Silence From Sommerisk

Game Master Zyfarion



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So the council is in agreement then. These representatives will seek out the cause of the disappearances. The tall Gnorri female says before turning to each of you. Do you swear by the blood of the ancients and the thousand year old truce to work together to seek out justice for our lost kin?
This is a recruitment for the module Silence from Sommerisk by Petersen Games. All these Strange Aeon's games got me interested in some Lovecraft action, unfortunately my characters were not chosen so I figured I would just do my own Lovecraft game. I will take a party of 5.

Character Creation:
Starting at level 4. 25 point buy. 2 traits. Can do a drawback for an extra trait, the old gods love greed. Background Skills, but Profession Yog-Sothothery Philosopher is not a Background Skill. It can be taken as a class skill only. 6,000 gp starting (Standard for level 4). Max Hit points all levels. Races- Need one Dreamer Cat, One Zoog, One Mythos Ghoul, One Gnorri, and one other from Pathfinder Core. Classes Any classes, I will give special consideration for those that use an archetype from the Cthulhu Mythos book. Alignment- Any, Lawful Good will be a hell of a challenge here, and The Thousand Year Old Truce will bind you to working with your teamates, but if you are a Mythos Ghoul feel free to feed on or dismember your enemies however you see fit.

This module has you investigate disappearances in the land of Gnathowins. For the purposes of this game Gnathowins is part of Ustalav on the coast of Avalon Bay. Speaking Aklo will be helpful. Profession Yog-Sothothery will be helpful. Swimming will occur. Undead will be present. Going off alone will be a very bad idea. That's about as much of a player's guide I think you'll get here.
Profession Game Master to predict questions about to be asked: 1d20 + 10 ⇒ (12) + 10 = 22
Why Start at level 4?This module is designed to be played at any level, but the premise suggests you are all competent and known in the Gnathowins area. I think level 4 meets that and also sets me up to run Carrion Crown after when you are all level 5 if this goes well.
Where can I find free stuff for this? The great magician Google might have an answer to this, but if you want to purchase it I got my digital copies from Drive Thru RPG.
Why one of each race? Partly for the module, and in part to test them out a bit.
Will we use Dread Rules from the Cthulhu Mythos? Yes. YES! And the resistance optional rule also.
What other books, rules or materials will be used? Will also use ritual magic from Cthulhu Mythos. No other 3rd party materials will be used for this since it is my first time GMing this specific material and will be a bit to chew as it is. Most paizo material will be allowed, just keep it Lovecraft inspired please.
When does it begin/How long for recruitment? Lets give it two weeks. So sometime in the first week of August I will form a party.

Ask any questions I will try to answer them daily.


Dotting! Definitely eyeing the Dreamer Cat.


YoricksRequiem wrote:
Dotting! Definitely eyeing the Dreamer Cat.

The Dreamer Cat is interesting. There is a few archetypes in the Cthulhu Mythos book that can help make it work. There is also a herolab add on for the book I just found which I am grateful for.


Yeah, I was eyeing the Sorcerer archetype ("Familiar") which seems really interesting, provided I'm reading it correctly, anyway. Definitely a lot of potential for teamwork and roleplaying opportunities.

The only real problem I see with Dreamer Cats is that short of everyone learning cat, there doesn't seem to be a way to communicate. Even with this archetype, Speak with Master doesn't kick in yet (and even that would only be with the Bonded Spellcaster and not the entire party), and I don't see any easy low-level ways to get any kind of permanent Telepathy (except from other races which... defeats the point).

Given that a cat doesn't really need gear anyway, I'm currently eyeing spending the bulk of my starting cash on a Ring of Eloquence as an earring, if you think that sounds reasonable.


Oh I am glad you pointed that out. In the module all the PCs know cat. I am making it assumed that this team has worked together in the past for the sake of Gnathowins which is why the council has chosen you. Specifically the moduel states that while the team is assembling they have ample opportunity to learn cat. I put my little spin on it since I am starting you at lvl 4.

That ring is a good choice, I also saw a heavy load belt in hero lab I could see being a sort of harness for gear and help balance that -6 to strength.


