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Medieval Gambling Games Dice and Street games for World Building, Roleplaying and Writing

Medieval Gambling Games Dice and Street games for World Building, Roleplaying and Writing submitted by iamromeo to worldbuilding [link] [comments]

Resources for game / gambling probability questions

Do you know any good resources for game / gambling probability questions, especially for interview preparation?
I'm looking for questions like 'On average, how many cards have to be drawn from a standard 52 card deck until a full house is contained in the cards?' or questions concerning optimal strategies in games with opponents, dice and card games/bets and how to approximate probabilities/expectations for hard problems (e.g. for the first question above) in a couple of minutes with pen and paper (without simulations).
I've already read the classics like Heard on the street and A practical guide to quant finance interviews, but the problems in these tend to be a little bit too easy for my purposes.
submitted by owebbi to quant [link] [comments]

Complete Timeline of Legends Novels and Short Stories

25,793 BBY
“Eruption” (Star Wars Insider #141)
Dawn of the Jedi: Into the Void
“The Adventures of Lanoree Brock, Je’daii Ranger” [takes place between Chapters 2 and 3 of Into the Void]

5,000 BBY
“Lost Tribe of the Sith: Precipice” (Lost Tribe of the Sith: The Collected Stories)
“Lost Tribe of the Sith: Skyborn” (Lost Tribe of the Sith: The Collected Stories)

4,985 BBY
“Lost Tribe of the Sith: Paragon” (Lost Tribe of the Sith: The Collected Stories)

4,975 BBY
“Lost Tribe of the Sith: Savior” (Lost Tribe of the Sith: The Collected Stories)

3,963 BBY
“Labor Pains”
“Interference”

3,964–3,963 BBY
“The Secret Journal of Doctor Demagol”

3,960 BBY
“Lost Tribe of the Sith: Purgatory” (Lost Tribe of the Sith: The Collected Stories)

3,960–3,959 BBY
“Lost Tribe of the Sith: Sentinel” (Lost Tribe of the Sith: The Collected Stories)

3,954–3,900 BBY
The Old Republic: Revan

3,667 BBY
“The Old Republic: The Third Lesson” (Star Wars Insider #124)

3,660 BBY
“The Old Republic: Smuggler’s Vanguard”

c. 3,655 BBY
“The Final Trial”

3,653 BBY
The Old Republic: Deceived

3,645 BBY
Red Harvest

3,643 BBY
The Old Republic: Fatal Alliance
“The Price of Power”

3,643–3,637 BBY
“The Sixth Line” Part 1
“The Sixth Line” Part 2

3,641 BBY
“The Last Battle of Colonel Jace Malcom” (Star Wars Insider #137)

3,640 BBY
The Old Republic: Annihilation

3,638 BBY
“Surface Details”
“Wanted: Dead and Dismantled”
“Remnants”
“Bedtime on Concordia”
“One Night in the Dealer’s Den”
“Regrets”
“Vacation”

3,637 BBY
“Brothers”

3,631 BBY
“A Mother’s Hope”

3,630 BBY
“Trading Scars”
“Chasing Copero”

3,000 BBY
“Lost Tribe of the Sith: Pantheon” (Lost Tribe of the Sith: The Collected Stories)
“Lost Tribe of the Sith: Secrets” (Lost Tribe of the Sith: The Collected Stories)

2,975 BBY
“Lost Tribe of the Sith: Pandemonium” (Lost Tribe of the Sith: The Collected Stories)

1,032 BBY
“Knight Errant: Influx”
Knight Errant

1,006–1,000 BBY
Darth Bane: Path of Destruction

1,000 BBY
“Darkness Shared” (Star Wars Gamer #5)
“Bane of the Sith” (Star Wars Gamer #3)

1,000–990 BBY
Darth Bane: Rule of Two

980 BBY
Darth Bane: Dynasty of Evil

67 BBY
“The Tenebrous Way” (Star Wars Insider #130)

44 BBY
Jedi Apprentice #1: The Rising Force
Jedi Apprentice #2: The Dark Rival
Jedi Apprentice #3: The Hidden Past
Jedi Apprentice #4: The Mark of the Crown
Jedi Apprentice #5: The Defenders of the Dead
Jedi Apprentice #6: The Uncertain Path
Jedi Apprentice #7: The Captive Temple
Jedi Apprentice #8: The Day of Reckoning
Jedi Apprentice #9: The Fight for Truth
Jedi Apprentice #10: The Shattered Peace

43 BBY
Jedi Apprentice #11: The Deadly Hunter
Jedi Apprentice #12: The Evil Experiment
Jedi Apprentice #13: The Dangerous Rescue

41 BBY
Jedi Apprentice #14: The Ties That Bind
Jedi Apprentice #15: The Death of Hope
Jedi Apprentice #16: The Call to Vengeance

40 BBY
Jedi Apprentice #17: The Only Witness
Jedi Apprentice #18: The Threat Within

39 BBY
“Restraint” (Darth Maul: Shadow Hunter 2011 edition)

36 BBY
“The Monster” (Star Wars Gamer #2)
“The Syrox Redemption” (Star Wars Insider #146)

33 BBY
“Darth Maul: Saboteur” (Darth Maul: Shadow Hunter paperback edition)
“The Starfighter Trap” (Star Wars Gamer #1)
Maul: Lockdown

32 BBY
Cloak of Deception
Episode I Adventures #1: The Search for the Lost Jedi
Episode I Adventures #2: The Bartokk Assassins
Episode I Adventures #3: The Fury of Darth Maul
Episode I Adventures #4: Jedi Emergency
Episode I Adventures #5: The Ghostling Children
Episode I Adventures #6: The Hunt for Anakin Skywalker
Episode I Adventures #7: Capture Arawynne
Episode I Adventures #8: Trouble on Tatooine
Episode I Adventures #9: Rescue in the Core
Episode I Adventures #10: Festival of Warriors
Episode I Adventures #11: Pirates from Beyond the Sea
Episode I Adventures #12: The Bongo Rally
Darth Maul: Shadow Hunter
Episode I: The Phantom Menace
“End Game” (The Phantom Menace 2012 edition)
Episode I Journal: Anakin Skywalker
Episode I Journal: Queen Amidala
Episode I Journal: Darth Maul

67–32 BBY
Darth Plagueis

32 BBY
“Deep Spoilers” (Star Wars Gamer #4)

44–29 BBY
Jedi Apprentice Special Edition: Deceptions

29 BBY
Rogue Planet

39–29 BBY
Jedi Apprentice Special Edition: The Followers

28 BBY
Jedi Quest: Path to Truth

27 BBY
Jedi Quest #1: Way of the Apprentice
Outbound Flight
Jedi Quest #2: The Trail of the Jedi
Jedi Quest #3: The Dangerous Games

25 BBY
Jedi Quest #4: The Master of Disguise
Jedi Quest #5: The School of Fear
Jedi Quest #6: The Shadow Trap
Jedi Quest #7: The Moment of Truth

24 BBY
Jedi Quest #8: The Changing of the Guard
Jedi Quest #9: The False Peace
“Reputation” (Star Wars Insider #136)

23 BBY
Jedi Quest #10: The Final Showdown
Adventures #1: Hunt the Sun Runner
Adventures #2: The Cavern of Screaming Skulls
Adventures #3: The Hostage Princess
Adventures #4: Jango Fett vs. the Razor Eaters
Adventures #5: The Shape Shifter Strikes
Adventures #6: Warlords of Balmorra

22 BBY
The Approaching Storm
Episode II: Attack of the Clones
“Precipice”
Boba Fett #1: The Fight to Survive
“Death in the Catacombs” (Star Wars Insider #79)
“Elusion Illusion” (Star Wars Insider #66)
Boba Fett #2: Crossfire
Republic Commando: Hard Contact
“Omega Squad: Targets” (Star Wars Insider #81)
“Storm Fleet Warnings”
“Duel”
Shatterpoint
“Equipment”

89–22 BBY
Legacy of the Jedi

22 BBY
“Hero of Cartao, Episode I: Hero’s Call” (Star Wars Insider #68)
“Hero of Cartao, Episode II: Hero’s Rise” (Star Wars Insider #69)
“Hero of Cartao, Episode III: Hero’s End” (Star Wars Insider #70)
The Cestus Deception
“The Hive” (The Cestus Deception paperback edition)
“Changing Seasons, Part I: Guardian of the People” (Star Wars Insider #76)
“Changing Seasons, Part II: People of the Guardian” (Star Wars Insider #77)

39–22 BBY
Secrets of the Jedi

22 BBY
SkyeWalkers
Jedi Trial
The Clone Wars
The Clone Wars: Decide Your Destiny: Tethan Battle Adventure
The Clone Wars: Decide Your Destiny: The Way of the Jedi
“The Clone Wars: Out Foxed”
The Clone Wars: Decide Your Destiny: Crisis on Coruscant
The Clone Wars: Secret Missions #1: Breakout Squad
The Clone Wars: Secret Missions #2: Curse of the Black Hole Pirates
The Clone Wars: Secret Missions #3: Duel at Shattered Rock
The Clone Wars: Secret Missions #4: Guardians of the Chiss Key
The Clone Wars: Decide Your Destiny: The Lost Legion
The Clone Wars: Decide Your Destiny: Dooku's Secret Army
The Clone Wars: Wild Space
“The Pengalan Tradeoff” (Star Wars Insider #65)
“League of Spies” (Star Wars Insider #73)
The Clone Wars: No Prisoners

22–21 BBY
The Clone Wars: Grievous Attacks!

