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Organized Play Member. 14,642 posts (27,894 including aliases). No reviews. No lists. No wishlists. 12 Organized Play characters. 47 aliases.


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Oddly enough I live about 1.5 hours from Pike's Peak, and I've never actually been there. Been that close for 20 years.

Thanks for the selection

Howdy. Need to update with a campaign trait, but that's minimal.

My goal is to focus on support spells and illusion. I won't be blasting at all until I hit the shadow spells, and even then minimally.

I'll be revising a little bit, but it won't change much. The character is fairly gregarious, but con men usually are.

Will need to consider languages. I picked an origin in Atlantis because it's how I fit a near fae like a gnome in the real world. I'll have to pick a few languages. Probably greatly common ones, as you always want a broad net for a con.

Yeah, NPC dialog other than box text has to be adjusted per table of course. I find that most modules are more combat heavy than dialog heavy.

The burnout is probably the biggest deal.

Having run a fair number of games on here, I'll pipe in that I find 2 tables isn't that much more work than 1. This is based on the fact that you will need to modify the book encounters anyway (since we didn't build based on 15 point buy and teams of 4). Those modifications tend to be the longest part (until high level at least), and so doing more than 1 table ends up being an incremental increase in work rather than multiplicative.

Eventually high level combat gets a bit tricky, and is loaded with attacks to be typed up, but much of it can be copied and pasted.

Oh, and one other benefit of multiple tables is that when, inevitably, people vanish into the woodwork, you can consolidate tables instead of running new recruitment.

OK, figure there's a need for a dedicated arcane caster, though it will be an illusion focused one.

Perblentious the seer:

Gnome sorcerer 2
CG Small humanoid (gnome)
Init +2; Senses low-light vision; Perception +8
AC 13, touch 13, flat-footed 11 (+2 Dex, +1 size)
hp 16 (2d6+6)
Fort +3, Ref +2, Will +3; +2 vs. illusions
Defensive Abilities defensive training
Speed 20 ft.
Spell-Like Abilities (CL 2nd; concentration +6)
. . 1/day—dancing lights, ghost sound (DC 15), prestidigitation, speak with animals
Bloodline Spell-Like Abilities (CL 2nd; concentration +6)
. . 7/day—shadowstrike (1d4+1 nonlethal)
Sorcerer Spells Known (CL 2nd; concentration +6)
. . 1st (5/day)—color spray (DC 16), silent image (DC 16)
. . 0 (at will)—detect magic, ghost sound (DC 15), light, prestidigitation, ray of frost
. . Bloodline Shadow
Str 8, Dex 14, Con 16, Int 14, Wis 10, Cha 18
Base Atk +1; CMB -1; CMD 11
Feats Effortless Trickery, Eschew Materials
Traits seeker, trickster
Skills Acrobatics +2 (-2 to jump), Appraise +7, Bluff +9, Climb +1, Knowledge (arcana) +9, Perception +8, Profession (soothsayer) +5, Spellcraft +7, Stealth +11; Racial Modifiers +2 Perception
Languages Common, Gnome, Sylvan
SQ gnome magic
Other Gear candle (2), chalk, everburning torch, hammer, masterwork backpack[APG], piton (4), sack (2), silk rope (50 ft.), sunrod (3), tindertwig (4), 120 gp
Special Abilities
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Effortless Trickery Maintain concentration on 1 illusion spell per rd as a swift action.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Gnome Magic Add 1 to the DCs of any saving throws to resist illusion spells cast.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Shadow Gain Stealth bonus equal to spell level for 1d4r after casting a [darkness] or [shadow] spell.
Shadowstrike (1d4+1 nonlethal, 7/day) (Sp) Melee touch attack deals 1d4+1 non-lethal damage & dazzles targets w/o Low-Light or Darkvision for 1 minute.

Still thinking about his background. Likely a native of Atlantis, and something of a scoundrel, though well intentioned. He pulls scams on bad people of wealth (perhaps something like Leverage). A recent effort has the victim looking for him, so an opportunity to get clear of the consequences seems like a good idea.

The Lantern Corps characters which I remember from the DC book on characters are in the mid teens for PL. Not really sure it can be pulled off at PL 8.

