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5 Year Streak Anniversary
I saw someone else share their one year streak and figured you all might find my inspirational as well. Up until age 35, I never ran more then a mile in my life. I just didn't think it was enjoyable to force myself to run that distance (or longer). But after gaining about 70 lbs from age 18-35 I realized I needed to do something. So my wife and I started running. Over the next six years we worked ourselves up to running a marathon. And I lost about 50lbs of that 70 I have gained since HS. But not being satisfied with my accomplishment, I searched for something else to do. So on January 1, 2016 I started my streak of at least one mile every day. Overall, it has been a huge positive to my life. I tell people all of the time that it is easier then you think. Getting up in the morning knowing you need to run at least a mile, takes so much pressure off of your life. Get up, run, feel better. Over the past five years I have been lucky enough to do most of my runs in Florida, with great (hot) weather. But here are some of the highlights if you will.
Have run on three different continents
One ocean - cruise ship
12 different countries
15 different states
Ran outside during two different hurricanes
Ran one week when the temperature was about 5 degrees Fahrenheit
13 marathons - 9 of them different (Ran Disney a lot)
I get migraines a lot, so my best guess is I have run with a migraine about 80-100 times. The running actually helps with the pain, but it comes right back after I stop
I have run over 2,000 miles in a year twice (that I tracked) and my guess is about 9,000 miles in total
I have run with a fever (cold/flu) about a dozen times.
Ran with a broken hand and cast for 6 weeks. Ran with a broken hand and no cast for one day. Also ran a marathon during this time (against the opinion of my Dr)
Ran before a surgery on broken hand (above) and then again 24 hours later with a numb arm after the surgery.
The best runs during this period were those runs on vacation in new areas. Going someplace you have never been before and waking up before the rest of the world and seeing "everything". Here are some of my most vivid memories
Historic Anacostia - Waking up early enough that it is just me and a few remaining drug dealers left on the street. As a white male in a predominately black neighborhood, the number of times I heard someone mention the cops when I was running past was very humerous.
Vegas strip - Similar to Anacostia, but with prostitutes. At 5am you tend to see a lot of women walking out of the casinos by themselves. They are all dressed well, and are carrying handbags with high heel shoes sticking out of the top of the bags
Salzburg Austria - had the opportunity to run through the hills and see sheep wandering around
Munich Germany - Outside of Munich had the opportunity to run through a few small villages and talk to a few locals that early. Also found a cemetery that overlooked three different villages. It was a spectacular view in a very serene environment
Paris - This is the city I have run the second most miles in. During runs you can go from parks to quaint little streets with bakeries that have been there for hundreds of years. The smell of flowers to flour be prepared. Everything about all of these runs has been spectacular.
NYC - This is the city that I have run most in. This is the only place I have run were I have been overwhelmed with people and distractions. It is one of my favorite places to run for that reason, but not somewhere I could run every day (that is relegated to my rural home in Florida).
Edit to add... Thanks for all the love. So here is a little bit more backstory to this. In my profession (Actuary) we have a professional journal that used to be printed on a bi-monthly basis. Years ago (maybe 2005) they did a feature on an actuary who had a running streak for 40+ years. At the time I was not a runner. But the story has stuck with me. His story was obviously much more extraordinary then mine. I do hope that I could encourage someone to take a similar journey.
[Let's build D100] Ships you might come across in a busy port.
The party has come into a busy port and decide to visit some other ships. Who might they discover, what might they find?
d100 Interesting Ships in a Port
Shani and Aurora's Tent of Two - The two goblin sisters Shani and Aurora sail providing services to port settlements. Shani claims to be a seer and charges 60gp for a "reading" of the future (she is not). Aurora 'The useful one' provides the service of casting identify for 20gp. She may also agree to sell some of her extensive library if offered the right price. [dweeb_bush]
The Bones Brothers - The bones brothers are a travelling group of jolly bards. As their name suggests they are animated skeletons. Jimbo-double bass, Timbo-guitar, Limbo-vocals, Dimbo-marimba and Franky-drums. They are very hospitable and put on a show for anyone who comes and visits them! [dweeb_bush]
The Lovers - A small nondescript boat lies just off the dock. The is no sign of activity on board apart from the dock inspector who is trying to find out who's boat it is. The truth is the owners of the boat died ten days ago and the boat has miraculously drifted safely into port. on a successful DC 10 investigation or perception check the party members discover two young male elves cowering in the cannonball chest. When the lid is lifted they start begging for their life. If pressed they reveal that the crew was attacked by sirens, the majority of the crew succomed to the siren's calls however the two young boys, deeply infatuated with each other did not care for their temptation. They ran out of food last night and thought they were surely doomed! [dweeb_bush]
The Crows - A large black boat rests in port, neatly secured off one of the more expensive jettys. The most defining feature of the boat is that it is bustling with activity, not by humanoids but 3d12 black ravens. One wears a small captains hat and appears to undersatnd the party. If the party casts speak with animals they discover that the crows were awakened through a series of trials on a new spell aimed to mass awaken a group of creatures. The crows have varying degrees of intelligence and are all chaotic neutral alligned. The crows rebelled from, Hignory Flip, the wizard running the trials on a small island about 2 days sail from the port, and stole his ship. [dweeb_bush]
Captain Redbeak! - A suspicious longship hovers low on the water. There is a steady stream of humanoids entering the covered boat and leaving a few minutes later with a small package. The ship belongs to Captain Redbeak, a feirce pirate captain who runs a drug trade: the drug in question is a relatively cheap drug called "Peak Water" and is collected dew from mountaintops, it gives the user a high that lasts 1d4 hours and gives the user a d4 of bardic inspiration. It costs 10gp per hit. The ship is manned by 2d6 Bandits, and if threatened or reported they will attempt to kill the party in defence of their lives. [dweeb_bush]
Crazy Mr McGee - A delerious man stands warding off the dock guards with what looks like a loaded blunderbus. He's yelling about his notorious reputation as a savage pirate and keeps claiming they have come to "Take away my princess". The princess he's referring to is his boat- he imagines that it is a glourious gallion but in reality it's just a rowboat. If the party manage to subdue the man the dock guards thank them and offer to buy them a drink later that night in the tavern. [dweeb_bush]
A Con??? - The players are drawn to a commotion hidden behind a crowd of people. A large goliath (Manneo) seems to have taken a small dwarf (Skalgrouth) hostage and is threatening to slit his throat if the dock guard do not meet his demands "I'll bloody well kill 'im if you don't give me what I want: 100gp worth of rubies and free passage out of this shit hole!". In reality the goliath and dwarf are working together pulling off this stunt at various ports in the area, so far, to great success! [dweeb_bush]
The Rat's Den - The players follow a stream of rats on board a decrepid looking riverfairing vessel. When they make cross into the canvassed interior they see an old kobold playing the pipes, he seems to be a rat-catcher. If the party interrupt him in his ritual he turns the a swarm of rats against the party and runs off into the port. [dweeb_bush]
Seeking Refuge - A smallish sloop titled 'The Diamond Endeavour' pulls into port, it's sinking and fast! A crew member (Emery Green) jumps onto the dockside and is yelling for help. The vessel was struck by a great storm while at sea and they sustained damage when they brushed by a reef. Luckily they werent wrecked but unluckily they could not repair all the damage with materials on board. They've been bailing for hours and can no longer bail as fast as the ship is filling up with water! If the characters wish to help they can make a DC 13 group athletics check to bail enough water to stop the crew from having to jump ship and leave it to sink. If the players are successful Emery thanks them profusely and offers them a map to a shipwreck they were on the way to dive at before the storm hit them. "It's rumoured that this is the wreck of the old pirate lord, Feather Toothed Bill's ship and may hold riches beyond imagine!" [dweeb_bush]
The Gilded Sail - A group of merchants, all of various races, each offering unique, and expensive, magical trinkets. True to their name, their sail is actually a thin sheet of gold, and the rest of their ship is covered in valuable metals and gems. It’s also very well armed, as are the merchants aboard. Keep an eye on the rogue when this one’s around. [Dragon_Overlord]
The Patchwork - A large ship which seems to have been destroyed and repaired numerous times with whatever material the crew had, from birch wood to copper metal to even welded armor and weapons. Speaking of the crew, they appear to be a mishmash of Kenku, Kobold, Halfling, and the occasional Tabaxi and Goblin. The captain appears to be a raccoon by the name of Majos, which, if your party stumbles upon the question of why and how a raccoon is a ship captain, she would respond with “a salty mage who didn’t know how to win a simple game of cards had a tantrum.” She would then offer the party a game of cards in which if the party beats Majos, she rewards the party a hefty sum of 100 GP, and if any party member is any of the races listed above, she rewards an additional magic item (DM’s choice) and offers a position to the party member for them to join her crew. Accept and the party is taken to an additional encounter to an island for treasure. Decline is acceptable and Majos would accept any favor from the party. [SpyroAndToothless]
