We're all familiar with the Hotline Miami's, Hollow Knight's, and Celeste's of the world. These are some of the indie games that hit the big time. Of course, for every one of these games, there's 100 other indie games that have been glossed over, relegated to a spot in a digital store few people will ever find themselves in. I wanted to bring attention to some of these lesser known indie games. I'm going to order them according to Metacritic Critic Ratings. Some of the games at the bottom have pretty low critic ratings. I personally disagree with the low scores of these games, but it's only fair that you hear from more than just me. Keep in mind that games with only one or two User Ratings on Metacritic will not show the score. A game needs at least three User Ratings on Metacritic before the score will be shown. This is not the case for Critic Reviews. Price will contain the U.S. PlayStation Store link to the game. 1. Hayfever
Description: Hayfever is a precision platformer that revolves around a mailman propelling himself using a number of different allergens that act as power-ups. A lot of the platforming is aerial and typically has you catching allergens mid-air to perform maneuvers in quick succession. It's not an easy game by any means, but it has oddly relaxing music to accompany the rather intense platforming. There are also letters to collect in each level to steepen the challenge and some secrets to discover too. It takes an hour or so to get used to the aerial platforming, and this is one of the few 2D platformers played better with the analog stick rather than the D-Pad. But letters that seemed unattainable to me at the beginning of the game became much simpler by the end, as I had mastered the controls and physics of the game. I don't expect everyone to love this game, but I have to agree with the one other guy who played it that gave it a 9/10. After putting 25+ hours into it, I am still eager to replay it soon.
Completion Time: ~8 Hours
Extra Content: It'll take another 8 hours or so to collect all the letters and probably about 6 hours or so to beat the Hard World, which features an additional 28 remixed levels. There are also secrets to uncover, but they don't net any in game progress and only work towards your trophy completion. Finding these secrets will probably vary more in time because they are hidden, but expect them to take a few hours to find. Just to clarify, letters are an expanded test of your platforming skills and are all in clear view of the screen, while secrets are a test of your observation skills and take a little more digging to find. The platinum trophy is a fair and rewarding challenge that took me about 25-30 hours to get.
Description: Valfaris is one of the best run & gun games I've ever played. You play as Prince Therion who returns to his home planet of Valfaris on a quest to kill his father. It's themed around a fictional planet and has a gross alien vibe coupled with heavy metal music. The music doesn't override the other audio in the game, and it does a nice job of upping the ante when you're fighting a boss – of which there are many. You're equipped with a primary gun, a more powerful mana-based gun, a sword, and a shield that can block with mana or parry. There are a number of weapons to acquire throughout the game, and the guns in particular do a great job of feeling different. You’re able to upgrade your weapons with Blood Metals. Some Blood Metals are found in plain sight, others are rewarded for defeating a tough enemy, and some are given for going off the beaten path. These upgrades typically just up the firepower but will sometimes introduce a secondary move to your weapon. There are checkpoints every two minutes or so, and most bosses will have a checkpoint just before them (only the weaker bosses come after a gauntlet of enemies). The game is a little hard at points, but overall it strikes a nice balance of feeling accomplished for overcoming the challenges without getting overly frustrating.
Completion Time: ~8 Hours
Extra Content: There are a few secrets to find throughout the game that are off the beaten path, though I was able to find 2/3 of them on my first playthrough. I found all but one weapon as well. The replayability comes from New Game+, which allows you to take all your upgraded weapons into a harder version of the game. Since the weapons all function a bit differently, this can be lots of fun. Getting the platinum trophy is somewhat difficult.
Description: The premise of the game is a fusion of side scrollers and oldschool fixed screens that teleport you to the opposite side of the screen when you pass through one side - think Pac-Man, arcade Mario Bros., or Balloon Fight. You will find obstacles in your path that are impenetrable in a typical side scroller, but can be overcome by holding a button to turn the screen into a fixed screen that allows you to pass through one side and out through the other end. This is a totally unique take on a puzzle platformer I haven't seen before, and all five worlds bring something new to the table. For example, World 2 will flip you upside down when you pass through a screen, allowing new types of challenges as a result. There's more emphasis on the puzzle elements than the platforming.
Completion Time: ~2 Hours
Extra Content: There is a New Game+, but from what I could tell from the beginning it wasn't a whole lot different. Still, there's a trophy for completing New Game+ and some other fun trophies. Unfortunately, like many early generation indie games, this one has no platinum trophy.
Description: This game revolves around using two square characters who fling themselves from one end of the room to the other to reach an exit. You must position yourself in such a way that you use each character's body to get around the level. Each world introduces a new mechanic to keep things fresh. The whole game is played only using the two analog sticks (the d-pad and face buttons work, but the two analog sticks are best, in my opinion). It can also be played in local co-op, however with how often you have to fling yourself around, coordinating the correct movements to the other player would be exhausting, and it is easier to experiment yourself.
Completion Time: ~3.5 Hours
Extra Content: There's really no extra content, but $4 for what's almost a 4 hour game isn't bad. There is an easy platinum trophy however.
Description: This is actually a sequel to the Steam exclusive Horizon Shift, which sports a different aesthetic and isn’t quite as good from what I’ve read. Horizon Shift ’81 mimics the look of a fixed screen shoot ‘em up from the early 1980s but comes with a few twists of its own. Your ship is positioned in the middle of the screen on a horizontal line rather than the bottom, and you have to flip between sides to deal with enemies coming from both the top and the bottom. The line can be broken in different places – leaving a gap where you can fall to your death – by asteroids and certain projectiles. This is where the expanded moveset comes into play: you can jump between gaps and also over enemies who attach themselves to the line. Enemies on the line can also be taken out with a horizontal shield bash that regenerates after a few seconds. There is a boss after every five stages, some of which will actually bring the line down to the bottom of the screen, while others retain it in the middle. Horizon Shift ’81 has a number of customizable settings that change everything from the aesthetics, to the difficulty, to the checkpoint/lives system, to the speed of the game, and more. The two main modes are a choice between three lives with a checkpoint before and after every boss, or a checkpoint at the beginning of every level but only one life.
Completion Time: ~3.5 Hours (Normal Mode on Arcade Style)
Extra Content: There are a number of ways to customize your future playthroughs, and there’s an unlockable boss rush mode after finishing the game. The few trophies are relatively easy to obtain. There is no platinum trophy for this game.
Description: Daggerhood's main hook is the use of its sword teleportation mechanic. You throw your sword with a button, and you press the same button again to teleport to where the sword is. While this is a mechanic that has been seen in some Metroidvanias, I haven't seen a tight, linear 2D platformer make use of this mechanic before. Each level has a number of collectibles and some small side sections as well, but for the most part the path to the finish is clear - it's just the execution that's the tricky part. Add in teleportation portals to make things even trickier.
Completion Time: ~2.5 Hours
Extra Content: As this is a Ratalaika Games published game, the platinum trophy only takes about 1-1.5 hours to achieve. You can get it well before you even finish the game, which is a shame because the game had all the makings for a fun platinum trophy. There are tons of collectibles in each level, and each level records your time. So there is a lot here to extend to the playtime.
Description: Usually with Metroidvanias, I expect a long, difficult game that's difficult to navigate. Momodora: Reverie Under the Moonlight is a counter to those ideas while still maintaining the exploratory nature of the sub-genre. The plot is pretty simple and doesn't feature a ton of story, but there are a few NPCs you talk to throughout your quest. The combat is also fairly simple, but the boss fights you engage in are all great. Without much weapon customization, it's stripped to the basics of dodging enemy attacks while trying to get a hit in. It makes for a game that's easy to get into and instantly start enjoying. All of the areas are visually appealing, some more than others, and each of them lasts shorter than you'd expect. The game is only around 3-5 hours, but it feels like you've played so much more in that time. Some games only really start to take off by the time this game finishes.
Completion Time: ~4 Hours
Extra Content: Getting 100% map completion should only take an hour or two of cleanup. I did miss an optional boss on my first playthrough. There are also items to discover, and the trophies give fun challenges to extend the life of the game. Unfortunately there is no platinum trophy for this game. One cool thing I liked was that beating a boss without getting hit at all gives you a useful item. It also features New Game+, allowing you to carry over most of your items, making the game more difficult, and changing up enemy placement.
