Damiel Morgethai

Donny Schuijers's page

Organized Play Member. 193 posts. No reviews. No lists. No wishlists. 7 Organized Play characters.


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So excited to finally be able to play Adowyn in OP!
Although; all these characters feel and look so different! It's a tough call deciding which iteration of Adowyn is my new favorite.

Really love how you guys implemented a Summoner in to this one.


I know this, Jeff.
But I thought that Selvaxri wasn't aware, so this was my way of trying to explain it, haha.


I'm not sure what you mean by Sanctioned Play?

Whichever variant you are refering to; you are allowed to use the Pathfinder Tales Characters, yes, as long as you oblige to the rules of the variant you are using.


This might be me, but I find the box "Preparing the Game Box" ambigue.

It some point the Rules tell this:

"To make things more interesting and to
help you remove the right cards faster, after completing
adventure 3, when you add a new Adventure Deck to your
game box, you may remove all cards that have the Basic
or Elite trait and an adventure deck number at least three
lower than the adventure deck you just added."

So, does this mean that, after completing Adventure 3, and thus adding the cards from Adventure 4 to the Game Box; I get to remove all the currect cards in the Game Box that have 1) the Basic trait, 2) the Elite trait and 3 all cards from Adventure B and 1?

Or does "at least three lower" mean only the B cards?


The rulebook of OP mentions that "when anything refers to the Box, it always means the Game Box. But when it's for a reward it refers to your Class Deck Box."

So, my question arise in Season 1-1A and 1-1C; The rewards mention something like

"Each character may draw a weapon, armor or item from the box."

Does this mean that I get a Deck Upgrade, like normal, and draw a random card (out of the above 3) to add to my deck, thus gaining 2 new cards?

or; does it mean that I get to draw the chosen card at random and add them to the potential Deck Upgrades and thus gain only 1 new card to my Deck?


So; Zelhara is an Inquisitor from the Hell's Vengeance Deck.

Does this mean I can choose from which cLass Deck I'd like to use cards from or can I use both when building my Starting Deck and choosing upgrades? Or is she solo usable with the Hell's Vengeance 2 cards?


I wouldn't say it was overpowered; since it's only for Outsiders. I believe there are certain characters (Beefy Tanky ones) that allow if for any encounter in WotR. Not sure; would have double check that.


@Shnik

1) You would just ignore the power that happens for the Corrupted trait; so Zelhara doesn't have to bury a card, since the Noose doesn't have the Corrupted trait. She basically redeems every card automatically, except that she is so bad she doesn't.

2) Some cards apply to when a card has the Poison trait with being a Monster that is immune to it. Two sides of the same coin.


"Maybe be able to scout ahead and if it's a bane with the demon trait a power kicks in or can be used to help at another location against them?"

You might be on to something here. Maybe something like;

- You may recharge a card to examine the top card of your Location. If the examind card has the Outsider trait, you may encounter it ([] and gain 1d6 on your checks against this card)

or

- If another characters encounters a card with the Outsider trait, you may recharge a card to encounter it instead ([] and gain 1d6 on your check against it)

Notice how I changed Demon trait to Outsider trait. The Outsider is far more common than the Demon trait. Demon traits is fairly rare, even in the WotR box.


The Armor/Weapon balance is good, what I meant to say was "Hand Size 6 is too high with these Card Slots."

So, the changes you made were good, in my opinion.

The second power was worded correctly; Bane with the Demon trait. Now only Combat checks.

But; right now; this feels more like a Rogue/Cleric combo. Rogues being able to use Dexterity for Combat en Clerics hating Demons.. Maybe you should explore some more creativity. Look at other Characters. Find a 3rd power or perhaps change some powers to feel Really Unique; which, sadly, they don't right now. (No offense)


Your feats seem in balance. That's a good thing.

I would change the wording from the first power to: "When attempting a check with the Melee trait you gain the skill Melee: Dexterity +2". This is more consistent with the overal design of PACG.

So, right now, this characters falls more in the Rogue-archetype, which is great for me, but I think a Hand Size of 6 might be too much for this one. 6 is more of a Caster-number. 6 is rare, it's for extremely squishies.

The Demon Hunter having 4 Weapons and 2 Armors and proficiency with Light and Weapons, really begs to change this number to 5 (potentialy 4).