21 BBY
“Hondo Ohnaka’s Not-So-Big Score” (Star Wars Insider #144)
Boba Fett #3: Maze of Deception
Boba Fett #4: Hunted
Republic Commando: Triple Zero
The Clone Wars: Bounty Hunter: Boba Fett
Clone Wars Gambit: Stealth
Clone Wars Gambit: Siege

22–21 BBY
The Clone Wars: Defenders of the Republic

21 BBY
“Odds” (Star Wars Insider #87)
Republic Commando: True Colors
The Wrath of Darth Maul
“Speaking Silently” (Star Wars Insider #139)

20 BBY
The Clone Wars: Warriors of the Deep
MedStar I: Battle Surgeons
“MedStar: Intermezzo” (Star Wars Insider #83)
MedStar II: Jedi Healer

19 BBY
The Clone Wars: Darth Maul: Shadow Conspiracy
Yoda: Dark Rendezvous
Boba Fett #5: A New Threat
Boba Fett #6: Pursuit
Labyrinth of Evil
Revenge of the Sith
Order 66: A Republic Commando Novel
“Hammer” (Star Wars Insider #147)
“Lone Wolf: A Tale of Obi-Wan and Luke”
“Incognito” (Star Wars Insider #143)
Kenobi
Dark Lord: The Rise of Darth Vader
“Pax Empirica—The Wookiee Annihilation” (Galactic Battlegrounds: Prima's Official Strategy Guide)
Imperial Commando: 501st
“Mist Encounter” (Star Wars Adventure Journal #7)
“The Last One Standing” (Legacy of the Jedi/Secrets of the Jedi paperback omnibus)
Coruscant Nights I: Jedi Twilight
“In His Image” (Vader: The Ultimate Guide)

18 BBY
The Last of the Jedi #1: The Desperate Mission
The Last of the Jedi #2: Dark Warning
“Ghosts of the Sith” (Star Wars Insider #88)
The Last of the Jedi #3: Underworld
The Last of the Jedi #4: Death on Naboo
Coruscant Nights II: Street of Shadows
The Last of the Jedi #5: A Tangled Web
The Last of the Jedi #6: Return of the Dark Side
The Last of the Jedi #7: Secret Weapon
The Last of the Jedi #8: Against the Empire
The Last of the Jedi #9: Master of Deception
The Last of the Jedi #10: Reckoning
Coruscant Nights III: Patterns of Force
“Two-Edged Sword” (Star Wars Insider #85)
The Last Jedi

17 BBY
“The Guns of Kelrodo-Ai” (Star Wars Insider #132)

10 BBY
“Dark Vendetta” (Star Wars Galaxy Magazine #8)
The Paradise Snare

6 BBY
“Turning Point” (Star Wars Adventure Journal #5)

5 BBY
“The Final Exit” (Tales from the Empire)

5–4 BBY
The Hutt Gambit

4 BBY
Lando Calrissian and the Mindharp of Sharu

3 BBY
“Passages” (Star Wars Adventure Journal #7)
“Out of the Cradle” (Star Wars Adventure Journal #2)
Lando Calrissian and the Flamewind of Oseon
“The Lost City of Tatooine” (Archaeology’s Dig July 1999)
“Interlude at Darkknell” (Tales from the New Republic)

3–2 BBY
Lando Calrissian and the Starcave of ThonBoka
The Force Unleashed

2 BBY
“When the Domino Falls” (Star Wars Adventure Journal #3)
“Rebel Bass” (Star Wars Gamer #6)

2–1 BBY
Han Solo at Stars’ End
Han Solo’s Revenge
Han Solo and the Lost Legacy

1 BBY
“Tinian on Trial” (Tales from the Empire)
Death Troopers
“Death Troopers: Recovered Messages from Purge”
The Force Unleashed II
“Constant Spirit” (Star Wars Insider #145)
Adventures in Hyperspace #1: Fire Ring Race
Adventures in Hyperspace #2: Shinbone Showdown
Adventures in Hyperspace #3: The Big Switch

0 BBY
X-Wing: The Farlander Papers
“And Leebo Makes Three” (Star Wars Insider #128)
Shadow Games
Dark Forces: Soldier for the Empire
Lost Jedi Adventure Game Books #1: Jedi Dawn

2–0 BBY
Rebel Dawn

0 BBY
“Ringers” (Star Wars Adventure Journal #6)
“Maze Run” (Star Wars Insider #131)
“The Adventures of Dannen Lifehold: Breaking Free” (Star Wars Adventure Journal #1)
“Wanderer of Worlds” (Star Wars Galaxy Magazine #9)
A New Hope [original title: From the Adventures of Luke Skywalker]
Journal: The Fight for Justice
Journal: Captive to Evil

3–0 BBY
Death Star

0 BBY
“Imperial Troop Transporter” Story Booklet
“Cantina Communications” (Star Wars Official Poster Monthly #16)
“We Don’t Do Weddings: The Band’s Tale” (Tales from the Mos Eisley Cantina)

4–0 BBY
“A Hunter’s Fate: Greedo’s Tale” (Tales from the Mos Eisley Cantina)

0 BBY
“Hammertong: The Tale of the ‘Tonnika Sisters’“ (Tales from the Mos Eisley Cantina)
“Play It Again, Figrin D’an: The Tale of Muftak and Kabe” (Tales from the Mos Eisley Cantina)
“The Sand Tender: The Hammerhead’s Tale” (Tales from the Mos Eisley Cantina)
“Be Still My Heart: The Bartender’s Tale” (Tales from the Mos Eisley Cantina)
“Nightlily: The Lovers’ Tale” (Tales from the Mos Eisley Cantina)
“Empire Blues: The Devaronian’s Tale” (Tales from the Mos Eisley Cantina)
“Swap Meet: The Jawa’s Tale” (Tales from the Mos Eisley Cantina)
“Trade Wins: The Ranat’s Tale” (Tales from the Mos Eisley Cantina)
“When the Desert Wind Turns: The Stormtrooper’s Tale” (Tales from the Mos Eisley Cantina)
“Soup’s On: The Piper Smoker’s Tale” (Tales from the Mos Eisley Cantina)
“At the Crossroads: The Spacer’s Tale” (Tales from the Mos Eisley Cantina)
“Drawing the Maps of Peace: The Moisture Farmer’s Tale” (Tales from the Mos Eisley Cantina)
“Spare Parts” (Star Wars Adventure Journal #11)
“The Adventures of Dannen Lifehold: Changing the Odds” (Star Wars Adventure Journal #3)
“A Certain Point of View” (Tales from the Empire)

0 ABY
Missions #1: Assault on Yavin
“Priority: X” (Star Wars Galaxy Magazine #12)
Missions #2: Escape from Thyferra
Missions #3: Attack on Delrakkin
Missions #4: Destroy the Liquidator
“Droid Trouble” (Star Wars Adventure Journal #3)
“The Occupation of Rhamalai” (Star Wars Adventure Journal #13)
“To Fight Another Day” (Star Wars Adventure Journal #6)
“Sandbound on Tatooine” (Star Wars Galaxy Magazine #10)
Rebel Force #1: Target
Rebel Force #2: Hostage
Science Adventures #1: Emergency in Escape Pod Four
Science Adventures #2: Journey Across Planet X
Rebel Force #3: Renegade
Scoundrel’s Luck
Missions #17: Darth Vader’s Return
Missions #18: Rogue Squadron to the Rescue
“Heist” (Star Wars Insider #138)
“Winner Lose All” (Scoundrels paperback edition)
Scoundrels
Jedi’s Honor
Rebel Force #4: Firefight
Rebel Force #5: Trapped
Allegiance
Rebel Force #6: Uprising
“The Most Dangerous Foe” (Star Wars Adventure Journal #15)
“Doctor Death: The Tale of Dr. Evazan and Ponda Baba” (Tales from the Mos Eisley Cantina)
“The Great Herdship Heist” (Star Wars Adventure Journal #15)
“Fair Prey” (Star Wars Gamer #1)
Galaxy of Fear #1: Eaten Alive
Galaxy of Fear #2: City of the Dead
Galaxy of Fear #3: Planet Plague
Galaxy of Fear #4: The Nightmare Machine
Missions #9: Revolt of the Battle Droids
Missions #10: Showdown in Mos Eisley
Missions #11: Bounty Hunters vs. Battle Droids
Missions #12: The Vactooine Disaster
Missions #19: Bounty on Bonadan
Missions #20: Total Destruction
Missions #5: The Hunt for Han Solo
Missions #6: The Search for Grubba the Hutt
Missions #7: Ithorian Invasion
Missions #8: Togorian Trap
“Only Droids Serve the Maker” (Star Wars Adventure Journal #10)
“A Bitter Winter” (Star Wars Adventure Journal #5)
Galaxy of Fear #5: Ghost of the Jedi
Galaxy of Fear #6: Army of Terror
“Death in the Slave Pits of Lorrd” (Hyperspace: The Official Star Wars Fan Club)
Galaxy of Fear #7: The Brain Spiders
Galaxy of Fear #8: The Swarm
Choices of One
Galaxy of Fear #9: Spore
“Silver and Scarlet” (Star Wars Insider #148)
Empire and Rebellion: Honor Among Thieves
Galaxy of Fear #10: The Doomsday Ship
Galaxy of Fear #11: Clones
“Uhl Eharl Khoehng” (Tales from the New Republic)

1 ABY
“Finder’s Fee” (Star Wars Adventure Journal #6)
“Lumrunners” (Star Wars Adventure Journal #9)
“The Breath of Gelgelar” (Star Wars Adventure Journal #14)
Galaxy of Fear #12: The Hunger
“Pearls in the Sand” (Star Wars Insider #74)
Galaxies: The Ruins of Dantooine
“Lando Calrissian: Idiot’s Array”
Imperial Double-Cross

2 ABY
Missions #13: Prisoner of the Nikto Pirates
Missions #14: Showdown in Mos Eisley
Missions #15: Bounty Hunters vs. Battle Droids
Missions #16: The Vactooine Disaster
Lost Jedi Adventure Game Books #2: The Bounty Hunter
Splinter of the Mind’s Eye
“Crimson Bounty” (Star Wars Adventure Journal #14)
“Combat Moon” (Star Wars Adventure Journal #9)
“Do No Harm” (Tales from the Empire)
“The Capture of Imperial Hazard” (Star Wars Adventure Journal #10)
“Idol Intentions” (Star Wars Adventure Journal #12)
Empire and Rebellion: Razor’s Edge
“The Last Hand” (Tales from the New Republic)
“Small Favors” (Star Wars Adventure Journal #12)
TIE Fighter: The Stele Chronicles
“Side Trip” (Tales from the Empire)
“Command Decision” (Star Wars Adventure Journal #11)
“Laughter After Dark” (Star Wars Adventure Journal #15)
“The Draw” (Star Wars Adventure Journal #15)

