GM Imperius' Skull & Shackles

Game Master bluedove

Skull & Shackles Art and Maps
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M Human HP 51/51 ; AC 25, TAC 15, FFAC 21 | F:+4, R:+12, W+7| Init +5; Perception +11| Spells: 1st: 5/5 2nd: 1/6 3rd: 3/3

"I do have a cantrip that helps me fix stuff - came in useful when I was helping dad on the job. Takes a bit of time and focus, though. We'd probably need to make sure those dinosaurs stay away long enough, if they're aggressive."


M Human Cleric 6/Brk4 | HP 73/73 | AC 24 (T 15, FF 21, CMD 26) | F +12 R +10 W +12 | Mv 30' | Init +3 | Per +13 Spells 4/6/6/5/4/3 | Channel 3d6 4/4 | Agile Feet 6/6 | Active: Outflank

"Mending might not be able to do the job, since it only works on small objects. I can prepare Make Whole another day. I imagine I could also prepare Sanctuary to prevent the creatures from attacking me, or we could divert them with an illusion or something."

"I still wish to get to a city to sell some of our loot, and to buy some things I need for spells."


Male Halfling Hunter 10 | AC: 23 tch 15 flat 21 | Fort +12, Ref +13, Will +11 | CMD 22 | Initiative +2 | Perception +25 | Sense Motive +4 | Helm

"Why don't we take a look at the pen today and see what is needed. Then tomorrow, you can use your teleport to do some shopping. I'll go with to help carry if you like. Then maybe the afternoon can be spend on the pen. Or the day after if we must - depending on what we find today."

Tucci thinks a moment, "We seem to have a lot of time, but I fear the days will creep up on us if we're not careful and we're planning a huge party!" He grins.


Skull & Shackles Map Female Human Pathfinder Society GM Hell's Vengeance Map

A giant-sized corral sits on the eastern shore of a large lake. Several of the corral's beams, each one the size of an entire tree, lie broken and smashed on the ground. Massive footprints from some heavy beast have long since dried in the muddy pasture. A pair of triceratopses grazes nearby.

1d2 ⇒ 2
And both are outside the gap in the enclosure.


Male Halfling Hunter 10 | AC: 23 tch 15 flat 21 | Fort +12, Ref +13, Will +11 | CMD 22 | Initiative +2 | Perception +25 | Sense Motive +4 | Helm

"Oh. Those are big!" Tucci mumbles as they see the triceratops (my favorite dinosaur). "Uh, how are we gonna feed them? I mean, they're huge! Much larger than I thought."

He paces back and forth, concerned about the difficultly before them. "Maybe we can kill one now, and have our cooks work with the meat so they can practice some new dishes. We'll supplement the grazing from our stores for the other - just until the party. Then it'll be a triceratops meal! Won't that be special! We will have a lot of mouths to feed."

Tucci of course has no idea if they can manage even one until the party, but he's willing to try if it's not obviously ludicrous... though he secretly suspects it is. GM bluedove, can we try this, or should Tucci give up his dream and go hunting. :)


Female Human Magus 10 | HP 83/83; AC 21, TAC 13, FFAC 20 | F:+11, R:+6, W+7 | Init +1; Per +16 (+18 with BB); Low-light | AP 6/7, BB 3/3| Spells: 1st: 6/6 2nd: 4/5 3rd: 1/4 4th 2/2

"Yeah, I didn't really think much of it until now. Since they were corralled here before the fence broke, I figured we'd just need to fix it, didn't think we'd have to keep them fed as well. And I'm not even sure how we're going to fix beams of those sizes. There's still more of the island to explore and secure, though, if you want some time to think on a better solution."

"Any preferences on where to head next? There's the whole path to Sumithia that we kind of just flew over, and the eastern part of the island."

I'm a bit unsure on which areas are still unexplored, but I think it's G, H, J, K, L, O, P?


M Human Cleric 6/Brk4 | HP 73/73 | AC 24 (T 15, FF 21, CMD 26) | F +12 R +10 W +12 | Mv 30' | Init +3 | Per +13 Spells 4/6/6/5/4/3 | Channel 3d6 4/4 | Agile Feet 6/6 | Active: Outflank

"They're just herbivores, right?
Maybe we keep them fed and content here.
I can conjure food if we need to. Good enough for horses, should be good enough for these things.
I don't see any reason to kill them. Like Veronica says, we can try to think of a better solution.
Given enough time and topography to anchor things, I can create Walls of Stone to pen them in. Or we can simply repair the fence by hand, without magic. I don't imagine it's particularly intricate construction."


Male Halfling Hunter 10 | AC: 23 tch 15 flat 21 | Fort +12, Ref +13, Will +11 | CMD 22 | Initiative +2 | Perception +25 | Sense Motive +4 | Helm

"That works for me!" Tucci grins.

"We have some daylight yet, Let's check out those ridges!" How about G, and then H if there's time?

GM bluedove - how do you want to durations between bits? For example air walk lasts a full dungeon, but we had one encounter, and then travel time. Has the spell expired? Our prior GM just sort of hand-waived stuff, so spells lasted a long time. I'm fine however you want to track it, I just need a standard so I can track my spells. Thanks!


Skull & Shackles Map Female Human Pathfinder Society GM Hell's Vengeance Map

Dungeon exploration and such where you're travelling mere feet from room to room is understandable. But overland travel takes time, a creature with a 30' speed covers 3 miles in one hour. You traveled 2 miles to reach the dino corral from the 2nd harpy cave, so you have about 2 miles of potential travel left. I'll grant it can probably get you to H allowing for some hustling, but then it should be expired. G, as I mentioned on Discussion, is the Ruins of Sumitha, where you have already explored. Detailing H below:

GREAT STONE BRIDGE
Ancient carvings decorate this large stone bridge, which crosses a swift river flowing from the mountain to the north. A pair of statues of cyclops warriors stands at each end, with massive, fiery gemstones representing their singular, unblinking eyes. The statues to the east hold giant swords above their heads in a guardian pose, while those to the west point their blades toward the ground, heads bowed in reverence.

Linguistics DC 20 or Comprehend Languages to interpret carvings:
The ancient carvings on the bridge actually tell the history of Sumitha and its purpose as a place of sojourn and meditation. The eastern statues represent the cyclopes who came to Sumitha for insight, who were expected to boldly announce their arrival here before submitting themselves to the seers of the mountain stronghold. The western statues represent those cyclopes leaving Sumitha in reverent benediction following their enlightenment there.