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Alexandr Sergejevich Kerensky wrote:
Not the worst point buy so far, but impressively bad non the less!

There was worse? Now I gotta go back and look.

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Oh yeah, the 6 and 7 are -2 each, so 4 point buy.

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Sea Ranger wrote:

Ooh! I have a character that was all ready to start this campaign when the rug got pulled out under him. Sea Ranger is my half-elf druid. I might need to tweak him a bit to fit your standards, but otherwise he's pretty much already set to go. I'll roll his stats though, to see what I can manage to get.

[dice=Ability roll 1]4d6 6 (Drop)
[dice=Ability roll 2]4d6 13
[dice=Ability roll 3]4d6 12
[dice=Ability roll 4]4d6 6
[dice=Ability roll 5]4d6 12
[dice=Ability roll 6]4d6 13
[dice=Ability roll 7]4d6 10

Wow... not a single '6' on the die and a whole lotta low scores. I'll have to look and see if this is less than the point buy and go from there.

That's a six point buy unless I'm off on my math.

Maps aren't as important as in PF, but they can be useful due to obstacles. I tend to favor google drawings for maps in my campaigns.

Is it still 1st level?

Think I'll do a fighter/paladin

Later all, see you in the next game. Making inactive.

I made a character for a game, but didn't get picked, where the characters was a halfling big game hunter. No chef angle though.

Handy thing about a halfling, everything is relatively big game.

I'll leave this active for a little bit longer if Ulthar wants to pop in and say 'bye'.

Keep watch for my next game. It will probably have some odd twist to it, but the same non serious tone.,

Let's see what I can do. Think I made a submission for one of these ages ago. I'll have to poke around and see if it's on here somewhere (lost a laptop full of builds a while back so I know I don't have that).

4d6 - 3 ⇒ (6, 5, 5, 3) - 3 = 16
4d6 - 2 ⇒ (2, 3, 4, 4) - 2 = 11
4d6 - 1 ⇒ (3, 5, 6, 1) - 1 = 14
4d6 - 2 ⇒ (6, 3, 2, 6) - 2 = 15
4d6 - 1 ⇒ (3, 1, 6, 3) - 1 = 12
4d6 - 5 ⇒ (6, 5, 5, 5) - 5 = 16
4d6 - 1 ⇒ (3, 5, 6, 1) - 1 = 14
So 16, 16, 15, 14, 14, 12

can't complain about that.

I'll likely make an undine swashbuckler. I'll have to think up some backstory.

Yea, I really thought Kronug would go the distance and then he just vanished.

Well it's been fun. I'll consider running something else eventually. Probably will wait till after the Holidays. I have a few APs sitting around.

After a careful examination of big glowy rune behind the altar, you realize that offing the main drow lady has gimped it such that you can just pound on it until it breaks and that will solve the problem.

It has 1000 HP, but meh, you'll get there eventually.

Once it breaks, a wave of magical energy washes through the area granting Noonan and Marckus a permanent +2 insight bonus to an ability of your choice (woo hoo, just in time to not play anymore).

Down the hall is a portal with a sign above it saying 'Exit to Kyonin, because the module doesn't provide a way back'.

Assuming you head through, dragging your associated corpses, you arrive back in the splendor of the Kyonin trailer park. The big, fat, jiggly queen greets you upon your return. "Yinz guys did good anat. Saved the world yinz did. I has got the brewer to get you PBR for life. That should set yinz all up. "

As she pronounces your reward, you look up to see a spectacle in the sky.

With the destruction of the master glyph and the defeat of
Allevrah Azrinae, the PCs have averted a terrible doom upon
Golarion. The falling star that had been captured by the
earthfall glyphs is released, and the influence of the powerful
magic that shielded it from the planet’s atmosphere fades.
Soon after the PCs’ triumph, a brilliant meteor streaks through the sky above Avistan. The event catches the eye of millions as the falling
star bursts harmlessly into a plume of fire and smoke,
disintegrating high above. Very few ever learn how close the
world came to a second Age of Darkness, and most record
the astonishing astronomical event as little more than an
unexpected diversion. The next day, the falling star is on
many lips and the subject of countless barroom tales, but by
the end of the week it is well on its way to being forgotten.