3 ABY
“Chief Chirpa Kidnapped!” (Ewoks Annual)
“Return of the Great One!” (Ewoks Annual)
“The Ice Princess!” (Ewoks Annual)
“Double Cross on Ord Mantell” (Star Wars Galaxy Magazine #5)
The Empire Strikes Back
“Hunting the Hunters” (Star Wars Galaxy Magazine #6)
“The Prize Pelt: The Tale of Bossk” (Tales of the Bounty Hunters)
“Of Possible Futures: The Tale of Zuckuss and 4-LOM” (Tales of the Bounty Hunters)
“The Emperor’s Trophy” (Star Wars Galaxy Magazine #11)
“Slaying Dragons” (Tales from the Empire)
“The Longest Fall” (Tales from the New Republic)
“Firepower” (Star Wars Adventure Journal #8)
“Desperate Measures” (Star Wars Adventure Journal #10)
“Vader Adrift” (Star Wars Insider Special Edition 2012)

3–4 ABY
Shadows of the Empire

4 ABY
“That’s Entertainment: The Tale of Salacious Crumb” (Tales from Jabba’s Palace)
Return of the Jedi
Journal: Hero for Hire

0–4 ABY
“A Boy and His Monster: The Rancor Keeper’s Tale” (Tales from Jabba’s Palace)

4 ABY
“Taster’s Choice: The Tale of Jabba’s Chef” (Tales from Jabba’s Palace)
“A Time to Mourn, a Time to Dance: Oola’s Tale” (Tales from Jabba’s Palace)
“Let Us Prey: The Whipid’s Tale” (Tales from Jabba’s Palace)
“Sleight of Hand: The Tale of Mara Jade” (Tales from Jabba’s Palace)
“And Then There Were Some: The Gamorrean Guard’s Tale” (Tales from Jabba’s Palace)
“Old Friends: Ephant Mon’s Tale” (Tales from Jabba’s Palace)
“Goatgrass: The Tale of Ree-Yees” (Tales from Jabba’s Palace)

0–4 ABY
“And the Band Played On: The Band’s Tale” (Tales from Jabba’s Palace)

4 ABY
“Of the Day’s Annoyances: Bib Fortuna’s Tale” (Tales from Jabba’s Palace)
“The Great God Quay: The Tale of Barada and the Weequays” (Tales from Jabba’s Palace)

1–4 ABY
“A Bad Feeling: The Tale of EV-9D9” (Tales from Jabba’s Palace)

4 ABY
“A Free Quarren in the Palace: Tessek’s Tale” (Tales from Jabba’s Palace)
“Tongue-tied: Bubo’s Tale” (Tales from Jabba’s Palace)
“Out of the Closet: The Assassin’s Tale” (Tales from Jabba’s Palace)
“Shaara and the Sarlacc: The Skiff Guard’s Tale” (Tales from Jabba’s Palace)

4–5 ABY
“A Barve Like That: The Tale of Boba Fett” (Tales from Jabba’s Palace)

4 ABY
“Skin Deep: The Fat Dancer’s Tale” (Tales from Jabba’s Palace)
“Epilogue: Whatever Became Of…?” (Tales from Jabba’s Palace)

3–4 ABY
“Payback: The Tale of Dengar” (Tales of the Bounty Hunters)

c. 15 BBY – 4 ABY
“Therefore I Am: The Tale of IG-88” (Tales of the Bounty Hunters)

4 ABY
“One Last Night in the Mos Eisley Cantina: The Tale of the Wolfman and the Lamproid” (Tales from the Mos Eisley Cantina)
The Rise and Fall of Darth Vader

0–4 ABY
The Mandalorian Armor
Slave Ship
Hard Merchandise

4 ABY
The Truce at Bakura
A New Hope: The Life of Luke Skywalker
“A Credit for Your Thoughts” (Star Wars Gamer #2)
“Escape from Balis-Baurgh” (Star Wars Adventure Journal #1)
“Day of the Sepulchral Night” (Tales from the New Republic)
“Gathering Shadows” (Tales from the New Republic)
“Handoff” (Star Wars Gamer #10)
“Lumiya: Dark Star of the Empire” (Star Wars Galaxy Magazine #3)
“One of a Kind” (Star Wars Adventure Journal #5)
“Easy Credits” (Star Wars Adventure Journal #9)

5 ABY
Luke Skywalker and the Shadows of Mindor
Star Wars #1: The Glove of Darth Vader
Star Wars #2: The Lost City of the Jedi
Star Wars #3: Zorba the Hutt’s Revenge
Star Wars #4: Mission from Mount Yoda
Star Wars #5: Queen of the Empire
Star Wars #6: Prophets of the Dark Side
Dark Forces: Rebel Agent
Dark Forces: Jedi Knight
“Buyer’s Market” (Star Wars Insider #126)

6 ABY
“The Battle of Cadinth” (Star Wars Gamer #2)
“Fists of Ion”
“Deader Than a Triton Moon”
“Missed Chance” (Star Wars Adventure Journal #7)
“A Glimmer of Hope” (Star Wars Adventure Journal #1)
“Whispers in the Dark” (Star Wars Adventure Journal #2)
X-Wing: Rogue Squadron

7 ABY
X-Wing: Wedge’s Gamble
X-Wing: The Krytos Trap
X-Wing: The Bacta War
“Conflict of Interest” (Star Wars Adventure Journal #13)
“Chessa’s Doom” (Star Wars Adventure Journal #1)
“Big Quince” (Star Wars Adventure Journal #2)
“Explosive Developments” (Star Wars Adventure Journal #3)
“Starter’s Tale” (Star Wars Adventure Journal #4)
“Vengeance Strike” (Star Wars Adventure Journal #5)
“Kella Rand, Reporting…” (Star Wars Adventure Journal #6)
X-Wing: Wraith Squadron
X-Wing: Iron Fist
X-Wing: Solo Command

8 ABY
“The Saga Begins” (The DarkStryder Campaign)
“The Saga Nears Its End” (Endgame)
“First Contact” (Star Wars Adventure Journal #1)
“Crisis of Faith” (Heir to the Empire: The 20th Anniversary Edition)
“Crossroads”
The Courtship of Princess Leia
“Hutt and Seek” (Tales from the New Republic)
“Corphelion Interlude”
“A Forest Apart” (Tatooine Ghost paperback edition)
Tatooine Ghost
“The Trouble with Squibs” (Star Wars Insider #67)
“Mission to Zila” (Star Wars Adventure Journal #3)
“Shadows of Darkness” (Star Wars Adventure Journal #4)

9 ABY
Heir to the Empire
The Life and Legend of Obi-Wan Kenobi
Dark Force Rising
The Last Command
X-Wing: Isard’s Revenge
“Rendezvous with Destiny” (Star Wars Adventure Journal #6)
“Blaze of Glory” (Star Wars Adventure Journal #8)
“Betrayal by Knight” (Star Wars Adventure Journal #12)

10 ABY
“Retreat from Coruscant” (Tales from the Empire)
“No Disintegrations, Please” (Tales from the New Republic)

11 ABY
“Emanations of Darkness”
Jedi Search
“Firestorm” (Star Wars Adventure Journal #15)
Dark Apprentice
Champions of the Force
I, Jedi

12 ABY
Children of the Jedi
“Simple Tricks” (Tales from the New Republic)
“Shades of Gray: From the Adventures of Alex Winger”
Darksaber

13 ABY
X-Wing: Starfighters of Adumar
“Murder in Slushtime” (Star Wars Adventure Journal #14)
Planet of Twilight

14 ABY
The Crystal Star

16–17 ABY
Before the Storm
Shield of Lies
Tyrant’s Test

17 ABY
The New Rebellion
“Two for One” (Star Wars Adventure Journal #15)

18 ABY
“Jade Solitaire” (Tales from the New Republic)
Ambush at Corellia
Assault at Selonia
Showdown at Centerpoint

c. 13 BBY – 19 ABY
“The Last One Standing: The Tale of Boba Fett” (Tales of the Bounty Hunters)

19 ABY
Specter of the Past
Vision of the Future
“Red Sky, Blue Flame” (Star Wars Gamer #7)
“Hunting the Gorach” (Star Wars Insider #133)
Scourge

21 ABY
“Judge’s Call”

22 ABY
Junior Jedi Knights #1: The Golden Globe
Junior Jedi Knights #2: Lyric’s World
Junior Jedi Knights #3: Promises
Junior Jedi Knights #4: Anakin’s Quest
Junior Jedi Knights #5: Vader’s Fortress
Junior Jedi Knights #6: Kenobi’s Blade
“Fool’s Bargain” (Survivor’s Quest paperback edition)
Survivor’s Quest

23 ABY
Young Jedi Knights: Heirs of the Force
Young Jedi Knights: Shadow Academy
Young Jedi Knights: The Lost Ones
Young Jedi Knights: Lightsabers
Young Jedi Knights: Darkest Knight
Young Jedi Knights: Jedi Under Siege

23–24 BBY
Young Jedi Knights: Shards of Alderaan

24 BBY
Young Jedi Knights: Diversity Alliance
Young Jedi Knights: Delusions of Grandeur
Young Jedi Knights: Jedi Bounty
Young Jedi Knights: The Emperor’s Plague
Young Jedi Knights: Return to Ord Mantell
Young Jedi Knights: Trouble on Cloud City
Young Jedi Knights: Crisis at Crystal Reef
“The Crystal” (Star Wars Gamer #5)

25 ABY
The New Jedi Order: Vector Prime

24–25 ABY
“Boba Fett: A Practical Man” (Legacy of the Force: Sacrifice paperback edition)

25 ABY
The New Jedi Order: Dark Tide I: Onslaught
The New Jedi Order: Dark Tide II: Ruin
The New Jedi Order: Agents of Chaos I: Hero’s Trial
The New Jedi Order: Agents of Chaos II: Jedi Eclipse

