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A Rundown of Each Gang In Cyberpunk 2077
Hey all, Here is a rundown of the details of each gang, ranging from sphere of influence, crimes, uniforms, where they reside and how they make money in Night City. If you keep up to date with the lore, most of this information will not be new to you, so don't expect anything fancy. This is mainly for those who want some basic information on each of the gangs, and don't invest a lot of time into the lore. Hence, this information is kept very basic and straight forward. If you want a video format of this information, here is a link, but I highly suggesting reading it, as well as other material too! https://www.youtube.com/watch?v=NI13y1xF63o Most of this information can be found directly on the Cyberpunk Wiki: https://cyberpunk.fandom.com/wiki/Category:Gangs The Maelstrom Gang The Maelstrom Gang is the most dangerous of Night City's gangs. With 1300 members, they reside within the Watson district, and spawned from the remains of a previous gang called the Metal Warriors. When this gang was almost fully wiped out, the Maelstrom gang replaced it, and grew exponentially in size. They took shelter in Watson, within a pig slaughterhouse called the All Food Plant. This is where the brains of their organisation stays. The Maelstrom specialise with illegal medicines and drugs, being their primary form of income. Before selling these, they usually acquire such illicit objects from organised raids and hit jobs on whoever they deem needs to be taken out. They do not discriminate - they will kill anyone and anything to get to the top, and to get what they want. Think of them a lot like the Mafia - very organised and structural, where you need to do your part for the organisation, otherwise it's game over for you. Like many of the gangs in Night City, they own a club, called the Totentanz Club. It is said to be the most popular of all clubs in Night City that are owned by a gang. They also have their own uniform, containing clothes of leather and chrome, alongside their array of high-tech cyberware. Their kind of gang structure has a particular name for it - a Boostergang. These are gangs with members who often enhance themselves with cybernetics. In fact, many Maelstrom members are Cyberpsychos - a mental illness of identity loss due to an excessive amount of cyberware on one's body. They lose a sense of what and who they are. But they know one thing - they serve the Maelstrom, and they kill for the Maelstrom Gang. The Maelstrom are lead by Simon Randall, a.k.a Royce. V will have the opportunity to eliminate Royce in the quest 'Going Pro', where you must find a Flathead spiderbot through infultrating the Maelstrom headquarters. The Maelstrom, being the most dangerous gang in Night City, have an Extreme Threat Level in Night City. Look out for them, because they will look out for you. The Scavengers The Scavengers are a nasty gang that inhabit all of Night City, with a particular presense in Pacifica and Heywood. Similar to the Maelstrom Gang, they are ruthless, and will attack anyone or anything. But they have their own method. Instead of organised crime, any of their members simply attack weak and innocent people. They have ties to the Soviet Union, with many of their members being fluent in Russian, as well as very involved within the culture. Their uniform consists of tracksuits, cyberware and tattoos. The name of the game for the Scavengers is as the name suggests - scavenging. This gang kidnaps people and forcibly harvests everything they can from their victims. Organ harvesting proves profitable for them. But most importantly, they will take the cyberware from their victims. As such, they are filthy rich from distributing their looted cyberware off to other gangs, ripperdocs, and a range of other criminals. If the Scavengers aren't scavenging, they're committing other crimes such as common assault, mutilation and dismemberment of whomever they please. When you roam in Night City, look for Russian graffitti to sniff out the presence of the Scavengers, otherwise, they might find you first. Within Night City, they have a Medium Threat level. Voodoo Boys The Voodoo Boys take their name to heart, with very tribalistic and cult-like activities in Night City, primarily in the District of Pacifica. They came to birth after Haiti and Dominica were devasted by natural disasters in the 2060s. Upon migrating into Night City, they started their own community of criminals. They like to keep their blood strong, maintaining members to only be of Haitian and Dominican descent alike. The Voodoo Boys are classified as a terrorist or nihilist gang - a gang that commits abnormal atrocities, and don't have any meaning in life other than to cause harm to others. They have several hundreds of members, and are the best in the business when it comes to non-synthetic drugs. But there is one thing that they are even better at. The Voodoo Boys are the kings of the Net. Many of their members are Netrunners, who love to freeze neural networks, and plant viruses on the Net to take down many of their targets. In fact, their primary source of income is through hacking databases and accounts, stealing both important data and of course, money. Their main targets are big corporations. Their other goal with the Net is to breach the Blackwall - a virtual wall to protect against free A.Is causing chaos, of which the Voodoo Boys believe Free A.Is would be beneficial. This means the gang is at odds with the organisation that protects the Blackwall - namely, Netwatch. Cosmetics and uniforms for the Voodoo Boys consist of tattoos, piercings, implants, cybernetics, dreadlocks, and charms made of bones. They are scary, both physically, and virtually throughout the Net. The Voodoo Boys are led by Brigitte, a deadly Netrunner whom V will certainly encounter in Cyberpunk 2077, as well as her second-in-command, Placide. Their threat level throughout Night City is quite low, however they are by far the most dangerous gang on the Net - it's their territory. Animals The main rival for the Voodoo Boys in the physical world is a gang that is just as crazy - the Animals. The Animals likewise reside within Pacifica, leading the two gangs to often go head-to-head. They're an aggressive street-fighting gang who love enhancing their bodies with cyberware, supplements, and their special drug called 'the Juice'. This drug increases speed and strength, making members of the Animals gang particularly deadly in a one-on-one fight out in the street. The Animals are just as deadly as the Maelstrom out and about in the city, performing deadly attacks on residents and other gangs. With over 2500 members, they have hundreds of small packs, or groups, that carry out these attacks by the day and night. You will often find Animals members as bouncers or hired muscle, as well as in the fighting minigames, as their raw strength and ferocity proves useful in these scenarios. If you do see one, they'll typically be seen with cybernetics, implanted muscles, plastic surgery and skin modifications to ramp up their ferocious and bestial physiques. These attributes has led to the gang being classified as a Combat Gang, a.k.a a gang that centers around a Warrior Code. The Animals are possibly the most well versed and profitable in the world of illicit and black-market drug dealing. This is their main method of income creation, on top of other crimes like racketeering. The gang is led by their ad-hoc leader, Sasquatch, who is incredibly strong through her use of steroids, and has a sledgehammer as her weapon of choice. The 2019 Deep Dive revealed a quest where you can infiltrate their base and have the option to kill Sasquatch. The consequences are yet to be revealed, if you kill her, or leave her to live. The decision is yours. The Animals are a High Level Threat within Night City. 6th Street The 6th Street came to be after the 4th Corporate War, where Veterans of the war decided to make their own gang as the NCPD was incompetent in protecting them against the local gangs. With 2300 strong, these American patriots believe solely in bringing justice to the city. Their primary activities consist of robbery, extortion and gun smuggling within their home districts, Santo Domingo and Heywood. These activities may also spill over to the Badlands, where they have extensive connections to many of the Nomads in that area. Another way they make money is through protecting local businesses upon the provision that they pay tribute to the gang for such protection. Their other speciality is to do with vehicles. Not only do they run taxi services around Night City, but they steal and modify cars using Techies, and then sell them afterwards. The 6th Street gang is often not on the friendly side of other gangs as they wish to rid of many of the other gangs. The NCPD hence tolerates the 6th Street gang, as they assist the police in dealing with plenty of criminals in the streets. The 6th Street gang has a Medium Threat Level within Night City. Valentinos The Valentinos are a traditionalist-style gang located within the district of Heywood. It is one of the largest gangs, housing 6000 members, all mostly of Latino descent. This is understandly why our main man Jackie Wells used to be a member within the gang. The gang is motivated by a different cause than most others. To seduce women. The more prestigious and unobtainable the woman is, the better the target for seduction by the members of the gang. In true traditionalist fashion, they hold some old-school values high, like justice, honour and brotherhood, and will defend these values to the death. They are also quite religious, but no concrete details of their religious activities have been revealed just yet. Unlike most other gangs, they are open to who joins the gang, and they are extremely territorial. Also different to other gangs, they head up a lot of legitimate businesses in Night City. You'll find many Valentinos managing restaurants, nightclubs, car workshops, construction companies and more. But don't be fooled. They still love your run-of-the-mill criminal activities. The Valentinos are particularly fond of gun smuggling, theft, trafficking, burglaries, hit jobs, and almost every other crime you can think of. Like the 6th Street gang, they receive payments to protect members of the neighbourhood and their businesses. This often puts the Valentinos and the 6th Street gang at odds with each other within Heywood. Be very careful who you mess with in Heywood, as you might find one of these gangs coming after you soon after. Valentino clothing is very bright, colourful and shiny, with jewellery, tattoos and colourful clothes being worn often. It will be hard to miss a Valentino in the streets. The gang has a Medium to High Threat Level in Night City. Tyger Claws The Tyger Claws are a large Japanese gang found in Night Cit, centered primarily within the districts of Westbrook and Watson. They came to fruitition when the Asian community within Night City was under poor protection around the year 2045. After teaming up with the mega corporation Arasaka, they were able to grow into a strong combat gang, just like the Animals, but with a much stronger focus on defense. This means that they are quite controlling of their own territory, and will defend it at any cost. The gang consists of around 5500 members, most of which are very old-school in their methods of combat. Their weapons of choice don't involve cyberware like all the other gangs. The Tyger Claws much prefer to use martial arts, strong reflexes and traditional Japanese weapons like the Katana. This doesn't stop them from being a very potent threat within Night City - they know combat all too well. The Tyger Claws own the most legiitimate businesses out of all the other gangs. Bars, resturants, braindance outlets, brothels and casinos. You name it, they own it. Many of them can be found in Japantown, a beautiful sub-district of Westbrook. The crown jewel of their assets and their operations, the Clouds Nightclub can be found here. Behind the scenes, these businesses can also act as tools for illicit activities like money laundering and manufacturing drugs. But this doesn't name all of their income earners. The Tyger Claws also love human trafficking and prostitution. Their poor treatment of women in the sex industry led to the creation of their rival gang, who we will discuss after this. Crimes for the Tyger Claws are like any other. Assault, torture, abduction, hit jobs, murder and street fighting. They commit these crimes in their signature uniforms and visual identifiers - katanas, fast street bikes, luminated tattoos and tantos, which are like small knives. The Tyget Claws gang poses a Medium to High Level Threat to Night City. Moxes The Moxes are the newest edition to the gangs of Night City. They formed just eleven years before the events of Cyberpunk 2077,. The gang rose in power after their leader, Elizabeth Lizzie Borden was murdered by the Tyger Claws. She was murdered after killing 3 members of the Tyger Claws, who raped a prostitute who worked for Lizzie. This bar, is of course Lizzie's Bar, where we can find the braindance technician Judy Alvarez, who is also a member of the Moxes Gang. They own a few other brothels as well around the city, where they can extend their work in the sex industry. The Moxes gang's HQ is in Lizzie's Bar, which is located in the Watson District, in the sub-district called Kabuki. Here, the Moxes gang makes most of their income from the sex work that occurs in this braindance club. The gang is therefore primarily composed of around 250 sex workers, punks, anarchists and sexual minorities, who value the protection of the working class against violence and abuse. As to be expected, they are not at all fond of the Tyger Claws gang for their actions against Lizzie. However, they will only attack if they are provoked. The Moxies are usually quite a passive gang. Unlike the other gangs as well, they don't tend to involve themselves in much criminal activity. The only speciality of theirs that is somewhat illegal is their extensive work in prostitution, of which many of their members take part. If you see a Moxie, you can expect them to dress in a Punk style, or in cheap fashion that prostitutes may often wear. They are also quite fond of using Realskinn, a plastic covering used to disguise cyberware and cyberlimbs, to which the Moxies endulge in too. The Moxies are a Low Threat Level within Night City. Wraiths The Wraiths are the first of two large gangs within the Badlands. Gangs in the Badlands are made up of hundreds of rogue Nomads, who travel around quite a lot. The Badlands is a dog-eat-dog world, and so the Wraiths are gruesome and ruthless - they atttack their prey during the night, and will raid or murder their victims. These raids will be conducted through their custom cars made to travel through the Badlands - they call these vehicles the Reaver. A customised version of the Type 66 Quadra, made especially for driving on rough terrain. This leads us to their primary source of income, and that is raiding. Many transport convoys or lone vehicles are great targets in the open Badlands to be attacked and robbed from. They also will raid lots of small villages around the Badlands, taking anything from drugs, boosters, cars, car parts, and cyberware, where they can enjoy the spoils of their work. Many companies in Night City also give them transportation contracts to protect valuable transport. However, the Wraiths may take it upon themselves to ransom or raid the vehicles that they were contracted to protect. They don't care of the consequences. You will find plenty of Wraiths outside of Night City, where it's estimated that there are anywhere from 300 to 1200 members. If these members aren't raiding anyone, then they're probably fighting tooth and nail against their rival gang, the Aldecaldos, who we'll discuss soon. The gang is led by a human-skin wearing man named Dogkiller, who we will hopefully be able to encounter in Cyberpunk 2077. However, if we do, they won't be nice to start out with. The Wraiths are a High Level Threat in the world of Cyberpunk 2077, namely in the Badlands. Aldecaldos The gang was formed by its leader, Juan Aldecaldo who fled California to go to Mexico City back in the 1980s. In 2015, the gang returned to the US, and brought a certain someone with them. A great man named Johnny Silverhand, who was in hiding for several years. The gang emigrated to Night City, where they inhabitated the Badlands, running farms and transporting stolen goods to get by day-to-day. They still do this in 2077, led by Santiago Aldecaldo, the new leader of the gang. He is a good friend of Johnny Silverhand. This will mean the Aldecaldos will be far easier to get on the good side of then their famous rivals, the Wraiths. The gang consists of over 10000 members, making it one of the largest gangs in Night City. Several hundreds of these members actually reside inside the walls of Night City, extending their influence out further. Not much else is known just yet about their day-to-day activities, so we'll have to discover this on December 10th. The gang is most likely of a Medium Threat Level in Night City and the Badlands. Let me know what gang(s) you'll side with, and what one(s) you'll seek to destroy. I love how the Maelstrom look but I think they're too dangerous to be alive. I may side with the more chill gangs like the Tyger Claws and the Aldecaldos.