The Feyr Winds - An elegant ship that carries goods and treasures from far off Elven lands run by a mixture of elven and faerie creatures. Their most illustrious goods are fruits that can do many things such as heal wounds, cure poisons, or even granting stat bonuses for a minute! (Vendor: Fruits are magical and can take on the effect of any potion you want.) [OSpiderBox]
Gnasher's Maw - A tribal-ized longship driven by a "merry" band of lizard folk. They obviously don't understand personal space or social norms, and are seeking people to help them with a Giant problem. (Hook: if your party is having downtime while they look for their next quest, this could be that hook they need.) [OSpiderBox]
The Esteemed Steamboat - Artificers run this marvel of steam engineering. However... it's currently in a state of disrepair. Looks like heavy damage from some monstrosity. While they're extremely proficient in fixing it, they have no money and are looking for work to pay for supplies. (Allies: party could hire some of them for an upcoming task/adventure, or even offer to fund the repairs in exchange for favopassage.) [OSpiderBox]
The Mainstream (You’ll never need a bigger boat!) - A casino cruise ship featuring a large game room, several bars, comfortable rooms, a pool and a hot tub fueled by a continual flame spell. It is captained by a tall, brown scaled lizardfolk woman named Kepesk. The dealers are kenku bards repeating rules and barking (“Step right up, try you’re luck at the Wheel of the Goddess of Fortune!”) There is also a large vault of gold on board, guarded by lizardfolk soldiers. One particular patron is looking for a few helping hands for a bit of a caper now that he knows the guards patrol schedules. [spiff2]
Rocinante - A relatively fancy and expensive ship being up kept by the Quijano family and their servants. The last living member of the family is a young man, obsessed with swords and thirst for adventure. He agrees to let the team borrow the ship, in exchange for him coming with them on their adventures to wherever they’re going. [DrFishPhd]
Deep Blue - In a corner of the harbour, a seemingly empty ship. Sails are neatly furled, crew seems to have left the ship mere hours ago. On the deck, small openings allows the visitor to enter the hold, in it, some barrels, hammocks. Beside one of the hammock, a book, quite old, written in an old version of Common language.In the middle of the hold, some blankets cover a group of trunks, under these trunks, another opening ... leading to another hold. In this hold, vessels, old fashioned lanterns, and some parchment written in ancient language. At the bottom of a bulkhead, an opening, some stairs gong down in another hold.Wood seems ancient, and strange figures are carved into the wooden parts of the boats. Some ancient runes are covering pillars. In the middle of the hold, a panel with nails made of some unknown metal, once open, stairs going down in the dark. From the shadows, the noise of little splaches. [doctor_providence]
The Mosquito - Run by a crew of githyanki pirates. What seems like a normal battle vessel, once on the open ocean, the sails begin turning outward and suddenly the ship begins gliding above the waters surface at fast speeds. [GladiatorJustin]
The C.H.U.D.- The Shell of a massive deceased Dragonturtle floats next to the dock, it’s ends sealed by mechanical claws, and a viewport fitted into the front. The C.H.U.D. (Chelonian Hammerworked Underwater Dirigible) was designed by the Gnomish Inventor Hector Copperspark. Crewed by gnomes and halflings as they are the only ones small enough to man the complex machinery crammed into the turtle shell, the C.H.U.D. is a mercenary vessel that hires out to perform naval attacks. Hector just got a lead on a new job, and he needs some muscle to pull it off... [Lakandalwa]
The Temple - A ship that serves as a mobile temple to a water deity. It goes from port to port to carry services. [SMGB_NeonYoshi]
Cloudscraper - One of the gems of the Romish Empire's formidable fleet, the Cloudscraper is a powerful warship specially constructed for defeating sea monstrosities of all kinds. Developed after the Queen's late husband was killed by an island feeder (colossal sea beasts known for swallowing swaths of land whole), this vessel with an imposing tower-like bridge is loaded up with all types of harpoons, cannons, and magical armor. Some even say that, thanks to a powerful magical engine, the top half of the ship can separate from the brig to chase after flying beasts attempting to get away. With how famous it is, plenty of townsfolk are eager to get a look at the shining bronze beast of a boat. But what's it doing here of all places? [MildlyConcernedGhost]
The Wistful Wanderer - A small sloop with a single cabin in the middle of the deck. A skilled observer might note that the sails and rigging as well as the rudder occasional shift to right the ship or tighten and secure themselves more. The cabin is actually permanently enchanted with a Mordenkainen’s Magnificent mansion and the ship is handled by a permanent crew of 20 unseen servants. It is owned by the Wandering Wizard Wesley Wrycroft. He sails the world at his leisure, seeking trade for scrolls and arcane artifacts. He also regularly hires adventurers to gather difficult to reach artifacts from unworthy hands whenever he finds a lead on the location of such a relic. [Lakandalawa]
The Magic Brawler - A merchant ship with a very strong looking captain comes to port. If the party chooses to look at their items the captain will challenge the party to an arm wrestling match. Beating a DC 20 strength check will award the party one minor magic item from the captain's personal stash, and beating a DC 25 strength check will award a magic item of the DMs choosing. [TheInstitute4]
The Friend Ship - A comfortable looking wooden ship full of people just hanging out on the deck. While aboard this ship you find yourself under the effects of the Charm Person spell to make everyone friendly with each other. [Stormkiko]
The Dragon Ship - Captained by a Dragonborn with a dragon head on the prow, this ship is a merchant vessel crewed by a muscular Dragonborn who sits on the deck smoking a long pipe. The ship has put down for repairs after grazing a rock which tore a few holes in the starboard side. [AndreTheSalty]
Kender - A rag tag ship filled with swashbuckling Kender. The ship looks like it was made from bits and pieces of many different ships.The Kender are very drunk and have no idea how they got to this port. [Slainlion]
The Poor Captain - A ship that looks broken and near sinking, in truth it's one of the most armed ship on the seas. It uses help calls or just their non threatening look to lure ships close so that they can attack them. [DungeonsAndScouts]
The Fisticuffs- A medium sized rowdy ship sits a little way out from the dock. The ship has two massive hands stemming from the hulls on long mechanical arms. The hands have an AC of 25, a damage threshold of 5, and 30 health each. They ship can leave the water and "walk" on the hands. The ship is primarily a combat ship and is crewed by a band of mischevious gnome tinkerers. In addition to attacking (+10 to hit: 4d6 + 8 bludgeoning damage) the hands can also cast Bigby's hand once per day. [dweeb_bush]
The Grain Barge - A large barge with a dirt floor and wheat growing. A single old man lives on the barge, and sells wheat for 2 pountds per copper piece. In the hull of the barge, accessible only by a trapdoor in the old man's shack, is a large pile of carrots. [serious_tabaxi]
Sea Rot - A large gallion speeds into port with a yellow flag raised. As soon as they dock and have paid the docking fee the captain, a large half-orc woman called Mishka, starts calling for help! She reveals that over half of her crew has contracted a strange plague and she fears for her life. She came to port to seek medical assisstance but fears she is infected so dares not go ashore.The plague - Sea Rot - Is highly contagious and air-borne: if a creature comes within 5ft. of an infected creature they must succeed on a DC 17 Constitution save or become infected themself, symptoms take 1d10 days to manifest. The symptoms of Sea Rot are gruesome, starting with the extremities of the body, the body starts depositing water in cytoplasm-like sacks. At the end of every long rest the creature takes 2d6 cold damage and must succeed on a DC 13 Constitution save or suffer 1 permanent constitution damage, the infected creature also has disadvantage on strength and dexterity checks. It can only be cured by magical means that remove a disease.If the party fetches help she rewards them with a small favour and a pouch full of gemstones worth 50gp, in addition, if the party can cure the 20 crew members and contain the plague she offers them passage anywhere, offers an additional 100gp, and her cutlass- a +1 scimmitar that also increases the holder's charisma by 2 while holding it. [dweeb_bush]
Grok's Galley - A medium-sized ship piloted by a Tortle named Grok(He Understands Things)11. The ship is a 2 sailed vessel with few cannons and other wartime mechanisms on them. The crew is very resilient and full of ragtag non-humaniods. Gnolls, Dragonborn, Ratfolk etc.He's about to set sail back home as he's heard of this group of ratfolk that are trying to overthrow the government in his home town. [VKilledTInternet]
The Abigail - An old warship thought to be lost that had been renovated and turned into an inn. It’s run by two very attractive siblings, who turn out to be sirens and one night, they take the boat out to the sea and eat all the passengers. [TardyTortoise]
The Comfort - This massive galleon is an independent freebooter that refuses to pay allegiance to any nation or city. Housing a collection of skilled healers and clerics, the Comfort sails to areas struck by famine, plague, and war, providing healing to whomever requests it. The sailors aboard the vessel have all sworn the same oath, to defend the healers and their patients with their lives no matter the cost.While the Comfort usually is accepted at any port, it sometimes comes under attack when it travels to war torn regions and as such is well equipped to defend itself should it come under attack. [Lakandalawa]
Arabian Traders - An exotic merchant vessel filled with silks, spices, and strange spirits is disembarking. A dashing arabian prince asks basic questions about the city, potentially becoming enamored with one of the party members. He is rich and slightly crazy, and believes anything can be bought for a price. This gets him into trouble when he tries to buy someone's hand in marriage to add to his collection of luxuries and many wives back in his home port. [jfractal]
