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Cayo Perico Heist Guide (Edited)

Cayo Perico Heist Guide (Edited)
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Hey everyone since the update in GTA this newest heist has been the most profitable and easiest way to make money. So I wanted to create a guide to help others master this heist, and to help those who are struggling with it.
Note: This guide is for new players, first timers, and anyone who is struggling to complete this heist. Please use this as reference to deepen your understanding of the heist. If you have a better strat, more power to you. This however is my strat, criticism is welcome.
So to begin, you will have to buy the Kosatka (submarine), which is located on warstock for 2.2mil. It also has upgrades you can buy but the most noteworthy upgrade is definitely the Sparrow upgrade (1.8mil) this upgrade will make traveling back and forth much easier since your sub is located in the sea.
Noteworthy things about sub:
  • If you hover above your sub with a sparrow you can instantly enter it.
  • You can get free snacks at the cafeteria
  • You can fast travel; if you never completed the heist its 10k, after completion its 2k
  • Your toreador vehicle can enter through the bottom
  • You can call dingy if you can not afford the sparrow
After you get the sub you’ll be introduced to characters and will have to go to LSIA, where you will travel to Cayo Perico, after you arrive everything henceforth is pretty straightforward. After you escape the party you will have to enter the main island through the checkpoint ( Google Boom Gate), PLEASE DO NOT SWIM AROUND THE ISLAND. You will waste so much time doing so, just run through the gated door next to the checkpoint and avoid entering enemy cones, watch for vehicles and watchtower cones. The biggest things to scope out are the infiltration points and exfil points; the airport strip is already marked, the biggest point to scope out after you hack the cameras is the drainage tunnel. This will require swimming, the drainage tunnel is located on the coast of El Rubio’s compound you can dive and find it, Pavel will give you a vocal cue when you find it. When you are looking through cameras after hacking make sure to cycle through every camera, turning to find secondary points, stop until you get back to the Panther Cage. Don’t bother scoping anything else like bolt cutter’s or grappling hooks, because you will not need them. I added a map of Cayo Perico to show where everything is, please note that there are many ways to do this heist this is just my way of doing so. After you found the drainage tunnel and finished your objective, get caught and make your way to the airport strip to leave. Also note there are different Primary targets the first time will always be the files the second will vary, look in the tips for scoping out to see the rankings.