Paizo Charter Superscriber; Pathfinder Companion, Pathfinder Accessories, Starfinder Accessories, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Wow, it's been ages since I looked at CoC - the Mythos has changed a lot :D

I bought the Petersen book but have never read much of it - this has me extremely curious. I'll read through it and come up with ideas. I've played lots of CoC in the past and would love a good Mythos game.


Tiessa wrote:

Wow, it's been ages since I looked at CoC - the Mythos has changed a lot :D

I bought the Petersen book but have never read much of it - this has me extremely curious. I'll read through it and come up with ideas. I've played lots of CoC in the past and would love a good Mythos game.

Sounds good. This is a book that was made for other systems. I am running the pathfinder 1E edition that came out like a year ago.


Paizo Charter Superscriber; Pathfinder Companion, Pathfinder Accessories, Starfinder Accessories, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Yes, that's the one I bought - it came out and since I'm a big CoC fan, I had to have it


Cthulhu GM wrote:

Oh I am glad you pointed that out. In the module all the PCs know cat. I am making it assumed that this team has worked together in the past for the sake of Gnathowins which is why the council has chosen you. Specifically the moduel states that while the team is assembling they have ample opportunity to learn cat. I put my little spin on it since I am starting you at lvl 4.

That ring is a good choice, I also saw a heavy load belt in hero lab I could see being a sort of harness for gear and help balance that -6 to strength.

Oh, excellent! That does simplify things a bit.

Interest in this is lower than I would have expected. I wonder if it would help people to know that the races and archetypes are on the Spheres of Power Wiki.


Tiessa wrote:
Yes, that's the one I bought - it came out and since I'm a big CoC fan, I had to have it

Excellent just wanted to clarify. I think it is a good mix of the two systems. This module leans more on the CoC side, and I think Carrion Hill a little more to the pathfinder side so will be a nice transition.


YoricksRequiem wrote:

.

Interest in this is lower than I would have expected. I wonder if it would help people to know that the races and archetypes are on the Spheres of Power Wiki.

Oh nice, I didn't know that. The PDFs are cheap also on Drive Thru. I am hopeing to get a physical copy soon they sold out fast.


Thinking a ghoul is right up my alley, some kind of necro or other such.


Havocprince wrote:
Thinking a ghoul is right up my alley, some kind of necro or other such.

The grave witch is an interesting archetype for witches from the mythos book that fits that.


Alright, I've finished getting my Dreamlands Cat together.

I hope we get more submissions soon, this is a very cool idea.


Grave witch is interesting, but I am leaning towards necrocultist.


YoricksRequiem:
Looks good, as far as the magic item goes lets make it a necklace of Atlach-Nacha to give it a more mythos feel. It will appear to be a spider-web around your neck, symbolizing the Forever-Web of Atlach-Nacha. Your character doesn't have to be a follower, or even aware of its significance if don't want, or perhaps the cat is part of the Forever Web.

A necrocultist would certainly work.


Cthulhu GM wrote:
YoricksRequiem:
Looks good, as far as the magic item goes lets make it a necklace of Atlach-Nacha to give it a more mythos feel. It will appear to be a spider-web around your neck, symbolizing the Forever-Web of Atlach-Nacha. Your character doesn't have to be a follower, or even aware of its significance if don't want, or perhaps the cat is part of the Forever Web.

Cthulhu GM:
Thanks! Sorry, which magic item do you mean? I threw in some different ideas / options but I'm not actually sure which I want to go with yet.

YoricksRequien:
The ice claw of the bear I was thinking because it focuses on spider climb and such should be fitting.


Cthulhu GM:
Oh, aces! That's a great idea. So that'll take up the Necklace slot, and then I'll decide between the Ring of Eloquence or Ring of Spell Storage later.


You ever have that moment where you have been working incredibly hard on a idea and he just takes a different path all together... Necrophage alchemist ectoplasm master... yeah, he has become very interesting indeed. I am very invested in this character now. Will have a full workup done probably by Monday.


Havocprince wrote:
You ever have that moment where you have been working incredibly hard on a idea and he just takes a different path all together... Necrophage alchemist ectoplasm master... yeah, he has become very interesting indeed. I am very invested in this character now. Will have a full workup done probably by Monday.

Can't say I am familiar with that. Interested to see what it is.