Male Halfling Hunter 10 | AC: 23 tch 15 flat 21 | Fort +12, Ref +13, Will +11 | CMD 22 | Initiative +2 | Perception +25 | Sense Motive +4 | Helm

That makes sense to me, thanks bluedove!

Tucci looks around the statues, ”These cyclops sure knew how to carve. Those are pretty cool. We should keep them intact.”

Perception: 1d20 + 25 ⇒ (7) + 25 = 32


M Human Cleric 6/Brk4 | HP 73/73 | AC 24 (T 15, FF 21, CMD 26) | F +12 R +10 W +12 | Mv 30' | Init +3 | Per +13 Spells 4/6/6/5/4/3 | Channel 3d6 4/4 | Agile Feet 6/6 | Active: Outflank

Linguistics: 1d20 + 5 ⇒ (6) + 5 = 11
"I can't make heads or tails of these carvings. I could prepare a spell to do so. Veronica, Eric, do either of you have an idea?"

MacLaren has an open 3rd-level slot, so with 15 minutes he could prepare Comprehend Languages into that slot.


Skull & Shackles Map Female Human Pathfinder Society GM Hell's Vengeance Map
Brother MacLaren wrote:
MacLaren has an open 3rd-level slot, so with 15 minutes he could prepare Comprehend Languages into that slot.

Sounds good to me!

Beyond the carvings and statues, which may well be the only ones with un-emptied eyes on the island, Tucci sees little else of interest here. There does seem to be an interesting winged shape in the sky, glimpsed briefly before disappearing over the rise to the north. (I)


Female Human Magus 10 | HP 83/83; AC 21, TAC 13, FFAC 20 | F:+11, R:+6, W+7 | Init +1; Per +16 (+18 with BB); Low-light | AP 6/7, BB 3/3| Spells: 1st: 6/6 2nd: 4/5 3rd: 1/4 4th 2/2

Linguistics: 1d20 + 5 ⇒ (4) + 5 = 9

"Nope, I have no idea either. Bikendi's stuff included a helm with some magic that might help, though, if you'd rather save your magic."

Eric doesn't have Linguistics trained. We did get a Helm of Comprehend Languages from Bikendi that we didn't sell yet. Not sure we'd have it with us, though, since no one claimed it.


Male Halfling Hunter 10 | AC: 23 tch 15 flat 21 | Fort +12, Ref +13, Will +11 | CMD 22 | Initiative +2 | Perception +25 | Sense Motive +4 | Helm

Tucci is totally fine waiting. He's in no real hurry.

When he sees the winged shape he suggests, "We should hunt that too - seems like the sort of thing to wreak havoc on livestock, if not the herdsfolk! That should be tomorrow though, when we can fly/air walk ourselves to better close with it, and its lair."


M Human Cleric 6/Brk4 | HP 73/73 | AC 24 (T 15, FF 21, CMD 26) | F +12 R +10 W +12 | Mv 30' | Init +3 | Per +13 Spells 4/6/6/5/4/3 | Channel 3d6 4/4 | Agile Feet 6/6 | Active: Outflank

MacLaren takes the time to prepare Comprehend Languages into his open slot, then relays his findings.

Sharing what is in the spoiler.

"These Cyclops used to be much more philosophical than they are now."


Male Halfling Hunter 10 | AC: 23 tch 15 flat 21 | Fort +12, Ref +13, Will +11 | CMD 22 | Initiative +2 | Perception +25 | Sense Motive +4 | Helm

Oh, very cool.

"Oh! Very cool! Yeah, definitely not thinkers these days. I wonder if all races are destined for such a fall with time. Nothing lasts forever you know."

As 'l' is likely the home of that flying beak, I say we avoid it for now until we can get some elevation ourselves.

"Shall we head back for the day captain? It's been a busy one! In fairness I still have many spells left, but I can't get us into the air - I'm out of air walks for the day. so if there's somewhere we don't need flight, we might squeeze it in."

Not really sure what time it is, but happy to call it a day if it's not too early.


M Human Cleric 6/Brk4 | HP 73/73 | AC 24 (T 15, FF 21, CMD 26) | F +12 R +10 W +12 | Mv 30' | Init +3 | Per +13 Spells 4/6/6/5/4/3 | Channel 3d6 4/4 | Agile Feet 6/6 | Active: Outflank

"I don't mind exploring more on foot today.

You would wish to track down this flying creature tomorrow? Very well. Maybe we can Teleport to a city later in the day tomorrow, to sell gear, and then Teleport back the next morning. I can cast the spell but once per day."


Male Halfling Hunter 10 | AC: 23 tch 15 flat 21 | Fort +12, Ref +13, Will +11 | CMD 22 | Initiative +2 | Perception +25 | Sense Motive +4 | Helm

"That's an excellent plan Brother! We'll investigate that peak in the morning, and teleport to town in the afternoon. And back before you know it. Excellent. It's really amazing what you can do!"

Tucci, if the captain agrees, heads back to the fort and asks around for what people need, so he can get it while in town. He'll also take a moment to check on the ship, just to make sure it's ready if needed.

I'm pretty sure it's afternoon now. I dunno what the date is, but we're 30-40 days, I think, from the party. Probably closer to 30, but we have been moving pretty quickly.


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Female Human Magus 10 | HP 83/83; AC 21, TAC 13, FFAC 20 | F:+11, R:+6, W+7 | Init +1; Per +16 (+18 with BB); Low-light | AP 6/7, BB 3/3| Spells: 1st: 6/6 2nd: 4/5 3rd: 1/4 4th 2/2

"Yeah, better come back with some flight of our own. And a supply trip tomorrow makes sense, too. We've got all the stuff we got from Bikendi and Sumithia to unload. And if there's stuff we can pick up for the fort, or to make our exploration of the rest of the island easier, all the better."

"I'm good if you guys want to push on on foot for a while longer for today, too. Assuming we don't run into anything that flies, I'm pretty sure we can still deal with whatever the next giant thing we'll find on this island."

Off the top of my head, I think we spent 7 days reaching the island, 2 days with the fort, 2 with Sumithia, 1 with the underground shrine, 4 with the wererat (2 days trip each way), and this one with just the harpies. So 17 days spent overall, if I'm not forgetting anything.


