[PFS2, playtest] PFS2 1-23: Star-crossed Court (Battlecry!)

Game Master Blake's Tiger

CP: 12 Tier 3-4
Chronicle Sign-Up


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“As you know,” Venture-Captain Eras begins, idly fidgeting with some paperwork in front of him as he talks, “our audience with the city’s ruling council to discuss the possibility of reopening trade is tomorrow, and we must make a good impression. It seems that there are some here who feel that Ekkeshikaar has nothing to gain by trading with us–“

“Backwards isolationists! Everywhere has at least a few,” interjects Calisro with a snort, taking a swig of a colorful drink that nonetheless smells strongly of liquor.

“Yes, well.” Eras clears his throat. “In any case, this… reclusive sentiment is certainly not shared by all of Ekkeshikaar’s citizens, but it has a grip on enough of them that we feel some additional preparation is in order. To that end, we’d like you to take on a few tasks that will help give us an edge when the time comes tomorrow. First and foremost, we need you to recover some documents from the city’s Hall of Records. We’ve already identified the documents we need, which outline some of the finer points of local law, as well as the details of the original trade agreement with the people of Vidrian. We put in a request for the documents days ago, but we have continued to be met with red tape and bureaucratic delays.”

“He means they’re stalling, and don’t want to give them to us.” Calisro chimes in cheerfully, with a wry smirk.

“A tactic my colleague here is very familiar with,” Eras retorts good-naturedly. “Sadly, I’m beginning to think she’s correct. And without these documents, we’re essentially going into the negotiations blind. So, we’d like you to head down in person and sort these ‘irregularities’ out yourselves. How you do this is ultimately up to you, but by happenstance, we’ve already agreed to send a stack of Pathfinder Chronicles to the Hall of Records to be transcribed. These particular chronicles come with a rather complex index written in Hallit, which is not a language known here. Someone will be spending a fair deal of time assisting the clerks in translating, organizing, and otherwise sorting through the chronicles. If it’s you, you’ll have plenty of time to get to know these bureaucrats—and perhaps learn a bit about the iruxi yourselves.”

“Or,” interjects the half-orc captain, producing a small wooden box, stamped with a Taldan coat of arms and labeled ‘Voinarum Glade Winery: 4700 ar’ “I’ve never known a bureaucrat who would say no to a good bottle of wine. Just offer it as a thank you gift for ‘expediting our request,’ and try not to wink or nudge them with your elbow as you do it. That way, you don’t have to spend the whole afternoon
sorting papers.”

Eras sighs. “As much as I’d prefer we not start our relationship with Ekkeshikaar with bribery, it’s true that time is at a premium here. We do have other tasks we’d like you to attend to after this is done. I’ll leave how to handle the situation to your discretion, but please hurry back either way: Calisro and I will need as much time as possible to look over those documents, and you’ll need as much time as possible to complete the other things that need doing.”

Horizon Hunters

LN Hobgoblin (Smokeworker) Hounded Thief Commander / Scout 3 | ◆◇↺ | Explore: Avoid Notice w/ Scout's Warning
Stats:
AC 19 or 20 shield (hard 5) | Fortitude (+5), Reflex (+9), Will (+8), all +1 or +2 w/ (↺) Elfbane vs magic | Fire Resistance [1] | Perception (+8) w/ lowlight | Speed 25
♥️ 35 | ☘️ □□□ | ✋ Phalanx Piercer | ⚕ none

>>backflips through the window into the room where it happens<<

Clad in the two-toed sandals of the mysterious warrior mystics of legend, an armored hobgoblin with a wickedly large bow / crossbow hybrid and sporting a variety of dangerously sharp monastic weapons secured in clever sheathes girding his wildly decorated armor springs nimbly into the meeting room, and listens to the briefing in silence. He turns to the next pathfinder to arrive, delivering the great wisdom of a simple remark.

"Success in warfare is gained by carefully accommodating ourselves to the enemy's purpose"

Sizing up the venture-captains, as well as the other pathfinders who consecutively arrive, he produces a small black folio, whose pages are covered in scrawl and diagrams with characters stolen from ancient languages - an obscure shorthand he created himself - and consults it, reading silently as he makes his assessment...

Horizon Hunters

N Human Witch 3 | AC: 17/18 | HP: 26 | Per: 7, Fort: 6, Ref: 8, Will: 9 | Speed: 25’ | Focus: 1 / 1 | Spells: 1st 3, 2nd 2

A young human woman with long, dark-blonde hair enters the office. Her blue eyes have an unfocused look, as if she’s looking past (through?) everything. She wears a simple brown dress with a black hooded cloak. A red and black spider is perched on her head. Another spider, halfling-sized, brown with a silver chevron on its thorax, walks beside her.

She curtsies to the others. ”Flory Buntzer”, she says. ”These are my cohort, Lady Gwendolyn and Sir Miles” The two spiders bow.

Quote:
"Success in warfare is gained by carefully accommodating ourselves to the enemy's purpose"

She turns to Hisaki’s general direction. ”So if the enemy’s purpose is to kill us, we should commit suicide?”, she asks with a grin. ”Noted”


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GM Screen:

Flory: 1d20 + 9 ⇒ (18) + 9 = 27
Hisaki: 1d20 + 8 ⇒ (6) + 8 = 14

Flory:
Although they are referred to as “lizardfolk” by most other humanoids, the name they use for themselves is iruxi. The simple villages that most outsiders associate with iruxi are the homes of migrants in outlying regions. In true centers of iruxi civilization, such as Ekkeshikaar, they build impressive complexes of glass and stone. It is rumored that a vast empire of dinosaur-riding iruxi, known as Droon, dominates southern Garund, in territory beyond any maps common to the Inner Sea region.

Various forms of divination, but especially astrology, are of vital importance in iruxi culture. However, while they often have one eye on the future, they are patient and cautious, with strong ties to tradition that occasionally make them seem slow to act.

Horizon Hunters

N/N male dwarf barbarian/5 | Init (Search) +10 | HP: 90/90(9/9 temp HP raging), 2 fire resist, 1 mental resist) | AC: 23 (21 raging) | F/R/W: +13/9/10| Speed: 20' (+10' raging) | Acrobatics +9, Athletics +13, Diplomacy +9, Intimidation +6, legal +9, Medicine +11, Perception +10, Surv +8, Thievery +9 | Active Conditions: Raging, Banner (+1 will and fear)

A dwarf shuffles in, accompanied by an earthly looking fellow. The former, made even shorter that most dwarves by a constant slouch, mutters something indecipherable and scowls at anyone meeting his eyes.