Description: Ultra Hat Dimension follows Bea through a series of rooms in a palace on a quest to undo the magical spell that has made the mythical Spluff creatures want to attack one another. There is a little bit of backstory via one sentence thoughts from Bea in between levels, but nothing major here. The gameplay revolves equipping four different types of hats and using them to evade or push Spluffs around to retrieve the key and reach the door. Each Spluff dons one of four different hats which effects their behavior towards other Spluffs and you. You will be punched one tile back by every Spluff unless you’re wearing the same hat as the Spluff. Spluffs interact with one another differently depending on what hat they’re wearing in a rock, paper, scissors kind of way – they may punch a Spluff back one space, get into a scuffle that allows you to get close to them without wearing a hat, or they may temporarily disable them in a way that allows you to access the space the Spluff consumes within eight moves. There are undo and reset buttons included that allow you to quickly rewind mistakes. There are some clever puzzles accompanied by catchy tunes and a charming pixel art aesthetic. The difficulty is about average.
Completion Time: ~3 Hours
Extra Content: Since this is published by Ratalaika Games, getting the platinum trophy can be obtained after only clearing 2/3 of the levels. There are a few custom maps on the PC version of the game but no additional content on consoles.
Description: Remothered: Tormented Fathers feels very old school in its design philosophy - no weapons outside a few self defense items and distraction items. You go back and forth in the mansion and have to learn the layout and where things are to proceed. You have to manually select the key item from your inventory to use on triggers (but a key icon is still shown to guide you a little). The sounds in this game do a great job of evoking tension, and I appreciate that the stalkers don’t seem to teleport, so if you can get away from them, you’ve earned your freedom for awhile. This is the first game in a loosely connected trilogy, with the second one due later this year.
Completion Time: ~6 Hours
Extra Content: There are some collectibles you can go back for, but not a whole beyond that. Unfortunately there is no platinum trophy for this game, and you'll probably get most of the trophies - if not all, except the collectibles one - on your first playthrough.
Description: Reverie is a mix between Zelda’s gameplay, Earthbound’s aesthetic and humor, and a New Zealand folktale – the legend of Maui and the Giant Fish. Instead of the more traditional sword and shield style fantasy, Reverie instead opts for items and tools a modern boy is more likely to find in his possession, like a cricket bat, a yoyo, and a nerf gun. Similarly, the first dungeon is grandpa’s basement, where you’ll square off against a giant hedgehog and a tumble dryer. That said, the game does get more fantastical with the last two locations, particularly the last one. It’s a relatively easy game overall, though the fourth and especially fifth dungeon offer up a moderate challenge. The indie scene has produced a lot of Zelda-like games in recent years, but this is the only one I know of that isn’t your standard medieval fantasy.
Completion Time: ~5 Hours
Extra Content: There are feathers to collect, mini games to play, and a combat focused bonus dungeon to beat. That said, a lot of this stuff is easy to stumble upon in the main quest, so you’re probably looking at about two or three hours’ worth of content after beating the game to complete everything and get the platinum trophy.
Description: Inertial Drift's distinguishing characteristic is its employment of the right analog stick for drifting. This takes a little getting used to, but it feels great once you get the hang of it, creating some exhilarating moments when perfecting corner turns. The game has 10 unique tracks + 10 reversed tracks, 16 vehicles, and four separate story arcs. Each story arc is only a couple of hours long and features a different protagonist with a different vehicle. Since you’ll be racing on the same track a few times, there are a few gameplay variations that differ from just reaching the finish line at the end, such as racking up a certain number of points that are acquired through longer drift times and other means. There's quite a bit of dialogue between races, and in the races themselves characters will frequently dish out positive commentary on your performance in the form of text in the top left hand corner of the screen. The game's aesthetics are a fusion of anime and synthwave. I've heard many fans liken the game to the manga Initial D, though I'm unfamiliar with that series myself.
Completion Time: ~3 Hours (for 1/4 Story Arcs)
Extra Content: There are a number of different modes including a Story Mode, Challenge Mode, Grand Prix Mode, Arcade Mode, two player Split-Screen, and Online, as well as a Tutorial. Completion of challenges in Challenge Mode allows you to unlock new vehicles for the other non-Story Modes. Grand Prix Mode allows you to race using different characters/vehicles through a connected set of challenges, while Arcade Mode is for one-off races. I wouldn't recommend this game for online play as the user-base is pretty small (hence it being overlooked) and you're unlikely to find a match. Getting the platinum trophy is fairly difficult.
Description: This is an action platformer that emulates arcade games from the latter half of the 1980s, but it is probably most reminiscent of Super Ghouls 'n Ghosts. The creator, Locomalito, states that the soundtrack uses the true arcade sound of the YM2203 chip. The game is hard, but the checkpoints are never more than a minute or two apart, and the lives' system/continue system has no penalties outside of locking you out of trophies. This is a very boss dense game - in the ~4 hour run-time it takes to complete the game, you fight 19 bosses. The handful of weapons and items you pick up helps lend variety to the combat, and no two boss fights feel the same.
Completion Time: ~4 Hours
Extra Content: The game has two endings. Most players will get the bad ending the first time around and be locked out of the final stage (which is the longest stage in the game). You do have to play through the game again to get the good ending, but you'll likely do it in half the time. If you want to see all the major content on your first go around, I recommend looking up how to get the good ending before you play the game. As far as trophies are concerned, the platinum trophy is very difficult to obtain. If you like an extreme challenge, this one's for you.
Description: Pato Box follows an anthropomorphic duck boxer on an adventure through a stylistic noir comic book world. “Pato” is a Spanish word that translates to “Duck” in English (the game was developed by a Mexican studio). The boss fights are heavily inspired by Punch-Out’s gameplay, but there are levels outside of these fights to help differentiate it. Most of the levels can be selected in any order you choose and typically serve as a leadup to the boss fight. Bosses are usually introduced by a cutscene followed by some dialogue taunting Pato Box. The levels play entirely differently from the fights, but the themes of the level match those of the bosses. The levels will employ various elements of evasion, stealth, exploration, and a few time-based mini-games. The casino level, for example, will have you walk around the casino looking for chips and punching the slot machines to earn enough to pay entrance to the fight, while the food factory has you evading stompers, sawblades, and butcher knives as you work your way through the level. There are variety of things to find throughout the levels: tokens for decorations in Pato Box’s room, backstory on the boss of the level and the world, and tips on how to win the upcoming fight. The fights themselves lock Pato Box in the middle of the screen, allowing you to block, juke left or right, and perform a low or high jab to the left or right. The game foregoes a HUD in favor of a visual representation of your health via scars on your body, which I thought was a nice touch. While the levels and bosses play pretty differently from each other, they’re weaved together by a dark and intriguing story that follows Pato Box’s quest for retribution against an evil corporation.
Completion Time: ~7 Hours
Extra Content: There’s an Arcade Mode that lets you replay boss fights and some collectibles to find in the main campaign. The trophies are very difficult, and many ask you to beat a boss without taking a single hit.
Description: The Count Lucanor’s story is very fairy tale-esque – more like a classic fairy tale as it can be pretty dark and grotesque at times. On his 10th birthday, Hans chooses to leave his mother in a quest for wealth. After some walking and conversation with NPCs you find along the way, you stumble upon a large mansion and find that the count of this mansion is looking to pass his wealth onto an heir who can prove himself worthy – “worthy” in this case being the one who can figure out the count’s name. From here, you are tasked with adventuring through the mansion and solving environmental puzzles in a nonlinear way to acquire the letters that spell the count’s name. There is a survival horror element to the game, as you are unable to attack the enemies in the mansion and instead must crawl under tables and find other ways around them. You can place candles around the mansion to light it up to help you better evade enemies, but your usage is limited (though you can find more).
Completion Time: ~4 Hours
Extra Content: There are five different endings and some puzzles/rooms you don’t even have to do. This could double your playtime – maybe even more if you don’t use a guide. The platinum trophy requires every ending and a few other things but is pretty easy to get if you use a guide.
Description: The Bunker is an FMV point & click adventure, meaning it features real actors and environments just like a live action movie. Many of the actors involved have been in high profile movies/TV shows as well, including The Hobbit, Game of Thrones, Star Wars, and Penny Dreadful. The game takes place in a fallout shelter and follows the last survivor as he tries to find a way outside following the death of his mother, after living 30+ years in the bunker. The gameplay has you solving puzzles and finding ways to proceed to the next area. The story is the focal point of the game though, and it frequently switches between the past and the present to tell its story. There’s a good juxtaposition between the lively past and the lonely present that makes you question how the protagonist ended up as the last survivor. There’s only one narrative choice to make in the game, and it comes at the very end. The game also works in handheld mode with touchscreen functionality if you'd prefer to play it that way.
Completion Time: ~2. Hour Completion Time*
Extra Content: You can replay the game and try to find all the collectibles. Most of them give more background on the story. You can trigger the ending you did not choose the first time around by simply reloading the last checkpoint, so there is no need to play through the whole game again to unlock it. Getting the platinum trophy is fairly easy.