26 ABY
The New Jedi Order: Balance Point
“The New Jedi Order: Recovery” (Star by Star paperback edition)
The New Jedi Order: Edge of Victory I: Conquest
“Emissary of the Void I: Battle on Bonadan”
“Emissary of the Void II: Dark Tidings”
“Emissary of the Void III: The War on Wayland”
“Emissary of the Void IV: Relic of Ruin” (Star Wars Insider #62)
The New Jedi Order: Edge of Victory II: Rebirth
“Emissary of the Void V: A Perilous Plan” (Star Wars Insider #63)
“Emissary of the Void VI: Emissary of the Void” (Star Wars Insider #64)

27 ABY
The New Jedi Order: Star by Star
The New Jedi Order: Dark Journey
“The Apprentice” (Star Wars Gamer #8)
The New Jedi Order: Enemy Lines I: Rebel Dream
The New Jedi Order: Enemy Lines II: Rebel Stand
The New Jedi Order: Traitor

28 ABY
The New Jedi Order: Destiny’s Way
“The New Jedi Order: Ylesia” [takes place between Chapters 21 and 22 of Destiny’s Way]
The New Jedi Order: Force Heretic I: Remnant
The New Jedi Order: Force Heretic II: Refugee
“Or Die Trying” (Star Wars Insider #75)
The New Jedi Order: Force Heretic III: Reunion
The New Jedi Order: The Final Prophecy

29 ABY
The New Jedi Order: The Unifying Force

35 ABY
Dark Nest I: The Joiner King

36 ABY
Dark Nest II: The Unseen Queen
Dark Nest III: The Swarm War

37 ABY
“Fate of the Jedi: Imprint” Story Booklet

38 ABY
Supernatural Encounters: The Trial and Transformation of Arhul Hextrophon

40 ABY
Legacy of the Force: Betrayal
Legacy of the Force: Bloodlines
Legacy of the Force: Tempest
Legacy of the Force: Exile
Legacy of the Force: Sacrifice
Legacy of the Force: Inferno
Legacy of the Force: Fury

41 ABY
Legacy of the Force: Revelation
Legacy of the Force: Invincible
“A Fair Trade” (Star Wars Insider #129)
Crosscurrent
Riptide
“First Blood” (Star Wars Insider #125)

43 ABY
Millennium Falcon
Fate of the Jedi: Outcast
“Fate of the Jedi: Outcast” Epostcard 1
“Fate of the Jedi: Outcast” Epostcard 2
“Fate of the Jedi: Outcast” Epostcard 3
Fate of the Jedi: Omen
Fate of the Jedi: Abyss
Fate of the Jedi: Backlash

44 ABY
Fate of the Jedi: Allies
Fate of the Jedi: Vortex
Fate of the Jedi: Conviction
Fate of the Jedi: Ascension
Fate of the Jedi: Apocalypse
“Getaway” (Star Wars Insider #134)
“Roll of the Dice” (Star Wars Insider #135)
X-Wing: Mercy Kill

45 ABY
“Good Hunting” (Star Wars Insider #142)
Crucible
submitted by Typhoon-Lagoon to StarWarsEU [link] [comments]

Preston Bolden-found murdered near railroad tracks in San Antonio, Texas on May 8, 1953-Closed Case Under the Civil Rights Division Emmett Till Act

21 year old Preston Bolden's body was found near railroad tracks in the vicinity of 419 Nolan near the 600 block of North Walnut Street in San Antonio, Texas on May 8, 1953 around 6:00 a.m. Preston's body was found by [name redacted in the Department of Justice's closing memorandum] who was walking along the railroad tracks that morning and saw Preston's body laying between the tracks with his head pointing west and wearing a shoe only on his right foot. Thinking Preston was asleep at first, [name redacted] tried to wake Preston but then noticed he was dead so [name redacted] used a neighbor's phone to call the police. The memorandum noted that [Name redacted] was not acquainted with Preston.
Two officers [both names redacted] arrived at the scene and filed a report. They found Preston without a hat and on his back near the Southern Pacific Railway tracks. Preston's left two-tone brown and white shoe was missing and his shirt was pulled up. The officers noted that Preston had been struck in the front of the head as his face was covered with blood. They found a pair of dice and $2.30 in cash in Preston's pockets which led them to believe robbery was not the motive. Other witnesses in the area reported hearing an argument in the area but an investigation later showed that the participants in the argument were in no way related to the circumstances surrounding Preston's death. Another officer, whose name was redacted, reported that he saw an old model Plymouth with a canvas top near the railroad tracks around 3:30 a.m.
Justice of the Peace M.D. Buck Jones ruled that the cause of death was "murder at the hands of some person or persons unknown.” According to the police report, Dr. G.D. Boyd said Preston's neck was broken at the third vertebra and an autopsy found that Bolden’s spine was severed at the base of the skull by a blunt instrument. The autopsy also noted that Preston died at about 2:30 that morning.
1953 San Antonio Investigation:
The San Antonio Police Department along with the Bexar County District Attorney’s Office investigated Preston's murder. Several witnesses who were acquainted with Preston told police that Preston, nicknamed Mullins, was in the company of friends the night before and was gambling with them. Their description of the night before are summarized below but contains a number of redactions:
Interview No. 1: On the evening of May 7, an acquaintance, whose name was redacted, saw Preston being followed by several men who were asking him for money. The acquaintance believed Preston had won a craps game which is why the men were asking to borrow money. There was an ongoing conversation which the acquaintance joined where one of the men in the group suggested that another group member [name redacted] should ask Preston for money since Preston liked this man more than the others in the group. This group member, following the group's wishes, asked Preston to honor one of the other men's request for money; Preston suggested that the group member lend the 50 cents requested and Preston would repay the group member once he obtained change. The group eventually all stopped at Four Hour Cleaners where Preston pulled out a wad of money and straightened up the bills on the store's counter. Preston then gave his money to the group member so he could get change. The acquaintance then saw Preston get into someone's Dodge and drive north on Chestnut Street which is the last time the acquaintance saw Preston.
Interview No. 2: [Name redacted] was with the acquaintance in Account No. 1 when he saw Preston and a group of men on the street. Preston was in the lead followed by two men [both names redacted] who were asking him for money. [Name redacted] heard the men say they had been in a craps game and Preston had "broke the other two." Acquaintance No. 1 left [name redacted] to join the group. [Name redacted] then watched the group walk to the Four Hour Cleaners after which he did not see Preston again.
Interview No. 3: [Name redacted] was a woman who knew Preston for approximately a year. On the evening of May 7, she was asleep at home but was woken up by noise outside her home. She saw a group of men shooting dice outside and recognized Preston and five others plus two soldiers in uniform. She told the group to not gamble there or else she would call the police. After the game ended, she spoke to Preston who told her not to call the police because he "had broke the rest of the fellows and he pulled out a big handful of bills." She thought there were at least several hundred dollars in his hand. She then saw him go down the street with others and never saw him again. She learned of Preston's death the following morning.
Interview No. 4: [Name redacted] told investigators that Preston came to his shop, Four Hours Cleaners, around 6:15 to 6:30 the night before. 2 men [both names redacted] followed Preston to the doorstep of the cleaners and one of the men grabbed Preston by the wrist and tried to force Preston to go with him, saying “Come on man.” When one of the men tried to stop the other from forcing Preston to go, the other man then said "you have everything you need and you don’t want anybody else to make anything.” The two men then left Preston and Preston came inside the cleaners where he told [name redacted] that the others wanted his money but he "wasn't going to be fooled into letting them have his money." Preston wanted to buy a shirt and pants from [Name redacted]'s business but he did not have enough money partly because he owed his lawyer money. Preston then asked one of the men in his group for a ride so he could get some money that was owed to him. After 15 minutes, Preston returned to the cleaners but looked like he had had a “shot of something” because he was falling asleep. Preston did not buy the pants he originally wanted to purchase but picked up his dry cleaning. Preston stepped outside as the business was closing and [name redacted] alerted one of the men in Preston's group to look after him. Preston was then observed standing in the middle of the sidewalk but sound asleep. [Name redacted] closed his shop for the night and then drove home. He did not see Preston again.
Interview No. 5: Another acquaintance of Preston's, whose name was redacted, told investigators that between 4:30-5:00 p.m., he observed Preston and a group of men shoot dice in the kitchen of the E. Commerce Bar and Café for about one and a half hours. One of the men broke even but another lost $14 by the time the game ended. Some time after, [name redacted] saw Preston and others walk towards Chestnut Street so he followed them so he could play dice as well. After 5 minutes, the woman in Interview No. 3, yelled at the men to quit playing or she would call police. [Name redacted] determined he lost $3 as Preston walked away from the game. [Name redacted] then saw Preston standing alone at a taxi stand on E. Commerce Street and did not see him again afterwards.
According to the police report, the men interviewed were booked on a vagrancy hold and one was scheduled to take a polygraph test. Due to the number of redactions, it is hard to determine which men were booked or scheduled for the polygraph test. No further information was provided about the results of the polygraph test or any further developments about the investigation.
2009 Federal Investigation:
In 2009, the FBI initiated a review of Carrie's death pursuant to the Department of Justice's Cold Case Initiative and the Emmett Till Civil Rights Crime Act of 2007. The initiative sought to investigate violations of criminal civil rights statutes that occurred no later than December 31, 1969 and resulted in death. As part of its investigation, the FBI looked at contemporary newspaper articles concerning Preston's murder along with records from the Homicide Unit of the San Antonio Police Department. The FBI also contacted the Bexar County Medical Examiner’s Office, the Bexar County Sheriff’s Office, the Bexar County District Attorney’s Office and the Texas Department of Public Safety but none of the agencies had any records on Preston. The FBI also posted public notices on the internet and other media seeking witnesses as well as relatives but no one has responded.
Four newspaper articles from the San Antonio Express provided information not reflected in police reports. Police Lieutenant W.J. Robitsch theorized that Preston had been beaten somewhere else and then transported in a car to the railroad tracks, where his body was dumped on the ground. According to one article, an “old model car” had been parked at approximately the spot where the body was found at about 3:30 a.m., and tire marks were observed near the body. Two of the articles referred to Preston as a part-time narcotics informer for the police. One article says the police arrested an unnamed suspect within an hour after Preston's body was found. The suspect reportedly heard Preston giving information to Lieutenant Robitsch.
Another article quotes Police Chief Joe Hester who said that Preston operated an “unusual racket” in that he sold keys to “gullible and amorous servicemen that would supposedly unlock doors behind which eager women were waiting." Chief Hester said the keys were “junk" and theorized that one of Preston's “suckers tracked him down” and murdered him. Police Lieutenant [name redacted] noted in one of the articles that other than the broken neck, there were no other marks on Preston.
The FBI located the former Police Lieutenant whose name was redacted but he was unable to recall Preston's murder. The FBI determined that Lieutenant Robitsch died in 1986. It is unclear if the FBI was able to find Chief Hester or interview him.
The Department of Justice closed Preston's case as there was insufficient evidence to establish that Preston's death was a racially-motivated homicide. Accordingly, the FBI declined to investigate further.
Preston's murder remains unsolved.
Links:
Department of Justice: Preston Bolden-Notice to Close File
Digital Journal: November 19, 2009-FBI Continues to Probe Civil Rights-Era Racial Murders
Discussion:
I came across the Department of Justice’s cold case initiative (Emmett Till Civil Rights Act) while reading an article discussing journalists’ efforts to install a billboard on an Arkansas highway aimed at solving the 1954 lynching of Isadore Banks. The Civil Rights Division of the United States Department of Justice launched a website (linked above) to make information about the department’s investigation of cold cases from the Civil Rights Era more accessible to the public. As a result of the initiative, the Department of Justice has prosecuted and convicted Edgar Ray Killen for the 1964 murders of three civil rights workers in Philadelphia, Mississippi (the "Mississippi Burning" case); he is the eighth defendant convicted. The Department has also been able to charge and convict perpetrators of the 1963 Sixteenth Street Baptist Church bombing in Birmingham, Alabama and secured a life sentence for James Ford Seale for the kidnapping and murder of two teenagers in Franklin County, Mississippi in 1964.
Unfortunately, many cases which were submitted to the Department of Justice remain unsolved due to the passage of time resulting in evidentiary and legal barriers. In each case that is not prosecutable, the Department of Justice wrote a closing memorandum explaining the investigative steps taken and the basis for their conclusion. To date, the Department of Justice has uploaded 115 closing memos. I hope to be able to post on all of the closed cases as I share in the belief with the Department of Justice that “these stories should be told [as] there is value in a public reckoning with the history of racial violence and the complicity of government officials.”
Other posts from the Department of Justice's Cold Case Initiative:
1. Isadore Banks-unsolved murder in Marion, Arkansas-June 1954
2. Willie Joe Sanford-unsolved murder in Hawkinsville, Georgia-March 1957
3. Ann Thomas-unsolved murder in San Antonio, Texas-April 1969
4. Thad Christian-murdered on August 30, 1965 in Central City, Alabama
5. Silas Caston-killed on March 1, 1964 by a Hinds County Sheriff’s Office Deputy in Jackson, Mississippi
6. Clifford "Clifton" Walker-unsolved murder in Woodville, Mississippi-February 1964
7. Jasper Greenwood- his badly decomposed body was found in Vicksburg, Mississippi in June 1964
8. Mattie Greene- killed in a bomb explosion in Ringgold, Georgia on May 19, 1960
9. Samuel O'Quinn-unsolved murder in Centreville, Mississippi-August 1959
10. Ladislado Ureste-unsolved murder in San Antonio, Texas-April 1953
11. Carrie Brumfield-unsolved murder in Franklinton, Louisiana-September 1967
submitted by trifletruffles to UnresolvedMysteries [link] [comments]

