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From the Blue Dragon to the Hands of Yartar - SKT - Session 16

https://www.reddit.com/dndstories/comments/kc5k4p/the_crashed_tower_of_the_late_zephyros_skt/ - Previously our heroes found Zephyros' tower crashed in the wilderness and a bunch of stone creatures were attempting to burn all his notes; among them was a Large Dragon also made of stone but also possessed a regular Dragon's lightning breath. After crumbling all their enemies to rubble the party gathers up as much of their late Cloud Giant friend's notes as they could and put a full day's travel between them and the tower in case any other statue-like minions showed up to finish the job. .
The cast of DnD Comrades.
.
Paxton spends a good part of the evening using a Language-Comprehension spell to pour over Zephyros' journal and other loose pages. He finds pages of recipes, philosophical musings, and several pages relevant to their previous experience together, along with where he went after he dropped them off in Triboar.
.
After some deliberation, the group decided the notes don't provide enough new information for them to step away from their quest to find the Giant-Slaying weapon presumably left behind in Yartar by the missing Harthol Zymorven so they continue on, but mean to seek out more answers about this 'Eye of the All-Father' at a later time.
Around midday Paxton's Owl familiar communicates to him, "Don't look up, but there appears to be a dragon circling high above us."
Paxton quietly lets his comrades know of the situation. He casts Mage Armor on himself and Sir Oswald casts Armor of Agathys on himself. Their casting of spells seems to have alerted the dragon of their awareness of them as it begins to dive. Paxton then casts Invisibility on himself.
There's a nearby tor jutting out of the bog nearby that Paxton suggests they all run towards, but they only make it a little ways off the road before realizing that Sir Oswald is staying in place, trying to draw the Dragon's ire to himself.
In a flash of cobalt blue, the Dragon both forcefully and gracefully lands on a nearby boulder still some 60' from them. With its bulk nearly the size of a large covered wagon, it puffs out the yellow plates of its underbelly and cocks its head as it stares down its snout and horn towards the group. In a deep, steady voice it speaks, "Greetings little travelers. Are you lost? From where have you come? To where do you travel?"
Not wanting to divulge too much information Creedun only mentions they're traveling to Yartar and they didn't mean to trespass on the Dragon's territory.
"I'm only here to talk, let's drop the spells and magic in the name of diplomacy; I know there's a 5th member of your group skulking around somewhere. Now, normally I'd demand some tribute for such a trespass," the Young Blue Dragon continues, "but today I'm interested only in information. Just last night I passed the strangest thing - what looked like a tower... that had fallen from the sky... just off the road? You wouldn't have happened to have noticed that too would have, traveling past there towards Yartar as you say."
Creedun asks the Dragon if they can just be on their way and that they mean no harm or disrespect. Sir Oswald musters as much Charisma as he can (which is quite a lot) and says they'd be willing to trade information for information). He asks the Blue Dragon what he found in the tower, what he thought of it, and why he wants to know more?
"I found a dead Giant in the tower, I found it rather odd, and it is my business to know what happens in my territory." The Dragon adds with a thin veil of forced patience, "I'm normally not so generous but you amuse me human; I've now answered 3 of your questions and you none of mine. What do you know of the tower?"
Otto chimes in saying the Cloud Giant Zephyros had been their friend once and he believes he'd been trying to get a message through to them.
The Dragon grins a cruel smile, "As I suspected. I will add you to the collection of the Queen of Statues - the Gathering Storm!" as it pumps its mighty wings to take flight.
Roll Initiative!
.
Creedun conjures two Giant Eagles which Grapple the Dragon before it takes off.
This is obviously a cunning foe as it completely ignores the beasts and unleashes a torrent of deadly lightning into the Dwarven Bard, shocking him so badly that it's impossible to maintain concentration. As the Eagles poof into nothingness, the Dragon flies up 40' above the ground and begins circling the group.
Otto is struggling to hit the dragon at this range with his Hand Crossbow and uses his new martial training to stow his shield and attack with his Shortbow at the same time.
Paxton appears next to Sir Oswald, and laying a hand on him casts a spell allowing the heavily armored Knight to fly!
Sir Oswald streaks towards the Dragon and positions himself above it, striking mightily into the Dragon's back twice.
Ransom makes a Spiritual Weapon appear next to Dragon to slash at him, while Creedun resummons his Giant Eagles, though this time the Dragon fends off their grapple.
The Blue Dragon mauls Sir Oswald several times then tries to fly away, knowing that even if the Eagle can keep up, the Knight can't. He's betting that his scales can fend off their attacks and is partly correct, both eagles fail to land even a scratch. Sir Oswald with a lucky swing strikes a critical weak spot behind the Dragon's shoulder and adds a charged-up Smite into the fleeing Dragon
Paxton takes advantage of the Dragon having left the cluster of his allies and centers a Fireball on the Dragon. As the dragon flies out of the bursting flame it is singed and starting to look quite hurt.
The resummoned Giant Eagles catch up and both successfully grapple the Dragon as the 3 of them tumble to the ground, WHAM! Still thrashing on the ground the Dragon bites and claws the injured Eagles, causing both of them to poof from existence.
The Dragon takes an expert shot from Otto's Short Bow and not only looks very hurt, but for the first time shows actual fear itself. It moves to retreat, but instead of flying away it begins to burrow into the soft boggy soil. The group only sees it burrow in 10' and then loose sight of it in the dark tunnel.
Paxton throws a fireball right at the opening of the tunnel, hoping the edges of the flaming blast will catch the Dragon. He hears no sound as to whether it hit or missed.
Even running at top speed Otto isn't quick enough to reach the hole before the Dragon can burrow further in and the tunnel turns at such an angle the Gnome can't blind-fire in. Then he remembers that he has one more "Ka-boomer" left from the merchant cart they encountered south of Calling Horns. He lights the fuse and tosses it into the tunnel. 4 seconds later KABOOM!!! followed by a screeching roar of pain.
Sir Oswald flies down into the tunnel with no hesitation in hopes to finish off the Dragon but emerges a couple seconds later saying, "It's dead." The Kaboomer had blown open the side of its face as smoke poured up and viscera dripped down from its eye.
The group tries harvesting some scales and teeth, but damages their trophies in the process. Sir Oswald opens the Dragon's belly to find a couple human skulls and bones, along with a partially digested dagger. He also insists on spending more time to try to acquire the Dragon's snout horn. Paxton puts his Secure Hut spell over the tunnel while he works because spending several hours exposed in the wilderness doesn't seem like a safe plan.
The rest of the day and a half journey to Yartar is uneventful and everyone arrives fully rested.
.
They find a contingency of guards inspecting everyone who arrives to the city's outer gate. They make their way inside and get food recommendations from a cheery local man.
They're directed to the man's favorite joint - a "dive" dinner on the edge of the "bad part of town - called Karletta's Table.
There they find a one story flat-roofed building hemmed in by larger buildings that appear to have 3rd-story additions built atop older structures. Karletta's Table has crates stacked up outside that several young street kids are using to play and climb on, some have even climbed up onto the roof and are playing up there, another youngster in dirty clothes runs out from behind the diner with a fist-full of bread.
The group walks through the swinging saloon-style doors and gets their bearings in the dim light inside. Most of the booths have privacy walls, but they see a few folk who look down on their luck, a few more working class people, and a couple women arm-wrestling.
Behind the bar is a window looking into the kitchen where clanging pots and pans and sizzling can be heard. A half-elf with dark blue dyed hair cropped short on one side, wearing leather armor with an apron over it comes into view yelling at some staff around the corner, "You don't have that ready yet? By the gods, what am I paying you for, eh?" She notices the party standing in the dinning area and immediately switches her demeaner to a sweet and welcoming smile. "Hey sorry nobody was there to welcome you, feel free to seat yourselves! Someone will be with you in a moment :) " She returns into the part of the kitchen out of view and continues commanding the kitchen staff in an authoritative tone.
Creedun suggests they sit where he can watch the women arm-wrestle and after a few rounds he approaches them with Otto and asks if he can challenge one of them for a round of drinks. There's some brief chit-chat and the women seem fond of taunting Creedun and Otto, mostly in good fun. They tell the adventurers that they work the docks in the fishing industry. Otto mentions that he's a fisher as well and that's how he lost his eye.
One of the women cranks her shoulder a bit as though it's stiff and says to the other, "What do you think Sally? You wanna take 'im?"
Sally, "Are you gunna need some books to sit on, guy?" alluding to the Dwarf's stoutness. "How 'bout instead a drinks though we wrestle for the story of your friend's lost eye. I win against short an stout 'ere - you tell us your tale, little guy?" Otto agrees.
After a particularly close match Sally pins Creedun and Otto launches into a captivating tale from his youth when their boats' nets caught a Kraken, and how he had to climb into the nets to free the beast. In the process he slipped and severed the end off one of the Kraken's tentacles, fell back into the boat and the knife "poked him in the eye."
There is a long pause. Eventually Sally says, "Pffffft, I call bullsh!t There's no way that was a Kraken. That's a mythical beast; even if one does exist there's been no claims of seeing one in a hundred years at least. Plus, it would have dragged your ship to the bottom before you had a chance to free it."
Otto insists he's not lying.
Sally adds, "look, I'm sure you were entangled with something big and tentacle-y, maybe a Giant Octopus, maybe a newborn Kraken, but if that were a real one you'd be a skeleton at the bottom of the ocean right now."
There's a little more benign chit-chat. Otto refers to the women as "madams" which they get a hoot out of. Then he uses his Thieves Cant to see if there's more to them than meets the eye and mentions being "a part of their guild" and "wondering if they could help him."
The women look at each other and Sally says, "Let's step outside for a chat little guy. Just us and and you; your friends can stay in here and order their meal." Otto assures his party that it'll be fine. Paxton keeps watch on the situation with his Owl Familiar waiting outside.
Sally calls to the kitchen, "Hey Karletta could we get some more bread" and they're given a basket of bread as they walk with Otto out a back door.
.
Outside Sally laughs and says he must be new in town and there's no way he's part of their guild. They ask what he wants and he mentions he's looking for someone. Sally scoffs, saying they don't point strangers to members of their guild. He explains - still in somewhat vague terms - he's looking for a Noble's son who's gone missing. He offers them 50gp if they can help. Sally leans to the other woman and whispers something.
Paxton, listening through his Owl's senses hears her ask her friend, "Do you think he's talking about Mel?"
Sally tells Otto to go back inside with his friends and they'll be back with their friend who can tell him more. Neither Otto nor Paxton (through his Familiar) can discern any fowl-play or malice so they wait.
In the meantime Karletta had come by to take the group's order and comments about how quiet Paxton is and asks why he's sitting upright with his eyes closed. Creedun tells her his friend is just really tired and asks for a bib to put on the wizard.
Otto comes back in just as Ransom is pinning Creedun in their own arm-wrestling match.
.
Paxton has his owl follow the two women. One sets the basket of bread down on a nearby crate but the owl follows them to a warehouse where they disappear inside for several minutes. When they reemerge they're accompanied by a young woman and an older halfling woman; they all head back towards the diner. Paxton tells his owl to check out the bread basket, but when he gets there there are barely even crumbs.
The four women reenter Karletta's Table. Without pause the Halfling woman jumps up onto the bench, eye-level with Ransom and the others "I hear you want to ask my friend Mel some questions. I'm just here to make sure it goes smoothly, okay?"
Mel pulls up a chair and sits at the end of the booth. Between asking questions to Mel and the Halfling, they learn:

.
Next time - All Aboard the Grand Dame!
submitted by Yesh_Vroo to dndstories [link] [comments]

Ideas for new stuff

My friends and I had some ideas for new locations, POI's and vehicles that we'd like to see in the upcoming seasons and game in general:







I really hope you like my ideas and feel free to share your ideas in the comments! (just don't be mean if someone has a different opinion on the old island)
EDIT 1: I've added some more weapons and stuff.
submitted by Meme_Chan69420 to FortNiteBR [link] [comments]

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submitted by freespinsbonus to u/freespinsbonus [link] [comments]

From the Blue Dragon to the Hands of Yartar - Ch.3 (+1 level, Kraken's Gamble) - Session 16

https://www.reddit.com/stormkingsthundecomments/kc5nai/the_crashed_tower_of_the_late_zephyros_chapter_35/ - Previously our heroes found Zephyros' tower crashed in the wilderness and a bunch of stone creatures were attempting to burn all his notes; among them was a Large Dragon also made of stone but also possessed a regular Dragon's lightning breath. After crumbling all their enemies to rubble the party gathers up as much of their late Cloud Giant friend's notes as they could and put a full day's travel between them and the tower in case any other statue-like minions showed up to finish the job. .
The cast of DnD Comrades.
.
Paxton spends a good part of the evening using a Language-Comprehension spell to pour over Zephyros' journal and other loose pages. He finds pages of recipes, philosophical musings, and several pages relevant to their previous experience together, along with where he went after he dropped them off in Triboar.
.
After some deliberation, the group decided the notes don't provide enough new information for them to step away from their quest to find the Giant-Slaying weapon presumably left behind in Yartar by the missing Harthol Zymorven so they continue on, but mean to seek out more answers about this 'Eye of the All-Father' at a later time.
Around midday Paxton's Owl familiar communicates to him, "Don't look up, but there appears to be a dragon circling high above us."
Paxton quietly lets his comrades know of the situation. He casts Mage Armor on himself and Sir Oswald casts Armor of Agathys on himself. Their casting of spells seems to have alerted the dragon of their awareness of them as it begins to dive. Paxton then casts Invisibility on himself.
There's a nearby tor jutting out of the bog nearby that Paxton suggests they all run towards, but they only make it a little ways off the road before realizing that Sir Oswald is staying in place, trying to draw the Dragon's ire to himself.
In a flash of cobalt blue, the Dragon both forcefully and gracefully lands on a nearby boulder still some 60' from them. With its bulk nearly the size of a large covered wagon, it puffs out the yellow plates of its underbelly and cocks its head as it stares down its snout and horn towards the group. In a deep, steady voice it speaks, "Greetings little travelers. Are you lost? From where have you come? To where do you travel?"
Not wanting to divulge too much information Creedun only mentions they're traveling to Yartar and they didn't mean to trespass on the Dragon's territory.
"I'm only here to talk, let's drop the spells and magic in the name of diplomacy; I know there's a 5th member of your group skulking around somewhere. Now, normally I'd demand some tribute for such a trespass," the Young Blue Dragon continues, "but today I'm interested only in information. Just last night I passed the strangest thing - what looked like a tower... that had fallen from the sky... just off the road? You wouldn't have happened to have noticed that too would have, traveling past there towards Yartar as you say."
Creedun asks the Dragon if they can just be on their way and that they mean no harm or disrespect. Sir Oswald musters as much Charisma as he can (which is quite a lot) and says they'd be willing to trade information for information). He asks the Blue Dragon what he found in the tower, what he thought of it, and why he wants to know more?
"I found a dead Giant in the tower, I found it rather odd, and it is my business to know what happens in my territory." The Dragon adds with a thin veil of forced patience, "I'm normally not so generous but you amuse me human; I've now answered 3 of your questions and you none of mine. What do you know of the tower?"
Otto chimes in saying the Cloud Giant Zephyros had been their friend once and he believes he'd been trying to get a message through to them.
The Dragon grins a cruel smile, "As I suspected. I will add you to the collection of the Queen of Statues - the Gathering Storm!" as it pumps its mighty wings to take flight.
Roll Initiative!
.
Creedun conjures two Giant Eagles which Grapple the Dragon before it takes off.
This is obviously a cunning foe as it completely ignores the beasts and unleashes a torrent of deadly lightning into the Dwarven Bard, shocking him so badly that it's impossible to maintain concentration. As the Eagles poof into nothingness, the Dragon flies up 40' above the ground and begins circling the group.
Otto is struggling to hit the dragon at this range with his Hand Crossbow and uses his new martial training to stow his shield and attack with his Shortbow at the same time.
Paxton appears next to Sir Oswald, and laying a hand on him casts a spell allowing the heavily armored Knight to fly!
Sir Oswald streaks towards the Dragon and positions himself above it, striking mightily into the Dragon's back twice.
Ransom makes a Spiritual Weapon appear next to Dragon to slash at him, while Creedun resummons his Giant Eagles, though this time the Dragon fends off their grapple.
The Blue Dragon mauls Sir Oswald several times then tries to fly away, knowing that even if the Eagle can keep up, the Knight can't. He's betting that his scales can fend off their attacks and is partly correct, both eagles fail to land even a scratch. Sir Oswald with a lucky swing strikes a critical weak spot behind the Dragon's shoulder and adds a charged-up Smite into the fleeing Dragon
Paxton takes advantage of the Dragon having left the cluster of his allies and centers a Fireball on the Dragon. As the dragon flies out of the bursting flame it is singed and starting to look quite hurt.
The resummoned Giant Eagles catch up and both successfully grapple the Dragon as the 3 of them tumble to the ground, WHAM! Still thrashing on the ground the Dragon bites and claws the injured Eagles, causing both of them to poof from existence.
The Dragon takes an expert shot from Otto's Short Bow and not only looks very hurt, but for the first time shows actual fear itself. It moves to retreat, but instead of flying away it begins to burrow into the soft boggy soil. The group only sees it burrow in 10' and then loose sight of it in the dark tunnel.
Paxton throws a fireball right at the opening of the tunnel, hoping the edges of the flaming blast will catch the Dragon. He hears no sound as to whether it hit or missed.
Even running at top speed Otto isn't quick enough to reach the hole before the Dragon can burrow further in and the tunnel turns at such an angle the Gnome can't blind-fire in. Then he remembers that he has one more "Ka-boomer" left from the merchant cart they encountered south of Calling Horns. He lights the fuse and tosses it into the tunnel. 4 seconds later KABOOM!!! followed by a screeching roar of pain.
Sir Oswald flies down into the tunnel with no hesitation in hopes to finish off the Dragon but emerges a couple seconds later saying, "It's dead." The Kaboomer had blown open the side of its face as smoke poured up and viscera dripped down from its eye.
The group tries harvesting some scales and teeth, but damages their trophies in the process. Sir Oswald opens the Dragon's belly to find a couple human skulls and bones, along with a partially digested dagger. He also insists on spending more time to try to acquire the Dragon's snout horn. Paxton puts his Secure Hut spell over the tunnel while he works because spending several hours exposed in the wilderness doesn't seem like a safe plan.
The rest of the day and a half journey to Yartar is uneventful and everyone arrives fully rested.
.
They find a contingency of guards inspecting everyone who arrives to the city's outer gate. They make their way inside and get food recommendations from a cheery local man.
They're directed to the man's favorite joint - a "dive" dinner on the edge of the "bad part of town - called Karletta's Table.
There they find a one story flat-roofed building hemmed in by larger buildings that appear to have 3rd-story additions built atop older structures. Karletta's Table has crates stacked up outside that several young street kids are using to play and climb on, some have even climbed up onto the roof and are playing up there, another youngster in dirty clothes runs out from behind the diner with a fist-full of bread.
The group walks through the swinging saloon-style doors and gets their bearings in the dim light inside. Most of the booths have privacy walls, but they see a few folk who look down on their luck, a few more working class people, and a couple women arm-wrestling.
Behind the bar is a window looking into the kitchen where clanging pots and pans and sizzling can be heard. A half-elf with dark blue dyed hair cropped short on one side, wearing leather armor with an apron over it comes into view yelling at some staff around the corner, "You don't have that ready yet? By the gods, what am I paying you for, eh?" She notices the party standing in the dinning area and immediately switches her demeaner to a sweet and welcoming smile. "Hey sorry nobody was there to welcome you, feel free to seat yourselves! Someone will be with you in a moment :) " She returns into the part of the kitchen out of view and continues commanding the kitchen staff in an authoritative tone.
Creedun suggests they sit where he can watch the women arm-wrestle and after a few rounds he approaches them with Otto and asks if he can challenge one of them for a round of drinks. There's some brief chit-chat and the women seem fond of taunting Creedun and Otto, mostly in good fun. They tell the adventurers that they work the docks in the fishing industry. Otto mentions that he's a fisher as well and that's how he lost his eye.
One of the women cranks her shoulder a bit as though it's stiff and says to the other, "What do you think Sally? You wanna take 'im?"
Sally, "Are you gunna need some books to sit on, guy?" alluding to the Dwarf's stoutness. "How 'bout instead a drinks though we wrestle for the story of your friend's lost eye. I win against short an stout 'ere - you tell us your tale, little guy?" Otto agrees.
After a particularly close match Sally pins Creedun and Otto launches into a captivating tale from his youth when their boats' nets caught a Kraken, and how he had to climb into the nets to free the beast. In the process he slipped and severed the end off one of the Kraken's tentacles, fell back into the boat and the knife "poked him in the eye."
There is a long pause. Eventually Sally says, "Pffffft, I call bullsh!t There's no way that was a Kraken. That's a mythical beast; even if one does exist there's been no claims of seeing one in a hundred years at least. Plus, it would have dragged your ship to the bottom before you had a chance to free it."
Otto insists he's not lying.
Sally adds, "look, I'm sure you were entangled with something big and tentacle-y, maybe a Giant Octopus, maybe a newborn Kraken, but if that were a real one you'd be a skeleton at the bottom of the ocean right now."
There's a little more benign chit-chat. Otto refers to the women as "madams" which they get a hoot out of. Then he uses his Thieves Cant to see if there's more to them than meets the eye and mentions being "a part of their guild" and "wondering if they could help him."
The women look at each other and Sally says, "Let's step outside for a chat little guy. Just us and and you; your friends can stay in here and order their meal." Otto assures his party that it'll be fine. Paxton keeps watch on the situation with his Owl Familiar waiting outside.
Sally calls to the kitchen, "Hey Karletta could we get some more bread" and they're given a basket of bread as they walk with Otto out a back door.
.
Outside Sally laughs and says he must be new in town and there's no way he's part of their guild. They ask what he wants and he mentions he's looking for someone. Sally scoffs, saying they don't point strangers to members of their guild. He explains - still in somewhat vague terms - he's looking for a Noble's son who's gone missing. He offers them 50gp if they can help. Sally leans to the other woman and whispers something.
Paxton, listening through his Owl's senses hears her ask her friend, "Do you think he's talking about Mel?"
Sally tells Otto to go back inside with his friends and they'll be back with their friend who can tell him more. Neither Otto nor Paxton (through his Familiar) can discern any fowl-play or malice so they wait.
In the meantime Karletta had come by to take the group's order and comments about how quiet Paxton is and asks why he's sitting upright with his eyes closed. Creedun tells her his friend is just really tired and asks for a bib to put on the wizard.
Otto comes back in just as Ransom is pinning Creedun in their own arm-wrestling match.
.
Paxton has his owl follow the two women. One sets the basket of bread down on a nearby crate but the owl follows them to a warehouse where they disappear inside for several minutes. When they reemerge they're accompanied by a young woman and an older halfling woman; they all head back towards the diner. Paxton tells his owl to check out the bread basket, but when he gets there there are barely even crumbs.
The four women reenter Karletta's Table. Without pause the Halfling woman jumps up onto the bench, eye-level with Ransom and the others "I hear you want to ask my friend Mel some questions. I'm just here to make sure it goes smoothly, okay?"
Mel pulls up a chair and sits at the end of the booth. Between asking questions to Mel and the Halfling, they learn:

.
Next time - All Aboard the Grand Dame!
submitted by Yesh_Vroo to stormkingsthunder [link] [comments]

Zdravko Swims Home from the Grand Dame - SKT - Session 24

Previous Session: https://www.reddit.com/dndstories/comments/kkzknk/recon_in_yartar_and_attack_of_the_mudfish_skt/ In the streets of Yartar our heroes got ambushed by some weird fish-people and a "mudfish" that claimed to be a god. After significant amounts of snooping and intel-gathering, the party felt they had all they needed to know to enter The Grand Dame riverboat casino and to reach Drylund - the prime suspect in Hekaton's disappearance.
.
Cast: Level 9
.
Jormo submits himself to Nevil Storn - Captain of the Grand Dame - for a position rowing the ship's oars. Captain Storn initially questions Jormo's Iron Gauntlests (of Ogre Strength) which the Tortle claims protect his hands from blistering while rowing. The captain seems skeptical but ultimately lets him aboard.
Next Zep applies to be a dealegame-runner in the ship's casino. After an impressive card trick where the Kenku makes an entire deck disappear only to begin pulling cards from his beak, Captain Storn is so impressed and adds "I'd rather have you running games in our casino rather than playing them that's for sure. Not sure Akane would even be able to catch you cheating."
Once aboard Jormo sits at his rowing station, and Zep reports to the casino where he sets up a game at one of the dozen tables, near a statue of a golden goose on a wooden pedestal. Zep notices crew and staff preparing for guests to arrive. An woman in a beautiful purple dress sets up a game board similar to Dragon Chess at the table next to Zep's. The Kenku also notices a stern-looking older woman in a yellow robe adorned with embroidered green snakes, prowling the casino floor; she is checking to make sure nothing is out of order with the game dealers. Below deck Jormo sees a tiny octopus riding on the shoulder of a man (the Tortle rightly suspects this may be Khaspere Drylund) who briefly checks in with the man who leads the Rowers.
.
An hour later Beau - disguising himself as a different Tabaxi named 'Razzlestacks' - seeks to board with his exotic muscular foreign guest, Zdravko (who fakes a limp and leans heavily on his quarterstaff-"walking stick"). Lyra has wildshaped into a flying monkey perched atop the staff as the "Exotic man's exotic pet."
Many of the nobles and aristocrats gathering here are dressed eccentrically enough that as odd as the group of covert heroes may look, they don't expect to arouse too much suspicion.
Captain Nevil Storn is a bit wary of Zdravko's pet, saying that animals usually aren't allowed, but Zdravko assures him that she is well trained and Lyra plays the part well. After a brief conversation with Beau the captain welcomes them aboard his ship.
As they climb the gangplank they see a stern-looking older woman wearing a yellow silk formal robe; she's helping passengers exchange Gold for wooden "Golden Goose" gambling tokens which she procures from a messenger-style bag at her hip. Beau senses magic and hones her vision to see an aura of Conjuration from the bag, and an aura of Transmutation from the Robe of Snakes.
.
By sunset everyone has boarded and the boat glides out into the wide Dessarin river for the evening. Paper lanterns illuminate the sides of the boat and balcony around the upper deck.
Zdravko and Beau schmooze with nobles, while Lyra keeps watch. Zep faithfully runs his gaming table while keeping a look-out. Jormo takes semi-frequent breaks from rowing to check on the situation in the casino through one of the port holes.
Zep and Lyra both notice that the woman in the snake-adorned yellow robe has been scrutinizing them much more carefully than the other guests. Between Zep and Beau carefully timing and concealing use of the Message cantrip they're able to somewhat keep each other in the loop. After awhile the lady in yellow ascends the spiral stairs to the upper deck and isn't seen again for several minutes.
In the meantime Zdravko and Beau chat with a jovial noble who seems quite taken with Zdravko, he mentions that Khaspere Drylund prefers to socialize with the gamblers who wager the most. They then enter a high-stakes game of wit and luck against one of the highest-stakes gamblers in the room and Beau beats him, earning himself 300-some gold worth of Golden Goose tokens!
.
Khaspere Drylund enters the casino from the spiral stairs, followed by the woman in yellow. He socializes with the high-stakes gambler before approaching Beau. The woman in the snake robe continues patrolling the room.
Beau senses magic as Drylund approaches and focuses her eyes to see a Transmutation aura around the pet octopus resting on his shoulder.
Zdravko takes flying-monkey Lyra out to the balcony to "stretch her wings." The Druid flies out of sight momentarily, then reverts back to her winged Tiefling form, and casts Invisibility on herself as she seeks out Captain Drylund's quarters in the upper deck.
Jormo gets sick of waiting and rowing and enters the casino, pretending to be a noble and snacking at the table. Zdravko gives him a nod before realizing that might have been too much of a tell.
Drylund inquires of Beau what brought him aboard the Grand Dame this evening. Beau explains that he has a background as a sailor and is always interested in unique sailing vessels. After the discussion moves on to local politics Drylund essentially tries to recruit Beau into buying a summer home in Yartar so that he can "participate in the political process." Beau is invited to accompany Drylund to his quarters and he uses his Subtle metamagic to Message Lyra that they're coming.
Zdravko pretends to just meet Jormo for the first time and invites him "to the balcony for fresh air" so they can follow Beau and Drylund. As soon as they're up the stairs Zep notices from his gaming table that the woman in yellow spins on her heal to follow them at a brisk pace. Zep attempts to mask the somatic component of a Message he sends to Zdravko, "You've got a tail; the woman in the yellow snake robe."
On the balcony Zdravko warns Jormo that she's incoming. When she arrives she asks to speak with Zdravko privately but the monk insists his friend be present. She says, "Very well. I know you all have come here with ill-intent and I won't stand for it." To Zdravko she adds, "I suggest you swim home to where ever it is you came from" as she attempts to hijack his mind and will.
Jormo attempts to Counterspell her Suggestion, but she in turn Counterspells his effort. Zdravko nods, "Yes, that sounds good" as he leaps from the balcony straight down into the water below.
The Tortle and the woman stare each other down for a moment as it becomes obvious that a 1 vs 1 Wizard battle is upon them. Then Jormo casts Banishment, and without her ability to counterspell having returned yet she vanishes with a *pop* seemingly into thin air!
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Jormo runs back down the stairs - knowing he only has a minute before she returns from the demi-plane he sent her to and frantically motions for Zep to follow him. The Kenku pretends to sneeze, sending all the cards at his table flying, before he leaps up to follow his Tortle friend (but not before grabbing a few fistfulls of crackers and cheese from the buffet. As they run through the Dance Hall on the upper deck, towards the hall that Beau and Drylund disappeared down Jormo catches him up on the situation, "Zdravko went for a swim and I made the yellow wizard disappear, but she'll be back soon."
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Meanwhile Lyra had been searching Drylund's quarters but only had found some business expense records before receiving Beau's Message. Still invisible Lyra easily hides as Beau and Drylund enter and begin to talk about real-estate holdings.
Less than a minute later Jormo and Zep barge in. Trying to act surprised Beau cries, "What's the meaning of this?"
Drylund says, "Akane was right, you all are up to something. What do you want?"
Jormo says pointedly, "We wanted your help in case we need to assassinate any Storm Giant royalty."
With that Drylund immediate becomes hostile and says, "C'mon Sid, let's do this!" as his tiny pet octopus more than triples in size to become a Giant Octopus!
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Drylund attempts to enshroud himself in a spell, but Jormo Counterspells his effort.
Zep casts a Darkness spell on his ring, essentially blinding everyone in the small room. For most of fight nobody sees much of what's going on. Drylund seems to be lashing out with psychic tentacle attacks, along with spells that effect their minds as Dissonant Whispers force Jormo to momentarily flee the dark room.
Since Lyra can't see, she destroys the water in the octopus's aquarium which enrages the beast as it spends the rest of the fight blindly sloshing its tentacles around after her.
Zep is the only one who can see thanks to the abilities his patron bestowed on him, but he has to take a moment to conjure his blade to his hand before he can take advantage of it. Meanwhile Drylund lands a couple lucky Rapier thrusts against the Kenku in the Darkness.
Lyra similarly lands a lucky hit with a Guiding Bolt, but the extra light that normally sheds off the hit creature can't permeate the magical darkness.
Zdravko continues to swim home.
Beau lines up where she knows Drylund is and hopes an ally isn't directly behind him and unleashes a Lightning Bolt - unseen in the darkness but just as deadly. Drylund attempts his own Lightning attack, but still essentially blind, misses.
After a couple missed Firebolts Jormo yells for Zep to cancel the Darkness. Zep keeps the spell active, but covers the ring, thus obscuring the darkening effect. Jormo slings a cold orb at the injured Lord Drylund's head with the intent to subdue him rather than kill him and it works!
The force of the orb's impact combined with the brain-freeze like effect drops Khaspere Drylund to his knee as he calls out, "Please, I surrender, I surrender. I don't want to die." He tells Sid the octopus that it's over and to go out and get some water. The octopus shrinks back to its tiny size as it slowly crawls up the wall towards the port hole window which Beau opens for it.
.
They tie up the captain and Jormo reminds them that the wizard in the yellow robe will only Banished for a few more seconds.
Beau demands Khasphere Drylund tell them, "Where is the Storm Giant, King Hekaton?"
Drylund, out of breath responds, "Very well, I.. I guess I can tell you. You've earned it, apparently."
"The Big One you seek – the Storm Giant Hekaton – is subdued by enchanted shackles and sails aboard a strange-looking vessel called "The Morkoth." It's veiled from all divination, and light bends around it until one is within a certain distance. It sails around the northern isles of the Trackless Sea day and night. If you... "
He stops talking. His voice catches in his throat as the veins in his neck bulge. Drylund's eyes grow wide with terror and become bloodshot as he rigidly grabs his head in agony. He opens his mouth as if to scream in pain, but nothing more than a strained, prolonged gasp escapes. He goes limp and slumps to the floor – blood begins to trickle out his ears. He is dead.
Jormo finds a key on his body and begins checking drawers for any addition evidence they can give Yartar's Waterbarron. He finds a journal in a drawer beneath the now-empty aquarium.
Beau checks the hallway just in time to see the woman in the yellow robe coming. He shuts the door and warns the group they may have to fight again.
Zep uncovers his Darkness ring to conceal them, and Beau hidden in the darkness casts Disguise Self to look like Drylund.
Zdravko continues to swim home.
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Akane Manaasi flings open the door and seeing only darkness calls out, "What's going on in here?"
Beau, flawlessly imitating Drylund's voice tries to buy them time to think of a plan, "The intruders hid a darkness object somewhere in here. I'm looking for it.
Akane, "Would you like help, sir?"
Beau as Drylund, "Yes?" (internally screaming).
Akane, "What does the object look like? I can attempt to locate it with magic."
Beau as Drylund, "I didn't see it."
Akane, "I don't know how much help I can be, but I will try." She enters into the room. "The intruders... who are they sir? Where are they now?"
Beau as Drylund, "They came looking for Hekaton."
Akane, "I'm sorry sir, what?"
Beau as Drylund, "They're trying to find the Storm Giant."
Akane, "I'm sorry sir, but I don't know what you're talking about."
With that, Zep leaps at her through the darkness and grapples her in choke-hold, covering the Darkness ring in the process.
Akane sees Drylund laying in a pool of blood and also Drylund standing above Drylund's body.
Jormo cries out, "Oh no! you've killed our friend who was disguised as Drylund!"
Akane Manaasi demands to know what's going on.
Beau explains that her boss is caught up in some bad happenings and after he confessed, it seems like someone performed a psychic assassination on him from elsewhere.
The woman in the yellow-green snake robe doesn't seem at all surprised to hear of Drylund's extracurricular business dealings, but after further questioning Beau is pretty certain that Akane Manaasi herself is innocent of any of it and just acts as the security officer of the Grand Dame.
Akane proposes that if they let her go, she can assume the role of running the casino in Drylund's stead, make it her own business, and in the process completely cover for them and attribute Drylund's death to "unseen assassins who never made themselves known." Beau says that sounds good, ONLY if Akane releases their friend from her Suggestion and Akane agrees.
Zdravko stops swimming home and shouts, "SON OF A B----!!!" before turning around, flying into a rage and swimming back towards the boat at top speed!
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When the monk returns, Beau has to convince Zdravko not to attack the security officer, but that doesn't stop him from aggressively drying himself off on her robe - which unflappably she appears to ignore.
They spend the rest of the night gambling and schmoozing and eating from the buffet as if nothing had happened, and none of the guests see Khaspere Drylund for the rest of the evening (or ever again).
.
To be continued...
submitted by Yesh_Vroo to dndstories [link] [comments]

