GM Frost's S03-03 Echoes of Desperation (Inactive)

Game Master Frozen Frost

Sign-Up Sheet | Slides | Macros | Tableplop |
Challenge Points: 22 (High Tier, Level 5-6)


151 to 183 of 183 << first < prev | 1 | 2 | 3 | 4 | next > last >>
Vigilant Seal

Male Dwarf Monk 5 | HP 70 | AC 24 (25 w/ buckler) | F +11 / R +13 / W +11 | Perc +11 | 30' Speed | 1 Hero Point |◆◇↺| Character Sheet

Barrek launches himself forward with his enhanced speed, closing on the bilokos.

Skidding and stumbling to a stop, he almost loses his balance and crashes into the water - or so it seems. At the last second, out of jumble of arms, legs, and beard come a number of lightning-fast punches.

◆ Stride
◆ Feint yellow Deception: 1d20 + 12 ⇒ (12) + 12 = 24
◆ Flurry of Blows on yellow (assuming flat-footed)
Left: 1d20 + 14 ⇒ (12) + 14 = 26 for 2d8 + 3 + 1d4 + 1 ⇒ (6, 1) + 3 + (3) + 1 = 14 bludgeoning and precision
Right: 1d20 + 14 - 4 ⇒ (10) + 14 - 4 = 20 for 2d8 + 3 + 1d4 + 1 ⇒ (1, 6) + 3 + (1) + 1 = 12 bludgeoning and precision
◆ Quickened Strike Uppercut: 1d20 + 14 - 8 ⇒ (4) + 14 - 8 = 10

Looks like Arfsnarf and I were posting at the same time, and he saw my position on the map before I hit submit here. IOW, I should get any AoOs.


GM Screen | AoN PF2e GM Screen | Mentorship and PC Level Bumps | Pathfinder Provisions | Downtime | Area of Effects Templates | ◆◇↺

GM Screen:
DC 21 basic Reflex save, Red: 1d20 + 15 ⇒ (17) + 15 = 32 Crit Success, no damage
DC 21 basic Reflex save, Blue: 1d20 + 15 ⇒ (11) + 15 = 26 Success, 4 piercing damage
DC 21 basic Reflex save, Yellow: 1d20 + 15 ⇒ (2) + 15 = 17 Failure, 8 piercing damage
DC 21 basic Reflex save, Black: 1d20 + 13 ⇒ (7) + 13 = 20 Failure, 8 piercing damage

Red perfectly dodge whatever wasp or locusts are thrown at them while Blue manages to evade some, whereas the others are unfortunate to be stung and bitten. No damage to Red, 4 P damage to Blue, and 8 P damage each to Yellow and Black and are Sickened 1.

Barrek brings a flurry of blows at Yellow after he deceives it with a flourish. Both left and right jabs hit squarely the biloko in the face for 26 B damage. The uppercut is a miss though.

Botting Wraax...
Wraax builds a gravitational force around his +1 striking scythe. He then commands Mr Kitteh to move, and him as well.

Red makes swiping attack with their longspear at Barrek and Arfsnarf.
Swiping Longspear Attack vs Barrek AC 25 and Arfsnarf AC 22: 1d20 + 12 ⇒ (2) + 12 = 14

The attack misses. They try to poke Barrek again.
Longspear Attack vs Barrek AC 25, MAP2: 1d20 + 12 - 10 ⇒ (16) + 12 - 10 = 18

Yellow does the same attack at them too.
Swiping Longspear Attack vs Barrek AC 25 and Arfsnarf AC 22: 1d20 + 12 ⇒ (18) + 12 = 30
Damage: 1d8 + 4 ⇒ (3) + 4 = 7 piercing damage

It then adds another poking to Arfsnarf.
Longspear Attack vs Arfsnarf AC 22, MAP2: 1d20 + 12 - 10 ⇒ (11) + 12 - 10 = 13

Blue gets closer to Mr Kitteh and pokes the fiery creature with their longspear twice.
Longspear Attack vs Mr Kitteh AC 21: 1d20 + 12 ⇒ (4) + 12 = 16
Longspear Attack vs Mr Kitteh AC 21, MAP: 1d20 + 12 - 5 ⇒ (7) + 12 - 5 = 14

Both attacks miss.

❖❖❖❖❖❖❖❖❖❖
DEFEAT THE BILOKOS! Round 2
Terrain Features: The areas with trees are greater difficult terrain. The water isn’t too deep — it is difficult terrain, but Small or larger creatures don’t need Athletics checks to Swim.
ENCOUNTER MAP

──────────
Character in ➤ BOLD can act!
──────────
Arfsnarf (AC 22) (44/51 HP)
BVE Red (-24 HP)
BVE Blue (-28 HP)Mark of Aldonza
BVE Yellow (-46 HP)Sickened 1
➤ Wraax (AC 21) (50/50 HP)Gravity Weapon on +1 Striking Scythe
⠀⠀➤ Mr Kitteh (AC 21) (36/36 HP)
➤ Aldonza (AC 23) (66/66 HP)
➤ Erevan (AC 20) (34/42 HP)Has +2 status to Acrobatics, Stealth, Thievery checks, Reflex saves, and Dexterity-based attack rolls, +10 feet to Speed, -2 to Fortitude saves
➤ Garad (AC 23) (53/53 HP)With Mirror Image and Dragon Claws
BV Black (-20 HP)Sickened 1
Barrek (AC 24) (63/70 HP)Quickened (+1 additional action each round), +1 AC and +1 Perception, -1 Will and Reflex until the Final Surge is used, +5 status bonus to Speed

──────────
RECALL KNOWLEDGE:
──────────

DC 19 (Nature or Fey) on Red, Blue, Yellow, Black:
They are bilokos. Bilokos are crocodile-snouted fey who stalk the Mwangi Jungle and feast upon the flesh of humanoids. As cunning as they are vicious, bilokos employ deadly traps and guerrilla hunting tactics to capture prey—typically hapless explorers or, occasionally, wayward villagers, many of whom believe bilokos to be cruel ancestral spirits. The most powerful of these creatures, known as elokos, wield potent transformative magic. They have low-light vision, and imprecise scent within 30ft.
DC 29 (crit success), second success by another PC, or DC 21 as second check after first success:
Spoiler:
A biloko veteran can make a Swipe attack that can target two foes that are adjacent to each other.. They can attack on opportunity if given an opening

──────────
CONDITIONS & EFFECTS REFERENCE
──────────

Quickened :
You gain 1 additional action at the start of your turn each round. Many effects that make you quickened specify the types of actions you can use with this additional action. If you become quickened from multiple sources, you can use the extra action you’ve been granted for any single action allowed by any of the effects that made you quickened. Because quickened has its effect at the start of your turn, you don’t immediately gain actions if you become quickened during your turn.

