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Bizmo Blabbins, my worst character ever

TLDR at the bottom.
Party wants to do a one-shot at level 14
be me, wanting to make the greatest shit post of a character ever
Make Bizmo Blabbins, wild magic sorcerer with a gambling problem
Actually a really good adventurer, but he constantly explodes and owes the casinos a lot of money.
Rest of party makes the following:
a dragonborn barbarian a elf monk a human warlock a human monk
That's the gang
Session starts, DM has us talk to guild rep guy for job. Gota get payed
Tell us that some noble is having a necromancer problem
Go to TOTALLY NOT RAVENLOFT, where everything looks like it was out of a warhammer fantasy book with vampire counts
Always raining, it sucks, prestidigitate myself a umbrella cuz magic
Noble lady tells us about necromancer who went to some graveyard, told us to go get his staff and we get payed big moneys.
Do just that, go to graveyard
At graveyard, nothing much happening, two undead hydras pop out along with a skeleton minotaur
Monks and barbarian clear it out no problem
Go inside a crypt, place is nasty, has zombies n shit
Eventually fight our way through to a small area, find a study
In the study is a FRICKEN SKULL LORD
Earlier in the dungeon I used a hat of disguise to make myself look like a skeleton version of myself for shits n giggles
Walk in while the party is bickering over a door, start talking to the skull lord Pretty solid dude, asks me if I was recently arisen
Have a nice conversation, fuck up deception check, but play it off
Skull Lord tries blasting at some point with magic
Ain't having none of that COUNTERSPELL
At this point, the party realized what was happening and rushed in to help
get walled off by zombies
Little did the skull lord know, I used my tides of chaos on counterspell (he casted a 5th level spell)
Surge activates, SUMMON LIGHTNING! for an easy 27 dmg
Next turn, he tries casting another spell, counterspell it
What we surging? YOU GUESSED IT! ED THE UNICORN
Unicorn summons, skull lord confused at the appearance of my glorious friend
Didn't feel like wasting spell slots, dude was wearing a breastplate
Palptained him with shocking grasp until he died, and the unicorn just decked him every turn
Basically soloed a boss monster while the party was stuck behind monsters, with nothing but shocking grasp, one of the monks got a hit in tho
After that, party went back through the crypt with a newly found key
Tried it on some doors, they open, who would have guessed?
Find necromancer dude in room with fountain, he has a Jamacian accent
Chill dude, asked for his staff so we can just get paid
said no, and summons a hydra from the fountain
party freaks out, thinks we can't kill it
But I'm Bizmo fricken Blabbins, ain't no fish snake gona scare me
Some of the party runs, but I just start blasting spells at it
Thing is hurt pretty badly, toss one final fireball to finish it off
One of the monks and the barbarian messed it up pretty good too
Doing the dungeoning part of DND, find a room with a mimic
Elf monk got her hand stuck it in, laughter ensued till the oozes showed up
Kill em all, loot mimic, find two spell scrolls, a tiny hut and a "scroll of permanency"
Permenacy scroll basically made any temporary magical effect permanent (like say you use shapechange on yourself and use the scroll, you can be a real dragon and still have all your spells)
Cool shit, but its a one-shot, time for fun
Waste it on turning the warlock's armor into a hot pink mess (very fashionable.)
Eventually take a long rest in the tiny hut after vandalizing a statue with disintegrate.
Party is in good spirits, rest finishes with no issue
Necromancer taunts us over his magical intercom, i.e. talkin in our heads
Eventually find him through the crypt after the barbarian tried busting down a magically sealed door with a feeblemind trap on it
He's feebleminded now, but he got better, especially after the lightning bolt
Try convincing the necromancer dude to gives us the staff so we can go get paid, he said no, fight ensues
Summons two hulking zombies with huge axes and armor
Monks and barbarians rush in, let loose a flurry of blows
Had crown of stars up, so did the best thing that I do naturally and threw one at the necromancer
tides of chaos for advantage and IT CRITS
does like 70 dmg to boss
oh ya banished one of the zombie bois
Party members are dropping one of the big zombies, but necromancer turn rolls around
Drops a METEOR SWARM on all of us, the warlock and I go down
at least it killed one of the baddies
Things looking bad after the banished zombie returns
elf monk rushes over and gives us healing potions
barbarian drops the other zombie, all that's left is the necromancer
still have crown of stars, throw another one
IT CRITS AGAIN
downs the boss, basically two shotted the boss (a few pot shots were in from the rest of the group)
feels good, problem is he had contingency up and just teleports out, but dropped the staff
get staff, no one died, and find a weird magical sarcophagus in the back room
being an expert on magic, I lick it and find out it is super dangerous
Fireball
No seriously just fireball, that's how you solve everything right?
It worked, party celebrated, found some more loot in the form of a spell book and a trinket
Went back to noblelady's house, recited the tale, and rested the night
But wait, YOU THOUGHT IT WAS OVER? I was too, but turns out the noble lady is actually a vampire and is a total ass bucket.
So no shit, there we were, locked up in cells, probably going to be used a midnight snack
Good thing the monks were weirdly strong, and just busted out of their cells, and busted me and the warlock out too
Some guards rush in, beat them into the ground (maybe or maybe not enthralled and innocent, who cares? I get paid to do a job, not be nice about it. CN baby!)
See a big ol' magic door at the end of the hall. Party can't get it open, so I ask the DM if the wall next it was magical
he said no
tossed a nice ol' DISINTEGRATE at the wall and was able to get in the room
What was behind the door you might ask? Oh just a ancient red dragon... chilling
Just casual things ya know?
Party freaking out about this, but considering were in the cells area, it might be a prisoner too.
Being the brave stupid halfling that I was meant to be (and the only one with a charisma score), I decided to talk to it
For a red dragon, he was pretty cool, told us that if we helped him get out by murdering the vampire lady and her bro, he'll give us a whistle to call upon him as a one time deal.
Sounds good to me, party loot the treasure in the area (because dragons are good guard dogs) to see if they can get their weapons back
The backstory bit of it is that the vampire lady and her vampire brother locked away this dragon, and now he wants revenge
Dragon said there was a teleportation circle that would lead us to her chambers
Did just that, and like he said there they were with some thralls.
Now, if she had just paid us like she said she would, I wouldn't care about her doomsday cult shenanigans, but she had to the audacity of not letting me pay my gambling debts.
Fight breaks out, team rushes up and do some work, and I just hung back the whole time blasting spells
The vampire bro was a pretty tough fighter, but the human monk and the barbarian kept him occupied while the elf monk and I took care of the sister
Warlock was just blasting eldritch, as you do
Now the vampire sister had some pretty crazy magic items on her, as she had a necklace that removed any status effects on the start of her turn, and the Jamaican necromancer staff
Well what stupid spell did I use this time? Telekensis.
Yea, for the next few turns I just yanked off all her neat little magic trinkets and looted them mid battle, it was great.
Eventually she tried casting Maze on the elf monk, who needed a nat 20 to pass
LUCKY FOR BIZMO FOR BLABBINS, I was a fool and took distant spell meta magic!
120 FT RANGE COUNTERSPELL! Got rid of the Maze spell, and then something glorious happened
Our hero, ED THE MOTHERFRICKEN UNICORN made his encore appearance
Ed proceeded to destroy all the chump minions in his way, and knock the crap out of the vamp bro. While all at the same time tossing out some healing!
At this point, the battle rages on, I'm invisible because my wild magic did that after I popped up crown of stars again.
Everyone is looking pretty wounded, bro vamp is low and sister vamp is really heckin mad after getting all her stuff stolen mid combat
Now what would have happened is that vampire sis would be enrage at my snickering halfling, but she couldn't find me because invisible
So she did the next best thing and casted Power Word Kill on the elf monk.
BUT NO! I, BIZMO BLABBINS, MASTER OF MAGICS, COUNTERSPELLED IT!
Then she ripped the elf monk's throat out.
Don't worry, the elf lives, but she was near death while pummeling the vampire sister with stunning strikes.
It somehow worked, and we eventually killed them both after a lot of close calls and pepperings of crown of stars.
Quest complete! Now to go back and get paid!
TLDR: Made a shit post of a halfling wild magic sorc who proceeded to mess up the DMs plans by basically RNGing the bosses to death.
The party had a lot of fun over the course of the "three-shot", but agreed I should never play Bizmo again.
There was a lot more wild magic rolls, but most of them were the less crazy stuff like "deage [x] years" or the one where it changes your height. I shrunk like a good foot in height over the course of those three sessions.
submitted by MrEpicDwarf to DnDGreentext [link] [comments]

Aspiring ULE GE Wizard could use some advice (v3.3.3)

Hi guys,
my raven-born GE wizard is currently lvl 36 with 8.8 million exp. I need lvl 45, that's about 15.4 million exp, almost double. Not helping is my speed, about 150 right now. (Slow monster on myself results in approximately 75 speed).
I have the crown and medal of chaos, explored CoC down to lvl 48, have Needle, even killed the minotaur emperor. Blups mom is also dead. I've only been playing version 3.3 for a few weeks and forgot to copy adom.cnt over from my old 1.1.1 (if thats even possible?), so no bug temple for me. Darkforge is cleared, all orbs are mine. Library also done. I am not yet crowned and don't really roleplay this wizard, so I don't mind a few chaotic acts. N+ atm. No wishes available. It's currently day 62 in the Drakalor Chain.
I see the following possibilities:
My current plan is: Ice Queen and after that tackling one of the Greater Undead Vaults.
Maybe one of you guys got some advice? A logfile of the char in question is here
Tia,
Alex
submitted by AlexMars78 to ADOM [link] [comments]

The Card Master (v0.1) - This class is a 3/4 caster with some martial prowess. It is a first draft and draws inspiration from a few sources, although the vast majority is of my creation. Everything is in work in progress and im happy for any constructive criticism.