I work in a small bar in Reno. We’re away from the casinos downtown that attract the most tourists, but we’re tucked away near a couple of bigger, separate casinos. We’re a hole in the wall but we do get our share of people wandering in, taking a break from the busy, crowded casinos they’re staying in. We’re also on a couple of major bus routes, so we get locals of all classes and descriptions. Mostly, though, we’re pretty quiet. Especially these days. Shifts can be long and lonely. So I wasn’t entirely sure how to feel one night last week when, about ten minutes before I could have closed for the night and two hours after the last customer left, a woman walked into the bar. Two hours of doing nothing had made me eager to leave, but these days it’s hard to turn down even a few potential tip dollars. I bit down my irritation and greeted her with a smile. At least until I walked down the bar closer to her and got a good look at her face. She was obviously distressed. Not actively, maybe, but she wore the shadows of exhaustion like dark makeup smeared under her eyes. She was rail thin, unkempt. Dark curling hair in a ponytail that didn’t look like it had seen a brush in a while. Clothes that looked well worn and not well washed. I would have thought she was a tweaker - we get those pretty often too, it’s Reno - but her eyes were clear enough and she didn’t seem to have the shakes. She seemed utterly exhausted. She looked about thirty if you stood back and squinted. If you came close and met her eyes she looked about three hundred. But hey, I’m a professional. I set a coaster in front of her and asked what she wanted. “Shot of whiskey,” she said, and her voice rasped out of her like tires over gravel. “Highest proof you have.” We’re not a high class joint, but we have a decent 100 proof. I poured her a shot and slid it over, and the second it was in her reach it was down her throat, and the empty glass slid back to me. “Another one. Please.” Fair enough. But the second shot vanished as fast as the first. She gestured for a third one, but I poured it a little more slowly. “Bad day?” I asked, since acting like a therapist is, of course, part of the job. She snorted, threw down the third shot, and seemed to realize I wasn’t going to keep them coming so fast. She sighed. “Can I get the same thing on the rocks? I’m just staying up the road, I’m not driving.” I made the drink, feeling her eyes on me the whole time. This time I rang up the whole tab before I went back to her, and gave her the total. She slid a few big bills across to me, which confirmed at least that she wasn’t in withdrawal from anything, at least not for financial reasons. As she sipped her drink, I debated whether I could go back and sit at the end of the bar and stare at my phone some more without threatening my tip. She answered that for me by peering at me suddenly. “Do you think people have souls?” Oh boy. I put on that faux-thoughtful look I was so practiced at, the one that came to me the minute someone started spouting off about religion or politics or anything else I vowed not to have opinions about while I was on the clock. “I don’t know,” I said, my standard response. “I’m not really a philosopher.” She stared at me. “What do you think?” For the record, I hate that kind of thing so much. I work in customer service. If you’re not one of the regulars I’ve waited on for the two years I’ve worked here, then I have no beliefs or opinions or anything else. I am an empty vessel meant to provide thoughtful nods and lots of alcohol. That’s it. Still, she looked intense, and it was close enough to quitting time that I could be magnanimous. So I answered her for real. “I think...there’s something about humanity that makes us different. Millions of species of animals on the planet, and none of them come anywhere near us in terms of society and art and culture. There’s something special inside of us. You could call that a soul, I guess.” She nodded, looking satisfied. “You’re right. There is something inside of us. I don’t think it makes us special, though. I think it makes us damned.” Oookay. I drew back a little, grabbing a rag to polish an already clean spot on the back bar. “Yeah, I’m not very religious or whatever, so.” “I’m not talking about religion. I’m talking about what happens to us after we die.” My eyebrows rose. “Is that not religion?” “No. They’re wrong. Every one of them. Anyone who thinks we go to some shiny white afterlife, or a fiery hell, or we come back as a cow or whatever the fuck. Even the people who think we just dissolve into the air like pure energy. Even the people who think we die and that’s that, nothing but blackness and rest afterwards.” “All of them are wrong, huh? Doesn’t leave many options.” I don’t think she appreciated the lightness in my tone. But for fuck’s sake, I’m not paid to be a sounding board for people. Most of the time I just don’t care what my customers talk about. When they go right for the Big Issues I tend to blank out entirely. “I died almost a year ago,” she said, her voice sharp. Before I could gently peel her drink from her clenched hand, she went on. “I got revived, but I was clinically dead for almost ten minutes.” “Ah.” I smiled faintly. “I don’t know whether to say I’m sorry or congratulations on coming back.” “Don’t say anything. It’s the worst thing that ever happened to me. I saw it, lady. I know what happens when we die. And it’s worse than any hell you could imagine.” Admittedly, I was curious. Fifty-fifty on whether she was just a crackpot, but the tension in her voice and those shadows under her eyes...those were hard to deny. So I went ahead and asked. “So...you saw...what? The real hell?” “No. Hell is a fucking fairy tale. It’s bullshit. You know what happens to us when we die? Absolutely fucking nothing.” “And that’s…bad?” “I don’t mean nothing like everything goes black and that’s that. I mean nothing. It’s not like falling asleep, it’s not like a coma. Your body fucking dies, and your soul stays right where the fuck it is.” She took a deep draw of her whiskey. “I was dead for ten minutes. I died in the ambulance. Overdose,” she said, staring at me intently, waiting for me to judge it. I didn’t. I wasn’t thinking much except that I wished I’d closed ten minutes earlier that night. “I died with my eyes open. My body was gone, okay? Nothing, no feeling. No breath, no heartbeat. But I was stuck inside of it. I could see what was happening around me but not really understand it. I could hear things, but like I was underwater. And my...my soul or my energy or whatever the hell you want to call it...it knew. It understood. This was the beginning, not the end. I was going to be put in some cold storage, autopsied, dressed up fancy for some viewing, and put into the ground to rot. And I was going to be stuck inside of this prison for the whole thing. Our souls...we don’t leave. We don’t stop. We are going to last forever, stuck inside of rotting bodies buried in dark holes. No sights, no sounds, no chance to escape. It’s like…” She looked up at me suddenly, snapping her fingers impatiently. “What is it? That thing where the doctors think someone’s a vegetable but they’re awake and aware the whole time?” I shrugged. “I know what you’re talking about, though.” “It’s that. But it’s forever.” She downed her drink and slid the glass across the counter. “Think I’m crazy if you want to, but I know. I lived it. I remember everything.” I poured her a double, and poured a shot for myself. “Okay, but...there’s a lot of stories of people who died and came back, and I haven’t ever heard anything like that.” “I know. I’ve looked everywhere.” She scowled. “You know what I think? I think that knowing you’re going to spend eternity trapped in your own body is fucking traumatizing, so people who experience even a minute of it block it out when they come back. But unlike them, my brain fucking hates me.” Which, okay: mood. But jesus. “What about...I mean eventually your body’s not going to be there anymore.” “Something will. Dust. Ashes if you’re cremated. In a million years, little specks of fucking carbon atoms.” She sighed. “I was there for ten minutes, months ago. And I can’t forget it. I can’t....function, just about. I can’t stop thinking that there have been billions of people on this planet, that every inch of ground we walk on is probably holding some poor souls prisoner. I pass a cemetery and can practically hear them screaming to be let go. There’s no end. I can’t sleep, because I lay there in the dark and know that I’ll spend eternity just that way. Blind and deaf and incapable of moving. Forever. Do you even….ten minutes of it felt like a year. A month will be enough to drive someone crazy. And we’ll be there for an eternity.” She lofted her glass. “This, the drinking, is all I can do to make myself feel better for even an hour at a time. I swear, I’d be back on heroin in a second to try and forget it if I didn’t realize that I might overdose again, and end up in hell for good.” She shuddered. “I might have a few decades left in me, but it’s not like I can enjoy it. How could anyone?” I had no answers, of course. I didn’t believe her, not at the time. But she seemed utterly convinced, and it was a scary future to think about. She looked legit, like she hadn’t had a good night’s sleep in a year. Like she couldn’t eat, like she never smiled. She didn’t stay long. She had one more drink, which we sat through in silence. Then she pushed away from the bar, stumbled a little as she slid off the stool. “Want my advice?” she asked as she dropped more bills on the bar. “When it’s your time, do your best to die with your eyes open. Because it’s something, that blurry vision. It won’t last long before they shut your eyes for a viewing or tomb you in somewhere so black that it won’t matter. But it’s some kind of transition. The smallest kind of mercy. Considering everything, it’s the most you could hope for.” She seemed unsteady on her feet as she headed for the door. Not wasted, but not sober. I expect drinking so much since her overdose had driven her tolerance up through the roof. I want to say that I did the responsible thing and told her to wait, called her a cab, made extra sure she wasn’t driving. But that would have meant spending even a few minutes more with her, and I didn’t think I could handle that. So I let her leave. I closed the place up fast and left there. Figured I’d go home, watch some dumb youtube videos until she seemed distant and laughable, and then go to bed and forget it ever happened. Instead I lay there that night, still, in the darkness and the silence, and couldn’t stop thinking about being trapped that way for eternity. She was probably a nutcase. She had overdosed on heroin, she’d implied, so whatever she thinks she experienced had to be skewed. There were too many other stories out there, light at the end of the tunnel, that kind of thing. I had - I have - no reason to believe that this one woman alone in humanity has accessed some kind of truth about life and death. But I can’t stop thinking about it. I can’t let things get silent around me. I have to turn on a lamp to get any sleep at all. I’m scared of the dark now, scared of not being able to move. Terrified of death. There was an article on google news the day after she came in, about a pedestrian who had been hit by a car crossing against the light two blocks from my bar. I remember hearing the sirens going by, but that wasn't particularly notable on our street, and I'd been in a hurry to leave. I haven't looked into it. I don't know what I'm more scared of, the thought that it might be her, that me letting walk out meant it was my fault, that she had confessed her fears and then walked right into them again. Or that maybe, because it was quick, maybe she hadn't seen it coming. Maybe her eyes weren't open in the end.
In a previous article I looked into the practicality of building a Mage Tower for yourself. That was received fairly well, so I think I'll move onto my favorite class, the Artificer. Now, an Artificer doesn't necessarily need a tower as a base of operations, and given the somewhat more limited spell selection and 1/2 Caster nature, thought I'd focus more on the innate ability of an Artificer to be a small business owner by merits of Tool Proficiencies! Mundane and Magical Item are simple to make with all the Tool Proficiencies you are able to acquire at a relatively low level. This guide could also be quite beneficial to Forge Clerics or any Wizard, Bard or Caster that knows Fabricate. I recommend several resources to look up or familiarize yourself with before you take on this enterprising business opportunity. 1) Chapter 6 of the DMG features the Downtime Activity of Running a Business. It breaks down to 1d100+X, X being a number of downtime days that you spend running your business. If you can get above a 60 on the roll, congrats, your business makes a profit for that month. 2) Eberron: Rising from the Last War. You'll need this book if you want to play an Artificer. 3) Exploring Eberron presents two new Artificer Subclasses as well as a few new infusions I reference here, namely Healing Salve and Quiver of Energy. 4) Acquisition Incorporated is a great source for new rules to allow a business to be run while you continue to adventure, allowing a constant background stream of income to help fund future adventuring opportunities. You can use as many or as few options as you'd like, but the Hireling options to run the business in your absence are a nice touch. 5) If you don't want to use traditional Hirelings, but a more customizable NPC, you could use the Sidekick Options from the Essentials Kit and the upcoming Tasha's Cauldron of Everything. I will be recommending Sidekicks for each of the business models in the examples below. 6) Waterdeep: Dragon Heist gives basic operating costs for running a tavern and One-time and Recurring fees for Guild Memberships. Given the prominence of Guilds in Eberron and other settings, it is a good standard to use for other settings. 7) Xanathar's Guide to Everything has a fantastic breakdown of Artisan Tool uses and Skill Checks that will be immensely useful to Artificers or businessmen looking to practice a trade. The following examples will be based on the following assumptions: 1) You will be running this business on your own. 2) You have options to get hirelings or other PC help should you want/need it. 3) You are level 6. This is the first level where a lot of this becomes feasible because you gain your Tool Expertise class feature and are now the best on the block at using Artisan Tools. You also gain a nice expansion to your Infusions that you can learn and I would think that knowing the Enhanced Weapon Infusion would count as having a schematic allowing you to enchant a basic +1 weapon. 4) We can use the upcoming Tasha's Rules for Character Creation on the Sidekicks so that you can swap out one Skill Proficiency for a Tool Proficiency. Wouldn't make sense to hire someone to run a weapon smithing shop who couldn't use Blacksmith Tools. Feel free to submit your own business models using the following format:
Artificer Subclass or Subclasses best suited.
Tool Proficiencies needed.
Helpful Infusions. I include these here because I believe that having a relevant infusion should count as the required schematics necessary to create a magic item. I also think that they should definitely look different than the standard fare that traditional enchanters sell.
Primary focus of business. What you will be selling or offering to customers.
Common or Uncommon Magic Items to supplement mundane sales when you hit level 10 and can make them in 1/4 the normal time and 1/2 the price of anyone else.
Sidekicks you could use in the business.
Other Party members who could help you besides the Forge Cleric, Bards, Rogues or any Spellcaster that knows *Fabricate*. You can Assume that the above classes are inferred good business partners for any of the jobs listed below. This guide will be focusing on those with Tool Proficiencies from Class, as anyone could grab a Guild Member background and be helpful as well.
Wandsmith/Arcane Focus Maker
Artillerist. This subclass lends itself well to a Wandslinger and the level 5 class features give a lot of attention to the Wand.
Armor of Tools, Woodcarver's Tools, Jeweler's Kit, Glassblower's Kit. Woodcarving for Wands, Rods and Staves. Jeweler's for Wands, and Crystals. Glassblower's for Orbs.
Enhanced Arcane Focus, Replicate Magic Items (any common wands or staves, Wand of Magic Detection, Wand of Secrets), Homunculus Servant, Replicate Magic Item (Wand Sheath). The Enhanced Arcane Focus should lend you to easily make decent wands and even Infused Wands. Replicating Magic Items for schematics for easy to make Common Magic items to upsell to customers. Homunculus Servant for extra help around the shop.
Cart, Wagon, Boat, Shop. You could have 2-3 wands on hand in a cart, a covered wagon with carving tools set up or even a section of a ship dedicated to making and selling your wares. If applicable, you could even buy a permanent location to sell your wares, this will be your best bet for glassblowing, as your toolkit still requires you to find a suitable heat source to form liquid glass. Work your way up to being your own Gilmore's Glorious Goods, Invulnerable Vagrant, or Fantasy Costco.
At this location, Wands, Rods, Staves, Crystals and Orbs will be your meat and potatoes. Basic Spellcasting Foci for any aspiring Wizard, Sorcerer or Warlock. You could even branch out into Holy Symbols, and Druidic Foci if the demand is there. While a basic Spellcasting Focus only needs to be between 5gp and 20gp. These are easily made in a single day of downtime crafting. You could even customize more expensive version of them for Nobles or highly opinionated casters to distinguish yourself from other magic shops.
Common and Uncommon Wands and Staves. Mostly Imbued Wands or Orbs of Resistance. Wands of Magic Missile, Burning Hands, Ice Knife, Catapult would all fall under these categories. Could even make a Common Wand that requires attunement, and grants the attuned the ability to cast a single Cantrip (always at Level 1) as a Novice Wandslinging item. Scrolls could be re-flavored as single use wands.
For Sidekicks, an Expert would be great to help you churn out mundane items, while a Spellcaster would help you keep a steady stream of lower end Magic Items available.
Eldritch Knights and Tome Warlocks would make great business partners. Eldritch Knights would probably push you to sell Rubies of War Mages also, bringing in a new area of clientele and the ability to advertise through Weaponsmiths for when they have some adventurers come through.
Armor of Tools, Painter's Kits, Calligrapher's Kit, Glassblowers Kit, Woodcarver's Kit, Mason's Tools. These cover the gambit of common medium to work with.
Homunculus Servant. Most other Infusions are combat based, but a Homunculus is a nice extra set of hands(tentacles or claws?) to help pass you the right tool and to clean off your brushes.
Can work from Cart, Wagon, Boat or Shop. You might want a combo of Wagon and Shop, with a mobile studio to get different landscapes and to collect different material and a shop for a gallery from which to sell things.