Mirror Image :
Three illusory images of you swirl about your space, potentially causing those who attack you to hit one of the images instead of you. Any attack that would hit you has a random chance of hitting one of your images instead of you. If all three images remain, there is a 1 in 4 chance of hitting you (1 on 1d4). With two images remaining, there is a 1 in 3 chance of hitting you (1–2 on 1d6). With only one image, the chances are 1 in 2 (1–3 on 1d6). Once an image is hit, it is destroyed. If an attack roll fails to hit your AC but doesn't critically fail, it destroys an image but has no additional effect (even if the attack would normally have an effect on a failure). If an attack roll is a critical success and would hit one of the images, one of the images is destroyed and the attack roll becomes a success against you. Once all the images are destroyed, the spell ends.

Sickened :
You feel ill. Sickened always includes a value. You take a status penalty equal to this value on all your checks and DCs. You can't willingly ingest anything—including elixirs and potions—while sickened. You can spend a single action retching in an attempt to recover, which lets you immediately attempt a Fortitude save against the DC of the effect that made you sickened. On a success, you reduce your sickened value by 1 (or by 2 on a critical success).

Verdant Wheel

Wraax and Mr. Kitteh, N (Male) Goblin Ranger/Beastmaster 4| HP 32/50| AC 21| F+9 R+11 W+8| Perc(E) +8 darkvision, low light vision | Stealth(T) +9 speed 25| Hero Points: 1| Active Conditions:none| Mr. Kitteh HP 20/36 | AC 21 | F10, R12, W11| Speed 35|

Wraax Strides forwards into the fray. Then commands Mr. Kitteh into a flank behind the enemies, and flanking for Barrek aswell. Before she attempts to bite Blue.

Bite vs flanked: 1d20 + 10 ⇒ (14) + 10 = 24piercing, precision and fire damage: 2d6 + 1d4 + 3 + 1 ⇒ (2, 1) + (4) + 3 + 1 = 11

Finally, Wraax flicks his scythe out at Blue, attempting to end the biloko's threat.
+1 striking scythe vs flanked: 1d20 + 11 ⇒ (12) + 11 = 23slashing damage with gravity weapon bonus: 2d10 + 4 + 4 ⇒ (8, 3) + 4 + 4 = 19

end turn, hoping those hit.

Horizon Hunters

Female Elf (Changeling) | HP 90/90 | AC 25/26 | F +13 R +17 W +11 | Perc +10 | Stealth +17 | speed 35 | Hero 1/3 | Active Conditions: ---

Aldonza heads toward the approaching bilokos.

”You’ll never cross the river!
You’ll never claim the bell!
But now your souls will shiver,
When you go straight to Hell!”

She draws the sword from her marotte, with a murderous gleam in her eye.

Stride, Perform (Panache), Interact

Perform: 1d20 + 12 ⇒ (10) + 12 = 22

Envoy's Alliance

Chaotic Good Whisper Elf Alchemist 6 | HP 66/66 | AC 24 | F +12 R +13 W +10 | Perc +10 | Stealth +3 | speed 35 ft. | Advanced Alchemy: 0/8 | Versatile Vials: 2/6 | Active Conditions: none | ◈ | ◈◈ | ◈◈◈ | ◇ | ↺ |

Erevan runs closer and fires his loaded crossbow at red one more time. He then drops his elixir to reload his crossbow.

Strike: 1d20 + 9 + 2 ⇒ (11) + 9 + 2 = 22
Piercing: 2d6 ⇒ (5, 6) = 11


GM Screen | AoN PF2e GM Screen | Mentorship and PC Level Bumps | Pathfinder Provisions | Downtime | Area of Effects Templates | ◆◇↺

Flanking their target, both of their attacks connect, burning and slashing at their enemy. Aldonza move and sings a song that gives her Panache, after which she draws her sword ready to pierce an enemy.
Erevan moves too and shoots an arrow at Red successfully. He drops his elixir so that he can reload properly.

❖❖❖❖❖❖❖❖❖❖
DEFEAT THE BILOKOS! Round 2
Terrain Features: The areas with trees are greater difficult terrain. The water isn’t too deep — it is difficult terrain, but Small or larger creatures don’t need Athletics checks to Swim.
ENCOUNTER MAP

──────────
Character in ➤ BOLD can act!
──────────
Arfsnarf (AC 22) (44/51 HP)
BVE Red (-35 HP)
BVE Blue (-58 HP)Mark of Aldonza
BVE Yellow (-46 HP)Sickened 1
Wraax (AC 21) (50/50 HP)Gravity Weapon on +1 Striking Scythe
⠀⠀Mr Kitteh (AC 21) (36/36 HP)
Aldonza (AC 23) (66/66 HP)
Erevan (AC 20) (34/42 HP)Has +2 status to Acrobatics, Stealth, Thievery checks, Reflex saves, and Dexterity-based attack rolls, +10 feet to Speed, -2 to Fortitude saves
➤ Garad (AC 23) (53/53 HP)With Mirror Image and Dragon Claws
BV Black (-20 HP)Sickened 1
Barrek (AC 24) (63/70 HP)Quickened (+1 additional action each round), +1 AC and +1 Perception, -1 Will and Reflex until the Final Surge is used, +5 status bonus to Speed

──────────
RECALL KNOWLEDGE:
──────────

DC 19 (Nature or Fey) on Red, Blue, Yellow, Black:
They are bilokos. Bilokos are crocodile-snouted fey who stalk the Mwangi Jungle and feast upon the flesh of humanoids. As cunning as they are vicious, bilokos employ deadly traps and guerrilla hunting tactics to capture prey—typically hapless explorers or, occasionally, wayward villagers, many of whom believe bilokos to be cruel ancestral spirits. The most powerful of these creatures, known as elokos, wield potent transformative magic. They have low-light vision, and imprecise scent within 30ft.
DC 29 (crit success), second success by another PC, or DC 21 as second check after first success:
Spoiler:
A biloko veteran can make a Swipe attack that can target two foes that are adjacent to each other.. They can attack on opportunity if given an opening

──────────
CONDITIONS & EFFECTS REFERENCE
──────────

Quickened :
You gain 1 additional action at the start of your turn each round. Many effects that make you quickened specify the types of actions you can use with this additional action. If you become quickened from multiple sources, you can use the extra action you’ve been granted for any single action allowed by any of the effects that made you quickened. Because quickened has its effect at the start of your turn, you don’t immediately gain actions if you become quickened during your turn.