Credit to Sportskeeda
Tips for Scoping out
  • On your second time doing the heist you will start at the air strip. There are 2 dirt bikes located at the strip one by the entrance to the strip and one by the solar panels next to the power station. You can take the bikes and drive up and over the checkpoint to get to the communications tower faster. At the checkpoint to the left there's a little stone wall in front of the guards tower. You can drive the bike up the ledge and get over it, for a quicker way you can also drive the bike up the ledge a little bit in front of the wall to also get over.
  • If you solo, scope out any important secondary point. There's a secondary point in the airstrip hangar, at the entrance of the hangar look right to see the box you can climb, use this to get to the second floor to get the secondary point. (To clarify check the targets spawns and only mark coke and weed; do not mark weed at the strip and north dock only coke, mark weed at the main dock)
  • When you are heading to the communications tower to hack, pay attention to the guard, if there is a guard, the box is located up the tower, if there is no guard it's on ground level.
  • You can kill yourself or get caught to go back to the airstrip.
  • You can also poison the guards water supply to weaken them but unless you're going aggressive don’t bother.
  • There are boats out in water you can steal but I would only do this to scope out the drainage tunnel the first time.
  • You only need to scope infiltration points and exfils points once, secondary targets and tools must be scoped out every time.
  • Secondary targets and tools are RNG based so if you're looking for tool and it’s not there it’s because of RNG
  • Secondary Targets Rank: Gold>Cocaine>Paintings>Weed>Cash
  • These also will fill your bag different
  • Gold=66% Cocaine=50% Paintings=50% Weed=37.5% Cash=25%
  • The price for secondary targets are RNG based but Gold, cocaine, and Paintings have the most value
  • Secondary Targets Values are RNG based.
  • Gold=332k, Cocaine=220k, Paintings=189k, Weed=147k, Cash=80k-90kCredit goes to u/FMT_WL1
  • Primary Targets Ranked: Panther Statue 1.9M>Pink Diamond 1.4M> Bearer Bonds 1.1M> Ruby necklace 1M> Tequila 900k
Preps
In order to start the heist you must do preps, for this heist you can do however many you want but for this guide you will only need to do 5. Keep your sub in Los Santos until the fifth prep mission, if you decide to do the longfin prep you can keep your sub at Los Santos.
Prep 1/ The Cutting Torch:
This prep mission is pretty straightforward, head to the construction site and land close enough. Before heading in, try to locate the yellow hard hat and put it on, this will make the enemy non-hostile, which makes for an easy mission. Your job is to locate the torch in a tool box. You can find it by looking in the box, it's a blue torch, search the box and head back to your sub. Also when searching for the box try to avoid staying in the enemy cones for too long and bumping into workers because this will make the enemies hostile if you do these.
Prep 2/ Safe Code or Plasma Cutter
There are two missions. The mission will vary on your primary, if you have the bearer bonds it’s the safe code, anything else it’s the Plasma Torch.
Safe Code Mission: Head to the casino at the entrance, after entering turn left and enter the elevator (if you have a penthouse you can go up without entering the parking garage). You will have to find a car in the parking garage. It's a yellow cheap car, it never changes. After finding it you will get the card which will allow you to head up into the penthouses, after getting up there search for two guards and head shot with a suppressed weapon. If done right you will calmly walk into the apartment, you can then search the penthouse for the target, he will never change. It's a guy with a cowboy hat, kill him and leave the penthouse, you will have to fight your way out. If you slam into the entrance of the penthouse you will have to fight your way in. After getting the code get back to your sub.
Plasma Cutter Mission: This is pretty straightforward, for ease take your oppressor instead of your Sparrow for higher mobility. You will have to head to the office to get the plasma cutter, but it’s not there. Pavel will instruct you to find the board and take a picture of it, the board is easy to find. Afterwards he will locate them and ping it on your map, they usually always spawn near Vinewood hills or the beach. Take them out with your oppressor missiles and fly over the bag and leave cause they will spawn two cars to shoot you.
Prep 3/ Fingerprint Cloner: This mission is simple, you will have to head to a location on your map, outside are two cameras, ignore them and walk into the garage, after entering take cover behind the box forward and blind shot everyone with your shotgun. After the enemies are dead hack the laptop in the back and head to the archives. Outside the archives are cameras, shoot them and go inside. Pavel will tell you that you're looking for a small card, it always spawns in the back in the desk square, grab it and head back.
Prep 4/ Weapon Load out: Always buy the suppressors, as for which load out I suggest the Conspirator due to the sticky bombs (there is a bug where you will get suppressors without buying them, just in case purchase it to be safe). There are two possible missions you can be given. One is in Los Santos in an office, for the other you will have to follow a Valkyrie up North.
Weapons Possible Mission 1: Pavel will send you to an office in Los Santos you can either go through the ground entrance or the roof, I suggest the roof entrance but no matter what you will have to fight inside. Once inside clear the office and head to the back to find the gun safe, it’s always located left of the desk on the wall, hack the laptop on the desk and open the safe. Grab the weapons and leave. If you enter on the roof you can fly back but two chopper’s will spawn, shoot their gunman on the sides and hellies will be useless. Another suggestion is to leave immediately, and snack up to restore health. On ground level the hellies will still spawn again shoot the gunman and head back to the sub.
Weapons Possible Mission 2: You will have to head to Elysian Island to find the Valkyrie you do not need to stay close to it. You can predict it’s direction and head North to clear the camp on foot, also avoid destroying the Avenger and the Valkyrie. Do not destroy the Valkyrie until it becomes a target on your mini map or you will fail the prep. After clearing the camp head into the Avenger and kill the enemies, afterwards parachute out and leave before more Merrywheather show up.
Prep 5/ Kosatka: ( You can also do the Longfin, but I prefer Kosatka as an approach vehicle.)
This is a simple mission, after starting it head into your sub driver seat and fast travel to the nearest location near the ping. After you arrive dive your sub over to the location, once you get near get on your periscope and missile the boats and the helli. You can sink your sub and engage auto-pilot under water giving you better access to the enemies sub. Try to avoid beaching your sub on shallow water and put it in the middle of the yellow circle. Leave the driver seat and exit your sub, dive into the water and look for the other sub with a yellow marker on top. After entering the enemies sub you must locate the jammer. You have two paths, one on the right, this is usually where it spawns, take the ladder down and watch your corners cause enemies are brutal in this mission. After entering the engine room look for a black box with a blue screen at the bottom of the stairs if it's not there head back the way you came. Take the left path and make your way to the control room WATCH THOSE CORNERS. If it's not there head to the back of the control room and take the stairs down, follow the path it will lead you into the torpedo room, that another spawn. Leave and head back to your sub.
Prep 5/ Longfin
This mission is located in Los Santos basically you can take a phantom (Semi-truck) to the police station to pick up a boat of which you can use as an approach for the heist. This mission is simple: you basically go and pick up a phantom, afterwards you drive to impound to pick up the longfin. You will be met with enemies. The one I did was the cop impound, you can enter with your phantom and drive out. It's best to clear the area, and let the cops kill you for an easier delivery (you can't call Lester). You can use your own Phantom wedge to clear vehicles out of the way.
(during the heist you can use this get loot before you enter the drainage tunnel , this can be quicker way if your loot is out the way)
This includes the scope out and the preps
This includes the scope out and the preps
Tips For Preps
  • The biggest tip is the Sparrow, this will make prepping a joke, the only time you won’t need it is during the plasma cutter and Kosatka missions, but that's due to mobility.
  • You can see the cutting torch it’s blue
  • You can blow up the Valkyrie and end the mission to get the office mission to save time, I highly suggest this ( I do this mostly because you have to follow the helli up North and wait for it to land.)
  • The preps are the same, they never change
  • Save the Kosatka heist for last so you can do all 4 preps in Los Santos
The Heist
Time to Start the Heist. Go to screen and tab to Finale and shift over to continue to start the mission. Once you get to the selection process pick your options. It should be Kosatka or Longfin, Drainage, Drainage, Main docks or Kotsatka, and Day Time (there's very little difference between day or night). If you're playing with others you must hurry through the selection screen because if you take too long the cuts will reset due to a bug.
Squad Run
When you begin the mission you will have to make your way to the drainage tunnel, if you chose the Kosatka you will have to swim to the tunnel, but if you chose the Longfin you will have to drive the boat to the tunnel. Once you arrive you will have to cut the bars at the gate, a suggestion to do this is to go in a circle three times and cut whatever remains. Afterwards swim through the tunnel and enter the compound.
Compound
Once you enter the compound you will have two directions to go, the left or the right. My way is to go to the left, up the stairs is a guard next to the storage staring out at the water, head shot him and make your way to the courtyard. If you followed my instructions the two guards at the pool will be to your left. In the courtyard there should be a guard coming, wait for him to stop and head shot him. After that, ready your shot at the two guards at the pool, choose your target. Since you're in a squad, ready your shot, as a suggestion one person can count down from three to one to shoot at the same time to eliminate any mistakes ( these two guards usually drop the gate keys). The next is to eliminate the juggernaut, the way to identify him is by his red cone and red skull icon. He can be killed by a single headshot, if you and your squad were quick with the guards at the pool he should be arriving, take him out. In front of the pool there are two separate guards, one will be in front of the office building to identify him, the camera is facing the pool, if you time it correctly he will be to the right of the camera making for an easy elimination. The other guard is North East of the front of the pool, or to the right of the guard you just killed. You can eliminate him if you want too, the reason I do so is because me and my mates can all access the storages without worry. Next are three guards at the office, to identify them they will have red cones. One of the guards will be moving North towards the main gate and then will move South towards the pool. You have two options, one is to wait for him to head North and take him out, or you can head shot him when he’s coming South. To achieve this there are stairs directly in front of the pool, if you take the stairs up to the right you now have enough elevation to see the guards head ( this is tricky to explain which is why I will also have a video example for visual clarification.) After taking the guard out you can head up the stairs into the office area, once up the stairs head to the right, for clarification the pool will be to the left and main gate to your right. Head down the corridor if you have done this correctly the guards back will be facing you, take him out. To your left are stairs that leads to the office, take them up, at this point the guard at the top will start to move. You have two options, one you can wait behind a corner and hit the guard or if you are quick enough the guard will stop for a brief moment, giving a chance for an easy headshot. At this point you can enter the office, where you can grab the second keycard, the first keycard is dropped by any guard you have killed ( it usually drops on the first kill, but this is RNG based). In the office there are three things you can do, one is you can hack the elevator which leads to the basement, ignore this hack. The other things are either a painting that can randomly spawn in the office, and a safe on the right wall in the back of the office. Open the safe to get anywhere between 50k to 100k, THIS DOES NOT TAKE SPACE. When you have everything, start to loot up and fill your bag by going to the storages located around the compound, to open the storages you will need the two keycards and two people. You and your squad mates will have to swipe your card at the same time to open the door, another suggestion is to use the three to one countdown to sync swipes. The South Storage will have a guard moving, the guard is located to the left of the two guards you killed at the pool, take him out and watch for the camera. After you are done, please make sure to save space for the basement storage, make your way to the basement gates, they are located beneath the office building to the left and right, it does not matter which gate you choose. Once you are in the basement you will be presented with a hack, it may look daunting but in fact it is rather simple, I suggest matching the top first and making your way down. Afterwards loot up and grab the Primary Target, it is really straightforward to do so. At this time Pavel will tell the players that more guards have arrived, if you have followed thus far, you do not have to worry. Exit the basement, and head North to the main gate there should two guards, one will be moving the other stationary. You can take the stationary guard, you can also take the guard moving but if you and your squad can make it to the gate without doing so, go ahead. The host will be prompted to select the escape route, select it and a cutscene will begin. After you will be located outside the compound.
Kill in this order
Outside The Compound
You and your squad will be outside, if you are satisfied with your loot head left to the coast, you can jump off the cliff into the water. Once in the water you can swim off the island ,just keep heading straight and eventually you will have escaped. You can also try to steal a boat; note that some have claimed that boats may not spawn but if you manage to grab a boat this can make getting to and from much quicker. If you are missing loot head forward and take the guard next to the bike out, one person will have to head left toward a guard near a helli take him out and plant four stickies on the chopper. At the same time the other members will turn right towards the checkpoint, there should be three guards two together and one separate, and a camera behind the two guards. Take the one separate out, then the two guards, and the camera. Around the checkpoint are three bikes plus the bike with the very first guard killed. One of the bikes is hidden to the left of the checkpoint booth the other is directly in front. Start making your way towards the main docks, turn right into the jungle the moment you leave the stopping checkpoint. Pay attention to the guard tower to your right and avoid his cone, at this time Pavel will tell the squad that El Rubio’s helli is on the move, activate the stickies and he will retreat away from the island. Once you are close enough to the docks go on foot, your objective is to loot and take the boat off the island. There are two secondary loot locations, one is a warehouse with a guard and camera outside, take them out and loot. The other is located to the right with two separate guards, please refer to Sportskeeda map to see the location. Take them out and loot. Afterwards there are 3-4 guards you have to take out at the docks, to leave without alerting the guard. Two guards standing next to the boat, and one or two stationary guards looking out at the water. After clearing the guards, grab the boat and escape Cayo Perico. Congrats you have now completed the heist.
Note: You can approach the compound in any way you choose, my way is a bit complicated but with practice you can clear the compound at the same time as other routes. Feel free to adjust the route in anyway, my route is just a reference to get an idea as to how to approach the compound.
Note: I do it the same exact way when I solo, but since I’m solo I can skip guards and head to my objective. For the Solo run I go for cocaine, you NOT have to do this. I do this to maximize my profit, and since I am competent in my abilities I can clear the mission without many mistakes.
Solo Run
The strat is the same except it will be harder to take out the two guards by the pool, the major difference is you can not open the storage's to get gold or loot, you might be lucky to get painting in the office but that's RNG. A good tip when taking on double guards is to find a good angle, after killing one the other will flinch, he will prop his head up giving you the shot. You can scope the rest of island to find the most profitable loot which is cocaine, if there is none then get weed and cash (by scoping out I’m referring to checking the spawns for coke, if there is none at North docks and the Air Strip I ignore them, I do not mark every item only Coke and any profitable items at Main Docks). After leaving the compound there will be a guard in front of you next to a bike, kill him. Turn left and head to the next guy next to a helli, kill him and plant four stickies on the heli, do not activate them yet. Go back the way you came, there will be three guards at a checkpoint two together, one standing away. Kill the one standing away and then prepare to kill the two guards, after their dead shoot the camera and jump over the stop rail. You will have to be quick because a car will drive towards the checkpoint so make sure to do all that quickly. You have two options: you can swim off the island and finish the heist, or you can head to Main Docks to fill your bag. If you chose the latter run North East into the jungle towards the guards tower, but far enough away so he can’t see you. On your way to Main Dock Pave El Rubio helli will show up on the map, wait for Pavels vocal cue when he tells you that Rubio is in his helli, and then activate your stickies, boom Rubio will retreat. Now you can make it to your objective in peace. You can loot at the Marijuana fields but you may have to take out three guard towers and a single camera, as well as two guards near the fields. I’ll leave this to your gut if you think you can make it to the warehouse without messing up please do so. If you want to head to North Dock and the Airstrip you either can swim there which will eat a lot of time or you can take the boat at the docks to get there faster. Trade off is that if you swim it will take up time, but if you take the boat you will have to clear out guards to safely remove the boat from the dock. If you are satisfied with anything you get then just clear the area with loot and swim or steal the boat. This is for the Airstrip if you do not plan on going here IGNORE this. The Airstrip is an easy place to navigate since a lot of the guards are far from each other so you can clear the airstrip easily. There are two loot spawns one at the hangar with one guard, and a warehouse with two separate guards. There's guard outside the hangar kill him, and go inside, if your loot is on the second floor, look for a forklift and pick up a box lift and it up then press the box against the back of the hangar below a blue tarp you can then climb the lift and the box to get access to the loot. The other airstrip loot spawn is an easy place to clear, one guard will be moving you can head shot him from the hangar, at the warehouse there’s a camera shoot it and inside the warehouse is a guard questioning his career choice, kill him. If you need to head to North Dock head there by bike or by foot, you can loot without killing any guard. After you're done just swim off the Island, or take the boat. Congrats, you have just completed the heist solo.
Note: I will be adding a second strat to clear the compound, the reason for this is because a Redditor provided the strat. I do not mind adding his strat, but I must remind everyone that you can tackle the heist in any way you feel comfortable with.
I missed that gate keys, so I killed more than I should have.
Solo Run Second Strat:
Essentially, it is the same as the other one, except for going left you go right. Your first target are the two guards at the pool. They should be to the right of you, find a good angle and head shot the first one, wait for the second guard to finish flinching and kill him. The juggernaut should be making his way towards you, wait for him to exit the camera’s view and kill him. If the gate key drops pick it up and kill the guard in front of the pool he should be past the camera. Take out the camera and wait for the moving red cone guard to turn his direction North, once he turns around go up the stairs and kill him. Move towards the second red cone guard his back should be facing you, hit him and ascend the stairs. The last guard on top should be moving. You can either wait behind the corner and hit him or speed around the corner to head shot him, it’s up to you. Loot the office safe and make your way to the basement. Finally, use the gate keys to open the basement, hack and grab the primary target. Afterwards head up towards the main gate, a new guard will spawn, you can wait for the moving guard to move out of range, and kill the stationary guard. From there you can run to the gate and exit the compound.
I had brain fart at the hacking lmao
Heist Tips
  • You can swim off the island from any direction
  • You can steal boats for faster escape but that's up you
  • You can sticky El Rubio’s helli for to get him to retreat
  • In the compound you can jump ledges after clearing the enemies
  • For double guards, get a good angle after you head shot one guy the other will flinch, you can get the shot slightly after, or you can risk shooting him until he’s dead.
  • Guards do not react to dead bodies, in day time their visibility is the same as night, an Isolated guard can’t alert if everyone is dead. You can run, guards will only react if you're close, if you miss a shot and it gets near a guard or makes noise this will alert.
  • You can jump into the ocean to die quickly if you alert inside the compound
  • If you find a key you can open the desk to get a golden gun
  • If your underwater and a patrol boats cone is on you, they can’t see you
  • Cones can be obstructed by objects
  • ? Civilians may be able to alert guard?
  • Solo is more profitable than playing with friends due to not sharing a cut
  • If you don’t have to kill don’t, less interaction is good
  • Being stealthy is the best way, if you alert restart
  • You can aim in and hold the sprint button to walk faster
  • To activate hard mode, you have to start the heist when it becomes available
  • Try to avoid killing guards near the camera cones, the reason being is because this can alert the guards if the camera sees the dead body. Ironically, guards do not alert they seem one.
Game Over>
That's it ladies and gentleman, I hope this guide has helped anyone. I’m aware I’ve definitely went too in depth in this guide but I enjoy making it, Happy Grinding -Leaus
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Aquatics and Antics” DLC concept

