K-Nut Posted March 22, 2013 Posted March 22, 2013 Althior Heals the Electriphant and Xander from the back row. Quote
Flare Posted March 22, 2013 Posted March 22, 2013 Benji attacks Direwolf C from the back row. Same BO Quote
CMP Posted March 22, 2013 Posted March 22, 2013 (edited) Round Two of Howling Hills Hellraising Docken uses Darksteel Crossbow on Sylph A, back row - Damage (22/2 - 25 = 0 damage) Benji uses Crossbow of the Pongcanis on Direwolf C, back row - Critical Hit (52 x 4 = 208 damage, Direwolf C KO'd) Xander uses Precision Bow on Direwolf A, back row - Special Damage: Howl (Direwolf A no longer stunned) Thormanil uses Frozen Sabre on Direwolf B, back row - Shield: Ravage (36/2 = 18 damage to all enemies, all enemies stunned, Direwolf B KO'd, 166 gold stolen) Althior heals Electriphant, back row - Heal Less (Electriphant gains 36 health, -1 ether) Althior heals Xander, back row - Shield: Magical Vortex (41 wood damage to all opponents, 36 health restored to all allies) Cerebus and Sylph A no longer stunned Xander and Docken hang back as Althior conjures up a storm of dead leaves, cutting at the opponents and covering Thormanil's assault, incidentally pocketing a lot of gold in the process. Somehow. Benji lands a bolt that kills one of the Direwolves as Thormanil decapitates another. Althior then decides to patch up the Electriphant. Enemies Cerberus Type: Beast/Demon Level: 33 Health: 1295/1369 Special I: Triple Bark – Deals sealed, confused and afraid-effects to the target. Special II: Triple Bite – Deals 33 damage to the target as well as the opponents acting before and after the target. Special III: Triple Lick – Restores 333 health to self. Drops: 3 Elixirs Note: Specials alternate. The Cerberus is immune to sudden death. Electriphant *Stunned* Type: Beast/Electric Level: 42 Health: 1398/1415 Special: Electrocution – Causes 21 lightning-elemental damage and weakened-effect to all opponents. Drops: 2 Topazes, Electro Gear (adds lightning-element to physical attacks and protects from lightning-elemental damage, accessory) Direwolf A *Stunned* Type: Beast Level: 15 Health: 98/175 Special I: Howl – Summons another Direwolf to join the battle. Used only if there are one or two Direwolves in battle. Special II: Blood Fang – Transfers 15 health from the target to self. Used only if there are three Direwolves in battle. Drops: Mead Sylph A Type: Electric/Flying Level: 22 Health: 288/347 Special: Thunderdome – Form a protective aura of thunder around the allied party for the duration of the next round, causing 22 lightning-elemental damage to any opponent that successfully hits anyone from the allied party. Drops: Ether Core Sylph B *Stunned* Type: Electric/Flying Level: 22 Health: 288/347 Special: Thunderdome – Form a protective aura of thunder around the allied party for the duration of the next round, causing 22 lightning-elemental damage to any opponent that successfully hits anyone from the allied party. Drops: Ether Core Party Althior Emorith (And Finnegan) 33 years old male human Level: 26.33 Sage *Hastened* Power: 36 (41 for spells) Defense: 4 Health: 37/37 Ether: 33/34 Gold: 100 GP: 114 Equipment: Twin Sai Blades (WP:10, Dual Strike), Spellbound Gloves (+5 power when casting Spells, doubled if target is weak to Element), Robe of the Elven Necromancer (SP 4), Pointy Hat (+2 maximum ether) Inventory: Dragoro (WP 8), Skeleton Decoy, Potion x6, Tonic x9, Grand Tonic, 2 Nostrums, Mulled Wine, Ether Core x2, Venom x4, Shovel, Bedroll, Remedy x8, Lightning Bomb x3, Smelling Salts x3, Amulet of Elven Horse Rider (Accessory), Diamond (Light), Topaz (Lightning), Amethyst (Darkness), Ruby (Fire), Sapphire (Wind), Garnet (Earth), Opal (Ice), Aquamarine (Water), Emerald (Wood), Grand Potion x4, Venom, Skull Shield (SP: 6, immune to darkness elemental damage), Fire