Paintings, Sculptures, Wood Carvings, Reliefs and finer doo-dads will be your main stock. From carvings of monsters that you've fought, self-portraits of people you've met, landscapes of other planes, or just finely made custom Dragonchess sets with pieces that look like real people. You could even specialize in ship figureheads or shop signs for taverns or other businesses. If you can find a way to make a permanent Magical Tinkering effect of the static visual image, that's a nice storefront display right there.
Illusion enchanted paintings for a Harry Potter style feel would be good magical items, or even Dragonchess sets that can move themselves.
Experts will probably get more mileage for the tool proficiencies than the Spellcaster unless your Enchanted portraits become a real hot commodity.
Kensei Monks and Battlemaster Fighters each get proficiency in a set of Artisan's Tools as a Class Feature. Monks get Calligrapher's kit, but Battlemasters get to pick their choice, so could easily be Painter's or Woodcarver's.
Armor of Tools, Woodcarver's Tools, Tinker's Tools, Smithing Tools, Carpenter's Tools. You will be mostly working with Wood and steel. Woodcarver's Tools lets you make 20 arrows as part of a Long Rest per Xanathar's.
Repeating Shot, Quiver of Energy, Enhanced Weapon, Homunculus Servant. Enhanced Weapon for a reason to be able to make +1 crossbows. Quiver of Energy might be useful for some arrows that add a bit of elemental damage to a shot, even if only +1 fire or lightning.
You can run a smaller shop out of a cart or wagon and be mostly custom orders, or you can have a fixed shot with dozens of different styles ready for sale and enchantment services on request.
Hand, Light and Heavy crossbows as well as arrows and bolts will be your primary trade. You can also Silver arrows and bolts and filigree the crap out of some crossbows if people are interested in flaunting their status that way. Pretty straight forward with these mundane items.
Walloping Ammunition, Unbreakable Arrows, Elemental Burst Arrows and Quivers of Ehlonna will be easy sources of magical flare in your shop.
Experts will be your main shopkeepers and re-stockers. Warriors if you want someone to do demonstrations.
Rangers, Arcane Archer Fighters, Kensei Monks will make excellent business partners. The Ranger especially brings a host of appropriate spells for later game enchanting. The Kensei will probably focus on more "traditional" Bows, which can help expand your clientele.
Brewer's Kit, Alchemist Supplies, Herbalism Kit, Poisoner's Kit. It is called out in Xanathar's Guide that an Herbalism Kit is required to make Healing Potions. So that's something you're definitely invest in. Also, in Xanathar's for .5lbs and 25gp of material, you can make one Alchemist Fire as part of a Long Rest with an Alchemist Supply Kit. That's not even counting what you can make during the day as Downtime. Stock up before you leave the city and you can make yourself one firebomb a night!
Healing Salve and Homunculus Servant. Healing Salve is basically a 4 use touch range Healing Word you can make. This would be a great basis for Keoghtom's Ointment. I also feel like at this point I don't need to explain why Homunculus Servant keeps appearing on these lists.
You could run this out of a cart or wagon, but i'd be worried about all those Alchemist Fire supplies rattling around. Same with a boat, unless you're just a Riverboat. A physical Shop would be best for what you need, although a cart/wagon for traveling with already made merchandise is a nice way to spread the brand name and to gather exotic or non-local supplies.
Healing Potions! You are the local healer. You will also probably have on hand a good number of natural remedies for people who can't afford a constant stream of Healing Potions and instead use the Medicine Skill Proficiency to treat wounds. You can also make a single item of either Alchemist Fire, Acid, Antitoxin, perfume or soap as part of a Long Rest with an Alchemist's kit, so you can have a varied catalogue. makes sense to me that Sunrods (fantasy glow sticks) would be something you'd make with Alchemist's Supplies. You could even dip into Poison's, that wouldn't be advertised of course, but would include a bit of a premium on their sale for those in the need of such a thing.
As you level up you can more easily make Potions of: Greater Healing, Fire Breath, Hill Giant Strength, Resistance and Water Breathing. You can also easily make an Alchemy Jug, which can make you day to day operations even cheaper as you can simply have the jug produce some of the more mundane liquids you may sell. The Decanter of Endless Water is also a must have item and too easy of a sale to anyone adventuring near or into a desert. Keoghtom's Ointment is also a nice Emergency Medicine that you could sell to a local Hospital or Militia.
Expert's are your best bet at brewing basic potions for you and keeping the mundane supplies stocked. A Spellcaster would be able to expand your inventory with Climbing Potions, Beads of Nourishment, Beads of Refreshment, Candle's of the Deep, Perfume of Bewitching and Tankard's of Sobriety.
Druids, Eldritch Knights, Monks and Rangers would be good partners as they can easily get Nature and Medicine proficiencies for a good number of the items that you make.
Any Artificer, but strong lean to Alchemist due to class flavor.
Brewer's Kit, Carpenter's Kit, Cook's Utensils, Alchemist Supplies, Herbalism Kit, Glassblowing Kit. The Brewer's Supplies should be obvious, but outside of the business, you can Purify1 gallon of Water over a Short Rest and 6 Gallons over a Long rest, a handy skill to have if you aren't near someplace with Fresh Water, like the open ocean. The Cook's Utensils are also a given with a Tavern, but outside of combat they allow a creature to regain 1 extra HP per Hit Dice they spend on a Short Rest. That may not sound like much, but it effectively makes each Hit Dice one higher on average (1d6+1 has the same average as 1d8). The Carpenter's Tools are so that you can fix all the furniture that will break during the inevitable bar fights. The Alchemist Supplies are actually for embalming creatures you encounter so you can have that Mindflayer Taxidermized as a display item in your bar! That's a feature I don't think any other local bar will have. Herbalism Kit is for working with hops, or branching into a bit of Potion Making if you want. Glassblowing is for you to make your own signature glassware that you can serve with the expensive drinks and offer as souvenirs.
Homunculous Servant, Replicate Magic Item (Tankard of Sobriety). Tankard's of Sobriety seem like the perfect item for a bartender or bar owner. You can drink as much as you want but still stay sober. Might not be as much fun as regular drinking, but good for keeping your head about you and one hell of an advantage in a drinking contest.
You could run this out of a Cart or Wagon as a kind of portable bar for just drinks. If you got a decent sized ship you could even expand it to a casino boat. However, a physical shop is the best choice here, specially if you plan to expand it to housing several rooms. Location is also key here, so make sure you spend some downtime doing some Investigation, Insight and History checks to learn all you can about potential locations you might set up.
Beers, Wines, and Spirits of all kinds, with tasty food to boot! This is the stereotypical D&D Player business. There's an entire chapter of Waterdeep: Dragon Heist dedicated to setting up and running a tavern if you want inspiration. Feel free to include specials following your adventures of meat from creatures you've slain! Hydra-Burgers should be tasty.
Mostly Wands of Prestidigitation and Decanter's of Endless Water for cleaning the bar and Alchemy Jugs for an easier way to produce cheap beer and wine with basically no overhead costs. Dust of Dryness might be nice to have on hand for cleaning up spills as well. Oh, and don't forget to keep a Wand of Magic Missiles behind the bar for those rowdy patrons.
Spellcasters might make the best brewmasters of the sidekicks due to their increased Mental Stats. They can also help out with cleaning, and if they get to a point where they can Detect Poison and Disease, that would be a huge help come Health Inspection time. Experts will make good Brewers and can step up behind the bar to help out with their wide range of proficiencies. Warriors are good Bouncers and a way to take care of those pesky Dire Rats in the cellar.
Way of the Drunken Fist Monks will either be a godsend or a curse for you as a business partner. Other Monks and Rangers would make a good partner as their naturally high Wisdom scores would help with Insight and Perception to keep an eye on patrons and employees. And no one is better in a bare knuckle brawl than a Monk, you could even put a fighting pit in your tavern if you want that kind of atmosphere, but I'd be sure to have a place to check weapons at the door so fights don't escalate too much outside of the fighting pit. Barbarians and Fighters have the CON to put down the drinks for Taste Testing and still being able to be a Bouncer. Beastmaster's can use their companion as a novelty server or even tavern mascot. And while I said I wouldn't include them on the list, I just have to say that any Bard would go here wonderfully.
Battlesmith (It's in the name)
Smithing Kit, Alchemist Supplies, Leather Working, Jeweler's Kit, Woodcarving Kit. The Smithing Kit and Woodcarving kit should be obvious as 95% of the weapons are made from metal or wood. The Leather Working Kit is for grips and wraps on the handles of weapons. Jeweler's Kit is for making fancy versions of weapons. Alchemist Supplies is for Silvering Weapons or using chemicals to stain the metal other colors.
Homunculus Servant, Armor of Tools, Enhanced Weapon, Returning Weapon, Radiant Weapon, Replicate Magic Item (Moon-Touched Sword), Replicate Magic Item (Armblade). I think both the Radiant Weapon and Moon-Touched Sword Infusions would be good enough to count for the schematics to make Moon-Touched Swords for you. Enhanced Weapon for a basic +1 weapon.
You need a forge for these, and that means that Carts and Wagons are only good for transporting completed merchandise to sell. The sheer weight needed for your forge makes a boat out of the question. Like the tavern, a physical location is the best bet for you.
Anything that isn't a strictly ranged weapon is your stock and trade here. The most expensive mundane melee weapon is the Greatsword at 50gp. That means it will take you a full day (25gp) to make a single one. All other weapons can be made in a few hours. You'll also want to have some farming supplies and tools on hand in order to maximize your customer base. Hoes, pick axes, crowbars, buckets, barrels, Caltrops, Ball Bearings, metal religious symbols etc. Silvering Weapons and adding gold/silveelectrum/gemstone decorations to mundane items are a great way to offer wares to richer customers. Yes, Lord Grantham ir'Lupiloo has a fine rapier, but he doesn't have a rapier made of Bulette-scale Damascus steel, with a hydra skin wrapped pommel and his name engraved in gold embossed Draconic along the crossguard. That's how you make a name for yourself, because Lord Brendit ir'Flaglap is going to HAVE to have a nicer Longsword than that cur for next week's gala.
Moon-Touched Blades, Weapons of Warning, +1 Weapons and a weapon with a single minor property from the table on page 143 in the DMG will be the easiest and fastest for you to replicate.
The Expert and Warrior will be best for if you want mundane items being churned out of your forge. The Spellcaster would be a better hire if you want to focus on enchanted items. The difference in what you will be able to do will be based on your location. Rural areas will focus on mundane most likely, while cities will have more demand and client base for fancy mundane and enchanted.
Fighters, Barbarians, Monks, Paladins and Blade Pact Warlocks would do great here as partners.
Smithing Kit, Leatherworking, Weaver's Tools, Cobbler's Tools, Alchemist Supplies. SMithing and Leatherworking are straightforward. Weavers is for non-armor clothing if you want to instead open up a clothing boutique. Cobbler's tools for if you want to make shoes. Fun fact, with Cobbler's Tools you can spend a Long Rest to add in a 3" by 1" hidden compartment into a pair of shoes or boots.
Homunculus Servant, Enhanced Armor, Reflecting Shield, Boots of the Winding Path, Armor of Absorption, Armor of Tools.
You could do a clothing store, shoe repair and custom designing, make and sell leather armor, custom tailoring or a dry-cleaning business (Prestidigitation + Mending) out of a cart, wagon or boat, but for the same reasons as with a weaponsmith you need a physical location if you want to make metal armor. Make it work, people!
Congratulations, you are now you party Rogue's favorite person and source of disguises. You'll have to decide the breadth and scope of just what kind of business you want to run first. Focus on just mundane clothing for commoners to nobles, or do a combination of common clothing and simple armors. Metal armors and shields will require a forge. If you are able to build yourself up, you could eventually do everything out of a large building with a little bit of everything like your own fantasy Macy's. One storefront for expensive dresses, gowns and suits. Next door is more common or work wear, and out back is the forge with protective armors, leathers and shields. This would be a nice way to ensure that all your armor pieces match, because nothing is worse than finding a great piece of new armor that just completely clashes with your personal aesthetic. This also to me just seems like a great way to play a Garrak like character. (If you don't know who that is, please see yourself over to Netflix or CBS All Access and watch all of Deep Space 9 as soon as possible.)
Cloaks of Defense, Cloaks of Many Fashions, Cloaks of Billowing, Cloaks of Elvenkind, Cloaks of the Manta Ray, Sentinel Shields, Robes of Useful Items, Brooches of Shielding, Cast off Armor, Boots of Elvenkind, Gleaming Armor, Boots of the Winterlands, Winged Boots....there are so many thematic Common and Uncommon Magic Items for you to make here.
Experts will be your go to for mundane sewing, forging and cobbling. Spellcasters if your enchanting business takes off and can run the Dry-cleaning aspect while you're gone.
Rangers, Monks and Arcane Archers will do well here are they tend to favor DEX and WIS. Also, if you do end up going into a clothing business with a rogue and you don't name it "Cloak and Dagger" then I think you actually lose a Character Level.
Any, but Battlesmiths and Armorers might do best as they would tend to have higher STR.
Armor of Tools, Carpenter's Tools, Woodworking Tools, Smithing Tools, Navigation Tools. You're mostly going to be working with wood here, and a bit of metal also. Navigation Tools just seems like a good choice, unless you want the RP of being a master of building ships, and then being completely unable to use or navigate in them.
Homunculus Servant, Replicate Magic Items (Cap of Water Breathing, Ring of Water Walking, Cloak of the Manta Ray). The Magic Items that you can replicate allow you to fully inspect or repair any ship while it is in the water.
You're going to want a shop. Located next to a large body of water. And depending on the size of the ships you intend to build, it should also be connected to an ocean eventually. You could theoretically have this business from a boat, if you make a large enough ship that you could pull alongside other ships to repair them, but I think you're best off with a permanent location.
As a Shipwright, you make ships! Boats, galleys, rowboats and everything in between. You'll want to start off with smaller boats first to build up your money until you can invest in making a large ship. According to the DMG, a Rowboat costs 50gp to make, a Keelboat costs 3,000gp a Sailing Ship or Longship costs 10,000gp and a Galley costs 30,000gp. Other than Rowboats, which you can make in a single day, these are going to be very long projects. From 120 days for a Keelboat to about 3.3 years for a Galley if you are working by yourself without any magical aid. Even if you do hire multiple sidekicks or just general hirelings, you aren't going to get paid until the entire job is done, but they will all need to be paid while they work on the ship. Instead of making brand new ships, you could also repair existing ones, and as an Artificer, you almost certainly have the Mending cantrip which can help you.
Candle's of the Deep, Heward's Handy Spice Pouch, Orbs of Direction, Ropes of Mending, Alchemy Jugs, Caps of Water Breathing, Decanters of Endless (fresh)water, Eyes of the Eagle, Gloves of Swimming and Climbing and Wind Fans are all magic items that you could sell to shipowners and crews to help them in their travels. Ghosts of Saltmarsh also has a number of Ship Upgrades that you could offer.
Experts are going to help you the most here as they can get the most amount of kit proficiencies to help across a variety of problems. Spellcasters can help if you decide for focus more on maritime magical goods.
If you plan on building ships from scratch, then you are going to need every Forge Cleric and Fabricate Spell you can get your hands on. But be careful, if you are able to start churning out ships in a week for half the cost of the competition, then that is a LOT of people that you are putting out of business and there is sure to be repercussions. For a non-magical approach, just about every party has something that they can contribute to this project. Martial classes will DO WORK on cutting down lumber and getting that ship together. Partial Casters can help speed up certain aspects of building and augment others through buffs.
