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RPG Superstar 6 Season Marathon Voter, 7 Season Marathon Voter, 8 Season Champion Voter. Organized Play Member. 1,104 posts (1,911 including aliases). No reviews. 1 list. 1 wishlist. 1 Organized Play character. 20 aliases.


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Liberty's Edge

yukongil wrote:
there isn't going to be an official ruling, but given the power of other Mythic abilities, I think it's safe to assume that any wild shape the druid can take, they can share with the rest of the party.

I fail to see why we cannot ask, and eventually receive, an official ruling on this.

Liberty's Edge

NECROBUMP!

I need the answer to this as well and came here looking for it.

Liberty's Edge

I understand as a GM I can go either way, and this isn't a RAW question. So thank you all for the input. :)

Liberty's Edge

I guess my thoughts are, a small goblin "inside" a medium sized creature. So, is he really exposed to the sun?

Not so much a 'removal' of a weakness line of thinking involved here.

Liberty's Edge

I guess this is more an "opinion" than a "rules" question, but what do you all think about a small goblin vampire synthesis withstanding sunlight while fused with his Eidolon?
Would you allow it? Why or why not?

Liberty's Edge

M Monk 10, Rogue 3, Bard 6, Wizard 2, Cleric 4

Ya I may have to bail too, sadly a new job is dominating my time, bets to just shelf this for now seeing as i cannot give you all the attention it deserves :)

Sorry all!

Liberty's Edge

M Monk 10, Rogue 3, Bard 6, Wizard 2, Cleric 4
Reggie Two-Fist wrote:

sorry for being silent, I feel guilty now, will acept whatever happens as my fault

[dice=reflex DC 10]1d20+5

As a tentacle attempts to smash the ship, all Reggie can think of is to grab the thing.

[ddice=grapple attempts]1d20+7

GM: Oh my a critical action!

Plot Deck Card:

I award plot deck cards when people get crit rolls, however I left my deck at home so I will see this note later and update you.

I will resolve this as soon as work dies down!

Liberty's Edge

M Monk 10, Rogue 3, Bard 6, Wizard 2, Cleric 4
Gahrul of the Swamp wrote:
Hazzah, I didn't have to make an immediate new character...cause I think I was looking at 5 charges worth of black powder in that powder horn....so 5d6 would've been the damage if I'm not mistaken.

I think 5d6 was for a barrel of powder, I looked quick and could be wrong though. But alas, the powder horn is worth it's weight in gold today.

Liberty's Edge

M Monk 10, Rogue 3, Bard 6, Wizard 2, Cleric 4
Krendec wrote:

Why does Yorick get 1 less damage?

[dice=Reflex saving throw]1d20-1
Krendec Narrowly dodges the flailing tentacles as he moves over to the closest fire and casts create water.

Magical aid rendered and noted. This will help out with the boats overall saving throw at the end of this mini-event.

Liberty's Edge

M Monk 10, Rogue 3, Bard 6, Wizard 2, Cleric 4

I messed up Yorick's dice roll is all. :)

It should have been 1d2+1, not 1d4

Correcting now:
Yorick's correct flame damage: 1d2 + 1 ⇒ (1) + 1 = 2

Edit: same end result, though I wouldn't make him take MORE seeing as I messed that up.

Liberty's Edge

M Monk 10, Rogue 3, Bard 6, Wizard 2, Cleric 4
Ancient Dragon Master wrote:
I will be mostly without internet for the next 5 days

Noted, no big deal :) thanks!

Liberty's Edge

M Monk 10, Rogue 3, Bard 6, Wizard 2, Cleric 4
Gahrul of the Swamp wrote:

Gahrul's face blanches a small bit. He moves very slowly and carefully to try and avoid the flames and fiery whips. "Remain calm, grab blankets, sail patches, whatever yah have to and be careful smothering the flames. Don't want to lose any supplies." he says looking the tiniest bit worried.

I have literal explosive material on me that can ignite by fire >.>

[xDice=Reflex]1d20+5

Thanks for being honest about being all explosive. I'll give it a small chance for now.

Flame Lashing damage!: 1d2 + 1 ⇒ (2) + 1 = 3

10% sounds fair. So 1-10 is not good for you.
How Explody is Gahrul?: 1d100 ⇒ 6

o...m...g...