Bomb, Bone x2, Water Bomb x5, Smoke Bomb, Black Pearl Bartholomew Docken (Brickdoctor) 32-year old human male, Warden Level 29.33 *Scary* *Immune to Defense Reduction and Fragile* *Second Party Leader* Power: 39 Defense: 25 Health: 58/58 Gold: 46 GP: 112 Equipment: Darksteel Crossbow (WP: 10; Blinded-effect), Mythril Shield (SP: 20), Dread Hat (permanent Scary effect; Immune to Defense Reduction; headwear), Heavy Armor (SP: 5; immune to Fragile; bodywear), Counterstrike Gloves (After the wearer is struck by a Free Hit, he counters with strength equal to his Level; handwear) Inventory: White Marksman's Hat (⅙ chance of Assassination vs. Flying monsters; headwear, lent to Thormanil Nihai), Lover's Locket (immune to Enamored; accessory), Potions (3), Grand Potions (2), Health Core, Remedy (5), Deadly Venom (2), Venom (5), Smoke Bomb (4), Grating Stone, Bedroll, Fire Bomb (2), Ice Bomb, Cobweb Cowl (immune to Instant-KO; backwear), Silver Ore, Bone (3), Water Bomb (4), Health Cores (2), Black Pearl, Smelling Salts (2) Benji Carvenhall (Flare) 28 years old male half-elven Warden Level 26.33 *Counterstriking* *Deals Poisoned* *Double damage to Vermin* *Party Leader* Power: 39 Defense: 7 Health: 40/40 Gold: 1 GP: 96 Equipment: Crossbow of the Pongcanis (WP:13; darkness-, ice-, fire-, wind-elemental), Fauxthril Shield (SP:7), Ratmancer's Cowl (The wearer's physical attacks deal double damage against vermin; headgear), Counterstrike Gloves (After the wearer is struck by a Free Hit they counter with strength equal to their level; handwear), Quiver of Poisoning (permanent Poisoned effect; backwear) Inventory: Grogmas Handcannon (WP:12 + the number of the round of battle), 9 Grand Potions, x2 Health Core, x5 Remedy, x4 Phoenix Essence, 3 Meads, 2 Nostrums, 2 Venoms, 2 Smoke Bombs, Pickaxe, Bedroll, Shovel, 3 Bones, Emerald (Wood), Garnet (Earth), Skeleton Decoy, Lightning Bomb, Smelling Salts, Pointy Hat (+2 maximum ether), Fire Bomb, 3 Bones, Wooden Shield (SP:5, immune to wood elemental), Potion, x4 Water Bombs x2, Black Pearl, Aquamarine, Golden Fleece Thormanil Nihai (Played by swils) Level 26.66 Raider *Natural Respite* *Immune to Darkness, Water, Bound, and Slowed* Power: 36 Defense: 3 Health: 40/40 Gold: 2235 GP: 93 Equipment: Frozen Saber (WP: 9; Stuns enemies), Bright Armor (SP: 3, Null Darkness), Aqua Gear (Wearer deals and is immune to water elemental damage),Winged Sandals (Wearer is immune to bound and slowed effects) Inventory: Wyvern's Tailblade (WP: 12, suitable for Barbarians & Knights), Thundering Totem (WP:9, lightning), Tongue on a Stick (WP:1, Miss -> "Aim"), 3x Smelling Salts, 2x Deadly Venom, Phoenix Essence, 5x Remedy, Pickaxe, Shovel, Trickster's Mask of the Gender Swap (Accessory), Trickster's Mask of the Weredog (Accessory), Trickster's Mask of the Elf(Accessory), Fighter’s Boots(Footwear, +10 damage to melee attacks. Suitable for QMs only), 2pc&biscuit, Jinxy Juice (Q35), Amethyst, Grating Stone, 2 Fire Bombs, Milk, Potion x2, Venom x4, Lightning Bomb, x2 Grand Potion, Smoke Bomb x2, Ice Bomb, 2 Bones, Wooden Shield (SP:5, immune to wood elemental), 5 Water Bombs Xander Unth'or (posades) 24 year-old male human Hunter Level 25 *Natural Respite* *Immune to Blindness and Fragile* *Favours Flying and Beast Monsters* Power: 39 Defense: 5 Health: 38/38 Gold: 2 GP: 113 Equipment: Precision Bow (WP:12; all 'Aim's become 'Hit's), Hunter's Quiver of Marksmanship (WP:2 to a bow, allows the hunter to favor two types at the same time; protects from blindness-effect), Heavy Armor (SP:5, protects from fragile-effect), White Marksman's Hat (1/6 chance to assassinate flying monsters, headwear, borrowed from Barty Docken) Inventory: Golden Handcannon (WP:9; lightning-, light-elemental), Pongcanis Club (WP:8), Enigmatic Hammer (WP:3), Amulet of the Elven Horse Rider (WP +1 from the front row, grants speed within quests; accessory), x2 Aquamarine (Water), 3 Potions, 2 Grand Potions, 7 Remedies, 2 Nostrums, 3 Smelling Salts, 3 Venoms, Deadly Venom, Skeleton Decoy, 2 Phoenix Essences, Silver Ore, 2 Smoke Bombs, Ice Bomb, 2 Bones, 5 Water Bombs, Golden Fleece Party, please select your actions. Party leader, please create a battle order. Untargeted enemies will get a free hit at the end of the round. Edited March 22, 2013 by CallMePie Quote