Male Halfling Hunter 10 | AC: 23 tch 15 flat 21 | Fort +12, Ref +13, Will +11 | CMD 22 | Initiative +2 | Perception +25 | Sense Motive +4 | Helm

Status:
Tucci HP: 63/63; AC: 26, tch 15, flat 24 (included +3 net barkskin)
Kasin HP: 67/67 (+18/18) DR 5/evil; AC: 28, tch 18, flat 21 (included: +2 tiger; not included: +3 dodge when moving); SR: 14
Tucci Conditions = Focus: None (sw, +4, 8/10), Deadeye's Lore (day), Barkskin (+4, day), Bloodhound (day), Shared Training (outflank, bonded mind, day), Life Bubble (day)
Kasin Conditions = Focus: Tiger (+4dex) & Bear (+4con), Smite (sw, 1/1d, +9dam), Magic Fang (+2, day), Life Bubble (day), Protective Luck (2/2r)
Weapon Equipped = Pike (20’)
Boarding Pike: Att: BAB +7/2, Size +1, Str +4, Attu +2 Dam: Str +6, Attu +2 Crit: 20/x3 DR: magic
Kasin’s Bite: Att: BAB +6/1, Str +5 Dam: Str +5(+7) Crit: 20/x2 DR: magic
Svingli’s Eye (1/1, mv, Perception DC20 for true seeing 1r)
Re-roll profession sailor (1/1w, recharging days: 7/7)
Touch of Good (8/8, +4 att/skill/ability/save (sacred) 1r)
Holy Lance (1/1, make weapon holy 4r)
Lucky Halfling (1/1, w/in 30’ I roll a save)
Mnemonic Vestment (1/1, cast from scroll list)
Featherscale Cloak (1/1 feather fall)
Rod of Extend Lesser (0/3, Barkskin, Shared Training, Life Bubble)
Spell Storing Armor (vampiric touch)
Spells Known (Caster Level 10, Concentration +14, DC 14+lvl)
. . 0: Create Water, Light, Mending, Purify Food and Drink, Read Magic, Spark
. . 1st (5/6): Cure Light Wounds, Deadeye’s Lore, Faerie Fire, Goodberry, Protection from Evil, Summon Nature’s Ally, Touch of the Sea
. . 2nd (2/5): Align Weapon, Aquatic Trail, Barkskin, Bloodhound, Shared Training, Summon Nature’s Ally, Wind Wall
. . 3rd (2/4): Life Bubble, Magic Fang Greater, Resist Energy Communal, Summon Nature’s Ally
. . 4th (2/2): Air Walk, Commune with Nature, Summon Nature’s Ally
- - -

I think everyone has had time to review, so…

Party Divvy
We each receive 9,225gp after selling off the excess and buying a few party items (see below).
For the party, Tucci also picks up Diamond Dust (2,000gp enough for two restorations) & Diamond (5,000gp raise dead) - which will work great as long as MacLaren is the one who survives… :)

Tucci does the best he can to look for the following while they’re selling things off. He wants to buy…
Dull Gray Ioun Stone 25gp ea, x2

Potion of Gaseous Form (5) 750gp
Scrolls
Faerie Fire (1) 25gp
Carry Companion (4) 200gp
Wood Shape (4) 200gp
Neutralize Poison (7) 525gp
Stone Shape (7) 525gp
Freedom of Movement (10) 1,000gp

9,225gp - 3,225gp = 6,000gp income

Tucci’s daily spells
- Deadeye's Lore (all day) (1)
- Barkskin (+4 natural armor, all day) (2 - rod)
- Bloodhound (scent, +8 perception (smell), +4 survival (scent), all day) (2)
- Shared Training (MacLaren, Veronica, & Eric; all day; Outflank & Bonded Mind) (2 - rod)
- Life Bubble (all day) (3 - rod)
- Magic Fang Greater (+2 Kasin’s bite, all day) (3)


M Human Cleric 6/Brk4 | HP 73/73 | AC 24 (T 15, FF 21, CMD 26) | F +12 R +10 W +12 | Mv 30' | Init +3 | Per +13 Spells 4/6/6/5/4/3 | Channel 3d6 4/4 | Agile Feet 6/6 | Active: Outflank

Teleport!: 1d100 ⇒ 60

Brother MacLaren manages to get Veronica and Tucci to Port Peril intact.

"Good, we made it. That spell can be tricky. Well, let's get what we need and get out of here. Don't want Harrigan or his lackeys catching us unawares."

On this journey, he will avoid the Formidably Maid tavern (where he was press-ganged in his first visit to the city). His most recent visit was much more fortuitous, celebrating the Charm's victory in the Free Captains' Regatta.

And in between, there was a visit to track down Zarskia and carve a bloody swath through her apothecary shop.

Hopefully this time is quiet.

Working on purchases - have some questions for the rest of the party in Discussion.


M Human Cleric 6/Brk4 | HP 73/73 | AC 24 (T 15, FF 21, CMD 26) | F +12 R +10 W +12 | Mv 30' | Init +3 | Per +13 Spells 4/6/6/5/4/3 | Channel 3d6 4/4 | Agile Feet 6/6 | Active: Outflank

Brother MacLaren finds a brew-hall of Cayden Cailean, where he is able to trade and barter for a Glove of Storing (10,000 GP), a Phylactery of Positive Channeling (11,000 GP), a Ring of Counterspells (4,000 GP) and the various spell components he needs.

Plane Shift Focus (0)
True Seeing Components *4 (1,000)
Continual Flame Components *2 (100)
Dungeonsight Focus (150)

Total spent: 26,250
Remaining: 591 GP


Female Human Magus 10 | HP 83/83; AC 21, TAC 13, FFAC 20 | F:+11, R:+6, W+7 | Init +1; Per +16 (+18 with BB); Low-light | AP 6/7, BB 3/3| Spells: 1st: 6/6 2nd: 4/5 3rd: 1/4 4th 2/2

"Yeah, no sense wasting time here when there's still stuff to do at the island. If we get the time later, after we have everything in order for the feast, we can take the crew down here for some downtime."

Veronica looks for a smith and an enchanter - she figures her armor and magic are protection enough from physical wounds, but the recent encounter with the harpies showed her that her mind is still quite a bit vulnerable.