Bored? Looking for something to do? Start with this list of things to do in the Sacramento area.

(Credit for the below list has to be given to u/BurritoFueled, who created the original list in 2014 and updated it a year later. Almost two-thirds of the items below are still from that original list. All I’ve done with the list is revive it a little bit by updating dead links and making little tweaks when necessary. Also, thanks to those that submitted new additions to the list last week. Over a third of the below items are new and a lot of the original items have had newer information added onto them.)
People are always looking for something to do around here. Maybe you’re a transplant, unaware of what this area has to offer, or maybe you’re a lifelong resident, tired of the same old thing. Well friend, if you fall into the latter category, do not despair. There’s actually plenty of things to do in the Sacramento area – things of interest to almost any lifestyle, personality, or budget.
So, whether you’re an athlete, geek, eccentric, hipster, weirdo, sexual deviant or just a normal person looking for a new activity, below is a list of activities for you to try. Please note that it includes only activities that take place at least a few times a year – no one-off events or festivals here.
Enjoy this list. If you have any suggestions of your own to add, comment below in this thread. I'll try to keep this as up to date as possible.
Away we go.
UPDATED 10-6-20
(Note: Due to the current pandemic, some of these activities may be curtailed or not offered at all.)
submitted by PowerWindows85 to Sacramento [link] [comments]

Wandslinging in Eberron. A Wandslinger Background and a Dueling Downtime Activity.

I made this Background for my Artillerist Artificer as well as a Downtime Activity of Dueling. Working with my DM it evolved into an emerging sport in Eberron, similar to a Martial Arts Tournament crossed with the Major League Football. Below I am posting the Wandslinger Duelist Background as well as a reposting of the downtime rules I came up with. Feedback is greatly appreciated!
DnDBeyond Link

Background: Wandslinger Duelist

Following the Last War, a number of spellcasters from the Five Nations were left without jobs but still had plenty of grudges. The Aurum has capitalized on this and set up a series of public dueling competitions for sport, organized at local and continent wide levels. These non-lethal competitions are growing larger crowds each time they are held, especially when National Leagues get to compete with each other. The Wandslinger Association of Khorvaire hosts bi-weekly through yearly events for participants of all skills and abilities. You have begun to participate in these events and have qualified to compete for Silver level status in the Association. The call to adventure is a simple next step for many Association members, most using the opportunity to practice new skills, obtain exotic materials for their spells or wands, or to find more challenging opponents and push themselves further.
Skill Proficiencies: You have proficiency with Arcana and one the following skills: Acrobatics, Sleight of Hand, Perception, Insight, Intimidation, Medicine, or Performance.
Tool Proficiencies: One gaming set (Dragonchess, Dice, Playing Cards or Three-Dragon Ante) and Woodcarver's tools.
Equipment: Two wands (suitable as Arcane Focuses) both rough-worn and won in duels, a gaming set of choice, one brooch or keepsake from a mentor, a small medal or ribbon from a small Dueling competition, a letter challenging you to a duel that you never showed up to because the date and location got smudged, and a pouch containing 15 gp.
Signature Implement: While you've many Arcane Focuses over the years and have several on your person, there is one which is your favorite and most known for using. Choose or roll on the table below.
d20 Signature Implements
1) (Wand) A simple wooden wand like what most people learn with. It's my Ol' Faithful.
2) (Wand) A garish wand plated in electrum and fake rubies.
3) (Wand) A dagger handled wand I keep in a sheath at my side.
4) (Wand) All my wands are identical Zebrawood with Copper trim.
5) (Wand) A curved Purple Heartwood Wand that forks at the tip. It's a family heirloom and very sought after by other duelists.
6) (Wand) A Wenge with Turquoise inlay wand, which I recently lost in a duel.
7) (Wand) A narrow and long blue colored wand with a spiral copper inlay running the length of the implement.
8) (Wand or Crystal)A single piece of fulgurite you found after a bad storm.
9) (Wand) An intricately carved Cherry wand with a carved spiral grip. The handle is hollowed out and a small vial of Eberron Dragonshard dust is visible between the spiral wood of the grip.
10) (Wand) An unusually squared wand, colored grey and black. There are yellow draconic runes carved into it that the salesman who sold it to you swore meant "Strength Through Intelligence"
11) (Wand) A Cannith made 12 piece wand that is meant to be disassembled and reassembled for cleaning and maintenance. There was supposed to be a 13th piece, but you couldn't find it in the box. (Shout-out to u/MakerMage for the suggestion!)
12) (Rod) An Mahogany and Iron Rod I keep strapped to my thigh or back.
13) (Rod) A piece from a shattered Siege Staff you helped destroy in the War. You worked the charred remains into a functioning, but not entirely attractive looking, Rod.
14) (Rod) A simple but sturdy Steel and Oak Rod that you were issued when you joined the military.
15) (Staff) An Ash Staff I keep meticulously clean in a fringed leather carrying pouch wherever I go.
16) (Staff) An Oak Staff with intricately shaped iron capped ends. It was a gift to your grandparent for their deeds in combat and they left it to you when they passed away.
17) (Crystal) A Crystal on a leather string tied to my wrist. I like throw off my opponents with my unusual style.
18) (Crystal) It used to be an Orb, but now its a Crystal. Guess the Maul is mightier than the Orb.
19) (Orb) An blue and green hued Glass Orb. (I prefer the term "Orb-Slinger", thank you very much)
20) (Any) A regular off-the-shelf Arcane Focus. It is in no way physically distinct from any other Implement of its kind, but you are always able to tell it apart from the others. Winona is special and better than all the others and no-one can convince you otherwise.
Suggested Characteristics
As a duelist, your experience and ego can vary widely - you could be humble about your countless wins, and a willing mentor to admiring young duelists. Or, you could be insecure about your barely-held-together streak and snappishly refuse to add anyone else to the competition.
d6 Personality Trait
1) I always fight fair, for winning a duel by cheating isn't winning at all.
2) I'm always willing to give tips to those willing to learn.
3) I am always calm, no matter what the situation. I never raise my voice or let my emotions control me.
4) I never turn my back to anyone. Ever.
5) My honor above my life.
6) Dueling is the only thing that makes me feel alive anymore.
d6 Ideal
1) Generosity. Everyone should be given a proper chance to surpass the expectations of others. You never know, they might surprise you. (Good)
2) Duels have rules, and I would die before I break those rules. (Lawful)
3) Flexibility. If someone wants to duel me under unusual circumstances (possibly because those circumstances might be illegal), I don't have a problem with it. (Chaotic)
4) Pride. I never, EVER, back down from a challenge. (Any)
5) Dignity. If I lose a duel, I will accept the result with honor. If I win, I will not lord my victory in front of my fallen opponent. (Neutral)
6) Bloodlust. The song of the wand and the smell of hot blood are my only joys in life. (Evil)
d6 Bond
1) Dueling is an art that should not be forgotten; I travel around the world teaching tomorrow's duelists the art of the wand.
2) I am fighting to restore the honor to my family's name, and won't stop until the world recognizes my house once again.
3) I'll carve my way back to the one(s) who killed my family.
4) I will become the greatest duelist that ever lived.
5) Someone I loved died because of I mistake I made. That will never happen again.
6) My weapon is like a person to me.
d6 Flaw
1) I like dueling... too much. Whenever I see anyone with a Wand, all I can think about is my strategy for when I inevitably duel them.
2) I'm hotheaded and reckless; if anyone slanders me or my name, I show them why I am called so handy with the wand.
3) When faced with a choice between revenge and my friends, I usually choose revenge.
4) I have a fondness for low living: I drink, whore and gamble, often in excess.
5) An innocent person is in prison following a duel that I won. I’m indebted to his family.
6) I have a crippling addiction to gambling.
Feature: Fan Favorite
You are making a name for yourself through the various duels you have been in. A lesser noble or wealthy merchant is quite taken with your grit and determination and has told you how much they admire you and offers their services. You begrudgingly accept their offer of favors. You may use this lesser noble as a contact for small favors or information. These favors have not come with any strings attached...yet.
d6 Contacts
Roll on the table below to see who you are the Fan Favorite of.
1) Lord Artanis ir'Hasting. A retired merchant who bought his title and land outside a small seaside town for retirement. After turning his shop over to his grandchild he focusses his newfound free-time on Wandlsinger Duelists, specifically you.
2) Lady Nessa ir'Wolfhammer is a local legend. Earning her Knighthood, surname, and position as Sherriff by defending a settlement from a pack of Dire Wolves at the cost of her left arm, she still makes time to mentor people she thinks have great promise.
3) Lady Cassandra ir'Nestaroth is the fifth heir in line to her family's Barony. With all other duties relegated to her older siblings, she spends her generous free-time studying and researching matters of the Arcane and watching Arcane Duels.
4) Krusk Ironstripe. The Half-Orc who runs the Dueling Arena where you developed your skill. A no-nonsense businessman and one heck of a Wandlsinger himself. Speaks softly and carries a Rod of Scorching Rays.
5) Harald "The Axe Beak Jarl" Falkenberg. This self-proclaimed Jarl is the founder of a very successful Axe Beak farm and sells them as mounts across the country. He has become a very invested fan of yours. He made signs for you; the Axe Beaks weahold them.
6) Captain Vanessa Camish. Captain of the local guard, Vanessa strikes an imposing figure even with a Silver Ring on each finger. She has taken an interest in your skill, and believes you could have a great career working for her.
Variant Feature: Renown of the Arena
A Wandslinger is in every way a fighter and a performer. In the Arena, you rouse the crowd with your displays of fighting prowess killing or maiming other combatants, and like any other well-known performer, there is rarely a dull moment in your day-to-day life. On the streets, the people may recognize you for these feats of in the Arena. Oftentimes your fans might present you with small gifts, discounts on combat gear, a free round of drinks, or a free nights stay at the local Tavern & Inn. Sometimes you might have to deal with the occasional stalker, or other times you are the victim of an "unfortunate accident" due to vengeful fans of a fighter you've fought against.

