Staunton Vhane

Joey Virtue's page

Organized Play Member. 3,318 posts (3,978 including aliases). No reviews. 4 lists. 1 wishlist. 4 aliases.



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After a prolonged absence, I found myself revisiting my collection of 1st edition adventure paths and reminiscing about the memorable experiences they offered. Admittedly, I didn't run as many as I had hoped, but there were true gems like "Burnt Offering" that left a lasting impression.

I'm curious to hear your thoughts on the best 2 or 3 adventures at each book number. For instance:

Book 1:

Best Adventure
Second Best Adventure
Another Noteworthy Adventure
Book 2:

Top Pick
Runner-Up
Another Standout

And so on, covering all six books.

If you have an overall favorite book, feel free to share that as well.


After a prolonged absence, I found myself revisiting my collection of 1st edition adventure paths and reminiscing about the memorable experiences they offered. Admittedly, I didn't run as many as I had hoped, but there were true gems like "Burnt Offering" that left a lasting impression.

I'm curious to hear your thoughts on the best 2 or 3 adventures at each book number. For instance:

Book 1:

Best Adventure
Second Best Adventure
Another Noteworthy Adventure
Book 2:

Top Pick
Runner-Up
Another Standout

And so on, covering all six books.

If you have an overall favorite book, feel free to share that as well.


Paizo writes the best adventures in the business so I want to use the best out there.

Im looking for great urban adventures from starfinder to convert to Star Wars. (Or other adventures you think would be great to convert to Star Wars)

It doesnt matter the length or anything else they will be mined and converted for information and encounters

Thanks in advance.


Paizo writes the best adventures in the business so I want to use the best out there.

Im looking for great urban adventures from adventure paths to convert to Star Wars. (Or other adventures you think would be great to convert to Star Wars)

Im already stealing parts of Shadow in the Sky and Children of the Void.

It doesn't matter 1st of 2nd Edition I have all the 1st edition and would be happy to buy 2nd ed individual issues.

Thanks in advance.


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I’m recruiting players for a Pathfinder 1E Play by Post Game.

I will be running the Cradle of Night module, testing out my pathfinder play by post GM skills (I have ran a few in other systems) if this ends up being enjoyable I plan on starting a Play by Post adventure path through Iron Gods. So if you join and mesh with myself and two of my usual play by post players then you will have first dibs into for a spot in Iron Gods.

The game will be played on discord with maps on Roll20. Daily post expectations will be 2 to 3 plus. With more posts coming on weekdays than weekends. I’m on West Coast time so that comes into play as well with most of my posts coming between 7 and 5.

My style of GMing is High Risk, High Reward all while being High Powered, so if you are a player who prefers a 10 point buy kind of game this one is likely not for you.

There is a link for my house rules along with character creation.

House Rules and Character Creation

I have also linked the Forge of Combat which I think is important for every player to have a roll and to do it well.

Forge of Combat

This recruitment is more about the player joining the game then the character you are trying to bring to the table.

If this sounds interesting to please Message me. Either here or on discord Virtuegm55#9872


Thinking about running the Cradle of Night module as a play by post on discord. To see if I enjoy it enough to run an entire AP and hopefully recruit a couple good players for future play by post games.
So if this peaks your interest just comment
Thanks


So I am making some changes to allow Timeworn Item to be recharged and ways to remove the Timeworn condition let me know your thoughts

Timeworn Technology
Technology found in the hands of Numeria’s denizens is not usually in pristine repair. Between languishing in forgotten ruins open to the elements, being used by those ignorant of the nature of this technology, and having no one skilled at building, maintaining, or repairing such devices, most technological items are “timeworn”—damaged and malfunctioning
Timeworn technology does not always work as intended. There is a 50% chance that timeworn items glitch under the following conditions.

  • When an item is first used after a month or more of inactivity.

  • Anytime a single-use consumable is used.

  • Any Pharmaceutical

  • When using an item in a way that would drain its last charge.

  • When an item requires a d20 roll (such as a skill check or an attack roll) to activate or use, and that roll results in a natural 1.

  • When a critical hit is confirmed against the wearer of an active defensive item, such as armor or a force field.