Expert Hireling, Skills: Diplomacy, Speech Impediments NPC of Hancock the Angry

"You will have to pardon my compatriot, he has not mastered the art of conversation. But that is only to your advantage, as he has hired me to do his talking for him. My name is Bruce and this well armored and wall armed (at this he gives Hancock's arm a pinch) is a fine warrior. Though not keen on subtlety, so I'm not sure your advice will do any good."

At this, Hancock turns his scowl on Bruce, but the man is unfazed, apparently inured to the hostility or just too well mannered to care.

"Did someone say legal issues?" Bruce gives a sharp whistle though his gapped front teeth. "I'll have you know that Hancock's day job is legal paperwork. What luck, huh Hancock!"

At this Hancock seems ready to cry. It is quite apparent that he hates his day job. The moment passes quickly and an even more fierce scowl is produced even as Bruce chuckles. Apparently the 'hireling' loves to torture his boss.

Horizon Hunters

LN Hobgoblin (Smokeworker) Hounded Thief Commander / Scout 3 | ◆◇↺ | Explore: Avoid Notice w/ Scout's Warning
Stats:
AC 19 or 20 shield (hard 5) | Fortitude (+5), Reflex (+9), Will (+8), all +1 or +2 w/ (↺) Elfbane vs magic | Fire Resistance [1] | Perception (+8) w/ lowlight | Speed 25
♥️ 35 | ☘️ □□□ | ✋ Phalanx Piercer | ⚕ none

"If it is honorable" Hisaki responds with seriousness, the "jest" flying right over his head like an errant shuriken...


Elf Guardian 5 | HP 76| AC 25| F +13 R +9 W +13 | Perc +11| Default Exploration Activity: Scout

An elf in green o-yoroi armor stands in the background.

Horizon Hunters

N Human Witch 3 | AC: 17/18 | HP: 26 | Per: 7, Fort: 6, Ref: 8, Will: 9 | Speed: 25’ | Focus: 1 / 1 | Spells: 1st 3, 2nd 2

Flory smiles sympathetically at Hancock. ”But this is different paperwork”, she says. ”A change of pace, a break from the routine, could be what he needs”

Horizon Hunters

N/N male dwarf barbarian/5 | Init (Search) +10 | HP: 90/90(9/9 temp HP raging), 2 fire resist, 1 mental resist) | AC: 23 (21 raging) | F/R/W: +13/9/10| Speed: 20' (+10' raging) | Acrobatics +9, Athletics +13, Diplomacy +9, Intimidation +6, legal +9, Medicine +11, Perception +10, Surv +8, Thievery +9 | Active Conditions: Raging, Banner (+1 will and fear)

Hancock mumbles something having to do with excrement, or so you think.


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Forewarned and forearmed with a potential bribe, you walk to the Hall of Records.

The Ekkeshikaar Hall of Records is an imposing stone building with a massive central dome of blue-green glass. Surrounding the main building are several tall, spiraling minarets that transition at the highest levels from smooth stone to gleaming glass. The interior is no less impressive, with the glass-filtered sunlight creating beautiful patterns on the stone floors, themselves engraved with different patterns, that complement and seem to change with the light as it moves across the floor with the time of day.

A bureaucrat named Narsha is in charge of the Pathfinder paperwork. She greets you pleasantly and politely explains that your paperwork has been entered into the queue. There is nothing to be done except to wait since every filing is important.

Hancock can tell that Narsha is not entirely forthcoming.

Option 1: Once successful DC 20 Deception or Diplomacy to bribe Narsha with the wine to 'expedite' the paperwork and get them now.

Option 2: Multiple DC 22 Deception, Diplomacy, Society, or appropriate Lore to win Narsha over and end up helping her for several hours to clear the queue of work faster. Influence Point mini-game, max. 1 check per player (CS +2, S +1, CF -1), need 2 points to win.

GM Screen:

4d20 ⇒ (7, 3, 15, 11) = 36

Horizon Hunters

N/N male dwarf barbarian/5 | Init (Search) +10 | HP: 90/90(9/9 temp HP raging), 2 fire resist, 1 mental resist) | AC: 23 (21 raging) | F/R/W: +13/9/10| Speed: 20' (+10' raging) | Acrobatics +9, Athletics +13, Diplomacy +9, Intimidation +6, legal +9, Medicine +11, Perception +10, Surv +8, Thievery +9 | Active Conditions: Raging, Banner (+1 will and fear)

"Whaaat? No, there has to be a way!"

With a bright smile he points at Hancock, who is too tongue tied to interrrupt.

"My friend here is quite experienced with such things. Perhaps he could help you expedite matters?"

Going for multi success condition.

diplomacy: 1d20 + 9 ⇒ (8) + 9 = 17

Not a crit failure at least. What? Hancock does not look like he could do the job? Go figure.

Horizon Hunters

N Human Witch 3 | AC: 17/18 | HP: 26 | Per: 7, Fort: 6, Ref: 8, Will: 9 | Speed: 25’ | Focus: 1 / 1 | Spells: 1st 3, 2nd 2

”Many hands make light work”, says Flory. ”I’m sure we can take some of these off of yours”

Society: 1d20 + 9 ⇒ (6) + 9 = 15


Elf Guardian 5 | HP 76| AC 25| F +13 R +9 W +13 | Perc +11| Default Exploration Activity: Scout

The Jinin elf steps up behind Hancock and adds gently, "I believe it appropriate to give gift of appreciation, is it not?"

Diplomacy aid: 1d20 + 7 ⇒ (10) + 7 = 17

Horizon Hunters

LN Hobgoblin (Smokeworker) Hounded Thief Commander / Scout 3 | ◆◇↺ | Explore: Avoid Notice w/ Scout's Warning
Stats:
AC 19 or 20 shield (hard 5) | Fortitude (+5), Reflex (+9), Will (+8), all +1 or +2 w/ (↺) Elfbane vs magic | Fire Resistance [1] | Perception (+8) w/ lowlight | Speed 25
♥️ 35 | ☘️ □□□ | ✋ Phalanx Piercer | ⚕ none

"The quality of decision is like the well-timed swoop of a falcon which enables it to strike and destroy it's victim"

In attempt to confuse Narsha, Hisaki uses his wisdom to contrive!