Mirror Image :
Three illusory images of you swirl about your space, potentially causing those who attack you to hit one of the images instead of you. Any attack that would hit you has a random chance of hitting one of your images instead of you. If all three images remain, there is a 1 in 4 chance of hitting you (1 on 1d4). With two images remaining, there is a 1 in 3 chance of hitting you (1–2 on 1d6). With only one image, the chances are 1 in 2 (1–3 on 1d6). Once an image is hit, it is destroyed. If an attack roll fails to hit your AC but doesn't critically fail, it destroys an image but has no additional effect (even if the attack would normally have an effect on a failure). If an attack roll is a critical success and would hit one of the images, one of the images is destroyed and the attack roll becomes a success against you. Once all the images are destroyed, the spell ends.

Sickened :
You feel ill. Sickened always includes a value. You take a status penalty equal to this value on all your checks and DCs. You can't willingly ingest anything—including elixirs and potions—while sickened. You can spend a single action retching in an attempt to recover, which lets you immediately attempt a Fortitude save against the DC of the effect that made you sickened. On a success, you reduce your sickened value by 1 (or by 2 on a critical success).

Grand Archive

Human (Vudrani) Sorcerer (Rogue Dedication) 7 / HP 71/71,Perc +9, AC 24(+2 Nimble dodge), Fort +13 Ref +12 Will +11 / Spells 1st 4/4, 2d 4/4, 3d 4/4, 4d 3/3, Focus 2/2 / Active conditions: Toughness, Diehard, Breath control

The sorcerer casts Telekinetic projectile on the black.

Telekinetic projectile:1d20 + 11 ⇒ (7) + 11 = 18

Damage:1d6 + 4 ⇒ (5) + 4 = 9

Then he casts shield.

Vigilant Seal

Male Dwarf Monk 5 | HP 70 | AC 24 (25 w/ buckler) | F +11 / R +13 / W +11 | Perc +11 | 30' Speed | 1 Hero Point |◆◇↺| Character Sheet

I have my doubts that that'll hit, but don't forget that cantrips heighten so it should be 3d6. :)


GM Screen | AoN PF2e GM Screen | Mentorship and PC Level Bumps | Pathfinder Provisions | Downtime | Area of Effects Templates | ◆◇↺

Garad sends a stone flying to Black but he misses. He raises Shield. Black advances forward and pokes Arfsnarf with his longspear twice.
Longspear Attack vs Arfsnarf AC 22: 1d20 + 12 ⇒ (6) + 12 = 18
Longspear Attack vs Arfsnarf AC 22, MAP: 1d20 + 12 - 5 ⇒ (14) + 12 - 5 = 21

Both attacks miss, fortunately for Arfsnarf.

❖❖❖❖❖❖❖❖❖❖
DEFEAT THE BILOKOS! Round 2 and 3
Terrain Features: The areas with trees are greater difficult terrain. The water isn’t too deep — it is difficult terrain, but Small or larger creatures don’t need Athletics checks to Swim.
ENCOUNTER MAP

──────────
Character in ➤ BOLD can act!
──────────
Round 3
➤ Arfsnarf (AC 22) (44/51 HP)
BVE Red (-35 HP)
BVE Blue (-58 HP)Mark of Aldonza
BVE Yellow (-46 HP)Sickened 1
Wraax (AC 21) (50/50 HP)Gravity Weapon on +1 Striking Scythe
⠀⠀Mr Kitteh (AC 21) (36/36 HP)
Aldonza (AC 23) (66/66 HP)
Erevan (AC 20) (34/42 HP)Has +2 status to Acrobatics, Stealth, Thievery checks, Reflex saves, and Dexterity-based attack rolls, +10 feet to Speed, -2 to Fortitude saves
Garad (AC 23) (53/53 HP)With Mirror Image and Dragon Claws | w Shield +1 to AC for 1 rd
BV Black (-20 HP)Sickened 1
Round 2
➤ Barrek (AC 24) (63/70 HP)Quickened (+1 additional action each round), +1 AC and +1 Perception, -1 Will and Reflex until the Final Surge is used, +5 status bonus to Speed

──────────
RECALL KNOWLEDGE:
──────────

DC 19 (Nature or Fey) on Red, Blue, Yellow, Black:
They are bilokos. Bilokos are crocodile-snouted fey who stalk the Mwangi Jungle and feast upon the flesh of humanoids. As cunning as they are vicious, bilokos employ deadly traps and guerrilla hunting tactics to capture prey—typically hapless explorers or, occasionally, wayward villagers, many of whom believe bilokos to be cruel ancestral spirits. The most powerful of these creatures, known as elokos, wield potent transformative magic. They have low-light vision, and imprecise scent within 30ft.
DC 29 (crit success), second success by another PC, or DC 21 as second check after first success:
Spoiler:
A biloko veteran can make a Swipe attack that can target two foes that are adjacent to each other.. They can attack on opportunity if given an opening

──────────
CONDITIONS & EFFECTS REFERENCE
──────────

Quickened :
You gain 1 additional action at the start of your turn each round. Many effects that make you quickened specify the types of actions you can use with this additional action. If you become quickened from multiple sources, you can use the extra action you’ve been granted for any single action allowed by any of the effects that made you quickened. Because quickened has its effect at the start of your turn, you don’t immediately gain actions if you become quickened during your turn.

Mirror Image :
Three illusory images of you swirl about your space, potentially causing those who attack you to hit one of the images instead of you. Any attack that would hit you has a random chance of hitting one of your images instead of you. If all three images remain, there is a 1 in 4 chance of hitting you (1 on 1d4). With two images remaining, there is a 1 in 3 chance of hitting you (1–2 on 1d6). With only one image, the chances are 1 in 2 (1–3 on 1d6). Once an image is hit, it is destroyed. If an attack roll fails to hit your AC but doesn't critically fail, it destroys an image but has no additional effect (even if the attack would normally have an effect on a failure). If an attack roll is a critical success and would hit one of the images, one of the images is destroyed and the attack roll becomes a success against you. Once all the images are destroyed, the spell ends.