Not all glitches are catastrophic. When an item glitch, its effect is hampered or enhanced, as determined by a d20 roll. For items that can consume a variable number of charges, these additional charges do not affect the item’s performance; if such an item must consume twice as many charges, the amount is based on how many charges the user intended to use. When a glitch would cause an item to consume more charges than it currently holds, the item is drained of all charges and fails to function, but any negative effects still occur. Items that fail to function simply shut down if activated and cannot be activated again for 1 round.

Recharging Timeworn Technology:


  • Timeworn technological items are difficult to recharge. Every time a Timeworn item is recharged there is a 50% chance that timeworn item glitches.

  • When a Timeworn item uses it final charge it ceases to function and can no longer be recharged.
  • Timeworn Technology Value:

  • A timeworn technological item that is still somewhat functioning is worth half of its normal listed price

  • A timeworn item completely drained of its charges is worth 1% of its normal value, as a curiosity to collectors.
  • Repairing Timeworn Technology:

  • A timeworn technological item can be returned to full functioning condition by a two-step process. The damages to the item must be diagnosed with a Knowledge Engineering Check equal to the items craft check. Then a casting of greater make whole with additional spell components with the value of twenty-five percent the full items value. Will remove the timeworn condition for any piece of technology.

Timeworn Armor Glitches
Glitching armor that loses its ability to function still provides the normal armor bonus to AC, but any charged abilities are suppressed.

D20 Glitch
1 The armor abilities do not function. All remaining charges are drained.
2 The armor seizes up and abilities do not function. The wearer is paralyzed for 1 round.
3-4 The armor does not function, but still consumes the normal number of charges.
5-6 The armor does not function, but no charges are consumed.
7-9 The armor uses twice as many charges as normal (or expends an extra activation’s worth of charges if already active).
10-13 The armor functions normally.
14-15 The armor functions better than anticipated. Its armor bonus improves by 1 for the duration of this charge.
16-17 The armor functions much better than anticipated. Its armor bonus improves by 2 and it provides the moderate fortification enhancement for the duration of this charge.
18-19 The armor functions normally and this use does not consume any charges.
20 The armor functions normally and a power surge restores 1d6 charges to the armor (up to but not exceeding its capacity).
*For a shield, the shield’s wielder is not impeded by the glitch. *

Timeworn Armor Recharging Glitches
When Recharging Armor consult this chart.

D20 Glitch
1 The battery and the armors remaining charges are drained.
2 The armor seizes up and the battery is drained. The wearer is paralyzed for 1 round.
3-4 The battery is drained of charges.
5-6 The armor gains no charges, and the battery expends no charges
7-12 The battery only provides one charges to the armor for every 2 charges in the battery
13-16 The battery functions normally
17-18 The battery functions better than anticipated. Until next recharge each charge used increases the armor bonus by 1 for the duration of each charge.
19 The battery functions better than anticipated. Until next recharge each charge used increases the armor bonus by 2 for the duration of each charge.
20 The armor gains 15 charges even if this exceeds the normal charge capacity of the armor.

Timeworn General Item Glitches
Items other than armor, pharmaceuticals, or weapons use this general glitch table.

D20 Glitch
1 The Item does not function. All remaining charges are drained.
2 The item does not function, but still consumes the normal number of charges.
3-4 The item does not function, but no charges are consumed.
5-6 The item uses twice as many charges as normal and jolts the user for 1d6 points of electricity damage, per charge consumed but otherwise functions normally.
7-9 The item uses twice as many charges as normal but otherwise functions normally
10-13 The item functions normally.
14-15 The Item functions better than anticipated and grants a +1 bonus on any skill check attempted with the use.
16-17 The Item functions far better than anticipated and grants a +2 bonus on any skill check attempted with the use.
18-19 The item functions normally and this use does not consume any charges.
20 The Item functions normally and a power surge restores 1d6 charges to the item. (up to but not exceeding its capacity).

Timeworn General Item Recharging Glitches
When Recharging Items consult this chart.

D20 Glitch
1 The battery and the items remaining charges are drained.
2-4 The battery is drained of charges.
5-6 The item gains no charges, and the battery expends no charges
7-12 The battery only provides one charges to the item for every 2 charges in the battery
13-16 The battery functions normally
17-18 The battery functions better than anticipated. Until next recharge each charge used grants a +1 bonus on any skill check using the item for the duration of the charge.
19 The battery functions better than anticipated. Until next recharge each charge used grants a +2 bonus on any skill check using the item for the duration of the charge.
20 The armor gains 15 charges even if this exceeds the normal charge capacity of the item.