Xanathar's This Is Your Life Additions

Personal Decisions: Backgrounds
d6 I Became a Wandslinger Because...
1) I come from a family with a strong Arcane tradition. I've been using a wand for as long as I can remember.
2) I was trained as a Wandslinger by the military and am just trying to use my skills to make a living.
3) I was saved by a Wandlsinger at a young age and have always strove to emulate them.
4) Wielding a wand gives me a feeling of strength and purpose that nothing else ever has.
5) A close friend or relative gifted me a wand before they died. I endeavor to be the best Wandslinger I can be to honor their memory.
6) I always played Adventurers VS Monsters as a child and teenager. One day while playing with an old, fake wand I'd had for years, I actually cast a spell. I saved up to buy a real one and am living my childhood dream.

Downtime Activity: Dueling Tournament

In my Eberron, Wandslinging Duels are an up and coming form of entertainment, especially popular among Aundairians and Nobles.
*I HIGHLY suggest to use the Rivals, Patrons and Pit Fighting Complication Tables that already exists in Xanathar's Guide. I don't feel the need to completely reinvent the wheel.
DOWNTIME RULES
Wandslinging Dueling
A Wandslinging Duel is more than just two individuals throwing spells at each other until one falls. Accuracy, nimbleness, adaptability, terrain and reading your opponent all factor into it. This ruleset is designed to be class neutral, only requiring an individual to be able to cast an offensive spell.
Resources: Engaging in this activity requires one workweek of effort from the character.
Resolution: The Character must make a series of checks, with a DC determined at random based on the quality of opposition that the character runs into. A big part of the challenge of Dueling lies in the unknown nature of the character's opponents. What spells have they prepared? What spells do they favor? Etc. The Character makes three checks:
  • A Spell Attack Roll to see how accurate you will be.
  • An Athletics or Acrobatics Check to see how nimble and hard to hit you will be.
  • An Intimidation, Deception, Investigation, Insight, Performance, or Sleight of Hand check. This is to either read the opponent, prevent the opponent from reading you, or tricking them in some way.
If desired, the character can expend Spell Slots or uses of Pact Magic to augment their rolls. You can gain a bonus equal to the Spell Level expended, up to your Proficiency Bonus. You may do this for each roll as long as you have Spell Slots to spare. You do not regain any Spell Slots or Pact Magic uses between each roll. You must decide to do this BEFORE you roll your check.
Example: Leon d'Cannith is a 5th level Artillerist. He has a Proficiency Bonus of +3, as well as two 2nd level Spell Slots and four 1st level Spell Slots. He spends 3 first level slots to augment is first roll and can add +3 to that roll. He spends his last 1st level on his second roll for a +1 to the roll. For his last roll, he uses two 2nd level spell slots, but only gets a +3 to the roll because that is his Proficiency Bonus.
The DC for these checks is 2d10 + 1 Renown Die. (Renown Die will be explained below)
It is also common practice for Duelists to wager their wands in duels. The winner gets the wand of the loser. In most Tournament settings, this is carried out as a "Buy Out" of the loser giving the victor the coin value of their chosen implement rather than actually turning it over.
Results
  • 0 Successes: Lose your duels, earns nothing. Lose 1 Renown Die x gp cost of your Spellcasting Focus of choice.
  • 1 Success: 25gp + (1 Renown Die x 10gp)
  • 2 Successes: 50gp + (2 Renown Dice x 10gp)
  • 3 Successes: 75gp + (3 Renown Dice x 10gp)
Tier-less Play
If you don't want an established sporting event for magical dueling as listed below, simply replace any reference to Renown Dice with your Proficiency Bonus.
Tiers
As you duel, you can advance in Tiers of Skill. You can earn more money, but also will face on average tougher opponents. You start at the Copper Tier and work your way up to Platinum. You only have 1 Renown Die value at any time as indicated on the table below.
TIER NAME : RENOWN DIE
  • Copper : 1d4
  • Silver : 1d6
  • Electrum: 1d8
  • Gold: 1d10
  • Platinum: 1d12
In order to advance through the Tiers, you must accumulate 10 total successes from Duels in order to qualify to attend a tournament where you can attempt to advance in rank in the competitive circuit. These tournaments require 1 week of downtime and follow the same rules as standard Downtime Dueling with the following results for the number of successes rolled.
  • 0 Successes: You perform poorly and must accumulate 10 more Successes before you can compete again.
  • 1 Success: You do not place. Win no money, lose no money. Can compete the next time a tournament is held.
  • 2 Successes: You compete well enough to advance one Tier, but win no money.
  • 3 Successes: You win the tournament! Congratulations! Not only do you advance to the next Tier, but you also win 1 Renown Die (from old Tier) x 100gp! (This is also a great time for DMs to implement a Rival or SponsoPatron)
Complications
Each week spent Dueling brings a 10 percent chance of a complication, examples of which can be found in the table below.
d10 Complications
1) An opponent swears revenge on you.
2) A Crime boss approaches you and offers to pay you to intentionally lose a few matches.
3) You defeat a popular local duelist, drawing the anger of their fans.
4) You defeat a noble, drawing the wrath of their house.
5) You are accused of cheating. You cannot participate in official Duels in this area for 30 days while they investigate the allegations.
6) You accidentally deliver a near-fatal wound to a foe.
7) You had an upset victory and cost a member of a local crime guild to lose their bets. They want their money back.
8) Someone you didn't get matched against wants to duel you: alone, at dawn, and outside the city.
9) A local approaches you about hiring you to deal with a local gang in possession of a Wand of Acid Arrow.
10) You wake up to find your Signature Implement stolen and being used by another Wandslinger who refuses to return it.
Some things to keep in mind:
Tournaments aren't held every day, or even every week. The higher you are in skill, the less often a High Tier Tournament will be held. Copper Tier Events are held once or twice a month across Khorvaire, but there might only be one Platinum Tournament a year held in Sharn. You can only compete in a Tournament up to 1 level below where you currently are (Electrum Characters can compete in Electrum or Silver tier tournaments, but are too accomplished to participate in Copper.)
Copper level events have turnouts similar to a small city baseball team while a Platinum Tournament is akin to the Super Bowl. Nobles often attend Copper and Silver events in order to find rising talent and become their Patrons.
Tournaments are also watched by various government and criminal organizations looking for potential new recruits. Aurum members may pay particularly popular Duelists to NOT join other organizations.
Due to the recent outlawing of sword duels in Aundaire, this sport is particularly popular. Arcanix allows Upper Class students to participate.
Dueling Arenas are typically held 200 feet away from the audience in outdoor events, in a 20ft deep pit in smaller areas, surrounded on the sides by panels of Arcane Resistant Glass (made by Cannith with ground Dragonshard powder added to the glass before melting. Gives it a slight Orange, Yellow or Purple Tint based on the Dragonshard used) when indoors, or several Kundarak Wandslingers are on site with Wands of Counterspell to protect the Audience. Arena's have no set size or layout. Some utilize Medium sized geometric obstacles make of wood or stone, others are completely unobstructed.
Higher tier tournaments are also more likely to have Common, Uncommon or possibly Rare magic items as prizes for Tournament Champions. (Wands of Pyrotechnics, Imbued Wands, Wands of Magic Missile, Wands of Ice Knife, Wands of Scorching Ray, Brooches of Shielding, etc)
PERSONAL DUELS
Sometimes, you might be challenged by a rival or other passing Wandslinger to a duel outside of a tournament setting. The rules can be very different from traditional tournament rules, but will always be agreed upon by both parties prior to any wands being drawn. Below are the most common rules.
  • First to land 3 spells on the opponent wins
  • K.O.s are automatic victories
  • Killing is a victory, unless agreed upon beforehand that the duel will be non-lethal. Lethal Duels have been outlawed in most areas.
Losing Duelist forfeits their equipped wand/implement to the victor. This is a tradition outside of the tournament setting, and most accomplished duelists have a collection of wands from their defeated opponents. This can be a great way to earn a new Wand of Magic Missile or Imbued Wand.
How you want to handle Non-Downtime Duels is up to you. You can run them with the above outlined Downtime mechanics, you can have first to 3 with contested Spellcasting Rolls, you could run it with standard 5E combat mechanics in a 1 vs 1 setting or you could have it set up as a Skill Challenge.
I personally like the idea of the Skill Challenge, and think 5e missed an opportunity to carry over one of the best ideas of 4e. The opponent casting Burning Hands results in the PC needing to make an Athletics or Acrobatics check to get out of the way to not take the hit and cast their own spell back.
At the end of the day, do what is most fun for you, this guide is primarily about the Downtime aspect, but I felt a need to address a more "Live Action" version of dueling also.
EDIT 1: (11 Nov) Spelling and Formatting.
EDIT 2: (11 Nov.) Lowered base gold winnings of Tournaments otherwise it's more profitable than Adventuring which is against 5e design intent and balance.
EDIT 3: (11 Nov.) Added links to the Background on DnDBeyond.
EDIT 4: (11 Nov.) Adding more options to the Signature Implement Table. Too much fun to come up with them.
EDIT 5: (12 Nov.) Added a Tier-less play option for those who might not be able to fit a structured organization of magical dueling into their setting (for the non-Eberron players out there)
EDIT 6: (13 Nov.) Added a "Contacts" section for the Background based on an entry in DnDBeyond. Cause why not?
EDIT 7: (13 Nov.) Added a Complications Table HEAVILY copied inspired by the Pit Fighting Downtime Activity.
EDIT 8: (13 Nov) Added a Xanathar's This is Your Life rollable table for the Wandlsinger Background.
EDIT 9: (8 Dec) Changed how spells can be used to affect the rolls. No longer replaced the rolls, but provides a bonus to them. Also rearranged the Signature Implement table.
submitted by Bluesamurai33 to Eberron [link] [comments]