Description: A Tale of Paper takes direct inspiration from Little Nightmares, sporting the same sideview camera angle and minimalist narrative. It’s a little less creepy and has the interesting twist of transforming into a variety of different origamis on the fly: from a little alien creature, to a frog, to a ball, to a paper airplane, etc., all with the push of a button. You’ll use a combination of different origami shapes to overcome the obstacles in the area, and you’ll be accompanied by some gorgeous sceneries in the process. The gameplay is pretty easy in both its platforming and puzzles, making it an easygoing, movie-esque kind of game. While the story is minimalist, it results in a satisfying conclusion, and it really feels like you’ve been through quite a journey even with the short runtime. The game evokes the feeling of being a tiny specimen in a larger-than-life world – Toy Story 2 is probably the most apt comparison I can make. Outside of Little Nightmares, I haven’t played another game quite like this.
Completion Time: ~1.5 Hours
Extra Content: I got seven of the eight origami collectibles in my first run-through. The trophies also only offer a few extra things to do, but I’d recommend reading the list of trophies before you play the game if you want to get the relatively easy platinum trophy.
Description: If you liked Detroit: Become Human or Until Dawn, Late Shift will be right up your alley. This game is a bit different from both those titles in that it's an FMV, with the gameplay solely consisting of the choices you make. You receive prompts at key moments in the story on what you want your character to do next, and this effects the outcome of the game. It plays more like Black Mirror's Bandersnatch, though this game came before it. The story follows an everyman who gets tangled up in London's criminal underground just as a result of being in the wrong place at the wrong time.
Completion Time: ~1.5 Hour Completion Time*
Extra Content: There are 180 choice points and 7 different endings. There is a platinum trophy, and I only got 4 out of 21 of the trophies on my first playthrough. There are a number of different routes to take with the game.
Description: SINNER: Sacrifice for Redemption is a Soulslike boss rush - there are no levels and only small area before each boss to practice your moves. There are eight bosses, the first seven allowing you to fight in any order, each representing the seven deadly sins. You are equipped with everything the game has to offer from the beginning (except for the New Game+ weapon they give you), and instead of becoming more powerful, you gradually lose things with each boss you defeat, hence the “sacrifice” in the title. It’s like a reverse RPG. Each boss has a different sacrifice associated to it – one may deplete your throwing items’ usage, while another will deplete your health and stamina. Picking the best order to fight them in adds a little strategic thinking to the game, as you may be more dependent on your large health and stamina bar more than your throwing items’ usage, for example. The game is fairly difficult, so your victories over each boss feel very gratifying when they do come.
Completion Time: ~5 Hours
Extra Content: There is New Game+ that offers you an additional weapon. The trophies task you with a few things you have to pull off in battles, and the platinum trophy is pretty easy to obtain.
Description: Verlet Swing’s aesthetic is as intriguing as its gameplay: you are tasked with grappling and swinging yourself across these vaporwave styled levels without hitting anything. The levels are all very short, but you’re likely to play many levels dozens of times before even finishing it… just to get a 1/4 rank. The ranking system is actually very cool, in that it encourages you to find alternative paths or sometimes just building up more momentum to get to the end faster. Most levels do seem to have a set path, but at the same time, with the proper grappling of the mechanics, you can forge your own, which is a game in itself.
Completion Time: ~7 Hours
Extra Content: There’s an in game challenge menu that mostly recycles a lot of the base game content – though there’s a particularly funny one that switches the perspective to third person to play as a knockoff Spiderman. You can also go back and try to get the best possible time for each level. Getting the platinum trophy is extremely hard and I believe is at 0.1% completion.
Description: Neon Drive is a challenging rhythm game with a synthwave aesthetic and appropriately matching music. The objective of the game is to evade the obstacles coming at you by transitioning between four lanes at the right moment using either two of the face buttons, D-Pad, or shoulder buttons. Personally I found the shoulder buttons worked best. The game will occasionally transform you into other vehicles that mix the gameplay up a bit - one notable example is when you turn into a plane and transition between eight lanes in a 360 degree orientation. There are only eight levels that are all about three minutes in length if you were to beat them with no deaths, with two checkpoints and two health points that regenerate between checkpoints. While this all sounds very generous, most of these levels will still take you dozens of tries, though the life reset is almost immediate so you can get back into the action right away.
Completion Time: ~3 Hours
Extra Content: There are two harder difficulties, an endurance mode that sees how long you can go without dying, a free run mode that allows you to play through the game without reset (only unlocked after beating each level), and online leaderboards. The trophies are very hard to get, and there is no platinum trophy.
Conclusion My top 5 on the list in order would be the following: (1.) Hayfever, (2.) Valfaris, (3.) Cursed Castilla: (Maldita Castilla EX), (4.) Momodora: Reverie Under the Moonlight, and (5.) Bleep Bloop. Have you played any of these games? What are some other overlooked single player indie games? If you’re looking for more indie games to play, see my post here:
Here we are, the end of 2020 with the beginning of 2021 in sight. A gigantic party room was the place of the activity, the entire room beautifully decorated with LED lights and festive decorations. A gigantic podium in the middle for whoever wanted to dance for everyone in the room... Invitations were sent and the cameras with the ultimate police officer's watchful eye looked down onto anyone who would potentially disrupt the peace and festivities. A beautiful bar with every single drink available in the area was also there for anyone thirsty... ...Music...check...Security...check...Drinks...check... Everything is here...we can start... Oh! Before i forget... She opened a gigantic door, revealing an incredibly big arcade and casino behind it. Everything one could dream was in there. Billiards table, poker table, game cabinets and slot machines were just a few of the activities the guests could indulge in. Right, we can start... She walked up to the main door...and pushed it open Hello everyone! The party has now officially started! Please have fun...but don't break any rules! Otherwise, you get Tsurugi on your tail! And a happy new year of course!
Long post In my perceived chronological order Heartless - The Weeknd glorifies fame, he’s wearing expensive clothes in a luxury casino. He indulges in a life of fame, lots of partying, drinking, and gambling. He seems happy yet he’s always looking for the next high. Until he licks the back of a toad, this is probably a metaphor for the psychedelics that’s he has gotten into. More specifically, frog venom is actually a real life psychedelic that’s known to be 4-6x stronger than DMT and it is often taken by licking the back of a Bufo Alvarius toad. The real life side effects line up with the rest of the in video content, “intense emotional reactions, euphoria, convulsions, and vomiting” Blinding Lights - The Weeknd continues into the highest high of his life off frog venom psychedelic. This is probably a metaphor for his introduction to fame as he enjoys the lights, the party life, the drugs, and alcohol. These things make him feel on top of the world, invencible as he speeds in his car without worry before eventually crashing into a casino. (Could be a tribute to his real life car accident) He then gets beat up outside a casino showing how these things start to take a toll on him. Yet he’s still happy after getting beat up and continues to dance off into the street, still mentally indestructible on his fame high, yet the drugs are hurting his body. The ending scene shows him alone trying to get a ride yet he’s still vibing enjoying his high. Until I Bleed Out - The death of Abel, the come down of his high. The LA life finally takes over and he realizes that the drugs alcohol and party life have killed the real Abel. Although he remains alive as The Weekend, the performer, the artist. The video ends with him lying in the desert. Snowchild - The video begins with him lying down in the desert. As he rises, he finds himself reliving the events of heartless or possible another version of himself watching himself go through the events of heartless. This plays with the idea of purgatory, the idea that he’s doomed to relive these events forever and that he will never truly escape. This is the only animated video and I believe it’s kinda a side story to the whole main explanation Im creating here, but ya basically it’s like a purgatory as the real Abel has died and he’s forced to rewatch himself turn into The Weeknd, the performer, the drug abuser, the showman, etc. After Hours (Short Film) - I believe this is hinting at the greater meaning behind the entire project and how he’s feeling in life rn. The video begins with the crowd cheering him on as Jimmy Kimmel congratulates his performance. He’s very “happy” or at least keeps a smile until he walks away from the crowd, hence continuing on into the After Hours where his nightmare begins. This either tells us The Weeknd uses performing and making music as a getaway to his miserable life or more likely that he is never truly happy but also never willing to snow the audience his true emotion. This sends him over the edge, crazy, turning him into a murderer. This is probably a metaphor for how he has hurt people in his life and he is somewhat blaming it as a result of the toll the industry has had on him. In Your Eyes - The Weeknd begins to chase down a girl to complete his second murder. She tries to runaway yet he always finds her. When he finally catches her, she grabs an axe and cuts off his head before he can kill her. I believe