The Card Master

Creating a Card Master
As you create your Card Master, think of your collection of spellcards. Where did they come from? Did you make them? Did you happen upon them? Did you buy them from a strange merchant?
You must also think of where your powers come from to make more and how you learnt to channel the power of the cards. Do you have an arcane ancestry? Did you have a teacher? Did you find the spellcards and teach yourself out of sheer willpower and curiosity?

Quick Build

You can make a Card Master quickly by following these suggestions. First, make Charisma your highest ability score, followed by Dexterity. Second, choose the charlatan background. Third, choose the dancing lights and prestidigitation cantrips, along with the 1st-level spells burning hands, charm person, disguise self, and magic missile.

Class Features:

As a Card Master, you gain the following class features.

Hit Points

Hit Dice: 1d6 per Card Master level
Hit Points at 1st level: 6 + Constitution modifier
Hit Points at higher levels: 1d6 (or 4) + Constitution modifier per Card Master level after 1st

Proficiencies

Armour: Light armour
Weapons: Simple weapons
Tools: Playing cards and one additional gaming set
Saving Throws: Dexterity and Charisma
Skills: Choose two from Acrobatics, Arcana, Deception, History, Insight, Intimidation, Persuasion, or Sleight of hand

Equipment

You start with the following equipment, in addition to the equipment granted by your background:
(a) a light crossbow and 20 bolts, or (b) any simple weapon
(a) an explorer’s pack or (b) a diplomat’s pack
• Leather armour, a playing card set and a dagger

Casino Combat

Beginning at 1st level, you are proficient in using a deck of playing cards in combat. A playing card is a simple ranged weapon with the Two-handed, light, finesse, thrown (30/60) properties, and it deals 1d6 slashing damage on a hit.

Card Magic

As an initiate into Card Magic, you have amassed a collection of spellcards. Spellcards each represent a spell found in the card master spell list and are drawn from your hand when needed. See chapter 10 of the PHB for the general rules of spellcasting and see Appendix A for the card master spell list.

Cantrips

At 1st level, you know two cantrips of your choice from the card master spell list. You learn additional card master cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Card Master table.

Card Collection

At 1st level, you have a collection of four 1st-level Card Master spellcards of your choice.

Preparing a Deck and Drawing a Hand

At the end of a long rest you may enchant a number of spellcards equalling your card master level + your charisma modifier. These cards are called your deck and may contain duplicate spellcards. The spellcards you choose to enchant into your deck must come from spell cards you have in your card collection.
After a short or long rest, you may draw a hand from your card master’s deck, The Card Master table show the size of your hand at any given level. This hand functions as your spellcasting capability as you can only cast spells you have in your hand at any time. Once a spellcard is used, the card becomes inert and cannot be used again until it has been enchanted into a new deck after a long rest. After subsequent short rests throughout the day, you may return any spellcards from your hand to your deck and redraw a hand. When you cast a spell using card magic, the spell only requires a somatic component, but if the spell has a material component of monetary value you must possess that component when preparing your deck for the day.
For example, if you are a 5th-Level Card Master with a charisma of 16, at the end of a long rest you may enchant a deck of 8 spellcards. You may then draw any two of these cards to use until you take a short rest, making your deck now consist of only 6 spellcards. If you have used the spellcards in your hand already by the time you take a short rest, you must place those aside and at the end of your rest draw a new hand of 2 spellcards, making the deck size now 4. If you did not use your spellcards before taking your short rest you can add those 2 spellcards back into your deck and redraw your hand, making your deck size remain at 6.

Adding Cards of Higher Level

Each time you gain a Card Master level, you can add one card master spellcard of your choice to your collection. Each of these spellcards must be of a level no higher than what's shown in the table's Card Level column for your level. On your adventures, you might find other spells that you can add to your collection, using the same rules as a wizard’s spellbook (DM discretion).

Spellcasting Ability

Charisma is your spellcasting ability for your card master spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a card master spell you cast and when making an attack roll with one.
Spell save DC = 8 + your Proficiency bonus + your Charisma modifier.
Spell attack modifier = your Proficiency bonus + your Charisma modifier
Your spells are always cast as if you had an arcane focus

Expertise

At 2nd level, you choose two of your skill proficiencies, your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

Card Master Archetypes:

When you reach 3rd level, you may choose one of the Card Master archetypes to specialise in: Tarocchi, The Gambler, Cardshark, The Dealer, Summoner, or the Spell Thief. All of these archetypes are outlined at the end of the class feature section.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Extra Attack

Beginning at 5th level, you can Attack twice, instead of once, whenever you take the Attack action on your turn.

Uncanny Dodge

Starting at 7th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.

Legendary Card

At 15th level, you acquire a Legendary Card. When you first acquire your Legendary Card, choose a 6th-level spell from the card master spell list, adding that spell to your Legendary Card. Your legendary card counts against both your hand and deck size when preparing your spellcards, but you can only have one copy of a certain legendary card in your deck. Once you have used your legendary card, you must complete a long rest, and prepared a new deck, before you can use it again.
At 18th levels, you gain another legendary card, this one of 7th level. Same rules apply.

Card Trick

Starting at 20th level, when you enter combat and have no spellcards in your hand, you can manifest a number of spellcards of your choice from your collection equal to your charisma modifier (min of 1) not including legendary cards, and still adhering to the hand limit, which at level 20 is 5.

Card Master Archetypes

There are many specialisations when it comes to being a Card Master; do you read fate, roll the dice, deal the cards, or something else? There is a branch for every type of Card Master.

Tarocchi

Tarocchi are mysterious readers of fate, focusing on the divination side of card magics and reading into people’s fortune.

Archetype Features:

3rd - Major Arcanum
6th - Mysticism
10th - Cold Reading
14th - Fate

Archetype Spells:

You gain the following spells to your collection at the Card Master levels listed.
3rd - Augury, Nystul’s Magic Aura
6th - Sending, Magic Circle
9th - Arcane Eye, Divination
12th - Scrying, Commune

Major Arcanum

At 3rd level, you gain proficiency in either Religion or Deception, if you already have proficiency in one of those skills you may instead gain expertise in that skill. In addition, you gain the ability to read peoples fortune. To do so, you and the person who fortune you’re reading must partake in the fortune telling ritual. This takes 10 minutes and requires the full attention of both participants. The ritual may involve bones, tea leaves, a tarot deck or whatever method you prefer. You must make either a Deception check or a Religion check versus their insight, depending on if you’re conning them or actually reading their future. If you succeed on Deception, you may make up their fortune and they believe it whole heartedly. If you succeed on Religion, the DM gives you actual insight on the persons fortune.

Mysticism

At 6th level, your following of this strange branch of magic starts leading into a few unique traits developing:
· You can now no longer have your Alignment detected by magical means
· All attempts to use divination magic against you or any target within 10ft of you have disadvantage if they roll or you gain advantage if you or those near your roll
· Your playing card attacks now count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage

Cold Reading

Starting at 10th level, if you spend at least 1 minute observing or interacting with another creature outside combat and not in a fortune telling, you can learn certain information about its capabilities. The DM tells you if the creature stats in regard to two of the following characteristics of your choice: Intelligence Score, Wisdom Score, Charisma Score, Passive Perception, Spell casting abilities (if any). In addition, you gain advantage on any fortune telling check you make against this creature.

Fate

Beginning at 14th level, whenever a spell effect from a spellcard fails you may add that spellcard back to your hand. Once you use this feature you must finish a long rest before you can use it again
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The Gambler

Gamblers love to… well gamble, wagering their fate or the fate of others on the roll of a dice.

Archetype Features:

3rd - Gamblers Intuition, Loaded Dice
6th - A Gamble with Magic
10th - Deuces are Wild
14th - Double Down

Archetype Spells:

You gain the following spells to your collection at the Card Master levels listed.
3rd - Crown of Madness, Phantasmal Force
6th - Bestow Curse, Blink
9th - Confusion, Death Ward
12th - Mislead, Modify Memory

Gamblers Intuition

Beginning at 3rd level, you can add your charisma modifier to your initiative rolls as well as to insight and sleight of hand checks.