And now you can go back to your casino and get drunk for free.

The End.

I expect you can separate my text from the module's. Been fun running it folks. That's over 5 years since it started. Thanks for sticking around.

You are correct. I haven't looked at the other builds, but I'm pretty sure mine follows the rules. Mind you it's easy for me since Hero Lab tracks that.

There's still a final rune and saving the world to deal with.

Marckus beats the Drow Priestess to a bloody and dead pulp.

Combat over.

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OK, came up with an idea. Oddly enough, it ties into the initial hero I had in mind (which I built up at PL 10 just to see it).


William Campbell is an engineer with Stratosphere Aircraft, a major defense contractor. Stratosphere is not just in the aircraft business, but does a wide variety of combat systems.

Bill has been lead engineer on a suit of individual combat armor for powered infantry. The company also works on advanced longarms for those soldiers.

Some time ago Bill's family was saved by Spooky, one of the major heroes here in the U.S. Spooky had a variety of quantum based powers, and was quite a powerhouse. Then Doomsday hit, and Spooky was gone. However his enemies weren't, and a supervillain named Maelstrom hit the town that Bill and his family was vacationing in. His weather control powers threw sequential tornadoes through the beach resort ripping the hotels apart, and slaughtering the guests. Bill's family was among the casualties, and Bill barely survived himself.

Bill brooded over his survival, seeking some reason to go on. He went back to work after recovering. It was all he had. Then Maelstrom struck again, hitting Stratosphere while Bill was at work. Bill had an epiphany, realizing someone had to step up, because the saviors like Spooky were no longer there. Bill donned the armor, picked up the advanced rifle the other team had developed, and engaged the villain. Able to triumph, though not before the Stratosphere research campus was leveled. Bill kept the equipment and launched into a career as Backstop.

He tries to keep a low profile because he is using equipment that he 'borrowed' and the DoD rather wants it back. However he still stands up to the threats that the heroes used to because nobody else can.

Backstop - PL 6

Strength 4, Stamina 4, Agility 0, Dexterity 0, Fighting 0, Intellect 4, Awareness 4, Presence 0

Benefit, Wealth (well-off), Eidetic Memory, Inventor

Insight 6 (+10), Perception 6 (+10), Ranged Combat: Blast: Damage 6 6 (+6), Stealth 6 (+6), Technology 6 (+10)

Battle Armor (Removable)
. . Flight: Flight 7 (Speed: 250 miles/hour, 0.5 miles/round)
. . Immunity: Immunity 10 (Life Support)
. . Protection: Protection 8 (+8 Toughness)
Device (Removable)
. . Blast: Damage 6 (DC 21; Increased Range: ranged, Penetrating 6)

Initiative +0
Blast: Damage 6, +6 (DC 21)
Grab, +0 (DC Spec 14)
Throw, +0 (DC 19)
Unarmed, +0 (DC 19)

Motivation: Responsibility

Native Language

Dodge 0, Parry 0, Fortitude 4, Toughness 12, Will 4

Power Points
Abilities 32 + Powers 40 + Advantages 3 + Skills 15 (30 ranks) + Defenses 0 = 90

Ok, first idea can't work since PL 6 and 90 is just too little to get the effects and also be viable in combat.

I'll have to think about this. It's pretty much just street level heroes. I don't usually think about those.

I'll have to work out how to implement a character idea. I was thinking of making a character based on the oddities of quantum mechanics.

It will be a tight fit at that PL, but I'll see what I can do.

Implosion is a nasty business.

Marckus, time to finish it.

Cat misses.

Marckus hits twice. Baddie negates one of the sneak attacks.

Sileth hits 3 times.

She looks a bit peaked, but decides not to go out alone.

spell failure: 1d100 ⇒ 38 pass

concentration: 1d20 ⇒ 11 pass

Sileth, DC 33 fortitude or 180 damage.

PCs are up after the save.

Marckus, you do need to roll the sneak attacks. The tiger is still flanking and the spell I use has a limited number of iterations of the protection.