- Getting a Mind Buttressing Mithral Breastplate (8200 gp)
- Getting an armor mod for my previous armor: Nimble. That should bring its ACP down to 0 and let Eric equip it without problem, if I'm reading the rules right. (1500 gp, +50% over base for the armor being magical)
- That makes the Elven Chain available for sale as well, for an extra 1308,33gp extra for everyone if I did the math right.

Initial gold: 349,4
Divvy: 9225
Elven Chain: 1308,33
Spent: 8200+1500
Remaining: 1178,33

I'm also considering a mithral buckler as a target for Ward Shield, but am unsure on what spells it would work.


Male Halfling Hunter 10 | AC: 23 tch 15 flat 21 | Fort +12, Ref +13, Will +11 | CMD 22 | Initiative +2 | Perception +25 | Sense Motive +4 | Helm

Status:
Tucci HP: 63/63; AC: 26, tch 15, flat 24 (included +3 net barkskin)
Kasin HP: 67/67 (+18/18) DR 5/evil; AC: 28, tch 18, flat 21 (included: +2 tiger; not included: +3 dodge when moving); SR: 14
Tucci Conditions = Focus: None (sw, +4, 10/10), Deadeye's Lore (day), Barkskin (+4, day), Bloodhound (day), Shared Training (outflank, bonded mind, day), Life Bubble (day)
Kasin Conditions = Focus: Tiger (+4dex) & Bear (+4con), Smite (sw, 1/1d, +9dam), Magic Fang (+2, day), Life Bubble (day), Air Walk (dungeon), Protective Luck (2/2r)
Weapon Equipped = Pike (10’)
Boarding Pike: Att: BAB +7/2, Size +1, Str +4, Attu +2 Dam: Str +6, Attu +2 Crit: 20/x3 DR: magic
Kasin’s Bite: Att: BAB +6/1, Str +5 Dam: Str +5(+7) Crit: 20/x2 DR: magic
Svingli’s Eye (1/1, mv, Perception DC20 for true seeing 1r)
Re-roll profession sailor (1/1w, recharging days: 7/7)
Touch of Good (8/8, +4 att/skill/ability/save (sacred) 1r)
Holy Lance (1/1, make weapon holy 4r)
Lucky Halfling (1/1, w/in 30’ I roll a save)
Mnemonic Vestment (1/1, cast from scroll list)
Featherscale Cloak (1/1 feather fall)
Rod of Extend Lesser (0/3, Barkskin, Shared Training, Life Bubble)
Spell Storing Armor (vampiric touch)
Spells Known (Caster Level 10, Concentration +14, DC 14+lvl)
. . 0: Create Water, Light, Mending, Purify Food and Drink, Read Magic, Spark
. . 1st (5/6): Cure Light Wounds, Deadeye’s Lore, Faerie Fire, Goodberry, Protection from Evil, Summon Nature’s Ally, Touch of the Sea
. . 2nd (2/5): Align Weapon, Aquatic Trail, Barkskin, Bloodhound, Shared Training, Summon Nature’s Ally, Wind Wall
. . 3rd (2/4): Life Bubble, Magic Fang Greater, Resist Energy Communal, Summon Nature’s Ally
. . 4th (1/2): Air Walk, Commune with Nature, Summon Nature’s Ally
- - -

Tucci rises early the next day, happy to have spent the night in a comfortable inn, but eager to get back to the Island! He meets up with the officers and, assuming no mishap, is glad to be back with the crew before the coffee is cold.

”That was really cool MacLaren. Without tempting fate, we should do that more often.” he grins.

In addition to Tucci’s daily spells, when they get close to the cliffs, he’ll add Air Walk (full dungeon) on Kasin, and he’ll mount up as Kasin takes to the air! It may not be flying exactly, but Tucci enjoys the thrill of it nonetheless.

He’s ready to hunt down the flying lizard.

Tucci’s daily spells
- Deadeye's Lore (all day) (1)
- Barkskin (+4 natural armor, all day) (2 - rod)
- Bloodhound (scent, +8 perception (smell), +4 survival (scent), all day) (2)
- Shared Training (MacLaren, Veronica, & Eric; all day; Outflank & Bonded Mind) (2 - rod)
- Life Bubble (all day) (3 - rod)
- Magic Fang Greater (+2 Kasin’s bite, all day) (3)


M Human Cleric 6/Brk4 | HP 73/73 | AC 24 (T 15, FF 21, CMD 26) | F +12 R +10 W +12 | Mv 30' | Init +3 | Per +13 Spells 4/6/6/5/4/3 | Channel 3d6 4/4 | Agile Feet 6/6 | Active: Outflank

Spells for the Day:
0: Purify Food and Drink, Guidance, Create Water*, Light
1: Divine Favor (2), Protection from Evil, Shield of Faith, Liberating Command, Enlarge Person (D)
2: CMW, Instant Weapon, Align Weapon, Resist Energy, Suppress Charms and Compulsions, Bull's Strength (D)
3: Invisibility Purge, Open Slot, Dispel Magic, Communal Resist Energy, Fly (D)
4: Air Walk, Freedom of Movement, Death Ward, Dimension Door (D)
5: Summon Monster V, Righteous Might, Teleport (D)

As usual, CMW goes in the Sipping Jacket.
Tankard holds:
Bull's Strength
Protection from Evil
Shield of Faith
Fly
Death Ward
Ale


Teleport home!: 1d100 ⇒ 37 Success again!

Brother MacLaren casts Air Walk and Freedom of Movement, using a point from his Brew Reservoir to Extend each to "All Day" (brew reservoir at 5/7).


Skull & Shackles Map Female Human Pathfinder Society GM Hell's Vengeance Map

No sign of airborne lizards upon approach, though it is a nice warm day. Perhaps you should scout from above and see if you spot any?

Map is fully put together. This is your hunt, let me know how you proceed.