This concept is based off a new trade arising off the coast of Los Santos causing a sudden spike in the renovation and construction of new properties, and the market has been booming with the import of new vehicles and purchasable boat trailers, This concept will include: -New business -New properties -New boats -New vehicles -Boat Trailers -New collectables Introduction As the politicians, of Los Santos, search for a new way to bring themselves money they stumble across liquid gold off the cost. Suddenly oil rigs started popping up all around the island, being careful to avoid the sunny beaches so as not to create an eye saw for the millions of tourists attracted by them. Business As oil rigs started popping up, the crews on board quickly grew tired of the low pay provided by the government of Los Santos, this quickly opened up an opportunity for our characters to invest in a personal rig providing both passive and unethical money making opportunities Getting started Your awareness of the business started after receiving a phone call from the rig's main commander explaining that there is some prime income to be made out of the rigs however it will cost our characters a start-up fee of sorts Purchasing and upgrades The oil rigs are available for purchase from Maze Bank foreclosure, the rigs vary in price depending on location the cheapest being out near grapeseed and the most expensive being near the Los Santos dock Upgrades The oil rig comes stock with a boat yard and command center Avaliable for purchase are: -Personally quarters
A customizable personal quarters that adds in a wardrobe, personal computer, bedroom and more
-Armory
A buyable armory that adds a weapon locker and a mk2 bench
-Human torpedoes A buyable area that always you to deploy out of the oil rig in a scuba suit and a human torpedo, the torpedoes can be lightly controlled and are mostly designed as a quick way to travel to shore.
As well as business related upgrades covered below.
Making money and how it works – Passive Income
You make two sources of income from the new oil rigs similar to how the nightclubs earn income
Passive - you earn a passive income from the oil rigs over time, from oil being drilled. The progress of the oil drilled can be shown by entering the oil rig computer (located in the command center) or by visiting the storage area where you can see barrels of oil being stored The price you can sell oil for, and how quickly it fills up, can be increased by purchasing staff upgrades, and oil rig upgrades (such as upgrading the actual drill and interior of the rig) you can also buy an additional security upgrade to help prevent and protect against raids from pirates Making money and how it works – Illegal Goods You can also make money illegally through the rig, using the storage center to store stolen parts, illegally mined fossils, as well as other substances obtained by stealing that our characters sell to the black market Selling Both sides of the business have very similarly sell missions but differ depending on whether you’re selling legal or illegal goods.
Both sides have you delivering the goods to the buyer to receive your payment. Some buyers may be more picky then others on the means and execution or the delivery of product Other properties Boat houses Scattered around the map are new boat houses available for purchase on the dynasty website, which allow you to store and customize your new found collection of boats. All the new boats can be upgraded with engine and performance parts, as well as interior and exterior customisation. You can also take existing boats to the boat house to store them as personal vehicles and paint them to you preferred colour. With the purchase of a boathouse, you also get a boat trailer that selected trucks can pull around the map with your custom boat. These trailers will have a new mechanic allowing you to load your boat onto the trailer from the water. Beach side properties Also available for purchase are the new beach side properties that range from “beachside mansions” to smaller “get away apartments”, most beach side properties include an indoor hot tub, a patio or balcony, and a 10 car garage that can store your new rides (listed below) or a trailer with a small boat
Vehicles Cars: 1) F-35B Lightning II (VTOL) 2) GTA SA leviathan (able to land on water like sea sparrow) 3) Grand Tour “Pond Bug” 4) Watercar Panther (Mesa Aqua) 5) Gibbs Biski (Bati Aqua) 6) MK1 Reliant Robin (Rune Rollover)
7) Sandking Dually (Available for purchase from SA can also pull trailers) 8) 2012 Chevy Silverado dually (Available for purchase from SA can also pull trailers) 9) 1980 Chevy C10 Stepside 10) New boat trailers, for boats and jet skis with a loading mechanic, so you can put boats back onto a trailer from the water (something that was not previously possible) Boats: 1) BlueBird K7 Jet boat (Features rocket voltic style boost)
2) Lampadati Rufus 3) Planet Solar hydrofoil 4) The Maltese Falcon (power boat) 5) DCB - M31 Widebody (power boat)
6) Proto Leopard (Crew 2 Jet sprint swamp racer)
7) Various miscellaneous leisure boats (mod – “Harbour and boats”)
8) Vortex hovercraft (From GTA SA) Weapons -Flamethrower a weapon that is effective for crowd control as well as burning opponents vehicles to the ground -Underwater pistol a pistol that can be used underwater to help in tricky situations while swimming or in a human torpedo Collectables
New collectables have been scattered along the ocean floor after an unfortunate ship wreak off the cost, a ship with 30 valuable fossils has sunk leaving the fossils unfound. Players can search the ocean floor for these fossils for a reward as well as decoration in both your casino penthouse and oil rig Clothing In sight of these rigs showing up, a new shipment of clothing has arrived at clothing stores across Los Santos introducing a new array of beach wear and work wear for rig workers as well as some new suits for beach side owners looking to match their new properties This concludes the “Aquatics and Antics” DLC concept, this concept was a collaboration between MoldyWorm Gaming and luciferreap
submitted by Luciferreap to GrandTheftAutoV [link] [comments]

Aquatics and Antics” DLC concept

This concept is based off a new trade arising off the coast of Los Santos causing a sudden spike in the renovation and construction of new properties, and the market has been booming with the import of new vehicles and purchasable boat trailers, This concept will include: -New business -New properties -New boats -New vehicles -Boat Trailers -New collectables Introduction As the politicians, of Los Santos, search for a new way to bring themselves money they stumble across liquid gold off the cost. Suddenly oil rigs started popping up all around the island, being careful to avoid the sunny beaches so as not to create an eye saw for the millions of tourists attracted by them. Business As oil rigs started popping up, the crews on board quickly grew tired of the low pay provided by the government of Los Santos, this quickly opened up an opportunity for our characters to invest in a personal rig providing both passive and unethical money making opportunities Getting started Your awareness of the business started after receiving a phone call from the rig's main commander explaining that there is some prime income to be made out of the rigs however it will cost our characters a start-up fee of sorts Purchasing and upgrades The oil rigs are available for purchase from Maze Bank foreclosure, the rigs vary in price depending on location the cheapest being out near grapeseed and the most expensive being near the Los Santos dock Upgrades The oil rig comes stock with a boat yard and command center Avaliable for purchase are: -Personally quarters
A customizable personal quarters that adds in a wardrobe, personal computer, bedroom and more
-Armory
A buyable armory that adds a weapon locker and a mk2 bench
-Human torpedoes A buyable area that always you to deploy out of the oil rig in a scuba suit and a human torpedo, the torpedoes can be lightly controlled and are mostly designed as a quick way to travel to shore.
As well as business related upgrades covered below.
Making money and how it works – Passive Income
You make two sources of income from the new oil rigs similar to how the nightclubs earn income
Passive - you earn a passive income from the oil rigs over time, from oil being drilled. The progress of the oil drilled can be shown by entering the oil rig computer (located in the command center) or by visiting the storage area where you can see barrels of oil being stored The price you can sell oil for, and how quickly it fills up, can be increased by purchasing staff upgrades, and oil rig upgrades (such as upgrading the actual drill and interior of the rig) you can also buy an additional security upgrade to help prevent and protect against raids from pirates Making money and how it works – Illegal Goods You can also make money illegally through the rig, using the storage center to store stolen parts, illegally mined fossils, as well as other substances obtained by stealing that our characters sell to the black market Selling Both sides of the business have very similarly sell missions but differ depending on whether you’re selling legal or illegal goods.
Both sides have you delivering the goods to the buyer to receive your payment. Some buyers may be more picky then others on the means and execution or the delivery of product Other properties Boat houses Scattered around the map are new boat houses available for purchase on the dynasty website, which allow you to store and customize your new found collection of boats. All the new boats can be upgraded with engine and performance parts, as well as interior and exterior customisation. You can also take existing boats to the boat house to store them as personal vehicles and paint them to you preferred colour. With the purchase of a boathouse, you also get a boat trailer that selected trucks can pull around the map with your custom boat. These trailers will have a new mechanic allowing you to load your boat onto the trailer from the water. Beach side properties Also available for purchase are the new beach side properties that range from “beachside mansions” to smaller “get away apartments”, most beach side properties include an indoor hot tub, a patio or balcony, and a 10 car garage that can store your new rides (listed below) or a trailer with a small boat
Vehicles Cars: 1) F-35B Lightning II (VTOL) 2) GTA SA leviathan (able to land on water like sea sparrow) 3) Grand Tour “Pond Bug” 4) Watercar Panther (Mesa Aqua) 5) Gibbs Biski (Bati Aqua) 6) MK1 Reliant Robin (Rune Rollover)
7) Sandking Dually (Available for purchase from SA can also pull trailers) 8) 2012 Chevy Silverado dually (Available for purchase from SA can also pull trailers) 9) 1980 Chevy C10 Stepside 10) New boat trailers, for boats and jet skis with a loading mechanic, so you can put boats back onto a trailer from the water (something that was not previously possible) Boats: 1) BlueBird K7 Jet boat (Features rocket voltic style boost)
2) Lampadati Rufus 3) Planet Solar hydrofoil 4) The Maltese Falcon (power boat) 5) DCB - M31 Widebody (power boat)
6) Proto Leopard (Crew 2 Jet sprint swamp racer)
7) Various miscellaneous leisure boats (mod – “Harbour and boats”)
8) Vortex hovercraft (From GTA SA) Weapons -Flamethrower a weapon that is effective for crowd control as well as burning opponents vehicles to the ground -Underwater pistol a pistol that can be used underwater to help in tricky situations while swimming or in a human torpedo Collectables
New collectables have been scattered along the ocean floor after an unfortunate ship wreak off the cost, a ship with 30 valuable fossils has sunk leaving the fossils unfound. Players can search the ocean floor for these fossils for a reward as well as decoration in both your casino penthouse and oil rig Clothing In sight of these rigs showing up, a new shipment of clothing has arrived at clothing stores across Los Santos introducing a new array of beach wear and work wear for rig workers as well as some new suits for beach side owners looking to match their new properties This concludes the “Aquatics and Antics” DLC concept, this concept was a collaboration between MoldyWorm Gaming and luciferreap
submitted by Luciferreap to rockstar [link] [comments]

[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


  1. 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]
  2. 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]
  3. 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]
  4. 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]
  5. 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]
  6. 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]
  7. 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]
  8. 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]
  9. 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]
  10. 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]
  11. 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]
  12. 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]
  13. 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]
  14. 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]
  15. 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]
  16. 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]
  17. 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]
  18. 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]
  19. 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]
  20. 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]
  21. 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]
  22. 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]
  23. 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]
  24. 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]
  25. 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]
  26. 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]
  27. 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]
  28. 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]
  29. 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]
  30. 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]
  31. 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]
  32. 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]
  33. 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]
  34. 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]
  35. 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]
  36. 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]
  37. 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]
  38. 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]
  39. 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]
  40. 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]
  41. 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]
  42. 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]
  43. 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]
  44. 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]
  45. 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]
  46. 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]
  47. 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]
  48. 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]
  49. 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]
  50. 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]
  51. 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]
  52. 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]
  53. 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]
  54. 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]
  55. 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]
  56. 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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submitted by dweeb_bush to d100 [link] [comments]