Zdravko Swims Home from the Grand Dame - Ch.11 - Session 24


Previous Session: https://www.reddit.com/stormkingsthundecomments/kkzm93/recon_in_yartar_and_attack_of_the_mudfish_ch11/ In the streets of Yartar our heroes got ambushed by some weird fish-people and a "mudfish" that claimed to be a god. After significant amounts of snooping and intel-gathering, the party felt they had all they needed to know to enter The Grand Dame riverboat casino and to reach Drylund - the prime suspect in Hekaton's disappearance.
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Cast: Level 9
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Jormo submits himself to Nevil Storn - Captain of the Grand Dame - for a position rowing the ship's oars. Captain Storn initially questions Jormo's Iron Gauntlests (of Ogre Strength) which the Tortle claims protect his hands from blistering while rowing. The captain seems skeptical but ultimately lets him aboard.
Next Zep applies to be a dealegame-runner in the ship's casino. After an impressive card trick where the Kenku makes an entire deck disappear only to begin pulling cards from his beak, Captain Storn is so impressed and adds "I'd rather have you running games in our casino rather than playing them that's for sure. Not sure Akane would even be able to catch you cheating."
Once aboard Jormo sits at his rowing station, and Zep reports to the casino where he sets up a game at one of the dozen tables, near a statue of a golden goose on a wooden pedestal. Zep notices crew and staff preparing for guests to arrive. An woman in a beautiful purple dress sets up a game board similar to Dragon Chess at the table next to Zep's. The Kenku also notices a stern-looking older woman in a yellow robe adorned with embroidered green snakes, prowling the casino floor; she is checking to make sure nothing is out of order with the game dealers. Below deck Jormo sees a tiny octopus riding on the shoulder of a man (the Tortle rightly suspects this may be Khaspere Drylund) who briefly checks in with the man who leads the Rowers.
.
An hour later Beau - disguising himself as a different Tabaxi named 'Razzlestacks' - seeks to board with his exotic muscular foreign guest, Zdravko (who fakes a limp and leans heavily on his quarterstaff-"walking stick"). Lyra has wildshaped into a flying monkey perched atop the staff as the "Exotic man's exotic pet."
Many of the nobles and aristocrats gathering here are dressed eccentrically enough that as odd as the group of covert heroes may look, they don't expect to arouse too much suspicion.
Captain Nevil Storn is a bit wary of Zdravko's pet, saying that animals usually aren't allowed, but Zdravko assures him that she is well trained and Lyra plays the part well. After a brief conversation with Beau the captain welcomes them aboard his ship.
As they climb the gangplank they see a stern-looking older woman wearing a yellow silk formal robe; she's helping passengers exchange Gold for wooden "Golden Goose" gambling tokens which she procures from a messenger-style bag at her hip. Beau senses magic and hones her vision to see an aura of Conjuration from the bag, and an aura of Transmutation from the Robe of Snakes.
.
By sunset everyone has boarded and the boat glides out into the wide Dessarin river for the evening. Paper lanterns illuminate the sides of the boat and balcony around the upper deck.
Zdravko and Beau schmooze with nobles, while Lyra keeps watch. Zep faithfully runs his gaming table while keeping a look-out. Jormo takes semi-frequent breaks from rowing to check on the situation in the casino through one of the port holes.
Zep and Lyra both notice that the woman in the snake-adorned yellow robe has been scrutinizing them much more carefully than the other guests. Between Zep and Beau carefully timing and concealing use of the Message cantrip they're able to somewhat keep each other in the loop. After awhile the lady in yellow ascends the spiral stairs to the upper deck and isn't seen again for several minutes.
In the meantime Zdravko and Beau chat with a jovial noble who seems quite taken with Zdravko, he mentions that Khaspere Drylund prefers to socialize with the gamblers who wager the most. They then enter a high-stakes game of wit and luck against one of the highest-stakes gamblers in the room and Beau beats him, earning himself 300-some gold worth of Golden Goose tokens!
.
Khaspere Drylund enters the casino from the spiral stairs, followed by the woman in yellow. He socializes with the high-stakes gambler before approaching Beau. The woman in the snake robe continues patrolling the room.
Beau senses magic as Drylund approaches and focuses her eyes to see a Transmutation aura around the pet octopus resting on his shoulder.
Zdravko takes flying-monkey Lyra out to the balcony to "stretch her wings." The Druid flies out of sight momentarily, then reverts back to her winged Tiefling form, and casts Invisibility on herself as she seeks out Captain Drylund's quarters in the upper deck.
Jormo gets sick of waiting and rowing and enters the casino, pretending to be a noble and snacking at the table. Zdravko gives him a nod before realizing that might have been too much of a tell.
Drylund inquires of Beau what brought him aboard the Grand Dame this evening. Beau explains that he has a background as a sailor and is always interested in unique sailing vessels. After the discussion moves on to local politics Drylund essentially tries to recruit Beau into buying a summer home in Yartar so that he can "participate in the political process." Beau is invited to accompany Drylund to his quarters and he uses his Subtle metamagic to Message Lyra that they're coming.
Zdravko pretends to just meet Jormo for the first time and invites him "to the balcony for fresh air" so they can follow Beau and Drylund. As soon as they're up the stairs Zep notices from his gaming table that the woman in yellow spins on her heal to follow them at a brisk pace. Zep attempts to mask the somatic component of a Message he sends to Zdravko, "You've got a tail; the woman in the yellow snake robe."
On the balcony Zdravko warns Jormo that she's incoming. When she arrives she asks to speak with Zdravko privately but the monk insists his friend be present. She says, "Very well. I know you all have come here with ill-intent and I won't stand for it." To Zdravko she adds, "I suggest you swim home to where ever it is you came from" as she attempts to hijack his mind and will.
Jormo attempts to Counterspell her Suggestion, but she in turn Counterspells his effort. Zdravko nods, "Yes, that sounds good" as he leaps from the balcony straight down into the water below.
The Tortle and the woman stare each other down for a moment as it becomes obvious that a 1 vs 1 Wizard battle is upon them. Then Jormo casts Banishment, and without her ability to counterspell having returned yet she vanishes with a *pop* seemingly into thin air!
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Jormo runs back down the stairs - knowing he only has a minute before she returns from the demi-plane he sent her to and frantically motions for Zep to follow him. The Kenku pretends to sneeze, sending all the cards at his table flying, before he leaps up to follow his Tortle friend (but not before grabbing a few fistfulls of crackers and cheese from the buffet. As they run through the Dance Hall on the upper deck, towards the hall that Beau and Drylund disappeared down Jormo catches him up on the situation, "Zdravko went for a swim and I made the yellow wizard disappear, but she'll be back soon."
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Meanwhile Lyra had been searching Drylund's quarters but only had found some business expense records before receiving Beau's Message. Still invisible Lyra easily hides as Beau and Drylund enter and begin to talk about real-estate holdings.
Less than a minute later Jormo and Zep barge in. Trying to act surprised Beau cries, "What's the meaning of this?"
Drylund says, "Akane was right, you all are up to something. What do you want?"
Jormo says pointedly, "We wanted your help in case we need to assassinate any Storm Giant royalty."
With that Drylund immediate becomes hostile and says, "C'mon Sid, let's do this!" as his tiny pet octopus more than triples in size to become a Giant Octopus!
.
Drylund attempts to enshroud himself in a spell, but Jormo Counterspells his effort.
Zep casts a Darkness spell on his ring, essentially blinding everyone in the small room. For most of fight nobody sees much of what's going on. Drylund seems to be lashing out with psychic tentacle attacks, along with spells that effect their minds as Dissonant Whispers force Jormo to momentarily flee the dark room.
Since Lyra can't see, she destroys the water in the octopus's aquarium which enrages the beast as it spends the rest of the fight blindly sloshing its tentacles around after her.
Zep is the only one who can see thanks to the abilities his patron bestowed on him, but he has to take a moment to conjure his blade to his hand before he can take advantage of it. Meanwhile Drylund lands a couple lucky Rapier thrusts against the Kenku in the Darkness.
Lyra similarly lands a lucky hit with a Guiding Bolt, but the extra light that normally sheds off the hit creature can't permeate the magical darkness.
Zdravko continues to swim home.
Beau lines up where she knows Drylund is and hopes an ally isn't directly behind him and unleashes a Lightning Bolt - unseen in the darkness but just as deadly. Drylund attempts his own Lightning attack, but still essentially blind, misses.
After a couple missed Firebolts Jormo yells for Zep to cancel the Darkness. Zep keeps the spell active, but covers the ring, thus obscuring the darkening effect. Jormo slings a cold orb at the injured Lord Drylund's head with the intent to subdue him rather than kill him and it works!
The force of the orb's impact combined with the brain-freeze like effect drops Khaspere Drylund to his knee as he calls out, "Please, I surrender, I surrender. I don't want to die." He tells Sid the octopus that it's over and to go out and get some water. The octopus shrinks back to its tiny size as it slowly crawls up the wall towards the port hole window which Beau opens for it.
.
They tie up the captain and Jormo reminds them that the wizard in the yellow robe will only Banished for a few more seconds.
Beau demands Khasphere Drylund tell them, "Where is the Storm Giant, King Hekaton?"
Drylund, out of breath responds, "Very well, I.. I guess I can tell you. You've earned it, apparently."
"The Big One you seek – the Storm Giant Hekaton – is subdued by enchanted shackles and sails aboard a strange-looking vessel called "The Morkoth." It's veiled from all divination, and light bends around it until one is within a certain distance. It sails around the northern isles of the Trackless Sea day and night. If you... "
He stops talking. His voice catches in his throat as the veins in his neck bulge. Drylund's eyes grow wide with terror and become bloodshot as he rigidly grabs his head in agony. He opens his mouth as if to scream in pain, but nothing more than a strained, prolonged gasp escapes. He goes limp and slumps to the floor – blood begins to trickle out his ears. He is dead.
Jormo finds a key on his body and begins checking drawers for any addition evidence they can give Yartar's Waterbarron. He finds a journal in a drawer beneath the now-empty aquarium.
Beau checks the hallway just in time to see the woman in the yellow robe coming. He shuts the door and warns the group they may have to fight again.
Zep uncovers his Darkness ring to conceal them, and Beau hidden in the darkness casts Disguise Self to look like Drylund.
Zdravko continues to swim home.
.
Akane Manaasi flings open the door and seeing only darkness calls out, "What's going on in here?"
Beau, flawlessly imitating Drylund's voice tries to buy them time to think of a plan, "The intruders hid a darkness object somewhere in here. I'm looking for it.
Akane, "Would you like help, sir?"
Beau as Drylund, "Yes?" (internally screaming).
Akane, "What does the object look like? I can attempt to locate it with magic."
Beau as Drylund, "I didn't see it."
Akane, "I don't know how much help I can be, but I will try." She enters into the room. "The intruders... who are they sir? Where are they now?"
Beau as Drylund, "They came looking for Hekaton."
Akane, "I'm sorry sir, what?"
Beau as Drylund, "They're trying to find the Storm Giant."
Akane, "I'm sorry sir, but I don't know what you're talking about."
With that, Zep leaps at her through the darkness and grapples her in choke-hold, covering the Darkness ring in the process.
Akane sees Drylund laying in a pool of blood and also Drylund standing above Drylund's body.
Jormo cries out, "Oh no! you've killed our friend who was disguised as Drylund!"
Akane Manaasi demands to know what's going on.
Beau explains that her boss is caught up in some bad happenings and after he confessed, it seems like someone performed a psychic assassination on him from elsewhere.
The woman in the yellow-green snake robe doesn't seem at all surprised to hear of Drylund's extracurricular business dealings, but after further questioning Beau is pretty certain that Akane Manaasi herself is innocent of any of it and just acts as the security officer of the Grand Dame.
Akane proposes that if they let her go, she can assume the role of running the casino in Drylund's stead, make it her own business, and in the process completely cover for them and attribute Drylund's death to "unseen assassins who never made themselves known." Beau says that sounds good, ONLY if Akane releases their friend from her Suggestion and Akane agrees.
Zdravko stops swimming home and shouts, "SON OF A B----!!!" before turning around, flying into a rage and swimming back towards the boat at top speed!
.
When the monk returns, Beau has to convince Zdravko not to attack the security officer, but that doesn't stop him from aggressively drying himself off on her robe - which unflappably she appears to ignore.
They spend the rest of the night gambling and schmoozing and eating from the buffet as if nothing had happened, and none of the guests see Khaspere Drylund for the rest of the evening (or ever again).
.
To be continued...
submitted by Yesh_Vroo to stormkingsthunder [link] [comments]

Stardew Valley MinMax Tutorial - Perfect Farm - Most Money - All Accomplishments - All Collections