Sickened :
You feel ill. Sickened always includes a value. You take a status penalty equal to this value on all your checks and DCs. You can't willingly ingest anything—including elixirs and potions—while sickened. You can spend a single action retching in an attempt to recover, which lets you immediately attempt a Fortitude save against the DC of the effect that made you sickened. On a success, you reduce your sickened value by 1 (or by 2 on a critical success).

Vigilant Seal

Male Dwarf Monk 5 | HP 70 | AC 24 (25 w/ buckler) | F +11 / R +13 / W +11 | Perc +11 | 30' Speed | 1 Hero Point |◆◇↺| Character Sheet

Taking advantage of his foe's weakened state, Barrek unleashes a torrent of quick jabs and punches directed right at their face.

◆ Flurry of Blows on yellow
Yellow is flat-footed to the first one thanks to the rider on stumbling stance - "If an enemy hits you with a melee Strike, it becomes flat-footed against the next stumbling swing Strike you make against it"
Left Jab: 1d20 + 14 ⇒ (5) + 14 = 19 for Bludgeoning: 2d8 + 3 ⇒ (7, 6) + 3 = 16 and Precision: 1d4 + 1 ⇒ (4) + 1 = 5

Right Cross: 1d20 + 14 - 4 ⇒ (2) + 14 - 4 = 12 Hero Point!
Right Cross: 1d20 + 14 - 4 ⇒ (16) + 14 - 4 = 26 for Bludgeoning: 2d8 + 3 ⇒ (5, 8) + 3 = 16

Feeling a solid connection with both blows and hearing the satisfying crunch of fist on bone, the dwarf turns his drunken fury on the Bilokos he has flanked.

◆ Strike on red
Left Hook: 1d20 + 14 - 8 ⇒ (5) + 14 - 8 = 11

◆ Strike on red
Uppercut: 1d20 + 14 - 8 ⇒ (12) + 14 - 8 = 18 for maybe Bludgeoning: 2d8 + 3 ⇒ (2, 6) + 3 = 11 and Precision: 1d4 + 1 ⇒ (1) + 1 = 2

◆ Quickened Strike on red
Uppercut: 1d20 + 14 - 8 ⇒ (18) + 14 - 8 = 24 for Bludgeoning: 2d8 + 3 ⇒ (4, 8) + 3 = 15 and Precision: 1d4 + 1 ⇒ (2) + 1 = 3

Horizon Hunters

male goblin (razortooth) sorcerer 9 | ♥️87 (pearly white spindle) | ⛨26 slick; resistance 1 void | F+16 R+18 W+14 | Perc+11 darkvision | stealth+15 | speed 25ft | focus☐☐ | spells 1st☐☐☐☐ 2nd☐☐☐☐ 3rd☐☐☐☐ 4th☐☐☐☐ 5th☐☐☐ | Skeleton key☐ | Ventriloquist's Ring☐ | Exploration: Avoid Notice | ⚕ none

Arfsnarf steps just to the edge of the beach, in line with three of the Bilokos. He gets a fevered look in his eyes and throws his goblin claws forward at them.

UNLIMITED POWER!

◆ Step NE
◆◆ Cast (somatic, verbal) lightning bolt through RED, YELLOW, BLUE
E damage (RED, BLUE, YELLOW), DC21 Basic Reflex save: 4d12 ⇒ (5, 9, 1, 9) = 24


GM Screen | AoN PF2e GM Screen | Mentorship and PC Level Bumps | Pathfinder Provisions | Downtime | Area of Effects Templates | ◆◇↺

Barrek brings an end to Yellow's miserable life with his jabs. Yellow is eliminated. He then turns to Red but manages to land his last Strike only. Arfsnarf takes the opportunity to send a bolt of lightning strike through the bilokos that lined up! Their mistake!

GM Screen:
DC 21 basic Reflex save, Red: 1d20 + 14 ⇒ (7) + 14 = 21
DC 21 basic Reflex save, Blue: 1d20 + 14 ⇒ (18) + 14 = 32

Red manages to shrug off a portion of the lightning while Blue is very agile and unharmed. Red takes 12 electricity damage and none to Blue.

Blue makes a Swipe attack on Aldonza and Wraax!
Swipe with Longspear Attack vs Aldonza AC 23 and Wraax AC 21: 1d20 + 12 ⇒ (3) + 12 = 15

The attack miss to the biloko's dismay. Blue then tries to poke 1 Aldonza, 2 Wraax: 1d2 ⇒ 2 Wraax with the same weapon.
Longspear Attack vs Wraax AC 21, MAP2: 1d20 + 12 - 10 ⇒ (8) + 12 - 10 = 10

Another miss. Red does the same Swipe to 1 Aldonza and Barrek, 2 Aldonza and Wraax: 1d2 ⇒ 1 Aldonza and Barrek.
Swipe with Longspear Attack vs Aldonza AC 23 and Barrek AC 24+1: 1d20 + 12 ⇒ (15) + 12 = 27
Longspear damage: 1d8 + 4 ⇒ (6) + 4 = 10 piercing damage

Both of them are hit! It then pokes again to Wraax.
Longspear Attack vs Wraax AC 21, MAP2: 1d20 + 12 - 10 ⇒ (13) + 12 - 10 = 15

❖❖❖❖❖❖❖❖❖❖
DEFEAT THE BILOKOS! Round 3
Terrain Features: The areas with trees are greater difficult terrain. The water isn’t too deep — it is difficult terrain, but Small or larger creatures don’t need Athletics checks to Swim.
ENCOUNTER MAP

──────────
Character in ➤ BOLD can act!
──────────
Arfsnarf (AC 22) (44/51 HP)
BVE Red (-65 HP)
BVE Blue (-58 HP)Mark of Aldonza
➤ Wraax (AC 21) (50/50 HP)Gravity Weapon on +1 Striking Scythe
⠀⠀➤ Mr Kitteh (AC 21) (36/36 HP)
➤ Aldonza (AC 23) (56/66 HP)
➤ Erevan (AC 20) (34/42 HP)Has +2 status to Acrobatics, Stealth, Thievery checks, Reflex saves, and Dexterity-based attack rolls, +10 feet to Speed, -2 to Fortitude saves
➤ Garad (AC 23) (53/53 HP)With Mirror Image and Dragon Claws | w Shield +1 to AC for 1 rd
BV Black (-20 HP)Sickened 1
Barrek (AC 24) (53/70 HP)Quickened (+1 additional action each round), +1 AC and +1 Perception, -1 Will and Reflex until the Final Surge is used, +5 status bonus to Speed

