Doomsday Dawn (Inactive)

Game Master DoubleGold

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Caelryl Elf Ranger 4 | HP 28/54 | AC 20 TAC 17| F +5 R +7 W +6 | Perc +7, Low-light vision 60', Hearing 60' | Speed 30'

Caelryl tries to finish off a scorpion using his new sword, targeting it's soft spot.

Attack 1: 1d20 + 5 + 1 ⇒ (11) + 5 + 1 = 17
Damage: 1d6 + 2 ⇒ (4) + 2 = 6
Damage (precision): 1d6 ⇒ 6

Attack 2: 1d20 + 5 - 4 + 1 ⇒ (2) + 5 - 4 + 1 = 4
Damage: 1d6 + 2 ⇒ (3) + 2 = 5


Zig sees Caelryl stab at the scorpion and turns and smashes his sword down on its face.
-attack 1: 1d20 + 6 ⇒ (8) + 6 = 142d12 + 3 ⇒ (1, 10) + 3 = 14
-attack 2: 1d20 + 1 ⇒ (2) + 1 = 32d12 + 3 ⇒ (2, 3) + 3 = 8


"Fumbus"
Skills:
Acrobt +4, Arcan +5, Athlet -3 , Craft +5, Decpt +2, Diplo -2, Intim -2, Lore (Underworld, Path Society) +5, Lore (Other) +1, Med -3, Nature +1, Occlt+1, Perfrm -2, , Relig -3, Society +5, , Surv +1, Theivery +4
|HP 15/15 |AC 15, TAC 14 | F:+3 R:+5 W:+1 | Perc +1 (darkvision), Stealth +4 | Speed 25 ft. | Resonance 1/5

With the scorpion approaching, Fumbus draws his recently obtained magic weapon and attacks.

Melee (+1 dogslicer): 1d20 + 4 + 1 ⇒ (5) + 4 + 1 = 10
Damage (+1 dogslicer): 2d6 + 1 ⇒ (5, 1) + 1 = 7
Melee (+1 dogslicer): 1d20 + 4 + 1 - 5 ⇒ (2) + 4 + 1 - 5 = 2
Damage (+1 dogslicer): 2d6 + 1 ⇒ (3, 3) + 1 = 7


DungeonMaster

Agamer, Zig and a few magic missile kill the two scorpions. No more danger lurks for the time being.


Well now that, that’s settled let’s continue. . Zig sheathes his sword and looks around to see if everyone agrees.


"Fumbus"
Skills:
Acrobt +4, Arcan +5, Athlet -3 , Craft +5, Decpt +2, Diplo -2, Intim -2, Lore (Underworld, Path Society) +5, Lore (Other) +1, Med -3, Nature +1, Occlt+1, Perfrm -2, , Relig -3, Society +5, , Surv +1, Theivery +4
|HP 15/15 |AC 15, TAC 14 | F:+3 R:+5 W:+1 | Perc +1 (darkvision), Stealth +4 | Speed 25 ft. | Resonance 1/5

"Longshanks means, after Fumbus eat, of course." cries the goblin in response, ripping off a piece of one of the pincers and taking a bite of the soft, meaty insides. He then breaks the pincer in half, offering the lower portion to the dwarf. "Good source of iron."

Ready to continue.


zig looks in shock at the goblin chomping away at the claw, your appetite never ceases to amaze me little one


DungeonMaster

The heroes continue up ahead and they see a Gnoll camp. They are up on a hill and the Gnoll Camp is 300 feet away and the only way down the hill is the spiral path down, in which they will see you. Once you enter the camp. Time to prepare for battle, or diplomacy if you think you can make friends with Gnolls, which are vicious creatures. Either way, you are going to enter the camp, no way around thims.


How many gnolls do we see? Just curious

Zig draws his sword and leans on it trying to get a look at the group down below.


”Mogmurch” Male NE goblin expert 1 | HP 0/7 | AC 14 T 13 FF 12 | CMB -3, CMD 9 | F +1, R +2, W +1 | Init +2 | darkvision 60ft; Perc +3 | Speed 30ft | Active conditions: None

"I don't think any of my magics will bring us all the way. Be it a masked approach, surprise attack, takeover, not happening," Nerze says, stretching a tiny illusion of a hill between his fingers. "And talking to gnolls costs a finger every minute. Instead, might I suggest we get as close as possible before giving them Hell?"


zig nods I think that’s a good idea but I don’t think we should go into the camp draw them out so we can all see them and get at them.