Flare Posted March 22, 2013 Posted March 22, 2013 "I can take care of the last of dem wolves, they're pretty easy to take care of. Listen to Docken about the other enemies, though." Benji attacks Direwolf A from the back row. Same BO. Quote
swils Posted March 22, 2013 Posted March 22, 2013 (edited) "Welp, I vote we just pile on that last wolf with the condition that we switch targets if its stun wears off. No point riskin' it calling more in and we can just let it get counterstruck to death from there." Edit "On second thought, 'letting it get counterstruck' would involve an Aura, or letting one of the bigger baddies land their hit on someone else... so maybe disregard that bit. The 'attack until not stunned' idea stands, though." Edited March 22, 2013 by swils Quote
Flare Posted March 22, 2013 Posted March 22, 2013 "Welp, I vote we just pile on that last wolf with the condition that we switch targets if its stun wears off. No point riskin' it calling more in and we can just let it get counterstruck to death from there." Edit "On second thought, 'letting it get counterstruck' would involve an Aura, or letting one of the bigger baddies land their hit on someone else... so maybe disregard that bit. The 'attack until not stunned' idea stands, though." "C'mon Thormy, don't be chicken, I bet you could take on one of those sylphs with ease!" Quote
swils Posted March 22, 2013 Posted March 22, 2013 "Oh, I'm not too worried 'bout m'self. It's you lot that'd have to deal with the zap-shields if I muck it up!" Two clarifications: 1) I'm forgetful. Does the stun persist through the round, or through one targeted action? If two people target the stunned wolf and the first doesn't trigger damage/special damage, will it still be stunned for the second hero's roll? 2) For Thunderdome, if it were rolled this round (2), would it be in effect for the rest of round 2 and then round 3, or just round 3, or just round 2? Sorry, it's late, I'm tired and thus my mental facilities are quite shot through Quote
Flare Posted March 22, 2013 Posted March 22, 2013 1. Until the enemy is "unstunned". (damage is rolled, or free hit) 2. It says the next round. So just round 3. Quote
Brickdoctor Posted March 22, 2013 Posted March 22, 2013 "Master Carvenhall can take the last Direwolf while it's Stunned. I'll attack the Electriphant, Master Unth'or, see if you can assassinate Slyph B. Both Master Nihai and Master Emorith, if one of the enemies is still Stunned, attack it, otherwise, attack Slyph A." I attack the Electriphant from the Back Row with my Darksteel Crossbow. Quote
posades Posted March 22, 2013 Posted March 22, 2013 (edited) Xander attempts to assassinate Sylph B with his bow from the back row. Edited March 22, 2013 by posades Quote
swils Posted March 22, 2013 Posted March 22, 2013 If one of them is still stunned, Thormanil attacks Direwolf A, Sylph B, or Electriphant in that order, from the front row. Otherwise, he attacks Sylph A from the back row. Quote
K-Nut Posted March 23, 2013 Posted March 23, 2013 If one of them is still stunned, Althior uses Fire on Direwolf A, Wind on Sylph B, and/or Earth on Electriphant in that order, from the back row. Otherwise, he uses Wind on Sylph A from the back row. Quote