──────────
RECALL KNOWLEDGE:
──────────

DC 19 (Nature or Fey) on Red, Blue, Yellow, Black:
They are bilokos. Bilokos are crocodile-snouted fey who stalk the Mwangi Jungle and feast upon the flesh of humanoids. As cunning as they are vicious, bilokos employ deadly traps and guerrilla hunting tactics to capture prey—typically hapless explorers or, occasionally, wayward villagers, many of whom believe bilokos to be cruel ancestral spirits. The most powerful of these creatures, known as elokos, wield potent transformative magic. They have low-light vision, and imprecise scent within 30ft.
DC 29 (crit success), second success by another PC, or DC 21 as second check after first success:
Spoiler:
A biloko veteran can make a Swipe attack that can target two foes that are adjacent to each other.. They can attack on opportunity if given an opening

──────────
CONDITIONS & EFFECTS REFERENCE
──────────

Quickened :
You gain 1 additional action at the start of your turn each round. Many effects that make you quickened specify the types of actions you can use with this additional action. If you become quickened from multiple sources, you can use the extra action you’ve been granted for any single action allowed by any of the effects that made you quickened. Because quickened has its effect at the start of your turn, you don’t immediately gain actions if you become quickened during your turn.

Mirror Image :
Three illusory images of you swirl about your space, potentially causing those who attack you to hit one of the images instead of you. Any attack that would hit you has a random chance of hitting one of your images instead of you. If all three images remain, there is a 1 in 4 chance of hitting you (1 on 1d4). With two images remaining, there is a 1 in 3 chance of hitting you (1–2 on 1d6). With only one image, the chances are 1 in 2 (1–3 on 1d6). Once an image is hit, it is destroyed. If an attack roll fails to hit your AC but doesn't critically fail, it destroys an image but has no additional effect (even if the attack would normally have an effect on a failure). If an attack roll is a critical success and would hit one of the images, one of the images is destroyed and the attack roll becomes a success against you. Once all the images are destroyed, the spell ends.

Sickened :
You feel ill. Sickened always includes a value. You take a status penalty equal to this value on all your checks and DCs. You can't willingly ingest anything—including elixirs and potions—while sickened. You can spend a single action retching in an attempt to recover, which lets you immediately attempt a Fortitude save against the DC of the effect that made you sickened. On a success, you reduce your sickened value by 1 (or by 2 on a critical success).

Envoy's Alliance

Chaotic Good Whisper Elf Alchemist 6 | HP 66/66 | AC 24 | F +12 R +13 W +10 | Perc +10 | Stealth +3 | speed 35 ft. | Advanced Alchemy: 0/8 | Versatile Vials: 2/6 | Active Conditions: none | ◈ | ◈◈ | ◈◈◈ | ◇ | ↺ |

Erevan fires his loaded crossbow towards red. He reloads and fires again.

Strike: 1d20 + 9 + 2 ⇒ (3) + 9 + 2 = 14
Piercing: 2d6 ⇒ (4, 1) = 5

Strike MAP: 1d20 + 9 + 2 - 5 ⇒ (7) + 9 + 2 - 5 = 13
Piercing: 2d6 ⇒ (6, 2) = 8

Horizon Hunters

Female Elf (Changeling) | HP 90/90 | AC 25/26 | F +13 R +17 W +11 | Perc +10 | Stealth +17 | speed 35 | Hero 1/3 | Active Conditions: ---

Aldonza winces as the biloko’s attack strikes home, but she shakes her head. ”Sorry, no cutting in!”, she chides.

Turning her attention to her mark, she flicks her sword toward her left, then stabs to the right, before raising her scabbard.

Feint, Strike, Parry (AC 24)

Deception: 1d20 + 12 ⇒ (15) + 12 = 27

Attack: 1d20 + 14 ⇒ (13) + 14 = 27
Damage: 2d6 + 5 ⇒ (4, 5) + 5 = 14P, +2 if Feint is successful
Deadly damage if a crit: 1d6 ⇒ 6

Grand Archive

Human (Vudrani) Sorcerer (Rogue Dedication) 7 / HP 71/71,Perc +9, AC 24(+2 Nimble dodge), Fort +13 Ref +12 Will +11 / Spells 1st 4/4, 2d 4/4, 3d 4/4, 4d 3/3, Focus 2/2 / Active conditions: Toughness, Diehard, Breath control

The sorcerer casts Telekinetic projectile on the red.

Telekinetic projectile:1d20 + 11 ⇒ (2) + 11 = 13

Damage:1d6 + 4 ⇒ (1) + 4 = 5

Then he casts shield.


GM Screen | AoN PF2e GM Screen | Mentorship and PC Level Bumps | Pathfinder Provisions | Downtime | Area of Effects Templates | ◆◇↺

Erevan flies arrows but none hits Red. Aldonza confuses her mark as to where she would hit. She pierces through the right with her weapon, hitting right through the heart. Blue is eliminated She then parries with the same weapon. Garad sens another projectile to Red but it goes wide, he then raises his Shield

❖❖❖❖❖❖❖❖❖❖
DEFEAT THE BILOKOS! Round 3
Terrain Features: The areas with trees are greater difficult terrain. The water isn’t too deep — it is difficult terrain, but Small or larger creatures don’t need Athletics checks to Swim.
ENCOUNTER MAP

──────────
Character in ➤ BOLD can act!
──────────
Arfsnarf (AC 22) (44/51 HP)
BVE Red (-65 HP)
➤ Wraax (AC 21) (50/50 HP)Gravity Weapon on +1 Striking Scythe
⠀⠀➤ Mr Kitteh (AC 21) (36/36 HP)
Aldonza (AC 23) (56/66 HP)Parry (AC 24)
Erevan (AC 20) (34/42 HP)Has +2 status to Acrobatics, Stealth, Thievery checks, Reflex saves, and Dexterity-based attack rolls, +10 feet to Speed, -2 to Fortitude saves
Garad (AC 23) (53/53 HP)With Mirror Image and Dragon Claws | w Shield +1 to AC for 1 rd
BV Black (-20 HP)Sickened 1
Barrek (AC 24) (53/70 HP)Quickened (+1 additional action each round), +1 AC and +1 Perception, -1 Will and Reflex until the Final Surge is used, +5 status bonus to Speed