Updated for multiple spelling, grammar and formatting errors
Please Feel Free to Submit your own Business Ideas! I'll add them if they fit the stated format. Punny Shop names encouraged!
<< | < | > Author: Predaplant Book: Aquaman Arc: Breach Set: 54 “Great to finally meet you, Your Majesties.” the man in the suit said, nodding to Orin and Mera. “My name is Dr. Stephen Shin. I’m an expert on Atlantis; or, at least, an expert on surface perceptions of your fine nation. I’ll be interviewing you today.” “Nice to meet you, Dr. Shin.” Mera sat with her legs folded and her hands clasped lightly on her lap. Orin sat next to her. They were in plain wooden chairs that he was finding very uncomfortable. He had no idea how Mera was able to look so composed; he couldn’t stop fidgeting. “Likewise. I assume you’ve been very busy these past few months.” Shin smiled. “That would be correct. But for you two, there’s always time. Shall I start with my questions?” Nodding, Orin tried to force a smile. He had heard smiling helped people feel more relaxed. He had spent the last few weeks travelling, meeting with international delegates, and it had worked wonders for him. “Go ahead, Doctor.” Clearing his throat, Shin held his papers up to his eye level, peering through his bifocals. “You may have fully revealed yourself to the world recently, but a few years ago, Your Majesty, you showed yourself and your abilities to us as a member of the Justice League. Have you noticed any difference in treatment now that the world knows you’re a king, as opposed to when you were strictly considered a hero?” “There is a bit of a difference. People still do their best to treat me well, and people are still wary of how powerful I am. But it’s a different type of power.” Orin tapped his foot as he thought. “I’d say the biggest difference isn’t across time, but across space. In Atlantis, I’m the king. That’s what I’m known for. Here... people look at me, they see Aquaman, not King Orin. So getting past that impression is the hardest part for me when trying to be taken seriously.” He glanced down at his clothes before laughing. “Maybe I should be wearing a suit instead of these scales. That might command more respect.” ∿∿∿∿∿∿∿∿ Orin tried to look nonchalant, the blond-haired white man in Tokyo thumbing through a tankōbon with somebody who looked an awful lot like him on the cover. He had started a world tour of sorts. His travels hadn’t started out that way. At first they were just a few visits to individual countries. However, it seemed whenever he got around to visiting a country there were three more invitations waiting for him back in Atlantis, so it got to the point where he simply wanted to do all of them in one fell swoop. And when he got to Japan, it only made sense that he should go and check out his manga. The temptation to see what the world thought of him was too alluring. He couldn’t read Japanese, but flipping through it it was obvious that the mangaka had taken some... creative liberties. When he reached the drum-playing octopus he had to back out. Sliding the tankōbon back on the shelf, he headed back to the entrance, sliding past a couple teens, whose mouths gaped open. “Aquaman...” he heard one of them whisper. He nodded in their direction as he exited the store. They followed, pulling out their phones and taking pictures. Orin waved his hand as he speed-walked away. “No pictures, please.” They kept following him. As he walked, a few people turned to stare at him. They recognized him. Blub. He took a deep breath as he headed for Tokyo Bay. Looking over his shoulder, there were now around a dozen people following him, and as the noise behind him grew louder he broke into a run. The bay was within sight, with only one street between him and the harbour. The light turned red just a second too late, the intersection in front of him filling up with cars. He was swarmed by more camera flashes and people reaching towards him with pen and paper, looking for autographs. There was nothing for him to do but give the crowd what they wanted. Two hours later he finally made it the last hundred metres to the Bay, slipping into the water softly. Hopefully wherever he headed next, he wouldn’t be as much of a celebrity. ∿∿∿∿∿∿∿∿ Chuckling, Shin lowered his papers for a second. “Maybe. So Your Majesty Queen Mera...” “Just Mera is fine.” she broke in. “I personally don’t mind, for the purposes of this interview. Do you mind if he uses your name, Orin?” “Fine by me if you call me Orin, Dr. Shin.” Shin nodded, glancing down at his papers. “Alright then. Mera, this has been your first major exposure to the surface and surface life. Have you been experiencing culture shock?” Mera absentmindedly twirled her hair around her finger. “I don’t think culture shock’s quite the right word for it. Orin’s told me all about his life growing up, so I had a good idea of what the surface is like. And I don’t spend much time there anyways, since Orin’s much better suited to deal with our foreign relations considering his upbringing. From what I’ve seen, however, it seems like a very nice place, though it is very strange in some ways.” ∿∿∿∿∿∿∿∿ Orin strolled down the boardwalk, holding Mera’s hand lightly in his. It had been a while since they’d had any real alone time that wasn’t taken up by the whale in the room of governing Atlantis. He had wanted to bring her to the surface for a while, and Atlantic City was as good a place as any. Whenever they wanted to leave, they had an easy path to the sea, and he had never been as a child. “So you’re telling me these casinos... people go there knowing that they’ll probably lose money?” “Yeah,” Orin nodded. “But there’s a chance they might win. So they’ll keep trying.” “People will do anything for a chance to win, huh?” she noted. Orin turned to face her, pushing her scarlet hair back over her shoulder. “Maybe that’s what we’ve been doing, too. Trying to stare down the rest of the world and win.” “We have a superhero, we can manage that.” Mera buried her face in his chest as she gave him a hug. “Thanks for the support.” Orin said, stroking her hair. “Now come on, let’s get some taffy.” Mera looked up at him from the hug. “Taffy? Some surface food, I presume.” “You got it. It’s good, you have to try it. Nothing like this in Atlantis, I can promise you that.” Orin had been counting the taffy stalls as they had been walking, and he had gotten up to almost fifty. Spotting one just ahead of them, he pointed as he said “Let’s go to that one.” As they approached, the man behind the counter smiled at them. “You want some taffy?” “We’ll take a bag.” Orin said. “What is this... taffy... exactly like?” Mera asked cautiously. The taffy maker smiled. “You’ve never had saltwater taffy before?” “No, this’ll be my first time.” He stared off into space. “Ah, if only I could experience having taffy for the first time again...” He turned back to Mera, a grin on his face. “You’re in for a treat.” Mera nodded. “Thank you very much.” Orin paid for the taffy, and they made their way to a nearby bench. Sitting down, with his arm around Mera’s shoulder, Orin opened the bag. Taking a piece, Mera popped it into her mouth, chewed slowly, and swallowed. Her face lit up. “This is really good!” “I’m really happy you like it. Here, take another.” Orin smiled as he unwrapped the taffy. ∿∿∿∿∿∿∿∿ “Well, I’m very glad to hear you think that about us.” Shin turned back to face Orin. “Do you think Atlantis has anything to be afraid of from the surface? Or vice versa, of course.” “If we had to fear anything from the surface it would be surface weaponry, and surface heroes. Just knowing that we exist makes us a much easier target to hit.” Orin said. “After all, it seems like there’s a threat to civilization as we know it a couple times a month, so that in itself is a terrifying proposition for a nation to face for the first time, or at least be made newly aware of.” Mera squeezed Orin’s hand, the signal to let her take over. Looking over to her, she smiled at him. “As for the surface being afraid of us, I wouldn’t be too worried. We’re relatively small, and while many of us do have... powers, we will do our best to keep our citizens in line. Rest assured that we have no intentions of attacking the coastal nations of the world.” Shin smiled at her. “Thanks for the reassurance.” “The Justice League trusts me.” Orin said calmly. “If you trust them, then you can trust me.” ∿∿∿∿∿∿∿∿ Having imagined England as an alternative magical world as a child, Orin was disappointed, to put it mildly, as he made his way through the streets to the rendezvous point. It just looked like the US, except the street was mirrored. And it was a lot more rainy. Head down, still hoping that he’d stumble across something out of one of the imported picture books he read as a kid, Orin turned into a small alcove and knocked on a plain, unassuming, dark blue door, paint faded from what seemed to be long years of neglect. The door opened, and Orin walked through, head still down. He found himself in a plain foyer that had a few hallways branching off of it. Using his powers to push the rain off of himself, he collected it into a ball and used the water to give the plants in the corner of the room a light shower before walking down the hallway with the gold carpeting. Fifth door on the right. Knock four times. Orin stood around in the hallway for a few seconds, tapping the shoes he had purchased the day before in Ottawa. Shoes didn’t keep long underwater; he’d gone through three or four pairs already since he had started his tour. Orin looked around the room. Three diplomats, there to greet him. They shook hands, gave him their names. Plus a hero in the corner, as always, this one dressed in a Tower Guard outfit. Nobody bothered to tell Orin the hero’s name; it was like he wasn’t there. It wasn’t actually that bad. They didn’t have too many questions for him, especially compared to some of the other NATO countries he had visited, and said they could use a similar contract to the one Atlantis had used with the US. Plus he didn’t have to worry about his words going through an interpreter, which was a nice bonus. After only an hour and a half he was ready to leave. It was short, as these meetings went. As he turned to go after shaking hands, one of them tapped on his shoulder. Stopping, he looked back at her. She was shorter than average, with green eyes and blonde hair that was tied back in a bun. Her name had been given as Stubbs. “Can we speak in private? It won’t be long.” “Alright, you know somewhere here that’s private?” Orin asked. She nodded. “Just through here.” Moving quickly, she pulled open the door to the hall. Orin followed and stuck his head around the corner to see her unlocking another door a couple doors down. He followed her as she pushed the door open to reveal a bare room with a couple chairs. Closing the door, she moved to lock it behind her. Orin grabbed her hand. “I’d rather not be locked in here with somebody I don’t trust, Stubbs.” Orin said quietly. “Please leave it unlocked, if you can’t leave it open.” She paused, and looked up at him for a second, casually leaning against the door. “OK” she replied. “So what is it you wanted to ask me?” he asked. “Must be pretty important if you need so much privacy.” She looked around the room, drawing a shaky breath and letting it out before responding. When she did, it was in a hesitant tone. “Have you heard about N.E.M.O.?” Orin scratched his head. “No? Should I have?” Stubbs smiled for a moment. “If you had I’d be surprised. But you should know about them and that’s why I’m telling you. They’re an organization that seeks to gain control over the oceans. I have a... family connection to them. I know they’re trying to destroy you and Atlantis as a whole.” He nodded, pushing past her to grab the door handle. “Thanks for letting me know. Hope you have a good day, any other hobby groups you want to let me know about?” “No, you don’t understand, they’re going to destroy Atlantis!” she repeated, placing her hand over his, struggling to prevent him from moving the handle. Orin sighed. “Listen, Stubbs, there are always going to be groups wanting to destroy you. You learn that, as a king. Almost none of them are going to be able to make any serious attempt. I’ve learned to let it go.” He opened the door. “Now if you’ll excuse me, I’d like to make it back to Atlantis for dinner.” ∿∿∿∿∿∿∿∿ “That leads me to another question.” Shin pulled out a pen and scribbled down a few words on his paper. “Has the Justice League said anything to you about your reveal? After all, it has made a pretty big splash.” He sat in silence for a few moments. “Pardon the pun.” “Any conversations I’ve had with any other members of the Justice League are between us, Dr. Shin. That being said, it’s nice to be able to be more open. You might see me helping the League more often in the future; I know I haven’t been the best teammate.” Tapping his finger on the arm of his chair, Orin gazed at a fixed point in space. “Leading Atlantis has and will always come first, and I trust my teammates to handle crises.” ∿∿∿∿∿∿∿∿ There was a quick knock on the door before Dolphin came rushing in on a cold current. Orin and Mera were eating dinner together, Orin having just returned from another surface visit. “We’ve got mail!!” She swooped down in front of her foster parents. “Got a few letters from your Templar friends, Mera. And something that is apparently top secret for you, Orin.” She squinted at a package she was carrying about the size of her fist, that had been stamped with a Top Secret stamp on five of the six sides. Tentatively, she placed it in front of him. “Thanks, Dolphin.” He stared at the box as it sat on the table. He hesitated to open it. The sixth side bore a different stamp. The Justice League one. “You gonna open that now?” Mera asked. Orin looked at the box for a few more seconds before answering. “I might leave it for a few days. Let it sit a bit, you know?” “You should probably open it now.” she said, showing him a letter she had received. It simply stated, in letters big enough for him to read it from across the table: TELL ORIN TO OPEN HIS JL BOX ASAP! “Alright, fine, I’m doing it!” Orin said as he dug his nail into the box, prying it open. Inside was a Justice League communicator and a note. Picking up the scrap of paper, Orin squinted at the tiny writing:
Hi Orin, We didn’t know if your communicator got lost or broken, since the originals weren’t pressure-tested, so here’s a new one that should work even down in Atlantis! We haven’t heard from you in a while and you’ve been on our minds recently so here’s a token of appreciation! Btw I rigged it so I get a notification if you broke the seal, so you should receive a call from me soon! All the best, Watchtower
(Then there were two lines below that were even tinier, each in their own handwriting:)
+ Wonder Woman And Wonder Girl!