Male Halfling Hunter 10 | AC: 23 tch 15 flat 21 | Fort +12, Ref +13, Will +11 | CMD 22 | Initiative +2 | Perception +25 | Sense Motive +4 | Helm

Status:
Tucci HP: 63/63; AC: 26, tch 15, flat 24 (included +3 net barkskin)
Kasin HP: 67/67 (+18/18) DR 5/evil; AC: 28, tch 18, flat 21 (included: +2 tiger; not included: +3 dodge when moving); SR: 14
Tucci Conditions = Focus: None (sw, +4, 10/10), Deadeye's Lore (day), Barkskin (+4, day), Bloodhound (day), Shared Training (outflank, bonded mind, day), Life Bubble (day), Heroism
Kasin Conditions = Focus: Tiger (+4dex) & Bear (+4con), Smite (sw, 1/1d, +9dam), Magic Fang (+2, day), Life Bubble (day), Air Walk (dungeon), Protective Luck (2/2r)
Weapon Equipped = Pike (10’)
Boarding Pike: Att: BAB +7/2, Size +1, Str +4, Attu +2 Dam: Str +6, Attu +2 Crit: 20/x3 DR: magic
Kasin’s Bite: Att: BAB +6/1, Str +5 Dam: Str +5(+7) Crit: 20/x2 DR: magic
Svingli’s Eye (1/1, mv, Perception DC20 for true seeing 1r)
Re-roll profession sailor (1/1w, recharging days: 7/7)
Touch of Good (8/8, +4 att/skill/ability/save (sacred) 1r)
Holy Lance (1/1, make weapon holy 4r)
Lucky Halfling (1/1, w/in 30’ I roll a save)
Mnemonic Vestment (1/1, cast from scroll list)
Featherscale Cloak (1/1 feather fall)
Rod of Extend Lesser (0/3, Barkskin, Shared Training, Life Bubble)
Spell Storing Armor (vampiric touch)
Spells Known (Caster Level 10, Concentration +14, DC 14+lvl)
. . 0: Create Water, Light, Mending, Purify Food and Drink, Read Magic, Spark
. . 1st (5/6): Cure Light Wounds, Deadeye’s Lore, Faerie Fire, Goodberry, Protection from Evil, Summon Nature’s Ally, Touch of the Sea
. . 2nd (2/5): Align Weapon, Aquatic Trail, Barkskin, Bloodhound, Shared Training, Summon Nature’s Ally, Wind Wall
. . 3rd (2/4): Life Bubble, Magic Fang Greater, Resist Energy Communal, Summon Nature’s Ally
. . 4th (1/2): Air Walk, Commune with Nature, Summon Nature’s Ally
- - -

As they close in, he requests his Heroism, routinely cast by Eric who has a Runestone of Power, supplied by Tucci, for the purpose.

Tucci knows it’s harder to climb then descend, so he’ll start off high - maybe 50’ over the trail. He’ll take out his spyglass and peer over and down to see if he can find any cave openings where it might roost.

Perception: 1d20 + 25 + 2 ⇒ (15) + 25 + 2 = 42 (heroism) (-1/20’ due to the spyglass)


M Human Cleric 6/Brk4 | HP 73/73 | AC 24 (T 15, FF 21, CMD 26) | F +12 R +10 W +12 | Mv 30' | Init +3 | Per +13 Spells 4/6/6/5/4/3 | Channel 3d6 4/4 | Agile Feet 6/6 | Active: Outflank

Brother MacLaren has his tankard in hand, but not his rapier - keeping one hand free for casting. His new Glove of Storing may come in useful.

He waits for Tucci to report back.


Skull & Shackles Map Female Human Pathfinder Society GM Hell's Vengeance Map

Progressively higher hills lead into this mountain, which provides a commanding view of the island's northeast coastline. Gullies from the runoff of tropical rainstorms form navigable pathways up the sides of the peak. Flat topped plateaus look much like stair steps climbing higher toward the summit.

Tucci doesn't see any caves to speak of, but through his spyglass he spots the tip of a leathery wing sticking out over the edge of the plateau above.

Upon closer inspection, the creatures are stretched out in repose, basking in the morning sun.

This is one of the few mountains on the island, so 50' up isn't enough to be above them.


Male Halfling Hunter 10 | AC: 23 tch 15 flat 21 | Fort +12, Ref +13, Will +11 | CMD 22 | Initiative +2 | Perception +25 | Sense Motive +4 | Helm

Status:
Tucci HP: 63/63; AC: 26, tch 15, flat 24 (included +3 net barkskin)
Kasin HP: 67/67 (+18/18) DR 5/evil; AC: 28, tch 18, flat 21 (included: +2 tiger; not included: +3 dodge when moving); SR: 14
Tucci Conditions = Focus: None (sw, +4, 10/10), Deadeye's Lore (day), Barkskin (+4, day), Bloodhound (day), Shared Training (outflank, bonded mind, day), Life Bubble (day), Heroism
Kasin Conditions = Focus: Tiger (+4dex) & Bear (+4con), Smite (sw, 1/1d, +9dam), Magic Fang (+2, day), Life Bubble (day), Air Walk (dungeon), Protective Luck (2/2r)
Weapon Equipped = Pike (10’)
Boarding Pike: Att: BAB +7/2, Size +1, Str +4, Attu +2 Dam: Str +6, Attu +2 Crit: 20/x3 DR: magic
Kasin’s Bite: Att: BAB +6/1, Str +5 Dam: Str +5(+7) Crit: 20/x2 DR: magic
Svingli’s Eye (1/1, mv, Perception DC20 for true seeing 1r)
Re-roll profession sailor (1/1w, recharging days: 7/7)
Touch of Good (8/8, +4 att/skill/ability/save (sacred) 1r)
Holy Lance (1/1, make weapon holy 4r)
Lucky Halfling (1/1, w/in 30’ I roll a save)
Mnemonic Vestment (1/1, cast from scroll list)
Featherscale Cloak (1/1 feather fall)
Rod of Extend Lesser (0/3, Barkskin, Shared Training, Life Bubble)
Spell Storing Armor (vampiric touch)
Spells Known (Caster Level 10, Concentration +14, DC 14+lvl)
. . 0: Create Water, Light, Mending, Purify Food and Drink, Read Magic, Spark
. . 1st (5/6): Cure Light Wounds, Deadeye’s Lore, Faerie Fire, Goodberry, Protection from Evil, Summon Nature’s Ally, Touch of the Sea
. . 2nd (2/5): Align Weapon, Aquatic Trail, Barkskin, Bloodhound, Shared Training, Summon Nature’s Ally, Wind Wall
. . 3rd (2/4): Life Bubble, Magic Fang Greater, Resist Energy Communal, Summon Nature’s Ally
. . 4th (1/2): Air Walk, Commune with Nature, Summon Nature’s Ally
- - -

”They sure do look peaceful there lying in the sun.” Tucci comments, wondering if they’re doing the right thing. ”Those are some serious talons though. Do you think they can be reasoned with? We should try.”