Hmm, on the subject of self abuse, I just noticed I had buffed with spell turning. You get the snowball Sileth.

Arrows all miss.

Punches all miss.

5' step out of the sandwich. Still pretty injured so she casts defensively. Auto succeeds.


and she looks much healthier now.

I was tempted not to do this since this fight is already taking forever, but it's simply the best possible option.

PCs are up.

"You guys probably need to go somewhere and practice some more. "

It gets you dex to damage and x3 crits on a crossbow. It's really not a bad archetype even if you can't go blasting touch AC all the time like a normal gunslinger.

How about an overwatch sniper based on Bob Lee Swagger from Point of Impact?

Norn Roole
Grows up in the western area of Breland in the foothills of the Greywall mountains. He was a sheep herder and mastered the crossbow to keep predators off his flock. He had to use stealth to do this since he wasn't about to get close to fight as a halfling. That's for crazy dwarves and such.

After winning a few local turkey shoots his notoriety got him drafted into the army and his talent got him trained to be a sniper. After the war he went back to his home area, mostly living on his pension and trying to forgot all the people he killed. He'll still kill of predators for the local shepherds as needed.


Norn Roole
Halfling fighter 2/gunslinger (bolt ace) 5 (Pathfinder RPG Advanced Class Guide 94, Pathfinder RPG Ultimate Combat 9)
N Small humanoid (halfling)
Init +7; Senses Perception +19
AC 22, touch 17, flat-footed 16 (+5 armor, +5 Dex, +1 dodge, +1 size)
hp 60 (7d10+14)
Fort +12, Ref +12, Will +6 (+1 vs. fear); +2 vs. fear
Defensive Abilities nimble +2
Speed 20 ft.
Ranged +1 light crossbow +15 (1d6+6/19-20/×3)
Special Attacks deeds (gunslinger initiative, gunslinger's dodge, pistol-whip, sharp shoot, shooter's resolve, vigilant loading), grit (2)
Str 10, Dex 20, Con 14, Int 12, Wis 14, Cha 10
Base Atk +7; CMB +6; CMD 22
Feats Deadly Aim, Expert Sniper, Master Sniper, Point-Blank Shot, Precise Shot, Rapid Shot, Weapon Focus (light crossbow)
Traits highlander (hills or mountains), wild shadow
Skills Acrobatics +13 (+9 to jump), Climb +9, Handle Animal +4, Perception +19, Stealth +25 (+27 in hilly or rocky areas), Survival +10, Swim +4; Racial Modifiers +2 Perception, highlander (hills or mountains), swift as shadows[APG]
Languages Common, Halfling
SQ crossbow maven
Other Gear +1 shadow mithral chain shirt, +1 light crossbow, cloak of resistance +2, efficient quiver, eyes of the eagle, handy haversack, ring of sustenance, 2,515 gp
Special Abilities
Crossbow Maven A bolt ace is proficient with all crossbows instead of all firearms and begins play with a masterwork crossbow of her choice. This ability alters the gunslinger's weapon proficiencies and replaces gunsmith.
Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Deeds Use Grit to perform special abilities with your firearms.
Expert Sniper Reduce sniping penalty for staying hidden to -10.
Fearless +2 bonus to save vs. fear (stacks with halfling luck).
Grit (Ex) Gain a pool of points that are spent to fuel deeds, regained on firearm crit/killing blow.
Master Sniper Make two ranged attacks while sniping at highest attack bonus -2.
Nimble +2 (Ex) +1 AC while wearing light or no armor.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Swift as Shadows Reduce the penalty for Stealth while moving by 5 and reduce the penalty for sniping by 10.

Natural 20 hits, no confirm.


Exploit works. First attack hits, rest miss. Sneak attacked negated via spell.

5' step then more whip work on Marckus.

to hit: 1d20 ⇒ 13 damage: 1d3 + 16 ⇒ (2) + 16 = 18 hit
to hit: 1d20 ⇒ 1 damage: 1d3 + 16 ⇒ (3) + 16 = 19 miss
to hit: 1d20 ⇒ 16 damage: 1d3 + 16 ⇒ (1) + 16 = 17 hit
to hit: 1d20 ⇒ 3 damage: 1d3 + 16 ⇒ (1) + 16 = 17 miss

"Now with the pets? Doesn't your god grant you any real magic old man?"