Stardew Valley MinMax Tutorial - Perfect Farm - Most Money - All Accomplishments - All Collections
COME AND FIND - Guano-Mystro - ON TWITCH -- https://www.twitch.tv/guanomaestro --
https://preview.redd.it/o7sj9q2tgwr51.jpg?width=1280&format=pjpg&auto=webp&s=c5f414febb24945c22c74ca780f491327e792ad6
This is the ultimate guide for Stardew Valley Min-Maxers. If maximizing the value of your farm and doing everything that is possible, with zero mods in the shortest period of time interests you - welcome to nirvana. Each day will be logged here with relevant images to see exactly how it was done.
Let us begin the process...
The key to mastering a MinMax farm on Stardew Valley is in planning out the first two years. Prices change for all purchasable resources after Year 1. The main objective is creating a maximum sustainable flow of gold with the least amount of effort and to plant approx. 2,000 Ancient Fruit Seeds on Year 3, Spring, Day 1 . Here is a list of tips to create the perfect MinMax farm!!
  1. At the beginning, time and energy the most valuable resources, so be as efficient as possible. Want a perfect day? Plan it out and expect to do it multiple times. Scout out foraging item locations, create a forage list and ideal route then start the day over at the beginning.
  2. The first day has to be a huge forage day to maximize your crop area. Restart your game until you get at least 500g in other foragable items including worms with artifacts = 250g and garbage cans(Stardrop Saloon can give you a meal worth a lot too). It might take 20-30 restarts, but it's worth it. Using concepts of compound interest you will generate Min-Max greatness!
  3. Farming/Fishing Skills will naturally progress spending extra energy/time fishing for gold to buy more Parsnip/Potato/Cauliflower Seeds to plant the first Spring. Get the Training Rod!!!
  4. Foraging must be at level 4 by Spring, Day 15 to take advantage of Salmonberry Season. This is the first source of energy to mitigate the 1am energy penalty.
  5. Spring Onions will keep you alive and farming until Year 1, Spring, Day 15 - be sure to get all of them every day. They are located on Sewer Island in the lower right corner of Cindersnap Forest.
  6. Make Linus the first friend to 3 hearts, he will mail a recipe for Sashimi. Sashimi is an unlimited form of energy cooked from the garbage fish harvested from Crab Pots placed in the farm's two ponds. Plus, it's emergency gold if you need it.
  7. Completing the JojaMart improvements or completing the Community Center Bundles opens up Junimo workers. They will free you from harvesting your crops!!
  8. Go to https://imgur.com/StardewValley/l0CtN and print out a Spring, Year 1 Calendar. Do the same for each season to take notes on, anticipate upcoming Festivals/Birthdays and plan the farm's MinMax future.
  9. Don't throw away Trash!! Use extra time and Winter down time to recycle Trash for valuable resources and gifts.
  10. Create a budget every season to plan out large purchases. Use remaining gold for other, important Min-Max items - Kegs, Tappers, Crab Pots, etc.
  11. Be sure to buy all the art offered at Night Markets during the first 3 years.
  12. Place Chests in strategic areas on the map like the mines & beach to prevent inventory overload.
THINGS TO THINK ABOUT FROM THE BEGINNING
1) Focus on Fishing, Farming, Foraging - Do not chop down Oak Trees unless they are in the, "First Scarecrow Placement," area.
Use extra time for Foraging and clearing the farm with the Scythe to move around better. Clear the area around Oak Trees so they can drop more acorns for the first Oak Tree forest.
Use extra Energy to Fish for $ or to clear the farm for Oak Tree forests and Crop areas.
2) Upgrade the Watering Can first, Hoe, Pickaxe and Axe in that order. Have 5 copper bars and 2,000 gold by the 2nd rain of Year 1 Spring - usually around day 15. Upgrade your Watering Can to Gold before you make any Quality Sprinklers.
2) Plant the first crops in the, "First Scarecrow Placement," between the house and small lake to save time/energy when watering and for easy, future crop planting. Plant all Mixed Seeds found from Scything weeds while foraging - it's free money!!
First Scarecrow Placement Image - https://imgur.com/WrYeJJZ
First Scarecrow Placement Link - https://stardew.info/plannetough-rabbit-36/
Only clear what is necessary, otherwise, you are wasting energy.
3) Day 5 the mines open, after reaching Mine Level 25-29, kill as many Bugs & Grubs until they drop an Ancient Fruit Seed Artifact for Gunther. Receive the recipe and first Ancient Fruit Seed, plant it, then progress to the bottom of the Mines.
If rainy days permit, it should be done no later than Year 1, Spring, Day 19.
Restart the day if you don't find one. https://www.youtube.com/watch?v=kUPSIX8NMD4
4) Budget for 1 Coffee Seed (2,500g max) offered by the Travelling Cart & buy it when you see it!!
5) Join Jojamart & open The Greenhouse Year 1, Summer to plant Ancient Fruit/Strawberry/Blueberry/Cranberry/Coffee Seeds cultivating Seeds for future use - these crops are the only ones you should ever use your first Sprinklers on.
6) Crab Pots and Tappers are the first crafting priority, then shift resources towards crafting Quality Sprinklers until keg production begins. Place the first tappers on the oaktrees you didn't cut down.
Again, do not make your first Quality Sprinkler until you have upgraded to a Gold Watering Can.
7) MAXIMIZE KEG PRODUCTION - Plant the first Oak Tree forest in the bottom left corner of the farm, where all the Pine Trees are. Chopping down Pine trees will raise your forage level and generate wood for crafting.
Plant the second Oak Tree forest to the right of the Large Pond only after the first forest is complete. 2 rows of this forest will be Pine Trees and 2 Maple Trees. Pine Tar crafts Rain Totems, a very important tool later in the game. Maple Syrup crafts Bee Hives, a MinMax item. Begin to move Tappers from the first forest to the second forest after reaching 120 tappers and/or are preparing for year 3 Ancient Fruit Seed planting.
MORE ABOUT KEGS - Do not make kegs until the first Cranberry harvest in Fall Year 1. Sell the first Year 1, Fall, Cranberry harvest to create 250 kegs by the end of the season and 350 keg by the end of Year 1.
Year 1, budget the sale of following Cranberry harvests to keep equal keg/fruit amounts by selling all gold and silver star fruit first, then place plain Cranberries into kegs. Keep 1750 plain Cranberries at the end of Year 1, Fall to generate 5 wine harvest cycles before the first Strawberry harvest Year 2, Spring.
Empty kegs are evidence of overreaching, used as a measuring stick for efficiency. The goal is to craft 2000(approx) kegs by the end of Year 2. Crafting too many, too early in the game stymies MinMax.
Year 2, budget the sale of all harvests to create continuous wine harvest cycles. Craft 2000(approx) Kegs with Wine sales by Year 3, Spring, Day 28.
8) Be careful not to overplant crops in Year 1 Spring. Extend your plantable spaces a small amount into the, "Second Scarecrow Placement," without over-extending yourself. Mark where the, "First and Second Scarecrow Placement," areas meet with a Cobblestone Path.
Second Scarecrow Placement With Cobblestone Marker Image - https://imgur.com/5O9GZ7a
Second Scarecrow Placement With Cobblestone Marker Link - https://stardew.info/plannefluffy-ape-73/