Society (Trained): 1d20 + 8 ⇒ (19) + 8 = 27

Horizon Hunters

N/N male dwarf barbarian/5 | Init (Search) +10 | HP: 90/90(9/9 temp HP raging), 2 fire resist, 1 mental resist) | AC: 23 (21 raging) | F/R/W: +13/9/10| Speed: 20' (+10' raging) | Acrobatics +9, Athletics +13, Diplomacy +9, Intimidation +6, legal +9, Medicine +11, Perception +10, Surv +8, Thievery +9 | Active Conditions: Raging, Banner (+1 will and fear)
Hancock the Angry wrote:

"Whaaat? No, there has to be a way!"

With a bright smile he points at Hancock, who is too tongue tied to interrrupt.

"My friend here is quite experienced with such things. Perhaps he could help you expedite matters?"

Going for multi success condition.

[dice=diplomacy]1d20+9

Not a crit failure at least. What? Hancock does not look like he could do the job? Go figure.

Forgot to change my avatar. That was Bruce by the way.


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"Very well," Narsha politely accepts your help. Many of the documents are in Hallit. Since none of you speak Hallit, Narsha sends a messenger who eventually returns with Mirian Raas and Jekka, her adopted iruxi brother, from your ship to assist with the translation. You do your best to win Narsha over the next several hours.

"I see you are very determined," Narsha says with a polite and toothy smile. "That is plenty of help. Let me get those papers for you." You get the sense that she is assisting you to get you out of her space more than because she particularly likes you.

1 Success < 2: Narsha's attitude not improved

You return to the Pathfinders' quarters.

“Wonderful,” exclaims Eras as he sets the papers aside after a glance through them. “I’m sure these will be invaluable tomorrow. But our work is far from over. There is a visiting diplomat of some renown, known as Kesstraka, who is visiting on business from further south. If we could convince her to help represent Vidrian’s interests or at least argue in favor of the trade deal, her words would certainly carry a great deal of weight during the negotiations. As luck would have it, she’s staying here in the same embassy building we are. She’s asked to meet with you in her garden quarters just outside.”

Calisro speaks up, waving a drink in the air as she speaks to underscore her point. “If you ask me, your best bet is the old ‘stick and carrot’ approach: talk some big talk about the last guys who didn’t want to trade, maybe drop a few hints that Vidrian’s navy is a bit bigger than it really is, and get her to agree to help out. You can always smooth things over later by holding a couple minor trade concessions up your sleeve.”

“Alternatively,” Eras interjects, mildly frustrated, “if you don’t want to risk starting an international incident, you could simply tell her a few tales of derring-do and adventure, and once she’s warmed up to you a bit, broach the topic of her aid then.”

“The important thing,” says Calisro, lounging back and taking a long sip of her drink, “is to get her on our side and come right back here, because there’s still one more job we have for you today.”


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Inside the embassy is a sprawling and luxurious courtyard and garden, including several chairs and tables on a terrace overlooking a stream. Although the area seems peaceful and idyllic--with no sign of anyone else in the garden--a loud hiss draws attention to a hideous lizard-like creature with eight legs and an unsettling gaze.

Standing in front of the creature, slowly backing away from it, is an iruxi woman, whose faded green scales quickly turn to grey, and then her body completely transforms to stone.

Despite Hisaki shouting a warning, the octopedal lizard scuttles toward you before you can react. It pauses at the top of the stairs to stare at Cercuciel. As Flory begins to react to the situation, the lizard glances at her.

Combat! Round 1

Lighting: bright light

Environment: furniture, plants, pools, and stairs are difficult terrain; fences provide lesser cover and are greater difficult terrain

Effects: - -

Battle Map

Lizard Monster (-0 hp) (conditions)
Hisaki (35/35 hp)
Cercuciel (66/66? hp) Fortitude DC 22 vs. Slow 1
Hancock (90/90 hp)
Flory (26/26 hp) Fortitude DC 20 vs. Slow 1
>Companion Spider
>Familiar Spider

GM Screen:

Cercuciel: 1d20 + 11 + 1 ⇒ (5) + 11 + 1 = 17
Flory: 1d20 + 7 + 1 ⇒ (6) + 7 + 1 = 14
Hancock: 1d20 + 10 + 1 ⇒ (6) + 10 + 1 = 17
Hisaki: 1d20 + 9 + 1 ⇒ (10) + 9 + 1 = 20
Basilisk: 1d20 + 13 ⇒ (17) + 13 = 30
Random: 2d4 ⇒ (1, 4) = 5

Horizon Hunters

LN Hobgoblin (Smokeworker) Hounded Thief Commander / Scout 3 | ◆◇↺ | Explore: Avoid Notice w/ Scout's Warning
Stats:
AC 19 or 20 shield (hard 5) | Fortitude (+5), Reflex (+9), Will (+8), all +1 or +2 w/ (↺) Elfbane vs magic | Fire Resistance [1] | Perception (+8) w/ lowlight | Speed 25
♥️ 35 | ☘️ □□□ | ✋ Phalanx Piercer | ⚕ none

Earlier

The failure bruises our brazen hero's ego. But he recovers after a short prayer. To the venture-captains, he adds his insight "The supreme art of war is to subdue the enemy without fighting" Then demands they "Direct us to the embassy quarters of Kesstraka" No nonsense, this guy.

Now

Leading from the rear - lest an ambush make the best of an otherwise well-armored front - Hisaki leaps into action!

"If you surround your enemy completely, give them no chance to escape, offer them no quarter, then they will fight to the last" the symbol of General Susumo brandishing clearly attached to a polearm among Hisaki's effects - it emboldens his squadmates to fight without fear "The Black Daimyo brooks diplomatic efforts no bodies of water nor men nor beast"

~) Commander's Banner (+1 status vs fear w/in 30-ft)
~) Drilled Reactions (Granting Cercuciel a Bonus Reaction!)
◆) Form Up! (Hisaki's teammates may immediately Stride as their ↺ Reaction)
◆◆) ???