──────────
RECALL KNOWLEDGE:
──────────

DC 19 (Nature or Fey) on Red, Blue, Yellow, Black:
They are bilokos. Bilokos are crocodile-snouted fey who stalk the Mwangi Jungle and feast upon the flesh of humanoids. As cunning as they are vicious, bilokos employ deadly traps and guerrilla hunting tactics to capture prey—typically hapless explorers or, occasionally, wayward villagers, many of whom believe bilokos to be cruel ancestral spirits. The most powerful of these creatures, known as elokos, wield potent transformative magic. They have low-light vision, and imprecise scent within 30ft.
DC 29 (crit success), second success by another PC, or DC 21 as second check after first success:
Spoiler:
A biloko veteran can make a Swipe attack that can target two foes that are adjacent to each other.. They can attack on opportunity if given an opening

──────────
CONDITIONS & EFFECTS REFERENCE
──────────

Quickened :
You gain 1 additional action at the start of your turn each round. Many effects that make you quickened specify the types of actions you can use with this additional action. If you become quickened from multiple sources, you can use the extra action you’ve been granted for any single action allowed by any of the effects that made you quickened. Because quickened has its effect at the start of your turn, you don’t immediately gain actions if you become quickened during your turn.

Mirror Image :
Three illusory images of you swirl about your space, potentially causing those who attack you to hit one of the images instead of you. Any attack that would hit you has a random chance of hitting one of your images instead of you. If all three images remain, there is a 1 in 4 chance of hitting you (1 on 1d4). With two images remaining, there is a 1 in 3 chance of hitting you (1–2 on 1d6). With only one image, the chances are 1 in 2 (1–3 on 1d6). Once an image is hit, it is destroyed. If an attack roll fails to hit your AC but doesn't critically fail, it destroys an image but has no additional effect (even if the attack would normally have an effect on a failure). If an attack roll is a critical success and would hit one of the images, one of the images is destroyed and the attack roll becomes a success against you. Once all the images are destroyed, the spell ends.

Sickened :
You feel ill. Sickened always includes a value. You take a status penalty equal to this value on all your checks and DCs. You can't willingly ingest anything—including elixirs and potions—while sickened. You can spend a single action retching in an attempt to recover, which lets you immediately attempt a Fortitude save against the DC of the effect that made you sickened. On a success, you reduce your sickened value by 1 (or by 2 on a critical success).

Verdant Wheel

Wraax and Mr. Kitteh, N (Male) Goblin Ranger/Beastmaster 4| HP 32/50| AC 21| F+9 R+11 W+8| Perc(E) +8 darkvision, low light vision | Stealth(T) +9 speed 25| Hero Points: 1| Active Conditions:none| Mr. Kitteh HP 20/36 | AC 21 | F10, R12, W11| Speed 35|

Wraax Commands Mr.Kitteh to Stride to support Arfsnarf, sending her into a flank before she bites at Black.

bite vs flanked: 1d20 + 10 ⇒ (18) + 10 = 28piercing, precision, and fire damage: 2d6 + 1d4 + 3 + 1 ⇒ (2, 6) + (4) + 3 + 1 = 16

He then Strides into the space Mr Kitteh just vacated, flanking Red with Barrek, before attacking with his scythe
+1 striking scythe vs flat-footed: 1d20 + 11 ⇒ (19) + 11 = 30slashing and gravity: 2d10 + 4 + 4 ⇒ (2, 10) + 4 + 4 = 20
end turn

as that might be a crit, here's the deadly on the scythe.

deadly d10: 1d10 ⇒ 5


GM Screen | AoN PF2e GM Screen | Mentorship and PC Level Bumps | Pathfinder Provisions | Downtime | Area of Effects Templates | ◆◇↺

Wraax and Mr Kitten pair up to launch attacks on their targets, biting Black by Mr Kitten and slashing Red to decapitation in the process. Black takes 16 total damage, Red takes 45 total damage and is eliminated.

Black hisses in anger, making random strikes with his long spear to Mr. Kitteh and Arfsnarf. 1 Mr Kitteh, 2 Arfsnarf: 3d2 ⇒ (2, 1, 1) = 4
Longspear Attack vs Arfsnarf AC 22: 1d20 + 12 ⇒ (14) + 12 = 26
Longspear Damage: 1d8 + 4 ⇒ (7) + 4 = 11 piercing damage
Longspear Attack vs Mr Kitteh AC 21, MAP1: 1d20 + 12 - 5 ⇒ (3) + 12 - 5 = 10
Longspear Attack vs Mr Kitteh AC 21, MAP2: 1d20 + 12 - 10 ⇒ (9) + 12 - 10 = 11

Only the first attack manages to pierce Arfsnarf.

❖❖❖❖❖❖❖❖❖❖
DEFEAT THE BILOKOS! Round 3 and 4
Terrain Features: The areas with trees are greater difficult terrain. The water isn’t too deep — it is difficult terrain, but Small or larger creatures don’t need Athletics checks to Swim.
ENCOUNTER MAP

──────────
Character in ➤ BOLD can act!
──────────
Round 4
➤ Arfsnarf (AC 22) (33/51 HP)
➤ Wraax (AC 21) (50/50 HP)Gravity Weapon on +1 Striking Scythe
⠀⠀➤ Mr Kitteh (AC 21) (36/36 HP)
➤ Aldonza (AC 23) (56/66 HP)Parry (AC 24)
➤ Erevan (AC 20) (34/42 HP)Has +2 status to Acrobatics, Stealth, Thievery checks, Reflex saves, and Dexterity-based attack rolls, +10 feet to Speed, -2 to Fortitude saves
➤ Garad (AC 23) (53/53 HP)With Mirror Image and Dragon Claws | w Shield +1 to AC for 1 rd

BV Black (-36 HP)Sickened 1

Round 3
➤ Barrek (AC 24) (53/70 HP)Quickened (+1 additional action each round), +1 AC and +1 Perception, -1 Will and Reflex until the Final Surge is used, +5 status bonus to Speed