The communicator buzzed. Staring warily at it, Orin pressed the button with one finger. “Hello? This is Watchtower calling Atlantis? Anyone there?” Clearing his throat, Orin responded. “Hi Watchtower! This is Aquaman speaking from Atlantis.” “Oh good, we were able to reach you! I was worried it would get intercepted somewhere along the line. So, how have you been doing?” Watchtower’s voice sounded out across the dining hall with just a hint of static. “We’re doing good! Yeah...” Orin looked across the table at Mera, staring at him as she slowly chewed her greens. “We’re eating dinner right now, though. Can we call you back later?” “Yeah, sure. Whatever works for you guys. I always forget about time zone differences. Just give me a shout when you’re available.” “Will do. Talk soon.” Orin turned the communicator over in his hand. “Alright, talk then!” The absence of the voice somehow made the hall seem that much emptier. “So... who was that?” Dolphin asked, grinning. ∿∿∿∿∿∿∿∿ “I don’t think any of us fault you for your devotion to Atlantis, Orin. It is a truly incredible place.” Shin said as he flipped over his page. “One last question for the night. Would you say that you’ve met with any... complications with your arrival into the larger global marketplace?” Mera replied, her quiet voice resonating in the mostly empty room. “Things have been mostly smooth. We’ve been opening up in stages, and things have been running smoothly. The biggest complication has been sorting out the mess of requests for surface visits and trade that we’ve had since we’ve started opening up. Turns out when a whole world suddenly opens up, people want to see it.” ∿∿∿∿∿∿∿∿ The first requests for visas to Atlantis had come in the day before, and Swatt was a bit swamped, to say the least. He was surprised he had found enough filing cabinets in all of Atlantis to keep things in order; he hadn’t bothered to count the requests, but there must have been at least a few hundred. And each one had to have a reason for visiting that had to be corroborated with some Atlantean contact, and they had to have a background check from their associated government... it had sounded good at the time, but he didn’t know that there would be so much work. Knocks sounded on the door to Swatt’s office. Fast, three times. Grumbling, Swatt got up and opened the door to find Tula waiting for him. “We’ve got a disturbance out at the trading point. Your assistance is needed as soon as possible.” “Is that supposed to mean now?” Swatt asked. “Yes” Tula replied. “Alright, I’m coming, I’m coming.” Swatt followed Tula, the door left open behind them. Blub the visas, they could wait until another day. It took a while to reach the outer limits of Atlantis, where the trading point was located. Swatt wished he was able to talk to Tula, but due to only being half-Atlantean he was marginally slower than her, and his breathing was strained just trying to keep up. A lot of the other Drift soldiers tended to look down on him. It happened, especially considering his origins and relative lack of skill, but Swatt had helped train Tula when she was just a kid coming up through the ranks, and he hoped that she still thought well of him. At least she remembered to go slowly. When Swatt finally surfaced and pulled himself over the edge of the sea platform that served as the hub, the problem wasn’t immediate. There was no man standing over a bomb, nor was there a boat full of rice that needed to be paid for, cash on delivery. As he clambered onto the platform, everything looked normal. That is, until Tula brought him over to a Black woman with two young children, standing together next to a speedboat at the edge of the platform. “I’ve been here an hour waiting for someone who can see to let us know if you guys can take us as immigrants yet. Couldn’t find anything saying for sure online so I just figured I’d come and see what you guys can do.” There was a hiss as Swatt removed his helmet. “We don’t have anything set up in stone yet, but we might be able to work with existing laws, set something up real quick. I’ll talk to the king, see what I can do.” She nodded, optimism tinging her voice. “Thank you. I don’t want a part in any country that’s gotten to the point that Lex Luthor might turn out as president.” She spat out Luthor’s name spitefully. Swatt pulled his helmet back on and dove into the ocean. A couple hours later, he returned. “Alright, I’ve drafted up this basic immigration law, nothing fancy but it’ll do, and I got the Queen to sign it. I’ve got somebody to bring up suits for you and your children. Had to guess at the sizes, but they should be close. Is it alright if you come to my office for some forms?” She nodded, a smile on her face. “Thank you so much for all of this, I never meant to cause so much trouble, I swear.” “We needed immigration law anyways, ma’am. Don’t worry too much about it.” Swatt looked at the setting sun across the waves. Another day gone. But at least he had gotten something done, helped somebody out. In the end, wasn’t that always the goal? ∿∿∿∿∿∿∿∿ “I’ll end it here then. Orin, Mera, I’m glad to have met you. Hopefully I can come visit your great civilization soon.” Shin stood up, holding his papers under his arm. “We’ll be happy to have you.” Orin said, stretching. After Shin left the room, Orin turned to Mera. “So, what’d you think?” “Easier than you were making it out to be.” She headed for the exit. “Come on, Mera, you’re telling me you weren’t nervous?” Orin followed after her. She punched his arm. “Don’t take it so seriously, I was just joking. Yes, I was nervous. But thank you, for taking the lead.” Rubbing his arm, Orin grinned. “Alright then, let’s head back to Atlantis. Can’t let the work pile up too much.” Mera smiled. “Lead the way.” NEXT TIME Orin and Garth have both been manipulated by N.E.M.O., despite their best efforts. Backed into a corner, they need to decide their next courses of action. Will they join together, or will rising tensions force them apart? Breach reaches its conclusion! Coming December 1 in Aquaman #38! << | < | >
Dealer stops hand to confirm I was over 18 when I was 25
A few years ago my family took a trip to Las Vegas with another family. This was just before I was leaving the state to start my second masters degree. The “kids” on the trip were me (f25), my brother (m23), brother’s gf (f23), and family friend’s kid (f15). All the ages reflect how old we were on the trip. I will say that I’ve always looked pretty young. I have a round face and chubby cheeks, so that plays into this situation. Additionally, the 15 year old wore heavy makeup and dressed older. She probably could pass for 20ish. In Las Vegas you need to be 21 to gamble or linger near any table games/slot machines. I enjoy gambling, I had been playing table games regularly since I was 18. I’m familiar with casinos and comfortable in that setting. This particular night, the dads went down the play blackjack while we finished getting ready for the night. We had reservations somewhere nice with the plan to gamble more after dinner for everyone, but the youngest. She and her mom were going to a show instead. Because of the fancy reservations, we’re all dressed up - men in tailored jackets, women with hair and makeup on point, heels, the works. The entire group meets at the elevators to find the dads playing blackjack so we can grab them and head off to dinner. As we walk up to the table that is just off the walking path through the casino, the dealer is just about the deal the next hand and the dads have made their bets. They tell us they’ll leave after this hand. Great, no problem. That makes perfect sense. As a group, there are now two moms and four kids standing around the table watching this last hand play out. The dealer has dealt the cards when she glances up, looks around the group, stops the hand, looks directly at me, and says: Dealer: I need to see your ID. Me: My ID? Why? I’m not in the hand. Dealer: I need to make sure you’re old enough to watch before I can proceed with the hand. I’m pretty surprised I got singled out to be carded because I’m the oldest “kid” there and there’s an actual minor standing 6 inches to my right. At this point everyone is looking at me and kind of chuckling. I go to my purse to pull out my wallet and hand her my ID. Me: I’m 25. Dealer: 25? Looks like you are. I’d have said you weren’t even 18 yet. I guess you’re allowed to watch the hand. She hands my back my license and everyone has a laugh while they play out the last hand. We all head to dinner and have a good laugh about me getting carded out of all the kids on the trip even though I was the oldest.
Warning: this story will contain mentions of unhealthy relationships and adult themes. The main character also has some character traits that may differs from your own, please do keep that in mind. Review and comments will be appreciated (Customisation) There once was a dashing bachelor (That looked like )(uses the OH male feces) Face 1 Face 2 Face 3 Face 4 (Hairstyles) James Bond (black slick backed) Don Diego Vega (dark brown wavy hair slicked back long neck) Steve Rogers (Short blonde side swept hair) Agent J (Short kinky curls) Is this him? Yes No (go back to customisation) What is his name? (Default: George) (Surname) (Default: Bishop) There he meets A beautiful woman A handsome man A beautiful woman Face 1 (Asian; has pale skin, dark almond eyes, straight black mid-back hair with a mid-part) Face 2 (Hispanic: has tan skin, deep brown eye and over shoulder-length volumes wavy hair with side bangs.) Face 3 (Afro-American: dark skin, expressive brown eyes with long blackish brown chest-length kinky curly hair.) Face 4 (Caucassian: pinkish skin with freckles, clear blue round eyes, collarbone length layered dirty blonde hair) A handsome man Face 1 (Asian: pale skin, dark almond eyes, straight black hair put up in a pompadour style) Face 2 (Hispanic: tan skin, with slicked back wavy hair that always looks like it is coming undone.) Face 3 (Afro-American: dark skin, expressive brown eyes, with a crewcut with tight natural curls.) Face 4 (Caucasian: pinkish skin with freckles, clear blue eyes, dirty blonde hair in a Taper haircut.) As the two peoples eyes lock across the room. The sensation of a pull drives them to get closer to one another. As the dashing bachelor offered his hand his partner gladly accepted it. Leading into a dance that lasted the rest of the night. The whole world faded away to the sound of the Jazz band, their breathing and their dancing. As their lips moved to meet... ???: “Oh come now Joanna, you know that is no way that would ever happen.” (Record Scratch) Joanna: “Oh for craps sake, George I was getting to the best part.” George: “Forgive me for finding it uncomfortable that you have decide how my love life is going to go.” Lance: “He does have a point there sis.” Joanna: “Way to stand up for your sister Lance.” Lance “Look I’m all for love conquers and all that jazz but it is kind of difficult to make a love life for someone else.” George: “Thank you.” Lance: “I mean he isn’t a completely lost cause. I’m sure some desperate soul will take him.” Lance: “I mean he’s got dads looks, and he managed to get with mom when they were young.” Lance: “That might make up for his zero tact.” George: “Your faith in me is awe inspiring.” Lance: “Oh cheer up. With your upcoming trip to Vegas, maybe you’ll have luck in love and not just on the poker table.” Joanna: “Maybe you’ll meet someone special!” You snort, finding the idea silly. George: “I wouldn’t bet on it.” Chapter 1: One night in Vegas In an underground speakeasy decked out in old decor from the 20th centuries first half. You sit there nursing your drink. After a long day at the office you love nothing more than when you can enjoy your secret fancy. Dressed up in an old-fashioned pinstripe suit and a fedora. You feel like a king, this little piece of haven in Chicago that seemed to be frozen in time. You feel your friend beside you stir, he himself having to relax from work as well as dreading an upcoming event. After his fifth sight you opt to actually talk about it. You take a swing of your drink and decide to talk about the elephant in the room. Or more accurately you decide to talk about the issue in pre 1940’s slang George: “Your bear cat of a sister still giving you a hard time?” Jeremy: “Noneofya.” He mumbled. George: “Look Pally, I known you since we were scrubs and had squat. What's eating you?” Jeremy: “That dame will chisel me out of every dime I own.” George: “Stephie acting like a Big cheese cause she is getting hitched?” Jeremy: “She wants everything spiffy and I’m quite sure her ankle biters will be paying the bills. My folks are on my case regarding my dame.” You think for a moment. Jeremy and Katie had been together for four years. They got one another, they lived together. George: “Stephie’s lucky her guy thinks she’s the Cat's meow.” You said reflecting on everything you ever heard regarding Darren, he was a good guy. Definitely not the smartest but he loved Stephanie like she was the only woman alive. You just wondered why anyone would want to spend time with that woman. Jeremy: “Alright, real talk.” Jeremy said as he dropped ‘the act’, we were no longer hot shots in the prohibition era. We were now just George Bishop and Jeremy Jackson a financial advisor and a computer wizard. George: “In all do honesty I do not see why you need to go there? Aren’t bachelorette parties strictly female?” Jeremy: “They used to be, but I am quite sure I am not going with them to be pampered like the bridesmaids.” George: “Then your function is?” Jeremy: “If I were to guess, fall guy and pack mule.” Jeremy: “I think she is also doing it to brag, that ‘she did it first.’ To rub it in Katie’s face.” George: “You never really care what your sister does. Why now?” Jeremy: “Because they are pressuring me and Katie. Not just my family but next to everyone we know. ‘When is the wedding? What is the venue? How many guests? Are you going to have it this year?’ Look I love my girl, but none of us is in rush to walk down the aisle.” Yeah, you know, you were the first one Jeremy told about his plan to propose. You were happy for him but at the end of the day it was up to Katie and Jeremy. Not you or their families. However the rest of the world seemed to think differently. Mom: “Oh sweetheart, happy valentine’s day! Are you spending it with someone special?” George: “Mom, you know I am not looking for someone.” Mom: “Oh, don’t worry, I’m sure you’ll find that certain someone sooner or later.” Yeah, it isn’t enough your sister is married and your brother is utterly twitterpated with his boyfriend. You need to ensure your oldest is also with someone. Boss: “Mr. Bishop, I must say. I am impressed with your work ethics, but we have decided to go with Mr. Robinson as the face of the company.” Never minding the fact that you worked twice as hard as said college. George: “I understand. May I ask what made you choose him?” Boss: “We did research and found that your college would be favourable, due to circumstance.” Translation: we wanted a man that was married and not the workaholic bachelor. Stranger 1: “You see that guy over there?” Stranger 2: “You mean the one with the RBF?” Stranger 1: “Yeah, probably one of those loners, will never find anyone.” Stranger 2: “I mean who goes to a restaurant like this alone?” Honestly? You can’t have a meal alone? George: “Yeah, I know that feeling.” Jeremy: “Seriously.” Both of you take a sigh. Jeremy: “But in all honesty. Thank you for coming along, I really appreciate it. Would probably loose my mind if I went alone.” George: “Of course.”
It would be a shame to lose my partner in crime.
My boss would be pissed if I didn’t.
Who would turn down free drinks?