Commander's Banner:

A commander needs a battle standard so their allies can locate them on the eld. You start play with a custom banner that you can use to signal allies when using tactics (see below) or to deploy speci c abilities. Your banner can be af xed to a weapon or shield you are wielding, or held in one hand and attached to a simple pole. Feats and abilities with the banner trait require you to be holding your banner or wielding a weapon or shield it is attached to.
As long as your banner is visible (such as by being affixed to your weapon or worn attached to a pole alongside your backpack), you and all allies in a 30- foot emanation gain a +1 status bonus to Will saves and DCs against fear effects. You pause or resume this effect as part of any action you would typically use to stow or retrieve your banner, such as Interacting to stow it. If your banner is destroyed or stolen, allies within 30 feet become frightened 1. This effect has the aura, commander, emotion, mental, and visual traits.
Some abilities allow you to place your banner in a specialized manner; as long as you have placed your banner in this way, any banner abilities originate from your banner’s space instead of your own.

Drilled Reactions:

Your time spent training with your allies allows them to respond quickly and instinctively to your commands. Once per round, when you use a tactic, you can grant one ally of your choice benefiting from that tactic an extra reaction. This reaction has to be used for that tactic, and is lost if not used.

Form Up:

You signal your team to move into position together. Signal all squadmates affected by your commander’s banner; each can immediately Stride as a reaction, though each must end their movement inside your banner’s aura.


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Tactical Time

Everyone pause to resolve the Form Up! tactic.
Once everyone has resolved their reaction, you can return to regular encounter mode.

Cercuciel (bonus reaction to Stide within Hisaki’s aura)
Hancock (use reaction to stride as above or pass)
Flory (use reaction to stride as above or pass)

Horizon Hunters

N Human Witch 3 | AC: 17/18 | HP: 26 | Per: 7, Fort: 6, Ref: 8, Will: 9 | Speed: 25’ | Focus: 1 / 1 | Spells: 1st 3, 2nd 2

Fort save: 1d20 + 5 ⇒ (3) + 5 = 8

Horizon Hunters

N/N male dwarf barbarian/5 | Init (Search) +10 | HP: 90/90(9/9 temp HP raging), 2 fire resist, 1 mental resist) | AC: 23 (21 raging) | F/R/W: +13/9/10| Speed: 20' (+10' raging) | Acrobatics +9, Athletics +13, Diplomacy +9, Intimidation +6, legal +9, Medicine +11, Perception +10, Surv +8, Thievery +9 | Active Conditions: Raging, Banner (+1 will and fear)

Hancock will use the Form Up! to engage red. Then he will rage and pound it a couple off times to the cheering of Bruce.

-
to hit maul: 1d20 + 14 ⇒ (18) + 14 = 32
damage maul; bludgeoning, cold iron, ghost touch: 2d12 + 4 ⇒ (10, 9) + 4 = 23
4 additional damage with electrical, arcane, and evocation traits on a hit, shove on a crit
-
to hit maul, iterative 1: 1d20 + 14 - 5 ⇒ (13) + 14 - 5 = 22
damage maul; bludgeoning, cold iron, ghost touch: 2d12 + 4 ⇒ (7, 5) + 4 = 16
4 additional damage with electrical, arcane, and evocation traits on a hit, shove on a crit


Elf Guardian 5 | HP 76| AC 25| F +13 R +9 W +13 | Perc +11| Default Exploration Activity: Scout

Cercuciel marches closer at Hisaki's command, his halberd at the ready. His marching and armor seem to be intended to attract much attention. When he arrives into position next to the ferocious dwarf, he lowers his halberd and begins to make attacks and big sweeps, not affording the strange lizard much opportunity for movement.

↺ Stride 10ft closer (to adjacency)

Begin Turn (actions reset)

Fort: 1d20 + 13 ⇒ (19) + 13 = 32

◆ Taunt (will DC 21)

◆ Hampering Sweeps

◆ Strike
Strike: 1d20 + 12 ⇒ (7) + 12 = 19
S: 2d10 + 4 ⇒ (8, 1) + 4 = 13

Lastly, Cercuciel might use a reaction if an ally is attacked.
..if the attack would be mitigated with a +2 to the ally's AC, he will use Intercept Foe

...if Intercept Foe is not used and the ally would take damage and is adjacent to Cercuciel, he will use Intercept Strike

Taunt ◆:
With an attention-getting gesture, a cutting remark, or a threatening shout, you get an enemy to focus their ire on you. Even mindless creatures are drawn to your taunts. Choose a creature within 30 feet, who must attempts a Will save against your class DC. Regardless of the result, it is immune to your Taunt until the beginning of your next turn. If you gesture, this action gains the visual trait. If you speak or otherwise make noise, this action gains the auditory trait. Your Taunt must have one of those two traits.

Critical Success The creature is unaffected.
Success Until the beginning of your next turn, the creature gains a +2 circumstance bonus to attack rolls it makes against you and to its DCs of effects that target you (for area effects, the DC increases only for you), but takes a –1 circumstance penalty to attack rolls and DCs when taking a hostile action that doesn’t include you as a target.
Failure As success, but the penalty is –2.
Critical Failure As success, but the penalty is –3

Hampering Sweeps ◆:
You make it difficult for enemies to move away from you once they have gotten close. Until the beginning of your next turn or until you move, whichever comes first, foes within reach of the weapon you are wielding or your unarmed attack can’t use move actions to move outside of the reach of your weapon or unarmed attack. They can still move to other squares within reach of your weapon or unarmed attack.

Intercept Foe ↺:
Trigger An ally is the target of a melee Strike, and you could reach that ally with a Stride action.

You cannot stand still while your comrades might be in danger. Stride, and you must end your movement adjacent to the triggering ally; you can use Intercept Foe while Burrowing, Climbing, Flying, or Swimming instead of Striding if you have the corresponding movement type. That ally gains a +2 circumstance bonus to their AC against the melee Strike.

Intercept Strike ↺:
Trigger An adjacent ally takes physical damage.

You fling yourself in the way of oncoming harm to protect an ally. You take the damage instead of your ally, though thanks to your armor, you gain resistance to all damage against the triggering damage equal to 2 + your level.