DungeonMaster

If you want to draw them out, give me a bluff check. You can't accurately count from this distance, but seven or more. Many of them appear to not be moving, like maybe they are practicing to be statues or something, or maybe they are statues. Only 2 are moving.


Zig picks his sword up and puts it on his shoulder, I’ll give them something to come and fight, you guys stay back and hit them from afar. If anyone would like to join me in the mud and blood feel free. once everyone decides where they wanna be zig will walk towards the gnolls sauntering and singing a song he remembers his wife would sing to the kids.

deception: 1d20 - 1 ⇒ (13) - 1 = 12


DungeonMaster

perception: 1d20 + 9 ⇒ (12) + 9 = 21
You see five gnolls running up the spiral Hill, 3 of them regular and 2 of the Bosses. The bosses go in front.
init perc: 9 + 1d20 ⇒ 9 + (9) = 18 Gnolls
init perc: 3 + 1d20 ⇒ 3 + (15) = 18 Zig
init perc: 3 + 1d20 ⇒ 3 + (11) = 14 Crunch
init perc: 1 + 1d20 ⇒ 1 + (20) = 21 Playtest Pregen
init perc: 5 + 1d20 ⇒ 5 + (19) = 24 AGamer
You all have the high ground advantage, so you may roll your readied actions and you all have soft cover. You may also take round 1 if you won init. Map is kind of hard to draw, cause this is 3d combat, but you have the high ground. The path is spiral and 12 feet wide, the extra 2 feet so you don't fall off going two wide. You can see at most 25 feet of the path from where you are at before the bend makes it hard to see, 15 feet is a clear shot and 20-25 is soft cover cause of the bend, if you were at the bottom, 35 feet is your seeing range and 25 feet is a clear shot, the bottom isn't that much bigger than the top. Only 2 of you can fit into melee


Zig sees them running at him and readies a sweeping cut to try and kill one of these gnolls quickly.
a swing: 1d20 + 5 ⇒ (17) + 5 = 222d12 + 3 ⇒ (2, 6) + 3 = 11


”Mogmurch” Male NE goblin expert 1 | HP 0/7 | AC 14 T 13 FF 12 | CMB -3, CMD 9 | F +1, R +2, W +1 | Init +2 | darkvision 60ft; Perc +3 | Speed 30ft | Active conditions: None

Loath to waste unerring force magic, Nerze starts off with his trusty crossbow.

Vs. A Boss: 1d20 + 6 ⇒ (16) + 6 = 22
Damage: 1d10 ⇒ 10


DungeonMaster

Zig and Crunch both land hits, Zig on a regular gnoll, Crunch on the boss, but neither manages to kill anything, just slice them up good.


Caelryl Elf Ranger 4 | HP 28/54 | AC 20 TAC 17| F +5 R +7 W +6 | Perc +7, Low-light vision 60', Hearing 60' | Speed 30'

Seeing the cramped path, Caelryl draws both swords and joins Zig to create a skirmish line. He gets ready to attack the first gnoll that gets near him.

Readied Attack: 1d20 + 5 + 1 ⇒ (3) + 5 + 1 = 9
Damage: 1d6 + 2 + 1 ⇒ (6) + 2 + 1 = 9 sheesh

He then studies the closest gnoll before swinging with both swords.

Attack 1: 1d20 + 5 + 1 ⇒ (10) + 5 + 1 = 16
Damage: 1d6 + 2 + 1 ⇒ (5) + 2 + 1 = 8

Attack 2: 1d20 + 5 - 3 ⇒ (15) + 5 - 3 = 17
Damage: 1d6 + 2 ⇒ (4) + 2 = 6


DungeonMaster

A Gamer slashes on twice, the same Zig hit, but the Gnoll though bleeding bladly is still alive.


