DM Fern's Skull & Shackles (Inactive)

Game Master Evriani

Roll20 Maps
The Crew
Handouts
Ship Combat Rules
Man's Promise Ship Sheet
Group Inventory Sheet


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M Half-Elf Unchained Rogue (Pirate) 2 / Swashbuckler (Inspired Blade) 0 | AC:17(T:14/FF:13) CMD:15 HP:13/13 | FO:+0 RE:+7 WL: +1 | Defenses: Immune to Sleep, Resistant to Enchantments
Lanni Talimbi wrote:

LOL. I read this

Destinie wrote:
"Let me help you with that." Destinie pulled out her dagger (that she obviously cleaned off from her last use of the thing) and proceeded to slice...
thinking that you were talking to Atia and Samms.

I thought the same.


Male Gnome Animist 5 | HP 53 | AC 22 | Fort +10; Ref +8; Will +13 | Perception +11 low-light vision | Speed 25 |
Quote:
Should Syl ever discover Lanni was sharing this information around to the entire original crew, the little man might be in a big heap of trouble

LOL, nice. Yeah. 'Hopefully' no one will get word of that back to Syl. And 'perhaps' she isn't smart enough to figure out that someone blabbed when the crew starts calling someone else Syl abruptly.


3 people marked this as a favorite.

Your line about her and Mateo killing everyone on the island had me snort-laughing in a classroom full of students. =D


Male
General Stuff:
HP36/36; AC 17 T 12, FF 15 (+2 vs Aquatic), CMD 19+4 vs Rush/Trip; Saves F6, R6, W2 +4 vs spell and SLA, +2 vs poison; Percept 9, +2 unusual stonework, +1 for loot
Dwarf Ranger 4

DM, my intention is craft arms and armour, or CWI as my next feat

anything crafted will be discussed with you beforehand so that you have veto if needed.

and dont be shy about veto if you dont think it will work or will be to strong.


I'll be honest, I'm rusty on crafting rules, but I vaguely recall it taking ages to make just about anything worth making =D So I doubt there is much I'll need to veto, because if you're willing to go to all the trouble and invest the downtime and such, more power to you =)


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So in case it wasn't clear from the 4 games I am DMing at once, I am a psychopath. I made up 25 characters for your new recruits. (Pics, names, and some headcanon only I know, not stat blocks, screw that, lol).

I added them to the crew slides along with some sort of nugget about them, you can learn more as you RP. They're all working at Rickety's this week, but you can totally bump into them as the days pass if one strikes your interest. They've all signed on to depart with you.

Lanni, I love you, but please don't feel compelled to speak to all 25 in a single post ;)


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Male Gnome Animist 5 | HP 53 | AC 22 | Fort +10; Ref +8; Will +13 | Perception +11 low-light vision | Speed 25 |
DM Fern wrote:
Lanni, I love you, but please don't feel compelled to speak to all 25 in a single post ;)

LOL. Yeah, I'm not quite that crazy or dedicated.


Male
General Stuff:
HP36/36; AC 17 T 12, FF 15 (+2 vs Aquatic), CMD 19+4 vs Rush/Trip; Saves F6, R6, W2 +4 vs spell and SLA, +2 vs poison; Percept 9, +2 unusual stonework, +1 for loot
Dwarf Ranger 4

Been having a bad couple of days. Will try to get something up. But mainly i will be shopping.

Mostly mundane stuff.


On the subject of cannons...

Here is a link to the options. The # of guns per deck is the max number you can fit in one deck of your ship. The Promise has six hull locations, and they're split into two decks each, so technically you have 12 decks. You have to dedicate a deck to guns to put them there. Right now your decks are:
-Captain's Cabin
-Aft deck/Sterncastle
-Officer's Cabin
-Foredeck
-Galley
-Crew berths
-2 decks of secure storage
-2 decks of main hold
-2 decks of armory

So you can replace one or more of those with gun decks. The two biggest guns require two decks each for a single gun, but are probably outside of your price range anyway ;) The next slide shows the ammo types and costs.