Tucci will climb so they can see each other clearly, and try to reason with them, ”Hey, uh, you there. Do you understand me? This is our island, see? If I’m to be governor, I can’t have you snatching up sheep, or goats, or people - you know? What are the chances you understand me and we can come to an accord?”

He speaks in a slow, soothing manner and in low tones, for him - a natural tenor.
Diplomacy: 1d20 + 5 + 2 ⇒ (4) + 5 + 2 = 11 (heroism)

If that's not appropriate...
Wild Empathy: 1d20 + 10 + 2 ⇒ (18) + 10 + 2 = 30 (heroism)


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M Human Cleric 6/Brk4 | HP 73/73 | AC 24 (T 15, FF 21, CMD 26) | F +12 R +10 W +12 | Mv 30' | Init +3 | Per +13 Spells 4/6/6/5/4/3 | Channel 3d6 4/4 | Agile Feet 6/6 | Active: Outflank

Assuming that Tucci relates his findings, Mac moves up to "spyglass distance" and holds position there while Tucci moves up to "Wild Empathy distance."

"Good luck with your efforts, Tucci."


Skull & Shackles Map Female Human Pathfinder Society GM Hell's Vengeance Map

Tucci is apparently just non-threatening enough to wake the winged lizards without provoking them to violence, but they still don't seem particularly friendly. And they definitely don't appear to understand speech. They hiss and flap agitatedly, a clear warning to go away if the halfling wants things to stay peaceful.

Based on the amount of guano speckling the rocks, there may be quite a few of them up here.


Male Halfling Hunter 10 | AC: 23 tch 15 flat 21 | Fort +12, Ref +13, Will +11 | CMD 22 | Initiative +2 | Perception +25 | Sense Motive +4 | Helm

Tucci backs away and reports back to MacLaren and the Captain (where are you Captain?).

"I dunno. Looks like there may be a lot of them. I'm not sure what to do about it either. Might be we leave them alone for now and advise folks to stay well clear. They're certainly hostile though, so we're going to have to deal with them at some point."

He's not sure what to do about it now though.


M Human Cleric 6/Brk4 | HP 73/73 | AC 24 (T 15, FF 21, CMD 26) | F +12 R +10 W +12 | Mv 30' | Init +3 | Per +13 Spells 4/6/6/5/4/3 | Channel 3d6 4/4 | Agile Feet 6/6 | Active: Outflank

"Do we know what those creatures are and, importantly, what they eat? I'm more inclined to just kill them if they are predators. Eric, Veronica, do you know anything?"

Knowledge checks are generally not MacLaren's thing.


Male Halfling Hunter 10 | AC: 23 tch 15 flat 21 | Fort +12, Ref +13, Will +11 | CMD 22 | Initiative +2 | Perception +25 | Sense Motive +4 | Helm

Tucci nods at MacLaren's wise question and also looks to Eric and Veronica. He supplies what little he knows by way of aiding the next roll.

Knowledge Nature (aid another): 1d20 + 4 ⇒ (20) + 4 = 24 vs DC 10 for +4 to the next roll


Female Human Magus 10 | HP 83/83; AC 21, TAC 13, FFAC 20 | F:+11, R:+6, W+7 | Init +1; Per +16 (+18 with BB); Low-light | AP 6/7, BB 3/3| Spells: 1st: 6/6 2nd: 4/5 3rd: 1/4 4th 2/2

"Hmm, not sure. Let me think on it a bit, see if I can recall anything. I agree with Mac, though - if they're predators, might end up being safer to just take care of them all. Unless we can tame them somehow? Food, maybe?"

K Nature (aid): 1d20 + 8 + 4 ⇒ (9) + 8 + 4 = 21


M Human HP 51/51 ; AC 25, TAC 15, FFAC 21 | F:+4, R:+12, W+7| Init +5; Perception +11| Spells: 1st: 5/5 2nd: 1/6 3rd: 3/3

Eric tries to recall if he remembers reading or hearing anything about these creatures as well, hopefully enough for them to decide of there might be any alternative options available in how to deal with them.

K Nature (Lore Master): 20 + 6 = 26


Skull & Shackles Map Female Human Pathfinder Society GM Hell's Vengeance Map

Everyone feels quite certain these flying reptiles are carnivorous. They are Pteradons, a type of Pterasaur. They tend to catch prey in their talons or beak-like mouths, carry them up into the air and drop them some distance to the rocks below, usually disabling and taking the fight right out of their prey. Despite being large creatures, they are very light, weighing no more than a plump halfling. They are not the most graceful of flyers, but are especially slow and ungainly on the ground.


Male Halfling Hunter 10 | AC: 23 tch 15 flat 21 | Fort +12, Ref +13, Will +11 | CMD 22 | Initiative +2 | Perception +25 | Sense Motive +4 | Helm

Status:
Tucci HP: 63/63; AC: 26, tch 15, flat 24 (included +3 net barkskin)
Kasin HP: 67/67 (+18/18) DR 5/evil; AC: 28, tch 18, flat 21 (included: +2 tiger; not included: +3 dodge when moving); SR: 14
Tucci Conditions = Focus: None (sw, +4, 10/10), Deadeye's Lore (day), Barkskin (+4, day), Bloodhound (day), Shared Training (outflank, bonded mind, day), Life Bubble (day), Heroism
Kasin Conditions = Focus: Tiger (+4dex) & Bear (+4con), Smite (sw, 1/1d, +9dam), Magic Fang (+2, day), Life Bubble (day), Air Walk (dungeon), Protective Luck (2/2r)
Weapon Equipped = Pike (10’)
Boarding Pike: Att: BAB +7/2, Size +1, Str +4, Attu +2 Dam: Str +6, Attu +2 Crit: 20/x3 DR: magic
Kasin’s Bite: Att: BAB +6/1, Str +5 Dam: Str +5(+7) Crit: 20/x2 DR: magic
Svingli’s Eye (1/1, mv, Perception DC20 for true seeing 1r)
Re-roll profession sailor (1/1w, recharging days: 7/7)
Touch of Good (8/8, +4 att/skill/ability/save (sacred) 1r)
Holy Lance (1/1, make weapon holy 4r)
Lucky Halfling (1/1, w/in 30’ I roll a save)
Mnemonic Vestment (0/1, cast from scroll list)
Featherscale Cloak (1/1 feather fall)
Rod of Extend Lesser (0/3, Barkskin, Shared Training, Life Bubble)
Spell Storing Armor (vampiric touch)
Spells Known (Caster Level 10, Concentration +14, DC 14+lvl)
. . 0: Create Water, Light, Mending, Purify Food and Drink, Read Magic, Spark
. . 1st (5/6): Cure Light Wounds, Deadeye’s Lore, Faerie Fire, Goodberry, Protection from Evil, Summon Nature’s Ally, Touch of the Sea
. . 2nd (2/5): Align Weapon, Aquatic Trail, Barkskin, Bloodhound, Shared Training, Summon Nature’s Ally, Wind Wall
. . 3rd (2/4): Life Bubble, Magic Fang Greater, Resist Energy Communal, Summon Nature’s Ally
. . 4th (0/2): Air Walk, Commune with Nature, Summon Nature’s Ally
- - -