JoJo's Bizarre Adventure OC Tournament #5: Round 1 Match 14 Raymond Vs Cy

The results are in for Match 12.
“Well, now, that was a treat, wasn’t it? Alright, everyone, get ready for the main event! Bursting into the lane, ready for her adoring fans, give it up loud and clear for… TD/MD!”
The crowd went wild, then, as the star emerged, wearing a brightly-shining silver top dotted in acciaccatura symbols, blue shorts and long silver and black socks on her right and left legs accentuating the graceful form of TD/MD. Her eyes, already discolored so drastically from one another, were accentuated with asymmetric eyeshadow, gray and blue, blue dots of makeup underneath the latter left eye, and as she emerged, her left hand, clad in a blue glove with a black line through its center, stretched towards the crowd, her right in a silvery glistening glove moving towards the black headphones around her neck, blue acciaccatura symbols on either outside as other musical symbols, smaller, less prominent, dotted the rest of the thing. There was an obvious extravagance in the outfit made more impressive by its components being relatively simple: a t-shirt, shorts, socks, shoes, and gloves, really.
“Whoa, talk about a tough act to follow… And that’s coming from me!” Metra Doria laughed lightly, having emerged to an immensely lively, astonished, applauding audience, applauding the avant-garde show which had led up to her. “Sound’s Garden, am I right? The people this place attracts are some of the most interesting performers I have ever known, and what we all just witnessed, I think, is a perfect preamble, a summation of everything we should aspire to be, of the power to move hearts and souls that music can have! I seriously feel like I need to give the best damn concert of my life now just to be worthy of headlining here… And of course, I can’t play everything alone. Before we start, let’s hear it for my backing band!”
“My bassist, Stella Starlight, my drummer, Scott Sundquist, annnnd…” Melodically, that ‘and’ trailed until one of the stagehands from before, clad now in a totally new outfit, emerged. “Luna, on the synth!” With the band introduced to cheers, TD/MD, then, sat before a piano which the rest of the stagehands had moved onstage while the crowd’s eyes were on the star, and a cloud of smoke in their path. “So, Los Fortuna, are! You! Ready?!”
The first of many songs that night began.
In the chaos of these two disparate teams, both quite surprised by the realization of who they would be sharing their stages with, their independent plans, nonetheless, blended together seamlessly to tell classical comedies of ancient kings and heroes, of fighting and rejecting a tragic end, a bizarre prog rock gymnastic live weapons show tale of the human spirit at its finest.
It was often that, thanks to the mishaps of the manager Thutmose, the acts before TD/MD went down in memetic legend, the stuff people spoke about often both on social media and in shady, smoky backrooms. Usually, however, they were spoken of as disasters saved by her star performance, to the point where some wondered if it was on purpose to hype her up more at some poor bastard’s extent.
That night, however, a certain performance pierced the hearts of the crowd and brought about complete adoration, even matching the attention of the headliner. As her own show, grand, perfect, putting a tear in the eye of the man who sat beside Tigran Sins in a special box, drew to a close, and the crowd called for an encore, TD/MD spoke into the microphone. “Alright, Los Fortuna, I think I definitely have time for one more song, but… I haven’t forgotten who you were all cheering for earlier. In the time it’s taken, we’ve already seen to it… I’m going to welcome some people back on the stage to join me for this!” Directing her hand stage left, she declared, “‘Nureyev,’ Admiral Pineapples ‘Orpheus,’ ‘Hades,’ and all the best stagehands in the world, get back up here, the whole of you! Let’s close the night off in the best way possible!”
The winner is Everyone, with a score of 79!
Category Winner Point Totals Comments
Popularity Masters of Funky Action 16-14 There were a record number of tie votes this match, but in the end, just barely, MFA pulled ahead in popularity by a singular vote.
Quality Judecca Highrollers 27-29 Reasoning
JoJolity Tie 27-27 Reasoning
Conduct Tie 10-10
After the show, Metra asked the quartet to wait for her outside her green room so they might speak in private as she dressed back down into more casual getup, the four of them and manager Thutmose conversing outside all throughout.
“That was legendary,” Rudolf said first, “feel like we really moved hearts out here tonight!”
“Even if only for a little while…” Admiral Pineapples agreed, looking over the Highrollers. “It was very nice to work with you, even under such strange circumstances.”
“Tens of thousands… It’s still surreal,” Alexis added, “they were cheering for us almost as hard as they were for TD/MD… And I heard they usually end up laughing off the act right before the big headliner?”
Cybil simply allowed a smug smile. “I was advocating for you, Alexis, so of course I knew you would defeat such superstitions…” And then, she offered the manager a frown. “Mr. Thutmose. I hope now you’ve learned a lesson about fooling around with people. It is only because we were so amazing that you still have your job right now.”
“How humble…” Thutmose answered, chuckling nervously and running his hands through his hair. “Yeah, yeah, I’ll go straight now… I didn’t realize how much this was upsetting Metra, either-”
“Thutmose, my boy,” a self-important voice said, announcing his presence an instant before his garish demeanor could assault the eyes of the hangers-around. Tigran Sins, in his gold-yellow checkered suit, approached, that muscular brunette right hand of his, Fox, close by, a sort of warmth on his still quite intimidating face, “you really do know how to pick ‘em. Miss Antoine, Mr. Pavlova, Admiral, and Alexis, you were… I must say, almost sort of in the league of our star.”
“Not even close, really,” Fox answered, stepping forward then, a massive bouquet in his hands, a vinyl tucked neatly under his arm, “anyway, Thutmose, let us through. We need to speak with her now… That show was her greatest yet, and she needs to hear it personally from-”
“TD/MD isn’t seeing anyone else tonight,” Thutmose answered, the young man standing firmer now, though all four of his companions noticed that he seemed to be shaking. “She’s exhausted after her show, and already needs to make time for others…” He moved to yoink the flowers out of his hands. “I’ll give these to her on your behalf, though, and tell her who it’s from… But she won’t be seeing you.”
Like that, the warm demeanor on the intimidating-looking man’s face grew tenser again, and even Tigran seemed to grow frustrated as well, answering next, “are you certain she can’t make time? Fox really needs to speak with her in person.”
“Hey, hey, you heard the twink,” Rudolf interjected, stepping in now (“Twink..?” “Yep!”), raising a bathrobe-covered arm, “let’s keep things excellent here and not freak the poor lady out. I hear she’s got a perfect pitch, ya know, so she’s gonna hear it if we’re ruinin’ her night!”
Fox folded his arms, Tigran himself looking contemplative, almost stressed, before his accompaniment turned away, seemingly aware of the numbers on the meek man’s side. “Next time, then.”
The pair left, and like that, Thutmose nearly collapsed into the wall, exhaling. “I just defied Tigran to his face… Hhehhhh…” He shook his head. “She should be ready by now. I’m gonna go burn these flowers… Maybe start online shopping for walking sticks, ‘cuz I feel like my kneecaps are gonna notice this…”
A voice called from the inside, seemingly concurring with the manager’s point. “Coast clear? Alright, come in!”
The four entered, seeing Metra sitting there casually in a black hoodie, more fit for the cool evening, with blue sweatpants covered in silver spirals, relaxing into her chair and nursing a bottle of some sports drink with the label peeled away idly. “You four have all shown me pretty definitely what you stand for tonight… You’re cool. I think I can trust you. Have a seat, alright? Let’s hang out, chat a bit. I don’t think I need to tell you there’s a lot in Sound’s Garden that needs talking-about.”
For interested parties, as of this going up, there is still a day left to vote in a match between masters of lawful bastard and chaotic bastard energies, both vying to get the other thrown out of a resort.
Scenario:
A former speakeasy in Hotel Delmano - North Island, Downtown Los Fortuna. Late morning
The Baker Street Rat Pack had a good few ideas to advance forward juggling in their heads, now that the city’s issues were rapidly beginning to juggle themselves more and more.
North Island PD was still more aggressive under the galvanizing rhetoric of Council Chairman March, none of which seemed to be stopping the serial killer who ran rampant in the region, the districts west of the Wormwood seemed a hotbed of wars between gangs, unions, and the bulk of ODIN’s security forces, and that wasn’t even getting into issues which the BSRP had no relation to, but were indeed aware of.
The matter most currently relevant to Cy Syntheta, however, was listening to the concerns and fleeting research of Peter “Treagon” Bequasimodo.
“I just don’t get it,” Peter said to them, looking fleetingly at his laptop. “I can’t use my Stand to get out of the city, and now I try to use it to look into this ‘Institute’ here, and can't get into there either. It’s like… They have some sort of Stand User Firewall, in simple, un-hacker terms.”
Cy had been sitting and chatting with the self-styled treasonous vegan, having been of the mind of late to actually do something useful, and remembering the hacktivist had been hot on somebody, something or another’s trail. “So you have a clue as to what that ‘from the Institute, Oh No,’ thing meant?”
“Better than a clue,” Peter answered, “turns out it literally wasn’t even a riddle. Just a straightforward signoff.” Like that, he stylishly spun his laptop around on a nearby surface, stopping it as the screen faced Cy. “Look for yourself.”
“This is…” Cy was catching on quickly. “The ‘University Board’ of Midnight Sun? Hell, I knew they were kind of a big deal, but looking over these names back and forth…”
“Yep,” Peter answered, “and these are the basics I could dig up on most of them… This No guy, though, other than existing? Practically a ghost. Apparently sometimes doesn’t even show for meetings in person.”
“And we have definite signs this guy knows about people’s Stand abilities, and hangs out with that ‘Golden Sins’ guy you punched out? ‘Parapsychological Research,’ too… Sounds like Stands without outright saying Stands.”
“Think I might have to go physical again,” Peter answered, “if an agent of Neoliberal Academia is on us, we gotta know their intention. With those types you never know if they’re with you or gonna sell you out. Think I was gonna start by checking out some Institute libraries.”
“Wait,” Cy answered in turn, “you say they know about you and you’ve been trying to break in already… Then it might be too much heat on you to storm the castle. Let me take care of it.”
“Oh, man, really? That’s super cool of you, Cy. If you find anything, I owe you one.”