"Fumbus"
Skills:
Acrobt +4, Arcan +5, Athlet -3 , Craft +5, Decpt +2, Diplo -2, Intim -2, Lore (Underworld, Path Society) +5, Lore (Other) +1, Med -3, Nature +1, Occlt+1, Perfrm -2, , Relig -3, Society +5, , Surv +1, Theivery +4
|HP 15/15 |AC 15, TAC 14 | F:+3 R:+5 W:+1 | Perc +1 (darkvision), Stealth +4 | Speed 25 ft. | Resonance 1/5

Assuming Fumbus needs to move forward...

The goblin jogs ahead trying to keep up with his long-legged companions. Once he does so, he draws his remaining pair of vials of alchemist's fire, before hurling one towards the gnearest gnoll--hoping to catch agnother gnoll in the splash!

Move; Quick Bomber; Strike

Throw (bomb): 1d20 + 4 ⇒ (18) + 4 = 22
Damage (alchemist's fire) F: 1d8 ⇒ 3

1 persistent fire damage, and 1 fire splash damage. Target can end the persistent damage with an Interact action. The persistent damage ends if target is submerged in water or otherwise enter an area deprived of air.


DungeonMaster

Playtest Pregen finishes off the gnoll and catches all the other four of them in the splash. Playtest Pregen is now up for round 1 kill them quickly.


"Fumbus"
Skills:
Acrobt +4, Arcan +5, Athlet -3 , Craft +5, Decpt +2, Diplo -2, Intim -2, Lore (Underworld, Path Society) +5, Lore (Other) +1, Med -3, Nature +1, Occlt+1, Perfrm -2, , Relig -3, Society +5, , Surv +1, Theivery +4
|HP 15/15 |AC 15, TAC 14 | F:+3 R:+5 W:+1 | Perc +1 (darkvision), Stealth +4 | Speed 25 ft. | Resonance 1/5

Delighted to see his foes ablaze, Fumbus throws his second vial of alchemist's fire at the nearest foe!

Throw (bomb): 1d20 + 4 ⇒ (3) + 4 = 7
Damage (alchemist's fire) F: 1d8 ⇒ 2

1 persistent fire damage, and 1 fire splash damage. Target can end the persistent damage with an Interact action. The persistent damage ends if target is submerged in water or otherwise enter an area deprived of air.

He then reaches for more. Disappointed that he can't quickly find anymore sources of fire, he grabs a vial of acid and hurls it.

Throw (bomb): 1d20 + 4 - 5 ⇒ (11) + 4 - 5 = 10
Damage (acid): 1d4 ⇒ 1

1d4 points of persistent acid damage and 1 point of acid splash damage


DungeonMaster

Playtest Pregen only hits the square, they then attack
hits: 8d20 ⇒ (19, 20, 10, 4, 1, 2, 13, 19) = 88 +6, 6, +1, +1, +3, +3, -1 and -1 modifiers
Three hits land on Zigurad, one crit dmg: 4d8 + 18 ⇒ (3, 6, 8, 8) + 18 = 43 Zig they would actually stop swinging at you once you are down. So if you HP was 25, they just wouldn't swing at you or anyone else for the round. I highly doubt your HP is that high, but I rolled it all at once. The last hit did 11 damage, so you were probably down on the crit at 32 damage. Your Max HP is 22, so you went 10 over and you have to be -con score in HP to actually die.
All heroes are up


”Mogmurch” Male NE goblin expert 1 | HP 0/7 | AC 14 T 13 FF 12 | CMB -3, CMD 9 | F +1, R +2, W +1 | Init +2 | darkvision 60ft; Perc +3 | Speed 30ft | Active conditions: None

Unless I'm very much mistaken, I don't think we do that anymore. He should just be at dying 1 of 4, or 2 if the crit took him down.


"Fumbus"
Skills:
Acrobt +4, Arcan +5, Athlet -3 , Craft +5, Decpt +2, Diplo -2, Intim -2, Lore (Underworld, Path Society) +5, Lore (Other) +1, Med -3, Nature +1, Occlt+1, Perfrm -2, , Relig -3, Society +5, , Surv +1, Theivery +4
|HP 15/15 |AC 15, TAC 14 | F:+3 R:+5 W:+1 | Perc +1 (darkvision), Stealth +4 | Speed 25 ft. | Resonance 1/5

Fumbus fumbles around in his pack again. Biting on his tongue for concentration, his small hand struggles to find what he is searching for even as the gnolls threaten. He his pleased when his mitt lands upon a pair of vials, which he pulls out quickly and with great delight.