Necrophage is the ghoul archetype that can be added to alchemist and rogue. Ectoplasm master is a necromantic alchemist archetype that does not conflict with the necrophage archetype.


Spoiler:
Init +; Senses Perception +
- - - - -
DEFENSE
- - - - -
AC , touch , flat-footed
hp
Fort +6, Ref +5, Will +2
- - - - -
OFFENSE
- - - - -
Speed 30 ft.

Melee

Ranged

Combat Options
- - - - -
STATISTICS
- - - - -
Base Attack Bonus +3; CMB +4; CMD 15

Race
Death Scent (Ex): Ghouls have an incredible sense of smell, particularly for carrion. A ghoul has the scent ability to 30 feet, but when scenting undead (or bodies suffering from decay or, at the GM’s discretion, the stink of death) possess scent to a range of 60 feet.
Expert Scrounger (Ex): Ghouls have a talent for using old, broken equipment. In a ghoul’s hands, an object with the broken condition is treated as if it did not have the broken condition. In addition, ghouls gain a +4 racial bonus on Perception checks made to discover objects that are lost in rubble or undergrowth, buried, or otherwise hidden from view.
Feed on Flesh (Su): When a ghoul feeds upon the corpse of a humanoid creature, it absorbs some of the lingering traces of memory and knowledge that creature possessed in life. Strangely, the older a corpse is, the more potent those memories become. Feeding on a corpse that is less than 24 hours old typically provides no benefit to a ghoul but nourishment. If a ghoul spends 1d4 minutes feeding on an older corpse that has at least some amount of flesh on its bones (even dried flesh, as in the case of a mummy, is acceptable), it absorbs a portion of knowledge once possessed by the creature. This grants the ghoul a +2 insight bonus to a skill of its choice, so long as the skill in question was a class skill of the creature the ghoul feasted upon.
A ghoul can obtain only one +2 insight bonus per corpse fed upon. At the GM’s discretion, there may be exceptions to this rule for ancient corpses. A ghoul can maintain a number of separate insight bonuses to skills in this way equal to its Intelligence modifier (minimum of 1). If a ghoul uses this ability when it has already reached the maximum number of +2 insight bonuses afforded by its Intelligence modifier, it must forget one of the current +2 insight bonuses in order to replace it with the new one. A ghoul can take the Erudite Feaster feat (as well as its associated feats) to enhance this ability.
Immune to Disease (Ex): Ghouls are immune to all nonmagical diseases, and gain a +4 racial bonus to resist the effects of supernatural diseases.
Natural Attacks (Ex): Ghouls have a bite attack that inflicts 1d4 points of bludgeoning, piercing, and slashing damage on a hit.
Ripping Talons: Ghouls gain two claw primary natural attacks. Each claw attack inflicts 1d4 points of slashing damage on a hit.
Thick Hide (Ex): Ghouls have a +1 natural armor bonus.
Warren Digger (Ex): Ghouls have a burrow speed of 10 feet, but can only burrow through soil and dirt, not stone.
Languages: Ghouls speak their own language and Common. A ghoul with a high Intelligence score can choose any non-secret language as a bonus language.
Class
Feast on Memories (Su): A necrophage can maintain more insight bonuses from the feast on flesh ghoul ability. The necrophage’s maximum number of insight bonuses increases to half his alchemist or rogue level (minimum 1) plus his Intelligence modifier.
Feed on Living Thought (Su): Although a necrophage prefers the flavor of dead meat and dry bone, he can also absorb fragments of the minds of living creatures he damages with his bite attack. A number of times per day equal to his class level + his Intelligence modifier, a necrophage may feed on living thought; he must choose to activate this ability when he attempts a bite attack against a living foe as part of the action taken to make the bite attempt. If he misses, that use of feed on living thought is wasted.
If he hits, his bite inflicts an additional 1d6 points of damage. This bonus damage increases by 1d6 at every odd-numbered level, to a maximum of 10d6 points of extra damage at 19th level. This additional damage is the result of wracking psychic pain caused by the bite attack, and is a mind-affecting effect. A creature bitten is also sickened for 1 round. Rogue talents and other abilities that add to sneak attack also add to feed on living thought.