Loaded Dice

Also at level 3, when you roll the maximum number on a damage dice (eg. 6 on a d6, 8 on a d8 etc.) the dice “explodes” and you may roll an additional damage die, dealing that number of force damage on top of the original; damage roll. You can only do this once per damage roll.

A Gamble with Magic

Starting at 6th level, when casting a spell through card magic you can choose to do so recklessly. When you cast a spell recklessly, a spell attack is made with advantage or the save of a save-based spell is made with disadvantage. However, whenever you use this ability you must succeed on a DC 12 + spell level Charisma saving throw or you and all creatures within 5ft of you take 1d6 force damage per spell level as the spell backfires. Failing this save does not mean the spell fails.

Deuces are Wild

At 10th level, your exploding dice also trigger when rolling a 2 on a damage dice. In addition to this, your loaded dice feature also applies on attack rolls and skill checks.

Double Down

At 14th level, whenever you score a critical hit on either a spell attack or playing card attack roll, you regain usage of the last spellcard you used (applies to the spellcard that triggers this ability). Once you use this feature, you must finish a long rest before you can do so again.
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Cardshark

Elegant but lethal, Cardsharks focus more on the art of the combat with cards, relying on speed, elegance, and power, over the art of card magic.

Archetype Features:

3rd - Stacking the Deck
6th - Pick a Card
10th - Ace up the Sleeve
14th - Bonus Attack (2)

Archetype Spells:

You gain the following spells to your collection at the Card Master levels listed.
3rd - Branding Smite, Cordon of Arrows
6th - Conjure Barrage, Flame Arrows
9th - Staggering Smite, Compulsion
12th - Banishing Smite, Conjure Volley

Stacking the Deck

Beginning at 3rd level, after using an attack action on your turn, you can make an additional playing card attack as a bonus action.

Pick a card

At 6th level, as a bonus action, you may absorb the essence of one spellcard in your hand expending it, and convert it into a coloured card below, giving it a new affect based on the original spellcards level. These newly infused cards now act as empowered playing cards (similar to the smite spells), you must hit a target with to trigger its affect.

Blue Card

· Deals normal playing card damage + 1d8 force damage for every spell level consumed
· If this card deals a critical hit, the spellcard used to create the blue card returns to your hand

Red Card

· Deals normal playing card damage + 1d6 force damage for every spell level consumed
· You can also make any creature within 10ft of the original target make a dexterity saving throw against your spell DC or take 1d8 force damage for every spell level consumed and have their speed halved, take half damage on success and no speed reduction

Yellow Card

· Deal normal playing card damage + 1d4 force damage for every spell level consumed
· Target must make a constitution saving throw against your spell DC or be stunned until the start of your next turn

Ace up the Sleeve

Starting at 10th level, your playing cards now gain the hidden and one-handed properties, in addition to them now dealing 1d8 slashing damage. Also, all your playing card attacks now crit on a 19 and 20.

Bonus Attack (2)

At 14th level, after using an attack action on your turn, you can now make two additional attacks as a bonus action.
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The Dealer

Dealers specialise in the crafting and preparing spellcards and the magic behind them.

Archetype Features:

3rd - Mulligan
6th - Cardsmith
10th - Here’s the Deal
14th - Dealer’s Gambit

Archetype Spells:

3rd - Locate Object, Magic Weapon (playing cards deck)
6th - Tiny Servant, Elemental Weapon (playing cards deck)
9th - Fabricate, Polymorph
12th - Animate Objects, Bigby’s Hand

Mulligan

Beginning at 3rd level, you can use your bonus action to replace a spellcard in your hand with a spellcard in your deck. Once you use this feature you must complete a short or long rest before you can do it again. Additionally, at 10th level, you may use this feature with expended spellcards in your hand. You gain an additional use of this feature at 14th level.

Cardsmith

Starting at 6th level, you become an expert crafter of spellcards. When you level up you gain one additional spellcard to your collection. You also gain a favourite card; it takes 1 hour to craft this card and can be done over the course of a short or long rest. Your favourite card is a special spellcard that you can prepare into your deck that does not count against your deck number, and once you cast the spell through that spellcards its uses replenish on a short rest.

Here’s the Deal

At 10th level, as an action you may replace a spellcard from your hand with one from your collection, but it must be different to all cards in your hand. Once you use this feature, you must complete a short rest before you may use it again. This feature does not work on legendary cards.

Dealer’s Gambit

At 14th level, you can dispel your hand and deck and instantly and prepare a new deck equalling the total cards just dispelled and drawing a new hand from that equalling your current hand limit. In doing this you take the total number of cards dispelled in force damage and may only use this feature once per long rest.
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Summoner

Archetype Features:
3rd - Heart of the Cards
6th - Trap Card, Monster Card
10th - Defence Position
14th - It’s time to d d dddddddddddd duel

Archetype Spells:

You gain the following spells to your collection at the Card Master levels listed.
3rd - Dust Devil, Find Steed
6th - Conjure Animals, Spirit Guardians
9th - Conjure Minor Elementals, Dominate Beast
12th - Conjure Elemental, Insect Plague

Heart of the Cards

At 3rd level, you gain a variant spellcard called a familiar card. When you first acquire this card, you choose a creature of CR less than 1 and that creature is considered your familiar and is trapped in this card. Your familiar acts as if it were summoned by the spell find familiar. When your familiar dies it returns to the card and you must complete a long rest before summoning them again. You may change your familiar for another creature you find along your travels if you DM allows. Your familiar card does not count towards your hand but does count towards your deck when preparing spellcards.

Trap Card

Beginning at 6th level, you gain a new type of spellcard you can prepare into your deck called a trap card. You can use your action to active a trap card in your hand, doing so you must target a creature of CR equal to or less than your spellcard level, you can see within 60ft and that creature must make a Charisma saving throw against your spellcard DC. If the creature is incapacitated it has disadvantage on the saving throw, but if the creature has an intelligence equal to or higher than yours, it has advantage. On a fail the creature gets absorbed into your trap card, making it a monster card. On a success, nothing happens. Trap cards cannot be used on humanoid creatures.

Monster Card

Also at 6th level, you can acquire and use a new type of spellcards called monster cards. Monster cards are usually acquired through successful usage of a trap card but may also be found throughout your adventures if your DM allows. A Monster card is prepared into your deck/hand the same way as any other spellcard and requires your action to active. When activating your monster card you choose an available square within 30ft in which to summon the creature trapped in the card. The summoned create is under your complete control and acts at the end of your turn. The summoned creature can move and take the dodge action unless you use your bonus action to command it to take one of its available actions present on the creature’s stat block. Having a creature summoned functions as a concentration spell, thus you can only have one monster summoned at a time.

Defence Position

Starting at 10th level, if you have been targeted by an attack within the last round of combat or you are unable to issue a command to your summoned creature and the creature is aware of this, it can act without your command to move towards you and attack any enemy within 10ft of you.

It’s time to d d dddddddddddd duel

At 14th level, if you roll for initiative and don’t have a monster or trap card in your hand, you may swap out one spellcard in your hand for a monster or trap card in your deck.
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Spell Thief

Archetype Features:
3rd - What’s Yours is Mine
6th - Drawing a Blank
10th - Apples and Oranges
14th - One More to the Collection

Archetype Spells:

You gain the following spells to your collection at the Card Master levels listed.
3rd - Mirror Image, Silence
6th - Dispell Magic, Magic Circle
9th - Leomund’s Secret Chest, Polymorph
12th - Legend Lore, Mislead

What’s Yours is Mine

Beginning at level 3, you gain a new type of spell card you can add to your deck/ hand when preparing spells called a blank. After a creature casts a spell within 60ft of you and if you currently have a blank card in your hand, you may use your reaction to temporarily copy that card onto the blank making the blank a spellcard allowing you to cast that spell as a card master spell. Once you have cast the spell through the spellcard it returns to being a blank card. You can only use this feature once per short rest. Note that you can only do this to spells that are off a level you can cast at that point in time, and it still works on spells not on the card master spell list.

Drawing a Blank

At 6th level, when you copy a spell using your “what’s yours is mine” feature, you can choose to counter the casting of that spell at the same time using the counterspell spell rules. You may use this feature up to your Intelligence modifier times per day (min 1).

Apples and Oranges

Starting at level 10, you can copy spell scrolls into spellcards the same way a wizard would into their spell book, adding that spell to your card master collection. This can only be done with spells that are of a level you can cast and are in the card master spell list.

One More to the Collection

At 14th level, when you copy a spell using your “what’s yours is mine” feature, you can choose to add this card to you card master collection permanently. This can only be done with spell cards up to level 5 and you may only add one card of this type in your deck at any one time. This feature still works on spells even if they are not on the card master spell list.

Appendix A: Spell List

This appendix contains the spell list of the Card Master. Any spell marked with an Asterix (*), is a custom spell and the description is outlined at the end of the spell list.