Jeremy: “Yeah sounds about right.” *Choice 1* George: “Remember how we got back at Marcus Thatcher?” *Choice 1* Jeremy: “Oh, I remember. Too bad he didn’t check the file we sent, it might have saved him some embarrassment.” *Choice 1* George: “Big tough football star being fooled by ‘two scrawny’ freshmen.” *Choice 1* Jeremy: “And we were hailed as heroes for a month.” *Choice 1* Jeremy: “Wait, don’t tell me HR department has been on your case.” *Choice 2* Geroge: “Yep, too much overtime.” *Choice 2* Geroge: “Never mind I make sure that everything is quality controlled.” *Choice 2* Jeremy: “Geesh. Well glad to know I could be of service.” *Choice 2* Jeremy: “Ah there it is, I knew you had a hidden agenda. *Choice 3* George: “Jeremy, Jeremy, Jeremy, when have I ever hid something from you?” *Choice 3* Jeremy: “Alright fair, you are honest to the point of insult.” *Choice 3* Geroge: “You asked for my opinion, besides those shoes where ugly as sin.” *Choice 3* Both of you laugh, you had been in each other’s life since kindergarten. You where the odd ducks, most kids and adults always considered you to be cold or judging. Even if neither of you had that intention. Jeremy raises his glass. Jeremy: “To intellectual companions.” George: “To intellectual friends.” You said as you raised your own drink in a toast. The weekend finally arrived for the trip. You arrived at O’Hare airport with a good three hours to spare. You crack open the book you brought with you. It was a supernatural detective story you received as a gift on last birthday a few months back. While you applaud your sister for trying, it was still jarring to follow all the supernatural deus-ex-machinas that discarded real detective work. So that is how a 31 year old was reading a supernatural book in broad daylight. George: ‘ with gun drawn, Duskraven made her way down the basement, the surroundings smelled of blood and muck.’ Geroge: ‘Romano’s empire was now in full display in front of her. Fae, lined the walls, eyes hollow and only the movement of their chest indicating they were still alive.’ George: ‘Duskraven took out her polaroid camera, it was a risky but if this would ever have a chance to justice. Her leads and information would need to be solid if she wanted to take down the vampire cartel. She just hoped the light for the camera would be noticed.’ George: ‘With a blinding light the entire basement lit up temporarily blinding her, when she regained her sight again a new horror met her eyes. Multiple pairs of hungry red eyes.’ Jeremy: “George!” You tear your eyes away from the book in your hand. There is Jeremy and Katie, hand in hand. Seeing them together was always a happy occasion. Katie and Jeremy met at your favourite speakeasy a few years back. You didn’t blame your friend for becoming interested in the ICU nurse. Curly red hair and big blue eyes. Even if the courtship had started out rocky due to both of them being so shy. They overcame that hurdle and found something they wanted. Sometimes however you wished you didn’t feel like you were interrupting them. George: “Good morning, is Stephanie and her friends also here?” Katie: “No they had a sleep over at Daria’s house. So they will be carpooling.” You look at your clock and it was about two hours before the plane would take off, your bags where checked in and you were ready to leave and get to the section where the gates would be. But there was still no sign of Stephanie. As you though you heard a rumbling sound. Both you and Katie looked at Jeremy as a sheepish grim grew on his face. Katie: “Told you, a ham sandwich wouldn’t hold.” Jeremy: “It will hold till lunch, which is a few hours away.” George: “You sure that is a good idea?” Jeremy: “Tell you what, I’ll go if you come with me and Katie.” Katie: “So what do you say?” McDermott's · Sure, I could have a bite. (💎12) · Perhaps we shouldn’t Diamond Choice: George: “Alright, let us have something to eat.” Jeremy: “Good! Airplane food leaves much to be desired.” Katie: “You always think with your stomach.” Jeremy: “Yet you love me.” Katie: “Yes, odd isn’t it?” You make your way inside and stay in line. You look at the menu and order · Breakfast burrito · Bacon and scrambled eggs · Fruit and oatmeal You order your food along with a big coffee. You all slide into the booth, Katie had her yogurt in hand both of you looked worryingly at Jeremy’s breakfast. (Tilting tower of pancakes) (Holy crap!) You swore for a moment both you and Katie was reading each other’s mind. ‘He is going to puke.’ George: “Hey Jeremy, think you can get some napkins?” Jeremy: “Sure.” As he left you plied a few pancakes away, making sure that you saved the top one so he wouldn’t notice. Katie making sure the tower didn’t fall. She gave a thumbs up, thanking you. George: “So Katie, how have you been?” Katie: “There is always a lot of things to do at the ICU, sometime I wonder where humanity is headed.” George: “Really, that bad?” Katie: “How would you explain having a locomotive lodge up your rectum?” George: “How did that happened?” Katie: “They claim they fell on it, if I had a dollar every time this happened I wouldn’t have any student debts.” You shake your head, you have been thinking a bit about what Jeremy said at the Speakeasy. You had also noticed that something was up with Katie, she was on edge. George: “Katie…” 1.“Did you want to go on this trip?” 2.“Has Mr and Mrs Jackson been pressuring you?” 3.“Do you want to get married?” Katie: “In all honesty no, but Stephanie has made me a bridesmaid. I need to partake in these things. Even if I wish I didn’t.” *Choice 1\* George: “Why?” *Choice 1\* Katie: “I wish I could care as little about protocol as you do, but she is Jeremy’s sister, if I say no it might affect my relationship with Jeremy and his family.” *Choice 1\* Katie: “Yes, I mean no, I mean… it’s complicated.” *Choice 2\* George: “How come?” *Choice 2\* Katie: “I’m 30 years old George, time is ticking. They want grandchildren to spoil.” *Choice 2\* George: “And you have to be married to do that?” *Choice 2\* Katie: “Of course I love Jeremy.” *Choice 3\* George: “That wasn’t the question, do you want to get married?” *Choice 3\* Katie: “It is just so big, all those expectations. I… it scares the crap out of me.” *Choice 3\* George: “Listen, I will tell you something.” You said using your stern voice. George: “Jeremy loves you, he chose you. You chose him. That is the truth at the end of the day.” Katie looked at you, a shy smile graced her lips. She mouthed a thank you. Jeremy made his way back to you with a great pile of napkins. You all begin to take part of the meal. During the entire meal Katie and Jeremy’s shoulders touched and they looked as content as they could be. (‘Loving it’ you had breakfast at McDermott) None diamond choice: George: “Let us just sit down and relax, we should be in Las Vegas at 1 am. Knowing Stephanie we will probably eat something there before heading to the hotel.” Katie: “Maybe, I’ll get some water at least.” Jeremy: “Good idea.” (‘Not hungry’ you didn’t have a McDermott breakfast) As all of you wait for the supposed ‘bride’ you hear commotion. Sure enough you see a brunette with a close to permanent scowl on her face. Followed but two very flustered women. “There you are! WHERE have you been?!” Her tone is as pleasant as you remember, nails on a chalkboard. Jeremy: “We have been here waiting for you.” Stephanie: “You aren’t even going to help me with my bags. What type of brother are you?” Jeremy: “Well we are here, we have about half an hour before the plane leaves. So let’s get to the gate.” Stephanie just huffed. Storming away. George: “Wow she is in a good mood.” You state sarcastically. Jeremy: “Yeah she gets like that some time.” Jeremy: “Just try not to set her of, she can be a handful.” Katie: “I mean how bad could it possibly be?” You were never the very superstitious type, but you were quite sure that Katie just opened Pandora’s Box. From the time the plane touched ground in Nevada everything that could set of Stephanie did. Stephanie: “URRGH!!! where is that shuttle! He is LATE!!” Jeremy: “They told us like five minutes ago there is traffic jam.” Stephanie: “Then he should have planned it earlier!” Stephanie: “I will not wait an hour! WE have a schedule to follow!” George:’ This coming from the woman that almost missed the plane to her own bachelorette party.’ Daria: “They say it is only another 15 minutes.” Stephanie: “I DON’T CAREEEEE!” Stephanie: “What do you mean that our suits where not booked?” Receptionist: “You never sent in the deposit for your stay.” Stephanie: “THAT WAS GEMMA’S JOB!” Gemma: “I told you, the suits needed to be paid for by the same person that booked them.” Stephanie: “You are a bridesmaid, you are supposed to make things work!” George: ‘Honetly…’ George: “Sigh…” Stephanie: “THIS ISN’T WHAT I ORDERED!” Waitress: “Yes it is, you wanted a calamari.” The poor waitress looked exhausted and probably wanted to be anywhere but here, not that one could blame her. Stephanie: “NO IT ISN’T! I wanted the pasta with bacon and cheese.” Katie: “A cabonara?” Jeremy: “Stephie we are at a seafood restaurant.” George: ‘IS she ever satisfied?’ All of us where back at the hotel, Stephanie insisting that they ‘needed’ a new set of clothes for the casino and club they were planning on hitting. Jeremy looked ready to just give up. George: “You know, you could simply say no to her.” Jeremy threw an exhausted glair at me. Jeremy: “If it was so simple neither me, you nor Katie would be here right now.” George: “And you wouldn’t be here doing this Sisyphean task, which obviously brings you missery.” Jeremy: “Yeah well, I still want my parents in my life, if I didn’t do this, they would never let me live it down.” What to wear to the casino? · Tuxedo 007 (💎 15) · Basic black Diamond option: Jeremy: “You look like James Bond.” George: “I’ll have a martini, shaken not stirred.” You said and an amused smile spread across Jeremy’s face. None diamond choice “I Think I’ll stick with this.” “Fair enough, I am too exhausted to care anyway.” Jeremy said with a tired smile. You both left the room, making our way to one of the pulsing centres of the strip. There in the golden casinos you thought finally your luck would finally turn for the better. That the glamorous atmosphere would rub off on the soon-to-be bride. Causing her to stop doing her impression of a screeching barn owl and let ALL of them enjoy Sin City. Well it seemed to have worked, for now. Both you and Jeremy where at the black jack tables, enjoying yourself. While the ladies were back at the slots machines. Jeremy folded a while ago, it is just you and one more. You looked down at your cards a jack and an ace. You opponent opposite you had this confident smirk on his face. But you saw how the sweat was running down his face. He was bluffing. George: “Hum…”
Act as if you have a bad hand
Act arrogant and self-assured
Do not react at all and watch the man squirm
You decide to let your brows furrow in what would look like frustration. The man opposite you lets the edge of his mouth turn in a smirk. His confidence boosting with every minute. *Choice 1* You decide to put on the theatrics, giving a smile like the cat that ate the canary you look at your opponent. That is growing more and more agitated by the minute. *Choice 2* You keep your face natural, a lot of people often comment that you look angry whenever they see you. You could only assume it was true because your opponent was practically squirming in his seat. *Choice 3* When he reviles his hand, you pause for a moment before reviling yours. You won. George: “I’ll be taking these.” You said as you dragged them back chips and split them evenly between you and Jeremy. You had started with the same amount of tokens. Even if you did work with money daily, this was one of those occasions you allowed yourself to be a bit more relaxed regarding that subject. Jeremy: “Nice one.” George: “All in a day’s work.” Jeremy: “So what next?” Before you could answer you hear commotion from the opposite side of the casino. The screeching voice meant that Stephanie was somewhere in the middle of it. Both of you sigh, knowing that your happy hour was over. Sure enough there at the era leading into one of the shows where Stephanie and her entourage, all of them except Stephanie wearing baby pink dresses and Stephanie herself wearing a sash reading ‘all hail the bride’ along with a tacky tiara probably worth a five dollar bill at most. She was screaming at a bouncer, while all the others tried in vain to calm the soon-to-be bride. Stephanie: “You are an idiot! What service is this!?” When we had arrived there was already an audience forming. Yeah this was common whenever Stephanie was involved. ‘Drama Queen’ had been your nickname for her during high school for a reason. Jeremy: “What happened?” Bouncer: “Your friend here slapped one of your dancers, something about them stealing from them.” Stephanie: “I am the BRIDE! I am not supposed to have to pay for anything during my bachelorette party.” Jeremy: “Stephanie, what about we get some fresh air, okay?” Jeremy said as he tried to deescalate the situation. He gently grabbed her arm, but Stephanie was having none of it. It felt like it all happened in slow motion, Stephanie turned around and a closed fist and rage connected it with Jeremy’s face. Your friend flew back and hit his head on the floor pretty hard. Stephanie didn’t even care to check what state her brother was in. Katie flew to her fiancés side and the sight of your friend’s bleeding face was enough to make you see red. George: “Alright enough.”
Give her the evil eye
George: “Stephanie, you are way out of line.” *Choice 1* Stephanie: “No I am not!” *Choice 1* George: “You have taken no responsibility during this trip, you have been rude to every member of the party, you have caused a scene at every place we have been to. Do I need to keep going?” *Choice 1* Your voice is like ice, you swear the temperature just dropped a few degrees. As you pointed out everything she has done during the less than 24 hours you been together. *Choice 1* Stephanie looks angrily at her bridesmaids as is she is waiting for them to defend her. *Choice 1* They do not, they know you are just stating the truth. *Choice 1* George: “Your own brother did not want to be on this trip, he begged me to come along. Doesn’t that tell you just how vile you have been acting?” *Choice 1* Stephanie: “You listen here…”*Choice 1* George: “No you listen for once in your life!” *Choice 1* You rarely let your emotions out but Stephanie was a special case. *Choice 1* George: “If this is how you treat people, do not be surprised when Darren leaves you at the altar. He deserve better than this.” *Choice 1* With that as a closing line you left, Jeremy might need to get to the hospital. He was worth more than Stephanie would ever be in your eyes. *Choice 1* As you leave you are quite sure you hear someone applauding. *Choice 1* With determined steps you made your way to one of the waitresses. *Choice 2* George: “Excuse me.” *Choice 2* You hand her a 50 dollar bill as you grab a big jug glass filled with beer and briskly walk back to Stephanie that is still screaming profanities. Because of her back being turned to you she didn’t see you. You saw how people began to take out their cameras and phones. No one made a move to stop you. *Choice 2* With one quick movement you had poured it over her and a shriek of surprise entered your ears. *Choice 2* Stephanie: “What the fuck is wrong with you!?” *Choice 2* George: “Are you done with your little temper tantrum?” *Choice 2* Stephanie: “What!? How dare you!” *Choice 2* George: “You have been acting like a spoiled five year old since the moment we landed. I am surprised no one has done anything until now.” *Choice 2* Stephanie: “You are so not coming to my wedding!” *Choice 2* George: “It isn’t a loss, I was never here for you. Now excuse me I have more important things to deal with.” *Choice 2* You left Stephanie to deal with the people that had gathered for the ‘show’ and she began to scream at them and calling them all sorts of names. But no one was intimidated, they found it hilarious. *Choice 2* You grab hold of Stephanie, until she has no choice but to look at you. She is screeching, calling you every slur and bad name in the book. Your hands are firm on her upper arm, you just hold no squeezing, no pushing. You keep your eyes locked on her, you must have stood there quite a while until finally her defiant stare became weaker and weaker. *Choice 3* You kept hold of her until she burst out into tears. At that point you let her go. Knowing you had knocked her down a peg. *Choice 3* But Stephanie wasn’t your main concern, Jeremy was. You moved to stay with Katie and Jeremy, the crowd parted as the red sea as you walked by. All in stunned silence. *Choice 3* George: “Are you sure you’ll be alright?” Jeremy grimaced at the questing, blood still trickling down his face from where he had been punched. Luckily the nose would heal, the only question was what colour it would be in time for Stephanie’s wedding. Jeremy: “I’ll be fine, Katie is here too. She knows what she is doing.” Katie: “Having your fiancé being a nurse does have its perks huh?” Jeremy: “Yeah one of many.” The two of them smile at one another, before Jeremy turn back to you. Jeremy: “Think you can manage your own?” George: “I think I can stay out of trouble for one night.” Jeremy: “Maybe, see you tomorrow George.” Katie: “Have a nice night.” With that the two of them made their way up to the hotel rooms. You decided to check out the hotel bar. Despite being 10 o’clock it was surprisingly empty. Some people where there, some having already had a few to many. But what caught your eye was a stranger sitting at the end of the bar. There sitting in a knee-length ocean blue dress was a woman, leaning over resting her elbows at the counter. She had a faraway look in her face as she absentmindedly stirred her drink. *♀* There sitting a young man, nursing his drink. His blue vest and slacks combo suited him well with the crisp white shirt. His attention seeming being elsewhere. *♂* You sit down by the bar and is about to call on the bartender when I noticed a man, clearly intoxicated made a move on the man/woman at the end of the bar. Drunk Idiot: “Hello there, did it hurt when you fell from heaven?” The person in question just rolled hehis eyes. Clearly not in the mood to be the object of drunk admiration. Drunk Idiot: “How about you and me go up to my hotel room and get to know each other a bit more.” Haven seen the man/woman in question do every none-verbal que but slapping the idiot you decide enough was enough. He had disturbed you and the rest of the bar enough. With the smoothest and coolest tone of voice you could muster you cleared your throat to get the drunk man’s attention. It wasn’t appreciated to say the least. Drunk idiot: “What the hell do you want prick.” The smell of alcohol radiating off him, one would think he had bathed in vodka. It was surprising no one had tossed him out from being a nuisance earlier. George: “I do believe that you are bothering him/her. Please stop.” George: “Look we are old friends, its noneofya business so bug off.” George: “Oh really, then what is your friends name?” Drunk Idiot: ”What?” George: “What. Is. your. friend’s. name? If you are old friends you should surely know it.” Drunk Idiot: “It’s ummm… Terry.” ???: “That is not even close.” With both of you staring straight into him, mentally cornering him. Drunk idiot: ”Screw this.” The man declared in frustration and with that the idiot stormed off leaving both of you alone. After making sure the guy was out of sight you turned back to the stranger. He/She gave you a grateful smile. ???: “Thanks’ I really appreciate that?” George: “It was nothing.” You said making yourself ready to go back to your seat. ???: “Wait!” The stranger called after you, out of sheer politeness you turned back around. He/she Seemed a bit nervous, what now? ???: “Can I at least buy you a drink?” You thought for a moment. You were on your own, Jeremy was probably nursing the bruise with some painkillers and you did not want to risk running into Stephanie or any of the bridesmaids. It also felt wrong to not take the opportunity to experience Vegas however. So you accepted. ???: “Well What’s your poison?” He/she asked in a joyous tone.