Quick Bomber

"Bottled lightning!" he cries. "Fumbus forgot Fumbus make these this morning!"

He tosses each towards the two closest gnolls still standing.
Throw (bomb): 1d20 + 4 ⇒ (12) + 4 = 16
Damage (bottled lightning) E: 1d6 ⇒ 3
Throw (bomb): 1d20 + 4 - 5 ⇒ (20) + 4 - 5 = 19
Damage (bottled lightning) E: 1d6 ⇒ 5

Deals 1d6 points of electricity damage and 1 electricity splash damage, and causing the target to be flat-footed to all creatures until the start of your next turn.


DungeonMaster

Playtest Pregen gets all the gnolls in the splash, but hurts one badly. It now has 11 dmg, the other three have 3 dmg yeah, my fault he is dying 2. You know if anyone as the strength to push them off the cliff. You have the high ground, so you get small bonus to doing this, or rather they take a small penalty.


ok, makes sense thanks for clarifying.


Caelryl Elf Ranger 4 | HP 28/54 | AC 20 TAC 17| F +5 R +7 W +6 | Perc +7, Low-light vision 60', Hearing 60' | Speed 30'

Concerned that he's now the front line by himself, Caelryl studies the gnoll that Fumbus hit with his latest attack and tries to finish him off.

Attack 1: 1d20 + 5 + 1 ⇒ (4) + 5 + 1 = 10
Damage: 1d6 + 2 + 1 ⇒ (6) + 2 + 1 = 9

Attack 2: 1d20 + 5 - 3 ⇒ (3) + 5 - 3 = 5
Damage: 1d6 + 2 ⇒ (2) + 2 = 4

not good


”Mogmurch” Male NE goblin expert 1 | HP 0/7 | AC 14 T 13 FF 12 | CMB -3, CMD 9 | F +1, R +2, W +1 | Init +2 | darkvision 60ft; Perc +3 | Speed 30ft | Active conditions: None

Nerze chips in by firing more magic missiles at the wounded gnoll, to keep their numbers down.

Magic Missiles: 3d4 + 3 ⇒ (1, 4, 3) + 3 = 11


DungeonMaster

A Gamer misses, but Cruch does lots of damage to a gnolls, the impact rumble for the missiles causes a rockslide
where: 9d4 ⇒ (2, 1, 3, 1, 4, 1, 2, 2, 3) = 19 Cruch and AGamer reflex save dc 10 or take dmg: 1d6 ⇒ 1 save for half
four of them have to make reflex saves dc 12 as they are further down, so the rocks will fall faster and hit harder dmg for them: 2d6 ⇒ (6, 2) = 8
reflex saves: 4d20 ⇒ (14, 13, 15, 10) = 52 +7 to each. Guess they each take 4.
Playtest Pregen is up one of them has 3 HP


Caelryl Elf Ranger 4 | HP 28/54 | AC 20 TAC 17| F +5 R +7 W +6 | Perc +7, Low-light vision 60', Hearing 60' | Speed 30'

Concerned that he didn't even wound a gnoll, he braces for the oncoming attacks while hoping his companions behind him can take some out before they attack.

Reflex (Expert): 1d20 + 5 ⇒ (17) + 5 = 22

His focus on the battle allows him to duck and cover his head before getting hit from the rocks which saves him from a more serious injury.


"Fumbus"
Skills:
Acrobt +4, Arcan +5, Athlet -3 , Craft +5, Decpt +2, Diplo -2, Intim -2, Lore (Underworld, Path Society) +5, Lore (Other) +1, Med -3, Nature +1, Occlt+1, Perfrm -2, , Relig -3, Society +5, , Surv +1, Theivery +4
|HP 15/15 |AC 15, TAC 14 | F:+3 R:+5 W:+1 | Perc +1 (darkvision), Stealth +4 | Speed 25 ft. | Resonance 1/5

Fearing that he has thrown his entire stash of harmful alchemical substances for the day, Fumbus reaches for his dogslicer and has a go at the nearest gnoll.

Not sure how close Fumbus now is to the gnolls. Used one action to draw blade. If necessary, he will use one more to move and then another to strike. Otherwise, two strikes.