Well off to look up blackpower exploding on someone...be back soon.

GM Edit:
OK you DO have a powder horn, lucky you! Seeing as you were not using it in combat(closed), I assume it was not susceptible to being affected/exploded on your person. :)

But it may have made you sweat a little bit.

Liberty's Edge

M Monk 10, Rogue 3, Bard 6, Wizard 2, Cleric 4
Krendec wrote:

[xdice=Reflex Saving throw]1d20

Krendec runs to the side of the boat trying to be close enough to the water that his friendly spirits can pick up the water Mage Hand but as he readied his spell a flailing strand of seaweed smacks into him, disrupting his casting

Fire Lashed!: 1d2 + 1 ⇒ (2) + 1 = 3

Liberty's Edge

M Monk 10, Rogue 3, Bard 6, Wizard 2, Cleric 4
Yorick of the Swamp wrote:

[ddice=Reflex]1d20+1

Yorick's eyes widen as the fire explodes towards the ship and it's crew, his surprise rendering him helpless as one of the flaming stalks entraps him.

"NEVERMIND!!! NO MORE FIRE, FIRE BAD, NO MORE FIRE!!!!"

You take a hit from the fiery tendrils! Fire Damage: 1d4 ⇒ 2 Ouch!

Liberty's Edge

M Monk 10, Rogue 3, Bard 6, Wizard 2, Cleric 4

The torch tumbles in midair in slow motion as it spirals down and makes contact with the mass of weeds.

There's a bright phosphorous like explosion as the weeds light on fire, blinding everyone temporarily. Spots dance before your eyes as you readjust and see massive amounts of tentacles rising from a now boiling ocean. Flaming stalks of whipping fury lash out randomly and haphazardly on deck, lighting random things on fire. A dolphin that was trying to rip at the seaweed is hoisted into the sky, the smell of burnt flesh fills the air before it is painfully unsummoned.

The ship is being lit on fire in random areas. This challenge now requires rolls to put of fires before structure damage is accrued. As well as avoiding the flaming random whip strikes of devilish seaweed strikes.

Every one on deck moving or taking actions also has to make reflex saving throws to avoid being struck by firewhips.

The boat needs to make saving throws for the next 6 rounds. You as crew are free to describe how you wish to help those saving throws. one basic example is: "I stamp out fire with my boots, or I use magic to get water to a burning section." Feel free to be creative, no wrong answers here.

I'll make a few 'boat' saving throws based on your responses and see how much damage the ship takes, or avoids taking.

The weeds are not technically alive in the sense they are creatures, though it seems like it is as it engages in it's death throes.

Have at it crew!

side note:
The reflex save required to move or take actions and not be struck is only a REF DC 10 or better.

Liberty's Edge

M Monk 10, Rogue 3, Bard 6, Wizard 2, Cleric 4
Ancient Dragon Master wrote:
can I use mage hand to stop the torch going over the edge?

GM:

Tough call on this, the answer would be better served if I was keeping more track of positions. But in the end I think I'm going to say no to this request simply because it's more reasonable that this was done as a surprise so you won't have time to invoke the spell, and be in position in enough time to stop this torch from being hurled. Which may even be considered a weapon attack at this point, so without a pre-readied action, also no for now. Sorry! Don't worry blame the incoming flaming mess on Reggie :)

tl;dr - No. But had you readied an action to do so earlier, yes I could allow that in the future.

Liberty's Edge

M Monk 10, Rogue 3, Bard 6, Wizard 2, Cleric 4

Tactics being used:

Gahrul: Prof Soldier[20] (mental)
Crew: following Hack and Slash orders given by Gahrul (physical)
Grauk: Hacking! (physical)
Reggie: (possible fire, we shall see.)
Erimis: Summoned sea creatures (magical) (p.s. for 'challenges like this, I hand wave duration-based spells. So let's just say the dolphins last a long time, it's more cinematic anyway.)
Yorick: (called for fire magic, npcs may have some, but are waiting for the queue from someone to be sure to use it now...) (magical aid possible)

GM: Did I miss anyone?

Liberty's Edge

M Monk 10, Rogue 3, Bard 6, Wizard 2, Cleric 4

As long as you're acting IC, I hand-wave Bluff and Diplomacy attempts when PCs use them on PCs. So however you wish to respond, feel free, you can act anyway you wish :) More an FYI than anything else.