On an officer's command, the crew assigned to a cannon can fire the weapon. The officer decides upon the target (Hull Location, Rigging Location, or crew in a specific Location). For each cannon under their command, the officer rolls an attack roll and adds his base attack modifier plus any appropriate modifiers (including range increment penalties and his Dexterity modifier). Any weapon-specific feats the Mate possesses that apply to cannons (such as Exotic Weapon Proficiency and Weapon Focus) as well as ranged attack-specific feats (such as Point-Blank Shot or Far Shot) are included in the attack, even though the Mate isn’t directly firing the weapon. The number of cannons an officer can command is limited by the number of crewmen he commands (max 20) and the number of crewmen needed to man the particular cannon (round down).

Example: A 9-pound cannon requires four crewmen to operate it. The Mate commands 20 crewmen and therefore may fire five 9-pound cannons. The same Mate commanding the same 20 crewmen can only fire two 32-pound cannons, as they require 7 crewmen each to operate.

I imagine you'd want to put some cannons on each side, but the rules don't say you have to. You can also get a gun mount for 500g that lets you swivel a cannon 360 degrees, if you want to mount one or more on the bow of the ship.


Male Gnome Animist 5 | HP 53 | AC 22 | Fort +10; Ref +8; Will +13 | Perception +11 low-light vision | Speed 25 |

Is anyone going to use that vindictive harpoon? Because if not, that would go a long way towards funding upgrades on the ship.

Also, can everyone take a few minutes and go through the inventory sheet in the links and add/remove their name from things that they do/don't want to keep. I think that would be the easiest way to determine what can be sold.

As for what we want, I would think we can convert one of the armory decks to a gun deck. I'm not entirely sure what an armory deck is used for though. Or what the difference between a secure hold and a main hold is.


The secure hold has a good lock on it, is all. The armory has racks to store weapons and such and is probably your best bet to turn into gun central.


Male Gnome Animist 5 | HP 53 | AC 22 | Fort +10; Ref +8; Will +13 | Perception +11 low-light vision | Speed 25 |

Yeah, who would store their weapons on a wall rack. The rack isn't going to kill enemies for you, right?


NG M Female Oracle of Lore 3 HP: 31/31 AC:17(T:14/FF:13) CMD:12 Saves-FO:+2 RE:+5 WL: +7 Int: -1 Perc: +6

If no one objects, Des will get the clothes set at Atia as well as a potion of cure light wounds. Would we have enough for the wand? (435gp)


NG M Female Oracle of Lore 3 HP: 31/31 AC:17(T:14/FF:13) CMD:12 Saves-FO:+2 RE:+5 WL: +7 Int: -1 Perc: +6

So we can sell the harpoon, the jewelry, the sickle, the octopus blade, the ignots and the hatpins for a total of 11,742 gp.


CG Fem Conj. Wiz 4 | HP: 34/34 | AC 13(w/ MA 17) (T:12;FF11) | CMD: 12 | 30ft speed | Saves: Fort/Ref +3; Will +5 | Init +8 | Perc +2 | 8/8 Acid Dart | Hero Point: 2/3 | Condition:
Spells:
Cantrips: acid splash, detect magic, prestidigitation, read magic; 1st 0/5 + 1/1 conj; lvl2 3/3 + 1/1 conj feats: Spell Penetration; Augment Summoning
Destinie Nicholae wrote:
If no one objects, Des will get the clothes set at Atia as well as a potion of cure light wounds. Would we have enough for the wand? (435gp)

Sentence unclear. What about Atia?


NG M Female Oracle of Lore 3 HP: 31/31 AC:17(T:14/FF:13) CMD:12 Saves-FO:+2 RE:+5 WL: +7 Int: -1 Perc: +6
Atia Leroung wrote:
Destinie Nicholae wrote:
If no one objects, Des will get the clothes set at Atia as well as a potion of cure light wounds. Would we have enough for the wand? (435gp)
Sentence unclear. What about Atia?

Clothes and a potion of Cure Light Wounds (54 gp), as Atia bought herself.