Timeworn Weapon Glitches
Weapons used to make more than one attack in a turn might glitch multiple times during that turn.

D20 Glitch
1 The weapon does not function. All remaining charges are drained.
2 The weapon does not function, but still consumes the normal number of charges.
3-4 The weapon does not function, but no charges are consumed.
5-6 The weapon uses twice as many charges as normal and jolts the user for 1d6 points of electricity damage, per charge consumed but otherwise functions normally.
7-9 The weapon uses twice as many charges as normal but otherwise functions normally
10-13 The weapon functions normally.
14-15 The weapon functions better than anticipated and grants a +2 bonus on attack rolls made with that weapon for 1 round.
16-17 The weapon functions far better than anticipated and grants a +2 bonus on attack and damage rolls made with the weapon for 1 round.
18-19 The weapon functions normally and this use does not consume any charges.
20 The weapon functions normally and a power surge restores 1d6 charges to the weapon. (up to but not exceeding its capacity).

Timeworn General Item Recharging Glitches
When Recharging Armor consult this chart.

D20 Glitch
1 The battery and the weapons remaining charges are drained.
2-4 The battery is drained of charges.
5-6 The weapon gains no charges, and the battery expends no charges
7-12 The battery only provides one charges to the item for every 2 charges in the battery
13-16 The battery functions normally
17-18 The battery functions better than anticipated. Until next recharge each charge used grants a +1 bonus on attack rolls made with that weapon for 1 round.
19 The battery functions better than anticipated. Until next recharge each charge used grants a +1 bonus on attack and damage rolls made with the weapon for 1 round.
20 The armor gains 15 charges even if this exceeds the normal charge capacity of the item.

Timeworn Pharmaceutical Glitches
Timeworn pharmaceuticals have a chance of glitching when the dose is administered, even if another dose was recently used effectively.

D20 Glitch
1 Spoiled. Patient is poisoned by black lotus extract.
2 Spoiled. Patient is exposed to bubonic plague
3 Spoiled. Patient is nauseated for 1d6 rounds.
4-5 Spoiled. Patient is sickened for 1d6 × 10 minutes.
6-7 Spoiled. No effect.
8-9 Less potent. Decrease all save DCs by 2*. Use minimum values for all random results (such as healing). Decrease durations by 50%.
10-11 Normal effect but causes 1d4 points of Constitution damage (Fortitude DC 15 half) to the patient.
11-13 Normal effect, but the patent is exposed to hallucinogenic (–5 penalty on Perception checks and confused for 2d4 rounds, Fortitude DC 15 negates).
14-17 Normal effect.
18-19 More potent. Increase any save DCs by 2*. Reroll any result of 1. Increase durations by 100%.
20 Far more potent. As above but treat as 2 doses.

* For a cardioamp, decrease the save DCs on a more potent result, and increase the save DCs on a less potent result. *


So what parts of the tech guide would be good to share with the players before they make their characters? I know not the tech equipment it’s self but what about the rest of the information?


So I’m trying to think of ways to get everyone invested in torch and in the story, so I was considering giving a bonus trait of the local ties campaign trait.

My reasoning everyone building their back story would have a little more focus, everyone would have some idea how tech works on a basic level so they can use things, an extra class skill in the scheme of things is not that much of a power boost.

Thoughts?

Second part of this my players all start out at 3rd level and I modify the AP acourdingly. What if the players for the free levels were doing a mission for Khonnin? What could that mission be? This mission would be pure back story we will not be playing through it.


I’m rebuilding my house rules document.

I want to see what other people are doing with 1E.

I already use Elephant in the Room Feat Tax rules.

Please share.


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I spend the time on photo shop and was able to get all the maps removed from the bonus PDF of maps and they are all in one piece and available if anyone wants them (I’m using them on Roll20) let me know.


I was thinking about having a session 0 Adventure where the players go to the old mine office and it’s currently occupied by some lizard folk spies watching Diamond Lake. Any thoughts?


Im really considering converting this great AP to 5E does anyone on here have any experience with it? I played through it during 3.5 and loved it


Is there any conversions of Age of Worm for 5E already done?