So, he basically kills Demons, but he can recharge any card to get 1d6 against ANY check against Demons. Even Diplomacy? Knowledge? Sounds to me like a One-Trick-Pony.

Maybe you could check out some other Demon-Characters; like the ones Tyler was referring to. Try to be more creative than this Illidan. ;)


So, probably a weird question;

But, taking in to account that we can 'unlock' the Villains in Factions Favor, can you start any Adventure (OP or not) as one of the 6 Villains?

I mean, according to my knowledge, yes, but it would be weird to be able to play as one and later one actually defeat 'yourself'..?


Hype. Hype.

Hell's Vengeance is such a great theme. Probably better than Goblins.. HellGoblins would be the best


Amazing. The aspects spells and more Basic Blessings sound great. Can't wait to get my hands on these.


The Torturer has a Hook?
So, for now "Bludgeoning" being the 6th element, I suppose that "Hooks" will become the 7th?


There is also a hidden puzzle. :O


This sidebar is the best.
Good thing it's back. Hope it'll be back in the rule book soon.

So, if I understand it right;
As soon as I add in cards from Adventure 4, I may purge all the Basic and elite cards with the B- and 1-indicator. When I start Adventure 5, I can do this with the 2-indicator? Or do I start removing B-cards after I've added in 3-cards. Since B-cards counts as 0, right?


Necro;

So, just to be clear.
Rewards for Adventure 2-4B and 2-4C tell me to "choose card type A, B or C, then each character draws a card of the chosen type from the game box and adds it to cards acquired to the scenario.".

These drawns cards are random?
With my luck, I've drawn 5 Basic cards this way when I'm in tier 4+. It's really hard to upgrade my deck like this.. /cry


I also have a feeling the first post of this thread should become updated. Hm hm.


My group and I tend to prefer to finish of the Easy To Close location first too. We do this so we can corner the Villain to Hard-To-Close locations, so we don't need to make the required checks for those, since the Villain will end up there.

I could draw out the percentages here, but I won't. I do really think that starting at the Easy locations is the better option.

Leaving a failed-to-close location is a must... You don't want to be at a location without a henchman or villain, but with 8 cards in it. Ugh. Waste.


Still think that Ahtez en Zetha from the Summoner CD are potentially stronger than this combo.


Logic is such a harsh mistress.

(Looks at "Estra retrieving Spells during Encounter" topic.)


Henchmen and Villain who 'drop' a specific piece of loot is pretty fun and oozing with flavor.
We hope to see more of it!


Eliandra Giltessan wrote:
I'm interested to see how they group the iconic villains for those two class decks. The divine casters and partial casters together? The castiest together? I hope for at least one divine caster each in the Pathfinder Tales and Iconic Villains decks, so I can get excited about them.

A Cleric of Lamashtu would probably still be a Divine Cleric, right? Hm...


About two years ago, I made a couple of Homebrew characters, of which one I will link here:

Ninniz

Back then, I really put a lot of thought in to Ninniz and her 5 fellow characters. Now, 2 years later, and after playing a bit with my characters around, I decided to make 3 characters. Some based on the ideas I had back then, some based on the 2 year experience I've done up in this time with PACG. But most of all; I've decided to turn all of them in to Ratfolk! In the RPG's I mostly play as Ratfolk, because I have a soft spot for them!

So, without further talking, here is the first Ratfolk PACG Character I designed, the other 2 will get there own seperate post:

Ninniz:
Male Ratfolk Alchemist

Strength d4 []+1
Dexterity d10 []+1 []+2 []+3 []+4
- Disable: Dexterity +3
- Ranged: Dexterity +1
Constitution d6 []+1 []+2 []+3
Intelligence d10 []+1 []+2 []+3 []+4
- Craft: Intelligence +2
Wisdom d6 []+1 []+2
Charisma d6 []+1

Favored Card Type: Item
Weapon: 2 []3 []4
Spell: - []1 []2
Armor: 1 []2
Item: 6 []7 []8 []9
Ally: 3 []4
Blessing: 3 []4

Powers:
Hand Size: 6 []7
Proficient with: Light Armors []Weapons
You may discard a card to add 1d6 to your combat check; if the discarded card has the Alchemical ([]or Poison or Acid) trait, you may add an additional 1d6 ([] and ignore a non-villain monster's immunities.)
When you would banish a card with the Alchemical trait, you may instead attempt a Craft 8 check. If you succeed, instead recharge the card, otherwise discard it.