When the necrophage successfully feeds on living thought, he gains the benefits of his feed on flesh ability. Alternately, he may attempt to extract a specific bit of information or knowledge from the target, as if he had used detect thoughts to successfully scan the creature’s surface thoughts. The target makes a saving throw against DC = 10 + 1/2 the necrophage’s class level + the necrophage’s Constitution modifier. If it succeeds, any insight bonuses granted by feed on flesh are halved and no specific information or knowledge is gained from the target.
Mutagen: When a necrophage alchemist creates a mutagen, he can mix into the concoction a portion of decayed meat or rancid blood harvested from a corpse of approximately his own shape (generally humanoid) and size (within the same size category, usually Medium). When the necrophage uses this mutagen, his appearance changes to one that closely approximates the original creature as it appeared in life. This is a cosmetic change and grants no additional abilities to the necrophage, nor does it alter his natural attacks or natural armor bonus. When the necrophage first uses his mutagen, he makes a Disguise check to determine the success of his disguise. Those who see through the sham note the subtle scent of the necrophage’s decaying meat breath, or perhaps spot his sharp fangs or jagged nails. A necrophage gains a bonus on this Disguise check equal to his class level.
A necrophage gains Disguise as a class skill. He gains no other benefit from the mutagen besides the disguise.
Expanded Palate (Ex): At 2nd level, the necrophage selects a creature type other than humanoid; he can now gain the benefits of feed on flesh when he consumes bodies of that creature type, rather than just humanoid creatures. The creature on which he feeds must still have a body of flesh and bone. Most oozes don’t provide the proper sustenance due to their mindlessness. Constructs composed of decayed meat or the like (such as a flesh golem) can be consumed, but most constructs are not appropriate meals due to their lack of intellect. Many necrophages enjoy selecting undead; while skeletal undead can provide enough sustenance, incorporeal undead leave nothing to consume.
At 5th level, and then again at 8th level, the necrophage selects another creature type to add to his list of potential meals.
At 10th level, all creatures of flesh and bone can provide benefits to the necrophage.
Swift Feeding (Ex): At 3rd level, a necrophage can now use his feed on flesh ability as a full round action, rather than requiring 1d4 minutes to feed on the corpse to gain benefits.
This ability replaces swift alchemy for an alchemist.
Ectoplasmic Extracts (Su): Instead of using alchemical reagents in order to create alchemical items (including his bombs, extracts, and mutagens), an ectoplasm master uses reagents such as corpse dust, crystallized ectoplasm, and similar reagents as alchemical catalysts. Just as with standard alchemists, the costs of these materials are insignificant and are comparable to the costs of the valueless material components of most spells.
As a result of his eccentric techniques and use of odd alchemical components, an ectoplasm master has an expanded formula list. He adds all sorcerer/wizard spells of 6th level or lower from the necromancy school to his alchemist formula list (but must still learn each of these spells normally). If a spell appears on both the alchemist formula list and the sorcerer/wizard spell list, the ectoplasm master uses the lower of the two spell levels listed for the spell.
This ability alters extracts and replaces Brew Potion.
Extracts : 1st 5/day, 2nd 2/day
1st Summon monster I, Identify, Cure Light Wounds, Chill Touch, Decompose Corpse, Restore Corpse, True Strike, Expeditious Retreat, Shield, Ant Haul
2nd Summon monster II, Sentry Skull
Discoveries
Ectoplasmic Servant, Preserve Organs
Feats
Erudite Feaster, Craft Poppet