“Don’t think of it like I’m being nice to you for its own sake,” the assassin answered, “this is something that affects me, too, especially if we screw it up, and a physical infiltration is the kind of thing I’m more suited for than you… Though I will remember what you just offered.”
Midnight Sun University Town - A Street Decked out for Pride
Raymond “Ray” Delwyn Shimizu, meanwhile, had discovered similar information to Cy under what can be called vastly different circumstances: rather than suspicious, experience and perspective had taught him to have a cautiously optimistic approach to the clear power over the Metropolitan area the University Board held.
To the Speedwagon Foundation, this Parapsychological Research Facility has always been an enigma, since it’s always been a risk to send many operatives to Los Fortuna, but I have a ‘feeling…’ A ‘feeling’ that tells me they are not going to be so dissimilar to us. I can’t help but wonder, then, like how my team is dealing with Cairo now, if SKADE can’t have its ‘talents’ assisted by some University grants and allianceship as well… Our ‘contact’ within ODIN didn’t have a bad word to say about them, so it likely won’t cause trouble with them, either.
But first, Raymond knew, he could not simply walk blindly into such an alliance, much like his team had needed first to figure this Cairo out a bit more before adding their resources to their mission. A place worth starting to do such homework, then, would be in the records of their little research institute.
As he walked along, Raymond soon passed by a frankly adorable-looking building, a sign out front of the place reading in bubbly letters: ‘CaraMel’s Confection & Bakery’
To that end, then, he thought, oh, tempting… Maybe I’ll stop by on the way back from the library, bring donuts or weird candies or something back to the gang. I have to imagine they’re delicious… Peering through the window, he saw the place absolutely bustling, loaded with the kind of crowd that speaks to waiting nearly an hour in line, and more going in. Urgh, and maybe there’ll be less of a line by then.
After thinking that to himself, then, Raymond continued onwards, still making sure to eye every little oddity and incongruity of the area he could. Peaceful as the college town largely seemed, strange phenomena that could only amount to Stand usage also felt especially concentrated, even compared to the rest of this city.
I’ve heard rumors of all number of notorious members of the Stand underworld in the region, and I’m sure I’m not the only one out here seeking this library out… or the one with the worst of intentions for it.
Midnight Sun Parapsychological Institute Research Library - 1F Lobby
Much to Raymond’s surprise, the place seemed… A pretty ordinary research library, all things considered. He hadn’t gotten terribly far in yet, of course, but then again, he didn’t really know what he was expecting.
A receptionist with braided dark-red hair, round, spiraling glasses, and a blue vest over a short-sleeved black button-up sat at the front desk, guarding his way from a pair of doors behind him. Off to one side, gated from entry, sat a stairwell, visibly enticing, yet with a sign before it very overtly communicating: NO PUBLIC ENTRANCE.
Ah, well, he could at least get an idea by looking around what sort of face they were willing to show anyone who entered.
“Erm… S-sir?” The young woman at the entrance asked, seeming intimidated by his tall form. “Did you need to find something in particular? I’m, uh, I mean we… We’re not, uh.” She blinked. “What did you want again?”
The sight practically made Ray roll his eyes, but he was able to let through a straightforward, “I didn’t say, actually…” Crap, he hadn’t thought this far, either. Of course a place like this would want to know why people were looking into it. Still, though, Ray was nothing if not smooth and even-faced, and in the span of the time between that ‘actually’ and opening his mouth again, he had thought convincingly of what wasn’t a lie, but didn’t actually say much of anything either. “I want to look into some cases this Institute has worked for this city. This is a pretty big place, and I know it’s a storied institution, so I thought I should get acquainted with some of them.”
“R-right! Of course! So nothing in particular? Okay, cool..! I’m, uh… P-please, don’t hesitate at all if you need me…” The young woman pressed a button by her desk, and the doors clicked, unlocking from this side. As Ray began towards it, though, he was interrupted. “Oh, and one more thing!”
He could practically see the ‘menacings’ emanating off of her, those adorable glasses practically shining as she spoke more clearly now. “There are two types of research library… Ones which only allow ‘reference,’ and ones which allow ‘lending’ to guests. We’re not a lending library, so don’t let us catch you taking anything out of here… Do you understand me, sir?”
“…crystal clear.” This girl is a Stand User… For a moment, I almost let it slip my mind where I am.
“Great!” She said, back to her somewhat nervous, bubbly demeanor. “Oh, and, uh… Don’t make too much noise either, ‘kay? I won’t be able to tell, because these walls are soundproofed, but we can’t be held accountable for what happens if you get other library patrons angry..!”
There, she sounded more honest, even a touch exasperated to Raymond, as if exactly that had happened too many times to count, and she was resigned to it happening again. “I understand.”
Curious as he stepped in, Raymond tested the door… Seemed it did, at least, open from the inside, so no fire hazard or Stand trap there even if it was locked externally. The library interior was hardly bustling, per se, but there were, regardless, a few faces about, all of whom struck Raymond as people it might or might not be a worthwhile idea to fuck with, including but not limited to a tall, balding, androgynous figure with an eyepatch over their forehead, a very average-looking young woman in a purple beret, a red-clad teenager in an aviator hat with a feather plume, round glasses, and long facial features, a tall twentysomething in too many coats with hair like a palm tree, a balding, dark-haired, bespectacled, bearded figure in a stupid black cap and loosely-worn red tie with simultaneously an utterly unhinged and utterly vacant look in his eye, and a blond, stubbly-haired twenty-something six-foot-something in sunglasses and a vest with shoulder sections that wriggled down his arms.
Raymond thought little of the colorful characters around as he went to start picking out some reference material to sit at a desk with, but as he did, he happened to glance across the aisle, seeing there someone who he definitely knew was probably trouble: a short-haired, taller-than-him, androgynous blond with chin-length, face-covering bangs, which had an almost plastic sheen to them. They wore a form-fitting crop-top, shoulder-length cloak, jorts, leggings, and an armful of plastic bands.
No way… I’ve heard of this person before! The foundation says that Cy Syntheta is a ruthless sellsword who’ll work any job. What could a person like that want in a place like this? Who are you doing research for? I smell trouble here… I’m going to need to apprehend them, dead or alive, before someone gets seriously hurt. I must say, as a swordsman myself, though, I’m almost excited… Almost.
Cy Syntheta, minutes ago, had received a similar spiel for a similar non-explanation of their intentions, though theirs even vaguer, given the fact that the assassin was entering fully prepared to find information which led them to view the Institute as some sort of enemy. Their hunt for information about the hotel they occupied had led to a fascinatingly thorough history of its paranormal and criminal oddities, but nothing which referenced any of them.
Nothing written about Heartache Casino where you’d expect, except a very brief mention of an assault from an ancient king when they tried to display some kind of ancient slab in the early 2010s… Nothing about us, either, when we know they definitely have something on us. Ugh. Is that on the more confidential floors..? Maybe I do need to start figuring out how to break in… And then, a moment later, their head perked up with a realization. There’s eyes on me… Someone is watching me right now, and close.
Their head, then, darted across the aisles, and directly across from them stood a tall, broad-looking figure glancing their way with a clear, sneering suspicion. Everything about this guy screamed ‘fed,’ or at least something adjacent.
Looks like my reputation has caught up to me again… Well, that’s just great. I’m gonna need to take this guy out then… How annoying. Hopefully, all these other guys stay out of it so I can get back to what I was doing.
OPEN THE-
Shhh!
Open the game…
Location: A public floor of the Midnight Sun Parapsychological Research Institute Library. The area here is 32 by 32 meters with each tile being 2 by 2 meters. Players are represented by their tokens with Raymond on the center left and Cy on the center right.
The purple rectangles are bookshelves that are each around 2 meters tall. The brown rectangles are desks complete with chairs and lighting. The green circle is the help and resources desk. The plus signs are computer desks and the cone shapes on the bottom sides of the map are printers.
Goal: RETIRE your opponent!
Additional Information: They’re minding their own business, but the Institute Library is sparsely populated with a number of Stand Users among the general civilians. If you make too much noise or actively try to involve them in your fight, they’ll kick your ass, and you will be RETIRED. If you try to trick them into thinking your opponent is antagonizing them by using your own abilities to somehow try to make them look bad, they’ll kick your ass, and you will be RETIRED.
On the other hand, though, as long as you’re not actively aiming for them, even the non-stand users in this area are pretty savvy people to be actively researching here in the middle of a fight; chumps, cowards, and charlatans will have already fled before they’re in any danger, leaving only people who know the score. They can generally reliably avoid being hurt, and as long as you aren’t too loud, will not under any circumstances besides aforementioned loss conditions use their various Stands to kick your ass.
Team Combatant JoJolity
Baker Street Rat Pack Cy Syntheta “My name is ‘Kira Yoshikage.’ I can’t remember when or how I died… but one thing I can say is I feel certain I will not go to Heaven.” This parapsychological research library has some truly morbid, fascinating stories from which to draw inspiration. Take creative inspiration from paranormal knowledge in the basis and techniques of your strategy!
Sharp Lookers Raymond “Ray” Delwyn Shimizu “I saw a book, seemingly unpopular, titled ‘The Elephant Who Lost His Nose.’ I thought to myself… Now why in the world would he lose his nose?” You’ve found your way to an absolutely fascinating source of unusual parapsychological knowledge, and as an agent of SKADE and of the Foundation alike, you aren’t going to take this opportunity for granted. Take creative inspiration from paranormal knowledge in the basis and techniques of your strategy!
Link to the Official Player Spreadsheet
Link to Match Schedule
As always, if you would like to interact with the tournament community and be among the first to get updates for the tournament, please feel free to PM a member of our Judge staff for an invite to our Official Discord Server!
submitted by Dungeon_Dice to StardustCrusaders [link] [comments]