Card Master

Cantrips:

· Chill Touch
· Dancing Lights
· Friends
· Mage Hand
· Mending
· Message
· Minor Illusion
· Prestidigitation
· Resistance
· Vicious Mockery

Level 1:

· Absorb Elements
· Burning Hands
· Cause Fear
· Chaos Bolt
· Charm Person
· Chromatic Orb
· Colour Spray
· Command
· Comprehend Language
· Detect Magic
· Disguise Self
· Faerie Fire
· Feather Fall
· Fog Cloud
· Illusory Script
· Magic Missile
· Shield
· Silent Image
· Sleep
· Tasha’s Hideous Laughter
· Thunderwave

Level 2

· Aganazzar’s Scorcher
· Arcane Lock
· Calm Emotions
· Cloud of Daggers
· Crown of Madness
· Darkness
· Detect Thoughts
· Enthrall
· Hold Person
· Invisibility
· Knock
· Levitate
· Melf’s Acid Arrow
· Mirror Image
· Misty Step
· Phantasmal Force
· Pyrotechnics
· Ray of Enfeeblement
· Rope Trick
· Scorching Ray
· Shatter
· Snilloc’s Snowball Swarm
· Suggestion

Level 3

· Bestow Curse
· Clairvoyance
· Fear
· Fireball
· Hypnotic Pattern
· Lightning Bolt
· Major Image
· Protection from Energy
· Remove Curse
· Sending
· Slow
· Stinking Cloud
· Tongues
· Wall of Sand

Level 4

· Banishment
· Charm Monster
· Confusion
· Compulsion
· Dimension Door
· Greater Invisibility
· Hallucinatory Terrain
· Ice Storm
· Polymorph
· Vitriolic Sphere
· Wall of fire

Level 5

· Cloud Kill
· Cone of Cold
· Contagion
· Dominate Person
· Dream
· Geas
· Hold Monster
· Immolation
· Insect Plague
· Legend Lore
· Mislead
· Modify Memory
· Seeming
· Wall of Force

Level 6

· Circle of Death
· Disintegrate
· Find the Path
· Globe of Invulnerability
· Mass Suggestion
· Mental Prison
· Otto’s Irresistible Dance
· Programmed Illusion
· True Seeing

Level 7

· Delayed Blast Fireball
· Finger of Death
· Fire Storm
· Mirage Arcane
· Prismatic Spray
· Project Image
· Symbol
submitted by Edungga to UnearthedArcana [link] [comments]

Dungeon Runs: An Informal Guide

Hey folks. I know that Dungeon Runs are super-casual content, but also brand-new players might appreciate a little reference guide. Especially since Blizz added a new recurring quest called "Spelunker" that awards a Classic Pack if you defeat 5 Dungeon Run bosses. This is a work in progress which I'll add to over time.
META-EDIT: When I started this Guide, not even a day ago, Gamepedia had very little information available about Dungeon Runs, basically just a stub saying "Dungeon Runs are a cool new way to play HS solo." Welllllll, their guys have been very busy today & their page is now more complete than my guide. So y'all might want to check it out as well: https://hearthstone.gamepedia.com/Dungeon_Run
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BOSSES – The AI-controlled enemies you face with your Dungeon Deck. Some are super easy and will only be encountered early in your run; there are 5 that are super hard but you will only encounter them as the Round 8 or final boss.
-- Golden Kobold: A 6/6 minion with Taunt and "Battlecry: Replace your hand with Legendary minions."
-- Tolin's Goblet: Draw a card. Fill your hand with copies of it.
-- Wondrous Wand: Draw 3 cards and reduce their cost to (0).
-- Zarog's Crown: Discover a Legendary minion. Summon two copies of it.
-- Fatigue: destroy a mana crystal of yours
-- Flummox: takes control of a random minion from your board
-- Fear: puts one of your minion back into your deck
-- Frost: a Cone of Cold-style effect that freezes 3 of your adjacent minions
-- Flame: 2 damage to all minions, which sets up for...
-- Fatality: Destroy all damaged minions from your board
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TREASURES -- There are special goodies you can get after you win the 1st, 3rd, 5th and 7th games of your Dungeon Run, and they act like extra cards in your Dungeon Deck. Some have mana costs and can be cast like spells. while others are Passive effects that take effect automatically at the beginning of your game. (And there are several weapons too!) Your jaw may drop when you see some of these beauties, but remember, on any given run you can only pick FOUR at most, and quite a few of these aren't even offered all that often.
(The upgraded powers are: Druid gains +1 +2 Attack this turn and 1 2 Armor. Hunter shoots face for 2 3. Mage pings for 1 2. Paladin summons one two 1/1 dudes. Priest heals for 2 4. Rogue makes a 1/2 2/2 weapon. Shaman summons a random basic totem summons the basic totem of his choice. Warlock draws a card for 2 HP and (2) mana. And Warrior generates 2 4 Armor.)
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UPGRADE KITS BY CLASS
So when you start a Dungeon Run, you begin with just 10 cards with nothing fancy, just single copies of various class staples. You could probably guess half the mage loadout without even trying: Arcane Missiles, Mana Wyrm, Sorceror's Apprentice, Frostbolt, Fireball, Blizzard etc. But after every Boss you beat, you get to chose one of 3 Upgrade sets, and each of them include 3 cards tied together by a brief theme. The following sets are what I've seen but this list is not comprehensive. Maybe other people can add their observations in the comments.
Here's a rundown of some upgrade sets I've seen offered for each class:
Druid
-- Balance: [2x Wrath and Poison Seeds]
-- Cult of C'Thun: [Twilight Elder, Crazed Worshipper, C'Thun]
-- Jade Fangs: All jade cards. I've seen [Jade Idol and 2x Jade Behemoth] and [2x Jade Blossom and Jade Spirit] and [2x Jade Blossom and Aya Blackpaw].
-- Jungle Kings: Beast cards like [Mounted Raptor, Stranglethorn Tiger and Giant Anaconda]
-- Natural Defense: A real grab bag, I've seen [2x Claw & Plated Bettle], or [Barkskin, Jasper Spellstone and Ultimate Infestation], or [Barkskin, Branching Paths, Ironwood Golem] or [Jasper Spellstone, Feral Rage, Branching Paths].
-- Restoration: all healing-related cards. [Earthen Ring Farseer, Refreshment Vendor and Moonglade Vendor.]
-- Stampede [Living Roots and 2x Fatespinner]
-- Stomp [Lunar Visions, Sneed's Old Shredder, Deathwing]
-- Taunt: An assortment of Taunt minions, could include Druid of the Swarm, Druid of the Claw, Crypt Lord, Stonehill Defender, Hungry Ettin, Primordial Drake or Hadronox
-- Wise Decisions [Anodized Robo Cub, 2x Wrath]
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Hunter:
-- Beast Training: Beast synergy cards such as Crackling Razormaw, Dinomancy, Houndmaster, Timber Wolf, Dinomancy, Kill Command, Ram Wrangler or Tundra Rhino.
-- Legendary: An assortment of strong Legends, such as Barnes, Leeroy Jenkins, Lich King, Y'Shaarj, Kel'Thuzad, Sneed's Old Shredder or King Krush.
-- Shots: An assortment from the entire “shot” removal inventory, including Quick Shot, Power Shot, Multi-shot, Explosive Shot, even Toxic Arrow.
-- Smugglers: Remember the Grimy Goons and handbuffing? Me neither. You'll probably offered an assortment from Hidden Cache, Smuggler's Crate, Trogg Beastrager, Dispatch Kodo or Don Hancho.
-- Tracker: [Flare, Lock and Load, Deathstalker Rexxar]
-- Weapons: Unlike the Warrior set with this name, it's possible to get no actual weapons in the Weapons set. Just synergy cards like Bloodsail Raider, Ebon Dragonsmith and Blingtron 3000. Maybe sometimes a Glaive-zooka.
-- Wee Beasts: Just about any Beast card costing (3) or less, including Fiery Bat, Haunted Creeper, Dire Wolf Alpha, Rat Pack, Crackling Razormaw, Cave Hydra, or Vicious Fledgling.
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Mage:
-- Arcane: Can include Polymorph Boar and Rhonin.
-- Big Spells: Can include Arcane Tyrant, Deck of Wonders and Meteor.
-- Chaos: You feeling lucky? Can include Shifting Scroll, Spellslinger and Leyline Manipulator.
-- Defense: Defensive cards (duh) such as Mirror Image, Ice Block, Frost Nova, Sludge Belcher and Blizzard.
-- Elemental: Some heavy hitters on offer here, including Baron Geddon and Blazecaller.
-- Fire: Aggro kit, can include Volcanic Potion, Ragnaros, Dragon's Fury and Pyroblast.
-- Frost: Another defensive kit, can include Breath of Sindragosa, Glacial Shard, Blizzard.
-- Giant Army: Can include Arcane Giant, Molten Giant … and Carnivorous Cube, how'd that get in there??
-- Lost Secrets: Can include actual Secrets like Counterspell and Frozen Clone, plus Secret-synergy cards like Arcanologist and Kabal Crystal Runner.
-- Unique: You can only get this kit in the 3 Kabal classes: mage, priest and warlock. It can include "Highlander reward" cards like Kazakus, Inkmaster Solia, I imagine Raza for priests or Krul for locks, and yes even Reno Jackson. Also I've picked up the Jaina DK card here. Where this can get a bit frustrating is when you get offered this kit after you already have a non-Highlander deck, so those great Highlander battlecries won't go off. Maybe at some point the coding can take that kind of thing into account.
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Paladin:
-- Divine Shield: Minions with DS such as Tainted Zealot, Argent Horserider, Silent Knight, Scarlet Crusader and Tirion Fordring.
-- Healing: Can including surprisingly potent cards, including Rag Lightlord, the Uther DK card, Pearl Spellstone, Benevolent Djinn, Wickerflame Burnbristle, Blackguard and Antique Healbot.
-- Helping Hand: Handbuff type cards such as Smuggler's Run, Grimestreet Smuggler, Grimestreet Enforcer, Don Han'Cho and Emperor Thaurissan.
-- Justice: A nifty debuff-based kit including Aldor Peacekeeper, Humility, Dark Conviction, Keeper of Uldaman and Eadric the Pure.
-- Legendary: Good legendaries including Nexus-Champion Saraad, Curator and Lich King.
-- Many Blessings: Buff-based kit that can include Adaptation and Lynessa Sunsorrow.
-- Secrets: A grab bag of 1-mana secrets, so... nope.
-- Silver Hand: Various SHR-related cards, such as Lost in the Jungle, Drygulch Jailor, Muster for Battle, Vinecleaver and Stand Against Darkness.
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Thanks to kotoandjuri, malves1982, otterguy12, popoley4221998_2, Sabreblade11, Thebanana111 and Wolfman27 for their suggestions!
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BIG EDIT 1: Arranged the boss list so far, the treasure list so far, and the Druid and Hunter loadout lists, in alphabetical order.
BIG EDIT 2: Added several commenters' notes & credited them in alphabetical order.
BIG EDIT 3: Added some Paladin kits and a few more Mage ones, plus a few new Bosses and Treasures.
submitted by AintEverLucky to hearthstone [link] [comments]