Trained/Important Skills
Appraise 4 ranks +13
Craft (Dollmaker) 4 ranks +13
Disable Device 4 ranks +8
Disguise 4 ranks +6
Knowledge (Arcana) +13
Knowledge (Nature) +13
Perception 4 ranks +8
Sense Motive 4 ranks +9
Stealth 4 ranks +9
Spell Craft 4 ranks +13
Survival 4 ranks +8

Traits
Slippery - +1 to stealth and it becomes a class skill.
Suspicious - +1 bonus on Sense Motive, and Sense Motive becomes a class skill.

Languages
Ghoul, Common, Aklo, Undercommon, Draconic, Abyssal, Infernal
Equipment
Weapons

Armor

Other Gear

Wealth

Carrying Capacity
Light:
Medium:
Heavy:
Current Load:

Stats
Str 12 Dex 12 Con 12 Int 21 Wis 12 Cha 8 Alchemist 4(Necrophage, Ectoplasmic master) LE

Bare bones of the character design, have not gotten equipment together.

He considers himself a bit of a gourmand among his kind. Not sure a non-ghoul would agree with his assessment. He is out to see the world, meet exotic new peoples, and eat them.


Havocprince wrote:
** spoiler omitted **...

Will look over it tonight, might be late tonight.


No worries, we'll be here.


@Havocprince Looks good. Very unique character with those archetypes it is basically a new class all together, but fits well with the setting.

Unfortunately only you two have applied. I could run an NPC healer type and try for three if you are both up to that. Or maybe give it another week.


I'm surprised this hasn't gotten more attention, especially with the potential for a lead in into Carrion Crown. I'd like to leave it open a bit longer, but I'm happy with a GMPC if you're both anxious to get started.

I could also make up another PC to be my familiar's "Spellcaster", since that's a core requirement of this character.


Surprisingly not looking great for more applicants. :(


True, I will come up with a plan in a day or so and we will begin the adventure with what we have.


I have created a Zoog Druid with a Degenerate Satyr as its animal companion. The I have disable device as a skill focus too as it fits with their racial background so should round out this party a bit. The Satyr can wield weapons, but not wear armor. Uooli makes him wield a cold iron mace as a bit of a joke.

I should have discussion and game thread set up tonight. Might be late tonight.


I'll get something in this week


Cthulhu GM wrote:

I have created a Zoog Druid with a Degenerate Satyr as its animal companion. The I have disable device as a skill focus too as it fits with their racial background so should round out this party a bit. The Satyr can wield weapons, but not wear armor. Uooli makes him wield a cold iron mace as a bit of a joke.

I should have discussion and game thread set up tonight. Might be late tonight.

That sounds great. What do you want to do about my Spellcaster?


YoricksRequiem wrote:
Cthulhu GM wrote:

I have created a Zoog Druid with a Degenerate Satyr as its animal companion. The I have disable device as a skill focus too as it fits with their racial background so should round out this party a bit. The Satyr can wield weapons, but not wear armor. Uooli makes him wield a cold iron mace as a bit of a joke.

I should have discussion and game thread set up tonight. Might be late tonight.

That sounds great. What do you want to do about my Spellcaster?

Go ahead an make a Gnorri spellcaster if you don't mind


Will do!


What is left race-wise?


I'll wait for the GM to weigh in there, but I'd be fine with you taking the Gnorri, Snapzilla - the idea of a Water Snake doesn't mesh perfectly with my Space Cat. I could then grab a core race for my Spellcaster to be a bit of a "fish out of water", which might be fun. Or, if the GM wants to make the Zoog available instead of what he statted up, I'd be fine with using either of them, really! Basically, happy to do whatever.

I'm still trying to figure out the best way to build the Spellcaster - since the cat itself is already a Sorcerer, I'm leaning away from Sorcerer / Wizard and more towards Witch, but given how Caster-Heavy we seem to be, I might make it a Cleric instead.


Oh hi Snapzilla32. You can make the Gnorri if you would like Snapzilla32. We have covered the other mythos races.

That is fine YoricksRequiem. A Witch would be good, or I would even allow a class that can have an animal companion, like a ranger or magus archetypes so that we can round out the party a bit.


Discussion is up post final profiles when ready.


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I'm thinking gnorri grappling alchemist, build to master chymist


snapzilla22 wrote:
I'm thinking gnorri grappling alchemist, build to master chymist

Could work, though we already have an alchemist in group.


To be fair, my alchemist is built more like a rogue.


I notice the group was missing a tank so here are the stats for a warpriest/shifter. Still working on items and backstory.