It's a drow lady. You know how those dark elves are.

Noonan: Bite hits, doesn't confirm

Sileth:That works. Fickle winds is down.

When you give a high level cleric several rounds to buff up, they would be remiss to forget freedom of movement.

No effect for the grapple.

Whip again on Marckus.

to hit: 1d20 ⇒ 16 damage: 1d3 + 16 ⇒ (3) + 16 = 19 hit
to hit: 1d20 ⇒ 11 damage: 1d3 + 16 ⇒ (1) + 16 = 17 hit
to hit: 1d20 ⇒ 19 damage: 1d3 + 16 ⇒ (1) + 16 = 17 hit
to hit: 1d20 ⇒ 20 damage: 1d3 + 16 ⇒ (1) + 16 = 17 threat

to hit: 1d20 ⇒ 12 damage: 1d3 + 16 ⇒ (3) + 16 = 19 no confirm

"I don't give free hugs lackey. "

PCs are up.

I'll get the character sheet done up in a bit. (Kyle the soldier here).

OK, got a character worked up.

Lyle Norg, maintenance engineer at Absalom station. His main job has always been piloting a small flitter for repair tasks on the outside of the station. Over time he's had some scary encounters with critters out there so he picked up a rifle and got good at shooting the critters so he could get his job done. Eventually he was caught in the act of killing some critters outside the station with his rifle and was fired from the position in the engineering department (you're supposed to call security and wait).


The alien, a spider-like being that looks to be made of translucent crystals, swiftly moves to block you from proceeding down the space station corridor. It's body flashes rhythmically in bright reds and dull oranges as it makes a series of popping and crackling sounds similar to fireworks while pointing at the grenade on your belt.

Looking down at what the strange being was pointing at, Lyle responds.

"Yes, that goes boom. Sometimes you need something that goes boom. Do I need to check it with someone? Can I get a receipt?"


Lyle Norg
Male human ace pilot soldier 1
N Medium humanoid (human)
Init +4; Perception +0
Defense SP 9 HP 11 RP 5
EAC 15; KAC 16
Fort +4; Ref +4; Will +2
Speed 30 ft.
Ranged azimuth laser rifle +6 (1d8 F; burn 1d6)
Offensive Abilities primary fighting style (arcane assailant)
Str 10 (+0); Dex 18 (+4); Con 14 (+2); Int 11 (+0); Wis 10 (+0); Cha 10 (+0)
Skills Acrobatics +8, Athletics +4, Engineering +5 (1 ranks), Piloting +9 (1 ranks), Survival +4; (reduce the DC of Culture checks by 5 when recalling knowledge about starship and vehicle models and parts as well as famous hotshot pilots)
Feats Skill Focus (engineering), Weapon Focus (longarms)
Languages Common
Other Abilities rune of the eldritch knight
Other Gear second skin, azimuth laser rifle with 1 battery (20 charges), field rations (1 week), gear maintenance kit[AR], industrial backpack, credstick (164 credits); Augmentations pressurized lungs[AR]

OK, guess I better get on making that character. Maybe a soldier since there isn't one yet.

Marckus whiffs up a storm (no hits).

He steps back and again with the whip.

to hit: 1d20 ⇒ 1 damage: 1d3 + 16 ⇒ (1) + 16 = 17 miss
to hit: 1d20 ⇒ 9 damage: 1d3 + 16 ⇒ (1) + 16 = 17 hit
to hit: 1d20 ⇒ 9 damage: 1d3 + 16 ⇒ (3) + 16 = 19 hit
to hit: 1d20 ⇒ 10 damage: 1d3 + 16 ⇒ (2) + 16 = 18 miss

"You elf hick lackies are in need of a whipping. Can't even hit me. Probably too drunk on PBR. "

PCs are up.

Fickle winds. Spell remains up.

Again we're in the Ulthar slot sweepstakes.

I'm interesting in trying SF, so I'll try to figure something out. Just got the book last week.