the meaning behind this is that he’s been in a toxic relationship. He blames it on himself though as he is the one stalking her. She is forced to hurt him, probably how he felt about his real life past relationship. Yet once she no longer has to fear him she quite enjoys dancing around with his decapitated head. This is probably exemplifying that she loves him for his fame and fortune but she can’t handle the negative aspects of him. Too Late - By far the most creepy part of this saga. These girls find his decapitated head in the middle of the road. (Same road The Weeknd actually crashed on in The Hills music video supposedly) The girls that find his head are classic LA girls, wealthy, drive a g wagon, sound spoiled etc. At first the are annoyed having to stop in the middle of the road but once they realize the head is that of The Weeknd’s fame and fortune, they immediately comment “it’s so hot”. They take it back to there place to play with it. However it’s not enough for them, they want a nice body to go with it so they order a male stripper. Once he arrives they decapitate him and replace his head with that of The Weeknd’s. This exemplifies how ruthless and fake LA girls are, they only care about looks (the strippers body) and clout (The Weeknd’s head) yet they continue to make love with this limp corpse which has no real soul. The whole video the girls go out of there way too show their bodies but their faces are wrapped up. Probably another example of how they use looks to deceive and hide there true personality. I think The Weeknd’s big thing with this one is ultimately that he has died in LA and can’t find true love bc all the girls are fake and ruthless. Save Your Tears - Finally we have save your tears which is the embodiment of The Weeknd, the performer, the person who gave into LA. His face is greatly distorted with plastic surgery, to the point where he is unable to make a sad face yet he is so ugly. I think this is another diss at LA girls and there intense desire to alternate appearances, often making themselves uglier. And like when the girl comes on stage to dance with him she’s like super into it although his face is so ugly it’s again showing how girls in LA see you for your riches and accomplishments but not for who you truly are. The rest of this video in my opinion is one big F U to the Grammies. The Weeknd didn’t even get nominated this year and that pissed a lot of people off since he basically had the best numbers of anyone the entire year. This caused a bunch of people to say the Grammys were stupid and Kanye famously peed on his Grammy trophy. The video makes it seem as it seem as if he is performing at an award show. They all have masks in the audience bc he’s calling them fake, hes also lip singing with his plastic surgery trying to be the ideal artist they’d want. As he walks around to everyone in the room they stay silent kinda hinting at there silence of not commenting on his Grammy situation. All the people of the audience have fancy masks and rich attire yet The Weeknd does not care for them or there “meaningless” awards as he pisses on them (possibly a hint to Kanye’s incident), throws the “Grammy” trophy, knocks over the fancy decorations dancing on the tables. Yet he still gives them the performance they want and they applaud him. He ends off by shooting the fake gun at his head showing his true unhappiness yet his fake plastic LA face doesn’t allow him to show this. Long Story Short Told through many horror themed music videos, the true Abel has died too become The Weeknd. The fake performer, yet the wildly popular LA star.
When we were kids, my little brother died on Halloween. He's come back to visit me every year since his death.
Jimmy returned for the first time exactly one year after the accident. I was home alone. Dad was at the bar and Mom was dead. We’d crammed her into a pine box and shipped her off to the incinerator months ago. I’d been sitting on the couch watching a plump cockroach scuttle across the coffee table, sipping whiskey that I’d liberated the previous night after Dad passed out. I wasn’t quite drunk yet. At eleven years old, my tolerance to alcohol was comparable to most local stumblebum drunks. A knock came to the door, the gentle tap of brittle knuckles upon rotted wood. I paused with the rim of the bottle resting against my lips. Even the cockroach cocked its long antennae curiously toward the door. The local trick-or-treaters knew better than to come here seeking candy. Our ramshackle abode was always one DHS visit away from being condemned, and the cobwebs and sundry creepy-crawlies in our front windows certainly weren’t decorative. I reflexively choked out a sob when I opened the door and saw his ghostly form. The sheet draped over him was stained brown and soaked with stinking river water. “Jimmy?” I asked, my voice croaking in disbelief. As if to answer me, his jaw fell slack and I heard the tiniest groan emerge from under that sheet, like a whining door hinge in a quiet house. He raised his hand to me and I shrank back in fear, expecting him to thrust an accusatory finger and damn me as a liar and murderer. Instead, I realized that he was holding his hand open, expecting something. A dry, throaty sound whistled up from his slackened jaw and I suddenly understood what he wanted. My little brother had come back for his favorite holiday. I rushed up to my bedroom, reached under my bed, and grabbed Jimmy’s pumpkin-shaped Halloween bucket. I flicked off the roaches and shook out mouse shit then ran back to the front steps, where my little brother was waiting. As Jimmy snatched his candy bucket from me, I saw them, watching us from the corner. It was the same group of older bullies that harassed us last year, on the night of the accident. Last time, they’d been wearing clown masks. They chose the Power Rangers this year. Despite their masks, I could tell that those bullies didn’t quite believe what they were seeing. Jimmy had been presumed dead for a year, yet here he was, wearing the very same costume they’d seen him wearing on the night he went missing. I’d had a growth spurt since that night. Rage and self-hatred did wonders for a growing boy’s physique. Fueled by whiskey and a desperate urge to blame anyone other than myself for Jimmy’s death, I charged them. Outnumbered four-to-one, I took some shots, no doubt, but I routed them regardless, and I left one of them bleeding on the sidewalk, beaten nearly half-to-death. Then I returned to Jimmy, smiling, and hooked my pinky around his before we set off to celebrate Halloween. # I sat on my couch, eyes trained on the flickering candle on my coffee table. The power had been out for a month and I hadn’t seen any good reason to turn it back on; I’d only be cutting into my meager booze budget and, besides, the city was kicking me out in a few days. The house had been bought and paid for by some long-dead relative then passed down to my parents as an act of pity. When Dad finally kicked the bucket, he left the house to me, but I was never quite able to stay ahead of the property taxes. I wasn’t going to miss the place. It wasn’t exactly full of fond memories. At this time of night, I’d normally be blackout drunk, but tonight was Halloween and I didn’t want to miss Jimmy. My entire life might have amounted to a hill of shit, but I’ve promised to never let my little brother down again. I checked the time. Eight o’clock on the dot. I grabbed Jimmy’s Halloween bucket and headed out front. Jimmy never did tell me why Halloween was his favorite holiday. He’d been a gentle kid, small for his age, fair-skinned and wispy. You wouldn’t have known it to look at him, but he preferred the schlock and gore of October grindhouse horror movie marathons to kiddie fare more appropriate to his age. He never flinched at the scary parts, when the reanimated undead wreaked havoc or dream demons emerged to slash open teenage throats. I’d never attributed his love of Halloween to something so cliché as donning a mask to pretend to be someone else, though I wouldn’t have blamed him. No, I’d always suspected that Jimmy loved this time of year specifically because it was when the world went dim and happily embraced the horrific. Vampires and possessed dolls and werewolves made more sense than the more abstract horrors we faced at home. Or, shit, maybe the kid just really liked candy. I stepped outside and the riverwards were alive with grinning jack-o-lanterns, windows glowing orange and framed with fake spider webs, and scores of yuppie parents leading their kids door-to-door. I spotted him walking slowly toward the house. I swore, he got smaller every year. I waved to him. He didn’t wave back, but he did cock his head slightly, as if he was struggling to remember who I was. As always, he was wearing the filthy sheet, soaked in river water. I felt a passing wave of revulsion and guilt when I glimpsed the faded bloodstains where the fabric hugged Jimmy’s misshapen occipital. I smiled and offered him the bucket. Jimmy snatched it from my hand. Though there was only darkness within those crooked eye holes I’d cut into the sheet twenty-five years ago, somehow I knew that if he still had eyes, they’d have been gleaming. I reached down to his hand, hooked my pinky around his, and I took my little brother trick-or-treating, like I’d done every year since he first returned. This wasn’t our neighborhood anymore. Sure, the names of the streets were the same, but that was about it. The yuppie influx, with the ensuing rent increases and property tax hikes, had squashed out most of the old guard. The newbies didn’t care for the sturdy, century-old houses forged with brick and mortar. One by one, those stout homes were being flattened to make way for flimsier, but more stylish facades. Soon, our childhood home was going to suffer the same fate. Jimmy must have sensed that something was amiss because he tightened his pinky around mine. Though I haven’t heard his voice since that night by the river, his pinky squeeze said enough. It said, I’ve got you. That was our private show of reassurance that helped sustain us through our childhood. When Mom wept at the dinner table as we split a dried hunk of welfare cheese for dinner, I’d give Jimmy a squeeze. When Dad staggered home drunk and started laying into Mom, I’d join Jimmy on his small twin mattress. We’d squeeze pinkies, eyes shut tight, with pillows over our ears so we wouldn’t have to hear Dad’s fist knocking against Mom’s head. I’ve got you. Tonight, we stopped at every house that still had its lights on. Our new neighbors smiled awkwardly, genuinely troubled by the sight of the neighborhood