CMP Posted March 23, 2013 Posted March 23, 2013 Round Three of Howling Hills Hellraising Docken uses Darksteel Crossbow on Electriphant, back row - Special Damage: Electrocution (Electriphant is no longer stunned) Benji uses Crossbow of the Pongcanis on Direwolf A, back row - Shield: Aura (Benji's health doubled, draws all attacks) Xander uses Precision Bow on Sylph B, back row - Shield: Marking the Favored (39 x 3 = 117 damage, Sylph B assassinated, Xander can Mark Electric) Thormanil uses Frozen Sabre on Direwolf A, back row - Damage (Direwolf A no longer stunned) Althior uses wind on Sylph A, back row - Spell (41 x 2 = 82 damage, -1 ether) Althior uses wind on Sylph A, back row - Meditate (+1 ether) Cerebus uses free hit on Benji - (33/2 - 7 = 10 damage) Benji counterstrikes - (25/2 = 13 damage) Benji keeps the Cerebus at bay, while Xander and Althior take on the Sylphs. Enemies Cerberus Type: Beast/Demon Level: 33 Health: 1282/1369 Special I: Triple Bark – Deals sealed, confused and afraid-effects to the target. Special II: Triple Bite – Deals 33 damage to the target as well as the opponents acting before and after the target. Special III: Triple Lick – Restores 333 health to self. Drops: 3 Elixirs Note: Specials alternate. The Cerberus is immune to sudden death. Electriphant Type: Beast/Electric Level: 42 Health: 1398/1415 Special: Electrocution – Causes 21 lightning-elemental damage and weakened-effect to all opponents. Drops: 2 Topazes, Electro Gear (adds lightning-element to physical attacks and protects from lightning-elemental damage, accessory) Direwolf A Type: Beast Level: 15 Health: 98/175 Special I: Howl – Summons another Direwolf to join the battle. Used only if there are one or two Direwolves in battle. Special II: Blood Fang – Transfers 15 health from the target to self. Used only if there are three Direwolves in battle. Drops: Mead Sylph A Type: Electric/Flying Level: 22 Health: 206/347 Special: Thunderdome – Form a protective aura of thunder around the allied party for the duration of the next round, causing 22 lightning-elemental damage to any opponent that successfully hits anyone from the allied party. Drops: Ether Core Party Althior Emorith (And Finnegan) 33 years old male human Level: 26.33 Sage *Hastened* Power: 36 (41 for spells) Defense: 4 Health: 37/37 Ether: 33/34 Gold: 100 GP: 114 Equipment: Twin Sai Blades (WP:10, Dual Strike), Spellbound Gloves (+5 power when casting Spells, doubled if target is weak to Element), Robe of the Elven Necromancer (SP 4), Pointy Hat (+2 maximum ether) Inventory: Dragoro (WP 8), Skeleton Decoy, Potion x6, Tonic x9, Grand Tonic, 2 Nostrums, Mulled Wine, Ether Core x2, Venom x4, Shovel, Bedroll, Remedy x8, Lightning Bomb x3, Smelling Salts x3, Amulet of Elven Horse Rider (Accessory), Diamond (Light), Topaz (Lightning), Amethyst (Darkness), Ruby (Fire), Sapphire (Wind), Garnet (Earth), Opal (Ice), Aquamarine (Water), Emerald (Wood), Grand Potion x4, Venom, Skull Shield (SP: 6, immune to darkness elemental damage), Fire Bomb, Bone x2, Water Bomb x5, Smoke Bomb, Black Pearl Bartholomew Docken (Brickdoctor) 32-year old human male, Warden Level 29.33 *Scary* *Immune to Defense Reduction and Fragile* *Second Party Leader* Power: 39 Defense: 25 Health: 58/58 Gold: 46 GP: 112 Equipment: Darksteel Crossbow (WP: 10; Blinded-effect), Mythril Shield (SP: 20), Dread Hat (permanent Scary effect; Immune to Defense Reduction; headwear), Heavy Armor (SP: 5; immune to Fragile; bodywear), Counterstrike Gloves (After the wearer is struck by a Free Hit, he counters with strength equal to his Level; handwear) Inventory: White Marksman's Hat (⅙ chance of Assassination vs. Flying monsters; headwear, lent to Thormanil Nihai), Lover's Locket (immune to Enamored; accessory), Potions (3), Grand Potions (2), Health Core, Remedy (5), Deadly Venom (2), Venom (5), Smoke Bomb (4), Grating Stone, Bedroll, Fire Bomb (2), Ice Bomb, Cobweb Cowl (immune to Instant-KO; backwear), Silver