I should have been clear, only dazed for 1 round.

Dammit, I posted earlier and it vanished. Grr.

Rays hit, arrows are all blown away. BBEG steps back and lashes at Marckus.

to hit: 1d20 ⇒ 12 damage: 1d3 + 16 ⇒ (3) + 16 = 19 hit
to hit: 1d20 ⇒ 2 damage: 1d3 + 16 ⇒ (2) + 16 = 18 miss
to hit: 1d20 ⇒ 17 damage: 1d3 + 16 ⇒ (1) + 16 = 17 hit
to hit: 1d20 ⇒ 19 damage: 1d3 + 16 ⇒ (1) + 16 = 17 hit

PCs are up.

fort: 1d20 ⇒ 9 pass, I need a 2+ (and I have a backup plan for that).

Ok, finally got my build together.


Julius Stanec
Male human (Taldan) gunslinger (gun tank) 1 (Pathfinder RPG Ultimate Combat 9, 50)
N Medium humanoid (human)
Init +5; Senses Perception +7
AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
hp 12 (1d10+2)
Fort +4, Ref +7, Will +2
Speed 30 ft. (20 ft. in armor)
Ranged rifle +4 (1d10-2)
Special Attacks deeds (deadeye, gun tank's resolve, quick clear), grit (2)
Str 13, Dex 20, Con 14, Int 10, Wis 14, Cha 10
Base Atk +1; CMB +2; CMD 17
Feats Gunsmithing[UC], Point-Blank Shot, Precise Shot
Traits black powder interjection, scion of legend
Skills Acrobatics +2 (-2 to jump), Climb +2, Craft (firearms) +2, Intimidate +5, Perception +7, Profession (barrister) +6
Languages Common
SQ gunsmith
Combat Gear oil (5); Other Gear studded leather, rifle[UC], candle (2), chalk, hammer, hemp rope (50 ft.), hooded lantern, piton (4), sack (2), tindertwig (4), torch (2), 110 gp
Special Abilities
Deeds Use Grit to perform special abilities with your firearms.
Grit (Ex) Gain a pool of points that are spent to fuel deeds, regained on firearm crit/killing blow.
Gunsmith Gain free starting firearm that only you can use properly.
Gunsmithing You can use a gunsmithing kit to craft/repair firearms and ammo.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.


Julius (Jules to friends) Stanec is a member of a down on its luck Taldan noble family. Their fortune was squandered by a series of indolent courtiers, and the title was eventually sold. Julian was from a family which wasn't part of the eldest line. His father was a younger brother who went into the civil service and made an adequate living as there was no family fortune to sponge off of. He grew up in a fairly normal environment in Oppara.
He was training in the law, working to become a solicitor, when his cousin Vars (of the elder line of Stanec) returned to Oppara from extensive adventuring with the Pathfinder Society. In fact, he was even able to claim a new title (Duke of Shady Mountain Estates). When they met Vars gave his younger cousin an odd keepsake, a broken rifle from Alkenstar.
This fired up Julius's imagination and neglecting his studies he spent all his time mastering the function of the weapon and training with it. He decided with such a wondrous weapon, he could duplicate Var's path to fame and glory (except Vars was dumb enough to fight close up).
Since then he has been touring around looking for experts on firearms to get training and some adventure. Recently he has traveled to Varisia, the site of Vars final adventure defeating an arisen rulelord.
Finding his coin to be a bit on the low side, he has opted to stay in the cheaper accommodations of Roderick’s Cove instead of one of the major cities.

I do have the broken quality applied to the rifle as you mentioned it being that way.

hit (which shocks me considering the AC)
fort save: 1d20 ⇒ 11 pass

OK, will get on to the build. Thanks. Thinking about the predecessor. I GMed RotRL, and am currently playing Shattered Star, but we're in the early part (part 1 or 2). I did play the last part of RotRL with a PFS character, so would that be valid? We did off the runelord, so that could be valid.

You can also act.

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Fine. Nevermind. Bows are more accurate than rifles if you say so. I'm really convinced. Really.

Now since you're not actually interested in the game, you can stop lecturing me.

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