drunk escorting a child in a raggedy ghost costume. I didn’t give a shit what they thought as long as they tossed a few bite-sized Snickers bars into Jimmy’s bucket. Soon, the streets began to empty and the trick-or-treaters went home. One by one, those grinning jack-o-lanterns went dark, those orange window lights dimmed, and it was just Jimmy and I wandering the lonely streets. We headed back toward the house. This was where we would normally part ways, with Jimmy heading back on his own. Tonight, though, I remained at his side. He cocked his head again, curious. I squeezed his pinky. # Though I loved Jimmy, he was still my little brother and, often, I treated him as such. Just because I hated the neighborhood bullies didn’t mean I didn’t glean some pointers from their abuse. Sometimes, I’d slap Jimmy around or steal his toys because he’d annoyed me somehow. Other times, I just wanted to feel stronger than someone else. The day of his death, Jimmy had put me in a particularly foul mood. Using the five-fingered discount, I’d gotten comic books from the drug store on York Street and I was looking forward to thumbing through them. Jimmy came rushing into our bedroom, crying because the rats had gotten to his hand-me-down Jason Voorhees costume. The critters had gnawed through the plastic hockey mask and left the (fake) blood-splattered overalls stinking like rat turds. I told him to take it up with Mom and Dad, but he said Mom was passed out and Dad was at the bar, as usual. My mood instantly turned black, not necessarily because of Jimmy, but because, once again, I’d have to pick up the slack for our parents. I cooked most of Jimmy’s meals. I scrubbed the stink off his clothes and got him ready for school every morning while Mom and Dad were off, drunk and doped. All I’d wanted was a night to myself, curled up in bed with some stolen comic books, but they couldn’t stay sober long enough to even give me that much. Somehow, I kept my temper in check. I got him to stop sobbing by yanking the sheet off his bed, cutting out those mismatched eye holes, and draping it over him. “There,” I said. “You’re a ghost now.” His green eyes were visible through the holes in the sheet. His cheeks perked up under the sheet and I could tell he was smiling. “Can you take me trick-or-treating?” he asked. No, I didn’t want to, but I also didn’t want him crying again and Mom would have beaten the shit out of me if I let Jimmy wander the neighborhood alone. So we set out into the streets, amongst a legion of Ninja Turtles and Ghostbusters and Barbie dolls brought to life. Though it was simple, he enjoyed his makeshift costume. I was just hoping to get through the night without bumping into our enemies. That was certainly naïve of me. It didn’t take long for them to zero in on us. There were four of them, all older boys. Even the smallest one towered over me. They were wearing clown masks, thin plastic smiling red-nosed clowns that filled my stomach with dread. None of the parents milling about with their kids noticed the brewing confrontation, not with the dozens of trick-or-treaters clogging the sidewalk. Jimmy clutched his candy bucket to his chest. One of the bullies reached for it, and that was when I snapped. I couldn’t help it. I might have been pissed off at him for dragging me out here, but this was Jimmy’s favorite night of the year. I couldn’t watch some assholes ruin it for him. I swung, hard. My fist connected with the bully’s face and I heard a loud crunch right before blood trickled down from behind the clown’s visage. I grabbed Jimmy by the wrist and we took off into the throngs of costumed kids. We rounded the next corner and disappeared into an alley. We hid there, holding our breath as the bullies sped past. There was no way they were going to let this go. Two of them would likely roam the neighborhood looking for us, while the other two would lay in wait near our house. “What are we going to do?” Jimmy asked, voice quivering in fear. Every night, right before I blackout, I think about how I should have just squeezed his pinky. But I didn’t. Instead, I blamed him. We wouldn’t have been in this trouble if he hadn’t been such a crybaby back home. That was why, of the dozens of places we could have gone to hide, I chose the river, because I knew he was terrified of the river. # Today, the Delaware riverfront was as gentrified as the rest of the neighborhood. A casino and towering condominiums loomed large and quaint pedestrian walkways were infested with pop-up beer gardens. In our youth, the riverfront had been an industrial graveyard, dominated by long-shuttered factories with stretches of wilderness between them. Stinking sumac trees swayed overhead and plump river rats darted through the bushes. This wasn’t the first time we had to hide back here. Jimmy always hated it. Although the neighborhood lay only a quarter-mile to the west, Jimmy thought the riverfront was too isolated. He feared that if our bullies ever caught us here, they could kill us and no one would ever know. My mood hadn’t improved when we finally reached one of the piers, big gray concrete blocks jutting out fifty feet into the sloshing water, supported by a number of wood pilings underneath. Jimmy remained a few feet behind me, still in his costume, nervously gripping his Halloween bucket. The tide was coming in and he jumped every time he felt a wave hit the pilings beneath us, as if the pier might collapse. But what scared Jimmy the most was the possibility of falling into the water, that those rough green-brown waves might trap him under the pier, where he’d come up for air and smash his face against unyielding concrete instead. “Can we just please try to go home?” he whined. “No,” I snapped back. “Not unless you want those assholes to knock your teeth out.” He lowered his head. “But I don’t like it back here.” Looking at my whimpering little brother, I lost all sense of empathy. After running scared from our bullies, I was eager to assert myself as an alpha. I yanked him toward the edge of the pier. “I’m so tired of you acting like a wimp,” I snarled. I shoved him closer to the edge, where the water sloshed violently ten feet below us. “There’s nothing to be afraid of back here.” “I just want to go home,” he cried, the eye holes in the sheet now rimmed with tears. “Stop being such a pussy!” I shouted then instinctively gave him a stiff right hook to the shoulder. What happened next occurred within seconds, yet in my memory, it seems to play out for an eternity. I’d hit him harder than I meant to. Jimmy dropped his candy bucket then staggered as his shoes got caught in the pool of fabric underfoot. I watched in muted disbelief as he flopped over the pier, arms waving, right before the back of his head cracked against the concrete edge. There was a splash ten feet beneath me and my brother was gone, leaving behind nothing more than a red patch on the concrete and white bubbles breaking the water’s surface. # Pinkies locked, we maneuvered through condominium parking lots and empty beer garden stalls until we reached that old pier. For a moment, my memories blended with the present and I saw myself, cold and shivering and soaked with river water, trudging back toward the neighborhood alone, clutching Jimmy’s candy bucket. I remembered how cold and dark the river was when I dove in, fighting the waves, trying in vain to find my brother before finally giving up. I never told anyone what happened. That night, when I got home, Mom was still passed out and Dad hadn’t come back from the bar yet. I hid my wet clothes then, later, told them that Jimmy had simply run away from me. I was terrified of what would happen if they knew the truth. There was a police search that amounted to nothing. Dad didn’t seem to care very much. Months later, Mom swallowed forty sleeping pills and never woke up. I took to stealing swigs of Dad’s half-empty liquor bottles to soothe my guilt, a habit that had served me ever since. But even that relief has proved fleeting. As Jimmy and I walked along the pier, I tightened my pinky around his, content to die sober. We stood at the edge of the pier. Though I couldn’t see his face, I could tell that he was no less afraid of the river now than he had been twenty-five years ago. Jimmy stepped off the pier and disappeared into the water below. I wondered, once this pier was inevitably torn asunder to make way for a condo or another casino, would Jimmy still resurface on Halloween? If he did, and he ventured into the neighborhood, would he even recognize that the shiny new studio apartments were standing on the grave of our old house? Either way, I was going to make sure that he didn’t go through it alone. I stepped off the pier, just like Jimmy had that night. I cracked the base of my skull against that concrete lip. A lightning flash of pain shot across the world and I crashed hard into the water, pushed at once by the tide under the pier. A wave slammed me against one of the pilings and I felt something snap in my back and, when I tried to scream, filthy river water filled my mouth. Yet, as I was thrashed about under the dock, my consciousness slowly fading, I felt Jimmy’s tiny pinky finger squeezing around my own. I’ve got you. # That happened almost one year ago, last Halloween. Though I wanted nothing more than to slip into a watery slumber with my little brother, he must have felt otherwise. I woke up, weeks later, in a hospital. They removed patches of my skull to relieve the pressure from the brain bleed, courtesy of cracking my head on that concrete lip. My ribs had been shattered to splinters from the paramedics’ vigorous chest compressions. They found me on the road, which meant Jimmy dragged me from the water, across the industrial wilderness, then out to the waiting blacktop. I asked the medics if there’d been a boy in a ratty ghost costume with me when they arrived. They said they hadn’t seen one. Anyway, I’m writing this on the computer at the public library right off Girard Avenue, but I better finish up. The librarian is a real asshole. Doesn’t like it when street bums like me stink up the joint. It’s almost Halloween once again. Jimmy might not want me down in the water with him, but I’m going back to join him, regardless. I’ve got his candy bucket, so we can hit the neighborhood one last time. I’ve also got a box cutter with the sharpest goddamn razors I could find. Once Jimmy slips back into the water, I’m going to open myself up – both wrists, then my carotid artery – and I’m jumping into that green-blue Delaware shitwater right along with him, because I’m Jimmy’s big brother, god damn it. I won’t let him swim alone.