Deep Sea Scavengar - Salty, untrustworthy sailors (who look like pirates) are disembarking/unloading from their latest voyage. They have been at sea for months, and haven't seen a woman in that long - they openly hit on and jeer at any females in the group with a CHA score of 11 or higher. One sailor tells a fanciful story about sirens that they encountered on their voyage, killing 3 of their men (it's hard to tell if they are serious or not). [jfractal]
His majesty's secret - A heavily outfitted, small warship is in a secret mission from the king. Heavily armed/armored guards stand watch over the docks, turning away everyone, and refusing to divulge their purpose here. [jfractal]
Smallminded Yokels - A small, local fishing vessel filled with xenophobic, small-minded fisherman. The make disparaging remarks about any non-humans if approached. If the party gives them lip, they will get jumped by the crew the next time they wander the harbor at night. [jfractal]
Mussel's Mate - A large fishing vessel that has seen it's better days. Rigging is in tatters, masts are spliced together, mismatched patchworks sails. Oddly enough the captains quarters are extremely well apportioned not at all like the rest of the ship. [hamlet_d]
The Wayward Lady - This ship has an all female crew. The species on board are the outcasts from different lands. They serve as a place for any who are lost to have a home, though men don't tend to stay for long for some reason. After a successful DC 20 insight check it can be found that men on board the ship for 4 months become women. [42firehawk]
The Gypsy - On the deck is what appears to be a stage where beautiful female dancers perform to music provided by a small band of bards. One of the dancers, who is known as the Storyteller, tells stories through song as the rest of the dancers provide her the visuals/backup dancing. Her voice is noticeably quite low for a woman, but is very enchanting nonetheless. An insight check with a DC20 will reveal that all of the performers are cross-dressing men. [Crystalized13]
The Stable - A ship of decent size that carries horses (or any other kind of mount in your game) from port to port and sells them at a decent price to tired and/or injured travelers. It is crewed by a family of six (mother is the captain, father, three sons, three daughters) and a few extras the gathered along their journey, namely; a nice old man who wants to see the world, a young woman with a fiery attitude and an obvious crush on one of the party members, a muscular Dragonborn who has obviously seen some action who now tends to the horses, a bard who offers entertainment to the crew on board and is particularly liked by the children, a mute Druid who helps the horses and is good friends with the Dragonborn (who interprets their sign), and an ex-pirate who loves the sea but wishes to leave their past behind them. [Crystalized13]
The Penny Bucket - The penny bucket is barely a ship. It's looks like a wash-bucket with a wooden T nailed to it and has a large white shirt as a sale. As far as you can tell there's no way to steer, its an utter mystery to you how it ended up in port, let alone why the dock authority would charge it to dock. When you peer inside the bucket you see a small red pseudodragon peacefully sleeping on it's hoard, which consists of 3pp, 16gp, 103sp, and 56cp, 6 rubies worth 30gp, and a dusty diamond worth 300gp , and a small magical trinket of the DM's choice. If woken up the Pseudodragon wakes up and fiercely snarls , cowering, and protecting its stuff. The dragon will trade any of the items in its hoard if the adventurers offer something of value, or a large amount of food. If the party wants to adopt the dragon along with it's hoard it may be won over with gifts and a DC18 animal handling check. [dweeb_bush]
The Crafty Raft - A makeshift raft has floated down the coast and slammed into the dock. There is no one on board and it appears to be unmanned. There is a note fixed to the mast with a tiny butterknife. The note has directions, "at the lightning stump follow the stream and rescue us". The raft, and attached note were made by crafty goblins attempting to lure creatures down the coast right into a trap. The goblins have made finding their hideout incredibly easy. With a DC 5 nature (tracking) check the party can find the tree and follow it down to the river. The real trap is a series of pitfall traps cleverly hidden in and around the stream. If the adventurers continue along the stream they must succeed on a DC18 Perception check to avoid it and must succeed on a DC14 Dexterity save or fall 10ft. into spikes and take 1d6 bludgeoning damage and 2d6 piercing damage. They are then accosted by 2d4 goblins. [dweeb_bush]
The Illusory Boat - Moored in the port is a huge gleaming golden pirate ship, there must be at least 50 richly dressed halflings manning it. There's a long gangplank extending to the dock. Suddenly there's the noise of several cannons firing off. The guards rush over to the ship, fearing that they are attacking the port. They scream at the ship- "come down here and speak to us you cowards, we can't board your ship without permission but we will call the town guard!" A voice calls from the ship yelling insults at the guards aiming to infuriate them till they board the boat. If any one steps on the gangplank they must succeed on a DC 14 Dexterity save or fall into the water, as they do the ship dissapears and it's revealed that the entire ship is a major illusion cast by three giggling wizards who run away from one of the neighboring piers. [dweeb_bush]
The Question - There's a metallic ship floating in the water. From it you hear loud beeping, chirping, and whirring noises coming from it and it's attracted a large crowd of 3d10 townsfolk, who are fearfully inspecting the ship. As you approach closer you begin to hear a voice in all the artificial noises. You hear it asking thousands of questions, in thousands of voices: "who am I?", "why am I here?", "What's that ugly thing over there?", "what is the meaning to life", "Why are there people watching me?", and other creepy remarks that give the idea that the ship is conscious and scared. When the adventurers look into the boat they see a blinking green, light with a swirling marbled texture on it. The light turns red and starts asking questions very specific to the party. Before long it begins speaking in tongues and a flash of blinding light appears. The adventurers make a DC13 constitution save. On a failed save they are blinded for a minute and take 4d4 psychic damage or half as much on a successful save. When the adventurers look again the ship is gone and there is just a small gemstone floating in the water, whispering to the party in tongues that are unintelligible. [dweeb_bush]
The mistake -A small boat that seems to have been renamed fairly recently. The - ake part of the name is in a different calligraphy and color from the rest of the name [Ido97]
The Barnacle - An old weathered gun-ship bearing it's scars from many a battle, but nevertheless being no worse for the wear. Built strong from some ancient hardwoods and it has been well maintained to the best a ship of that age could be. The crew is a rowdy bunch of salty Dawgs that work as hard as they play...and they fight even harder. They may squabble amongst themselves, but don't you dare mess with or insult one of their brotherhood. They have come to port ready to sell their wares, collect their bounty and spend it irresponsibly. All so they can find their next mission and do it all over again. [gothic03]
The Bauntoo - A strange ramshackle ship occupied by amphibious humanoids that spend near their entire lives out at sea, trade in weird cool stuff they've found deep diving into cool underwater locations like ocean ruins, and wont be at port for long. [Swerve-Bro]
The Leviathan - A huge ship listing hard to one side, its mast broken halfway up and the sails drooping to the deck. All of the wood is dark brown, slimy and rotting out. It looks like someone pulled a shipwreck from the bottom of the sea and it remained afloat by some miracle. If the party inspects the ship, they will find it has already been thoroughly looted and all that remains of the crew are skeletons. (Whether the skeletons are animated or not is up to you). The dock guards will tell you that a huge fog rolled in last night and this ship was there when the fog lifted. [painterinsomniac]
The Menagerie - A decent sized merchant ship, this one is run by all sorts of different creatures though none are humanoid. This ship was originally a travelling circus showing off all manner of awakened animals who were kept captive. The animals are quite amiable and will offer carry passengers in exchange for assistance selling their goods in markets. [painterinsomniac]
The Coffin - A casket-shaped ship that contains the body of a 21-ft giant. The top of the casket has been fitted with sails and rigging and is manned by a crew of humans who tell the party that the giant hired them before his death. He always wanted to sail around the world, so half of all his treasures would be given to the crew who sailed him around the world. The money is to be awarded upon the crews return to the giant's family home, and the crew must have an artefact from each land to prove their voyage complete to the family and get their loot. Of course, the crew isn't bothering with actually sailing around the world - they're content to just make port for a year and trade people for ancestral trinkets so they can return to the land of giants in a year and take their massive loot. They've been given a hefty advance to cover the cost of their long voyage, so money is no object. Adventurers can sell their items if the item is from a distinct background (eg a Dwarven Warhammer, an Elven scroll of healing, etc). [Anceaus]
The Lighthouse - This ship is captained by a young cowardly wizard and an equally nervous-looking crew of young human men. Atop the central mast is a large lighthouse light, which the owner uses to keep other ships far away from him while at sea so as to avoid any trouble. If approached, the captain will immediately begin grovelling and handing over loot at the sight of the party's weapons, offering them any onboard services he can think of for his crew to do for them (shoeshines, blade sharpening, armour mending).Turns out it's all an act - the captain is actually a conniving trickster who transports and deals in Light Blue Light, a magical drug that induces paranoia/twitchy behaviour but grants a 1d6 bonus to Strength for a period of 1 hour. [Anceaus]