Melee (+1 dogslicer) v nearest gnoll: 1d20 + 4 + 1 ⇒ (7) + 4 + 1 = 12
Damage (+1 dogslicer): 2d6 + 1 ⇒ (3, 3) + 1 = 7

If he doesn't have to move to his targets...:

Melee (+1 dogslicer): 1d20 + 4 + 1 - 5 ⇒ (3) + 4 + 1 - 5 = 3
Damage (+1 dogslicer): 2d6 + 1 ⇒ (1, 3) + 1 = 5


DungeonMaster

Playtest Pregen accidently hits the rocks and more fall
dmg: 2d6 ⇒ (5, 4) = 9 who: 4d4 ⇒ (4, 3, 2, 3) = 12 to heroes. Zig who is down anyway lucks out. The rest of the heroes reflex 12 for half.
dmg: 4d6 ⇒ (2, 4, 2, 5) = 13 which ones: 4d4 ⇒ (4, 2, 3, 1) = 10 to enemies.
They must make reflex dc 14 reflexes: 3d20 ⇒ (15, 11, 18) = 44 +7 to each check.

Killing the injured one and the others take 6 dmg
They will target the mountain on your side
rocks: 5d6 ⇒ (4, 1, 1, 2, 1) = 9 to heroes, Expect Zig, reflex is now 14, it keeps increasing as rocks fall.
rocks: 4d6 ⇒ (3, 5, 3, 6) = 17 to themselves, reflex is 13 to themselves.
reflexes: 3d20 ⇒ (5, 19, 15) = 39 +7 to each. Killing one more and leaving the bosses heavily injured.
Obviously this battle would be lost unless I did something, this is a Playtest, so I guess I can.
All heroes are up 27 dmg on both bosses and the mountain is out of loose rocks.


"Fumbus"
Skills:
Acrobt +4, Arcan +5, Athlet -3 , Craft +5, Decpt +2, Diplo -2, Intim -2, Lore (Underworld, Path Society) +5, Lore (Other) +1, Med -3, Nature +1, Occlt+1, Perfrm -2, , Relig -3, Society +5, , Surv +1, Theivery +4
|HP 15/15 |AC 15, TAC 14 | F:+3 R:+5 W:+1 | Perc +1 (darkvision), Stealth +4 | Speed 25 ft. | Resonance 1/5

Fumbus attempts to avoid the rocks he jostled free.
Reflex: 1d20 + 5 ⇒ (18) + 5 = 23


”Mogmurch” Male NE goblin expert 1 | HP 0/7 | AC 14 T 13 FF 12 | CMB -3, CMD 9 | F +1, R +2, W +1 | Init +2 | darkvision 60ft; Perc +3 | Speed 30ft | Active conditions: None

Reflex: 1d20 + 5 ⇒ (17) + 5 = 22
Reflex: 1d20 + 5 ⇒ (10) + 5 = 15

Sensing that the mountain has stabilized (relatively), Nerze presses the attack. "Who's up for a good sleep after this? Someone raise Zig's hand."

Magic Missiles: 3d4 + 3 ⇒ (3, 3, 3) + 3 = 12


DungeonMaster

Crunch gets in a good hit, nearly kill one AGamer and Playtest Pregen are up I really didn't think this would be a deadly encounter.


"Fumbus"
Skills:
Acrobt +4, Arcan +5, Athlet -3 , Craft +5, Decpt +2, Diplo -2, Intim -2, Lore (Underworld, Path Society) +5, Lore (Other) +1, Med -3, Nature +1, Occlt+1, Perfrm -2, , Relig -3, Society +5, , Surv +1, Theivery +4
|HP 15/15 |AC 15, TAC 14 | F:+3 R:+5 W:+1 | Perc +1 (darkvision), Stealth +4 | Speed 25 ft. | Resonance 1/5

Fumbus, eager to bring the fight to an end, cuts away at any for he can reach.