[Let's Build] D100 starts to a campaign that aren't in a tavern

I'm tired of starting all of my campaigns inexplicably in a tavern. What are some other ways you've seen a campaign start?
1: You were all involved in a war that's now over, visiting the sight of one of the most gruesome battles. Maybe you're here because you lost someone you cared about in the fight. Maybe you wished you could have been in the fray, but were held back. Maybe you ran from the fight and guilt drove you back here.
As the sun sets, the spirits of those long dead soldiers begin to reappear, all marching in the same direction. Will you follow?
2: All PC's were captured by the guards of a large city and sent to hang (the reason for this can be up to the player. Wrongfully convicted, career criminal, spoke out against the leadership, etc.). At the last moment, right before the lever is pulled, an arrow takes out the ropes and smoke bombs explode around you. You are quickly whisked away by your saviors, down a dark alley and into a secret hide away.
Your rescuers reveal themselves to be the most powerful and feared criminal syndicate of the country, and your life has a price. A very large ship of theirs carrying illegal goods that they won't specify (stolen gold, drugs, maybe even slaves for an interesting twist) went missing in a cove, along with any groups sent to search for it.
If you can find the ship, bring back the cargo, and not be caught by the guard in the process, you walk away rich and free.
3: The PC's are in a medium sized town, checking the local bounty board for work (why their here is up to the PCs). They quickly come to a disturbing realization: All of them now have a price on their heads.
4: An annual ceremony in the town takes place at the graveyard, unusually large due to the war-torn country. It's basically a carnival, where families gather around the graves to reminisce and celebrate the lives that once were. Chaos quickly erupts as the deceased relatives start clawing their way out of their caskets, attempting to kill their past loved ones.
5: beaten and bloodied, the PC's are left for dead, tied to trees in the middle of the forest by a local bandit group. What they didn't realize is that they tied you up right next to the mushroom circle of a local fey. She agrees to release you all on one condition: kill the bandits that have been ransacking her forest for supplies.
6: Inspired by elder scrolls, oblivion: You all are invited separately as illustrious guests to an esteemed and very wealthy manor. As soon as all of you enter, all of the doors slam shut and lock magically behind you. A disembodied voice is then heard throughout the manor: "kill eachother. The last one of you left standing will go free." Will they do as the voice commands? Or will they work together to uncover the mystery of the manor and escape?
Could end very quickly, but has a lot of potential. Could even have player characters come back as undead if killed by another person, solely bent on hunting down any members that remain.
7: You are all attendees to a wedding. You each may or may not know each other, but you do know at least one of the couple. As they are trading vows, assassins burst through the doors, killing the couple before anyone can act.
8: The local university hires the party as body guards for a scholar who is transporting his revelatory research to the capitol. During the journey, the scholar is assassinated, and his research is stolen. Now the party themselves are the subject of much suspicion. If they can solve the mystery of the assassination and recover the research, their names will be cleared.
9: In various locations, though various circumstances, the members of the party have been captured to be sold into slavery. They begin on a slave ship headed to market.
10: Each player wakes up in a wooden box (a coffin) buried in a shallow grave.
11: For one reason or another, the party has all signed up for an arena, either they are placed on a team together to fight monaters, or pitted against each other (depending on your group).
They can go through the arena or the arena can be interupted by something (an assassination, explosion in the city). Either winning the prize money, ir having arena officials be skeptical of them or asking for their help.
So many option you can go, and it usually starts with pretty quick combat.
12: You see a man post a notice on the notice board, saying local mansion needs help defending against nightly hauntings. That night you go to saod mansion and find corpses that have been there at least a year
13: In Medias Res: The players are in a town, and the town is under attack! The Fighter's guild, mages guild, churches, and even the thieves guild are all rushing to help hold the line.
14: Everyone wakes up on a beach, surrounded by the aftermath of a shipwreck.
15: The characters wake up in a jail cell, their heads throbbing from the previous night's apparent bender. The guards want to know how an NPC died. Could either have the players make it up, or hand them pieces of paper telling them what they remember.
16: The players are abducted by aliens. They have to figure out where they are, why they were abducted, and how to escape.
17: Characters are all in a market when a merchant stands on a podium and begins to speak. He shows off some type of item (can really be anything you want it to be), boasting that it is completely priceless/extremely powerful. Out of the crowd, someone jumps up onto the podium, knocks the merchant to the ground, and runs off with the item. The merchant screams, "Stop them! I'll give 1,000 gold to whoever can bring them back to me alive!" The players give chase.
18: Characters are all in a market of about 100 people, going about their business. One by one, they each realize they've been the victim of a pickpocket. They look around and see that everyone around them is having the same look in their eyes. They quickly discover that every single person in the market has been pickpocketed, and no one noticed. Was it a highly organized criminal group? A magically enhanced rogue? A trick of an illusion spell? The PC's aim to find out.
19: Characters are all soldiers in a war, and have been gathered by a superior officer for a special mission.
20: Characters all died prematurely in the same event, the Fates/some deity is upset about it. They all meet in whatever equivalent of purgatory you choose, and are sent back to the mortal plane stop whoever is interfering with fate.
21: Characters are all on a trade caravan(for whatever reason) when it is attacked by X type of monsters. The monsters are more organized than normal, and all have some kind of badge/insignia that indicates allegiance to something. The characters can choose to investigate on their own, or will be requested to upon arrival at their destination, after the caravan head reports to the Watch that they distinguished themselves in the fight.
22: You are all travelling on a riverboat in a deep canyon to the furthest-most city on the edge of civilization.
The riverboat is attacked by Kobolds (or any sort of enemy, this is a great chance to use something uncommon and exotic) on ziplines that steal supplies from the boats that ply the river. The players are the only ones capable of defending themselves and the boat.
23: You all wake in a field, lying in a circle with your feet towards the center, where the ground is scorched from a small explosion. Placed delicately in the middle of the scorch mark is a single page ripped from a journal.
You know who each other are, but have no idea how or why you met, or how you got here.
24: You are all invited to a ballard performed by an incredibly famous bard. As the performance goes on, the PC's notice that everyone around them has been petrified besides themselves. The bard then says, "Now that I have your attention, I have a favor to ask..."
25: You are all invited to a Ballard performed by an incredibly famous bard. At the end of the performance, you walk out side of the theater to see that the town you were just in is deserted and overgrown. As the other patrons walk out, they turn to dust and collapse to the ground right outside, with the people behind them quickly following, not noticing what's happening right in front of them. The only people who survive going through are the PC's. They slowly discover they've somehow been teleported one hundred years into the future.
26: You are all invited to a Ballard performed by an incredibly famous bard. As the bard continues their performance, his entourage quickly and discreetly locks all doors and bars all windows. By the time the performance has ended, all of the audience is surrounded by 30-50 archers, all with crossbows at the ready. From the back of the stage, a lich comes forward. You are all to be used as a sacrifice to give life to a new lich. Can your party stop the cult and save the audience?
27: In a village far to the north, a group of onlookers gawk at the sky (your PC's included). They've always seen the northern lights over head, but never as spectacular as this! With mixes of purple, blue, and green bands intertwining and coalescing throughout the sky, the whole village is lit up by the bright light. But it looks as if the bands are getting....closer. slowly but steadily coming closer to the ground.
Finally, as the bands of light sit just above the buildings in the town, you realize: each of these bands of light are a colossal cloud of wisps, at least a billion in number.
28: at the invitation of a royal gnome tinkerer, your party meets along with at least 20 other adventurers in a palace carved into a mountain. The gnome steps forward and speaks to you all:
"I have called all of you here today because I need a crew of the bravest, strongest adventurers that this world has to offer. For I have developed a revolutionary new form of travel that will take us to places never seen before!"
"I call it, the Star Sailor!"
29: The local university hires the party as body guards for a scholar who is transporting his revelatory research to the capitol. During the journey, the scholar is assassinated, and his research is stolen. Now the party themselves are the subject of much suspicion. If they can solve the mystery of the assassination and recover the research, their names will be cleared.
30: After going to sleep for the night in their separate domiciles, the PCs share a vivid dream. They open their eyes to discover they have all somnambulated to a small shrine to a forgotten God, in the nearby countryside. This group of strangers, frightened and confused, wonders why they were called.
31: In recent years a new phenomenon has cropped up: people throughout the land are being born with strange patterns on their skin. The PCs, each having a perfect holy symbol on their back, have been gathered at the temple for examination.
  1. The PCs are all freelancers, and a mutual contact (a Fixer) has found a job for them which requires all their unique talents. They have to meet with the employer's representative (Mr. Johnson) to receive details and their initial payment. The location in question is at the docks, as the person will be departing on a ship immediately after the meeting. They are given details on how they will get paid after that.
  2. There's a good reason this one doesn't start in a tavern. All of the PCs have run afoul of the gang that runs the local, and they have to either side with that gang's enemies (who aren't the PCs' biggest fans either), or somehow repair their reputation.
  3. All of the PCs are in the employ of an eccentric wizard who does not leave his tower. Prior to this, they had never directly met - but a murder has taken place and their employer needs information to solve the crime. (Nero Wolfe)
  4. You're an ex-military unit of Lawful Good PCs, and you found out that the general and his staff worship Bane (or another LE deity). Being the only witnesses to the evil, you are convicted of a crime you didn't commit. The campaign starts on the caravan to jail. (A-Team)
  5. All of the party is on the same boat voyage, whether across a sea or an ocean, when the boat is attacked by pirates. If they're not defeated the pirates steal trade goods while their leader gives an intimidating speech on the other boat. The party now knows a) there are pirates, and b) what the leader of the pirates in this area looks like. Any NPCs on the boat spread word of the party's deeds when they reach land.
  6. A scholar of the ancient, extinct cyclops race hired the PC's as body guards. They were ancient warriors who were immortal and had the ability to see briefly ahead in time. They became larger, stronger, and able to see farther into the future as they became older. You travel with him to the ancient cyclops ruins of one of their largest cities. After traveling a day and a half just to reach the center of the city, you arrive upon a circle that looks like it used to be a stadium of some sort. After walking into the center, he pulls a large vial from out of his coat, and smashes it on the ground at your feet. Suddenly, the buildings around you rematirialize, and your surrounded by a large group of extremely surprised cyclops, currently in the middle of a political meeting.
    You've been sent eons back to the past. Will you attempt to find the reason for their downfall, and try and save them? Or will you try and find your way back, ignoring their future demise?
  7. A country with an incredibly storied past is known to pay adventurers VERY well, due to a long history of them being saved from peril by legendary heroes and dragon slayers. Word has spread of a highly organized group of kobolds terrorizing this country. They are not merely raiding trade caravans, their isolating settlements, taking over whole towns and making the citizens slaves. The PC's meet at the capital either to help, or earn easy money. They are tasked with taking out a nearby kobold compound, scouring the capital and probing it for weaknesses. They have been ordered to take back the kobold warchief head as proof of their deed, which will adorn a spike on the city wall.
Before leaving, the king sends his personal body guard, a rangerogue to lead you to this compound. He seems extremely reluctant at first, but the king forces him to go. He tries his best to stay as far from combat as possible, almost like hes looking to bolt at the nearest opportunity.