So I’m thinking about converting Age of Worms to 5E are their any resources out there player guides or anything that anyone has done? I know Paizo released the Web Enhancements and Age of Worms Unleashed is there anything I’m missing?


I was trying to think of some type of humanoid that the Technic League could have enslaved and modified with tech. I don’t want Giants cause my players will have just finished Giantslayer when we start this campaign any one have any ideas?


Floating Disc

So I have a question about this spell and taking along a passenger, is this a legal way to move another character so they don’t have to use their move actions to move.
Example arcanist altered self in to a Sasquatch tell the barbarian to jump on the disc the following round with the barbarian on the disc the Sasquatch charges the BBG can the barbarian come along and get its full attack’s during its round?


So I really dislike 1st and 2nd level as a GM and a player.
So what would the thoughts be on starting APs at 3rd level with the players having a small back story that accounts for the first two levels.

I already redo all the combats changing the CR of all the combats so I would just redo the base CR of all the encounters. I would keep the base of the encounters the same just advance the combatants to the proper CRs

Another bonus to this is players would get an opportunity to play some of the higher levels cause the APs usually stop at 17th or 18th now they would stop at 19th 20th.

So what are your thoughts on this?


I want to get the last of the 1st edition Pathfinder stuff, but I want to cancel so I dont get any of the 2nd ed stuff.

How do we go about timing this as some of the stuff overlap in the same month?


What do you guys think of spell focus scaling to greater spell focus at 10th caster? I’m trying to cut down on Feat taxes and I think this could help the Wizard with some more of the non optimal feat choices.
What are your guys thoughts?


I was talking house rules with one of my players and he turned me on to this what is everyone’s thoughts on them?

The Elephant in the Room Feat Tax

I think there is another one out there according to another one of my players that I’ll be looking into the world is square I’m going to Investigate that one too.


I want to add more to the Oracles in these adventures. There seems like there is one per adventure at least in the first four books.
I want to add some foreshadowing after the first book is finished with Katrezra so far I want to add something about striking the forge, foreseeing a giant riding a red dragon leaving the Cathedral not sure what else to add with him.
Any ideas?


I’m thinking when ever I get around to running this AP about adding the Fear Rules the Sanity rules and Giving all the PCs a corruption of their choice to deal with through out the AP.

What are your guys thoughts?


Been looking through some threads on here and rereading the tech guide, and I could see my party just selling most of the tech gear not wanting to deal with Timeworn items.
So I was thinking of two fixes:
One is that only the Technic League and the black market buy and deal in Tech, so selling the items will be risky.

The other idea is to have Greater Make Whole fix timeworn items with a material component cost equal to 10 or 20 percent of the cost of the item.

Do you guys think that is a good way to do away with timeworn items?

But still keeping them useable.


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So from reading a few threads and some discussions about mythic play, would the reduction of mythic tiers down to either 3 or 5 improve the AP and the power level of the encounter?
I redo all my encounters so some rebuilding isn’t a bad thing.


So as I plan for the later books that are full of giants I’m trying to come up with some great tactics so far my thoughts on tactics

throwing rocks sucks

Vital strike awesome blow or giant wallop are a good tactic to charge in with. ( we house rule you can vital strike on any type of single attack action charge spring attack ect)!

Giant archers can be a huge pain in the a$$ so they are good

Giants with the sorcerer and wizard templates will change up the battles

What are some tactics I’m not thinking of?


Super excited to kick off this campaign tonight. I know their are a lot of negative thoughts out there about this campaign I hope I can make it enjoyable for my group.


I’m going to start running this AP next month. I have been doing a ton of work to redo the encounters and just some other general things. So I was wondering if anyone was running it? And is there any interest in the encounters scaled for 4 through 6 players and increased difficulty?


Scaling Magic Items

So what are your guys thoughts and uses of these magic items? I’m thinking about adding a few of them to my Giantslayer Campaign what is everyone’s thoughts.

Does anyone know of 3rd party products that use these rules?


I was wondering if anywhere was their a published stat block for Vigil. I just went through the wiki and the cities of Golarion and I couldn’t find one. If there isn’t one what would you suggest be the details and the modifiers?


Giantslayer

Let me know what you guys things and if there is anything I should be adding to it.