Stats:

Tim
LN Female Red Gnorri Shifter 3 (Weretouched), Warpriest 1
Irori
Init+2; Senses Darkvision 60 ft; Low Light Vision, Perception +11
----------
Defense
----------
AC 25, touch 13, Flat-footed 24; (Armor +10, Shield +2, Dex +1, Wis +2, Size -1, Dodge +1)
HP 51
Fort +8 Ref +6 Will +7
----------
Offense
----------
Speed 10 ft, 20 ft swim
Melee: 1 Claw +6 (1d6+3, x2)
2 Claws +5 (1d6+2, x2)
Claws bypass magic, silver, cold iron
Range: Splash +4 (x2)
Spell Casting
0 lvl: Guidance, Read Magic, Stabilize
1 lvl: 2/day
----------
Statistics
----------
Str 14/16 Dex 15 Con 17 Int 10 Wis 18 Cha 6
Base Atk+3; CMB +6/7; CMD 21/22
Cannot be tripped
Feats: Weapon Focus (Claws), Improved Unarmed Strike, Dodge, Combat Reflexes
Class Abilities: Shifter Aspect 6 min/day (Snake), Wild Empathy +5 (Snakes), Track +5, Woodland Stride, Blessings (Healing/Strength)
Traits: Natures Mimic,
Gnorri Racial Traits: Amorphous Entrails, Amphibious
Skills: Heal +12, Planes +4, Nature +2, Perception +11, Swim +9, Diplomacy -4, Bluff -4, Sense Motive +0
(+2 Nature when used to
Background Skills: Craft Alchemy +9, Craft Armor +7
Languages: Common
Combat gear: MW Heavy Wood Shield, +1 Stone Plate, +1 Cloak of Protection
Other Gear:
Money: 1 gp


Updated Stats and Light backstory

Stats:

Tim
LN Female Red Gnorri Shifter 3 (Weretouched), Warpriest 1
Irori
Init+4; Senses Darkvision 60 ft; Low Light Vision, Perception +11
----------
Defense
----------
AC 25, touch 13, Flat-footed 24; (Armor +10, Shield +2, Dex +1, Wis +2, Size -1, Dodge +1)
HP 51
Fort +8 Ref +6 Will +7
----------
Offense
----------
Speed 10 ft, 20 ft swim
Melee: 1 Claw +6 (1d6+3, x2)
2 Claws +5 (1d6+2, x2)
Claws bypass magic, silver, cold iron
Range: Splash +4 (x2)
Spell Casting
0 lvl: Guidance, Read Magic, Stabilize
1 lvl: 2/day
----------
Statistics
----------
Str 14/16 Dex 15 Con 17 Int 10 Wis 18 Cha 6
Base Atk+3; CMB +6/7; CMD 21/22
Cannot be tripped
Feats: Weapon Focus (Claws), Improved Unarmed Strike, Dodge, Combat Reflexes
Class Abilities: Shifter Aspect 6 min/day (Snake), Wild Empathy +5 (Snakes), Track +5, Woodland Stride, Blessings (Healing/Strength)
Traits: Teacher’s Pet (Planes), Reactionary
Gnorri Racial Traits: Amorphous Entrails, Amphibious
Skills: Heal +12, Planes +9, Nature +2, Perception +11, Swim +9, Diplomacy -4, Bluff -4, Sense Motive +0
(+2 Nature when used to
Background Skills: Craft Alchemy +9, Craft Armor +7
Languages: Common
Combat gear: MW Heavy Wood Shield, +1 Stone Plate, +1 Cloak of Protection
Other Gear: Shifter’s kit, Healer’s Kit, Surgeon’s Tools, Spell Components Pouch, 3x Holy Symbol
Money: 6 gp

Background:

Instead of growing up in a standard gnorri settlement, Tim’s hatchling drifted away from the gnorri hatchery on the ocean currents and ended up in strange underwater shrine that attracted all manner of sea life. The shrine attracted both sea predators like the sneaky sea snake and the clever octopus and prey like the patient snail and the hardy crabs, but within the immense coral structure, the animals gathered in peace. As she grew up, she came to realize that this shrine was temple to Irrori and the animals were his awakened followers under the sea. The “monks” welcomed any sea life that came seeking knowledge or shelter from the harsh realities of the ocean. She studied hard and worked physically with the various masters Her favorite master a sea snake taught her how to strike prey in unpredictable ways. When she came of age she decided to try to find others of her kind and learn about the world beyond the shrine.


Will have my characters finished up today


Ok once everyone posts in discussion I will post up game thread just want to get a nice head count and hit any final adjustments before we begin in earnest.


Apologies for the delay on my part! I took a hard 180 with my spellcaster character. I have the stats just about done aside from Equipment, so I'll get them into Aliases either tonight or in the morning.

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