Horizon Hunters

LN Hobgoblin (Smokeworker) Hounded Thief Commander / Scout 3 | ◆◇↺ | Explore: Avoid Notice w/ Scout's Warning
Stats:
AC 19 or 20 shield (hard 5) | Fortitude (+5), Reflex (+9), Will (+8), all +1 or +2 w/ (↺) Elfbane vs magic | Fire Resistance [1] | Perception (+8) w/ lowlight | Speed 25
♥️ 35 | ☘️ □□□ | ✋ Phalanx Piercer | ⚕ none

"Quickness is the essence of the war"

Hisaki urges his squad unto tricky footworks "Seize the doorway!" as he speaks his banner to the Black Daimyo menaces from it's position attached to a polearm strapped to his backpack. Preparing, too, to engage, he pulls a kama attached to a length of chain, and begins swirling the deadly weapons in circular motions with the easy prowess of extended practice.

◆) Form Up!
◆) Pincir Attack (Squad may Step as free action with bonuses if they do!)
◆) Interact to Draw Kusarigama

Pincir Attack:

You signal an aggressive formation designed to exploit enemies’ vulnerabilities. Signal all squadmates affected by your commander’s banner; each can Step as a free action. If any of your allies end this movement adjacent to an opponent, that opponent is off-guard to melee attacks from you and all other squadmates who responded to Pincer Attack until the start of your next turn.

Horizon Hunters

N Human Witch 3 | AC: 17/18 | HP: 26 | Per: 7, Fort: 6, Ref: 8, Will: 9 | Speed: 25’ | Focus: 1 / 1 | Spells: 1st 3, 2nd 2

Flory takes a step back, alongside Sir Miles. Her cloak billows about her shoulders for a moment, before snapping out at the lizard creature.

Free Step, Cast gouging claw, Reach Spell

Attack: 1d20 + 9 ⇒ (12) + 9 = 21
Damage: 3d6 ⇒ (3, 5, 3) = 11S


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Cercuciel resists the basilisk's gaze for the moment, and the Pathfinders move into position.

Hancock slams his maul into the lizard's muscular fore-sixteenth with a flash of electricity, which leaves a dent (hit). His follow-up swing glances off of the thick scales (miss).

Cercuciel tries to get the basilisk's attention, but that strategy fails (success). He begins effectively hampering the beast's many legs with his halberd but fails to actually damage anything other than the fence (miss).

Flory's spectral claws skip across the armored scales as her muscles begin to stiffen.

The basilisk stares at Hancock, the only one to harm it so far. Then it tries to bite him. However, Cercuciel checks the lunging basilisk at just the right moment to save Hancock from injury (intercepted, see Discussion).

Combat! Round 2

Lighting: bright light

Environment: furniture, plants, pools, and stairs are difficult terrain; fences provide lesser cover and are greater difficult terrain

Effects: - -

Battle Map

Lizard Monster (-27 hp) (conditions)
Hisaki (35/35 hp)
Cercuciel (76/76 hp) Fortitude DC 20 vs. Slow 1, applies to next turn
Hancock (10+90/90 hp) Fortitude DC 22 vs. Slow 1, applies to this turn
Flory (26/26 hp) (slow 1)
>Companion Spider
>Familiar Spider

GM Screen:

Will: 1d20 + 13 ⇒ (9) + 13 = 22
Bite: 1d20 + 17 ⇒ (4) + 17 = 21

Horizon Hunters

LN Hobgoblin (Smokeworker) Hounded Thief Commander / Scout 3 | ◆◇↺ | Explore: Avoid Notice w/ Scout's Warning
Stats:
AC 19 or 20 shield (hard 5) | Fortitude (+5), Reflex (+9), Will (+8), all +1 or +2 w/ (↺) Elfbane vs magic | Fire Resistance [1] | Perception (+8) w/ lowlight | Speed 25
♥️ 35 | ☘️ □□□ | ✋ Phalanx Piercer | ⚕ none

"You can be sure of succeeding in your attacks if you only attack places which are undefended"

Moving into position instructing his squadmates unto exposing their enemy's weaknesses in stance and position, Hisaki whirls the attached blade around his head, and lashes through his squad from the rear!

◆) Pincir Attack (Squad may Step as free action with bonuses if they do!)
◆) Stride
◆) Strike (After ally uses Pincir Step to render Lizard Off-Guard, if they do)

Spoils of War (Strike):

Kusarigama (S, 2h; reach) vs Lizard (Off-Guard?): 1d20 + 8 ⇒ (4) + 8 = 121d8 + 3 ⇒ (3) + 3 = 6

Pincir Attack:

You signal an aggressive formation designed to exploit enemies’ vulnerabilities. Signal all squadmates affected by your commander’s banner; each can Step as a free action. If any of your allies end this movement adjacent to an opponent, that opponent is off-guard to melee attacks from you and all other squadmates who responded to Pincer Attack until the start of your next turn.

Horizon Hunters

N/N male dwarf barbarian/5 | Init (Search) +10 | HP: 90/90(9/9 temp HP raging), 2 fire resist, 1 mental resist) | AC: 23 (21 raging) | F/R/W: +13/9/10| Speed: 20' (+10' raging) | Acrobatics +9, Athletics +13, Diplomacy +9, Intimidation +6, legal +9, Medicine +11, Perception +10, Surv +8, Thievery +9 | Active Conditions: Raging, Banner (+1 will and fear)

  • DC 22 fort save vs gaze: 1d20 + 13 ⇒ (6) + 13 = 19

    In spite of his mighty constitution, Hancock is stiffened by the gaze of the odd looking beast. Undeterred (much), Hancock takes advantage of the guidance from the tactician and steps to the side to make a surprise attack and swings his maul mightily.

  • to hit maul, iterative 1: 1d20 + 14 - 5 ⇒ (17) + 14 - 5 = 26
  • damage maul; bludgeoning, cold iron, ghost touch: 2d12 + 4 ⇒ (2, 5) + 4 = 11
    4 additional damage with electrical, arcane, and evocation traits on a hit, target is off guard due to pincir attack
    -
  • to hit maul, iterative 2: 1d20 + 14 - 10 ⇒ (15) + 14 - 10 = 19
  • damage maul; bludgeoning, cold iron, ghost touch: 2d12 + 4 ⇒ (2, 11) + 4 = 17
    4 additional damage with electrical, arcane, and evocation traits on a hit, shove on a crit, target is off guard due to pincir attack

    o Step, free action from pincir attack
    * lost action due to slow
    * attack
    * attack

    Is the water difficult terrain?


  • | Extinction | url= |

    Hancock steps to the side as his muscles stiffen, distracting the basilisk. Hisaki attempts to take advantage, but the kusarigama blade catches on the fence (miss).