The Nest - A vaguely ship-shaped bramble of collected branches and tar, this vessel doesn't look like it should even float, much less sail. It's run completely by Kenku's. They love to collect shiny objects and every nook and cranny of the nest is filled with glittering pieces of treasure and trinkets, among which are a range of magical items.Anything can be bought for a price, but what they especially want is for the adventurers to help them get a shiny old chalice that they've spotted beneath the waters of the harbour - they aren't big swimmers. [Anceaus]
The Half-Pint - An average looking, 2nd-rate ship run exclusively by halflings and gnomes. The crew are rolling a large number of barrels off the ship. A DC 13 Investigation Check will uncover that the Half-Pint has almost twice as many decks as a regular ship of that size and the diminutive crew use the extra space to smuggle illegal magical ale that has explosive side effects. If approached, the first mate (a scruffy gnome named Sebastiano who trusts people a little too easily considering his trade) will ask the party if they are 'for hire' or just want a cask.If the party is looking to buy, refer to the http://dndspeak.com/2017/12/100-random-potion-effects/ to determine what effect their beer has.If they're interested in the job, he would have them guard a supply wagon transporting contraband IPA to an old wizard who lives in an ivory tower in the nearby forest for a sum of 25gp each. What the party doesn't know is that the wizard is in the process of transitioning into a Lich, and the beer is the magical conduit by which he has been transforming. The wizard has the stats of a Revenant if the party chooses to fight him. If an unconscious creature drinks the illegal beer, they will be revived and become Undead. [Anceaus]
The "Blu Moon" - A two masted Caravel. An ocean going merchant ship, that has recently been damaged by pirates, but escaped because they dumped all cargo overboard. The ship is being repaired and expected to be ready in two days. The captain, Quintus "Full" Moon, already has agreed to transport 24 bales of dyed fabric to [INSERT DESTINATION] but is now looking for some more cargo for the same destination. The rest of the crew is: first mate Eldan Wind (m half-elf), bosun Karrla (f half-orc), helmsman Olfie Re (f half-elf), cook Carlin Zwiet (f gnome), and four human sailors: Frenk(m), Ra(f), Tjoris(m) en Huub(m). Huub is a 12 year old boy on his first trip. [Jeeve65]
The Leatherback - A merchant ship from a faraway land. It is made of a beautiful reddish wood and adorned with many colorful flags. About half the crew is made up of tortles and the other half consists of various other races they picked up on their travels. They are very friendly people and will happily buy you a drink or two in exchange for stories of your adventures or of the places and cultures you’ve experienced. If they take a liking to you they're even willing to give you free passage to wherever you'd like to travel... as long as that place happens to be the next port along their voyage. [TheMightyLoaf]
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With Rey and Luke, we see Rey go through training; tossing a heavy branch into the air and letting it fall so she can slice it apart with her lightsaber, running a training course through the trees and ponds, learning to swim, and sparring with other young Jedi, but it beaten by one, simply stunned as the lightsabers are on a lower setting when sparring. Katooni and Huyang are impressed, but Luke remains cryptic. Huyang speaks with Luke about his fear, the droid tells Luke that fear is natural and something every Jedi must overcome, often more than once. Rey walks off and finds herself in front of the Great Tree and wanders in, finding ancient Sacred Texts that detail the history of the Jedi as well as a Piece of the Life Force Conduit. She also finds artwork of three Mysterious Figures that intrigue her, feeling something eerily familiar about the dark one. Luke catches her but is not angry. She asks Luke about her findings and he tells her that that the relic is simply an ancient artifact from the first Jedi-Sith war and that she will discover who the painted figures are very soon. Rey says the dark one feels familiar and Luke says "He should. You've met him." Luke goes off to be on his own in the cliff-root overlooking the sea and is joined by Yoda's Force Ghost, who tells Luke that he cannot protect Rey from the truth for much longer, and Luke sadly admits he's right and remarks he now understands how Yoda and Obi-Wan felt and why they tried to hide the truth from him. Anakin's ghost appears and admits he's failed to reason with Jacen,and that Rey must be prepared to face him soon. Luke swears to do all he can to face the coming confrontation. Snoke's ship arrives over Felucia and after having Caedus sense her, they land on the planet. They are attacked by the Jungle Felucian Warriors, but the natives are no match for Caedus, the Praetorian Guards or the Dark Troopers. Shaak Ti, riding a Bull Rancor, attacks. Caedus takes on the fierce beast and manages to kill it before confronting Shaak Ti, remembering her from before Snoke. Snoke is attacked by some warriors, but he easily kills them all, seemingly sucking their life force out. Shaak Ti tells Caedus he can turn away from the Dark Side, she once thought Anakin was beyond redemption, but his betrayal of the Emperor showed that everyone is capable of love and compassion, which infuriates Caedus. They fight, observed by Snoke and the Praetorian Guards. Maris comes out of hiding and tries to help, but Caedus manages to fight them both off. Shaak Ti tries to reason with Caedus, saying 'No matter what Anakin did, his intentions were for love, his family, fo those he loved. What do you fight for, boy?'. Caedus cuts down a bizarre alien tree, pinning Maris under the branches while fighting Shaak Ti up a huge alien tree. She shouts for Maris to run as she destroys Caedus' mask, only for him to stab her in the chest. She scolds him as she dies, 'Foolish boy...you may not be a Sith yet, but Snoke will betray you just as Palpatine betrayed his pawns...' She then lets herself fall into a dark pit, becoming one with the Force. Maris tries to get away but is captured by the Praetorian Guards and is tortured by Snoke and Caedus until she gives up the location of the first part of the Conduit and is then taken prisoner. Snoke and Caedus seize it and head for Mustafar. At the Hosnian Prime, Leia, Holdo, Fet'lya, Statura and the Jedi settle the alliance with Viscount Vane and the other representatives of other worlds. Leia hopes this will encourage other neutral worlds to stand up to the New Order and join the Republic in the war effort and she and her cohorts see their new allies off. Starstone and K'Kruhk discover C.J. and Amber have joined Black Squadron in the outskirts of the city, in one of the canyons, to help deal with a fire that broke out and are proud of their Padawan's initiative. Above the worlds, Ackbar watches their new allies take leave, just as about 20 New Order ships, including the Finalizer, emerge from Hyperspace, spewing out dozens of ships, landing craft, Tie Fighters, Blitz Fighters and many other such craft. Shocked, but on guard, Ackbar orders all ships to move into defensive positions and send out attack craft, but they cannot prevent numerous landing craft and attack ships from getting through, so Ackbar quickly warns those on the ground. C.J., Amber and Black Squadron return to the city in time as heavy lasers begin bombarding the planet surface and ships carpet bomb the city and the area around it. 3PO declares that the shields can hold, but the readings from Admiral Ackbar suggest they could be outnumbered. Leia and Fet'lya take charge, ordering the city control center to announce all citizens to seek shelter and to TRANSFORM the city. Fet'yla orders Holdo to return to her ship to help Ackbar fight the battle in space, but Leia points out that it's too dangerous to travel with all the ships in the sky. Fet'lya agrees and orders all ships to remain grounded until he gives the word. As the New Order ships approach, with the Sith Knight's Personal Starfighters leading the attack, with shuttles and craft carying walkers close behind. One is blasted and the ramp opens, with Phasma leading Jet Troopers and Dark Troopers out into the air via JET PACKS as the ship goes down, but Phasma bravely leads the charge, with ships and flying troops covering the sky. Leia watches the oncoming swarm of enemies as the transformation is complete and the city is now a massive armored fortress with tons of guns firing on the invaders. Fet'lya goes to a console and activates the 'Dazzler Gas Cloud', vents pour out intense streams of burning gas into the air, harmless but shining brightly, overwhelming the vision of the New Order attack craft and causing some to crash in the air or forced to head lower or get out of the way. The Republic Forces take advantage of this, with troops using rockets to damage the ships while others shoot down New Order flying troops or get blasted in return. Leia, 3PO and Holdo take refuge inside as the Jedi help fight off the invaders and Black Squadron take out attackers trying to get inside the city. Leia orders 3PO to go to Connix and send out a distress signal to their allies before the New Order can cut off their communications. Outside, some of the Sith Knights; Kylo Ren, Talon, Ca'dlek, Ochil, Valorum and Trudge all let their droids pilot their ships and drop out into the city, cutting down soldiers and trying to break into the city as heavy armor plating seals off most of the entrances. Kylo Ren and Trudge attack the Jedi, who bravely duel the attackers, with C.J. and Amber being held back by their seniors who duel the Sith pretenders, with K'Kruhk using the Force to lift a pillar to pin Trudge and some troopers down. Talon joins the attack and tries to seduce C.J. before Starstone interrupts and fights the Twi'lek with her Padawan, and Talon proves herself to be a fierce fighter. Statura takes command of the turrets, which open fire on the invaders, blasting some of them down. One ship lands but as the Stormtroopers attack, they are blown away as their ship explodes, but those who survive engage with the Republic soldiers. Holdo gets on her shuttle with D'Arcy and takes off after saying goodbye to Leia. Their ship manages to get through the gas cloud and into the atmosphere. Phasma, after taking out snipers, demands the Sith Knights to get rid of the