Demoman:
Hand Size: 6 []7 []8
Proficient with: Light Armors []Weapons
You may discard a card to add 1d6 to your combat check; if the discarded card has the Alchemical ([]or Poison or Acid) trait, you may add an additional 1d6 ([] and ignore a non-villain monster's immunities.)
When you would banish a card with the Alchemical trait, you may instead attempt a Craft 8 check. If you succeed, instead recharge the card, otherwise discard it. ([] When you recharge a card this way, you may draw a spell or item from the box that shares a trait with the recharged card)
[] Add 2 ([]4) to your checks to acquire a boon with the Alchemical trait.
[] You may bury a card with the Alchemical ([]or Poison or Acid) trait to automatically succeed at a check to defeat a bane with the Cache ([] or Lock) trait.
[] Whenever you would banish or play a spell with the Acid or Poison trait, gain the skill Arcane equal to your Craft skill.

"When out of stuff to explode, make new stuff to explode."

Plague-Doctor:
Hand Size: 6 []7 []8
Proficient with: Light Armors []Heavy Armors []Weapons
You may discard a card to add 1d6 to your combat check; if the discarded card has the Alchemical ([]or Poison or Acid)([]or Animal) trait, you may add an additional 1d6 ([] and ignore a non-villain monster's immunities.)
When you would banish a card with the Alchemical trait, you may instead attempt a Craft 8 check. If you succeed, instead recharge the card, otherwise discard it.
[] Add 2 to your checks that invoke the Animal or Vermin trait
[] You gain the skill Survival: Wisdom +2
[] Whenever you defeat a Monster with the Animal or Vermin trait, you may add it to your hand. You may banish a card with the Animal or Vermin trait from you hand to shuffle 1d4 random cards from your discard pile in to your deck ([] or to add 1d6 to any check that invokes the Acid or Poison trait).
[] Reduce Acid and Poison dealt to you by 2.

"What's that smell? Oh, it's me!"


Frencois wrote:
Donny Schuijers wrote:
Wait... does this mean we will get an OP Adventure Path where we fight Heroes instead of Villains.....?
Wait... does this mean we will get an OP Adventure Path where we can play Goblins all the way.....? :-)

Well, we actually can...


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Am I hearing this correct. We can play as Villains?

I'd love to play an assassin or a Torturer. Oh, what powers could they get? Oh, what mystery is their to their play? Oh, I can't wait to make puny Henchmen scream!

Wait... does this mean we will get an OP Adventure Path where we fight Heroes instead of Villains.....?


Hi there, thank you for sharing your very own Cleric!
Here are my thoughts:

Quote:

Kristian

Human
Female
Cleric

STR: d4 []+1[]+2
DEX: d6 []+1[]+2
CON: d6 []+1[]+2[]+3
INT: d8 []+1[]+2
WIS: d10 []+1[]+2[]+3[]+4
Divine +3
CHA: d8 []+1[]+2
Diplomacy +2

I'd swap the bonuses of the skill around a bit more, every skill right now can get a bonus of +2, which is not needed. If you intend to not give Kristian a Melee bonus, there is no point in that +2 for Str, so perhaps you could give Kristian a +3 on Cha. Furthermore a standard +3 on Divine when there is a d10 present is kind of high. Maybe tune either one of those down.

Quote:

Hand Size 6 []7

Proficiency -

Reveal a card with the divine trait to add 1d8 to your check to defeat a bane with the Undead or Demon trait.

[]You may bury a blessing to choose a character at your location. Shuffle 1d4 [](+1) random cards from their discard pile into their deck.

Add 1 to each characters check until your next turn, for each card with the divine but without the corrupted trait you acquired during your turn.

So, first off al, you're missing a Power Feat Check Box. Every base character should have 4 power check boxes. So I'd add the simple addition:

"Reveal a card with the Divine trait to add 1d8 to your check to defeat a bane with the Undead ([]or Demon) trait."

It's also pretty common for a Cleric to have a 'free' heal, instead of a Power Based one with a Bury effect. I know it's not fun to copy a power, but I'd just stick to:

"For your first exploration on a turn, you may discard ([]or reveal) a Blessing to choose a character at your location. Shuffle 1d4+1 random cards from their discard pile into their deck."