    The dwarf hammers away at the eight-legged lizard. His next blow knocks off a scale. The one after that completely glances to the side (miss).

    Combat! Round 2

    Lighting: bright light

    Environment: furniture, plants, pools, and stairs are difficult terrain; fences provide lesser cover and are greater difficult terrain

    Effects: Pincer Attack: may step as a reaction before your turn

    Battle Map

    Lizard Monster (-42 hp) (conditions)
    Hisaki (35/35 hp)
    Cercuciel (76/76 hp) Fortitude DC 20 vs. Slow 1, applies to next turn
    Hancock (10+90/90 hp) (slow 1)
    Flory (26/26 hp) (slow 1)
    >Companion Spider
    >Familiar Spider


    Elf Guardian 5 | HP 76| AC 25| F +13 R +9 W +13 | Perc +11| Default Exploration Activity: Scout

    Free action step

    Fort vs DC 22: 1d20 + 13 ⇒ (4) + 13 = 17

    ◆ Strike
    1d20 + 12 ⇒ (20) + 12 = 32
    Slashing: 2d10 + 4 + 2 ⇒ (7, 10) + 4 + 2 = 23
    Ferocious Vengeance: Enemies that ignore your taunts take the brunt of your anger. You deal 2 additional damage on Strikes against creatures affected by your Taunt if they take a hostile action that doesn’t include you as a target. This bonus lasts until the end of your turn. This additional damage increases by 2 at 9th level and 16th level.

    ◆ Taunt will DC 21

    Cercuciel feels his joints stiffen as he sweeps more with his halberd.

    Only prepping an Intercept Strike this time.

    Horizon Hunters

    N Human Witch 3 | AC: 17/18 | HP: 26 | Per: 7, Fort: 6, Ref: 8, Will: 9 | Speed: 25’ | Focus: 1 / 1 | Spells: 1st 3, 2nd 2

    As she starts to calcify, Flory manages to cast a light blue aura around Sir Miles.

    Cast runic body


    | Extinction | url= |

    Cercuciel calls for the basilisk's attention and then earns it with a powerful slash that cuts deep across the beast's scaly face. Flory empowers Sir Miles.

    The basilisk turns its angry gaze toward Cercuciel before biting... (Cercuciel if he is not stone, Hancock if Cercuciel is stone).

    Combat! Round 3

    Lighting: bright light

    Environment: furniture, plants, pools, and stairs are difficult terrain; fences provide lesser cover and are greater difficult terrain

    Effects: Pincer Attack: may step as a reaction before your turn

    Battle Map

    Lizard Monster (-88 hp) (conditions)
    Hisaki (35/35 hp)
    Cercuciel (76/76 hp) (slow 1) (Fortitude DC 24 vs. petrified)
    Hancock (10+90/90 hp) (slow 1)
    Flory (26/26 hp) (slow 1)
    >Companion Spider (runic body)
    >Familiar Spider

    GM Screen:

    Will: 1d20 ⇒ 13
    Bite: 1d20 + 17 + 2 ⇒ (19) + 17 + 2 = 38
    P: 2d8 + 6 ⇒ (8, 7) + 6 = 21


    Elf Guardian 5 | HP 76| AC 25| F +13 R +9 W +13 | Perc +11| Default Exploration Activity: Scout

    Fort: 1d20 + 13 ⇒ (11) + 13 = 24

    Though Cercuciel barely fights off further stiffening, it does hamper him enough for the lizard monster to get a good bite in. He grunts in pain as the teeth sink in hampered only slightly by his composite armor. (armor spec composite = resist 2 piercing)

    ◆Strike: 1d20 + 12 ⇒ (11) + 12 = 23
    piercing: 2d10 + 4 ⇒ (10, 8) + 4 = 22

    The lizard's chomp sets Cercuciel up for a strong stab with his halberd, sinking it into the creature's back, near the spine.

    ◆ Taunt (for good measure) Will DC 21

    Horizon Hunters

    N Human Witch 3 | AC: 17/18 | HP: 26 | Per: 7, Fort: 6, Ref: 8, Will: 9 | Speed: 25’ | Focus: 1 / 1 | Spells: 1st 3, 2nd 2

    Sir Miles advances on the lizard-thing, and attacks!

    Attack: 1d20 + 11 ⇒ (3) + 11 = 14
    Damage: 2d6 + 3 ⇒ (1, 6) + 3 = 10S

    Horizon Hunters

    LN Hobgoblin (Smokeworker) Hounded Thief Commander / Scout 3 | ◆◇↺ | Explore: Avoid Notice w/ Scout's Warning
    Stats:
    AC 19 or 20 shield (hard 5) | Fortitude (+5), Reflex (+9), Will (+8), all +1 or +2 w/ (↺) Elfbane vs magic | Fire Resistance [1] | Perception (+8) w/ lowlight | Speed 25
    ♥️ 35 | ☘️ □□□ | ✋ Phalanx Piercer | ⚕ none

    "The whole secret lies in confusing the enemy, so that he cannot fathom our real intent”

    Guiding his squadmates into creating an opening, Hisaki fills it with his flying blade!

    ◆) Pincir Attack (Squad may Step as free action with bonuses if they do!)
    ◆◆) Strike x2 (After ally uses Pincir Step to render Lizard Off-Guard, if they do)

    Spoils of War (Strikes):

    Kusarigama (S, 2h; reach) vs Lizard (Off-Guard?): 1d20 + 8 ⇒ (18) + 8 = 261d8 + 3 ⇒ (4) + 3 = 7
    Kusarigama (S, 2h; reach) w/ MAP (-5) vs Lizard (Off-Guard?): 1d20 + 8 - 5 ⇒ (19) + 8 - 5 = 221d8 + 3 ⇒ (4) + 3 = 7

    Pincir Attack:

    You signal an aggressive formation designed to exploit enemies’ vulnerabilities. Signal all squadmates affected by your commander’s banner; each can Step as a free action. If any of your allies end this movement adjacent to an opponent, that opponent is off-guard to melee attacks from you and all other squadmates who responded to Pincer Attack until the start of your next turn.