Ore, Bone (3), Water Bomb (4), Health Cores (2), Black Pearl, Smelling Salts (2) Benji Carvenhall (Flare) 28 years old male half-elven Warden Level 26.33 *Counterstriking* *Deals Poisoned* *Aura* *Double damage to Vermin* *Party Leader* Power: 39 Defense: 7 Health: 70/80 Gold: 1 GP: 96 Equipment: Crossbow of the Pongcanis (WP:13; darkness-, ice-, fire-, wind-elemental), Fauxthril Shield (SP:7), Ratmancer's Cowl (The wearer's physical attacks deal double damage against vermin; headgear), Counterstrike Gloves (After the wearer is struck by a Free Hit they counter with strength equal to their level; handwear), Quiver of Poisoning (permanent Poisoned effect; backwear) Inventory: Grogmas Handcannon (WP:12 + the number of the round of battle), 9 Grand Potions, x2 Health Core, x5 Remedy, x4 Phoenix Essence, 3 Meads, 2 Nostrums, 2 Venoms, 2 Smoke Bombs, Pickaxe, Bedroll, Shovel, 3 Bones, Emerald (Wood), Garnet (Earth), Skeleton Decoy, Lightning Bomb, Smelling Salts, Pointy Hat (+2 maximum ether), Fire Bomb, 3 Bones, Wooden Shield (SP:5, immune to wood elemental), Potion, x4 Water Bombs x2, Black Pearl, Aquamarine, Golden Fleece Thormanil Nihai (Played by swils) Level 26.66 Raider *Natural Respite* *Immune to Darkness, Water, Bound, and Slowed* Power: 36 Defense: 3 Health: 40/40 Gold: 2235 GP: 93 Equipment: Frozen Saber (WP: 9; Stuns enemies), Bright Armor (SP: 3, Null Darkness), Aqua Gear (Wearer deals and is immune to water elemental damage),Winged Sandals (Wearer is immune to bound and slowed effects) Inventory: Wyvern's Tailblade (WP: 12, suitable for Barbarians & Knights), Thundering Totem (WP:9, lightning), Tongue on a Stick (WP:1, Miss -> "Aim"), 3x Smelling Salts, 2x Deadly Venom, Phoenix Essence, 5x Remedy, Pickaxe, Shovel, Trickster's Mask of the Gender Swap (Accessory), Trickster's Mask of the Weredog (Accessory), Trickster's Mask of the Elf(Accessory), Fighter’s Boots(Footwear, +10 damage to melee attacks. Suitable for QMs only), 2pc&biscuit, Jinxy Juice (Q35), Amethyst, Grating Stone, 2 Fire Bombs, Milk, Potion x2, Venom x4, Lightning Bomb, x2 Grand Potion, Smoke Bomb x2, Ice Bomb, 2 Bones, Wooden Shield (SP:5, immune to wood elemental), 5 Water Bombs Xander Unth'or (posades) 24 year-old male human Hunter Level 25 *Natural Respite* *Immune to Blindness and Fragile* *Favours Flying and Beast Monsters* Power: 39 Defense: 5 Health: 38/38 Gold: 2 GP: 113 Equipment: Precision Bow (WP:12; all 'Aim's become 'Hit's), Hunter's Quiver of Marksmanship (WP:2 to a bow, allows the hunter to favor two types at the same time; protects from blindness-effect), Heavy Armor (SP:5, protects from fragile-effect), White Marksman's Hat (1/6 chance to assassinate flying monsters, headwear, borrowed from Barty Docken) Inventory: Golden Handcannon (WP:9; lightning-, light-elemental), Pongcanis Club (WP:8), Enigmatic Hammer (WP:3), Amulet of the Elven Horse Rider (WP +1 from the front row, grants speed within quests; accessory), x2 Aquamarine (Water), 3 Potions, 2 Grand Potions, 7 Remedies, 2 Nostrums, 3 Smelling Salts, 3 Venoms, Deadly Venom, Skeleton Decoy, 2 Phoenix Essences, Silver Ore, 2 Smoke Bombs, Ice Bomb, 2 Bones, 5 Water Bombs, Golden Fleece Party, please select your actions. Party leader, please create a battle order. Untargeted enemies will get a free hit at the end of the round. Quote
Flare Posted March 23, 2013 Posted March 23, 2013 (edited) "Nice work with the Sylph, Xander! Try to get the other one out with the same technique " Benji attacks Sylph A, (or if its dead - Direwolf A) from the back row. Same BO! Edited March 23, 2013 by Flare Quote