There are approximately 166 plantable spaces in the,"First Scarecrow Placement," area - be wise and maximize crops at all times.
Year 1, Summer, Day 1 have 4 Scarecrows and 476 plantable spaces for Blueberry Seeds and 60 Quality Sprinklers planned out - not made, just planned out.
Four Scarecrow Placement With Quality Sprinkler Planning Image - https://imgur.com/hGtVfhg
Four Scarecrow Placement With Quality Sprinkler Planning Link - https://stardew.info/planneblue-insect-45/
10) VILLAGER FRIENDSHIPS - Future spouse, Linus and Wizard should be the only villagers receiving gifts before Year 1, Winter. Give each other villager a gift they love, if possible, only on their birthday until Year 1, Winter. Jodi (Fried Calamari-Pierre) and Gus (Salmon Dinner-Alex) are exceptions at 3 hearts because they give you love gift recipes for other villagers. Kent (Roasted Hazelnuts, Year 2, Summer Day 28 - Fiddlehead Risotto, Year 2, Fall Day 28) does not show up until Year 2 and his love recipes are not available until Year 2 Summer and Fall, so stockpile Hazelnuts and Fiddlehead Fern and give him universal likes until then.
11) Make lists of everything you need to craft/cook/gift/fish/own to avoid repetition and impeding MinMax progress.
12) Open the Bus Route from Jojamart to purchase Seeds and fertilizer only available at the Casino. Plant them for gifts and cooking. This is 100% optional depending on your funds.
SEASONAL CROP PLANTING GUIDE
Try to reach Farming Level 8 around Year 1, Spring, Day 24. Open up the Beach Bridge and save all the Coral foraged from the eastern beach to craft Deluxe/Speed Grow. Only spend gold to buy Deluxe/Speed Grow on found/processed Ancient Fruit Seeds and/or the 10 Strawberry Seeds purchased at the Egg Festival. Plant the Ancient Fruit Seeds with other Spring Crops ASAP if the Greenhouse is not open. As you progress, buy the exact amount of seeds you will need, it will save gold for other important purchases.
Buy 10 seeds of each seasonal crop on the last day of each season to grow for gifts and/or cooking.
Do not plant Ancient Fruit Seeds outdoors in the Fall of any year. Plant Strawberry Seeds in the greenhouse and ASAP in plant pots to begin cultivating seeds for Spring Year 2.
Spring Year 1 - Day 1-3 Parsnip Seeds only / Day 4-22 Potato Seeds & Cauliflower Seeds only / Day 23 & 24 Parsnip Seeds only/ No planting Day 25-28 -- Use the first big parsnip harvest to max out on Cauliflower, but also have a good balance between Potatoes and Cauliflower - 2 potatoes to 1 Cauliflower. Buy 10 Strawberry Seeds from the Egg Festival. Do not plant Strawberry Seeds outdoors during Year 1, Spring.
Admiral Ackbar will explain-> https://www.youtube.com/watch?v=4F4qzPbcFiA
Buy exact numbers of CauliflowePotato Seeds on Tuesdays or before a Festival Day harvest. Pierre's & Jojamart is closed.
Summer Year 1 - Save up enough gold from Spring Crops to buy/plant 476 Blueberry Seeds-38,080 gold. This is the ideal number of crops, keep planting Blueberry Seeds the first week to fill out the, "Four Scarecrow Placement." Lay out Quality Sprinkler placements first, saving time/energy/gold later in the game
Fall Year 1 - Save up enough gold from Summer Crops to buy/plant 476 Cranberry Seeds-114,240 gold. This is the ideal number of crops, keep planting Cranberry Seeds the first week to fill out the, "Four Scarecrow Placement." Lay out Quality Sprinkler placements first, saving time/energy/gold later in the game. Do not plant Ancient Fruit Seeds outdoors in the Fall of any year.
Winter Year 1 - Plant all gift/cooking crops in work barn and begin gift giving.
ZERO OUT YOUR GOLD TO BUY WOOD AND STONE - SAVE 4,000g - TO BUILD A COOP THE LAST DAY YEAR 1!!!
Spring Year 2 - Clear the farm, then plant/water the 476 Strawberry Seeds cultivated during Year 1 on Year 2, Spring, Day 1 in the "Four Ideal Scarecrow Placement." Plant all Ancient Fruit Seeds cultivated from Year 1 left of the "Four Scarecrow Placement," in the, "Eight Scarecrow Placement."
Increase crop size/Quality Sprinkler coverage to, "Eight Scarecrow Placement" and "Twelve Scarecrow Placement," for planting 952 Blueberry Seeds next season.
Do not have more than 476 planted Ancient Fruit Seeds in Year 2.
Eight Scarecrow Placement With Quality Sprinkler Planning Image - https://imgur.com/h4XvBfa
Eight Scarecrow Placement With Quality Sprinkler Planning Link - https://stardew.info/plannewonderful-wasp-34/
Work towards - Year 2, Summer, Day 1 - "Twelve Scarecrow placement with Quality Sprinkler Planning."
Twelve Scarecrow Placement With Quality Sprinkler Planning Image - https://imgur.com/Qx1aZWd
Twelve Scarecrow Placement With Quality Sprinkler Planning Link - https://stardew.info/plannefluffy-elephant-10/
Summer Year 2 - Clear dead Strawberry Plants, then Plant/Water the 952 Blueberry Seeds cultivated during Year 1 on Year 2, Summer, Day 1 in the, "Four Scarecrow Placement With Quality Sprinkler Planning," area and, "Twelve Scarecrow Placement With Quality Sprinkler Planning," area. Plant all Ancient Fruit Seeds cultivated from Year 1 in the , "Eight Scarecrow Placement With Quality Sprinkler Planning," area. Do not have more than 476 planted Ancient Fruit Seeds in Year 2.
Work towards - Year 2, Fall, Day 1 - "Final Scarecrow placement with Quality Sprinkler Planning." This area creates 292 extra plantable spaces. Craft or reuse 6 Sprinklers on the far left of the farm to save resources.
Final Scarecrow Placement With Quality Sprinkler Planning Image - https://imgur.com/VYuQVBM
Final Scarecrow Placement With Quality Sprinkler Planning Link -https://stardew.info/plannehard-termite-26/
Fall Year 2 - Clear dead Blueberry Plants, then Plant/Water the 1,244 Cranberry Seeds cultivated during Year 1&2 on Year 2, Fall, Day 1 in the, "Four Scarecrow Placement With Quality Sprinkler Planning, Twelve Scarecrow Placement With Quality Sprinkler Planning and Final Scarecrow Placement With Quality Sprinkler Planning," areas.
- DO NOT PLANT ANCIENT FRUIT SEEDS OUTDOORS-
Winter Year 2 - Plant Crops in Garden Pots to finish Polyculture/Cooking/Friendship Accomplishments. Craft or move 5 more Sprinklers. Increase crop size/Quality Sprinkler coverage by chopping down the first Oak tree forest and preparing Farm for, "Year 3 Scarecrow Placement With Quality Sprinkler Planning," and an additional 408 plantable spaces.
Year 3 Scarecrow Placement With Quality Sprinkler Planning Image - https://imgur.com/uHoPpD9
Year 3 Scarecrow Placement With Quality Sprinkler Planning Link - https://stardew.info/planneterrible-elephant-5/
Spring Year 3 - Ignore everything else Year 3, Spring, Week 1 while clearing farm, planting/watering 1,652 Ancient Fruit Seeds cultivated during Year 1 and 2. Year 3, Spring, utilize all 1,652 plantable spaces in, "Year 3 Scarecrow Placement." Get ready to be rich beyond belief...
OTHER STARDEW VALLEY RESOURCES
Farm planning - https://stardew.info/planne#
Make farm images here - https://upload.farm/ - Be a patron to load images directly to Imgur
Progress/Accomplishment checklist - https://mouseypounds.github.io/stardew-checkup/
Imgur - https://imgur.com/
Seasonal Calendar - https://imgur.com/StardewValley/l0CtN
Full world, Hi-res map - https://www.easyzoom.com/imageaccess/8dfdc2b0aacc4438ad4e994bc5c2ffb5
COME AND FIND - Guano-Mystro - ON TWITCH -- https://www.twitch.tv/guanomaestro --
submitted by GuanoMaestro to u/GuanoMaestro [link] [comments]