During the course of the encounter, the kobold warchief catches the party by surprise, swinging a battle axe straight at the bodyguards head. The battleaxe literally cracks in half, with the bodyguard not even flinching. He immediately reaches behind on instinct and grabs the kobolds head, crushing it into pieces inside it's plated helm.
After the party questions him, he reveals that he is actually an ancient brass dragon, as old as the country itself. He considers the country his home, and loves being a part of the humans. He has often protected them, or even spinned tails of himself defeating dragons that had been terrorizing the area, bringing back one of his own scales as proof. Almost every legendary warrior in the countries history was actually him, in human form.
This kobold threat is new, though. They are the slaves of a red dragon, who heard tales that an ancient brass dragon had been hiding here. He wants to take him and his country as his slaves. It is up to the party to fight him and his slave army back, alongside the brass dragon.
  1. The party has been conscripted to fend off a cult from overthrowing the local lord. The general of the army and the lord are vassals of a corrupt, failing dynasty.
  2. Mad Margull’s Mysterious Menagerie and Miracles Show is in crisis – all the performers are desperately ill from the basilisk egg soufflé. So, the party meets as stand-in performers providing: Stunning Showcases of Strength and Stamina, Amazing Aerial Acrobatic Acts, Spine-tingling Sorcerous Summonings, Stupendous Stories and Songs, Accurate Archery of Apples atop Audience heads, and *Complete Conversations with Crabapple TreesTonight only!!!!
    Curtains close and the wagon cabin surrenders to darkness. The group of complete strangers ringed around the table links hands and are encouraged concentrate…concentrate…concentrate. The crystal sphere centered atop the table begins to glow, and the séance begins…
  3. Doing their civic duty, the party joins together as an impromptu jury in a witchcraft trial.
  4. Seeking free drinks, each has joined in as laborers at a brewery and wine-making faire.
  5. A bolt of lightning sparks from the sky to the top of an individual and jumps from person to person in a busy market. For a moment all five (Four? Three?) people are enveloped in light and joined by lightning bolts. Afterwards, they appear unhurt and undamaged. Why them?
  6. Each PC has a flashback to an event in there past that could have ended catastrophically but at the last second something happened. (Almost fell asleep on guard duty, and would have missed the Assassin comeing for the king. Or playing with a friend as a child they bump into an oil lamp in a barn.) But in the vision everything falls apart and they see themselves saying "I would give anything to..." after a voice in there head says "I've come to collect."
  7. The annual goblin hunt contest. The local town gets together once a year, everyone signs up and is put on a random team. (The players are on the same team, but it was random) The goal is kill as many goblin's as you can. The time of the event Sundown to Sunrise, and takes place in the forest. Each person has two Firefly jar's attached to them to prevent friendly fire.
  8. A meteor strikes the town next to yours a hour ago, the local guard is are asking any willing body's to help with the rescue, and see what happened.
  9. A carriage large enough for the party pulls up and the door opens to let you in. There’s no one driving, no one inside and the carriage is pulled by skeleton horses. Do you get in?
  10. You've all woken up in a grave yard, in holes 6 feet deep. One of you is currently having dirt shoveled on you.
  11. The PCs were all hired by different people to do the same job. When they run into each other at the job site, the first question is "Why is this job so important that so many people are willing to pay for it?"
  12. The PCs were all hired by the same person to do several different jobs at the same time. Each PC also received a note only to be opened when their job is done. That note gives the name of another PC (no two notes have the same name) and an offer to double their payment if they kill that person. (Best to save this one for groups that are okay at handling inter-party conflict, of course...)
  13. The PCs were all members of the same criminal gang. They're picked by the boss to carry out an assignment. When they come home, the city guard/police have swarmed over the gang's hideout. One of the guards/cops is holding a list of known members. Time to relocate.
  14. Each party member books passage on a ship heading for a local city. Each is on his or her own business. They're caught in a rift/wild magic surge/whatever you want and instead of docking at the target destination, the ship puts into a port far, far away from the original destination. From there, they can be in trouble because it's an enemy country, they can't get back because they don't have enough money, or some other hook you like to keep them there. This could also work with a merchant caravan or some other group travel method. large pieces of hostile geography could serve to keep the PCs in the new location at least for the beginning of the campaign.
  15. Party meets in a casino. They're suckered, either together or individually, such that they owe more than they can pay to the casino's owner who is also a local fixer. He's on the hook to map out a stretch of dangerous, unknown country, however large you want. To get rid of that problem, he offers to outfit the party with what they need, including a cartographer if no one has a compatible background, and then bullies them into performing the mapping mission to clear their debt. From there, they can run into whatever hooks you need to start your campaign somewhere in the wild. and if they abandon the mapping mission as a result, then they have a villain chasing them (the casino owner) who can pop up when they least expect it.
  16. For a less-then-good party (depends on each character's back story): The party is in prison, working at hard labor. They know each other's names, but not much more. they're on the same work detail, working outside the prison walls. Farming near a swamp, mining in a guarded shaft, farming in harsh weather conditions near a large forest. Take your pick. A monster runs through the work detail, killing the guards but leaving the party alive. Or a wild magic storm, or a war party from the local bandits or a neighboring but hostile country. Bottom line: guards are gone or dead, the coast is clear. Each party member is on the hook for a long sentence, guilty or not is up to you and their back story. They can get basic equipment off the bodies of the fallen guards and then it can either be a quiet escape into a nearby city from where they need to book passage out as quickly as possible...or a wild chase through a swamp or forest being pursued by angry guards and tracking dogs. They can escape outright or find a helpful NPC who hides them while dropping the first hook to your campaign in the process.
  17. The party are all young adults in the same family. If races become a problem, then remember adoption as part of the back story. A low-rank noble family is easiest since those kids would be trained in straight D&D classes as part of their education -- knight, ranger, cleric, even wizard. rogues could be rogue-centric rangers or they could be bad-boy nobles who spend too much time with the wrong crowd in the local city so they actually develop first-level rogue skills. A creative backstory is required for each character. Once that's done, then something happens to the family. A patriarch is convicted of treason, the family is ruined and cast adrift. Or the kids unwittingly commit a crime -- they hurt the son of a local king, they accidentally release some long lost horror that was being kept beneath the family castle. Two other directions might be a peasant family, though this will require some creative back story-ing for why an entire family of peasants would be trained in non-serf skills. but if you can work that out, then the village could be ransacked or the family could go bankrupt forcing the oldest kids to hire on as caravan guards or something to support themselves and the family. The final direction would be an upper-crust noble family. Princes and princesses of a major nation. A coup casts the family out and the campaign is about regaining the throne.
  18. The party are all low-level employees of a local thieves guild. They don't have to all be thieves. Fighters can be enforcers. priests can be back-room healers. wizards can be tool makers or simply in debt to the guild master and trading services for debt-reduction. again, dependent on a character-specific back story. The campaign starts when the players attend some kind of general meeting -- they're all at the neighborhood capo's tavern on separate business maybe (paying debts, paying tribute, reporting on operations, etc). A rival thieves guild suddenly attacks, mostly wiping out the PC's guild. The PC's an a very small number of unknown other survive and must escape the city before the rival guild finds and neutralizes them. That's why they stick together. They can run towards your first campaign hook if you make it part of one of their back stories, or they can run for the nearest safe haven and encounter the first campaign hook there.
  19. (From DND memes, which got it from tumblr user probablyfunrpgideas) The players are a squad of government investigators, trying to prevent monsters from claiming new habitat. Making sure abandoned properties are sold and dont remain vacant too long, trying to keep people from stockpiling loads of alchemical/magical ingredients in one place, etc. Its mainly negotiation, but sometimes people have an interest in attracting dangerous entities for their own purposes.
  20. Maybe your party dies in the middle of a campaign, maybe they died separately of natural causes. Either way they all "wake up" next to each other, in a cold and bleak mirror image of the regular world. You can all feel it in your bones. Something is coming. You have only minutes to talk and prepare before whatever it is will be there.
As it gets closer, you can make out what is on it's way. A creature standing at least eighteen feet tall is shambling awkwardly towards you. It is vaguely humanoid, with three legs of slightly different lengths all jutting from a central point at where it's pelvis would be. It has six arms, four of which are holding human sized cages (it can be more if the party is larger than this). It's hands bend in the opposite direction of a normal humans, curling sickly out from it's body. The body itself is deathly pale and malnourished, clearly showing the veins and musculature beneath the skin. It has a normal head, but is absent a face. It has sunken in skin where it's eyes would be, with cracks covered in dried blood at the center. A long, jagged crack in the skin also stretches across where the mouth would be. A spike twice the length of a spear is stabbed downward through the creatures ribcage. At the upper half of the spear, a lantern with a blue flame is attached.
If the players manage to steal the lantern or kill the creature (it may be large and swing pretty hard, but it is practically unable to avoid attacks with its awkward gait and has no outside armor whatsoever. Removing the lantern from the creature will cause it to immediately drop to the ground, lifeless.), they will discover that releasing the flame sends them back to the material plane, in the middle of the wilderness. The lantern is still with whoever opened it, albeit it's no longer lit.
They just managed to do something no other living being has ever done. They have obtained one of the lantern of the collectors, a literally priceless artifact that can bring people back from the dead, and traverse the dead realms. Now they just have to figure out how it works.
  1. Strange groups of identical looking adventurers have started roaming the country, taking on assignments for very little money. You gotta figure out who they are, where they came from, and how to stop them before they take all your work.
  2. A fallout new Vegas one. Basically the group all wake up in a doctors office with no memory, only a letter explaining they were delivering something to a location.
  3. In the central city of the empire/nation, during a major celebration, the king is assassinated, and resurrection spells fail when cast on him. There is a major bounty placed on discovering why.
  4. Your party is a bunch of strangers that has been framed for a crime. Now your group has to work together to prove their innocence and put the real culprits behind bars!
  5. All members of party are found in strange place.. no floor, no ceiling, no nothing. They are just floating around. Suddenly, man dressed in black suit walks in, and proposes a deal. The party is going to hell either way, but if they help him out, he might secure them a way back to mortal realm.
  6. All the PC's are in a huge open air bazaar in the center of a large desert fortress town (they do not need to know each other or be shopping together). Suddenly, a young boy (early teens) comes crashing down through an awning of a nearby stall, a short sword in one hand (still sheathed) as a merchant and several of the local guard chase him yelling "Stop, thief!"
  7. The party is all half human and half other races looking for their shared parent.
  8. All members of your party are part of the town guard. Monster attacks have been on the rise lately and a nest of goblins/orcs/whatever has been discovered and your party has been sent to wipe them out (along with other soldiers who, alas, don't make it.)
  9. The PC’s all meet in a gnomish tinkers shop, looking to get their pocket watches repair. Oddly they all have pocket watches that have stopped on the exact same time.
  10. All the PCs are going about their own business in the market square. Suddenly time stops and everyone and everything is frozen for 3 minutes, apart from the PCs.
  11. All the PCs meet out in a field next to a large flat topped rock, having received a note to be there at this specified time and date. A flapping gushing sound starts softly getting louder and louder until thud, a body from the sky hits the rock. Clasped in the bodies hand is a note which reads ‘avenge me’.
submitted by Sloadkroger to d100 [link] [comments]