Liberty's Edge

M Monk 10, Rogue 3, Bard 6, Wizard 2, Cleric 4

Sorry for the delay, been a busy work week last week, and still catching up. Still here though! :) going to try and get more active as I free up work load.

Liberty's Edge

M Monk 10, Rogue 3, Bard 6, Wizard 2, Cleric 4

Krendec:

Devilweed:
For Krendec only:
There's an entry on Devil weed that may fit, it specifically warns not to use fire on it. While it will burn it will animate and lash out while burning, though it will probably take care of it, there may be damage and some problems if it animates even more than it is doing now.

Liberty's Edge

M Monk 10, Rogue 3, Bard 6, Wizard 2, Cleric 4
Krendec wrote:

Would knowledge planes or arcana be useful here?

1 barrel=600 US Fluid Pints.

Roll well, and Arcana might ;)

Liberty's Edge

M Monk 10, Rogue 3, Bard 6, Wizard 2, Cleric 4

Grauk:

No attack rolls needed, it's more a "challenge" than a creature, but the hacking will be added to the overall effectiveness of the encounter.

Also, let me know how the oil comes into play when you can.

Liberty's Edge

M Monk 10, Rogue 3, Bard 6, Wizard 2, Cleric 4
Reggie Two-Fist wrote:
Reggie immediately moves to assist with the ropes. s she does so, oil, any lamp oil? that will help to keep the stuff burning. she asks as she works with Gahrul to make rappelling ropes.

Oil is available on the ship. May have a full barrel or two below deck you can pull up.

amount of 'full' oil barrels: 1d2 ⇒ 1

Liberty's Edge

M Monk 10, Rogue 3, Bard 6, Wizard 2, Cleric 4
Gahrul of the Swamp wrote:

Gahrul looks around "Grab your boarding pikes, your axes, your sharp pointy bits and use to the storm roping to get yourselves down the ship. We'll use it like climbing gear, focus the oars and the rudder!!" he says to everyone who can listen.

I mean that's all I got to try and help the situation. Use the tying ropes to tie off to and basically repel down to deal with the tangling vines and cut free while we attempt to oar/wind our way out of this.

GM: It will help. Adding this to the event effectiveness in overcoming this challenge. Also, the NPCs will also start rigging up a rappelling system to follow your orders.

Liberty's Edge

M Monk 10, Rogue 3, Bard 6, Wizard 2, Cleric 4
Erimis wrote:

[dice=knowledge (nature)]1d20+8

Assuming the seaweed proves to be edible:

"Maybe I can call upon the creatures of the sea to assist us." Erimis begins a quick chant and ritual movement, summoning a dolphin to the side of the boat.

"Go, eat the seaweed and clear us a route!"

The dolphin can last for 1 minute at a time. That might not be enough to do much good but I can sacrifice spell slots to keep doing it if need be.

GM: The summoning works, but the weeds seem to grow faster than a single dolphin can keep up with.

I will add this to the overall effort and effectiveness of this encounter. But this alone may not suffice. Great use of a spell though! I dig it.

Liberty's Edge

M Monk 10, Rogue 3, Bard 6, Wizard 2, Cleric 4
Grauk wrote:

It's probably not a good idea to eat it Grauk thinks, but food is getting scarce. Anything we can roll to figure out a safe way to make it edible?

Grauk prepares to slash at any of the tendrils that come within reach however his arms aren't that long. He'll cast guidance on anyone with a clever plan that doesn't involve him getting entangled by it and getting drowned.

GM: Profession (cooking/chef/something relevant) or a related Knowledge check may be relevant. You can let me know what you want to roll, and I can give results.

Liberty's Edge

M Monk 10, Rogue 3, Bard 6, Wizard 2, Cleric 4

Sorry for the delay. I have completed a script to generate some random events. Some are good, some are bad, some are potentially campaign ending, or at least life threatening to the point people will die. But those type of events are very rare.

Here is the first event:
[Fiendish Seaweed]
It is a man versus nature event. The challenge you face is the ship comes to a sudden halt, seaweed seems to have entangled the ship. It lurches to a halt unable to move. It looks extensively tangled, as if it has a mind of it's own.