Quote:

Favored card type: Blessing

Weapon: - []1
Spell: 4 []5 []6
Armor: -
Item: 3 []4 []5
Ally: 3 []4 []5
Blessing:5 []6 []7 []8

Clerics are usually armored. I'd suggest changing some things around here. Perhaps an Item or Ally down and giving her 1 or 2 standard armors. This would also me Kristian should get some proficiencies with these armors.

Quote:

ROLE 1 PRIESTESS Hand Size []8

Reveal a card with the divine trait to add 1d8[](+1) to your check to defeat a bane with the Undead or Demon trait.

[]You may bury[](discard) a blessing to choose a character at your location. Shuffle 1d4 [](+1)[](+2)[](+3) random cards from their discard pile into their deck.

Add 1 to each characters check until your next turn, for each card with the divine but without the corrupted trait you acquired during your turn.
[]If you would play a blessing with the Sarenrae[](or healing) trait for a check, you may play another blessing if it doesn't have the corrupted trait. [](If the second blessing has the Sarenrae trait recharge instead of discarding.)
[]When you play a blessing on another characters check, recharge a random card in your discard pile.

ROLE 2 PROPHET Hand size []8

Reveal a card with the divine trait to add 1d8[](+1)[](+2) to your check to defeat a bane with the Undead [](or outsider) or Demon trait.

[]You may bury a blessing to choose a character at your location. Shuffle 1d4 [](+1) random cards from their discard pile into their deck.

Add 1 to each characters check until your next turn, for each card with the divine but without the corrupted trait you acquired during your turn.

[]When a character plays a weapon at your location, it gains the Divine, and Magic, [](and Fire) traits.

[]Add 1 [](2) to your checks to recharge a spell or acquire a card with the divine trait

[]At the start of your turn, if the top of the blessings discard pile is a Blessing of Sarenrae end your turn. Do not advance the blessing deck until your next turn, unless another power would require it.

There are a couple of major design flaws with your Role Cards.

1) Every role card should have 12 Power Feat Check Boxes. I'm counting 11 and 10. I could be mistaken, maybe it's typo. But there should be 12. Just like there should be 4 on your base cards.

2) Both Roles have a Hand Size of "[]8"
This is just not right. Role Cards should include everything from the Base Card. This would mean that both role cards should include this sentence:
"Hand Size: 6 []7 []8".
I don't know if this was your intention. If so, it's matter of wording, since it will also fix your Power Feat Check Boxes.

Now the powers themself:

Just so we're clear. You know there are more Clerics than only those of Sarenrae. So you could decide to use other 'Deities' and blessings instead. The power itself seems fine. I'm unsure why you'd make the second blessing rechargable though.

Shouldn't a Priestess be able to others too? I'd change the healing power to this:
"When you play a blessing on another characters check, recharge a random card from her discard pile ([] and your own discard pile)"

The Prophet looks pretty well-rounded. I'd just think that the last power is too strong. Not Advancing the blessing deck is a very strong (and rare) power to begin with. If you'd play this with more than 3 characters, this would become to broken. There is no penalty. I'd suggest adding a simple penalty, like:

"At the start of your turn, if the top card of the blessing discard pile has the Sarenrae trait, end your turn. Do not advance the blessing deck until your next turn, then bury a card with the Divine trait for every blessing not advanced. If you're unable to bury a card, bury the top card of your deck instead."

Well, I hope I've given you some food for thought. I'd like to see your reply. :D


Tim Statler wrote:

Question: Is there an 'air' trait? Or something Like it?

I know there is an electricity trait.

I don't recall 'air' being a trait.

As far as I know these are the Elements (if this is what you could call them):
Poison
Acid
Electricity
Fire
Cold

There are also other 'spell traits', like:
Force
Mental


"A new challenger appears!"