CG Fem Conj. Wiz 4 | HP: 34/34 | AC 13(w/ MA 17) (T:12;FF11) | CMD: 12 | 30ft speed | Saves: Fort/Ref +3; Will +5 | Init +8 | Perc +2 | 8/8 Acid Dart | Hero Point: 2/3 | Condition:
Spells:
Cantrips: acid splash, detect magic, prestidigitation, read magic; 1st 0/5 + 1/1 conj; lvl2 3/3 + 1/1 conj feats: Spell Penetration; Augment Summoning

Oh, you're buying that for yourself. Gotcha. You seemed to be missing a few words in your sentences/misspelled something which is why I asked. Wasn't sure what Atia had to do with it, lol.

If you're doing it with your own money, I don't see why anyone would object.

We can see what everything sells for and the total and then get that wand. That would be really good for the party.


CG Fem Conj. Wiz 4 | HP: 34/34 | AC 13(w/ MA 17) (T:12;FF11) | CMD: 12 | 30ft speed | Saves: Fort/Ref +3; Will +5 | Init +8 | Perc +2 | 8/8 Acid Dart | Hero Point: 2/3 | Condition:
Spells:
Cantrips: acid splash, detect magic, prestidigitation, read magic; 1st 0/5 + 1/1 conj; lvl2 3/3 + 1/1 conj feats: Spell Penetration; Augment Summoning
Terry of Quent wrote:
I don't know how you want to play the mechanics of this. Too many options for me to want to guess.

At this point, I don't think we need to do much. We already figured out what is being sold, just have to wait for Fern to decide how much it all sells for here.

Fern's pretty good about being transparent about mechanics if you ask, though. :)


Male Gnome Animist 5 | HP 53 | AC 22 | Fort +10; Ref +8; Will +13 | Perception +11 low-light vision | Speed 25 |

Fern mentioned earlier when putting in the values from the appraise rolls that items will sell for half the value. Plunder will sell like it would in a large town - so 60% - 80% of value based on result of Bluff, Intimidate, Diplomacy, or Profession(applicable) roll.

I think art and gems sell for closer to full price also, but I don't entirely know what qualifies. I'm guessing if it doesn't have a mechanics effect for the item, then it is art. So things like the wedding dress, chopsticks, the bag of gems and such. Questionable on the scrimshaw blade.


The scrimshaw blade is art too. Basically, weapons, armor, and magical items sell for half price, and things that are just there as money stand-ins go for full price, since it's just a flavorful way of giving you gold =)

Help me out, did you guys roll for the plunder already? I know there were rolls for lots of things when you arrived, like hiring crew and stuff. With a DC 30 Bluff, Diplomacy, Intimidate, or applicable Profession skill, like Profession (merchant), you'd get 800g for each point of plunder, so 1600g.

I think most of the gear folks claimed as you got it, the harpoon being the major exception -- it's a cool weapon, but would net you over 5K if you sell it. (Technically the purchase limit here would be smaller than that, and it'd be hard to find a buyer for something so pricey in a tiny village, but Rickety is wealthy af and lots of these scrubs take out credit with him, so I'll allow it.)


Male Gnome Animist 5 | HP 53 | AC 22 | Fort +10; Ref +8; Will +13 | Perception +11 low-light vision | Speed 25 |
DM Fern wrote:
Help me out, did you guys roll for the plunder already? I know there were rolls for lots of things when you arrived, like hiring crew and stuff.

I don't think it has been rolled yet.


So if Terry and Des are going to head that, or if anyone else wants to, for that matter, go for it! If you don't make the roll you can try again once a day, the higher you roll the better the deal.

This slide has the details, for convenience. Using the large town line, even though this place is not a large town, because pirates have more money than random villagers. And because I'm nice.


CN Male Swashbuckler 4 (Inspired Blade)| HP: 36/36 | AC: 20 ( Tch 16, Fl 14) | CMD: 18 | F: +3 R: +9 W: +2 | Init: +6 | Perc: +7 SM: +7 | Combat Stamina: 5/5 | Panache: 1/4 | Charmed Life: 3/3 | Hero Points: 2/3 | Active conditions: Combat Expertise (-0, +1 Dodge), Champion (+2 Dmg)

I have removed myself from anything I didn't want to keep and I added one masterwork dagger and a potion of cure light wounds. Mateo is also exceptionally poor. He has 10cp to his name. I will try to get something up for Mateo helping to sell the plunder for some coin.