Update Lupin

"That just means the game isn't over yet! The goddess of victory will smile upon me, Lupin III!"
Required listening for this thread
Lupin III is the grandson of Arsène Lupin. He is the world's most wanted gentleman thief. Lupin is acknowledged by virtually every law agency on earth as the world's number one thief. Often in his adventures, he and his colleagues, Daisuke Jigen and Goemon Ishikawa XIII, will take it upon themselves to foil other criminals engaged in more violent crimes. While first glance may imply Lupin as fun-loving, flighty, perhaps even "goofy", his surface façade overcoats a brilliant imagination and a thorough knowledge of a hundred varying sciences. Forever extemporizing and reevaluating, Lupin has been responsible for heists no right-minded individual would believe possible. While arrested and jailed on numerous occasions, typically by his nemesis Inspector Zenigata, he has always managed to escape. He has a fondness for fancy gadgets from time to time plus hands-on experience in many skills a thief would find useful. His infatuation with Fujiko Mine is perhaps his most significant weakness, as it lands him in undesirable situations most of the time.

Equipment

Exactly what it sounds like. They are released to distract the motion sensors of an extremely secure museum
A rapidly expanding airbag.
Lupin's trademark blue and white boxer shorts double as an emergency parachute.
A small bomb that detonates when shot by Jigen.
A set of balloons that lift an Egyptian death mask display. Lupin also has a larger set they used to steal the Statue of Liberty
A briefcase containing a rapidly expanding balloon filled with knockout gas.
A small, golden coin with his face on it. When thrown, releases a giant Lupin-shaped dummy.
Several large barrels of explosive liquid set off by flaming rags.
A massive hang-glider shaped like a bat.
A grenade that, upon contact, expands into a massive blow up doll.
A decorative bracelet with a wire/chain on the end.
A pair of wings and an engine that extend from a handheld briefcase.
A massive bubble that protects Lupin from traps.
A nearly invisible hang-glider.
A small, silver ball that emits a loud bang, a burst of light, and rainbow confetti.
A large, green balloon with Lupin's face on it.
A paddleboat hidden within a larger boat's hull. The boat also has a large engine on the back
Several duck-shaped bombs that are capable of sinking large ships. They do not discern what they're blowing up, however, and can be dangerous. They can also be hidden
A dummy head that when stomped emits a thick smokescreen.
A dummy large enough for Lupin to hide inside. Can expand enough to lift a large truck
An electric gun developed by the same scientist who invented Lightsabers. Can cut through bullet proof glass, lift a store's worth of jewels and helps pull a building apart. It also instantly KOs Zenigata
An exploding cigarette that makes an impressive explosion.
Cigars that explode when lit. Can be used a mini grenades.
A dummy head that expands enough to fill a large cage. Explodes with a thick smokescreen.
A remotely detonated lighter.
A disguise mask that doubles as an explosive.
The control stick of a plane that is also an expanding explosive.
Gum that when chewed and spit causes an explosion big enough to total a military Jeep. He has multiple variations on this equipment
A top hat that explodes on command.
A black suit that explodes in a blinding flash
A false tooth that falls out of Lupin's mouth and explodes
An explosive watch that lets off a big enough blast to fling three men.
One of Lupin's left molars. Has a brevity of uses including a remote control for one of his vehicles, a computer that can analyze any drugs he's given, a pair of robotic arms that can throw the drugs back, a radio, a lockpick
A small aerosol can that allows Lupin to lift fingerprints from a glass.
A small grenade that lets off a colorful explosion.
A remotely-controlled flying car. It manages to lift off the ground but nothing else.
A small device that opens a miniature black hole when used.
A grenade with a powerful knockout gas. Works fast enough to cover an entire oil rig in seconds.
A massive, propelled dummy of Lupin and Jigen that explodes with a giant boom and flash
A rocket fired from an RPG that, when detonated, sprays glue strong enough to stick several large ships together.
Pieces needed to assemble a working go-kart.
A small hang-glider that carries a single missile.
A standard hearse that turns into a helocopter.
A horse capable of outrunning several jeeps, dodging bullets, and running across a small ladder. Lupin has a way with animals that allows him to frequently use them in his escapes. Also he got a horse to do this once. I don't feel like trying to explain it.
A standard jetpack.
A pair of shoes which turn into personal jetpacks when activated by tapdancing. They can also be used offensively and for escapes
A small kusari-gama capable of swinging a car back onto an icy road
Works as a lighter and also can emit a powerful knockout gas. Also explodes when dynamite is strapped to it, as most things do and works as a communicator
A powerful drug slipped into Zenigata's drink.
A pair of magnetic hand grips that assist in climbing.
Standard marbles or ball bearings used to make a pursuer lose their footing.
A small kite able to carry Lupin.
A mini oxygen tank shaped like a cigarette.
A fleet of tiny RC cars, all remotely controlled by Lupin. Comes in Red, Green, and Yellow.
A breathing device kept in Lupin's jacket.
A gun that fires a suction cup dart that once attached pierces a glass window. It goes on to attach itself to a safe's knob. Lupin can control the dart remotely, cracking a safe from outside the room
A helicopter controlled by a small joystick.
Similar to his helicopter except it is controlled by a Gameboy-like controller.
A riding crop that fires miniature tranquilizer darts.
A bright light attached to a ring on Lupin's finger.
A pair of robotic legs that can be attached to an object. Strong enough to make a statue run through a wall.
A device hidden within an elevator that causes it to turn into a high powered rocket.
A pair of weights fired from an rpg. Used to wrap around submarines to weigh them down.
A small device created by Lupin that instantly cracks a safe.
A small silver sticker that delivers a massive shock "bigger than a stun gun"
A pair of knives fired from the tips of Lupin's shoes.
A small transmitter in Lupin's shoe that signals a nearby biplane. The plane has a large bomb attached to it.
A silver copy of Lupin's signature weapon. Lupin states it is "only for threatening".
An immediately effective sleeping aerosol.
Creates a thick smoke for quick escapes.
A pack of cigarettes that react when dropped in water to create a thick smokescreen.
A small bomb that can stick to any surface. The adhesive is strong enough a grown man cannot remove it and the explosion is large enough to topple a massive statue.
A car that doubles as a submarine with the flip of a switch. Allows Lupin and the gang to avoid a missile.
A pistol-sized gun that fires a suction cup on a rope. Strong enough to lift a man.
A car that can be driven from either the front or the rear.
Adhesive bombs with a set timer.
An umbrella that grows in size and operates that a helicopter's blades.
A small bomb that causes a big boom.
Allow Lupin to see hollow spots underground.
A propelled underwater vehicle. When surfacing, turns into a raft
A small machine Lupin wears around one of his teeth.
A small camera inside Lupin's watch. Can take and print photos.
Different from his normal grappling hook, this is attached to a pistol-like controller that reels it in.
A small dart fired from Lupin's watch that emits a trackable signal.
A sword made of pressurized water. Stated to be as "hard as diamond". During their duel, the blade cuts a door in half
A pair of wings that protrude from Lupin's car allowing it to glide.
A wingsuit.
A pocket-sized yo-yo.