A Pub Called Quest - A Tavern Where All 18 NPCs has a Place in the Pub, Distinct Look, Personality, Quirk, and even a Quest

Sometimes you want to go where everybody has a name…
We originally made this some years back, but I gave it another pass on editing, dressed it up, and formatted it into a fancy (for my skills at least) PDF that you can snag for free.
Every GM knows the joke: The players ignore the NPC with the ! above their head and gravitate to the one person drinking alone at the tavern because (insert player logic).
This lone drinker has no backstory, name, look, personality, or even reason for being there other than making sure the tavern isn’t empty.
So we present to you: A Pub Called Quest. Quest is a tavern where each of the 18 NPCs has a name, place in the pub, distinct look, personality, quirk, and even a quest. You can drop Quest into existence any time or place you want in your game. All quests stand alone, allowing players to do only one or complete them all in any order. Some have a few connections.
A Pub Called Quest is system agnostic, so use it with any fantasy game you prefer.
This post was made by these awesome people:

If you don't want the PDF, here's the raw text:

A Pub Called Quest

The Patrons at a Glance

  1. Roverti Valanpulk: Middle-aged human bartender and owner of Quest.
  2. “Tillie”: Friendly and busy human barmaid running around helping people.
  3. Lord Albert-Frederik Middason (second of his name): Lordly bloke looking like he’s judging everyone in the joint.
  4. Dizrah: Massive gnoll bouncer.
  5. Simon Grimm: Charismatic regular who is loud.
  6. Marla Primtor: Dwarven shopkeeper and regular at Quest.
  7. Zin Thistleworn: A gnomish child cleaning Quest’s unique fireplace.
  8. Darius: Hunchbacked ratfolk struggling to tend to the animals in the stable.
  9. Gravrlst (or Grav Rolost. His speech is very slurred): Loud drunk trying to get people to sing a song he can’t remember.
  10. Thunderfang Jones: Lizardfolk drug user trying to get a fix.
  11. Crunchy Mohab: Gnome with bagpipes who is either playing them or chatting with whomever he can.
  12. Auke Inka: Sloppy drinker who works hard at not working.
  13. Lucca Huntsman: Frustrated looking chef in a bloodstained apron.
  14. Sym Skallywood: Reclusive human drinking alone.
  15. Izzy: Teenage ratfolk sitting at a table with a bird who is singing to her.
  16. Sir Albertus Quintifican: Human man who has never been there before trying to make eye contact with any tough-looking patrons.
  17. Frega Lodges: Human woman reading tarot cards at a table.
  18. Matyus Decker: Burly human with a thick mustache that laughs very loudly.

The Patrons

Roverti Valanpulk
Location and role in the tavern: Roverti is found behind the counter serving drinks. Roverti is the owner and lead bartender of Quest.
Appearance: Roverti is a middle-aged human who towers above most of the patrons. Pulled back hair falls out of a worn, purple cap. Their brown eyes shine within a weathered, rugged and handsome face. A loose apron, vibrant purple shirt, and black slacks mask their bulky form. While not visible behind the bar, Roverti does not wear shoes.
Quirk: They are constantly looking around. Perhaps a bit too much…
What’s their quest: Roverti has an air of malcontent about them. Their eyes dart around the room, noting each patron’s actions at that moment.
If engaged, Raverti tells the person they have grown tired of Quest. While the regulars are nice and the travelers always have great stories and wares, Raverti wants to be the one telling the stories instead of listening to them. Roverti offers to sell Quest to the party for an astoundingly low price so long as they buy it right now. Roverti says they have plenty of money saved up, and they want to go see the world.
The truth is debt collectors are coming to find the owner of Quest to either get their money or beat it out of them, whomever the owner is. And the debt collectors will be there later this night.
Created by: u/RexiconJesse

Tilde “Tillie” Millings
Location and role in the tavern: All over the place, as she serves food, cleans tables, and washed dishes.
Appearance: Tillie is in her late 20s and young looking. She has long, almost blonde hair tied in a rough functional braid. Her eyes are fiercely green that, regardless of her history and life, still manage to compliment her sympathetic smile. She has a small nose that is slightly crooked at the tip. Her clothes are basic, though she sews tassels and fancy buttons on her clothing whenever she finds some.
Quirk: Whenever she laughs aloud, she makes the noise of a pig, after which she gets embarrassed. She is also too busy for love interests.
What’s their quest: She needs the party to travel to the nearest big town—which the party was headed anyway—and find her birth mother. Her birth mother stole the deed to the plot of land her father had built a mill on when she left him for a minor nobleman. The problem is that the Lord who holds the land here is trying to stake a claim to her family’s land. Currently, he only tries to bully her father with overpriced taxes and petty fees, which her father can’t pay forever, but she fears her family mill will go up in smoke if the Lord grows inpatient.
Her birth mother might have ended up in the oldest business when the fling with the nobleman turned out to not be a nobleman and left her in debt. The Lord also might have an ulterior motive, as he is trying to get to Tillie for denying him rather than taking the land of her father.
Created by: u/Mimir-ion

Lord Albert-Frederik Middasson (The Second of his Name)
Location and role in the tavern: Regular patron of the Quest.
Appearance: Lordly riders outfit, complete with a short ornamental whip he never uses or unties. His hair is slick and combed backwards to cover a well-hidden start of a bald spot. With forty years plus of experience he still manages to put his rings on the wrong fingers.
Quirk: Petty loser and highly competitive, even when his competitors are not aware they participated in a game. If he loses at his imaginary games, he will be cruel to those around him and even seek revenge through his authoritarian power.
What’s their quest: He is in trouble with his family. They don’t approve of his active peasant participation. He however can’t get enough of the easy life here, which is spoiled by some thievery. He asks the party to investigate the disappearance of two of his rings, and he suspects several people, amongst them is Tillie and Dizrah, who he says have been making advances at him (not really). He claims all of the suspects he listed are having money problems. He pays 40% up front, already a significant sum, and says the rest is paid when evidence is found.
The pouch of gold he pays up front contains one of his rings, and depending on the result of the players investigations, he will try to corner them at the mill of Tillie’s father with a dozen soldiers in tow. The players may choose to betray an innocent family or try to talk/fight their way out.
Created by: u/Mimir-ion

Dizrah “Just Dizrah”
Location and role in the tavern: As both barmaid and bouncer, Dizrah is most often found leaning against the side of the bar looking grumpy.
Appearance: Dizrah is large, even compared to other gnolls. Her short, rough fur is a tawny brown with dark spots, and she has dark green eyes that only accentuate her perpetual glare. In reality, she just has a natural scowl and only appears to be always angry. This still means only braver newcomers to the bar order drinks from her instead of the less intimidating Tillie.
Quirk: Her left ear tilts forwards and twitches when she is truly annoyed.
What’s their quest: Her cousin, “His name in unpronounceable, just call him ‘Griff,’” was meant to pick up a shipment of booze from the next town over. He’s several days late and she wants the party to see what’s taking him so long. (She’s secretly worried). Dizrah doesn’t particularly care about most of the booze, just the cask of Black Absinthe which is a traditional gnoll drink and is “bloody expensive.”
Turns out Griff encountered some bandits on the road. He’s unharmed and has just been sitting with them in their camp drinking all the booze he was meant to deliver. Luckily, the precious Black Absinthe is untouched, as none of the bandits have been brave enough to tap the alarmingly odorous barrel. There’s opportunity for the party to solve things non-violently as the bandits are all quite drunk and feeling pretty content at the moment.
Created by: u/PaganUnicorn