M Half-Elf Unchained Rogue (Pirate) 2 / Swashbuckler (Inspired Blade) 0 | AC:17(T:14/FF:13) CMD:15 HP:13/13 | FO:+0 RE:+7 WL: +1 | Defenses: Immune to Sleep, Resistant to Enchantments

I made a roll in Terry's first big shore post, I think.

Edit: Yep. Natural 20 Diplomacy roll! Last part ofTHIS post.


Male Gnome Animist 5 | HP 53 | AC 22 | Fort +10; Ref +8; Will +13 | Perception +11 low-light vision | Speed 25 |

Checking...

Quote:
Diplomacy for trade negotiations: 1d20 + 12 ⇒ (20) + 12 = 32

That one? That might indeed be what that is.


Oh nice! Well there you go, then! 1600g for the plunder, apologies for overlooking it.


CG Fem Conj. Wiz 4 | HP: 34/34 | AC 13(w/ MA 17) (T:12;FF11) | CMD: 12 | 30ft speed | Saves: Fort/Ref +3; Will +5 | Init +8 | Perc +2 | 8/8 Acid Dart | Hero Point: 2/3 | Condition:
Spells:
Cantrips: acid splash, detect magic, prestidigitation, read magic; 1st 0/5 + 1/1 conj; lvl2 3/3 + 1/1 conj feats: Spell Penetration; Augment Summoning
Mateo Nikas wrote:
I have removed myself from anything I didn't want to keep and I added one masterwork dagger and a potion of cure light wounds. Mateo is also exceptionally poor. He has 10cp to his name. I will try to get something up for Mateo helping to sell the plunder for some coin.

For the record, Atia tried to give Mateo that poison since he had used oil on Terry's blade and stuff before - that's why his name was next to it in the loot. If he doesn't want it, Atia will keep the poison.


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CN Male Swashbuckler 4 (Inspired Blade)| HP: 36/36 | AC: 20 ( Tch 16, Fl 14) | CMD: 18 | F: +3 R: +9 W: +2 | Init: +6 | Perc: +7 SM: +7 | Combat Stamina: 5/5 | Panache: 1/4 | Charmed Life: 3/3 | Hero Points: 2/3 | Active conditions: Combat Expertise (-0, +1 Dodge), Champion (+2 Dmg)

You can have it then! I've looked into it some and I have the feeling we're going to be soon leaving the parts where poison is super effective is all. Fort saves go up real quick. Feel free to take them so you have something a little more snazzy to stab with.


CG Fem Conj. Wiz 4 | HP: 34/34 | AC 13(w/ MA 17) (T:12;FF11) | CMD: 12 | 30ft speed | Saves: Fort/Ref +3; Will +5 | Init +8 | Perc +2 | 8/8 Acid Dart | Hero Point: 2/3 | Condition:
Spells:
Cantrips: acid splash, detect magic, prestidigitation, read magic; 1st 0/5 + 1/1 conj; lvl2 3/3 + 1/1 conj feats: Spell Penetration; Augment Summoning

That makes sense - we can probably sell the adder poison and the oil of taggit. I'm keeping the dark reaver one, though. It just sounds cool.


CG Fem Conj. Wiz 4 | HP: 34/34 | AC 13(w/ MA 17) (T:12;FF11) | CMD: 12 | 30ft speed | Saves: Fort/Ref +3; Will +5 | Init +8 | Perc +2 | 8/8 Acid Dart | Hero Point: 2/3 | Condition:
Spells:
Cantrips: acid splash, detect magic, prestidigitation, read magic; 1st 0/5 + 1/1 conj; lvl2 3/3 + 1/1 conj feats: Spell Penetration; Augment Summoning

looking into the drought = possible avenue for discounts with Rickety?? >.>


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*cryptic GM smile*


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Male Gnome Animist 5 | HP 53 | AC 22 | Fort +10; Ref +8; Will +13 | Perception +11 low-light vision | Speed 25 |

OK. Doing some calculations, this is what I am seeing.