Durability

Blunt
Crushing
Electric
Explosive
Fire
Freezing
Mental
Piercing
Other
Dislocates his fingers to escape handcuffs
Poison
Striking

Speed

General
Movement
Reaction

Skill

Accuracy
Dodging
Driving
Escapes
Fighting Ability
General
Quick Thinking
Sleight of Hand
submitted by CalicoLime to CalicoLime [link] [comments]

Lupin without Scaling

"That just means the game isn't over yet! The goddess of victory will smile upon me, Lupin III!"
Required listening for this thread
Lupin III is the grandson of Arsène Lupin. He is the world's most wanted gentleman thief. Lupin is acknowledged by virtually every law agency on earth as the world's number one thief. Often in his adventures, he and his colleagues, Daisuke Jigen and Goemon Ishikawa XIII, will take it upon themselves to foil other criminals engaged in more violent crimes. While first glance may imply Lupin as fun-loving, flighty, perhaps even "goofy", his surface façade overcoats a brilliant imagination and a thorough knowledge of a hundred varying sciences. Forever extemporizing and reevaluating, Lupin has been responsible for heists no right-minded individual would believe possible. While arrested and jailed on numerous occasions, typically by his nemesis Inspector Zenigata, he has always managed to escape. He has a fondness for fancy gadgets from time to time plus hands-on experience in many skills a thief would find useful. His infatuation with Fujiko Mine is perhaps his most significant weakness, as it lands him in undesirable situations most of the time.

Equipment

Exactly what it sounds like. They are released to distract the motion sensors of an extremely secure museum
A rapidly expanding airbag.
Lupin's trademark blue and white boxer shorts double as an emergency parachute.
A small bomb that detonates when shot by Jigen.
A set of balloons that lift an Egyptian death mask display. Lupin also has a larger set they used to steal the Statue of Liberty
A briefcase containing a rapidly expanding balloon filled with knockout gas.
A small, golden coin with his face on it. When thrown, releases a giant Lupin-shaped dummy.
Several large barrels of explosive liquid set off by flaming rags.
A massive hang-glider shaped like a bat.
A grenade that, upon contact, expands into a massive blow up doll.
A decorative bracelet with a wire/chain on the end.
A pair of wings and an engine that extend from a handheld briefcase.
A massive bubble that protects Lupin from traps.
A nearly invisible hang-glider.
A small, silver ball that emits a loud bang, a burst of light, and rainbow confetti.
A large, green balloon with Lupin's face on it.
A paddleboat hidden within a larger boat's hull. The boat also has a large engine on the back
Several duck-shaped bombs that are capable of sinking large ships. They do not discern what they're blowing up, however, and can be dangerous. They can also be hidden
A dummy head that when stomped emits a thick smokescreen.
A dummy large enough for Lupin to hide inside. Can expand enough to lift a large truck
An electric gun developed by the same scientist who invented Lightsabers. Can cut through bullet proof glass, lift a store's worth of jewels and helps pull a building apart. It also instantly KOs Zenigata
An exploding cigarette that makes an impressive explosion.
Cigars that explode when lit. Can be used a mini grenades.
A dummy head that expands enough to fill a large cage. Explodes with a thick smokescreen.
A remotely detonated lighter.
A disguise mask that doubles as an explosive.
The control stick of a plane that is also an expanding explosive.
Gum that when chewed and spit causes an explosion big enough to total a military Jeep. He has multiple variations on this equipment
A top hat that explodes on command.
A black suit that explodes in a blinding flash
A false tooth that falls out of Lupin's mouth and explodes
An explosive watch that lets off a big enough blast to fling three men.
One of Lupin's left molars. Has a brevity of uses including a remote control for one of his vehicles, a computer that can analyze any drugs he's given, a pair of robotic arms that can throw the drugs back, a radio, a lockpick
A small aerosol can that allows Lupin to lift fingerprints from a glass.
A small grenade that lets off a colorful explosion.
A remotely-controlled flying car. It manages to lift off the ground but nothing else.
A small device that opens a miniature black hole when used*.
A grenade with a powerful knockout gas. Works fast enough to cover an entire oil rig in seconds.
A massive, propelled dummy of Lupin and Jigen that explodes with a giant boom and flash
A rocket fired from an RPG that, when detonated, sprays glue strong enough to stick several large ships together.
Pieces needed to assemble a working go-kart.
A small hang-glider that carries a single missile.
A standard hearse that turns into a helocopter.
A horse capable of outrunning several jeeps, dodging bullets, and running across a small ladder. Lupin has a way with animals that allows him to frequently use them in his escapes. Also he got a horse to do this once. I don't feel like trying to explain it.
A standard jetpack.
A pair of shoes which turn into personal jetpacks when activated by tapdancing. They can also be used offensively and for escapes
A small kusari-gama capable of swinging a car back onto an icy road
Works as a lighter and also can emit a powerful knockout gas. Also explodes when dynamite is strapped to it, as most things do and works as a communicator
A powerful drug slipped into Zenigata's drink.
A pair of magnetic hand grips that assist in climbing.
Standard marbles or ball bearings used to make a pursuer lose their footing.
A small kite able to carry Lupin.
A mini oxygen tank shaped like a cigarette.
A fleet of tiny RC cars, all remotely controlled by Lupin. Comes in Red, Green, and Yellow.
A breathing device kept in Lupin's jacket.
A gun that fires a suction cup dart that once attached pierces a glass window. It goes on to attach itself to a safe's knob. Lupin can control the dart remotely, cracking a safe from outside the room
A helicopter controlled by a small joystick.
Similar to his helicopter except it is controlled by a Gameboy-like controller.
A riding crop that fires miniature tranquilizer darts.
A bright light attached to a ring on Lupin's finger.
A pair of robotic legs that can be attached to an object. Strong enough to make a statue run through a wall.
A device hidden within an elevator that causes it to turn into a high powered rocket.
A pair of weights fired from an rpg. Used to wrap around submarines to weigh them down.
A small device created by Lupin that instantly cracks a safe.
A small silver sticker that delivers a massive shock "bigger than a stun gun"
A pair of knives fired from the tips of Lupin's shoes.
A small transmitter in Lupin's shoe that signals a nearby biplane. The plane has a large bomb attached to it.
A silver copy of Lupin's signature weapon. Lupin states it is "only for threatening".
An immediately effective sleeping aerosol.
Creates a thick smoke for quick escapes.
A pack of cigarettes that react when dropped in water to create a thick smokescreen.
A small bomb that can stick to any surface. The adhesive is strong enough a grown man cannot remove it and the explosion is large enough to topple a massive statue.
A car that doubles as a submarine with the flip of a switch. Allows Lupin and the gang to avoid a missile.
A pistol-sized gun that fires a suction cup on a rope. Strong enough to lift a man.
A car that can be driven from either the front or the rear.
Adhesive bombs with a set timer.
An umbrella that grows in size and operates that a helicopter's blades.
A small bomb that causes a big boom.
Allow Lupin to see hollow spots underground.
A propelled underwater vehicle. When surfacing, turns into a raft
A small machine Lupin wears around one of his teeth.
A small camera inside Lupin's watch. Can take and print photos.
Different from his normal grappling hook, this is attached to a pistol-like controller that reels it in.
A small dart fired from Lupin's watch that emits a trackable signal.
A sword made of pressurized water. Stated to be as "hard as diamond". During their duel, the blade cuts a door in half
A pair of wings that protrude from Lupin's car allowing it to glide.
A wingsuit.
A pocket-sized yo-yo.

Durability

Blunt
Crushing
Electric
Explosive
Fire
Freezing
Mental
Piercing
Other
Dislocates his fingers to escape handcuffs
Poison
Striking

Skill

Accuracy
Dodging
Driving
Escapes
Fighting Ability
General
Quick Thinking
Sleight of Hand
submitted by CalicoLime to CalicoLime [link] [comments]

big fish casino gold use video

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