    Horizon Hunters

    N/N male dwarf barbarian/5 | Init (Search) +10 | HP: 90/90(9/9 temp HP raging), 2 fire resist, 1 mental resist) | AC: 23 (21 raging) | F/R/W: +13/9/10| Speed: 20' (+10' raging) | Acrobatics +9, Athletics +13, Diplomacy +9, Intimidation +6, legal +9, Medicine +11, Perception +10, Surv +8, Thievery +9 | Active Conditions: Raging, Banner (+1 will and fear)

    Hancock forgoes the advantage of the advice and sloshes through the eater to get into a flank with Sir Miles. Then comes the inevitable swatting.

  • to hit maul: 1d20 + 14 ⇒ (10) + 14 = 24
  • damage maul; bludgeoning, cold iron, ghost touch: 2d12 + 4 ⇒ (2, 3) + 4 = 9
    4 additional damage with electrical, arcane, and evocation traits on a hit, flanking
    -
  • to hit maul, iterative 1: 1d20 + 14 - 5 ⇒ (2) + 14 - 5 = 11
  • damage maul; bludgeoning, cold iron, ghost touch: 2d12 + 4 ⇒ (10, 10) + 4 = 24
    4 additional damage with electrical, arcane, and evocation traits on a hit, flanking


  • | Extinction | url= |

    Sorry. I misread Cercuciel's numbers.

    Hisaki's tactics momentarily confuse the beast. Cercuciel decapitates the basilisk in a dramatic fashion.

    Before you have too long to think about what to do with the petrified diplomat, a half dozen iruxi wearing gleaming brass breastplates over dark blue robes arrive, announcing that they heard a disturbance and came as quickly as they could.

    They explain that they are members of the Ekkeshikaar city guard. Their captain, Hazar, assesses the situation. Even before you are able to explain yourself, he says, "Clearly you are here to rescue Kesstraka and not the perpetrators."

    A pair of iruxi guards take your statements while the others gather basilisk blood and smear it on Kesstraka. The iruxi returns to flesh and takes a moment to come to the present. The guards take her statement and then confer.

    Hazar approaches you and says, "Thank you for assisting one of our citizens. We will take the investigation from here." He gathers his guards, and they depart.

    Kesstraka approaches and thanks you for your rescue. She offers you an onyx statue of a tyrannosaurus with emerald chips for eyes as a reward. She engages you in small talk for some time. When you try to turn the conversation towards business, she diverts into some question or observation about your homelands or your custums. However, after what seems like a rather lengthy expenditure of time, she does allow you to get to the point of your visit.

    Small Talk

    Each PC makes 1 Diplomacy or Intimidation check vs. DC 18 with a +2 bonus.

    Down to Business

    Next: Each PC makes a Diplomacy or Intimidation check vs. DC 20 or, if the Small Talk check succeeded, DC 18. Influence mini-game. S=1, CS=2, CF=-1. Takes 2 points to win.

    Hisaki gains +1 Hero Point.

    GM Screen:

    Flory: 1d20 + 6 ⇒ (6) + 6 = 12
    Hancock: 1d20 + 8 ⇒ (9) + 8 = 17

    Horizon Hunters

    LN Hobgoblin (Smokeworker) Hounded Thief Commander / Scout 3 | ◆◇↺ | Explore: Avoid Notice w/ Scout's Warning
    Stats:
    AC 19 or 20 shield (hard 5) | Fortitude (+5), Reflex (+9), Will (+8), all +1 or +2 w/ (↺) Elfbane vs magic | Fire Resistance [1] | Perception (+8) w/ lowlight | Speed 25
    ♥️ 35 | ☘️ □□□ | ✋ Phalanx Piercer | ⚕ none
    GM Blake wrote:
    ...your best bet is the old ‘stick and carrot’ approach: talk some big talk about the last guys who didn’t want to trade, maybe drop a few hints that Vidrian’s navy is a bit bigger than it really is, and get her to agree to help out...

    Consulting his briefing, Hisaki gets down to business, eschewing small talk altogether.

    "All warfare is based on deception. Hence, when we are able to attack, we must seem unable; when using our forces, we must appear inactive; when we are near, we must make the enemy believe we are far away; when far away, we must make him believe we are near”

    Warfare Lore (Expert): 1d20 + 10 ⇒ (11) + 10 = 21

    Horizon Hunters

    N/N male dwarf barbarian/5 | Init (Search) +10 | HP: 90/90(9/9 temp HP raging), 2 fire resist, 1 mental resist) | AC: 23 (21 raging) | F/R/W: +13/9/10| Speed: 20' (+10' raging) | Acrobatics +9, Athletics +13, Diplomacy +9, Intimidation +6, legal +9, Medicine +11, Perception +10, Surv +8, Thievery +9 | Active Conditions: Raging, Banner (+1 will and fear)

    Hancock grunts and glares his way though the small talk, impatient to get on with matters, which only intensifies as time goes on.

    DC 18 Small talk Intimidate: 1d20 + 6 + 2 ⇒ (15) + 6 + 2 = 23
    DC 18 Down to business Intimidate: 1d20 + 6 + 2 ⇒ (17) + 6 + 2 = 25

    Yikes! That is some glare.

    Horizon Hunters

    N Human Witch 3 | AC: 17/18 | HP: 26 | Per: 7, Fort: 6, Ref: 8, Will: 9 | Speed: 25’ | Focus: 1 / 1 | Spells: 1st 3, 2nd 2

    Flory stretches, shaking off the effects of the basilisk. ”Lucky that we were here, otherwise you could have been…oh, that’s adorable!

    Intimidtion: 1d20 + 6 + 2 ⇒ (17) + 6 + 2 = 25

    ”He would tear through the paperwork we need with ease!”

    Intimidation: 1d20 + 6 ⇒ (10) + 6 = 16


    Elf Guardian 5 | HP 76| AC 25| F +13 R +9 W +13 | Perc +11| Default Exploration Activity: Scout

    Diplomacy: 1d20 + 7 ⇒ (17) + 7 = 24
    Diplomacy: 1d20 + 7 ⇒ (11) + 7 = 18

    "It is through cooperation that peoples can best thrive. Each of our talents can coalesce into a greater whole, covering each other's weaknesses instead of exploiting them," Cercuciel delivers stoically as if reciting the words of another.


    | Extinction | url= |

    At the end of your discussions, Kesstraka agrees to accompany you to your negotiations tomorrow and lend her support.

    Success

    When you return, you find Eras and Calisro hunched over a table, reviewing the documents you procured earlier.