1600 - plunder
315 - gems
25 - hip flask
300 - wedding dress
60 - hatpins
5150 - vintictive harpoon (half value)
156 - masterwork cold iron sickle (half value)
125 - scrimshaw blade
350 - pearls
160 - silver ingots
75 - silver spearhead
115 - chopsticks

8431 GP total

We currently have 1907 GP in common funds. If we get 8 of the smallest cannons at 500 GP each, that is 4000 GP. Accounting for the squib work (1500 GP remaining) that will leave us with 6838 GP left.


Male Gnome Animist 5 | HP 53 | AC 22 | Fort +10; Ref +8; Will +13 | Perception +11 low-light vision | Speed 25 |

I marked down the plunder sale on the tracking sheet. I'll hold off on the rest for a bit yet. I think there are also still a few things that we haven't appraised yet...


Male Gnome Animist 5 | HP 53 | AC 22 | Fort +10; Ref +8; Will +13 | Perception +11 low-light vision | Speed 25 |

Someone probably wants that cutlass. Not sure who. It isn't me.

DM Fern wrote:
"Des, this is Dixie. She's signed on with the ship. I'm not sure Lanni understood what she meant when she told him she was an entertainer. Or maybe he did and I'm not giving him enough credit."

LOL. Nope.

Though that may be because of the player rather than the character.


Well in your defense I invented the crew -after- you hired them lol. So you didn't hire her on purpose, lol.


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Male Gnome Animist 5 | HP 53 | AC 22 | Fort +10; Ref +8; Will +13 | Perception +11 low-light vision | Speed 25 |

Well, I did read through all of those pictures and descriptions and didn't even think of it. So there is that too.


2 people marked this as a favorite.
Male
General Stuff:
HP36/36; AC 17 T 12, FF 15 (+2 vs Aquatic), CMD 19+4 vs Rush/Trip; Saves F6, R6, W2 +4 vs spell and SLA, +2 vs poison; Percept 9, +2 unusual stonework, +1 for loot
Dwarf Ranger 4

I apologize for not really being on over the last couple of days.

I have finally been diagnosed with PTSD, depression and anxiety.

But due to this, I have good days and bad days, and the last few were bad days.

I was paying attention, but didn't have the mindset to make meaningful posts.


CG Fem Conj. Wiz 4 | HP: 34/34 | AC 13(w/ MA 17) (T:12;FF11) | CMD: 12 | 30ft speed | Saves: Fort/Ref +3; Will +5 | Init +8 | Perc +2 | 8/8 Acid Dart | Hero Point: 2/3 | Condition:
Spells:
Cantrips: acid splash, detect magic, prestidigitation, read magic; 1st 0/5 + 1/1 conj; lvl2 3/3 + 1/1 conj feats: Spell Penetration; Augment Summoning

No worries, Dreamer. With a diagnosis at least you can get better help with it. My partner has the same super fun diagnosis. Take it easy.

I will likely be quiet most of the day. My dad's wake is today. That being said, I may try to escape from all the people I'm around today by posting from my phone.


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It's all good Dreamer, we're here when you're up for it. <3


Male
General Stuff:
HP36/36; AC 17 T 12, FF 15 (+2 vs Aquatic), CMD 19+4 vs Rush/Trip; Saves F6, R6, W2 +4 vs spell and SLA, +2 vs poison; Percept 9, +2 unusual stonework, +1 for loot
Dwarf Ranger 4

I know it got lost in the large amount of posts in the last couple of days, but what is available at rickety's ??

Also, can we confirm how much is available for everyone ??


Male Gnome Animist 5 | HP 53 | AC 22 | Fort +10; Ref +8; Will +13 | Perception +11 low-light vision | Speed 25 |

Market stuff is posted here.

Fern, it might not be a bad idea to have a 'current market' sheet in the links. Maybe even as part of the inventory sheet. A new tab perhaps.

As for personal spending money, we first need to figure out what exactly we are getting for the ship and see what is left. We do have quite a bit of surplus. And I don't think any of us are planning on being stingy about money or enforcing an even split of everything. Some people's stuff costs more than others.