”Well, they are predators. Shall we purge?” Tucci suggests.

When everyone is ready, he’ll extend his pike to 20’ (Tucci’s pike, as a swift action, can extend to 20’ reach from 10’). He’ll take out a scroll and, using his mnemonic vest, cast a Flame Strike (link) (CL10) upon the largest group of them (10’radius, 40’ high).
Fire/Holy: 10d6 ⇒ (2, 5, 6, 1, 6, 2, 3, 3, 1, 1) = 30

20’ Reach AoO if needed:

Pike: 1d20 + 14 + 2 ⇒ (9) + 14 + 2 = 25 (hero)
damage (P): 1d6 + 8 ⇒ (2) + 8 = 10
- - -


M Human Cleric 6/Brk4 | HP 73/73 | AC 24 (T 15, FF 21, CMD 26) | F +12 R +10 W +12 | Mv 30' | Init +3 | Per +13 Spells 4/6/6/5/4/3 | Channel 3d6 4/4 | Agile Feet 6/6 | Active: Outflank

Brother MacLaren casts Divine Favor and Enlarge Person on himself. He conjures his sword from his glove, moves up next to Tucci, and readies to strike the first foe within reach. He has 10' reach with Enlarge and his rapier, and 3 AOOs while Enlarged.

Readied Attack, Divine Favor, PA:
Attack: 1d20 + 13 + 3 - 2 ⇒ (17) + 13 + 3 - 2 = 31
Damage: 1d8 + 7 + 3 + 4 ⇒ (6) + 7 + 3 + 4 = 20

AOO #1:
Attack: 1d20 + 13 + 3 - 2 ⇒ (10) + 13 + 3 - 2 = 24
Damage: 1d8 + 7 + 3 + 4 ⇒ (3) + 7 + 3 + 4 = 17

AOO #2:
Attack: 1d20 + 13 + 3 - 2 ⇒ (17) + 13 + 3 - 2 = 31
Damage: 1d8 + 7 + 3 + 4 ⇒ (1) + 7 + 3 + 4 = 15

AOO #3:
Attack: 1d20 + 13 + 3 - 2 ⇒ (6) + 13 + 3 - 2 = 20
Damage: 1d8 + 7 + 3 + 4 ⇒ (6) + 7 + 3 + 4 = 20


Skull & Shackles Map Female Human Pathfinder Society GM Hell's Vengeance Map

Reflex: 1d20 + 8 ⇒ (20) + 8 = 28
Reflex: 1d20 + 8 ⇒ (2) + 8 = 10
Reflex: 1d20 + 8 ⇒ (15) + 8 = 23
Reflex: 1d20 + 8 ⇒ (4) + 8 = 12

Tucci targets a cluster of 4 of the creatures with his Flame Strike, only one of the Pteradon's spinning out of the collumn of flame before it is completely consumed.

9d20 ⇒ (5, 13, 2, 12, 11, 2, 2, 8, 14) = 69

They take to the sky, flapping into clumsy flight and 4 take wounds from your attacks of opportunity but none of their beaky bites land.

Not much point in using the map, this will be over quickly given they are CR 3 individually.


Male Halfling Hunter 10 | AC: 23 tch 15 flat 21 | Fort +12, Ref +13, Will +11 | CMD 22 | Initiative +2 | Perception +25 | Sense Motive +4 | Helm

Status:
Tucci HP: 63/63; AC: 26, tch 15, flat 24 (included +3 net barkskin)
Kasin HP: 67/67 (+18/18) DR 5/evil; AC: 28, tch 18, flat 21 (included: +2 tiger; not included: +3 dodge when moving); SR: 14
Tucci Conditions = Focus: None (sw, +4, 10/10), Deadeye's Lore (day), Barkskin (+4, day), Bloodhound (day), Shared Training (outflank, bonded mind, day), Life Bubble (day), Heroism
Kasin Conditions = Focus: Tiger (+4dex) & Bear (+4con), Smite (sw, 1/1d, +9dam), Magic Fang (+2, day), Life Bubble (day), Air Walk (dungeon), Protective Luck (2/2r)
Weapon Equipped = Pike (10’)
Boarding Pike: Att: BAB +7/2, Size +1, Str +4, Attu +2 Dam: Str +6, Attu +2 Crit: 20/x3 DR: magic
Kasin’s Bite: Att: BAB +6/1, Str +5 Dam: Str +5(+7) Crit: 20/x2 DR: magic
Svingli’s Eye (1/1, mv, Perception DC20 for true seeing 1r)
Re-roll profession sailor (1/1w, recharging days: 7/7)
Touch of Good (8/8, +4 att/skill/ability/save (sacred) 1r)
Holy Lance (1/1, make weapon holy 4r)
Lucky Halfling (1/1, w/in 30’ I roll a save)
Mnemonic Vestment (0/1, cast from scroll list)
Featherscale Cloak (1/1 feather fall)
Rod of Extend Lesser (0/3, Barkskin, Shared Training, Life Bubble)
Spell Storing Armor (vampiric touch)
Spells Known (Caster Level 10, Concentration +14, DC 14+lvl)
. . 0: Create Water, Light, Mending, Purify Food and Drink, Read Magic, Spark
. . 1st (5/6): Cure Light Wounds, Deadeye’s Lore, Faerie Fire, Goodberry, Protection from Evil, Summon Nature’s Ally, Touch of the Sea
. . 2nd (2/5): Align Weapon, Aquatic Trail, Barkskin, Bloodhound, Shared Training, Summon Nature’s Ally, Wind Wall
. . 3rd (2/4): Life Bubble, Magic Fang Greater, Resist Energy Communal, Summon Nature’s Ally
. . 4th (0/2): Air Walk, Commune with Nature, Summon Nature’s Ally
- - -