So I have been thinking about using The Vault of Thorns as a place for the PCs to rest during The Battle Of Bloodmarch Hill with a Standing Stone at the Hopespring that Silvermane has been watching since before the Rise of the Town. The Vault of Thorns could be accessed from this point and the time there would travel at a much more rapid rate. 8 hours in the Vault = 5 Minutes real world. Then the Will o Wisp would go out and they would have to seek a new one leading to book 2.
So if i put some more of these Standing stones through out the Belkzin would that be that damaging to the game?
So it would help with giving them time to craft in between adventure which i think is a good thing since between book 5 and 6 they have like 5 minutes to get ready. (so no high level shopping trip before the culmination of the AP) and once they could teleport away they could Port to a stone to heal and get back into the adventure quickly (they would need teleport which by then they could do similar things with mansions and other high level spells.)
Should I do this? or No and if I do should I add more stones like one per adventure to make things easier and to connect the adventures areas more?
You can only return to the stone you came from you cant move to other stones. Or Maybe you can only travel to stones you have personal physical knowledge of.


My daughter and her friends want to play Pathfinder im going to be playing them through Pathfinder Basic but after that if they enjoy it want to continue playing I would like to run them through an AP. What Adventure Path do you think with content and story is the most appropriate for 13 to 14 year olds?


Does crafters fortune help with your crafting rolls for crafting magic items?


In some other games I play there are easy in game descriptions for damage level of the enemies. With HP that is a struggle, I would like something similar for Pathfinder, I don’t want to tell the players the target is at X Hp. I want to have a universal set of terms for approximate damage.
So i was thinking maybe something like

X at 50 percent or less of HP

X at 10 percent of less of HP

Im trying to come up with good idea for what the terms should be.

I have already done this for level (even though its not always used i try)
If you want to see what I have done with that I can start another post


Looking for a solid low CR like 3 either already undead spider like creature or a good template to add to a spider.

Its to encountered in some sealed caves full of necromantic magic.


I have been running mutants and masterminds and really enjoy freely giving tons of hero points for cool actions, a witty comment and anything else that improves the game table. I already use hero points in Pathfinder, but how I give them out and the powers that they can invoke I like them as rare commodities. They usually only get them for gaining a level or finishing a full book of an Adventure Path. I want something in addition to these that would be given much more freely. I have been listening to the Glass Cannon Podcast and they stole something from 5th Ed they call them Bottle Caps where a player can use a “bottle cap” to gain a 5th edition term an advantage which allows the player to roll 2 d 20s and take the best result. I was thinking these could be given during game play, they would never carry over between sessions. (So they would be used each game session) This would push the heroes to do more things that are an improvement to the game, better roleplaying more creative actions and so forth. Do you think these would be a good thing or just an extra thing that players won’t think of because they already have hero points to deal with?


So I’m thinking of running an all dwarven Giantslayer Campaign. I was thinking about giving all the entire party bonus team work (clan) feats. One either every four or five levels. All players would have to agree on the feat and meet its prerequisites.
Does anyone thing this would be game breaking? Or do you think it would add to the theme with all dwarves from the same clan?


Does anyone have any copies of the handouts from the giant slayer adventures I cant seem to save them on my computer to print them out.


So I have seen this thread on multiple other Adventure Path boards (Rise of the Runelord being the biggest most successful one). What would you have changed now that you have run through it, or what are you planning on changing when you run through it?


Looking for the collective opinion about a group of Adventure Paths I am thinking about running. Please rank them in order of enjoyment to play or to GM. The four APs are Carrion Crown, Wrath of the Righteous, Iron Gods, and Giantslayer. Thanks in advance.


Im looking for like minded gamers to talk about Pathfinder and other RPGs with a possibility of starting an Adventure Path down the road. (Roseville, Rocklin Auburn area)


I’m looking for the best actual play podcast playing an adventure path thanks.


WELCOME TO THE BOOMTOWN:
Its founders dubbed Emerald City “the City of Destiny,” because for them it was the last stop on the continent’s edge. With nothing but the deep blue sea beyond, a man had no choice but to meet his fate there—whatever it was. Even in the present age of supersonic jets and a shrinking globe, Emerald City remains the last stop for most who journey there, both for reasons joyous and tragic. Now, it’s the heroes’ turn to come face to face with their destiny.