gas. Kylo Ren agrees and orders the Knights to withdraw from the Jedi, and after escaping they use the Force together to disperse the gas from the sky Black Squadron are mortified by the clearing of the gas, as now the enemy ships have clear shots and can avoid the turrets and they are attacked by the Dark Troopers, but are rescued by the Jedi. Starstone tells the pilots to get to their ships and get into the sky. More ships land with more New Order troops pouring out and attacking. Phasma, Ca'dlek and Ochil attack with more Dark Troopers, the Jedi fight and Phasma is blown away by Nien Nunb with a grenade launcher, but her special armor protects her as Black Squadron gets away, while C.J. and Amber escort the civilians to safety, and along the way they use damaged Speeders to smash into Siege Troopers and Dark Troopers and cut down Exterminator Droids. We see Valorum have the chance to get inside the city and kill civilians, but he lets them go. Meanwhile 3PO and Leia, nearing the city command tower, are informed by Connix that they're being jammed, they can communicate with their ships surrounding the planet but can't communicate with the other planets or beyond, they're essentially cut off unless one of their ships can get beyond the jamming field. They enter the command room where General Idrosian Gawat has held command thus far and welcomes them. They oversee the battle, bidding Black Squadron good luck as they and a plethora of other ships take off and engage the enemy ships or go up into the atmosphere. Below, the city comes under fire by AT-M6s and Crawler Walkers, with armies of Siege Troopers, Stormtroopers, Dark Troopers, Exterminator Droids and Yinchorri Warriors attack, met by Borsk Fet'lya leading legions of Republic Troops with their own vehicles such as tanks, heavy speeders and even newly designed versions of Droidekas. Up above, Holdo's shuttle is attacked and pursued by a Blitz Fighter, which lands some hits on the small craft, but with help from Republic fighters the shuttle lands on Holdo's new capital ship while Ackbar communicates with Hux who commands the assault on board the Finalizer. Ackbar scolds Hux for a brave but foolhardy attack that will only result in a violent stalemate. Hux admits that is a likely outcome, but offers Ackbar the chance to stand down, promising he will treat them fairly, unlike the Imperials of old. Ackbar tells Hux to go to hell and he will not let the Empire rise under a different name and opens fire on the Finalizer, which Hux furiously returns, devastating several Republic ships. Poe and his team emerge from Hyperspace over Cantonica, a picturesque world of luxury, with floating cruise ships that float off of waterfalls, sports tournaments, casinos, resorts, etc... Getting permission from the strict traffic control, Poe follows Holdo's coordinates and lands the ship in a very small, grungy docking bay on outskirts of Canto Bight, where they are greeted by Den Joln, a streetwise human who has a sketchy air about him but also a sense of experience and that he has been to more worlds than most and has a very bleak view of life. He greets them, telling them Holdo told him of their mission and he will show them the way. He leads them through the underground tunnels, where they chat, Poe asking if he's seen New Order forces on the world and Den confirms that people Holdo has identified as New Order have been spotted recently. Rose is not surprised, seeing as how many of the rich and elite of the galaxy would have much to gain from New Order, though Finn questions what they could have to gain, with Den Joln answering they'd have better tax laws in their favor, cheaper labor, more opportunities for weapons builders, which Poe confirms, but he doubts all the people here would support the New Order, as not everyone is so easily motivated by greed. Den smirks and asks 'You sure about that?'. Finn is intrigued by this as they emerge from the tunnels into the city and Den leads them to a building where Solana, a female Thisspassian and kindly clothes dealer, who gives clothes to the poor of the planet and helps the less fortunate get into the resorts for a short time. Den has her give the group clothes to make them look rich and recognizes the necklace Rose wears from a particular world. Rose admits to Finn she's homesick and wants to be with her family again and Finn sympathizes with her, hoping that his own family is still alive somewhere out there. They get dressed and Den Joln leads them into the city. On board The Knife, Caedus sees to Maris being secured in a gravity-chamber like Obi-Wan was in Episode 2. She calls him a fool for beliving in Snoke and curses him for betraying the Jedi. Caedus says he doesn't care what she thinks and doesn't even know why they're keeping her alive, other than a small spot of darkness within her. Maris tries to warn him, trying to remind him they were once friends and that for all he has done, she doesn't want to see him die as a pawn for Snoke, but he ignores her. He then goes and speaks with Snoke about what the overlord did to the warriors in the jungle and how the act is a dangerous one that must be done carefully, and that the artifacts they're after can help them pull off the act of absorbing life force energy at a much more significant rate. 'The living force is nourishment, the more one consumes the stronger one becomes. To cheat death, to have eternal life, we must take life. Do you wish to know how to harvest the life force of others?' and Caedus wants to be taught how. Snoke asks him if he truly 'Wants to obtain the power of those who came before you and destroy your grandfather's legacy by resurrecting the Sith by taking your place among those who came before you? Perhaps even taking your place in the Force? Or even the Mortis Gods?' Caedus confirms that he does. Snoke proclaims that with the power they can achieve with the artifact, they can rule the galaxy without armies or fleets or weapons, and asks if Caedus wants that and he confirms that he does again, though hesitantly. Snoke smirks and notes that Caedus fears the possibility of death, that he fears the frailty of human life and bodies, but promises him that with their power, they will transcend the ages and Caedus may one day eclipse Vader as the most powerful force wielder the galaxy has ever known. Caedus remarks he will be the strongest of the Sith, but Snoke says 'You call yourself a Sith? You are a pretender. The Sith were fearless, unrepentant, remorseless. You are very scared. You are haunted by the past...your family and your actions.' Caedus snaps, saying he regrets nothing, but Snoke can tell that deep down, he does have regrets and that until he severs himself from the past, he will be doomed to the same fate as Vader, to abandon true greatness and power, eternal glory for a thing as foolish as love. Caedus says he will do everything to make sure that never comes to be, he will destroy the past, kill it if he has to. Snoke grins. Rey and Luke sense this, with Luke knowing that Caedus is about to go down a darker and more dangerous path than before. He doesn't know the details but Rey, having heard fragments of the conversation, tells Luke about harvesting life force, which Luke is horrified by. Rey asks Luke why she can sense this better than he can and Luke admits she had a strong bond with Jacen before he turned to the dark side, when two force wielders are related they can feel each other stronger than most especially when they have a strong bond, he had one with Leia but he severed it to conceal himself, but they have reconnected. Rey asks to know more about her past relationship with Jacen Solo when they are interrupted by R2-D2. Luke says that some pirates are attacking the neighboring islands. Rey looks out and sees a fire in the distance, Rey demands they go help, but Luke thinks that it is too risky, as the pirates could get away and reveal their location to the New Order. Disobeying him, she runs off and pilots a boat with another young Jedi. Rey sails across the rough seas and lands, running to the flames only to be surprised by a party of the Lanai Sisters with bonfires. She is confused as Luke, Katooni, R2, Gungi, Huyang and other Jedi arrive. Rey becomes furious over the trick, but Luke explains that it was a test that she failed, she rushed into things without thinking, as such hastiness cost him his hand and Anakin everything, she must stop and think first. Rey sighs and demands to know the truth about what happens, which Luke agrees to, but first they must have fun, while they can. The father and daughter join in the celebration and Rey lightens up. Obi-Wan and Anakin's ghosts watches, with Anakin saying 'Do you think they'll be all right?', to which Obi-Wan says 'Only time will tell, my friend. The future is what they make of it.' Back on Hosnian Prime, the battle rages, with the New Order troops trying to blast their way into the city, but they cannot make a break, with the Jet Troopers being shot down. Phasma is nearly blasted, but ducks and lets an underling take the blast. Kylo Ren, Valorum and Ochil try to cut their way into the city, only to be met with Droidekas, forcing them away and the entrance is sealed off with ray shields. Phasma demands that they blow their way into the city, as she ducks away from some snipers before killing them. The Yinchorri warriors cut down some Republic troopers and try to force their way into the doorway, only to be blasted away by the turrets from above, while others climb up and destroy the turret, they nearly get in, only to be cut off by the doors closing and some of the aliens in half. Phasma meets up with some Demotroopers, who plant explosives on certain spots for the AT-M6s to hit, causing a massive blast to blow their way in. C.J. and Amber are on the other side, helping to move the wounded, forced to leave the dead behind. C.J. calls for help, so before they can finish setting them up, Borsk Fet'lya leads his elite troops and engage in a intense firefight, forcing Phasma to fight off most of them before flying away and ordering the AT-M6 to fire. Fet'lya and his remaining soldiers retreat, just in time as the AT-M6's fire and they are knocked off their feet by the shock-wave of the explosion. A hole is blown open, so Phasma leads the Siege Troopers and Stormtroopers into the city, but are counted but C.J. and Amber leading soldiers while Leia has power rerouted to seal off that area. The young Jedi fiercly fight back with help from Petro, Ganodi and Zatt, cutting off legs and arms, blocking lasers and forcing Phasma away as the blown open section of the city are sealed off. Ataska leads an intense carpet