With a quick wave they called the bartender over. ???: “So what brings you to Vegas?” George: “Bachelorette party.” ???: “Did it have anything to do with that brunette that slapped one of the dancers and had security physically lift her out?” George: “Bingo.” ???: “No one got seriously hurt?” George: “Thankfully no.” With that the bartender served the drink and the stranger slipped a 50 dollar bill. You lift the glass in a gesture for a thank you. And let the beverage slip down your throat. It was nice, it was a good year and the taste was strong but not overpowering. You noticed that his/her eyes were on you, almost as if they were trying to decipher your character. George: “What are you doing?” ???: “Trying to get a read on you, some say what you order is often an indication of who you are.” George: “Really? Then what can you say about me?” You asked, deciding to humour them. ???: “I can say that that you are a man that know what he wants and how you want them.” *Martini* ???: “You are an old soul, you probably know your liquor well. My guess you have a great library at home.” *Old fashioned* ???: “You are quite classy, and you can find a way to get drunk before noon.” *Red wine* With that you give an amused chuckle. George: “Well there is some truth to that statement.” You take a look at the drink they self are nursing. (Dark n Stormy) (Humm...) George: “If I were to do the same to you, I guess you have a sweet tooth and might have wanted to be a pirate at some point.” At that comment the stranger began to laugh. It was the infectious kind of laugh that made someone warm form the bottom of their stomach. ???: “Alright you got me there.” He/she then stuck out their hand. (My name is..) (Default name: Skyler) George: “‘Skyler’ it is a pleasure to meet you.” You said as you shook it. You take in Skyler’s look. You had to admit that they were an attractive specimen of a man/woman. George: “The name is George Bishop.” Skyler: “George Bishop, how professional sounding.” He/ she said as if they were tasting your name in their mouth. George: “Well I do hope so, would be difficult to be an advisor if people believed I was a joker.” Skyler: “Ah, so you are one of those people that look at you and stamp ‘rejected’ on every paper?” George: “I believe that I am fair in my judgement.” George: “How about yourself?” At that their eyes fell. Skyler: “Right now, I’m a 30 year old trying to figure out my next move.” George: “How come?” Skyler: “Lost my job due to relationship issues between my manager and her boyfriend. Apparently, me being friendly was mistaken for flirting.” Skyler: “What, they want a grumpy Greeter at the door?” George: “That is unprofessional.” Skyler: “Yeah, well relationships are messy.” George: “Agreed.” Skyler: “I must say the way you handled that woman, it was surprising.” Skyler said in a genuinely impressed voice. George: “You were watching?” Skyler: “Kind of hard not to, I’m surprised half the hotel didn’t hear her.” George: “Someone had to show her she isn’t the Queen of Sheba.” Skyler: “What are your thought on marriage?” You shoot up a bit, a bit startled by the blunt question. George: “My thoughts?” Skyler: “You seem like a guy that know what he thinks. I want to pick that brain a bit.” It had been a while since someone had so blatantly flirted with you. To be fair you were a bit surprised. Dating had often been a minefield for you. George: “Marrige…”
It’s an institution
It’s a partnership
George: “Historically it was a way to ensure land, money and heirlooms where added into a new household.” *Choice 1* George: “It was also a safety for children back in the day, since basterds often faced quite a few challenges from being born out of wedlock.” *Choice 1* George: “It is a symbol of trust, that you do have someone that you can count on.” *Choice 2* George: “But at the end of the day, if you are unfair to that partner hey might not stay.” *Choice 2* George: “To describe marriage is like trying to describe oceans and water. Even with similarities we can see, gathering it all in an explanation would probably not give a fair judgement.” *Choice 3* Skyler: “To me it’s a promise. ‘To have and to hold’ it is silly in this day and age were people divorce left and right for trivial things.” Skylers eyes became dark, falling into deep thoughts. You had never been the poetic kind, but there was a sweet sentiment in Skyler’s view on things. Your parents where still married over 30 years now. Your sister was due some time in December, your brother was off celebrating a two year dating anniversary and your paternal grandmother still loved her deceased husband dearly. To you it just never happened, perhaps it wasn’t for you. George: “That we can agree on, people are so afraid they will settle. At the first sign of trouble they leave.” Skyler: “So that woman form before… how long do you think her marriage will last?” George: “If she acts like she did tonight, I wonder if her husband will even stay for the ceremony.” You looked at your new companion and in an unusual turn of events you called the bartender over. George: “Can I buy you a drink?” With that Skyler smiled, deciding to keep you company. Sometime later you awake to the sound of your alarm clock. You feel a splitting headache, you drag you hand over your face as you do you feel a cold metal band around your finger. Pulling back as your eyes focus you see that it is a plain sliver coloured band. (is that?) · Oh no… Feeling more sober than ever before you realised just what a mess you got yourself into. George: ‘I just got married in Vegas.’ Well, you’re screwed.
[Let's build D100] Ships you might come across in a busy port.
The party has come into a busy port and decide to visit some other ships. Who might they discover, what might they find?
d100 Interesting Ships in a Port
Shani and Aurora's Tent of Two - The two goblin sisters Shani and Aurora sail providing services to port settlements. Shani claims to be a seer and charges 60gp for a "reading" of the future (she is not). Aurora 'The useful one' provides the service of casting identify for 20gp. She may also agree to sell some of her extensive library if offered the right price. [dweeb_bush]
The Bones Brothers - The bones brothers are a travelling group of jolly bards. As their name suggests they are animated skeletons. Jimbo-double bass, Timbo-guitar, Limbo-vocals, Dimbo-marimba and Franky-drums. They are very hospitable and put on a show for anyone who comes and visits them! [dweeb_bush]
The Lovers - A small nondescript boat lies just off the dock. The is no sign of activity on board apart from the dock inspector who is trying to find out who's boat it is. The truth is the owners of the boat died ten days ago and the boat has miraculously drifted safely into port. on a successful DC 10 investigation or perception check the party members discover two young male elves cowering in the cannonball chest. When the lid is lifted they start begging for their life. If pressed they reveal that the crew was attacked by sirens, the majority of the crew succomed to the siren's calls however the two young boys, deeply infatuated with each other did not care for their temptation. They ran out of food last night and thought they were surely doomed! [dweeb_bush]
The Crows - A large black boat rests in port, neatly secured off one of the more expensive jettys. The most defining feature of the boat is that it is bustling with activity, not by humanoids but 3d12 black ravens. One wears a small captains hat and appears to undersatnd the party. If the party casts speak with animals they discover that the crows were awakened through a series of trials on a new spell aimed to mass awaken a group of creatures. The crows have varying degrees of intelligence and are all chaotic neutral alligned. The crows rebelled from, Hignory Flip, the wizard running the trials on a small island about 2 days sail from the port, and stole his ship. [dweeb_bush]
Captain Redbeak! - A suspicious longship hovers low on the water. There is a steady stream of humanoids entering the covered boat and leaving a few minutes later with a small package. The ship belongs to Captain Redbeak, a feirce pirate captain who runs a drug trade: the drug in question is a relatively cheap drug called "Peak Water" and is collected dew from mountaintops, it gives the user a high that lasts 1d4 hours and gives the user a d4 of bardic inspiration. It costs 10gp per hit. The ship is manned by 2d6 Bandits, and if threatened or reported they will attempt to kill the party in defence of their lives. [dweeb_bush]
Crazy Mr McGee - A delerious man stands warding off the dock guards with what looks like a loaded blunderbus. He's yelling about his notorious reputation as a savage pirate and keeps claiming they have come to "Take away my princess". The princess he's referring to is his boat- he imagines that it is a glourious gallion but in reality it's just a rowboat. If the party manage to subdue the man the dock guards thank them and offer to buy them a drink later that night in the tavern. [dweeb_bush]
A Con??? - The players are drawn to a commotion hidden behind a crowd of people. A large goliath (Manneo) seems to have taken a small dwarf (Skalgrouth) hostage and is threatening to slit his throat if the dock guard do not meet his demands "I'll bloody well kill 'im if you don't give me what I want: 100gp worth of rubies and free passage out of this shit hole!". In reality the goliath and dwarf are working together pulling off this stunt at various ports in the area, so far, to great success! [dweeb_bush]
The Rat's Den - The players follow a stream of rats on board a decrepid looking riverfairing vessel. When they make cross into the canvassed interior they see an old kobold playing the pipes, he seems to be a rat-catcher. If the party interrupt him in his ritual he turns the a swarm of rats against the party and runs off into the port. [dweeb_bush]
Seeking Refuge - A smallish sloop titled 'The Diamond Endeavour' pulls into port, it's sinking and fast! A crew member (Emery Green) jumps onto the dockside and is yelling for help. The vessel was struck by a great storm while at sea and they sustained damage when they brushed by a reef. Luckily they werent wrecked but unluckily they could not repair all the damage with materials on board. They've been bailing for hours and can no longer bail as fast as the ship is filling up with water! If the characters wish to help they can make a DC 13 group athletics check to bail enough water to stop the crew from having to jump ship and leave it to sink. If the players are successful Emery thanks them profusely and offers them a map to a shipwreck they were on the way to dive at before the storm hit them. "It's rumoured that this is the wreck of the old pirate lord, Feather Toothed Bill's ship and may hold riches beyond imagine!" [dweeb_bush]
The Gilded Sail - A group of merchants, all of various races, each offering unique, and expensive, magical trinkets. True to their name, their sail is actually a thin sheet of gold, and the rest of their ship is covered in valuable metals and gems. It’s also very well armed, as are the merchants aboard. Keep an eye on the rogue when this one’s around. [Dragon_Overlord]
The Patchwork - A large ship which seems to have been destroyed and repaired numerous times with whatever material the crew had, from birch wood to copper metal to even welded armor and weapons. Speaking of the crew, they appear to be a mishmash of Kenku, Kobold, Halfling, and the occasional Tabaxi and Goblin. The captain appears to be a raccoon by the name of Majos, which, if your party stumbles upon the question of why and how a raccoon is a ship captain, she would respond with “a salty mage who didn’t know how to win a simple game of cards had a tantrum.” She would then offer the party a game of cards in which if the party beats Majos, she rewards the party a hefty sum of 100 GP, and if any party member is any of the races listed above, she rewards an additional magic item (DM’s choice) and offers a position to the party member for them to join her crew. Accept and the party is taken to an additional encounter to an island for treasure. Decline is acceptable and Majos would accept any favor from the party. [SpyroAndToothless]
The Feyr Winds - An elegant ship that carries goods and treasures from far off Elven lands run by a mixture of elven and faerie creatures. Their most illustrious goods are fruits that can do many things such as heal wounds, cure poisons, or even granting stat bonuses for a minute! (Vendor: Fruits are magical and can take on the effect of any potion you want.) [OSpiderBox]
Gnasher's Maw - A tribal-ized longship driven by a "merry" band of lizard folk. They obviously don't understand personal space or social norms, and are seeking people to help them with a Giant problem. (Hook: if your party is having downtime while they look for their next quest, this could be that hook they need.) [OSpiderBox]
The Esteemed Steamboat - Artificers run this marvel of steam engineering. However... it's currently in a state of disrepair. Looks like heavy damage from some monstrosity. While they're extremely proficient in fixing it, they have no money and are looking for work to pay for supplies. (Allies: party could hire some of them for an upcoming task/adventure, or even offer to fund the repairs in exchange for favopassage.) [OSpiderBox]
The Mainstream (You’ll never need a bigger boat!) - A casino cruise ship featuring a large game room, several bars, comfortable rooms, a pool and a hot tub fueled by a continual flame spell. It is captained by a tall, brown scaled lizardfolk woman named Kepesk. The dealers are kenku bards repeating rules and barking (“Step right up, try you’re luck at the Wheel of the Goddess of Fortune!”) There is also a large vault of gold on board, guarded by lizardfolk soldiers. One particular patron is looking for a few helping hands for a bit of a caper now that he knows the guards patrol schedules. [spiff2]
Rocinante - A relatively fancy and expensive ship being up kept by the Quijano family and their servants. The last living member of the family is a young man, obsessed with swords and thirst for adventure. He agrees to let the team borrow the ship, in exchange for him coming with them on their adventures to wherever they’re going. [DrFishPhd]
Deep Blue - In a corner of the harbour, a seemingly empty ship. Sails are neatly furled, crew seems to have left the ship mere hours ago. On the deck, small openings allows the visitor to enter the hold, in it, some barrels, hammocks. Beside one of the hammock, a book, quite old, written in an old version of Common language.In the middle of the hold, some blankets cover a group of trunks, under these trunks, another opening ... leading to another hold. In this hold, vessels, old fashioned lanterns, and some parchment written in ancient language. At the bottom of a bulkhead, an opening, some stairs gong down in another hold.Wood seems ancient, and strange figures are carved into the wooden parts of the boats. Some ancient runes are covering pillars. In the middle of the hold, a panel with nails made of some unknown metal, once open, stairs going down in the dark. From the shadows, the noise of little splaches. [doctor_providence]
The Mosquito - Run by a crew of githyanki pirates. What seems like a normal battle vessel, once on the open ocean, the sails begin turning outward and suddenly the ship begins gliding above the waters surface at fast speeds. [GladiatorJustin]
The C.H.U.D.- The Shell of a massive deceased Dragonturtle floats next to the dock, it’s ends sealed by mechanical claws, and a viewport fitted into the front. The C.H.U.D. (Chelonian Hammerworked Underwater Dirigible) was designed by the Gnomish Inventor Hector Copperspark. Crewed by gnomes and halflings as they are the only ones small enough to man the complex machinery crammed into the turtle shell, the C.H.U.D. is a mercenary vessel that hires out to perform naval attacks. Hector just got a lead on a new job, and he needs some muscle to pull it off... [Lakandalwa]
The Temple - A ship that serves as a mobile temple to a water deity. It goes from port to port to carry services. [SMGB_NeonYoshi]
Cloudscraper - One of the gems of the Romish Empire's formidable fleet, the Cloudscraper is a powerful warship specially constructed for defeating sea monstrosities of all kinds. Developed after the Queen's late husband was killed by an island feeder (colossal sea beasts known for swallowing swaths of land whole), this vessel with an imposing tower-like bridge is loaded up with all types of harpoons, cannons, and magical armor. Some even say that, thanks to a powerful magical engine, the top half of the ship can separate from the brig to chase after flying beasts attempting to get away. With how famous it is, plenty of townsfolk are eager to get a look at the shining bronze beast of a boat. But what's it doing here of all places? [MildlyConcernedGhost]
The Wistful Wanderer - A small sloop with a single cabin in the middle of the deck. A skilled observer might note that the sails and rigging as well as the rudder occasional shift to right the ship or tighten and secure themselves more. The cabin is actually permanently enchanted with a Mordenkainen’s Magnificent mansion and the ship is handled by a permanent crew of 20 unseen servants. It is owned by the Wandering Wizard Wesley Wrycroft. He sails the world at his leisure, seeking trade for scrolls and arcane artifacts. He also regularly hires adventurers to gather difficult to reach artifacts from unworthy hands whenever he finds a lead on the location of such a relic. [Lakandalawa]
The Magic Brawler - A merchant ship with a very strong looking captain comes to port. If the party chooses to look at their items the captain will challenge the party to an arm wrestling match. Beating a DC 20 strength check will award the party one minor magic item from the captain's personal stash, and beating a DC 25 strength check will award a magic item of the DMs choosing. [TheInstitute4]
The Friend Ship - A comfortable looking wooden ship full of people just hanging out on the deck. While aboard this ship you find yourself under the effects of the Charm Person spell to make everyone friendly with each other. [Stormkiko]