[ADOM] First ultra win

So, just over a week since my first normal win (and at the risk of overdoing the victory posts), I managed to get my first ultra - through a combination of luck, good advice and teeth-gritting patience, I ended up winning with the very first character I tried.
[major spoilers ahead, of course]
Roi, the L50 Gnomish Monk, transformed into an avatar of Balance in the palace of Andor Drakon.
In general, I found monk to be a very powerful class, though similar to duelist in having quite onerous restrictions that have to be met to use the class powers. As well as being very powerful in melee, being able to kick through walls and switch places with hostile monsters was very useful - in the latter case, it was a lifesaver a few times, including when I got trapped between an emperor lich and a greater moloch in the Blue Dragon Caves.
By playing gnome and being candle-born I was able to get 4 starting talents, so I could get Treasure Hunter and the Heir gift - the latter was really necessary to survive the UD. Then, four steps from the stairs in SMC, I found an eternium two-handed sword that was powerful enough to take me through to the end of the mid-game.
After that, my luck was variable. I cleared the UD no problem but with few tension rooms and no vaults, then cleared CoC down to Dwarftown. Then I headed over to PC in the hope of finding a neutral altar on the cavernous level - which I did, so I precrowned there. The gift was Protector, which I couldn't use, but made for helpful ratling fodder. I then did everything I could do pre-Khelevaster in hopes of getting a wish and feeding the ratling - pyramid, portal quest, Thundrarr's quests, random dungeons, TotHK, gremlin cave, DD, and finally ToEF. I found that latter quite difficult - I would usually clear CoC down to the wall of flames first, as well as getting crowned - and had some difficulty dealing with the ACW, so I had to retreat a few times to regroup. But after that the strength boost from the fire orb was a big help.
Once I'd done all that, I had enough artifacts to feed the ratling - I used Protector, Sword of Nonnak, AMW, Big Punch, Phial of Caladriel and Black Torc. So I shifted chaotic, fed him the artifacts, lucked out by getting a giant boar skull almost immediately afterwards, so got through most of Gaab'Baay's quests (no wand of monster creation - ended up buying one from Casino), before shifting back to neutral and crowning (Shirt of the Saints, which was pretty useful).
In the end, after all that I was still without a wish, so I had to drink the pools in darkforge, which was probably the second most frustrating part of the run - mostly because I kept getting doomed, and the closest altar was Dwarftown. At one point, I got doomed three times in four sips. Eventually I got one (and luckily didn't lose any major intrinsics), saved Khelly and cleared CoC down to the Unreal Caves, doing Air and Earth temple on the way. Luckily the stairs on cat lord level were close together, so I didn't even see him.
After that, I was starting to struggle with corruptions (I had passed day 90 before I even did water temple), so I decided to do Minotaur Maze and Rift/Library, neither of which I had done before. The former may have been a mistake - it was even more frustrating than getting a wish from pools, and probably the worst part of the entire run. Plus, I got so corrupted from how long it took me that I had to drink all the PoCCs I got from the minotaur emperor, so it was a wash in that respect. The axe was awesome though, and I used it right up until I got the Trident. Rift/Library was much easier (though I had to pay Yergius a lot of money to train Climbing to 100), and those scrolls came very much in handy.
At that point it was nearing day 150, so I headed to the stone circle and killed Keriax with no problems at all (throwing a Potion of Cure Poison disabled him totally, and I killed him in about three hits). So then I had the medal and crown of chaos, and all I needed was the Trident. I dived through the BDC (which was pretty scary - lots of ancient dragons, greater molochs, emperor liches and balors) and killed skaraxkakaxxx or whatever his name is, but was still stuck at around L36 at that point. Thankfully I had found a RoDS in BDC, and so I wished for emperor moloch in the barbarian glade after picking up the Rune Covered Trident, and picked them off one by one, taking me up to 43. A few more runs down into BDC (and another RoDS) and I was at L45.
So then I killed Filk (wand of fireballs, one-hit kill), thankfully having remembered to kill a beggar at the start of the game, and headed to the Scintillating Caves. This was probably the closest I came to dying in the entire game - I accidentally teleported right next to the emperor moloch, and he hit me straight away for 75% of my health. I prayed, ran, drew him into a corridor and blasted him with far-slaying, which did the job. After all that, I had it - the Trident of the Red Rooster.
Finally, I grabbed all my gear, made sure I had the trinity on me, cleared Mana temple, and headed down to D50. I made a huge mistake in dropping the RCT in MT and forgetting to pick it up, so I had to melee my way through D50. Frankly, I was very lucky, because I was getting messed up by the balors when I hit my 17th corruption, and Fistinarius had moved off the gate, so I teleported straight on and went through. In the end, Andor was probably harder than he needed to be as I didn't have the RCT and had to melee him, and he was hammering my stats pretty hard - if he hadn't died when he did, I'd probably have been killed as my Toughness had dropped badly.
Overall, it was an extremely complex and challenging process, at times stressful and frustrating, and at others even just plain boring (Minotaur Maze I hate you), so I'll probably do a few more normal wins before I try another ultra. But I definitely made lots of mistakes that made it harder for me than it needed to be - not least remembering, after I'd won, that I forgot to use my remaining wish - so the goal next time is to try and have a smoother and more enjoyable run at it.
submitted by LuckyAsteroidCitizen to roguelikes [link] [comments]