Fan rewrite of the Canto Bight scene from The Last Jedi
Hello! In a spontaneous burst of creativity I have written down my fan reimagination of the Canto Bight Casino scene, considered by a lot of people, myself included, as not exactly peak Star Wars quality. I hope you will enjoy and I would greatly appreciate if you'd like to leave some thoughts after reading. Warning: long text. [Rose and Finn have just landed on Canto Bight and ran into the Casino building] Rose and Finn are looking around the casino in wonder, marveling at the riches and beauty neither of them could ever imagine. [We keep the same montage of all the games, tables and activities in the casino] Suddenly the ground shakes violently but despite Rose and Finn almost losing their footing, none of the regular patrons seem to be bothered. They race to a balcony to see a gigantic loop tunneled into the ground behind the casino building. Then another tremor starts and two PODRACERS zoom past the casino at breakneck speed. Yet the tunnel looks impossible to maintain this race at it is only a few meters wide with sharp turns and obstacles on the way with pods barely making the turns. The onlookers and guests all seem to have a great time enjoying their drinks and casual conversation. The bets have been placed long ago and it looks like the race itself is of little importance to the patrons. All are posh and stylish, with flowing robes and handcrafted suits decorated with gold and riches. All but one woman. A woman in ragged clothes, trembling, biting her nails and mumbling something like a mantra, seems to be the object of constant nasty remarks from the other guests. Finn notices a datapad attached to the railing – it displays the information on the podracers taking part in the current race. He notices some are constructed using decommissioned Rebel Alliance fighter parts and scraps from Imperial tech. Final racer listed doesn’t match the rest. Riding a shiny chrome vehicle that looks engineered to perfection to fit the track and its dangers. The racer’s previous victories are also listed. Then a flash is seen in the canyon and the chrome racer approaches. He looks to be in the leading position yet closely interlocked with one of the scrappiest pods. The ragged woman gets visibly more worried and recites her mantra louder. It seems she is repeating a name over and over yet it’s one Finn has never heard before. Suddenly a loud scraping noise can be heard making the patrons cover their ears in pain. On the final corner the silver racer pushes into the scrap pod, pressing it against the tunnel wall. The scrapper loses control of his vehicle, spins uncontrollably then explodes in a ball of fire. Silver has won. Again. As he was supposed to. The patrons cheer and go to collect their winnings while the ragged woman looks like all life escaped from her body. She slides to her knees, stops speaking and breaks into tears. Rose approaches her and tries to comfort her, unsuccessfully. An important-looking patron approaches the balcony followed closely by some members of security personnel. He demands payment from the ragged woman and through tears she whimpers that she has nothing left. No money, no home and now.. no brother, either. The racer that has blown up was her last family member and they spent everything they had putting the vehicle together in an attempt to pay back their debts. He says that in this case she will pay him back in labor, then Finn and Rose rush between the patron and the woman, standing in her defense. They will not accept this treatment. And yet, our heroes are no match for armored guards equipped to pacify the most violent patrons. Finn and Rose get stunned, captured and dragged to prison. Through her closing eyes Rose sees another guard forcefully dragging the girl away. Finn and Rose wake up in a prison cell, not aware of how much time passed and not a step closer to finding the codebreaker. They discuss their plans and look for a way out and Rose realizes that in all that transpired in the casino they haven’t even seen the player with a red flower pin. This mention starts a commotion in the cell, waking up another resident. After a brief introduction, he reveals that the he is the one they have been looking for all along, and the flower besides being a decoration served as his encrypted databank with a lot of valuable information stored on it. He agrees to help the heroes if Finn manages to recover it, while he and Rose will secure an escape craft and locate BB-8 lost in the commotion. Finn unwillingly agrees and mentions how this will go nowhere unless they find a way out from the cell. The codebreaker smiles and with a quick flash of a small shiny object the cage door is open… [cue Finn invading the casino using his superior stormtrooper training, stealing the flower pin and jumping off a balcony into the ship Rose and BB-8 managed to secure.]
In P7, Sheriff Truman was looking at three pages from Laura Palmer's secret diary that Hawk had found inside the station's men's room booth door in the previous episode. The pages were in conflict with what we saw in Fire Walk with Me, as both the dream about Annie and Laura realizing who BOB was took place only after she had given her diary away to Harold for safekeeping. Either some other Laura - living a different version of the story - had written them, or they were somehow produced posthumously. On one of the pages, there was "me??!!!" after "Laura", which could be seen as a hint to question who actually wrote them. Maybe it wasn't Laura at all. The Sheriff read two of the pages aloud, but one was left on the table without other attention than Hawk pointing it with his finger. This was what was on the page:
"There I was with a plastic pumpkin full of money and the clothes that Nancy brought. She's bending my ear with all sorts of non-sense. I can't make out what she's trying to say but I take it all in as best I can. I sure didn't need a mask today. Some Halloween!"
This was about Laura sneaking out from One-Eyed Jack's casino-come-brothel with the help of Nancy O'Reilly who made a brief appearance in season 2. Seemingly, the page was just filler. But why have a filler page at all if it didn't have any purpose? Hawk could just as well have found two pages instead of three. Furthermore, the purpose of having any of the pages found seemed a bit vague. From our point of view, they didn't have any new information, and their discovery didn't change anything in the story. But perhaps we just didn't read them in the intended way. We give language our meaning but Lynch's meaning could have been something else entirely. Coincidentally, in the earlier episode P6, also Cooper had three pages that he was having a look at. These were various insurance related forms. There was a burglary claim form, a non-waiver agreement and a list of fatalities. In another coincident, the non-waiver agreement had Nancy's name on it, too. This wasn't Nancy O'Reilly but Nancy Deren, the real-life set decorator in season 3 crew whose name was on the agreement three times. This made it look like the Nancy in Laura's diary was not necessarily the Nancy we thought she was. The page might have been more meta than it first appeared to be. Elsewhere in P9, Andy and Lucy were trying to agree on the color of a chair they wanted to buy. Then Andy gave in.
Andy: "I'm sorry, pumpkin. You can get the beige chair."
Having won the argument, Lucy was happy to splurge $179.99 on the red chair. Pumpkin full of money. Was the person on the diary page actually hinting to us she had been in Lucy's company? She's bending my ear with all sorts of non-sense. Still sounds like Lucy. Elsewhere in P14, Lucy brought some clothes to Naido who had been found naked by the white portal. But the diary said it was Nancy who brought the clothes. This was probably where Nancy Deren stepped in, in another meta appearance: the clothes that Lucy gave to Naido were probably brought to the shoot by Nancy the set decorator. Later in P17, Naido herself turned out to be a mask that Diane was wearing, for one reason or another. I sure didn't need a mask today. She probably didn't need it any more once she was safe at the station. Thus then, it looks like the page may have been written from Diane's perspective, describing how she was in jail in Naido's likeness and got dressed by Lucy. If so, the real author writing in first person seems to have been Diane. If Diane ultimately was behind that one page, then she probably was behind the other two as well. All were written with the same distinct handwriting. One way or another, Diane had got the pages inside the booth door. They had information needed by the course of events, delivered through Laura's diary but not written by her. Earlier, I proposed that there were hints about Diane and Annie being the same character, both also connected to the mysteriousangel that appeared in Fire Walk with Me. If the pages were not written by Laura and the pumpkin page was a clue about Diane, the page about Laura's dream seemed to directly tell us who it was written by: "My name is Annie." There were two people who could have known about Laura's dream: Laura herself and Annie who appeared to her in the dream. Annie was the least unlikely alternative if the page wasn't written by Laura. So then, one page seems to have led to Diane and another to Annie who may have been the same person. This would then take us to the third page that had some fuzzy reveal about BOB, or rather, about someone who wasn't BOB. Let's have that third page here.
"The Moon has been high in the sky for hours now. I can't sleep! It's 1:30 AM. I'm crying so hard I can hardly breath. NOW I KNOW IT ISN'T BOB. I KNOW WHO IT IS."
Probably this would then have been either Diane or Annie using the diary to share her realization in the usual cryptic manner. Who was it then, whatever that "it" then was? This question was asked by Diane a bit later in the same episode, with an apparent answer as well. Some young man - credited as Younger Man - let Cole and Albert into her apartment. We heard her in the distance.