The sweeps, or oars, are affected by this, as well as the rudders and other exposed sections of ship touching water. Minute by minute the stubborn weeds seem to be encroaching upon the vessel, and it might be wise to find a way to get dislodged quickly.

What do you all do?

Liberty's Edge

M Monk 10, Rogue 3, Bard 6, Wizard 2, Cleric 4

I'm going to generate a list of events and a timeline, and roll randomly on a few things and present encounters to over come, some could be long, or a skill roll etc. Working on that this week so by Friday or so I will have the first one up and ready.

Liberty's Edge

M Monk 10, Rogue 3, Bard 6, Wizard 2, Cleric 4
Reggie Two-Fist wrote:

Sooo I started to read the starfinder rules.

I wonder if there is a way to use the starship combat rules for ocean vessels. If that would be an improvement that is.

I'll check that out, maybe it could work. :)

Liberty's Edge

M Monk 10, Rogue 3, Bard 6, Wizard 2, Cleric 4

How is everyone? We all good? :) Hope so.

Liberty's Edge

M Monk 10, Rogue 3, Bard 6, Wizard 2, Cleric 4
Reggie Two-Fist wrote:

Reggie can take a sweep job, but also as sail master or boatswain. actually the sailing master position is actually like the navigator, I think boatswain is more like the one in charge of the rigging as well as maintaining the ship. (kind of like the engineering slot.

for the time being though, Reggie will work the sweeps as she has the strength to do so.

I figure "engineering" is sort of the "we sprung a leak!" and "The ropes are on fire!" kinda deal. So Engineering is pretty open to a lot of things. But again, feel free to define yourself doing whatever you wish, even if it's not on this list. I'm not going to be penalizing anything/anyone based on roles. Plus you can always react to whats going on as it happens, or move around.

Liberty's Edge

M Monk 10, Rogue 3, Bard 6, Wizard 2, Cleric 4

Here is my basic proposal for "roles" they you can fill for the upcoming Man Vrs. nature battle.

I have no problem if you recruit "NPC crew" to fill any slots, just assume the NPC crew listens to orders at this point, they don't want to die after all so they are very agreeable.

You may decide who stays on deck, or below deck as you see fit.

Potential Ship/Crew Positions:

  • 1. Captain [1 slot]
    Job Details: Steering & Directing the ship. May require Str, and Dex based checks.

  • 2. Navigator [1 slot]
    Job Role: Perception based role. Aid’s Captain and crew roles. Can help decide best paths and spot dangers.

  • 3. Right/Left side - Sweep (Rowers) [Min req. 2 slots, 2+ slots available]
    Job Details: Strength based checks to move ship forward or back, to increase or decrease ship speed. May help avoid obstacles or dangers.
    Note: Pe’Oter is occupying one of these slots.

  • 4. Engineering Slot (optional)
    Job Details: Physical based, repairing the ship, tweaking broken or malfunctional ship components. May enhance ship components for additional effects or bonuses.

  • 5. Magical Support (optional)
    Job Role: Provide magical aid to crew. Examples include healing roles, navigational aid, useful cantrips such as Light, Mending, mage hand, Guidance, Know Direction, etc. many creative uses for spells can probably be done here and provide extra bonuses on certain roles.
    Note: The Dark Elf can/will fill one of these slots, unless others wish too. She's already casting light/dancing lights as needed.

  • 6. Other (optional)
    Job: You create a job for yourself, and describe how it functions, or would aid.

    Once you choose a role, or create a role for yourself, I will create a few sea based encounters and challenges to overcome.

    Good luck mates!

  • Liberty's Edge

    M Monk 10, Rogue 3, Bard 6, Wizard 2, Cleric 4
    Reggie Two-Fist wrote:

    [dice=profession sailor]1d20+5

    Reggie tries to recall all of her experience regarding storms at sea, looking to position the ship to best handle the weather.

    I've no idea on the storm but lets put our seamanship skills to the test.

    Once we are clear of the storm, I suggest we head east. Follow the rising sun. there has got to be land somewhere.

    Looking to the others, anyone got a clue on the storm?

    Working with Krendic, and using both sails and sweeps, you may actually outrun the more dangerous parts of the storm. Shall we engage in a game of skill roles versus the angry sea? The answer is yes. We shall!