──────────
RECALL KNOWLEDGE:
──────────

DC 19 (Nature or Fey) on Red, Blue, Yellow, Black:
They are bilokos. Bilokos are crocodile-snouted fey who stalk the Mwangi Jungle and feast upon the flesh of humanoids. As cunning as they are vicious, bilokos employ deadly traps and guerrilla hunting tactics to capture prey—typically hapless explorers or, occasionally, wayward villagers, many of whom believe bilokos to be cruel ancestral spirits. The most powerful of these creatures, known as elokos, wield potent transformative magic. They have low-light vision, and imprecise scent within 30ft.
DC 29 (crit success), second success by another PC, or DC 21 as second check after first success:
Spoiler:
A biloko veteran can make a Swipe attack that can target two foes that are adjacent to each other.. They can attack on opportunity if given an opening

──────────
CONDITIONS & EFFECTS REFERENCE
──────────

Quickened :
You gain 1 additional action at the start of your turn each round. Many effects that make you quickened specify the types of actions you can use with this additional action. If you become quickened from multiple sources, you can use the extra action you’ve been granted for any single action allowed by any of the effects that made you quickened. Because quickened has its effect at the start of your turn, you don’t immediately gain actions if you become quickened during your turn.

Mirror Image :
Three illusory images of you swirl about your space, potentially causing those who attack you to hit one of the images instead of you. Any attack that would hit you has a random chance of hitting one of your images instead of you. If all three images remain, there is a 1 in 4 chance of hitting you (1 on 1d4). With two images remaining, there is a 1 in 3 chance of hitting you (1–2 on 1d6). With only one image, the chances are 1 in 2 (1–3 on 1d6). Once an image is hit, it is destroyed. If an attack roll fails to hit your AC but doesn't critically fail, it destroys an image but has no additional effect (even if the attack would normally have an effect on a failure). If an attack roll is a critical success and would hit one of the images, one of the images is destroyed and the attack roll becomes a success against you. Once all the images are destroyed, the spell ends.

Sickened :
You feel ill. Sickened always includes a value. You take a status penalty equal to this value on all your checks and DCs. You can't willingly ingest anything—including elixirs and potions—while sickened. You can spend a single action retching in an attempt to recover, which lets you immediately attempt a Fortitude save against the DC of the effect that made you sickened. On a success, you reduce your sickened value by 1 (or by 2 on a critical success).

Vigilant Seal

Male Dwarf Monk 5 | HP 70 | AC 24 (25 w/ buckler) | F +11 / R +13 / W +11 | Perc +11 | 30' Speed | 1 Hero Point |◆◇↺| Character Sheet

Barrek splashes his way into the water to go after the last Bilokos. He ducks and bobs and almost sinks but manages to throw a good punch or two in the end.

◆ Stride
◆ Feint Deception: 1d20 + 12 ⇒ (5) + 12 = 17 Maybe?

◆ Flurry of Blows
Flat-footed for the first one if the feint succeeded
Right Cross: 1d20 + 14 ⇒ (4) + 14 = 18 for Bludgeoning: 2d8 + 3 ⇒ (1, 6) + 3 = 10 and Precision: 1d4 + 1 ⇒ (1) + 1 = 2
Left Jab: 1d20 + 14 - 4 ⇒ (15) + 14 - 4 = 25 for Bludgeoning: 2d8 + 3 ⇒ (1, 7) + 3 = 11

◆ Quickened Strike Haymaker: 1d20 + 14 - 8 ⇒ (6) + 14 - 8 = 12

Envoy's Alliance

Chaotic Good Whisper Elf Alchemist 6 | HP 66/66 | AC 24 | F +12 R +13 W +10 | Perc +10 | Stealth +3 | speed 35 ft. | Advanced Alchemy: 0/8 | Versatile Vials: 2/6 | Active Conditions: none | ◈ | ◈◈ | ◈◈◈ | ◇ | ↺ |

Erevan positions himself behind Arfsnarf and tends to the wounds of his ally.

Minor Elixir of Life: 1d6 ⇒ 3

Stride, Interact (Grab Elixir), Interact (Administer Elixir)

Horizon Hunters

male goblin (razortooth) sorcerer 9 | ♥️87 (pearly white spindle) | ⛨26 slick; resistance 1 void | F+16 R+18 W+14 | Perc+11 darkvision | stealth+15 | speed 25ft | focus☐☐ | spells 1st☐☐☐☐ 2nd☐☐☐☐ 3rd☐☐☐☐ 4th☐☐☐☐ 5th☐☐☐ | Skeleton key☐ | Ventriloquist's Ring☐ | Exploration: Avoid Notice | ⚕ none

Arfsnarf attempts to finish off the last one with one of his simplest spells.

◆◆◆ Magic missile (3 missiles): 3d4 + 3 ⇒ (2, 3, 3) + 3 = 11

Horizon Hunters

Female Elf (Changeling) | HP 90/90 | AC 25/26 | F +13 R +17 W +11 | Perc +10 | Stealth +17 | speed 35 | Hero 1/3 | Active Conditions: ---

Aldonza steps up to the last biloko. ”Good night, sweet prince”, she declares. Twirling her scabbard, she lunges at its chest.

Stride, Feint, Confident Finisher

Deception: 1d20 + 10 ⇒ (20) + 10 = 30

Attack: 1d20 + 14 ⇒ (1) + 14 = 15
Damage: 5d6 + 2 ⇒ (6, 5, 4, 6, 2) + 2 = 25

Horizon Hunters

Female Elf (Changeling) | HP 90/90 | AC 25/26 | F +13 R +17 W +11 | Perc +10 | Stealth +17 | speed 35 | Hero 1/3 | Active Conditions: ---

Hey look, I have a Hero Point!

Attack: 1d20 + 14 ⇒ (13) + 14 = 27

Grand Archive

Human (Vudrani) Sorcerer (Rogue Dedication) 7 / HP 71/71,Perc +9, AC 24(+2 Nimble dodge), Fort +13 Ref +12 Will +11 / Spells 1st 4/4, 2d 4/4, 3d 4/4, 4d 3/3, Focus 2/2 / Active conditions: Toughness, Diehard, Breath control

The sorcerer moves and casts Hydraulic push on the black.

Hydraulic push height +2:1d20 + 11 ⇒ (12) + 11 = 23

Damage:7d6 + 3 ⇒ (1, 4, 3, 1, 3, 3, 2) + 3 = 20


GM Screen | AoN PF2e GM Screen | Mentorship and PC Level Bumps | Pathfinder Provisions | Downtime | Area of Effects Templates | ◆◇↺

Barrek fails to deceive the last biloko. His left jab though manages to land on the enemy. Erevan administers elixir on Arsnarf for a measly HP. Arsnarf send the last biloko to its demise with his flurry of missiles!