bombing while also destroying the turrets, but several of her wing-men are blown away by Republic tanks, while others are engaged in intense dogfights, but Ataska's Starfighter wins several dogfights and zips around the city, but a tank with a damaged turrets has a chance to take it out, so K'Kruhk uses the Force to direct the guns and shoot Ataska down, forcing Ataska to bail out. Meanwhile, Leia contacts Holdo, Ackbar and Black Squadron on an encrypted frequency, telling the pilots to get past the communications blackout zone and call to their allies for help. Holdo is busy, but sends some drop ships to distract the New Order. The ships get through the Finalizer defenses, though two of them are destroyed. Those that get in the hangar attack, pouring in and use rockets and thermal detonators to destroy shuttle craft and starfighters, but they are quicklyoverwhelmed and wiped out. Somehow, Hux seems to realize what they're up to and sends multiple Blitz Fighters and Tie Fighters after them. Snap, Kare and Nien Nunb, joined by other pilots, battle the New Order's ship, while Jess and Tallie get outside of jamming range, with Tallie protecting Jess. Jess sends out a signal, while Tallie is attacked by Blitz Fighters, her ship is destroyed, killing her. Jess' ship is hit and she retreats, but her mission is completed. She races through, with ships still on her tail, but she manages to take them out with help from Snap and Kare. Her wings are torn off by G-Forces, but she and her astromech R2-KT, are saved by Snap and Kare, who use cables to harpoon her X-Wing and guide her to a soft landing in a hangar, where she is greeted by 3PO. Leia and Gawat notice Phasma and some of the Sith Knights are moving near the menagerie and Leia improvises a plan and orders them to let them into the menagerie and turn off the lights. Phasma and the Sith Knights notice the doors opening, and while Phasma, Talon and Ca'dlek think it's an obvious trap, but Kylo Ren and Trudge refuse to let such an opportunity slip by, so they lead dozens of troopers into the dark menagerie, going into multiple biomes where they are attacked by a variety of animals, resulting in many troops being devoured or killed or trampled. The Sith Knights and Phasma retreat as a Kryat Dragon bursts out, leading to many animals, including the Vulptex, flooding out into the city. Olee Starstone encounters the same Fleft-Wauf and calms it down before mounting it and riding it into battle, flying and cutting off the wings and guns of ships. Leia watches the chaos intensify and hopes it won't last much longer, Jess and 3PO arrive, the former confirming her message got out, its just a question of who can get here first. They watch as some of the city's defensive guns are blown away by well placed air strikes or fire from the AT-M6's, buildings are blown open as the battle rages on. Meanwhile on Cantonica, Den Joln bribes an Abednedo valet to let them into the top resort in town, where he claims the hub is under. Inside is a true luxury resort with casinos, bars, dancers, singers, spas, gambling, games and races. Finn is impressed by all around him, but Rose has a rather pessimistic view that Den Joln appreciates. Poe notices Jabba's son Rotta the Hutt mingling with a Falleen from the Black Sun Crime Syndicate and a Neimoidian from the New Trade Federation, which confuses Poe since according to Republic spies these guys are supposed to be bitter rivals. Finn surmises that something big must be going on in order for such enemies to all be here at oncs and not trying to kill each other. Finn plays a random game of dice and wind a handsome amount of credits. As they travel through the resort and see various strange sights such as an operatic Harch, Poe recognizes some smugglers Lando has been associated with and quietly tells Finn and Rose about Lando using smugglers to get more weapons and ammo for the Republic, which Den scoffs at. Poe asks Den if he has a problem with the Republic, and the man says he doesn't really care one way or the other for either the Republic or the New Order. He claims there really isn't much of a difference, only minor and superficial differences of philosophy, he claims that he doesn't think anything will ever truly change, which Poe and Finn take issue with, claiming that the Republic are trying to stop the iron grip of a tyrannical regime from ruling the galaxy and letting the free people live in peace, which Den scoffs at as foolish optimism. To make a point he shows the three the races, where rich and poor alike bet on Pod Racers as they race around the city, coast line and forest and the Fathiers, large horse-like creatures that race around tracks. Den points out that people on both sides come to bet on the races, so he feels it means morality or allegiances doesn't really matter compared to one's own will and freedom, which Finn finds a distasteful view. Rose remarks about how her friend used to raise the Fathiers and remembers how Paige used to love riding them. Finn brings up how Rose and her sister escaped a world conquered by the New Order and helped to fight them, they wouldn't need to do that if the New Order and Republic were the same thing, but Den points out that the Republic also let the New Order grow and become a threat, not doing anything until it was too late, because they were too selfish and greedy. The winner of the race is congratulated by Purvile, the strange, eccentric Mikkian owner of the resort who practically rules over the city with his money. Purvile goes down and meets up with General Pryde, telling him the meeting will begin soon. It's twilight on Hosnian Prime, the main wall around the city has been destroyed and Crawler Walkers and the two remaining AT-M6s enter the city, rising up on their hind-legs and crushing the walls. A bridge where rocket gunners and Droidekas fire at them are blasted away as the walkers stomp into the city. Phasma is attacked by an Acklay but manages to kill it before looking up at the command tower and orders the ships to attack. Leia and some of those in the tower manage to escape via the elevator before the top is obliterated. A Sando Aqua Monster attacks one of the AT-M6s and manages to destroy it, though it is killed via a deadly laser blowing through its torso, they fall, crushing those beneath them. As the battle rages, a Rancor and the Kryat Dragon begin to battle for dominance, with the little Vulptex doing its best to avoid being killed. The remaining AT-M6 blasts open an entrance, so Phasma and Kylo Ren lead a charge into the interior of the fortress. Olee Starstone, riding the Fleft-Wauf with K'Kruhk, fly down and attack, cutting down the troops. K'Kruhk jumps off and confronts Kylo Ren, revealing they were once master and apprentice. Kylo Ren savagely attacks and a duel begins, with Amber watching her master fight the Fallen Jedi. When K'Kruhk gains the upper hand, Ochil and Trudge join in the fight so Amber jumps into the fray, helping her master fight them off while Olee Starstone and C.J. duel Talon and Valorum. Up in space, Maz Kanata's ship comes out of hyperspace and Ackbar sends them down to help with the battle in the city. K'Kruhk and Amber are nearly defeated but K'Kruhk attacks fiercely, cutting off Ochil's hand and cutting off Trudge's head, only to be impaled by behind by Kylo Ren, but before he falls he slams him blade into the dark sider, sending him flying down an embankment. Valorum orders Talon and Ochil to retreat, looking back at Amber as she comforts her dying master, Starstone looks at Valorum and sees regret in his eyes. K'Kruhk bids his goodbye to his Padawan and his friends as he becomes one with the Force. Dark Troopers surround the three Jedi, only for Maz's ship to appear, blasting them away. The pirates help the Republic fight as the Rancor and Kryat Dragon kill each other. Starstone leads the Padawans to safety, but Amber stops to get the Vulptex, which was hiding under a ruined tank. They meet up with Fet'lya, who leads them to safety before he rejoins his troops to attack yet again, but he cannot catch the Sith Knights in time as they retreat. Meanwhile Den brings the group down where young stable workers are looking after the Fathiers, they agree to show them a secret way through the resort to the underground chambers in exchange for riches, and Finn uses the money he won to pay them. Den leads them through the tunnels and Maintenance tubes. As they crawl through, Den explains that the most servants on Cantonica are payed criminally low rate due to Purvile's greed so they are easy to bribe. Finn hopes that Purvile is in league with the New Order so they can bring him to justice. The tubes eventually lead them to view an extravagant conference room where Purvile and several members of the Canto Bight elite are meeting with; Rotta the Hutt representing the remaining Hutt Clans, the Black Sun, the New Trade Federation, the new Queen of Zygerrian Slave Traders, Sugi Weapons Dealer, King Parana Blanc of Quarzite, a Yinchorri Warlord, a Trandoshan Warlord, representatives of the Jabiim Independents, a Dug Crime Lord, Eriadu Governors, a Jabolgian Crime Boss, a Weequay Aristocrat, aliens from Byss, and representatives of the Flesh Mongers, Fondor Imperialists and Brentall IV. Pryde arrives, thanking them all for coming. Despite Den's insistence they move before they're noticed, Finn and Poe demand to stay and see what the meeting is about and have BB-8 record it. Pryde reveals this is to finalize and sign a treaty welcoming them all to the New Order, with the Zygerrians bringing slaves to the New Order and Canto Bight, Purvile reveals that they've all been donating or even embezzling funds to the New Order to help them finance their war machines and a top secret weapon, which they are all interested in seeing. Pryde reveals he's been permitted to show them. He tells them that the weapon was designed by Bevel Lemelisk, chief designer of the second Death Star, who presented it to Palpatine after the destruction of the original Death Star. This weapon is a step beyond the Death Star and can destroy multiple planets with multiple deadly beams and activates a massive hologram of STARKILLER BASE, which shocks his allies and horrifies our heroes. He reveals it was once the holy Jedi world Ilum, but now it will be the ultimate weapon to destroy them once and for all. As the New Order allies eagerly sign the treaty, the group continues with the mission, with Poe grilling Finn if he had any knowledge of the Starkiller and he denies with, nothing but rumors of some super weapon, but nothing specific. Poe believes his friend and apologizes for doubting him before they carry on.