[Review] My Wyvern Experience & Suggestions

Summary
In this post, I will attempt the following:
  1. A review of my experience of Wyvern as someone who started during beta, quit, then started yesterday.
  2. Wyvern's micro-transactions compared to other mobile games. Including discussion of the Gacha gambling system.
  3. Feature requests
#1. Newbie Review
I played Wyvern on and off from early 2000s to 2005. When R released Wyvern alpha last year, I joined as a stone giant. Despite of the hype, I deleted the game within 30 minutes of playing because quests were frustrating, and I couldn't get to level 5 without quest points.
Coming back last week, I really enjoyed the tutorial. The length was just right, and showed many basic features. However a few clunky things includes wood elves can't autofire or shoot at all in the first part of the tutorial. Pixies makes the user want to swipe up then uninstall because they can't hit with magic dart.
After I finished the tutorial as a rak leopard, I made my way to level 8 over the course of a few hours. The game play was okay. Despite of turning on game tips, I had no idea where to go level. People were helpful and told me to go to Zig. Good exp until the wraith drained half of it. I can see improvement opportunities here (not all of them have to be free).
Anyways, after I lost most of my exp, I tapped out of the game. Shrugs
The day after, Hail_Unknown suggested archer on reddit. I followed the advice and created a wood elf archer. The experience compared to rak leopard was night and day.
Wood elf archers with autofire is mobile friendly, noob friendly, fun (to watch the pewpewpew). As well, they can train in areas that would be impossible for a melee character just by dodging. While there were some challenges such as being paralyzed then brutally decapitated by evil, the rewards far outweigh the risks. This risk / reward style gameplay makes Wyvern exciting and different from many modern RPGs. I feel this should be the minimum standard for Wyvern because:
Anyways, I got to level 20 in 1 day just by killing "arrgh maties!" and "brainless". Post level 15, I managed the VIP dungeon with artefacts and it was pretty much run and gun.
In conclusion, my journey in Wyvern has just gotten started. However, all classes should play like wood elfs. Being mobile friendly would make Wyvern would be a much more casual player friendly game.
#2. How to make more $$$
Currently it almost feels as if Wyvern aims to frustrate new players through resource attrition and punishing deaths. Honestly, this is fine. Many top 10 grossing mobile games such as Summoners War do the same. You join the game, you feel like you have nothing other than low tier crap. However here comes the difference. In the top grossers, they straight up offer you "newbie packs" that provide significant relief in the form of cool graphics and resources. Most importantly, these packs make the new player feel like they are getting a steal.
In comparison, Wyvern crowns does the opposite. There is no shiney shop button or guide on what to use crowns for. And if the noob asks the community, the general response is "You aren't level 50?? Jokes on you, your money is worthless to R." The goal of successful micro transactions is to bait whales off the bat; not to bat them between the legs.
To make quick $5 for R's effort to improve newbie experience, offer them things they can gain (and not punish them with losses if they don't)
  • Access to artefact weapons / armour for between level 1-15 for free (similar to DoT pass)
  • Free guild admission without quest
  • Free DoT pass
  • Death exp loss protection for levels 1-15
  • Free portable balloons
  • Free food
With newbie pack out of the way, there are a few other concerns with micro transactions. While artefact renting is relatively cheap, it is still weird to newer players when they buy an artefact and it disappears before they can use it because the server rebooted. Hence my suggestion is to increase the price of artefacts, however make it weekly / monthly rent.
Another significant issue right now is the balance of crown to gold. I understand R's idea is to make it so you only have to spend $10-20 to skill up regardless if you are level 10 or level 50. However that's not how you milk the whales. Having played other successful mobiles games, they require you to pay more the further you get. Take Com2us games for example. They own Summoners War, Soccer Spirits, and other top grossing titles. If you want to go from bottom 100-90 percentile to say the 60-50 percentile, you have to play for maybe 2-3 month, or just pay $100 and play for 2 weeks. Sounds expensive right? Nope. For their top players (#1 - 10), you can expect these whales paid $10,000 to $100,000 and play 5+ hours per day for years.
Where as in Wyvern, with the scaling gold conversion, being level 50 is not punished, however being level 1 is. Instead, I'd suggest R find an appropriate scale his conscience can accept; perhaps level 20 / 25's gold conversion ratio and make it flat. This way, a level 50 who would to quickly skill swap will have to pay hundreds (not hundreds of thousands unlike SW), while noobs don't feel like they are being ripped off by the conversion rate.
Finally, GAMBLING. This is the keystone for almost all successful micro-transaction games. They even have their own term for it: gacha. I know Wyvern has the high rollers casino. However it's hidden and hard to access for new players. As well, there's no guide on what the casino provides.
Gambling or gacha is sooooooooooo important that it deserves it's own interface button in the menus similar to builder mode. Further, make the "high roller gacha" crowns only. Most of the time, it should reward people with meh items like portable holes which they can sell to shop for gold (recycling crowns to gold). By most of the time, I mean 90% of the time. Then 9% of the time, they can receive something cool. Hopefully this can't be obtained in game so to not disrupt the economy. It could be a new feature such as enhance gems that gives the weapon 30 elemental damage. Finally, the 1%, you can get an artifact.
  • Based on other games $100 usually gives you 5 10+1 rolls. 10+1 (costs 10x of single rolls) is to encourage people to spend more. Hence every $200 is 1 artifact. Given artifacts in Wyvern is meh most of the time, either allow selection after a player totals X number of rolls (usually $500 for the best item), or reduce the cost to average $50 per artifact.
#3. Feature requests
  • Remember autofire from last login. This is a small issue, however when a poor elf goes into a VIP RD and forgets to re-enable autofire, it can be a very looong last few seconds of his life.
  • Daily / weekly / monthly login rewards and achievements to encourage infrequent players to keep Wyvern installed.
  • Increased competition through weekly ladders. This could be a particular RD similar to VIP RD. It has to be instanced single player only. Perhaps also with a restriction on a minimal % of mobs must be cleared before advancing to the next level. Then the players are ranked based on the highest level of the RD they achieved. The rewards will be handed out accordingly.
submitted by iPokeMango to wyvernrpg [link] [comments]

A guide to saving money while staying on the Strip

I am an EDC virgin but go to Vegas at least twice a year for various reasons. I know many are staying on the Strip but concerned about finances so I thought I would share some personal knowledge.
Anyone else with tidbits or suggestions feel free to comment as it benefits all of us!!
Hotels:
Strongly suggest centenorth center strip for various reasons I will outline later. Flamingo, Harrah's and Linq are all good for those pinching pennies due to excellent money saving options nearby and the usually low nightly rate.
All three have Monorail access which is a good deal, especially with a MyVEGAS voucher (more on that later). Monorail is a very easy way to get up and down the Strip efficiently and with a low cost.
Westgate LV is off Strip but also recommended due to Monorail access.
Linq- Rooms are a bit small but the crowd is a bit younger and likely to have plenty of ravers. Pool is small but very lively. Nice modern renovation and the Linq shops and restaurants are affordable and easily accessible.
Flamingo- Cheap eats, FANTASTIC and very lively pool scene (Best pool in Vegas to party outside of the premium pools IMO). It has two pools with the large and beautiful one being adults only!!
GO rooms are excellent, Fab rooms are meh BUT most include a couch to easily sleep 5 people. Access to Linq district same as Linq hotel itself.
Harrah's- Nothing special but great price and location with clean rooms. Pool is not good. Carnival Court can be a blast if it has a good crowd and usually has no cover. Easy access to center strip perks.
Drinking:
The Big properties charge outlandish prices for beer and cocktails to encourage gambling. Of course if you gamble the drink service is usually slow with the following exceptions
Casino Royale: Very small but drinks are very fast to come and if you tip a bit they will keep them coming. Play 5 cent video poker and have fun!
Cromwell: Small Casino with more upscale offerings but usually has great speed of service due to size. Also a beautiful Casino.
If you want to drink but not gamble the following are ABSOLUTES for your trip.
Casino Royale- Main bar has $1 Michelob bottles $1 Coors Light drafts and $2 well drinks all day every day! Take advantage of this!! "Premium" spirits and shots at the most are like 5 bucks. We like to shoot fireball and it's like 3 bucks. This place will SAVE your budget!!
Stage door- Located directly behind the Cromwell just off the strip this place has drink specials galore. Drank many a $3 Crown or Grey Goose cocktails in my days. Place is the absolute definition of a dive bar but it's fun and the locals who frequent there are hilarious.
Senor Frogs- Located at treasure Island they have open bar on Sunday,Wednesday and Thursday for like 35 bucks. They also frequently have Groupons available to get the same special for 25 bucks. Includes draft beer, wells and house wine. Nice patio as well.
Carlos and Charlie's- Similar to Senor Frogs, same ownership and they also have a few nights a week with a cheap open bar. Located at Flamingo.
Food:
Center strip has a variety of cheap eats in the hotels, the Linq area, and just off strip. Love the Flamingo pizza place (24 hours!!) 2 dollar hotdog at Casino Royale and getting buffets from MyVEGAS
MyVEGAS
If you aren't playing this you really need to. It's a slots game partnered with MGM hotels to get discounted dining, rooms, shows ect
My strategy would be for you and your group to get 2 for 1 buffet passes and just split the cost to make dining at Buffets Like Bellagio, Aria, MGM and others much more affordable!
Also the two for one Monorail prices are awesome. They have a Facebook game and mobile apps which are all different but combine your reward points to make earning a breeze.
This is just a quick start guide based on personal experiences. If anyone else has any options or advice please share!
submitted by Reeder1700 to electricdaisycarnival [link] [comments]

[Legendary] Split 3M Deck at 4.2k (no executioner)