COMBAT OVER! WELL DONE!

There's a moment of silence, and a few seconds later, the crowd who has been hiding among the trees and the others who have performed the ritual and their leader cheers in victory! They help bring any injured agents back to their camp, where they prepare a meal to celebrate their victory against Wrigglemaw’s forces.

As they rest and feast back at the River Sentinels camp, Mr. Riverside addresses them. "Thank you for your help in repelling the bilokos. While I fear reprisal from the evil fey, I am confident that the fight sent a strong message to their leader, Wrigglemaw. With the bilokos’ forces weakened, I believe the River Sentinels can break the fey bargain without fear of being attacked." He ponders aloud, "I have an important decision to make — and I’ll be sure to consult the rest of the River Sentinels community, rather than deciding their fate on my own. Should we take the fight straight to Wrigglemaw and strike while the bilokos are reeling from the recent battle? Or should we travel away from here and try to stay one step ahead of the vengeful fey as we put our past behind us?" Mr. Riverside asks their opinion.

This is the last part of the scenario. I would like to get your opinion on this last one for Reporting purposes. I will prepare the chronicles once I receive a majority of responses for the Reporting above.

Vigilant Seal

Male Dwarf Monk 5 | HP 70 | AC 24 (25 w/ buckler) | F +11 / R +13 / W +11 | Perc +11 | 30' Speed | 1 Hero Point |◆◇↺| Character Sheet

"Ah'm always one ta push inta the conflict rather than walk er run away. But that's a heap a trouble - smaller now fer sure but still a heap - that you'd be walkin' inta."

He smokes a bit from his pipe, then adds, "Still. Probably worth it."

Horizon Hunters

male goblin (razortooth) sorcerer 9 | ♥️87 (pearly white spindle) | ⛨26 slick; resistance 1 void | F+16 R+18 W+14 | Perc+11 darkvision | stealth+15 | speed 25ft | focus☐☐ | spells 1st☐☐☐☐ 2nd☐☐☐☐ 3rd☐☐☐☐ 4th☐☐☐☐ 5th☐☐☐ | Skeleton key☐ | Ventriloquist's Ring☐ | Exploration: Avoid Notice | ⚕ none

The goblin furrows his brow and concentrates intensely. Still, he can't resist the chance to get the input of his clacky rock.

It hard to say how risky that would be. It could also being playing into hands of Wrigglemaw. Let's see...

Clacky rock: 1d20 ⇒ 4

His eyes light up in fear.

Clacky rock says taking it to Wrigglemaw won't go well! Take the other option!

Horizon Hunters

Female Elf (Changeling) | HP 90/90 | AC 25/26 | F +13 R +17 W +11 | Perc +10 | Stealth +17 | speed 35 | Hero 1/3 | Active Conditions: ---

”You’ll be running for the rest of your lives, always looking over your shoulder”, says Aldonza. ”That’s no way to live. Plus, you’ve got warriors like Efala on your side. Take those bilokos down like river bison!”

She raises her cup in a toast.

Grand Archive

Human (Vudrani) Sorcerer (Rogue Dedication) 7 / HP 71/71,Perc +9, AC 24(+2 Nimble dodge), Fort +13 Ref +12 Will +11 / Spells 1st 4/4, 2d 4/4, 3d 4/4, 4d 3/3, Focus 2/2 / Active conditions: Toughness, Diehard, Breath control

I think it would be easier for you to take the fight directly to Wrigglemaw and hit while the bilokos are shaken from the recent battle. Because that way there will be fewer people in Wrigglemaw.

Envoy's Alliance

Chaotic Good Whisper Elf Alchemist 6 | HP 66/66 | AC 24 | F +12 R +13 W +10 | Perc +10 | Stealth +3 | speed 35 ft. | Advanced Alchemy: 0/8 | Versatile Vials: 2/6 | Active Conditions: none | ◈ | ◈◈ | ◈◈◈ | ◇ | ↺ |

Erevan claps his hands as the bilokos are taken down. "And good riddance, I say."

"My vote would be to take the fight directly to Wrigglemaw. You now have allies on your side so grab the opportunity to face and possibly end your problems rather than running away."

Verdant Wheel

Wraax and Mr. Kitteh, N (Male) Goblin Ranger/Beastmaster 4| HP 32/50| AC 21| F+9 R+11 W+8| Perc(E) +8 darkvision, low light vision | Stealth(T) +9 speed 25| Hero Points: 1| Active Conditions:none| Mr. Kitteh HP 20/36 | AC 21 | F10, R12, W11| Speed 35|

"As long as Wrigglemaw exists, you will feel hunted. Become the hunters and finally choose your own destiny"

Horizon Hunters

male goblin (razortooth) sorcerer 9 | ♥️87 (pearly white spindle) | ⛨26 slick; resistance 1 void | F+16 R+18 W+14 | Perc+11 darkvision | stealth+15 | speed 25ft | focus☐☐ | spells 1st☐☐☐☐ 2nd☐☐☐☐ 3rd☐☐☐☐ 4th☐☐☐☐ 5th☐☐☐ | Skeleton key☐ | Ventriloquist's Ring☐ | Exploration: Avoid Notice | ⚕ none

Arfsnarf seems nervous at the direction of the group's suggestions.

You might all be right. But be ready for heavy loss in this fight.

He gives his clacky rock a worried look.

The player agrees with you :) Arfsnarf is a very superstitious goblin.


1 person marked this as a favorite.
GM Screen | AoN PF2e GM Screen | Mentorship and PC Level Bumps | Pathfinder Provisions | Downtime | Area of Effects Templates | ◆◇↺

Mr. Riverside ponders their advice. "What you all said is true. We cannot run away from Wrigglemaw forever and we need to face them eventually. I will take heed of the advice of the majority and get the River Sentinels for the fight they never asked for to end it all. At least for now, Wrigglema's number has a bit dwindled, thanks to you. And let us celebrate that." He raises a glass for their recent victory.

-END OF SCENARIO-

Thank you for playing the game. I will prepare the chronicles shortly and get this game reported as soon as possible.

1 to 50 of 183 << first < prev | 1 | 2 | 3 | 4 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / GM Frost's S03-03 Echoes of Desperation All Messageboards

Want to post a reply? Sign in.