    “Well, seems you’re pretty fair diplomats yourselves,” Calisro remarks by way of congratulations, raising her glass as though in salute. “Having Kesstraka’s support will go a long way towards getting this trade deal in the bag. But the day’s not done just yet. We have one more lizardfolk for you to wrangle.”

    Eras rolls his eyes and sighs slightly at Calisro’s comment, before resuming his previous pleasant demeanor. “Other than the fact that they prefer the term ‘iruxi,’ and that we wouldn’t want to imply any disrespect by comparing them to farm animals, my colleague here is correct: there is one more local whose support we hope you can secure. It’s one of the members of the Council of Stars, the ruling body of Ekkeshikaar that we’ll be arguing our case to tomorrow. His name is Lashweather—apparently he gained it in his youth, when he served as a weather mage aboard an iruxi…” he coughs meaningfully “…shall we say, ‘privateering vessel?’”

    This time it’s Calisro who rolls her eyes, jabbing Eras playfully in the ribs. “The word you want is ‘pirate,’ Eras. No need to dance around it here.”

    Eras frowns uncomfortably. “If we’re too loose with our words in private, it becomes all the easier to slip up and say it in person. And the last thing we need is to offend the man.”

    Calisro snorts. “I’ve never known a pirate who couldn’t handle being called a pirate. Hells, it’d probably be a good way to win him over.”

    “With any luck,” Eras retorts, “we won’t need to win him over. Our sources indicate he’s predisposed towards our cause, the problem is that he apparently hasn’t been seen in days and isn’t responding to messengers. We’re worried he may not show. Apparently, it wouldn’t be the first time. So, we want you to head to his observatory—it’s a tower on the edge of the city, you can’t miss it—and make sure he’ll be there tomorrow.”

    “And try not to do anything that’ll make him change his mind about voting our way, yeah?” Calisro adds playfully.

    The observatory takes the form of a spiraling white stone tower, worn smooth by age or craftsmanship, that rises some forty feet into the air before widening rapidly to create a circular platform, covered by a glass dome, creating the overall impression of a giant egg in a stone nest. A set of chimes made from hollowed bones hangs next to the only visible entrance, a round stone door at ground level.

    You arrive after sunset.

    Perception DC 20:
    There is at least one window high in the tower with a light.

    The door is locked.

    Feel free to be a little creative.

    Horizon Hunters

    N/N male dwarf barbarian/5 | Init (Search) +10 | HP: 90/90(9/9 temp HP raging), 2 fire resist, 1 mental resist) | AC: 23 (21 raging) | F/R/W: +13/9/10| Speed: 20' (+10' raging) | Acrobatics +9, Athletics +13, Diplomacy +9, Intimidation +6, legal +9, Medicine +11, Perception +10, Surv +8, Thievery +9 | Active Conditions: Raging, Banner (+1 will and fear)

    Perception DC 20: 1d20 + 8 ⇒ (12) + 8 = 20

    "lkskhsm," Hancock says, pointing upwards to a lit window.

    Bruce translates that to "looks like he's home".

    When the door refuses to budge he unlimbers his maul.

    Horizon Hunters

    1 person marked this as a favorite.
    N Human Witch 3 | AC: 17/18 | HP: 26 | Per: 7, Fort: 6, Ref: 8, Will: 9 | Speed: 25’ | Focus: 1 / 1 | Spells: 1st 3, 2nd 2

    ”Now now”, Flory says to Hancock. ”That would be rather rude, no?”

    She looks down at the spider perched over her heart like a brooch. ”Perhaps Her Ladyship could take a peek for us”

    She extends her arm to the wall, and Lady Gwendolyn crawls along it and up toward the lit window.

    Climb Speed 25’, Touch Telepathy to report back, empathic communication if there’s an emergency


    Elf Guardian 5 | HP 76| AC 25| F +13 R +9 W +13 | Perc +11| Default Exploration Activity: Scout

    Cercuciel looks to his allies with a confused expression. After a moment, he steps up to the door, lifts his arm, and knocks on the door. "Is this not the normal way of announcing one's presence?" he asks, clearly still confused.

    Horizon Hunters

    N/N male dwarf barbarian/5 | Init (Search) +10 | HP: 90/90(9/9 temp HP raging), 2 fire resist, 1 mental resist) | AC: 23 (21 raging) | F/R/W: +13/9/10| Speed: 20' (+10' raging) | Acrobatics +9, Athletics +13, Diplomacy +9, Intimidation +6, legal +9, Medicine +11, Perception +10, Surv +8, Thievery +9 | Active Conditions: Raging, Banner (+1 will and fear)

    It is, but Hancock would still prefer to beat the door down and blame it on 'emergency measures'. Still, he recognizes the sage wisdom of knocking and not antagonizing the owner and restrains himself.


    | Extinction | url= |

    While Lady Gwendolyn climbs, Cercuciel attempts to gain the attention of the occupant within the conventional way. There is no immediate answer to Cercuciel's knock. Lady Gwendolyn makes her way down and onto Flory's arm, and still there is no answer.

    Flory:
    One iruxi at the top of the tower deeply engrossed in old-looking books and arranging ritual paraphernalia.

    Horizon Hunters

    1 person marked this as a favorite.
    N Human Witch 3 | AC: 17/18 | HP: 26 | Per: 7, Fort: 6, Ref: 8, Will: 9 | Speed: 25’ | Focus: 1 / 1 | Spells: 1st 3, 2nd 2

    ”He appears to be home, alive and well”, says Flory, ”but distracted by a ritual he’s researching. I can send her back with a light spell to get his attention, unless someone has another suggestion”

    Horizon Hunters

    LN Hobgoblin (Smokeworker) Hounded Thief Commander / Scout 3 | ◆◇↺ | Explore: Avoid Notice w/ Scout's Warning
    Stats:
    AC 19 or 20 shield (hard 5) | Fortitude (+5), Reflex (+9), Will (+8), all +1 or +2 w/ (↺) Elfbane vs magic | Fire Resistance [1] | Perception (+8) w/ lowlight | Speed 25
    ♥️ 35 | ☘️ □□□ | ✋ Phalanx Piercer | ⚕ none

    ”Be extremely subtle even to the point of formlessness. Be extremely mysterious even to the point of soundlessness. Thereby you can be the director of the opponent's fate.”

    Ever patient, Hisaki prepares to wait.

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