M Half-Elf Unchained Rogue (Pirate) 2 / Swashbuckler (Inspired Blade) 0 | AC:17(T:14/FF:13) CMD:15 HP:13/13 | FO:+0 RE:+7 WL: +1 | Defenses: Immune to Sleep, Resistant to Enchantments
DM Fern wrote:

Available in the Marketplace

- Any mundane adventuring gear, tools, or materials
- Any common quality weapons or armor
- +1 leather armor (qty.1 , 1000g)
- masterwork breastplate (qty.1, 300g)
- +1 silver guisarme (qty.1, 1100g)
- circlet of persuasion (qty.1, 4500g)
- wand of cure light wounds (29 charges, 435g)
- +2 light wooden shield (qty.1, 4000g)
- potion of fox's cunning (qty.1, 300g)
- potion of cure light wounds (qty.5, 50g ea.)
- potion of cure moderate wounds (qty.2, 300g ea.)

While the spending Lanni has laid out is reasonable, I don't think any of us are going to end up with the 1K for the +1 Leather during this visit.

Only reason I'm not so worried about how many of us might want it: I don't think anyone will be able to afford it on their own.


Lanni Talimbi wrote:
Fern, it might not be a bad idea to have a 'current market' sheet in the links. Maybe even as part of the inventory sheet. A new tab perhaps.

Good idea, done. New tab at the bottom of the sheet.


Male
General Stuff:
HP36/36; AC 17 T 12, FF 15 (+2 vs Aquatic), CMD 19+4 vs Rush/Trip; Saves F6, R6, W2 +4 vs spell and SLA, +2 vs poison; Percept 9, +2 unusual stonework, +1 for loot
Dwarf Ranger 4

Thank you for finding the list.

I was asking, as the breastplate caught my eye
[Old school plate and mail by the description]

Also was looking at changing the pack over to a masterwork pack
Just not sure if there was a masterwork pack in the village, even now.

There is other stuff I was looking at, but it does fall under mundane adventuring gear and materials.


Let's try to wrap up shopping and selling stuff, and wrap up lingering conversations and such by the end of the weekend, and we'll move on to some action once we do. The quick day of downtime stretched out quite a bit, and I don't want anyone to get bored <3. No worries if someone is too busy, just trying to set goals!

And sure, Dreamer, they can have that stuff.


Male
General Stuff:
HP36/36; AC 17 T 12, FF 15 (+2 vs Aquatic), CMD 19+4 vs Rush/Trip; Saves F6, R6, W2 +4 vs spell and SLA, +2 vs poison; Percept 9, +2 unusual stonework, +1 for loot
Dwarf Ranger 4

GM, great.

Now I just have to convert the 50 gp worth of trade goods that I started with into cash and spend. . . spend. . . spend. :)

Will have my mundane stuff switched over soon, along with a price going 1/2 price sale, full price buy.


CG Fem Conj. Wiz 4 | HP: 34/34 | AC 13(w/ MA 17) (T:12;FF11) | CMD: 12 | 30ft speed | Saves: Fort/Ref +3; Will +5 | Init +8 | Perc +2 | 8/8 Acid Dart | Hero Point: 2/3 | Condition:
Spells:
Cantrips: acid splash, detect magic, prestidigitation, read magic; 1st 0/5 + 1/1 conj; lvl2 3/3 + 1/1 conj feats: Spell Penetration; Augment Summoning

Haven't posted mostly to give Joran a chance to respond to that last bit of interaction with Alphonse.

Don't want to drag out the downtime day unless Atia needs to chat with anyone else. :D


Male Gnome Animist 5 | HP 53 | AC 22 | Fort +10; Ref +8; Will +13 | Perception +11 low-light vision | Speed 25 |

For me, Lanni's conversations aren't of a type that can't be interrupted for some adventure and drama. But no rush for anyone else either.


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Listed all available ship upgrades in a third tab on the inventory sheet, for easy access.


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Male Gnome Animist 5 | HP 53 | AC 22 | Fort +10; Ref +8; Will +13 | Perception +11 low-light vision | Speed 25 |

I updated the inventory sheet for the proposed buying and selling.

I tried to fit in a cannon on a turret, but our current funds just don't support that yet.

I have only crossed out what was sold, so if anyone has complaints, that can be undone if needed. I don't expect that to be necessary since there isn't anything unexpected on there.

After all of the buying and selling, we have about 2500 GP left - which should hopefully cover rations and crew payments until we find some more adventuring rewards.

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