Diane: "Who is it?"
The Younger Man didn't say anything, but he turned to glance at Albert. Then Diane walked to the living room and looked at Albert as well.
Diane: "Oh, my god."
This was, of course, staged and acted quite misleadingly. Traditionally this kind of reveals would warrant a different kind of handling. Lynch keeps failing our expectations. A few episodes later in P10, Cole was doodling in his hotel room when there was a knock on the door. He opened the door and saw a vision of Laura. It was from the moment in Fire Walk with Me when she had realized her father was BOB and then run to Donna for a friend's company. She was crying so hard she could hardly breath. Then the vision vanished. Albert was standing in the corridor, looking confused what Cole was seeing there. Cole let him in.
Kickstarter Roundup: October 11, 2020 | 30+ Ending Soon (including: THE 7th CITADEL) & 55+ New This Week (including: Frostpunk: The Board Game)
What this is:
This is a weekly, curated listing of Kickstarter board game projects that are either:
newly posted in the past 7 days, or
ending in the next 7 days (starting Oct 12) and have at least a fighting chance of being funded.
All board game projects meeting those criteria will automatically be included, no need to ask. (The occasional non-board game project may also sneak in!) Expect new lists each Sunday sometime between midnight and noon PST.
Min / Avg Pledge
Broadside Empires of Steel A fully printable tabletop miniatures game set in the era of the Dreadnought Battleship. // Has raised A$11,322 of A$3,000 so far. (~377%) ☑
Kingdom (2nd Edition) Build your community together. Fight for what you believe in… or watch it burn. A game about communities by the author of Microscope // Has raised $35,010 of $2,500 so far. (~1400%) ☑
Hogs Of War The Miniatures Game A 1-4 Player Tabletop Miniatures Game with Tech-Tree, Hidden Movement and Base-Building mechanics. Solo and Co-op Modes included! // Has raised £101,206 of £18,000 so far. (~562%) ☑
Machina Arcana ~ To Eternity A dark and immersive experience awaits you and your group of explorers. Travel the unknown, face cosmic horrors and fight for survival! // Has raised $447,554 of $30,000 so far. (~1492%) ☑
Mythalix: Chapter 1: Greek Mythology Gods and Titans clash in a new world.Battle opponents, control areas & build your deck in this light strategy board game. // Has raised £14,588 of £10,000 so far. (~146%) ☑
DOPPELT ODER NICHTS Ein Kartenspiel, bei dem niemand sicher ist. Du hast die Wahl, aber wenn du dich überschätzt, trifft es dich doppelt -ENGLISH AVAILABLE // Has raised €5,803 of €7,000 so far. (~83%)
Escape Deathrace 2182 A pocket-sized table-top dungeon crawler that pits you against your friends (and aliens!) in a cosmic street race to save the galaxy! // Has raised $4,044 of $8,200 so far. (~49%)
Filibust! Party Card Game A party card game full of laughter; just don't let it out! You and your friends must keep a straight face saying your whacky lines. // Has raised $587 of $10,000 so far. (~6%)
3 - 8
$25 / $59
Frostpunk: The Board Game A city-survival game where heat means life and every decision comes at a cost. From the designers of Nemesis and This War of Mine: TBG. // Has raised €1,093,059 of €200,000 so far. (~547%) ☑
Hey Doc, A adult party game for health care workers, students and anyone who finds bodily functions humerus! // Has raised $12,005 of $11,000 so far. (~109%) ☑
$35 / $45
Hidden Society of the Gnomes: Great Invasion Gnomes are taking over the world! The invasion is inevitable! Will they succeed, or will the human race prevail? The choice is yours! // Has raised €222 of €60,000 so far. (~0%)
$47 / €56
High Rise: The UltraPlastic Edition The tabletop board game about construction and corruption, now with gorgeous plastic buildings // Has raised $49,273 of $50,000 so far. (~99%)
ROTTEN MINIATURES MMXX Resin miniatures in dark fantasy style for players, collectors, and painters. // Has raised €4,486 of €2,500 so far. (~179%) ☑
$10 / €57
RPG Battles: The Card Game The easiest roleplaying, cards, and strategy game ever! Based on the mechanics of the Pathfinder RPG, without the complication. #TTRPG // Has raised $961 of $1,000 so far. (~96%)
Truth or lie, do you know your friends? The boardgame where you will have to discover if your friends are lying or telling the truth, with the most intimate questions // Has raised €322 of €2,200 so far. (~15%)
$24 / €40
Unforgiven: The Lincoln Assassination Trial Relive one of the most famous trials in US history--a tense, tabletop duel where you sway a jury & a nation for swift justice. // Has raised $22,177 of $7,999 so far. (~277%) ☑
I'm not new to simulation/management games, but I seem to be missing something fundamental about SimCasino. No matter what I do, I cannot make any money, or at least enough to be able to expand. I've tried starting with £350k, £500k, building just slot machines, building slots and tables, adding a bar, adding more seating, adding decorations, researching for bigger advantage, cheap marketing, expensive marketing... nothing seems to work. I've had my casino almost empty for days and my money has barely changed. I've had my casino absolutely packed to the rafters for days and my money has barely changed. Under the Finance Hub my daily gambling is always at a net loss, despite the individual income figures massively exceeding the expense figures (like below). https://preview.redd.it/w2ax623wdw961.png?width=775&format=png&auto=webp&s=cc4e9b8ddabbf51ef0b811e2cee6fdd3d40d884f This should give a net profit of £29,651, not a loss of £86. I understand that the money in the slot machines isn't banked immediately, it's collected when they reach 50% and moved the the vault (and distributed elsewhere in the casino) and then if the vault goes over the limit I set (£20k) it will be banked every day at midnight. But even if I leave the game running for hours and come back, my bank balance has barely changed. So any ideas? How do you actually make money in this game?
[Part 1] A lifelong gambling enthusiast, you've played in countless venues for all manner of currency and collateral. Bored with trying to make a fortune, you seek out an apocryphal underground casino offering players chillingly high stakes against the opportunity to win anything their hearts desire
As long as I could remember I've always been into gambling and betting. There's just something about it, the thrill of winning, the heart pumping stakes of losing all. It's the sensation I felt like no extreme sports, gourmet cuisine, or sex could provide. I started way too young, living with inattentive parents. My father was a drunk and my mom was a hoarder. I spent my childhood in the playground betting with the other kids with sweets, daring each other to do stupider and stupider stuff. Eventually those stupid things led to petty crimes. Stealing, house robbing, fighting to name a few. But as I grew older I turned my sight to a more "sophisticated" venue. Donning my best suit, meddling with higher society in casinos draped in high quality decorations, menu full of high end cuisine and beverage...it's all a façade in the end which I didn't care much for. It's the thrill...it's always the thrill that I seek. Years went by, eventually everything went numb. I have gambled the most secretive rooms in Vegas, played with crime bosses of the east in Macao, pissed off a lot of dangerous people. None of those gave me the thrill anymore, and I felt like I died. Like a shark seeking blood, I need more blood. I needed more! I remember that one night, casually playing online poker I browsed the usual chatroom for gamblers like myself, only something caught my eyes... "The Church of Cajetan" Huh, Saint Cajetan was the patron saint of gamblers. I've never heard of this place. Asking around nobody in the chat knew a lot about it. Words from the grapevine stated that it was "the place that holds everything you seek" I raised an eyebrow. I was intrigued. I asked around how and where can I find this place. Just another rumor, but they all say "it finds you, it knows". I spent hours and more searching for any mention of it online to no use. In my frustration I fell asleep eventually. knock knock Knocking on my door jolted me up. Looking at my clock it was 3 in the morning. I went to my door still in daze. Nobody was beyond that door, only an envelope placed neatly on the floor. The words "Church of Cajetan" written in front of me woke me up completely. Inside I found a note and a gold coin with no other discernable feature but the name "The Church of Cajetan". Dear Mr. Holden Parrish, we are excited to extend an invitation to the venerable Church of Cajetan. To enter please grab hold of the gold coin encased inside and enter any door at exactly 3:33 either am or pm. Bear in mind the church requires formal attire I was stumped but excited. Without even contemplating on how ridiculous it was I immediately wore my best suits. Italian made maroon suit jacket and trousers I won from an Italian mob in New York city. 3:32 am. My heart was beating. My palm was sweating holding the gold coin tight. 58...59...60. 3:33 am I opened my bedroom door. Beyond I found myself inside a small waiting room draped in the finest carpet matching my own suit color. Gold and silver decorations filled the room. "Mr. Holden Parrish, I presume?" I turned my gaze to a man in front of me. He wasn't there before... "You can call me Val. I will be your guide tonight inside the Church of Cajetan" I was understandably overwhelmed of the situation. Something supernatural was going on there. But a gambler that I was, poker face was my forte. "What's the minimum bet in this place? What game do you play?" "Oh we don't take money here, Sir. Your gold coin is your first bet. The chance to enter the Church is your first bet. We don't want any loser here, Sir. As for the game, we offer anything and everything ever conceived in the history of gambling" Val walked to the back of the room, leading me through a large wooden door. What he showed me behind it was a large hall with similar decorations to the small waiting room. Countless tables of games being played, chattering of people, sounds of gambling machines, that familiar smell of high end casino...I was thrilled. I've been to plenty of similar places but this...this felt different.