Hello fellow challengers! Long time lurker here, decided to have my first post be a deck build and strategy guide on the deck I've been using through every meta since new card releases became a thing. In CR I play as Yawgmoth and I lead the clan Phyrexian Arena, been playing since the launch as an F2P player with a current record of 4270 trophies
First I'll just post the decklist followed by card combos and strategies. I appreciate your criticism!
Decklist:
At first glance the deck appears very heavy and fodder for the executioner, but 13 of the past 15 games played were wins against pretty much every meta deck at the moment (Giant+Exe+lightning, RG+ebarbs, Golem beatdown, Lavahound beatdown, Hog cycle etc). Let's go over each card individually first to highlight their purpose and potential replacements and then we'll get into the combos, opening hand plays, etc.
Three Musketeers
Giant
Bowler
Elixir Collector
Minion Horde
Skeleton Army
Zap
The Log
Now that I've covered the cards individually, let's discuss a few plays from the opening hand.
Ideal Scenario #1
Ideal Scenario #2
Ideal Scenario #3
Neutral Scenario #4
The crummy scenario
Wait, so when do I play 3 musketeers, I thought that's what this deck is all about?
Once you have gathered sufficient evidence on your opponent's play style and deck you can start playing your 3M. A brief checklist of things you should have covered:
Heavy air raids are the biggest threat to this deck, since minion horde is your main answer for early air troop takedowns. Thankfully, the executioner + tornado meta has pushed lavahound decks out of frequency.
Having pumps down is crucial because if your opponent is running lightning and you feel the need to play 3M while its in their rotation, you want that elixir boost to give you the opportunity to drop a giant or bowler on the 2 musk so the lightning hits 1 musk, the tank, and the tower.
Where to deploy 3M
When NOT to split up the 3 musketeers
General tips for gameplay:
If you have any criticism on this write up, the deckbuild, or suggestions, please let me know. If you guys liked this guide, I'll follow it up with my aggressive Mortar deck I use at 3.5K on my other account.
TL,DR Scroll back up for decklist. Try it out. Mix it up. Have some fun.
submitted by PhyrexianArena to ClashRoyale [link] [comments]

[USA] [H] MH3U, SMT IV, EO4 (3DS) Bioshock Infinite, Dragon Age Origins Ultimate, Morrowind GotY (360) List for most systems || [W] PS3 RPG's, PSN $$, Bravely Default, E-Shop codes, Wii U offers, List inside

I'm really not searching for much at the moment, so I'm open to offers. Mainly looking for Magic cards and Rock Band 3. (360) Willing to buy some things on my gamesale thread (link below)
IF YOU'RE INTERESTED IN BUYING ANYTHING FROM THIS LIST, PLEASE VISIT MY GAMESALE THREAD >> HERE! <<
I ALSO HAVE SOME NES GAMES CIB AND A NES ACTION SET IN BOX FOR SALE >>> HERE <<<
NOTE: The number of asterisks I assign to a game by no means denotes the monetary value that I place on a game. Only my willingness to trade said game. I don't expect to rip anyone off just because I have 5 asterisks next to a game, nor do I plan on just giving away any 1 asterisk games. I try to be fair and expect the same.
All offers made on this thread will receive an ishkabibbel2000 complimentary upvote!
Game Completeness Availability Notes
360 Updated 3/5
Assassins Creed Brotherhood CIB **
Big Bumpin' CIB *
Bioshock Infinite CIB ***
Borderlands GOTY CIB *** 2-disc version
Borderlands 2 CIB **
Call of Duty: Modern Warfare 3 Disc only **
Dance Central 1 CIB * import code used
Dance Central 2 CIB * import code used
Dance Central 3 CIB * code still good
Dance, Dance Revolution Universe CIB * also have the dance mat
Dark Souls CIB ***
Dead Rising no manual ** replacement cover art
Dead Rising 2 Zombrex Edition CIB *** w/ all goodies in perfect shape
Dead Rising 2: Off the Record CIB ***
Dead Space 2 CIB ***
Dishonored CIB **
Divinity II: Dragon Knight Saga CIB **** w/ sealed soundtrack CD
Dragon Age Origins Ultimate Edition CIB *** new, sealed
Fighters Uncaged CIB **
Game of Thrones CIB *** new, sealed
Guitar Hero Aerosmith CIB *
Guitar Hero III CIB *
Halo CE: Anniversary Edition CIB ***
Kameo CIB **
Kinectimals CIB ***
Lost Odyssey CIB *****
Madden 08 CIB *
Magna Carta 2 CIB ***
Mass Effect 1 disc only *
Mass Effect 2 CIB **
Mass Effect 3 CIB ****
Moto GP 06 CIB *
NASCAR 08 disc + case * case has a small crack near the top back.
NCAA March Madness 08 CIB *
Perfect Dark Zero CE CIB * Metal CE case/cover
Project Gotham Racing 3 CIB *
Record of Agarest War Zero, Limited Edition CIB *** New, Sealed
Resonance of Fate CIB ***
Risen CIB ***
Skylanders Portal of Power portal only *
Sonic Free Riders CIB **
Spiderman: Friend or Foe CIB ***
Star Ocean: The Last Hope CIB ***
The Last Remnant CIB *
The Walking Dead CIB ****
Tiger Woods 2010 CIB *
Too Human CIB *
Two Worlds 2 CIB ** New, Sealed
/DS/3DS Updated 3/5
Atelier Annie cart only **
Dokapon Journey CIB ****
Etrian Odyssey I cart only ***
Etrian Odyssey III no manual ***
Etrian Odyssey IV CIB ***** first print w/ big box
Final Fantasy Theatrhythm CIB *****
Knights in the Knightmare CIB ****
Mario & Sonic - Olympic Games CIB ***
Monster Hunter 3 Ultimate CIB *****
Shin Megami Tensei IV LE CIB **** w/ all goodies and big box
Spectrobes CIB ***
PS3 Updated 3/5
Call of Duty: Black Ops CIB **
God of War Collection CIB ***
HAZE CIB *
UFC 2010 CIB **
Vikings: Battle for Asgard CIB **
White Knight Chronicles II CIB ***
WII Updated 3/5
A Boy and His Blob CIB **
Biggest Loser CIB **
Boom Blox CIB **
Final Fantasy Crystal Chronicles: The Crystal Bearers CIB ***
Final Fantasy Fables: Chocobo Dungeon CIB ***
Fortune Street CIB ***
Lego Star Wars: The Complete Saga CIB ***
Madden 07 CIB *
Mario & Sonic at the Olympic Games CIB ***
Mario Party 8 CIB *** front cover of the manual is torn
Marvel Ultimate Alliance CIB ***
Nerf N-Strike CIB ** With gun
Spiderman 3 CIB **
Tales of Symphonia: Dawn of the New World CIB ****
Tony Hawk's Downhill Jam CIB **
GAMECUBE Updated 3/5
Console no box ** 2 controllers, 2 memory cards, all hookups
Finding Nemo CIB *
Legends of Wrestling CIB * needs buffed
Mega Man Anniversary Edition CIB ***
Super Mario Sunshine CIB * Player's Choice - Needs Buffed
PS2 Updated 3/5
4-Way Adapter adapter only * MadCatz
4-Way Adapter adapter only ** Sony official
ATV: Quad Power Racing 2 CIB *
Beyond Good & Evil CIB **
Blitz the League CIB **
Bully: Scholarship Edition CIB * Greatest Hits
Call of Duty 3 CIB **
Call of Duty Finest Hour CIB **
Cars CIB *
College Hoops 2k6 CIB *
Dr. Muto disc+case * no manual
ESPN NFL 2k5 CIB *
Family Guy the Game CIB *
Ford Mustang Racing CIB *
Gran Turismo 3 A-Spec CIB ** Greatest Hits
Grand Theft Auto: Vice City CIB *
Guitar Hero 2 CIB **
GUN CIB **
Gun Club disc + case * no manual
Harry Potter & the Chamber of Secrets CIB **
Hot Wheels Stunt Track Challenge CIB **
Hunter the Reckoning: Wayward CIB *
Jak II disc only * generic case
Jak & Daxter: The Precursor Legacy disc + case *
Madden 08 CIB *
Malice CIB *
Marvel Nemesis: Rise of the Imperfects CIB **
Micro Machines CIB ***
MLB 07 the Show CIB *
MLB Slugfest 2006 CIB *
Mojo CIB *
Mortal Kombat Deadly Alliance CIB ** Greatest Hits
Mortal Kombat Deadly Alliance Strategy Guide **
Mortal Kombat Deception CIB ***
Namco Museum no manual *
NBA Ballers CIB *
NBA Street CIB *
Need for Speed Underground CIB *** Greatest Hits
NFL 2k3 CIB *
Pac-Man World Rally CIB **
Pinball Hall of Fame CIB *
Power Rangers Super Legends: 15th Anniversary CIB **
Prince of Persia the Two Thrones CIB **
Shadow of the Colossus CIB ** Greatest Hits
Showdown: Legends of Wrestling CIB *
Shrek 2 CIB * Greatest Hits
Simpsons Road Rage CIB ** Greatest Hits
Sims Bustin' Out CIB **
Sly Cooper & the Thievius Racoonus CIB ** Greatest Hits
Sly Cooper & the Thievius Racoonus CIB *** Black Label
SOCOM Combined Assault CIB *
Sonic Mega Collection Plus CIB **
Sonic Riders Zero Gravity CIB *
Spiderman 2 CIB *
Splinter Cell Double Agent CIB ***
Star Ocean: Til the End of Time no manual ** discs + case
Star Wars: Starfighter CIB ** Greatest Hits
Starsky & Hutch CIB *
The Cat in the Hat CIB *
The Simpsons Game CIB **
Tiger Woods PGA Tour 2005 CIB *
TMNT CIB ***
Tomb Raider the Angel of Darkness CIB **
Tony Hawk Pro Skater 4 CIB **
Tony Hawk Underground 2 CIB **
Tony Hawk's American Wasteland CIB ** Greatest Hits
Top Gun CIB *
Transworld Surf disc+case *
Turok: Evolution CIB **
World Championship Poker CIB * Greatest Hits
WWE Smackdown vs Raw 2006 CIB * Greatest Hits
WWE Smackdown vs Raw 2008 CIB *
PS1 Updated 3/5
Activision Classic Games (Atari 2600) disc+manual *
Animaniacs Ten Pin Alley disc+manual *
Azure Dreams no manual ***
Bedrock Bowling disc + manual *
Bob the Builder disc+manual *
Brunswick Circuit Pro Bowling disc+manual *
Caesar's Palace disc only *
Caesar's Palace II disc only *
Cybertiger disc+manual *
Dave Mirra Freestyle BMX disc + manual *
Driver CIB *
Duke Nukem Time to Kill disc+manual *
Family Feud disc only *
Final Fantasy Tactics CIB **** Green label
Final Fantasy VII CIB **** Green label
Final Fantasy VIII CIB **** Green label
Gameshark unit only *
Golden Nugget disc+manual *
Gran Turismo 2 CIB * Greatest Hits
Legend of Mana disc only *** generic case
Mortal Kombat Trilogy Strategy Guide **
Syphon Filter disc+manual *
Tenchu Stealth Assassins disc+manual *
Tonka Space Station disc+manual *
Twisted Metal 4 disc+manual *
Wheel of Fortune disc+manual *
WWF Attitude disc+manual *
XBOX Updated 3/5
Burnout Revenge CIB *
High Rollers Casino CIB *
Lord of the Rings: Fellowship of the Rings CIB *
Lord of the Rings: The Two Towers CIB *
Magic the Gathering: Battlegrounds CIB *
Morrowind: GotY CIB *** Platinum Hits - w/map
Pirates of the Caribbean CIB *
Prince of Persia: The Sands of Time CIB * Platinum Hits
Spy vs. Spy CIB ****
Star Wars: Clone Wars // Tetris World CIB * Includes both games
Street Racing Syndicate CIB *
The Godfather CIB *
The Hobbit CIB *
Unreal Tournament CIB *
SNES Updated 3/5 all cleaned and tested
Controllers *** First Party
Jurassic Park cart only *
NCAA Football cart only *
Wizardry V cart + manual ***
NES Updated 3/5 all cleaned and tested
Bill Elliot's NASCAR Challenge cart only *
Image Fight cart only *
Legacy of the Wizard cart only ***
Marble Madness cart only ***
Pro Wrestling ***
Sesame Street 1 2 3 cart only *
Shadowgate cart only *** top label is missing about 20%
Super Mario Brothers cart only *
Swords and Serpents cart only ****
Tag Team Wrestling cart only ***
Target: Renegade cart only *
The Black Bass cart only *
Vegas Dream cart only **
Wheel of Fortune cart only *
Win, Lose or Draw cart only *
WWF Wrestlemania cart only *
/PC Updated 3/5
Borderlands GOTY Steam Gift **
Legend of Grimrock Steam gift **
FFXI Account login info ** First 2 or 3 expansions, never been attached to a Square Enix account so you can attach it to your own.
Magicka Collection Steam Gift **
Plants vs. Zombies GotY Steam gift *
Recettear: An Item Shop's Tale Steam gift **
Zombie Driver Steam gift *
WANT - Updated 3/5
Game Want Level Notes
MAGIC: the GATHERING CARDS LOW-HIGH click for want list
FIREBALL ISLAND BOARD GAME HIGH must have close to if not all pieces
HEROSCAPE EXPANSION CHARACTERS/PIECES MED must have character cards
MUNCHKIN EXPANSIONS LOW new or at least have all cards from expansion
ATLUS/NIS/XSEED RPG's for consoles I own MED
XBOX 360
Final Fantasy XIII-2 LOW Prefer w/ novella
Final Fantasy XIII-3: Lightning Returns LOW
Saint's Row IV LOW
PS3
God of War: Ascension LOW
God of War Saga LOW
Kingdom Hearts 1.5 HD Remix LOW
PSN $$$ MED
RPG exclusives LOW - HIGH such as HDN, Tales, Cross Edge, etc..
PS2
ICO MED manual only
Tales of the Abyss HIGH case + manual only
Xenosaga Ep. 3 MED
PS1
Azure Dreams MED manual only
Chrono Cross LOW
Final Fantasy IX LOW
Xenogears LOW
WII
Classic Controller Pro LOW
PS VITA
Dragon's Crown MED
Persona 4 Golden LOW
PSN $$$ MED
/ 3DS/DS
E-Shop codes for full games LOW-HIGH
Atelier Annie: Alchemists of Sera Island MED case + manual only
Chrono Trigger MED
Etrian Odyssey 1 MED case + manual only
Etrian Odyssey 2 LOW
Etrian Odyssey 3 MED manual only
Etrian Odyssey Untold: Millenium Girl LOW
Final Fantasy III MED manual only
Final Fantasy Tactics A2 MED case + manual only
Kingdom Hearts 3D LOW
Legend of Zelda: Link Between Worlds MED
The World Ends with You MED
OFFERS, PARTICULARLY RPG's AND MAGIC CARDS
submitted by ishkabibbel2000 to gameswap [link] [comments]