    I will try to come up with a mini game for the crew to beat this 'foe' using skill roles, crew jobs, and maybe a few other things.

    Liberty's Edge

    M Monk 10, Rogue 3, Bard 6, Wizard 2, Cleric 4
    Grauk wrote:
    Perhaps someone could make a survival roll to help predict where it will be going so we can try and dodge the storm?

    Feel free to do so, or ask the 'crew' to do it, all up to you guys. If no one does by today i will assume someone on the crew side makes a choice for the boat on what to do.

    Liberty's Edge

    M Monk 10, Rogue 3, Bard 6, Wizard 2, Cleric 4

    GM: With sails and sweeps, the ship is able to get moving, but where to? Navigation, destination, plan? Where are we headed, just away from the storms? Let me know while I craft the next sections. :)

    Liberty's Edge

    M Monk 10, Rogue 3, Bard 6, Wizard 2, Cleric 4
    Ancient Dragon Master wrote:
    I may be unable to post for the next week depending on how things turn out

    Turn out with what? Hope all is OK.

    Liberty's Edge

    M Monk 10, Rogue 3, Bard 6, Wizard 2, Cleric 4
    Grauk wrote:

    Grauk will assist rowing the boat, as a Lizardfolk he's never had a reason to learn about making and maintaining boats but wants to avoid the stormy weather.

    [//dice="Strength"]1d20+3

    GM: Ha! a critical success opposite the strong man...he is not pleased by

    this competition! He tries to best your attempt to out muscle him (of course)

    Row, row, row, the boat: 1d20 ⇒ 8 (plus hidden modifies) "8" I don't think that's going to cut it.

    Pe'oter still is VERY effective, but you clearly have no effort to keeping up with him, and he notices this. The boat is actually moving, it may not outpace the storm...but it is making progress where nothing was done before.

    The storm still rages over heard but you all think you can manage to put plan "Impale the Whale" to better use now that you have mobility.

    Liberty's Edge

    M Monk 10, Rogue 3, Bard 6, Wizard 2, Cleric 4

    GM Note: Adding sweeps gives you the ability to get the ship moving. You could also try to make sails if you choose, same craft DC, add bonuses for "aid" if you wish, plus an additional bonus for having 'magical aid' available in the form of magic users with mending spells etc. Which drops that craft DC to only '11.'

    Sweeps, while effective, may/will tire those using them. But Pe'Oter, surprisingly offers to get rowing. It is the first time he offers help, and he recommends two people row opposite of him to keep up his pace.

    Pe'Oter: "Hand me a sweep, get two people on the other side, it is time we got this floating coffin moving away from that storm."

    Liberty's Edge

    M Monk 10, Rogue 3, Bard 6, Wizard 2, Cleric 4

    GM:

    Player fyi(item creation simplified):
    Any craft check to make items that don't exist over 15 = success.

    You have plenty or raw materials gathered to make most things, jury rigged anyway.

    So you can add Jury-Rigged Sweeps to the boats inventory ;)

    Liberty's Edge

    M Monk 10, Rogue 3, Bard 6, Wizard 2, Cleric 4
    Reggie Two-Fist wrote:

    After a quick scan of the water, Reggie turns to greet each that introduced themselves.

    We need to make sure this vessel will sail, and do what we can to get underway.

    looking to all present, is this ship equipped with sweeps? or maybe longboats?

    GM: "Ship Inventory"

    There's roughly (as I don't want to keep a complete inventory of the ship) a 50/50 shot of having those available, given the state of what remains on this ship.

    Here is your shot: 0-49 GOOD, 51-00 BAD
    Sweep Availability: 1d100 ⇒ 97
    Long Boats?: 1d100 ⇒ 91

    Results:
    Eeek. Well it doesn't have those. Though sweeps may be jury rigged from available materials, if you wish to elect someone that's crafty to handle that.

    Liberty's Edge

    M Monk 10, Rogue 3, Bard 6, Wizard 2, Cleric 4

    GM:
    The whale does not seem to be bothering the ship, at least not at the moment.

    However, You all feel the presence of it's passing as the ship slowly spins in circles.

    Reggie's Magic Towel:

    The magic towel from the recruitment thread allows you to breath air when worn or held to your mouth. It's a rather curious little thing, with a dubious past...probably used for torture at some point, as it has an uneasy feeling when used. But, it somehow kept you breathing while underwater. It's frayed now, but still seems to work.