Yes, you are. I'm slowly gaining control of my life again and organizing all the beautiful mail you've sent me. I used to be in such a bad mental state back then, that I would stress out because of grammar, spelling and being the perfect brat I'm not, and made a lot of unfinished drafts that are all over the place. I am really, really sorry for that. u/HoneyGirlLZ Thanks for the Vancouver postcard. Ohhh, how I wish I could travel to Canada! My two sisters did an english course there but I got so good with English by myself and so bad at graduating at anything, I never got the “graduation gift” that was some sort of tradition. Wait... I haven't actually graduated yet.... u/ImOkReally Thank you so much for this wonderful piece of mail. Your envelopes are just so amazing, they feel like cards themselves. I wish I could decorate like that, but I am very insecure and never make up my mind with my designs. I love the colors youu use, I love your sensibility, your patters, the combinations, everything. They're just so amazing. I try to open them soooo carefully so not to tear them apart. Love it it love it love it. You're so talented, believe me. Inside you told me about yourself and some memories. I read it at my grandma's house and I felt so cozy reading it. I replied to it with what I found around. I sometimes stay at her house when I have to work. I'm gonna try some day doing those cool patters with those stickers and lovely stuff you sent me, hopefully when the festive season ends. I did something similar during october and I found it so relaxing, problem is that when I decorate postcards, I'm left with no space left to writem, haha. I'm planning on buying stamps online, but still can't make up my mind, there are so many and so pretty! I actually have to write a mail to the woman in charge of them at the office and indicate a lot of things manually. Your mails always make me smile and cheer me up Thank you so much. u/LeeElla Lol, thank you for the Raoc birthday postcard. There you told me about the kid that cried for not being able to blow the candles. Lol, some kids are like that. When I was little I hated that if kids did that, some poeple would light them up again and have them blow them too, and I was horrified because they were not the birthday boys... like stealing the birthday wishes! How dare them! Now I'd be annoyed to see blatant spoiliage of kids. Dunno if I'm using the correct verb, please someone correct me, haha. I'm amazed the wax seal made it safe and sound! it's so cool. I learnt that word finally: Hidrangea. They're one of my favorite flowers. They bring me sooo many childhood memories. So many houses grew them in the south and I loved seeing these flowers made of lots of tiny flowers. My grandma also loved putting some in the dinner table. I also used to like playing hide and seek behind them... until I got scared of spiders. Lol, grandma used to have an apt in a town that actually means "place of spiders" in native's language, hahaha, and I went there many summers. Now it's become so pupular, and badly regulated, they destroyed it. They covered it in buildings and apartments and casinos and entertainment, but the town's capacity was never improved, so now you need 3 hours just to get to the other nearest town, and it's a nightmare, when it used to be 20 -30 mins in this tiny curved road. Also, thanks for the washi and the pretty stamps, I love them so much! what is this one of ""Strawberry driving?"" lol. I wonder what that is supposed to mean, haha u/Lonelytwatwaffle Yoo!! got your Random-Random acts of cards-card for being random. Thank you so much! I still like doing it. I like thinking that randomizers are like destiny telling me who needs a smile and some love sent from here. I ADORE the dragon stamps you put, so adorable and pretty! Oh, right before quarantine we got a boiler (or heater) when we can set the temperature, so yay, that's how I discovered the wonders of green tea. I used to hate it, but that's because it was burnt! Wow. Quarantine discovery. I ended up liking tea so much, I use a french press to brew my tea, haha, so I get a full liter. So I'll be able to enjoy your tea now! Thank you so much! I also find it super funny all the labels and warnings and adjectives your American teas have, lol. ""Oh no! My tea has 14 mg of naturally occurring caffeine! But it's not coffee!!"". ""Oh no, I'm a pregnant breastfeeding woman, I need to consult my *healthcare practitioneer * (lol, what a long name) to drink tea, or I won't be legible for suing the traditional medicinals makers done by herbalists""."" I'm gonna OPEN this TAMPER EVIDENT-MOISTURE PROOF WRAPPED Tea Bag and POUR freshly boiled water in it. COVER it, STEEP it for 10 mins and SQUEEZE it to ENJOY 3-4 cups daily."" Is this bag telling me me how many I have to drink per day?? Wait... do I have to repeat this process 3-4 per day with this single bag??. ROFL. Oh gosh, I'm enjoying this too much. What the hell. So thanks for this HERBAL SUPPLEMENT, with *daily values not established for organic green tea"" and 0 calories!! Hahahahaa. Did you feel worn after scrutinizing all the offers to make this batch of cards? That was quite a nice thing you did. Also, thanks for the sticks and washi, I like the summer vibe they have, I'm going to take them to my vacations. Edit: The mail didn't lose it. It was me. It got burried in my depressive mess and finding it during this time I haven't got any mail was like getting mail again. Such a huge adrenaline rush, it was awesome. I think life holds these surprises for the moments we need them the most. u/ninajyangu/shadesoflanternhill Oh wow guys! I had forgotten you guys met! How was is? What did you do together? Oh wow, can't believe it was this same year. Such a weird year. I thought it was going to be the year of the meetups... so many were happening back then! And I was about to do some myself once in Australia and Asia xD. Well, I'm glad to know I have a spare bed in Japan waiting for me now, haha. And a bigger fridge to store a yummy cake I could bake, so you can try it, 'cause you must. Nina, have you set up your next destinations once all this is over? The only one I have for sure is Europe 2023 with friends... and if I can try and stay longer, the better. I actually wish I could go there next year, but who knows! u/talkingroses Thank you for your adorable little crab postcard with a review of Percy Jackson. I was thinking in seeing if I could find it in the library, but then I remembered my card got expired and I'm not a student anymore so.... I'll have to check other ways of getting my hands on it. (I dun wanna read it in spanish.... so many things get lost in translation sometimes). I can't wait to be able to send to Australia again. Man, who'd have thought? I'd be living there right now if nothing of this had happened. u/vickiiiie (x3) I'm happy to know my test postcard made it your way the other day, and that mail is working again, because I once promised to try to write the “Rat” Character once I got this cool year of the rat postcard, where you told me it was the hardest character of the zodiac. Challenge accepted! I hope I don't horrify you with all my aberrations xD It looks like a rat skiing. I also loved the cool red envelope with cute stickers and, no kidding, I spent like 5 minutes just staring at the envelope and its texture. Do they have a specific purpose there? The flowers are the same of the rat in the envelope (love it), do those flowers mean something too? Thank you so much for such nice mail! Also, thank you so much for the 29th of February postcard! You also added a cute cactus seal. So cool, I wanna try one day doing them. I actually wondered.... if you work in February, any February, if you get paid monthly, are they actually paying you more for that month every year? Or they adjust that? Hmmm.... Well, here February is the month were almost everyone, or at least the government, takes vacations, so nobody is worrying too much about that. Well... you might get a day or less of vacations. We didn't because we only took 2 weeks this February, and it got cut short because my cousin decided to get married the 1st, so pretty much everyone in the family had to start their vacations 2 days late, since you spend a whole day traveling. We usually try to travel the 31st. How long you were quarantined? Many people here are still working at home, and I just recently started working in the kitchens again. It's been fun, and I like cooking with a mask on. Feels more clean. And least but lot last, The first HK RAoC meetup card with u/vickiiiie and u/chikadatte !! I loved it so much when I got it! Oh, gosh, crazy times back then! Haha, I wonder why nobody guessed you were going to an American dinner for bacon and eggs. I sent some test cards both your ways, but it seems they haven't made it yet. I wanna give it another try. I need to know if you both are keeping your same addresses though, I have some unsent mail waiting for you guys. Oh, I was sooo looking forward to traveling to HK next year, but my trip to Australia and then Asia got.... cancelled until... who knows when and who knows if that's ever going to work out. Who knows? Maybe the future awaits me with some surprises I haven't imagined yet. Maybe it's better that what I was going to do. Who knows? We'll see.
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!
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