3 | Conviction: 0 | Pace: 5 (running d4) | Parry: 6 | Toughness: 6 (2) | Wounds: 1 | Fatigue: 0

Mirri will hustle as fast as her legs can carry her and will resist any efforts to pick her up. :)


Male Monk Ranks 3, Bennies: 2, Convictions: 0, Pace: 6 (running die d8), Parry: 7, Toughness: 8, Wounds: 1, Fatigue: 0 Human | Thistletop Level 1
Poor Wandering GM wrote:

You race towards the gate

Barring other actions Jzero will arrive first followed in four rounds by Ceri and Ceven and then Mirri and Velrek ten rounds after that.

{Wow monks can move fast. Per core pg 123 out of combat folks move 2x(pace+max run die) So Jzero 28, Mirri 18, everyone else 24. The gate is ~400 ft away so (400/6)~67". Jzero gets there in (67/28) in 23 rounds or 2.3 minutes. Mirri in 3.7 minutes. and everyone else in 2.7 minutes.

I think the math is off. 400 feet is about 120 meters, which is a bit longer than a football field. It shouldn't take 2+ minutes. I think the numbers given (28 for Jzero, for example) are not inches per minute but per round running full out. 1 inch is 6 feet, so 28 inches = 168 feet. If that takes 1 minute, that works out to about 3 feet per second, which is walking pace. Per Jzero's earlier post, he moved 32 inches (192 feet) running for 3 rounds (18 seconds) which works out to about 11 feet per second. Good sprinters can run 33 feet/second. I think the figure of 2 times the sum of pace plus best running die is per round, not per minute. And it is someone running in a relatively straight line as fast as possible.

If I'm right, it would take Jzero 400/(28*6) about 3 rounds moving full speed. That's about right for running the length of a football field in about 20 seconds. Those moving 24 per round will also take 3 rounds. Mirri would take 4 rounds.

Jzero will run so long as he doesn't encounter any goblins or other opponents until he gets to the house next to the wall. Then he will slow and peer stealthily around to see what's between the house and the wall and what's beyond. If nothing threatens, he will scout cautiously closer while giving the others time to catch up.

Stealth: 1d4 ⇒ 4
Wild: 1d6 ⇒ 3
Stealth, ace: 1d4 ⇒ 3
Result: 4 + 3 = 7


Female Half-elf Sorcerer; Parry 5(7 w/spell), RATN 4(6 w/spell), Toughness 8(3); Bennies : 3

I can see the source of confusion. The rules say "Out of combat situations, a character can move twice the sum of her full Pace + maximum running die for a number of minutes equal to half her Vigor die type."
The calculated movement number is the usual inches per round, but how long they can do that for is in minutes.


Female Half-elf Sorcerer; Parry 5(7 w/spell), RATN 4(6 w/spell), Toughness 8(3); Bennies : 3

Just BTW, the 24 number turns into 16.2 mph. One website says an average human's (not Olympic-level) sprint (not marathon) speed is 18.2 mph (based on measured data), so that sounds reasonable (altho I saw numbers as low as 11 and 14 mph, but those sites didn't explain how they got those numbers).


Ag d8. Sm d4. Sp d6 Str d10 Vi. d6 | Pace 6 Parry 6 (+2w/ shield, +1 w/ 2H Sword) Size 1 Toughness 9 (3)

Velrek stays strong for the first hundred feet or so but then the weight of the armor and events from the past.. has it only been minutes... catch up to him and he flags for a second before catching a second wind and speeding up again...


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Female Half-elf Sorcerer; Parry 5(7 w/spell), RATN 4(6 w/spell), Toughness 8(3); Bennies : 3

...PWGM?


Ag d8. Sm d4. Sp d6 Str d10 Vi. d6 | Pace 6 Parry 6 (+2w/ shield, +1 w/ 2H Sword) Size 1 Toughness 9 (3)

Anyone seen a wandering GM?


Female Half-elf Sorcerer; Parry 5(7 w/spell), RATN 4(6 w/spell), Toughness 8(3); Bennies : 3

His last posts I can see were on Oct 14 and 15 in various games. Anyone in a game with him with a more recent post? I'm beginning to get worried...


Ag d8. Sm d4. Sp d6 Str d10 Vi. d6 | Pace 6 Parry 6 (+2w/ shield, +1 w/ 2H Sword) Size 1 Toughness 9 (3)

Same. I sent a PM. Fingers crossed.


Male Aasimar (Native Outsider) Paladin, Parry: 8 (2 Shield), Toughness: 9 (3 Armor), Wounds: 0, Fatigue: 0, Low Light Vision, Aura of Courage (All Allies 60ft +1 vs Fear), Bens 4, Pwr Pts 5 / 10

Real life sometimes sends us for a loop and takes us out for several days. I am a patient individual so will just camp here for a long while before giving up the ghost but here is hoping are GM is okay.

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