Do you have what it takes? Emerald City needs heroes are you one of those heroes?

We will be using Discord, Roll20 and This Paizo Board.

You don’t need any prior experience in Mutants and Masterminds. I would suggest taking a look at D20 Hero SRD or getting yourself the Deluxe Heroes Handbook.

Here is what I would like from you for your application:

#1) Introduce Yourself:

  • Who are you?

  • What do you enjoy about roleplaying?

  • Who is your Favorite Super Hero and why?

  • Why do you want to play a superhero RPG?

  • What is your Mutants and Masterminds Experience?

  • What is your PBP Experience?

  • What is your Discord ID?

  • #2) Read through Doomed Hero Guide to PBP and Painlords Guide to PBP
    Please share something you learned from these two guidebook.

    #3) Create a character background, You will be proposing your identity before you received your powers. Tell me about your character. Remember to think about why you are becoming a hero once you receive powers.

    Your Hero must be a Hero!

    Here is a intro to Emerald City: Emerald City Visitors Guide

    Here is a primer for understanding the city a little better: Emerald City Primer

    As you create your identity there are some things to think about for your hero check out this document about Team Roles Please let me know what roles you see your hero in: Team Roles

    Also Check out this document about: What type of hero are you? What have you studied? Also check out the words that describe your hero please select the ones your hero best identifies with. What Type of Hero Are You?

    Types of Characters I am looking for: Heroes who can work together as a part of a team.

    Types of Characters I am not looking for: Lone Wolf types of heroes, or Anti Heroes.

    Allowed Materials: Hero High Revised, Basic Hero Handbook; Hero Handbook, Hero Deluxe Handbook, Gadgets Guide, Power Profiles, Supernatural Handbook, Cosmic Handbook

    Banned Materials: No 3rd Party Materials

    As you plan your hero and think of a power set not a full build we will be building our heroes as a group through Discord discussions. Please put your possible Archetypes/Power Sets with in your application though.

    Your Power Source will all be a mutation event and you will all have a common origin event.

    This recruitment will run for two weeks plus a couple days, Ill be closing recruitment on the 26th. I will have a finalized group by 30th maybe sooner. I will be taking a minimum of 4 heroes but up to 6 heroes for this campaign.

    Post you are interested and then post your character once you have it all finished if you have question either DM me or put it in the thread. I’ll try to keep an update every day or so of people who have characters entered and who are interested.

    I'm going to hold you to the same standard as I hold myself: I expect you to post as often as is needed, adjusting to the pace of the group, as set by me. I plan to post at least once per day. When you do post, I expect you to push the action/story/RP or leave/pick up RP hooks. If our pacing changes to the point of negatively impacting your ability to keep up, I hope and expect that you will talk to me earlier rather than later. I promise to do the same if our positions are reversed, West coast mornings and nights will be my most active times posting.

    To be honest I have only ran one Play by Post so if that is a problem for you I’m just putting it out there right from the beginning.

    If you have any questions or if I missed anything please feel free to DM me or ask on this thread

    I can be contacted via Discord: Virtuegm55#9872


  • Hello All

    Im thinking about running a Mutants and Masterminds play by post supplemented by Discord (to stay in constant contact with players and additional information)

    I would be running an expanded version of Emerald City Knights.

    I have a little Experience with Play By Post I have ran one campaign that crashed and burned after a month or two.

    I am happy to work with players and try to improve the game for all of us.

    Like it says im checking interest in this game, because I want to know who is all interested.

    I can be contacted via Discord: Virtuegm55#9872


    How do I set up the Tags to be a part of there name is there a trick to getting each thing its own line or something? I use to have one but i cant seem to make it work now please help me


    I was discussing with a few people about starting a PBP game and they said that init should be done were each side gets to roll an initiative and then play from there. I would be running Mutants and Masterminds so I would be dealing with speedsters and things with very high init modifiers, so this seems flawed. How is the best way to do PBP Initiative?


    Is the store planning on carrying these new products

    https://greenroninstore.com/collections/mutants-masterminds/products/atlas- of-earth-prime

    https://greenroninstore.com/collections/mutants-masterminds/products/freedo m-city

    https://greenroninstore.com/collections/mutants-masterminds/products/rogues -gallery

    I would rather buy them from you guys than anyone else

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