How a little mistake can make you loose interest in a story, an example by [Tomodachi Game] (major spoilers)
I really enjoy psychological battle manga. It's a taste I acquired back when I first read Death Note further refined by Code Geass, Gamble Fish, Imawa no Kuni no Alice, and lately No Game No Life, as well as my personal favorite and greatly underappreciated Medaka Box (shout out to the greatest antihero of all Kumagawa Misogi!). I was quite enthralled when I first found Tomodachi Game. Here was a story focused solely on dragging the characters from one game to another and making them duke it out using every underhanded tactic possible. The stakes were high, the premise quite fresh, and the hook interesting enough to get me invested in what was going to happen. And then it was ruined by the authors greed of wanting to up the ante to a point of ridiculousness... at which point he lost sight of his original premise. Such a shame. The quarantine makes me a little bored, so for a little exercise i decided to burn all my remaining interest in the series in this post, as well as destroy any potential interest anyone else might have. If you want to keep enjoying it, I advise against reading further. I'm going to rip this series a new one. It deserves it for making me like it and then betraying me. Also don't read if you're not familiar with the series as there will be a lot of spoilers, and I will be not addressing a lot of the earlier premises. I really want to focus on ONE thing in particular that pissed me to no end. If you wonder whether just one thing is enough to warrant this animosity then please judge me after I'm done. Thank you. Anyway you have been warned. Tomodachi Game is a manga about a group of friends that is forced to participate in a game where losing means incurring a debt the size which makes it virtually impossible to pay of. How did they get in? One member of the group nominated them all for entry in an attempt to clear all of his previous debt. One of them is a traitor. It gets more complicated afterwords. Secrets are revealed, feelings betrayed, and the stakes raised with every game. Or should I say "the stakes are dug deeper"? Since the continued participation in the Tomodachi Game is always resting on the main cast having debt they want to be cleared of, the game is always played on the other side of the scale. It is never about how much they can win but how much closer to owing 0 can they get. This is what caught my interest at first. The characters are playing for their lives but not in a sense where they are threatened with death. They continue game after game for a pragmatic reason, as well as for the emotional investment they have in each other. You, the reader, just need to overlook the practical application of said reason by Tomodachi Game. The Management of TG sets up rules with penalties every step of the way. Break a rule - double your debt. Fail a game - pay us another 100M. You sneezed during a game - now you're 500M more in debt. They throw that s**t around like Hogwart Points. It made me scream more than once "That's not how debt works! You can't just decide on a whim that someone owes you more! That's basically creating money out of thin air!". I would calm down after a little outburst momentarily though, because what's the point in caring about a little exaggerated premise of a series. If it's all in the name of building tension then I can provide some suspension of disbelief. It's stupid, but so what if it's entertaining? Move on. I've been moving on for about 50 chapters before the series jumped the shark. I'm done. Now it's time to play a game called "Spot the Bullshit". The series enters a new arc. The Tomodachi Game pitches our main cast agains three other teams onboard a cruise ship with a casino. The theme of this arc is "Gambling": https://mangadex.org/chapte233547/21 But how will our heroes gamble when they are already in debt? They have to place their teammates as collateral, use that money to gamble, and then buy them back at any moment they feel comfortable. There is a catch though. https://mangadex.org/chapte243767/6 Also God didn't make everyone equal. https://mangadex.org/chapte243767/9https://mangadex.org/chapte243767/10 "Yuuichi-kun is priceless!" - I like that one. :) So far so good. Pretty easy to understand. So who do we sell first? https://mangadex.org/chapte243767/26 80M Yen for a starting budget is a little small compared to the competition. https://mangadex.org/chapte243767/30https://mangadex.org/chapte243767/31 And without further ado lets start the first game in this arc. I can't stress enough how I regret that it had to be Poker. A little intermission for my personal thoughts on the matter. Gambling is defined as a bet with money (or something of a set value) being decided on the outcome of a game of chance. That last part is very important. A game of CHANCE. So something our cast of characters has NOT been doing for the entire story. Now that is being challenged, or rather repackaged as "gambling" even when the story continues with the MC outwitting everyone out of their money. Why would you do that is beyond my imagination. Was no research being done into the nature and philosophy of gambling, or was the research disregarded? And why do you have to use Poker as an entry into that? Roulette, Blackjack, Craps. That's gambling. Poker is a game of skill! But... in the name of building tension, right? Maybe it won't be bastardized. Suspension of disbelief... Let's try. So our first game begins. How does it go? https://mangadex.org/chapte243767/33 Not that well. I guess we are playing against stereotypes. I find this interesting and can assume it's a part of the keikaku of a great mastermind. But we have to continue, so Team Yuuichi decides to change players and genius boy Shinomiya Kei sits at the table. Now we just need to secure some funding. https://mangadex.org/chapte290277/10 That will do nicely as Kei will confidently tell you. What I will tell you though that a 10M stack sitting down with stacks 20x it's size is suicide in Poker. Also the readers have yet to know what variation of Poker an what stakes the players are using. What's the minimum bet till now? What's the ante? What is this farce?! But... in the name of building tension, right? Suspension of disbelief... Let's try. Kei sits down with a sassy attitude and proceeds to take the game into his own hands. Starts by antagonizing the other players, and then orders a new deck and a dealer for impartiality. It took them loosing 80M to do that? Really? No matter, let's keep going. The dealer shuffles the deck. Kei pays attention. Kei calculates the position of the cards in the shuffled deck. Yes, you read it correctly. He's a genius, and geniuses don't bluff. https://mangadex.org/chapte290277/22 All in right of the bat. Just as in any other professional High-stakes Poker. But who will nitpick in a game with irregular rules? We have calls all around. Some cards get changed. Time to give the other players a chance to raise. https://mangadex.org/chapte290277/24 The OTHER players. You don't bet with what you don't bring to the table! If you play poker and this makes you want to puke then you're not alone. Dealer makes an allowence based on the other players consent. Who would be this stupid to do that? If only one person says "No" it shouldn't be allowed. They think it's fine? ...in the name of building tension, right? Suspension of disbelief... Let's see where this goes. What even is Kei's plan? https://mangadex.org/chapte290277/26 Right. Sounds legit. So we got one fold, and two calls. The pot is 160M Yen, and if Kei's wrong about the result that means he's out of the game and must sell himself of. Where do we get the calls from? From confidence. https://mangadex.org/chapte290277/32 Confidence that people play poker holding their cards like amateurs. (Why do I keep reading this? Why do I do this to myself?) Lets speed this up. We win. https://mangadex.org/chapte290277/36 A convoluted explanation follows as to what was happening in the background. Boring. Do we keep playing? https://mangadex.org/chapte325676/10 No we do not. Our team now has 160M Yen, and they are quitting while they are ahead. Now take a moment to see if you can spot the gaping hole in the plot here. Answer below. - - - - - - - - - - - - - - - Out of that 160M in the pot that they "won" 40M was conditional on Kei being collateral. It would only be paid if Kei lost the Showdown, and in that instance he would be banned from further participation.Keep reading to see that this didn't happen. Kei kept being unobstructed, and a key player through the rest of the story arc in which case the team should ONLY be holding 120M.Do you see it? Why does it matter? We are meant to believe that Tomodachi Game is run by people who have no compassion. The Management keeps the players in by the debt they incurred, and threatening them with more at every turn. We are talking about the kind of people that if you refused further participation, or lost beyond any means of return, they would sell you of to one rapist after another, and would sell your organs once there would be no more takers. And probably do the same to your family and dog. All in the name of clearing that debt. Also for entertainment. The only thing more scary is the thought of what kind of people do their accounting. So I am willing to let go of a lot of thing in the name of suspension of disbelief, but the thought that someone from Management of TG missed this mistake is not one of them. Tomodachi Game increases your debt on a whim, and charges you an arm and a leg to decrease it, but they just casually overlooked this? Bulls**t. The author dropped the ball. Big time. Even worse now that bankroll the main cast is carrying was used as ammunition for further events in the story. It all cascades from this point, and it's based on a writing and editorial mistake. Any other story with a hole like this I would have treated as trivial, but when your entire premise rest on "Bonds of friendship are tested by materialism, and hardship", or when you are constructing an intricate game where the slightest mistake means a loss equal to that of your life, then this is no longer acceptable.
On a cruise I had my first Casino experience, pretty much exclusively blackjack.
So I went in with the mindset that I was going to have fun and loose my initial stake doing it. Just for the experience of gambling, and maybe a small fantasy of owning the ship by port. I went in with 200 bucks. Sat down at a 15 dollar table (first one I found) with nobody else playing and had the dealer explain as he went. I knew the basics, of course, from playing at the kitchen table as a kid but really don't know the ins and outs. Two hands in I figured I'd only last about 20 minutes and went looking for a lower ante game to play. 6 dollar table and several helpful players guiding me through the evening. I had a great time and ended up about 180 bucks ahead of my stake.
A few days later I tried again. Left my winnings behind and started with my original 200 again. Bad luck this time, smoke was getting to me and I was a bit overconfident from my first go. Seeing the guy sitting there at the $100 table with his own dealer and with 10k in chips in front of him didn’t help quell the fantasies either. Got down to maybe 20 bucks, but managed to crawl back up to 100. Should have quit at this point, but I kept on until I lost it all. I dipped into my wallet for a few bucks to make up the ante with my last chips, and I think I doubled down, but then it was gone.
All in all I spent two evenings there, about ten hours and had a blast. In total I was down about twenty to thirty bucks. My one keen observation came while watching a guy play roulette. He had one number he played, and spread out several other bets. His number came up and he got this huge pile of chips and I realized it's a game of keeping your rate of loss down so you can stay in and wait on the one big hit. Blackjack seemed similar, you're playing for that chance to double down or split under just the right circumstances. Everything else is just holding. My other insight was the only "natural rest" position in the game is broke. Water always finds the lowest point. Meaning the only point from witch there is no remaining play is when the house has all your money, at any other point you can always choose to go on. The difference between a good night and bad is the decision to keep going when you're ahead. Also, don't make up the ante when you're out - just tip it to the dealer and be done.
So now I'm thinking maybe I'll spend some more time at this, with an eye towards understanding the game better and trying to keep ahead of the house. The house always wins, but my cardinal rule is to think of your stake as spent money and just have fun, so worst case is i spend a few evenings enjoying myself and move on. Golf maybe. I'm reading the sidebar links now for advice and just thought I'd share and see what people think of my experience.