1) A cohort weapon does not exist to this point, if I am correct. Problem with the wording of card is that it does indeed not only include boons, but also every support card and banes. This means Ships, Curses and some Monsters for summoners or even barriers for alchemists. Confining it to just boons is a factor on it's own enough.
2) "Ignore all (Cards and) powers" is what you mean, though. A "character card" doesn't imply Healing, but a power (like Kyra's healing power) does imply healing. The wording is different from your, but the meaning and purpose is the same, it's just with the correct wording.
3) A Wizard is NOT a Diviner. You're making a very squishy character who buries his attack possibilies. Giving him a healing power would seem strange. Again: A Wizard is not a diviner. The Recharge option from a discard pile should be enough to be a 'heal'.
4) Changing it to "and/or" is the same thing as "or ([] and)"...
Getting two free recharges with a simple non-role power is kind of strong, yes.
5) Why would you want to scrap it to include complexity somewhere else? A good character is not complex by defintion, but playable. Having a cohort instead of 3 extra base powers is making this Wizard more playable.

Sorry, cartmanbeck, if I assumed anything wrong in my answers.

But, for real, starting with 7 Cards as a Hand Size and also losing every card you play is killing this character. Imagine encountering a Construct. This character wouldn't live to tell the tale. He actually starts with almost half his deck in his starting hand and only loses cards there on out.

I get this is not a combat character, but it should be able to atleast survive two combats..


Having 7 Base Powers is too much.


I'm sitting here wondering what's wrong with the Recharge checks?
Getting a chance to recharge your potentially only spell in your deck isn't that overpowered, also; seeing that Hallifax doesn't have a good way to fight banes (base combat dice are d6 and d8), giving her some spell mobility might prove useful.

I'm just not too sure about four base powers. I'd remove a power based on that fact more than the other facts.


Oh, so they're meant to be discorded!
Right.

I thought they were 'okay' compared to the Promo Goblins. I don't think I've ever seen someone pick one of the Promo characters, but the Class Deck look 'playable'.

I'll just stick to my Alchemists and Inquisitors (or Hunters if they come) and I'll treat the Goblins as Gimmicky Hard Mode. :D


"Bait & Switch" is actually the offering of a item due it's low price ('the bait') as purpose of selling a item of a higher value ('the switch').

But that's just me being nitpicky.

But you could apply it to a power, if you were to reform in a sense of:

"[] When you encounter a boon, you may banish a boon of the same type from your hand to acquire it. ([] You may then banish the aquired boon to draw a Boon of the same type from the box with a Adventure Deck Number equal to or higher than the Banished card)."

I think this would suit Bait & Switch even better!


Eliandra Giltessan wrote:
Donny Schuijers wrote:
Whenever you draw a card from the Box, you need to draw from the corresponding Class Deck instead. So it shouldn't matter which season you play Mogmurch in, since he will always draw Alchemical Cards from his Class Deck. So he should be able to recover even Alchemist's Fire.
I'm pretty sure that's only true for Rewards.

Right, my bad. (Still new to OP...)

Well, in that case Momurch is even worse than I anticipated, hmph.
I was really looking forward to playing OP with this guy in a solo playthrough of Season 1. Darn.


Whenever you draw a card from the Box, you need to draw from the corresponding Class Deck instead. So it shouldn't matter which season you play Mogmurch in, since he will always draw Alchemical Cards from his Class Deck. So he should be able to recover even Alchemist's Fire.

I'm hesitant to play him in SotR, due to the setup of his Basic cards.. Non-Goblins seem to be the better choice in general, due to their variety in choice of cards. Goblins seem to have a set amount of cards that are useful to each of the individual ones.


So, I finally completed my collection of ALL Class Decks.
Now that I have the 2 Goblins Class Decks, the fun can officially began.

Or.. not?

So, I have this huge fascination with Alchemists. So I tried my hands on the Arsonist from Goblins Burn!

"Okay," I told myself, trying to make an OP deck, "let's find some Ranged weapons for this Arsonist, since he has no melee!"
But wait. There are only 2 Basic B Weapons and they both have the Melee trait.

Is this intended.. Are there additional rules for the Goblins? Doesn't seem right that a Ranged Character has to start with 2 Melee Weapons.

There are more weird things in this Class Deck, which makes senses, since it kind of includes 3 different classes instead of 1.. But it still doesn't allow me to make a 'dependable' Goblin for OP.. or is it really just me?


Right, so the way Skizzerz first said was the right way?

Got it. Now it makes more sense!


So, if I get cards as a "Reward", that basically gives me second Deck Upgrade with that card if I dislike the card itself?