The Dragon Ship - Captained by a Dragonborn with a dragon head on the prow, this ship is a merchant vessel crewed by a muscular Dragonborn who sits on the deck smoking a long pipe. The ship has put down for repairs after grazing a rock which tore a few holes in the starboard side. [AndreTheSalty]
Kender - A rag tag ship filled with swashbuckling Kender. The ship looks like it was made from bits and pieces of many different ships.The Kender are very drunk and have no idea how they got to this port. [Slainlion]
The Poor Captain - A ship that looks broken and near sinking, in truth it's one of the most armed ship on the seas. It uses help calls or just their non threatening look to lure ships close so that they can attack them. [DungeonsAndScouts]
The Fisticuffs- A medium sized rowdy ship sits a little way out from the dock. The ship has two massive hands stemming from the hulls on long mechanical arms. The hands have an AC of 25, a damage threshold of 5, and 30 health each. They ship can leave the water and "walk" on the hands. The ship is primarily a combat ship and is crewed by a band of mischevious gnome tinkerers. In addition to attacking (+10 to hit: 4d6 + 8 bludgeoning damage) the hands can also cast Bigby's hand once per day. [dweeb_bush]
The Grain Barge - A large barge with a dirt floor and wheat growing. A single old man lives on the barge, and sells wheat for 2 pountds per copper piece. In the hull of the barge, accessible only by a trapdoor in the old man's shack, is a large pile of carrots. [serious_tabaxi]
Sea Rot - A large gallion speeds into port with a yellow flag raised. As soon as they dock and have paid the docking fee the captain, a large half-orc woman called Mishka, starts calling for help! She reveals that over half of her crew has contracted a strange plague and she fears for her life. She came to port to seek medical assisstance but fears she is infected so dares not go ashore.The plague - Sea Rot - Is highly contagious and air-borne: if a creature comes within 5ft. of an infected creature they must succeed on a DC 17 Constitution save or become infected themself, symptoms take 1d10 days to manifest. The symptoms of Sea Rot are gruesome, starting with the extremities of the body, the body starts depositing water in cytoplasm-like sacks. At the end of every long rest the creature takes 2d6 cold damage and must succeed on a DC 13 Constitution save or suffer 1 permanent constitution damage, the infected creature also has disadvantage on strength and dexterity checks. It can only be cured by magical means that remove a disease.If the party fetches help she rewards them with a small favour and a pouch full of gemstones worth 50gp, in addition, if the party can cure the 20 crew members and contain the plague she offers them passage anywhere, offers an additional 100gp, and her cutlass- a +1 scimmitar that also increases the holder's charisma by 2 while holding it. [dweeb_bush]
Grok's Galley - A medium-sized ship piloted by a Tortle named Grok(He Understands Things)11. The ship is a 2 sailed vessel with few cannons and other wartime mechanisms on them. The crew is very resilient and full of ragtag non-humaniods. Gnolls, Dragonborn, Ratfolk etc.He's about to set sail back home as he's heard of this group of ratfolk that are trying to overthrow the government in his home town. [VKilledTInternet]
The Abigail - An old warship thought to be lost that had been renovated and turned into an inn. It’s run by two very attractive siblings, who turn out to be sirens and one night, they take the boat out to the sea and eat all the passengers. [TardyTortoise]
The Comfort - This massive galleon is an independent freebooter that refuses to pay allegiance to any nation or city. Housing a collection of skilled healers and clerics, the Comfort sails to areas struck by famine, plague, and war, providing healing to whomever requests it. The sailors aboard the vessel have all sworn the same oath, to defend the healers and their patients with their lives no matter the cost.While the Comfort usually is accepted at any port, it sometimes comes under attack when it travels to war torn regions and as such is well equipped to defend itself should it come under attack. [Lakandalawa]
Arabian Traders - An exotic merchant vessel filled with silks, spices, and strange spirits is disembarking. A dashing arabian prince asks basic questions about the city, potentially becoming enamored with one of the party members. He is rich and slightly crazy, and believes anything can be bought for a price. This gets him into trouble when he tries to buy someone's hand in marriage to add to his collection of luxuries and many wives back in his home port. [jfractal]
Deep Sea Scavengar - Salty, untrustworthy sailors (who look like pirates) are disembarking/unloading from their latest voyage. They have been at sea for months, and haven't seen a woman in that long - they openly hit on and jeer at any females in the group with a CHA score of 11 or higher. One sailor tells a fanciful story about sirens that they encountered on their voyage, killing 3 of their men (it's hard to tell if they are serious or not). [jfractal]
His majesty's secret - A heavily outfitted, small warship is in a secret mission from the king. Heavily armed/armored guards stand watch over the docks, turning away everyone, and refusing to divulge their purpose here. [jfractal]
Smallminded Yokels - A small, local fishing vessel filled with xenophobic, small-minded fisherman. The make disparaging remarks about any non-humans if approached. If the party gives them lip, they will get jumped by the crew the next time they wander the harbor at night. [jfractal]
Mussel's Mate - A large fishing vessel that has seen it's better days. Rigging is in tatters, masts are spliced together, mismatched patchworks sails. Oddly enough the captains quarters are extremely well apportioned not at all like the rest of the ship. [hamlet_d]
The Wayward Lady - This ship has an all female crew. The species on board are the outcasts from different lands. They serve as a place for any who are lost to have a home, though men don't tend to stay for long for some reason. After a successful DC 20 insight check it can be found that men on board the ship for 4 months become women. [42firehawk]
The Gypsy - On the deck is what appears to be a stage where beautiful female dancers perform to music provided by a small band of bards. One of the dancers, who is known as the Storyteller, tells stories through song as the rest of the dancers provide her the visuals/backup dancing. Her voice is noticeably quite low for a woman, but is very enchanting nonetheless. An insight check with a DC20 will reveal that all of the performers are cross-dressing men. [Crystalized13]
The Stable - A ship of decent size that carries horses (or any other kind of mount in your game) from port to port and sells them at a decent price to tired and/or injured travelers. It is crewed by a family of six (mother is the captain, father, three sons, three daughters) and a few extras the gathered along their journey, namely; a nice old man who wants to see the world, a young woman with a fiery attitude and an obvious crush on one of the party members, a muscular Dragonborn who has obviously seen some action who now tends to the horses, a bard who offers entertainment to the crew on board and is particularly liked by the children, a mute Druid who helps the horses and is good friends with the Dragonborn (who interprets their sign), and an ex-pirate who loves the sea but wishes to leave their past behind them. [Crystalized13]
The Penny Bucket - The penny bucket is barely a ship. It's looks like a wash-bucket with a wooden T nailed to it and has a large white shirt as a sale. As far as you can tell there's no way to steer, its an utter mystery to you how it ended up in port, let alone why the dock authority would charge it to dock. When you peer inside the bucket you see a small red pseudodragon peacefully sleeping on it's hoard, which consists of 3pp, 16gp, 103sp, and 56cp, 6 rubies worth 30gp, and a dusty diamond worth 300gp , and a small magical trinket of the DM's choice. If woken up the Pseudodragon wakes up and fiercely snarls , cowering, and protecting its stuff. The dragon will trade any of the items in its hoard if the adventurers offer something of value, or a large amount of food. If the party wants to adopt the dragon along with it's hoard it may be won over with gifts and a DC18 animal handling check. [dweeb_bush]
The Crafty Raft - A makeshift raft has floated down the coast and slammed into the dock. There is no one on board and it appears to be unmanned. There is a note fixed to the mast with a tiny butterknife. The note has directions, "at the lightning stump follow the stream and rescue us". The raft, and attached note were made by crafty goblins attempting to lure creatures down the coast right into a trap. The goblins have made finding their hideout incredibly easy. With a DC 5 nature (tracking) check the party can find the tree and follow it down to the river. The real trap is a series of pitfall traps cleverly hidden in and around the stream. If the adventurers continue along the stream they must succeed on a DC18 Perception check to avoid it and must succeed on a DC14 Dexterity save or fall 10ft. into spikes and take 1d6 bludgeoning damage and 2d6 piercing damage. They are then accosted by 2d4 goblins. [dweeb_bush]
The Illusory Boat - Moored in the port is a huge gleaming golden pirate ship, there must be at least 50 richly dressed halflings manning it. There's a long gangplank extending to the dock. Suddenly there's the noise of several cannons firing off. The guards rush over to the ship, fearing that they are attacking the port. They scream at the ship- "come down here and speak to us you cowards, we can't board your ship without permission but we will call the town guard!" A voice calls from the ship yelling insults at the guards aiming to infuriate them till they board the boat. If any one steps on the gangplank they must succeed on a DC 14 Dexterity save or fall into the water, as they do the ship dissapears and it's revealed that the entire ship is a major illusion cast by three giggling wizards who run away from one of the neighboring piers. [dweeb_bush]
The Question - There's a metallic ship floating in the water. From it you hear loud beeping, chirping, and whirring noises coming from it and it's attracted a large crowd of 3d10 townsfolk, who are fearfully inspecting the ship. As you approach closer you begin to hear a voice in all the artificial noises. You hear it asking thousands of questions, in thousands of voices: "who am I?", "why am I here?", "What's that ugly thing over there?", "what is the meaning to life", "Why are there people watching me?", and other creepy remarks that give the idea that the ship is conscious and scared. When the adventurers look into the boat they see a blinking green, light with a swirling marbled texture on it. The light turns red and starts asking questions very specific to the party. Before long it begins speaking in tongues and a flash of blinding light appears. The adventurers make a DC13 constitution save. On a failed save they are blinded for a minute and take 4d4 psychic damage or half as much on a successful save. When the adventurers look again the ship is gone and there is just a small gemstone floating in the water, whispering to the party in tongues that are unintelligible. [dweeb_bush]
The mistake -A small boat that seems to have been renamed fairly recently. The - ake part of the name is in a different calligraphy and color from the rest of the name [Ido97]
The Barnacle - An old weathered gun-ship bearing it's scars from many a battle, but nevertheless being no worse for the wear. Built strong from some ancient hardwoods and it has been well maintained to the best a ship of that age could be. The crew is a rowdy bunch of salty Dawgs that work as hard as they play...and they fight even harder. They may squabble amongst themselves, but don't you dare mess with or insult one of their brotherhood. They have come to port ready to sell their wares, collect their bounty and spend it irresponsibly. All so they can find their next mission and do it all over again. [gothic03]
The Bauntoo - A strange ramshackle ship occupied by amphibious humanoids that spend near their entire lives out at sea, trade in weird cool stuff they've found deep diving into cool underwater locations like ocean ruins, and wont be at port for long. [Swerve-Bro]
The Leviathan - A huge ship listing hard to one side, its mast broken halfway up and the sails drooping to the deck. All of the wood is dark brown, slimy and rotting out. It looks like someone pulled a shipwreck from the bottom of the sea and it remained afloat by some miracle. If the party inspects the ship, they will find it has already been thoroughly looted and all that remains of the crew are skeletons. (Whether the skeletons are animated or not is up to you). The dock guards will tell you that a huge fog rolled in last night and this ship was there when the fog lifted. [painterinsomniac]
The Menagerie - A decent sized merchant ship, this one is run by all sorts of different creatures though none are humanoid. This ship was originally a travelling circus showing off all manner of awakened animals who were kept captive. The animals are quite amiable and will offer carry passengers in exchange for assistance selling their goods in markets. [painterinsomniac]
The Coffin - A casket-shaped ship that contains the body of a 21-ft giant. The top of the casket has been fitted with sails and rigging and is manned by a crew of humans who tell the party that the giant hired them before his death. He always wanted to sail around the world, so half of all his treasures would be given to the crew who sailed him around the world. The money is to be awarded upon the crews return to the giant's family home, and the crew must have an artefact from each land to prove their voyage complete to the family and get their loot. Of course, the crew isn't bothering with actually sailing around the world - they're content to just make port for a year and trade people for ancestral trinkets so they can return to the land of giants in a year and take their massive loot. They've been given a hefty advance to cover the cost of their long voyage, so money is no object. Adventurers can sell their items if the item is from a distinct background (eg a Dwarven Warhammer, an Elven scroll of healing, etc). [Anceaus]
The Lighthouse - This ship is captained by a young cowardly wizard and an equally nervous-looking crew of young human men. Atop the central mast is a large lighthouse light, which the owner uses to keep other ships far away from him while at sea so as to avoid any trouble. If approached, the captain will immediately begin grovelling and handing over loot at the sight of the party's weapons, offering them any onboard services he can think of for his crew to do for them (shoeshines, blade sharpening, armour mending).Turns out it's all an act - the captain is actually a conniving trickster who transports and deals in Light Blue Light, a magical drug that induces paranoia/twitchy behaviour but grants a 1d6 bonus to Strength for a period of 1 hour. [Anceaus]
The Nest - A vaguely ship-shaped bramble of collected branches and tar, this vessel doesn't look like it should even float, much less sail. It's run completely by Kenku's. They love to collect shiny objects and every nook and cranny of the nest is filled with glittering pieces of treasure and trinkets, among which are a range of magical items.Anything can be bought for a price, but what they especially want is for the adventurers to help them get a shiny old chalice that they've spotted beneath the waters of the harbour - they aren't big swimmers. [Anceaus]
The Half-Pint - An average looking, 2nd-rate ship run exclusively by halflings and gnomes. The crew are rolling a large number of barrels off the ship. A DC 13 Investigation Check will uncover that the Half-Pint has almost twice as many decks as a regular ship of that size and the diminutive crew use the extra space to smuggle illegal magical ale that has explosive side effects. If approached, the first mate (a scruffy gnome named Sebastiano who trusts people a little too easily considering his trade) will ask the party if they are 'for hire' or just want a cask.If the party is looking to buy, refer to the http://dndspeak.com/2017/12/100-random-potion-effects/ to determine what effect their beer has.If they're interested in the job, he would have them guard a supply wagon transporting contraband IPA to an old wizard who lives in an ivory tower in the nearby forest for a sum of 25gp each. What the party doesn't know is that the wizard is in the process of transitioning into a Lich, and the beer is the magical conduit by which he has been transforming. The wizard has the stats of a Revenant if the party chooses to fight him. If an unconscious creature drinks the illegal beer, they will be revived and become Undead. [Anceaus]
The "Blu Moon" - A two masted Caravel. An ocean going merchant ship, that has recently been damaged by pirates, but escaped because they dumped all cargo overboard. The ship is being repaired and expected to be ready in two days. The captain, Quintus "Full" Moon, already has agreed to transport 24 bales of dyed fabric to [INSERT DESTINATION] but is now looking for some more cargo for the same destination. The rest of the crew is: first mate Eldan Wind (m half-elf), bosun Karrla (f half-orc), helmsman Olfie Re (f half-elf), cook Carlin Zwiet (f gnome), and four human sailors: Frenk(m), Ra(f), Tjoris(m) en Huub(m). Huub is a 12 year old boy on his first trip. [Jeeve65]
The Leatherback - A merchant ship from a faraway land. It is made of a beautiful reddish wood and adorned with many colorful flags. About half the crew is made up of tortles and the other half consists of various other races they picked up on their travels. They are very friendly people and will happily buy you a drink or two in exchange for stories of your adventures or of the places and cultures you’ve experienced. If they take a liking to you they're even willing to give you free passage to wherever you'd like to travel... as long as that place happens to be the next port along their voyage. [TheMightyLoaf]
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