Words and frequencies across all lyrics

Bit of a pointless post but something I was curious about. Combining all the lyrics from DCFC songs Ben has written, here are all the words used and the frequency of them.
834 the 587 and 479 you 432 i 369 a 356 to 264 in 235 of 180 that 175 your 148 it 146 all 144 me 141 so 140 on 135 my 132 we 125 be 123 but 121 for 119 as 116 when 114 was 113 with 110 is 107 this 100 are 85 no 84 they 82 it's 77 there 77 from 76 our 76 like 72 there's 69 know 68 will 66 what 64 just 61 you're 61 love 61 at 60 can't 59 don't 57 if 56 never 56 gold 54 were 54 rush 54 down 52 time 52 through 50 nothing 49 i'm 48 away 47 out 47 not 46 have 46 could 44 oh 43 where 43 way 42 into 41 'cause 40 heart 39 same 39 one 38 then 38 only 37 how 37 every 36 see 36 i'll 35 would 34 some 32 more 31 up 31 find 30 been 30 back 29 their 28 won't 28 why 28 here 28 do 27 who 27 or 27 can 26 now 26 by 26 an 25 stay 25 new 25 got 25 go 24 sun 24 something 24 she 24 little 24 feel 24 around 23 you'll 23 sunlight 23 open 23 night 23 i've 23 always 22 used 22 home 22 had 21 you've 21 us 21 than 21 said 21 didn't 20 wanderer 20 too 20 let 20 left 20 keep 20 he 20 days 19 they're 19 long 19 both 19 about 18 think 18 them 18 sound 18 say 18 make 18 lines 18 life 18 hold 18 eyes 18 end 18 change 18 boys 17 want 17 these 17 off 17 loved 17 his 17 cause 17 before 16 someone 16 skin 16 past 16 need 16 gotta 16 am 15 we'll 15 waiting 15 take 15 spend 15 remain 15 ooh 15 head 15 far 15 fall 15 doors 14 true 14 that's 14 tell 14 place 14 people 14 mind 14 inside 14 hear 14 alone 13 underneath 13 turn 13 things 13 sea 13 old 13 move 13 morning 13 man 13 live 13 last 13 i'd 13 get 13 fool 13 did 13 behind 13 air 13 again 12 words 12 unlocked 12 trying 12 took 12 told 12 thought 12 much 12 many 12 friends 12 ever 12 come 12 along 11 thing 11 still 11 slowly 11 sky 11 should 11 seems 11 remember 11 look 11 light 11 her 11 haunted 11 hard 11 free 11 everything 11 digging 11 black 11 bed 10 years 10 year 10 well 10 those 10 such 10 street 10 slow 10 room 10 monday 10 modern 10 knew 10 hope 10 getting 10 face 10 even 10 empty 10 drive 10 dream 10 day 10 dark 10 came 10 best 10 age 9 wonder 9 we're 9 under 9 turned 9 town 9 thinking 9 someday 9 side 9 safe 9 possess 9 once 9 ocean 9 near 9 moved 9 meet 9 lying 9 kept 9 help 9 hands 9 fire 9 finally 9 door 9 distance 9 disappeared 9 city 9 begin 9 beautiful 9 anymore 8 windows 8 while 8 truth 8 tried 8 tonight 8 speak 8 soul 8 right 8 please 8 pity 8 mouth 8 mirror 8 mean 8 leaving 8 lead 8 kind 8 hole 8 gonna 8 glass 8 give 8 floor 8 fading 8 fade 8 everyone 8 ending 8 cannot 8 burning 8 burn 8 break 7 young 7 you'd 7 worse 7 within 7 wish 7 wind 7 wha 7 walls 7 walking 7 until 7 tears 7 standing 7 speed 7 sometimes 7 sleep 7 quite 7 own 7 over 7 oo 7 name 7 motion 7 mine 7 may 7 making 7 lonely 7 leave 7 ho 7 hand 7 ground 7 gives 7 filled 7 fear 7 dreamt 7 different 7 debris 7 cool 7 body 7 better 7 being 7 ask 7 arms 7 anything 7 alright 7 alive 7 'til 6 yet 6 upon 6 two 6 try 6 today 6 times 6 thread 6 talking 6 takes 6 synapse 6 sycamore 6 summer 6 stop 6 start 6 stars 6 spoke 6 soon 6 sleeping 6 single 6 play 6 paper 6 nothing's 6 names 6 myself 6 mess 6 memories 6 made 6 looking 6 lights 6 its 6 higher 6 hearts 6 he's 6 has 6 half 6 grows 6 gone 6 girls 6 ghosts 6 full 6 found 6 first 6 felt 6 feeling 6 fast 6 ends 6 else 6 el 6 either 6 each 6 dorado 6 document 6 couldn't 6 clothes 6 closer 6 clear 6 call 6 california 6 built 6 bring 6 brain 6 belly 6 believe 6 bah 6 bad 6 baa 6 awake 6 another 6 against 5 yourself 5 yes 5 work 5 window 5 went 5 watching 5 watch 5 wasn't 5 wanted 5 wait 5 turns 5 together 5 three 5 thin 5 tangled 5 talk 5 taken 5 swim 5 summer's 5 stage 5 song 5 somewhere 5 shoulders 5 shoes 5 set 5 seem 5 screaming 5 scene 5 saw 5 save 5 sad 5 roll 5 revolved 5 read 5 rain 5 put 5 pretend 5 pass 5 parallel 5 nue 5 must 5 moving 5 mistakes 5 mistake 5 meets 5 lovers 5 lost 5 lose 5 listen 5 lips 5 line 5 late 5 kid 5 ing 5 hotel 5 hides 5 held 5 heaven 5 grow 5 gotten 5 goodbye 5 gave 5 gates 5 frame 5 followed 5 follow 5 faster 5 fair 5 faces 5 expect 5 enough 5 engine 5 dying 5 drunk 5 dress 5 dancing 5 cut 5 cruel 5 cracks 5 concrete 5 compromise 5 close 5 cars 5 buildings 5 broken 5 binds 5 between 5 beside 5 bend 5 below 5 began 5 because 5 beast 5 any 5 angeles 5 above 4 yeah 4 wrong 4 worth 4 without 4 winter 4 who's 4 white 4 which 4 wheel 4 wedding 4 water 4 wanna 4 walked 4 waited 4 view 4 vast 4 twisting 4 travels 4 thinner 4 teeth 4 steel 4 started 4 squeaking 4 space 4 softly 4 smoke 4 skyline 4 simply 4 silence 4 sent 4 sense 4 s 4 run 4 rooms 4 road 4 return 4 rest 4 reach 4 plays 4 perfect 4 outside 4 other 4 occurred 4 northern 4 nights 4 news 4 mountain 4 miles 4 met 4 machine 4 los 4 looked 4 less 4 leaves 4 learned 4 lay 4 known 4 keeps 4 ivory 4 information 4 ice 4 hurricane 4 houses 4 house 4 holding 4 him 4 hills 4 highway 4 guns 4 guess 4 gets 4 forget 4 forever 4 flows 4 flames 4 fingers 4 filling 4 father 4 farther 4 fact 4 everybody 4 escape 4 embrace 4 earth 4 dreams 4 doubt 4 done 4 dear 4 darkened 4 crawling 4 condescending 4 comfort 4 clouds 4 closed 4 climbed 4 climb 4 clean 4 child 4 car 4 cameras 4 calling 4 brothers 4 boy 4 bound 4 bones 4 blinding 4 blame 4 beneath 4 awoke 4 autumn 4 after 3 youth 3 yours 3 world 3 working 3 worked 3 word 3 wine 3 wife 3 what's 3 weeks 3 we'd 3 wave 3 watched 3 warm 3 wander 3 vultures 3 very 3 vacancy 3 understand 3 type 3 twin 3 trust 3 top 3 tired 3 tiny 3 though 3 thinks 3 tether 3 television 3 taste 3 tall 3 sweet 3 swallowed 3 surround 3 supposed 3 strong 3 streets 3 stranger 3 storm 3 stood 3 stays 3 stayed 3 station 3 static 3 stare 3 stand 3 stable 3 spread 3 spent 3 speaks 3 snow 3 smaller 3 slip 3 slept 3 skies 3 size 3 sink 3 singing 3 signs 3 sights 3 shroud 3 shared 3 series 3 self 3 second 3 seat 3 seasons 3 searching 3 school 3 saved 3 satisfied 3 runs 3 running 3 rubble 3 river 3 rhythm 3 remains 3 remainder 3 regret 3 reflection 3 recall 3 really 3 re 3 rather 3 rainy 3 promises 3 possibilities 3 plates 3 plastic 3 planned 3 plan 3 plain 3 places 3 placed 3 part 3 others 3 ones 3 nowhere 3 noise 3 neighborhood 3 music 3 mother 3 monument 3 mistress 3 meant 3 matter 3 maps 3 makes 3 lover 3 lookin' 3 longer 3 lie 3 learn 3 lake 3 lack 3 kissed 3 kids 3 keeping 3 isn't 3 island 3 inaccurately 3 illuminate 3 hunger 3 hung 3 hours 3 horizon 3 hell 3 hang 3 grid 3 grey 3 grass 3 good 3 gon' 3 glued 3 front 3 four 3 fly 3 fish 3 feet 3 familiar 3 falls 3 failure 3 failing 3 explain 3 eventually 3 endless 3 embarks 3 echoes 3 easy 3 east 3 early 3 drown 3 double 3 doing 3 discover 3 died 3 die 3 diamond 3 design 3 defeated 3 defeat 3 deep 3 decide 3 death 3 countless 3 counting 3 count 3 comes 3 collide 3 cold 3 cloud 3 claim 3 cigarette 3 children 3 changes 3 ceiling 3 care 3 burst 3 brown 3 bright 3 breathe 3 bought 3 bottle 3 born 3 bodies 3 blurs 3 bird 3 become 3 became 3 beach 3 bar 3 band 3 astound 3 asleep 3 apartment 3 anywhere 3 ain't 3 ago 3 across 3 'no's 2 york 2 wreckage 2 worry 2 winter's 2 win 2 wild 2 wide 2 whose 2 whole 2 whiskey 2 weight 2 weathered 2 we've 2 waving 2 wash 2 wants 2 waking 2 wake 2 waitresses 2 vows 2 voice 2 vine 2 views 2 veins 2 upstate 2 untrustable 2 unobstructed 2 unfold 2 underground 2 unconscious 2 twos 2 twenty 2 tv 2 turning 2 truths 2 tripped 2 towards 2 touching 2 touch 2 tongue 2 tones 2 tires 2 tire 2 till 2 tied 2 ticking 2 thrown 2 threw 2 threes 2 thousands 2 thousand 2 they've 2 there'd 2 ten 2 technicolor 2 tear 2 taking 2 synchronized 2 symphony 2 sworn 2 swift 2 swept 2 sweat 2 sure 2 superhero 2 suit 2 strobe 2 strange 2 stranded 2 straight 2 store 2 stopped 2 stones 2 stomach 2 step 2 states 2 state 2 starts 2 starting 2 stands 2 stake 2 stairs 2 stacked 2 st 2 sputters 2 spring 2 splinter 2 spit 2 sphere 2 speaking 2 spat 2 spark 2 son 2 something's 2 someone's 2 soaring 2 smugded 2 smiling 2 smile 2 smell 2 slipping 2 slightest 2 slide 2 skid 2 six 2 sitting 2 sit 2 sings 2 silver 2 signed 2 sign 2 sifting 2 shrugged 2 show 2 shouldn't 2 shore 2 shift 2 shed 2 share 2 shards 2 shallow 2 shake 2 shadows 2 settling 2 setting 2 sets 2 separate 2 sees 2 seen 2 seemed 2 security 2 secrets 2 season 2 scream 2 scraping 2 scenes 2 sand 2 safety 2 rows 2 routine 2 role 2 roads 2 rhythms 2 resolve 2 repeat 2 renewed 2 remained 2 refrain 2 refine 2 red 2 record 2 recognize 2 reason 2 real 2 reading 2 reaction 2 reaching 2 ravine 2 railroad 2 radio 2 quietly 2 quiet 2 question 2 queen 2 pushing 2 push 2 pursuit 2 pulling 2 pulled 2 pull 2 prove 2 potential 2 portable 2 poor 2 point 2 piles 2 pile 2 picked 2 photographs 2 photobooth 2 photo 2 phone 2 peter's 2 perspective 2 peace 2 pavement 2 patterns 2 passing 2 passenger 2 parlor 2 pane 2 pages 2 packed 2 pack 2 pace 2 oxygen 2 overloads 2 overcoat 2 outrun 2 optimist 2 notes 2 network 2 nervous 2 needs 2 neck 2 morse 2 moment 2 misleading 2 mile 2 metal 2 message 2 mention 2 men 2 memory 2 melody 2 markers 2 map 2 magazines 2 losing 2 lonesome 2 living 2 let's 2 led 2 lawn 2 laughed 2 language 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gold coast casino floor map video

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gold coast casino floor map

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