Brickdoctor Posted March 23, 2013 Posted March 23, 2013 "Everyone attack the Slyph. Master Carvenhall should be able to take the three Free Hits for one Round, and we don't want to risk rolling any of the other enemies' Specials. Master Emorith, just in case, use your second Turn to heal Master Carvenhall. The rest of you, make sure to specify that you'll attack a Direwolf if the Slyph is already defeated." I attack Slyph A from the Back Row with my Darksteel Crossbow. Quote
swils Posted March 23, 2013 Posted March 23, 2013 Thormanil attacks Sylph A from the front row. If it is dead, he attacks Direwolf A Quote
Flare Posted March 23, 2013 Posted March 23, 2013 Xander, Thormanil, and Athior should also add as a conditional that if another direwolf is called into battle, they'll attack that one instead. Quote
swils Posted March 23, 2013 Posted March 23, 2013 If one is summoned, Thormanil will instead attack the newest Direwolf. Quote
posades Posted March 23, 2013 Posted March 23, 2013 Xander repeats his attack on the last remaining Sylph, switching targets to the Direwolf with the most HP if the Sylph has been defeated already. Quote
K-Nut Posted March 23, 2013 Posted March 23, 2013 Shouldn't I have dealt 92 damage to the Sylph? My understanding with the gloves (and it may be wrong) is that when you cast a spell against a target weak to the element, you get a +10 power increase instead of a +5. The Sylph was weak to wind, therefore should my power have been 46 since it was weak to the element? Althior use Wind on Sylph A from the back row and heals Benji from the back row unless a new Direwolf has been called to battle, in which case he will use Fire from the back row. Quote
Brickdoctor Posted March 23, 2013 Posted March 23, 2013 "Just to clarify, with the same Order, myself, Master Carvenhall, Master Unth'or, Master Nihai, Master Emorith, Master Emorith, actions should be: I attack Slyph A. No need for a conditional action since I'm going first. Master Carvenhall attacks Slyph A. No need for a conditional action because there's no way I could defeat the Slyph before him. Master Unth'or attacks Slyph A, unless it is already defeated, in which case he attacks Direwolf A. Master Nihai attacks Slyph A, unless it is already defeated, in which case he attacks Direwolf A, unless a new Direwolf has been summoned, in which case he attacks the new Direwolf. If there are no Direwolves or Slyphs, he should do nothing. Master Emorith attacks Slyph A, unless it is already defeated, in which case he attacks Direwolf A, unless it is already defeated, in which case he attacks any other Direwolf, unless there are no Direwolves, in which case he attempts to heal Master Carvenhall. Master Emorith attempts to heal Master Carvenhall, unless he has already successfully healed Master Carvenhall, in which case he attempts to heal the Electriphant." Quote
CMP Posted March 23, 2013 Posted March 23, 2013 Shouldn't I have dealt 92 damage to the Sylph? My understanding with the gloves (and it may be wrong) is that when you cast a spell against a target weak to the element, you get a +10 power increase instead of a +5. The Sylph was weak to wind, therefore should my power have been 46 since it was weak to the element? I don't think so. I think that's just to ensure I put the +5 in before doing the elemental multiplier, which would make the bonus +10. I could be wrong, it's a bit vague, but I figure this way is more likely. Quote
Flare Posted March 23, 2013 Posted March 23, 2013 I don't think so. I think that's just to ensure I put the +5 in before doing the elemental multiplier, which would make the bonus +10. I could be wrong, it's a bit vague, but I figure this way is more likely. It doesn't matter that much, just roll the round Quote
posades Posted March 23, 2013 Posted March 23, 2013 Is there an award for most impatient player? If so, I've got the perfect nominee. Quote
swils Posted March 23, 2013 Posted March 23, 2013 How about most likely to be killed off by an agitated QM? Quote
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