Tucci tightens up his pike (reach to 10’) and swings at the menaces! He wishes he had another flame strike.
Pike: 1d20 + 14 + 2 ⇒ (12) + 14 + 2 = 28 (hero)
damage (P): 1d6 + 8 ⇒ (2) + 8 = 10

Pike: 1d20 + 9 + 2 ⇒ (2) + 9 + 2 = 13 (hero)
damage (P): 1d6 + 8 ⇒ (6) + 8 = 14


M Human Cleric 6/Brk4 | HP 73/73 | AC 24 (T 15, FF 21, CMD 26) | F +12 R +10 W +12 | Mv 30' | Init +3 | Per +13 Spells 4/6/6/5/4/3 | Channel 3d6 4/4 | Agile Feet 6/6 | Active: Outflank

Brother MacLaren strikes at the flying reptiles.

Attack: 1d20 + 13 + 3 - 2 ⇒ (18) + 13 + 3 - 2 = 32
Damage: 1d8 + 7 + 3 + 4 ⇒ (7) + 7 + 3 + 4 = 21
Crit?: 1d20 + 13 + 3 - 2 ⇒ (6) + 13 + 3 - 2 = 20
Crit Damage: 1d8 + 7 + 3 + 4 ⇒ (8) + 7 + 3 + 4 = 22

Iterative: 1d20 + 8 + 3 - 2 ⇒ (9) + 8 + 3 - 2 = 18
Damage: 1d8 + 7 + 3 + 4 ⇒ (4) + 7 + 3 + 4 = 18


M Human HP 51/51 ; AC 25, TAC 15, FFAC 21 | F:+4, R:+12, W+7| Init +5; Perception +11| Spells: 1st: 5/5 2nd: 1/6 3rd: 3/3

Eric begins his inspiring performance and takes a quick shot at one of the wounded creatures.

Attack(IC): 1d20 + 12 + 3 ⇒ (11) + 12 + 3 = 26
Damage(IC, Arcane Strike): 1d6 + 1 + 1 + 3 + 2 ⇒ (5) + 1 + 1 + 3 + 2 = 12

IC +3, 20/21 rounds left


Female Human Magus 10 | HP 83/83; AC 21, TAC 13, FFAC 20 | F:+11, R:+6, W+7 | Init +1; Per +16 (+18 with BB); Low-light | AP 6/7, BB 3/3| Spells: 1st: 6/6 2nd: 4/5 3rd: 1/4 4th 2/2

Didn't really get to prepare since I haven't been posting, so I'm not expecting to do much in this combat. Tucci and Mac should have this well in hand, I think.

Veronica closes in with the flying reptiles trying to bite at the group and slashes at one of them with her magically enchanted blade.

Swift: Arcane pool for +2 and keen

Attack (IC, PA): 1d20 + 7 + 6 + 5 + 3 - 2 ⇒ (15) + 7 + 6 + 5 + 3 - 2 = 34
Damage (2h, IC, PA): 1d6 + 5 + 9 + 3 + 6 ⇒ (1) + 5 + 9 + 3 + 6 = 24
Crit? (IC, PA): 1d20 + 7 + 6 + 5 + 3 - 2 ⇒ (7) + 7 + 6 + 5 + 3 - 2 = 26
Crit Damage? (2h, IC, PA): 1d6 + 5 + 9 + 3 + 6 ⇒ (4) + 5 + 9 + 3 + 6 = 27


Skull & Shackles Map Female Human Pathfinder Society GM Hell's Vengeance Map

The party quickly culls the flock and finishes off the final trio when they try to return attack.

3d20 ⇒ (15, 12, 12) = 39
2d6 ⇒ (1, 6) = 7

Upon inspecting their nests, you discover 7 eggs and the remains of a prior victim, lending credence to your judgement against the predators. The pteradons apparently tore him to pieces and carried his remains back to the aerie to feed their young. A finger bone from his right hand still wears a ring of improved swimming.


Male Halfling Hunter 10 | AC: 23 tch 15 flat 21 | Fort +12, Ref +13, Will +11 | CMD 22 | Initiative +2 | Perception +25 | Sense Motive +4 | Helm

Tucci uses his pike to pierce the eggs and scramble the yokes, though he doesn’t relish it. He holds the ring out to MacLaren or maybe Captain Veronica as he has no particular use for it. ”I’ve already got gloves to help me swim.” he grins.

He checks the rest of the area for other creatures, nests, etc. Just being thorough, he doesn’t expect to find anything.
Perception (taking 10): 10 + 25 + 2 = 37 (heroism)

When he’s sure there’s nothing else up this way, he turns to the others, ”So where to next? I think we could check out another area yet today.” He considers the island… (How about area ‘J’? It’s nearby, and I don’t think we’ve checked it out yet, though I could be mistaken.)


Skull & Shackles Map Female Human Pathfinder Society GM Hell's Vengeance Map

J. MANGROVE SWAMP

A dense, overgrown swamp stretches beneath this mile-long cliff. Colorful birds make their nests among the foliage, their mating calls echoing across the expanse.

GM Rolls:
2d100 ⇒ (59, 41) = 100

Tucci spots something odd near a mangrove tree, upon closer inspection, it appears to be the sloughed skin of a Gargantuan snake. Kasin snuffles and barks a sound of alarm at the scent.


M Human Cleric 6/Brk4 | HP 73/73 | AC 24 (T 15, FF 21, CMD 26) | F +12 R +10 W +12 | Mv 30' | Init +3 | Per +13 Spells 4/6/6/5/4/3 | Channel 3d6 4/4 | Agile Feet 6/6 | Active: Outflank

Brother MacLaren has no strong opinions on the ring.
Happy to keep it or to sell it.

How long does it take to get to the Mangrove Swamp?


Skull & Shackles Map Female Human Pathfinder Society GM Hell's Vengeance Map

It's only 1 mile to the east.

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