Fireballs - Crown Casino - YouTube Hourly Fireballs at Crown Casino - YouTube Slow Motion - Fireball at Crown Casino Melbourne - YouTube

Stop Crown Casino from releasing the fireballs. This petition had 7 supporters. Rita Coster started this petition to City of Melbourne. They are gastly, they remind me of an atom bomb going off. Im sure thousands of other people feel the same. I call them Hiroshima balls. Lets get them stopped! They are an out of date tourist attraction - they demonstrate that Melbourne is not a progressive ... Crown Casino: Fire Ball Show - where? - See 2,115 traveller reviews, 493 candid photos, and great deals for Melbourne, Australia, at Tripadvisor. Eight towers along Melbourne’s Southbank shoot the world’s largest fireballs into the night’s sky, with jaw-dropping spectacle. An experience not to be missed, Crown Melbourne’s Gas Brigade evening shows happen on the hour, starting from the times below: - From December 1st – First show at 21:00 - From March 1st – First show at 20:00 - From April 1st – First show at 18:00 - From ... Crown Casino Fireballs 07/03/2001 Melbourne Southbank . What are they? Fireballs are released from the top of the towers with vertical water walls on the east and west side of the towers. The brigades operate on different times depending on the season. There are eight towers, 10 metres high, 50 metres apart with water pouring down grooved granite faces. The small fireballs are 3 metres in ... The inspiration for the fireballs at Crown Casino . Tags: pmfrom fireballs crown. June 6th 2018 . View original . These fireballs were inspired by the Arthurian legend in which a young Charlemagne rode into Camelot and lost 20,000 silver pennies on the high-roller blackjack table. He then tried to find work as a dragon slayer, boasting that he once killed seven dragons with only a slingshot ... Crown casino fireballs Posted on August 27, 2014 by flufinitentasepanpaymecharttit At palace resorts and hard rock hotels in cancoun, cozumel, isla mujeres, on a beautiful white sand beach in cancun, close to great shopping and nightlife hotel and casino resort on 121 acres on the coconut coast of the dominican. Melbourne crown casino fireballs. Posted on January 20, 2015 by enrariruveginnpusolmahesort. Casinos y juegos de azar en españa el casino de santa cruz de tenerife está situado en el interior de hotel mencey, lujoso y aunque su principal baluarte es el casino monte picayo, a escasos. The gables inn sarnia, ontario wawanosh wetlands conservation area 519 245-3710 hiawatha horse race park and ... Crown Casino Gas Fireballs is a 1-min 720p hi-def video filmed from the balcony of the Mahogany Room, showing gas fireballs from one of the 8 towers which… Fire Show at Crown Casino, South Bank, Melbourne, VIC, Australia. The Gas Brigades, also called Fireballs, is a show on the banks of the Yarra River outside the Crown Casino on the South Bank, Melbourne, VIC, Australia. Computer controlled fireballs are released from eight ten meters high towers at night time. The Fire display timing at the Casino Melbourne display occurs every hour right on ... Fireballs at Crown Casion I once worked in the Realto back in 2000, and got to see them every hour. This was taken at a Bar in Crown Casino on Wednesday 8th of December and was a little too close if you know what I mean. This video was shot and edited with an iphone 4 and the iphone 4 imove app. ...

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Fireballs - Crown Casino - YouTube

Every evening, the Crown Casino in Melbourne fires off a series of fireballs in to the sky to mark the top of the hour. Here are some from 9pm. Fire erupting out of one of the towers in front of Crown Casino, Melbourne, Australia. Slow motion captured with a Nikon J1 at 400 fps. Enjoy the videos and music you love, upload original content, and share it all with friends, family, and the world on YouTube.

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