Melee (+1 dogslicer) v nearest gnoll: 1d20 + 4 + 1 ⇒ (9) + 4 + 1 = 14
Damage (+1 dogslicer): 2d6 + 1 ⇒ (6, 5) + 1 = 12
Melee (+1 dogslicer) v nearest gnoll: 1d20 + 4 + 1 - 5 ⇒ (20) + 4 + 1 - 5 = 20
Damage (+1 dogslicer): 2d6 + 1 ⇒ (1, 3) + 1 = 5
Melee (+1 dogslicer) v nearest gnoll: 1d20 + 4 + 1 - 10 ⇒ (7) + 4 + 1 - 10 = 2
Damage (+1 dogslicer): 2d6 + 1 ⇒ (6, 2) + 1 = 9

Add Crit Damage (+1 dogslicer): 2d6 + 1 ⇒ (6, 3) + 1 = 10


It didn’t help I got critted, that made things a little scary, also I have to make a death saving throw per round. I just realized it since you didn’t call for it. Here’s a couple to make up for the missed rounds and one for the up upcoming round.

1d20 ⇒ 8
1d20 ⇒ 18
1d20 ⇒ 4


DungeonMaster

Playtest Pregen killed them both, now A Gamer has a chance to Stabilize Zig on the last round Though I think with that 18, you did stabilize. Then it will be time to rest, or go down to the seemingly empty camp and then rest. There are more gnolls down there, but they didn't move.


Zig after he wakes up sits up and looks around confused to see a bunch of dead gnolls and his bloodied companions.


Caelryl Elf Ranger 4 | HP 28/54 | AC 20 TAC 17| F +5 R +7 W +6 | Perc +7, Low-light vision 60', Hearing 60' | Speed 30'

Also didn't help that I hit once in five attacks.

Caelryl looks around at the fallen gnolls, hoping there aren't more. When he sees that the battle is over, he turns his attention to Zig to see if he's still alive.

Medicine (Stabilize): 1d20 + 2 ⇒ (11) + 2 = 13

Not sure that he did anything to help, he's relieved when Zig sits up.

"You took quite a hit," he tells his confused companion.


Shaking the dirt off of himself he stands up and, takes stock of his wounds, a deep gash a large bruise forming under his breastplate where he was hit.

“I think we should take a quick moment to relax, it seems those gnolls were a bit tougher than we anticipated. “


”Mogmurch” Male NE goblin expert 1 | HP 0/7 | AC 14 T 13 FF 12 | CMB -3, CMD 9 | F +1, R +2, W +1 | Init +2 | darkvision 60ft; Perc +3 | Speed 30ft | Active conditions: None

"A quick moment? We were nearly totaled!" Nerze, who is still pristine save some dust, carefully steps over.


Zig stares at the dwarf with an angry look in his eyes. ” Fine, then we can continue on.”

Zig casts heal on himself, then gets up ready to follow.

1d8 + 4 ⇒ (1) + 4 = 5


DungeonMaster

You figure you can rest here for the night as there is plenty of food and water here and you find out the camp is all just statues. There is a tomb for you to go into, but first you must disable the trap, dc 20. before or after the rest, preferrably before so you can recover lost HP if it goes off on you.
Treasure The Gnolls just have mundane stuff on them, mostly arrows. Leather armor and composite bows, which can't be sold. You are also level 3 now.
Oh and when you get to the bottom of the mountain you see a dead Gnoll leader and a dead Manticore from all the falling rocks, obviously it hits them much harder.


”Mogmurch” Male NE goblin expert 1 | HP 0/7 | AC 14 T 13 FF 12 | CMB -3, CMD 9 | F +1, R +2, W +1 | Init +2 | darkvision 60ft; Perc +3 | Speed 30ft | Active conditions: None

Nerze makes an attempt on the trap, using simple magic to steady himself.

Thievery: 1d20 + 5 ⇒ (13) + 5 = 18

Will level up shortly. That check was with level 2 stats, but wouldn't make it even at 3 (not putting expert proficiency in Thievery).


Caelryl Elf Ranger 4 | HP 28/54 | AC 20 TAC 17| F +5 R +7 W +6 | Perc +7, Low-light vision 60', Hearing 60' | Speed 30'

Caelryl tries to help Nerze disable the trap.

Aid another (Disable device): 1d20 + 5 ⇒ (5) + 5 = 10


DungeonMaster

AGamer and Crunch disable the trap and are able to get into the tomb. They don't have reason to believe anything will come out of the tomb, but they are out in the open. set up watches?


Brass wants to go first exhausted as he is getting it out of the way hopefully.

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