    You can use that knowledge if you choose to share it. otherwise that's for Reggie only. :)

    Liberty's Edge

    M Monk 10, Rogue 3, Bard 6, Wizard 2, Cleric 4

    geez, you're all super models....lol

    Liberty's Edge

    M Monk 10, Rogue 3, Bard 6, Wizard 2, Cleric 4

    Gm: Nice roll. You do in fact succeed.

    Liberty's Edge

    M Monk 10, Rogue 3, Bard 6, Wizard 2, Cleric 4

    I'll see what I can get you for fluff to pad along based on some past events you may have seen. And people met

    Liberty's Edge

    M Monk 10, Rogue 3, Bard 6, Wizard 2, Cleric 4

    hope my intro didn't cramp your style, it can always be 'not you' in there :)

    Liberty's Edge

    M Monk 10, Rogue 3, Bard 6, Wizard 2, Cleric 4
    Grauk wrote:
    The dreaded Cetacea Mortis! He had heard tales of these glowing horrors eating a tribe of lizardfolk, if it chose to attack it would be a truly formidable battle, he tries not to raise his voice too much. "Many names and none, shiny green undead big fish are, I heard of one eat a village... my people call it Cetacea Mortis, Grauk no know name in common. Is undead like zombie, no one upset it and maybe it go away, but Grauk not think so." He tries not to make any sudden movements, if it decided to attack he'd be quite happy if it went after someone else first all things considered.

    Bonus XP awarded for the name! Though XP is sort of freeform at the moment, I figure we'll level up at certain points in the plot, or when it 'feels' right. Hope that's acceptable

    Liberty's Edge

    M Monk 10, Rogue 3, Bard 6, Wizard 2, Cleric 4

    At some point this week, would you all add a "spoiler" field to your character sheets called "Appearance" and fill it out with 2 things, a brief description of your figure and looks, clothing, gear, posture, whatever and a scale of 1-20 on how beautiful you think your character is in relation to your own kind. This can be rolled if you like, or set to however you wish to be. It's not critical, but I want a baseline for my own point of reference.

    example:

    Grunt the Human Npc

    Appearance:

    App: 20

    Grunt is a tall man, dark and handsome. He is chased by females (and not just humans) for his ravishing good looks. He typically wears a loose white shirt, leather pants, and carries a whip visibly on his belt.

    Optional stuff:
    Physique/Build: Muscular, Looks like a 'jacked up Brad Pitt'
    Lol, just an example, sorry. I don't have a thing for Brad.

    Liberty's Edge

    M Monk 10, Rogue 3, Bard 6, Wizard 2, Cleric 4
    Grauk wrote:

    Grauk moves forward onto the deck as he seeks to see the cause of the disruption. Taking a javelin in one hand he waited to see what the behemoth and the mysterious figure hanging from it would do... he did not want to fight it unless necessary.

    [dice="Knowledge Religion"]1d20+7

    Religion:

    undead fall under religion doesn't it, ya I think so. This type of undead is from the "zombie" flavor. It doesn't have a name formally, as it's homebrew. So call it what you will.

    Keep some tabs on characteristics though if you wish.

  • Eerie green glow/s.
  • Animated corpse
  • Water functionality/tolerance of some sort

  • Liberty's Edge

    M Monk 10, Rogue 3, Bard 6, Wizard 2, Cleric 4
    Krendec wrote:

    [dice=Knowledge (Planes)] 1d20+10 [dice=book time] 1d4

    [dice=Knowledge (Arcana)] 1d20+10 [dice=Book time] 1d4
    [dice=Knowledge (other applicable)] 1d20+4
    -2 to Knowledge (Planes, Arcana) if I don't have 30 seconds before the whale drops in the water

    Results:

    It's undead for sure, it's missing vital organs, giant rotting holes, no doubt it's undead at all. It's also a giant whale, as for a real world eq. it's a giant 'blue whale'.

    As for the green glow, that's new. You're not too sure what that may be, it could be a parasite of some sort, or strange effect, or some unknown quality of the water. You'd have to study that closer to be sure.

    Liberty's Edge

    Reggie intro post is up, it's all about the entrances you make. :) Let's see what happens.

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