So, basically; there is a difference between "acquired cards during the scenario" and "Cards you achieve due to a reward".

So, with the above example, I'd get:
- One Deck Upgrade (reward for completing any scenario)
- Skill Feat (reward for completing first scenario in a tier)
- Random Weapon, Armor or Spell from my Class Deck (specific Scenario Reward)

Right?


Greetings,

I come before you bearing a question regarding gaining Rewards in OP!

So, let's say I just started my first scenario ever in a Adventure. I've built my character from the ground up with only Cards with the "B"-Mark and Basic Traits from an appropiate Class Deck.

So, I finished my first Scenario; Succes!
The rewards (per example) are as follows: "Each player chooses weapon, armor or spell, then draws a card of that type from the box."

Right, if I'm correct, I should do these things:

- Choose either Weapon, Armor or Spell.
- Draw a random card from the chosen type from my Class Deck with the number "B" or "1".
- Display this drawn card with all the other newly acquired cards from the scenario.
- Choose one of the displayed cards to choose a card from my Class Deck to be my Deck Upgrade.
- Return all non-chosen cards to their corresponding boxes
- Gain a skill feat. (Since it's my first scenario in this tier)

Is this correct?

(Or do I get the drawn card nonetheless and then display cards for my Deck Upgrade?)


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Puzzle Solved.

Next Adventure Path please.


I feel like the puzzle has something to do with the "Blessing of Elements" cards.

Ever noted how there are 6 types of elements displayed? In the form of some weird yingyang-cross. How come there are 6 elements, but we only know of 5 (Cold, Fire, Poison, Acid, Electricity). I reckon the puzzle hás to do something with this unknown 6th Element.

Curious indeed, nonetheless.


First of all: You mean "Adventure", not "AP". AP stands for Adventure Path, which number 1 is Rise of the Runelords. Mummy's Mask is AP 4.

Second: Yes, we've been experiencing this too, so we decided to do a second playthrough and use the Organized Play rules of "Gaining a card" after each scenario in stead of the Boons we normally get, this smooths out the overal 'feeling of leveling', but also makes traders more accesible instead of just being able to trade once in 5 scenarios, and most of the time we're even then trading Loot-Cards away.


I see that two threads have been opened with the Deck Lists for SotRi and SotRu, so perhaps we will see the DriveThru Cards sooner than later. ;)


Thank you Skizzerz and Skullkrak!

As far as Termninology goes; you all knew what I meant. Haha.
I am, however, aware of the fact between the difference of a Class Deck and a Character Add-On Deck. But much appreciated, anyway.

Right, looks like I might be playing Seasons then. :)

Time to register and find myself some Dollars to download those files!


Ok, so, my girlfriend and I have finally caught up with everything. As of now, we own most of the class decks and have complete the 3 previous Adventure Paths twice and have 'completed' Mummy's Mask up until the point of release.

Still feeling the Pathfinder itch, we decided to check this "Organized Play" out, but it kind of confuses me.

So, I was hoping that there were some people out here, willing to answer some questions. :)

1. If I want to start with a character, let's say a rogue, I can then use any rogue, but only make my starting deck out of cards from the Character Add-On Deck "Rogue" with the Basic-trait and the "number" B?

2. When building locations, you use cards from the Box associated with the Season, but not the cards from the Character Add-On deck?

3. You don't keep Boons you find during a scenario, you get to pick one type of acquired boon and then draw a card of your choice with the same type from the corresponding Class Deck which?

4. Do I really have to register myself to the Guild website and keep track of everything that happens with an Chronicle Sheet?

5. There is no one near us who plays PACG, just my girl and I, can't we just 'host' our own events with the two of us at home? I assume yes, but this is more or less the same as question 4.
(It seems so obvious to just download the Seasons and go play..)

6. I have not downloaded any of the Seasons yet, since they cost a dollar or 4, but I assume the rewards explain for themself? Like; "Deck Upgrade" and "Skill Feat"?

Thanks in advance,
I assume OP is the same as PACG in the rest of the rules?


Found them all!
My way of approaching was to turn the puzzle around. First think of a character and then find his/her name in the list.. :X

Also: This hidden puzzle sounds amazing... :D


Can I just say that I love "Psychopomps" finally being a Trait? :D


I'm disappointed to see little Damiel Play... :(

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