I have caught people cheating before yes. The most common are card counters and people stealing chips from other players. I highly recommend to not get completely trashed while gambling especially if you're a male and gambling by yourself as there are certain females who'd be more than happy to steal your chips while you're not paying attention.
The only time I won't report cheating is when they're tipping. If they're a douchebag or stiff, I'll let my Pit Boss know immediately.
Vegas has very liberal rules to their blackjack games compared to other cities that have casinos. Vegas offers double deck, stand on all 17s, moving down shuffle points, etc.
I don't consider card counting cheating, but the casinos do. They are a private business. They can kick anyone off of the property for any reason unless it's illegal discrimination. The casinos don't want players to have an advantage over them.
To be honest Vegas casinos don't care about card counting unless you're playing on a double deck. You want to play a six or eight deck shoe? It's all yours. But they want no advantage players on a double deck.
I'm talking about card counting. Most card counters are douchebags because they already think they're smartemore arrogant than everyone else though so it's very rare that I'll keep my mouth shut.
It's such a waste of time to try and count cards. I never gamble, but this is what I do...go with friends, get completely smashed, expect to lose the money, and have a good time.
The usual tips? Most of the time I've dealt on a $100-$500 blackjack game. I'll usually make a couple hundred from each player give or take. I'll usually make 1-5 units of whatever they're playing with whether it'd be $5 chips, $25 chips, $100 chips or $500.
I wish. We pool our tips every 24 hours and everyone gets a share of it. I ended up making $1000 that night. We never make money like that so don't think this is a normal occurrence for us.
I did meet up with the customer at the strip club when I got off of work. One of the most amazing nights I've ever had.
The big casinos on the Strip have a lot of dealers in a 24 hour shift.
At Cosmo, on the weekdays there are about 150 dealers in a 24 hour shift. On the weekends, it can be close to 250-300 dealers and Cosmo is a small casino compared to the rest.
Technically no. The only thing the casino reminds you is to not be seen gambling with the customer at other casinos and that you're still responsible for your own actions.
At the big casinos (Wynn/Encore, Cosmopolitan, Aria, Caesars) the dealers usually make $150-$200 a night during the weekdays. On the weekends, they'll make around $200-$300+.
The medium casinos (Bellagio, Planet Hollywood, Paris, Mandalay Bay, MGM Grand) will make around $120-$150 during the weekdays, $150-$200 on the weekends.
I personally can't accept tips while at work. Outside of work, regular customers would throw me some extra cash on the side on top of whatever they gave me at the table while they were playing. The most someone gave me outside of work was $1000. It was a regular customer.
Coolest would easily be Matt Schaub. 99% of athletes are douchebags, but he's super nice and super cool. Awesome tipper too. Down to earth and extremely humble. Runners up goes to Chris Evans. Captain America can't handle his alcohol and is an arrogant prick too. "Do you know who the fuck I am?" was probably his most overheard line while I was dealing to him. 2nd runners up goes to Chef Tim Love. He's a stiff and a cry baby. Constantly boasts about all the $10,000 bottles of wine he drinks.
Really nice guy. From my experience, he plays by himself and doesn't have a huge entourage like most athletes do. Even when he loses, he doesn't have an attitude problem.
I've seen customers smash glasses, break things, punch the wall, punch the roulette readerboard, etc. They usually keep their cool most of the time, but once in a while...
"OMG WTF ARE YOU KIDDING? ARE YOU FUCKING KIDDING DUDEITSPANDA! THIS IS SOME FUCKING BULLSHIT. I CAN'T BELIEVE THIS JUST HAPPENED TO ME. YOU ARE THE WORST DEALER EVER. YOU GIVE ME THE WORST FUCKING HANDS ON BLACKJACK. WHY DO I EVEN PLAY THIS STUPID FUCKING GAME!!!"
Dealers are paid the same regardless of what games they play and it's minimum wage. Yes you heard it...casinos only pay us minimum wage. We rely completely on tips.
Casinos are normally run businesses so full time employees are offered insurance, 401k, vacation time, etc.
Dealers are NOT allowed to gamble in the casino they work for. It's mainly to prevent collusion. Dealers are allowed to play slots in the casino they work for, but cannot play anything with a progressive jackpot (Megabucks, Wheel of Fortune, etc.). Dealers are allowed to play whatever they want in any other casino.
The loiters have first amendment rights basically. They changed the law this year so now whenever cards they pass out fall to the ground, they're supposed to pick them up. I was never too happy with the escort ads on the Strip. 1. The girls don't actually provide the service most of the time. They're just there to rip off guys. 2. It puts a negative light on the city.
There is plenty of flexibility on game pace. Casinos instruct dealers to deal at a moderate pace. Not too fast where you seem like a robot and not slow enough where players will fall asleep at the table.
The best scenario for you if you want to play slightly high limit blackjack are blackjack pits that are outside of high limit. It's basically high limit without the title. They're usually $100 6-deck shoe games that stand on all 17s.
Casinos have tried to implied a tip out policy as a way to subsidize other wages with dealers tips, but it has failed. Wynn Las Vegas/Encore is in court with the dealers right now over it. Wynn won initially, but it got overturned and looks to stay that way. I don't see myself making a career out of it. Casinos are now run by corporations. The way they treat their employees is ridiculous. They show no dedication to us.
Stay away from the prop box at all times. The only time I'll mess around with the prop box is if I throw let's say $1 hardways and ask to parlay at least once if it hits.
Happens all the time. I've seen dealers sweat profusely like they just finished doing cardio on the treadmill, seen dealers completely freeze up or seen dealers crack under the pressure.
I've seen a couple get in trouble because they tried to take a picture with them after they go on break. That's a huge no-no.
Physically yes. You'll most likely be on a reserved game. The customer doesn't play the majority of the time while you're on shift. So instead of dealing for 8 hours straight, in high limit you might deal one or two hours. The rest of the time you're just hanging out and watching whatever they have on the TV.
Dealers do get reprimanded and sometimes even get kicked out of high limit for a extended period of time. It has never happened to me, but one day you'll see a dealer dealing to a BIG player. They make a huge mistake and the next day they're on casino war or the Big 6 wheel.
Go to a dealers school. Learn the basics of dealing, handling chips and game protection. I learned blackjack and craps. It takes about four-eight weeks depending on how fast of a learner you are and how often you show up to school to practice. It took me about five weeks.
Once you're sufficient enough, you can apply to audition at a low end casino also known as a "break in house." Historically, casinos Downtown such as the El Cortez are well known break in houses for new dealers. Shitty local casinos are also considered break in houses as well. You don't make any money, but it doesn't matter. The whole point is to get experience dealing on a real live game.
While you're dealing at the break in house, you can learn how to deal all the other games. That's how I learned baccarat and roulette. Once you get enough experience, you start trying to move to better casinos until eventually you get a good, full time job on the Strip.
What sets me apart from most dealers is that I have the skill to deal the games properly while being quick on my feet with calculations and knowing what the players feelings are like at the time. Sometimes dealers can talk to the players while sometimes players just want you to shut up and deal. Just got to know when the situation is right for certain things.
Dealers report to Floor Supervisors. Floor supervisors report to Pit Boss. Pit Boss reports to Shift Manager. Shift Manager reports to Table Games Director.
I haven't got jumped by Joey Porter...yet. He liked me and other dealers on his game that night. I think he still wants to beat the shit out of my shift boss and pit boss. My shift boss still hasn't eaten at a Applebee's or even a Chili's yet since then.
No real memorable interactions. I just loved busting LeBron's balls before he got his first ring.
I remember before Derrick Rose got serious media attention, I remember telling him two years ago "I like how you're an amazing basketball player, but no one recognizes you right now". Not the case now.
Nope. Even though most casino managers are idiots in my opinion, they wouldn't be stupid enough to rig a game. Not only would they would lose their gaming license, the casino would get a huge fine and could possibly lose their license as well.
One thing I tell players if they're gambling...gamble only if there's a gaming commission. You don't even know how many times I've heard stories of players getting screwed over by Indian casinos or cruise ships because there are no gaming commissions overseeing them.
I don't smoke personally. It's brutal. I try to do more cardio than weightlifting to make up for it.
My allergies have gotten worse since I started dealing. Whenever I'm on a game, I just try to move the ashtrays in a certain position so I don't get hit with all the smoke.
It's mainly just being able to handle the high action. Dealers tend to freeze up a lot when they see big numbers in front of them. It's also being able to control your game regardless of who is playing on it and regardless of how much they're betting.
We get background checked when we apply for our gaming card and when we apply for a new job. We also get hair drug tested and have a credit check done as well.
Casinos only hire employees with good credit. It shows that the employees are responsible with their money and less susceptible to collusion.
It honestly becomes a grind the second you start working. It's exciting the first couple of years because you're seeing new bets or action you haven't dealt with yet on the game, but after a while it becomes the same.
Probably Rooney. I think he won like $300k. Soccer players aren't big gamblers generally. They just like to hang out at the pool, go clubbing once in a while and do a little bit of gambling.
The problem with baccarat junkets is that the players just rotate between casino to casino. They take advantage of baccarat tournaments and whatever promos they have. The junkets technically don't bring in any new business and they get paid a huge chunk of whatever the player's theoretical is.
Last updated: 2013-01-27 19:42 UTC This post was generated by a robot! Send all complaints to epsy.
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