Simon Grimm
Location and role in the tavern: A regular whenever he’s in town, occasionally takes up stage time for street evangelism.
Appearance: A handsome and charismatic performer—whose parentage is irrelevant—in well-maintained traveling clothes.
Quirk: Simon’s personality is a 50/50 blend of smooth Southern preacher and Charles Manson. He preaches a non-theistic philosophy that defines Good and Wisdom as being equal parts Kindness, Honesty and Foresight. He claims to have come to this revelation as a result of his study of the goodly gods of the pantheon, drawing together their commonalities and abandoning their differences.
What’s their quest: Simon has a series of quests, all geared toward helping a group in need. The through line for all of the groups is that they traditionally worship gods Simon doesn’t consider “good gods.” The people he wants them to help range from farmers to knights.
There should always be elements of the GM’s characterization of Simon that lead to suspicion that his goals are nefarious. It’s an easy conclusion to draw that he wants to drive worshippers away from the gods of good. The twist at the end of it all is that he’s telling the truth, he genuinely just wants to fundamentally understand and then actively practice “good,” and his works help people in need.
Created by: u/M0rdenkainen

Morla Primtor
Location and role in the tavern: She’s a local shopkeeper (Scribe and Scroll) who is at this moment wandering around eavesdropping, especially on conversations about port travel and trade.
Appearance: Morla is a handsome woman with a neatly trimmed beard. She’s somewhat squat with relatively undamaged skin and pressed clothes; one might even have a hard time recognizing her as a dwarf.
Quirk: She’s in the tavern, but she doesn’t drink, she is devoutly opposed to what she considers “deviant revelry.”
What’s their quest: Morla loathes adventures and adventurers. Her daughter, Dwayna, has “too much dwarf in her,” and Morla suspects she has run away on an adventure in spite of her upbringing. Morla’s at Quest to try and find her daughter and bring her back to the Scribe and Scroll; which is where a sensible young lady should aspire to be. Stubborn and hesitant to enlist the assistance of filthy vagrant mercenaries, she is getting desperate to find her daughter, so she will accept help, if the adventurers will do it for the right price. Basically a GM can add this quest to any existing one (just add Dwayna as a character in another quest) or they can make up a path where Dwayna has gone and what it’s going to take to get her to return or to get her mother to stop looking for her.
Created by: u/foofieboo

Zin Thistleworn
Location and role in the tavern: Zin is cleaning the hand-sized holes and flutes connected to the fire that heat the building. She is the only person small enough to properly clean them, and she does whatever other odd jobs Roverti, Dizrah, or Tillie can give her to make a few coins.
Appearance: She is a rail thin, very young gnomish girl, standing only 14 inches tall. Her gaunt face accentuates her large eyes. She is covered in soot, masking her clothes and matting her hair.
Quirk: She likes to use big words, though she doesn’t always use the correct ones.
What’s their quest: Zin’s father is in prison. Zin usually gives her father food and some comfort items because the guards treat him horridly. However, the prison changed their rules and now she cannot visit him. She needs someone to get into the prison and give him a blanket (the nights are getting colder), a note from her (written in gnomish), a handful of dried flower petals (that have a powerful and pleasant smell), and a piece of white charcoal (because he loves to draw).
Zin is actually a pixie using illusion magic to appear as a young gnome. She’s convinced the staff at Quest that she is a child. The man in prison is an archfey she is trying to rescue. The prison has too much iron in it for her to enter, and while the archfey is powerful, the amount of iron around him has neutralized his powers. If he gets the charcoal, he can draw a rune and use the petals as a beacon to allow Zin to open a portal and get him out. The prison guards do not know he is an archfey.
Created by: u/RexiconJesse

Darius
Location and role in the tavern: Darius is the stable person and can be found in the stable tending the horses and other mounts from patrons.
Appearance: Darius is a hefty ratfolk covered with shining white hair. While he is only 20, he has a severe hunch and the peak of his hump is partially bald.
Quirk: None of the animals like him, and they make their displeasure obvious.
What’s their quest: Darius struggles to get the animals stabled and fed. A pack of mounts (horses, megaraptors, big cats, whatever the GM chooses) have escaped the stable and run off together into the wilderness. The owners of the mounts are asleep in Quest. Darious won’t be able to search for the mounts until his shift ends deep into the night. He pleads with any players who show interest in tracking and retrieving the runaway mounts. He cannot pay them with coin, but he does have information about a quest the party is currently pursuing.
Created by: u/RexiconJesse

Gravrlst (or Grav Rolost. His speech is very slurred)
Location and role in the tavern: Gravrlst is at a table.
Appearance: Gravrlst is a middle-aged half elf with tall ears and what humans call a three-day beard. The front of his shirt is wet from spilled ale.
Quirk: He keeps starting to sing the same song, getting lost and starting over after a few lines. He is also completely tanked.
What’s their quest: Gravlst is trying to get people to sing his favorite drinking song with him. The song which he believes is called “That one with the mermaid and there were some rocks somewhere? Or on the rocks maybe? It’s the catchy one. You’ve heard it.” However, he cannot remember anything after the first line. It’s driving him mad, and he promises a round on him if someone can finish the song.
Players with related knowledge-based skills or a history of sailing, as well as players who are heavy drinkers or musically inclined, may have heard of the song he’s trying to sing. Alternatively, players can try and improvise a song and convince him that’s the one he meant. The players will have to write the whole song to do this option.
Created by: u/RexiconJesse

Thunderfang Jones
Location and role in the tavern: Drug user, usually hangs out near the bathrooms
Appearance: Thunderfang is a red-scaled lizardfolk who is casually dressed in priests’ robes with a half-dozen holy symbols from various faiths adorning his garb.
Quirk: Collects “faiths” and has joined every cult he’s been able to find. He is very knowledgeable about religion.
What’s their quest: To find “enlightenment” one narcotic experience at a time. He is desperate to find a rare and powerful hallucinogen and is willing to pay top dollar for it.
Created by:famoushippopotamus

Crunchy Mohab
Location and role in the tavern: Performer who is either on stage or hanging around the most charismatic person in the tavern.
Appearance: Crunchy is a gnome dressed in tattered leathers and mismatched boots. His instrument is a modified set of bagpipes, enchanted to produce electric guitar sounds and amplified to be extra loud. A number of facial piercings and tattoos complete his unique appearance.
Quirk: Cannot stand the smell of tobacco or burning candles.
What’s their quest: Is searching for his lost brother, also a performer, and is retracing his brother’s last-known-tour.
Created by: famoushippopotamus

Auke Inka
Location and role in the tavern: Patron–sitting at the bar drinking heavily.
Appearance: Auke is dressed as a commoner and is a bit disheveled. To even a casual observer, it is obvious Auke has been there for quite some time.
Quirk: Will work extremely hard at not working–always has a scheme.
What’s their quest: If engaged in conversation, Auke will discuss any number of topics, but will eventually mention a buried treasure. If pressed further, he will indicate a wealthy merchant who has recently met his demise left the entirety of the mentioned treasure to him. He plans to dig it up in two days’ time but has to leave on business before that happens. He will give the party a general location in his backyard where it was buried “around 8 feet down.”
If the party investigates the location indicated, they will find pickaxes and shovels left out. If the party digs, they will find nothing. Here one of two things will happen: Either Auke returns and measures the hole, proclaiming it close enough for the pool he wanted installed or later on the party may hear about how Auke tricked some people into digging his pool for him (possibly back at the tavern).
Created by:zweefer

Lucca Huntsman
Location and role in the tavern: As the cook, Lucca can be found in and out of the kitchen.
Appearance: Blood stained apron, long unkempt hair, filthy hands, generally a walking health code violation…
Quirk: Picks his nose.
What’s their quest: Lucca tells the party he has a problem with rats “in the food.” He wants to hire the party to kill as many large rats in the stables as they can. To prove the deed has been done, he insists they bring the bodies of each rat killed, and he will pay per corpse.
In reality, the Quest is about out of meat, and beef is too expensive. He was telling the truth when he said the rats were indeed “in the food,” because he’s going to use them to cook.
Created by:zweefer

Sym Skallywood
Location and role in the tavern: Sym is nursing a large tankard of ale alone. He is a little reluctant to speak with strangers.
Appearance: Sym is a short-but-handsome young man with sandy blonde hair and blue eyes. The unfocused gaze of his left eye drifts lazily toward the wall.
Quirk: Sym fidgets with the silver chain he wears around his neck.
What’s their quest: Sym carries with him a vial of a rare poison that causes any who ingests it to suffer from terrible dry-mouth and flux. If untreated, the person will be dead of dehydration within 4 hours. Sym was hired by, Willam Fold, an up-and-coming local merchant, to prepare the potion and make sure it ends up in the drink of the merchant’s rival. Sym is very concerned about a threat of blackmail from Mr. Fold (secret: Fold is actually a half-devil), who has taken the ledger from Sym’s home workshop and lab and is holding it locked in a safe in his villa in the Garden District. Sym doesn’t have the stomach for killing, so he’ll one of two things. First, he might ask the party would travel across town to the Resolution Alehouse–he expects his mark will be there–so they can do the poisoning and Sym’s life can go back to normal. Alternatively, he could ask the party to break into Mr Fold’s villa and steal back Sym’s ledger. Sym is an expert in preparing curatives, and he promises he’d be able to spare a few handy potions from time to time, the kind that might help you out of some sticky situations.
Created by:OrkishBlade

Izzy
Location and role in the tavern: Niece of Darius, found loitering around the common room.
Appearance: Izzy is a young ratfolk in her early teens. She has shiny coal black fur with a white spot on her nose.
Quirk: Animals seems to adore Izzy. A swallow is currently sitting on the table singing to her.
What’s their quest: Izzy wants to cheer up some of the inn’s more sulky staff, especially her uncle Darius. She has heard tales from explorers that there’s a magical glade in a nearby wood where moonlight collects in shallow pools. Izzy is convinced that a few jars of moonlight on their nightstands could fix the mood of any person, no matter how petulant. She provides a box of heavy glass jars and a thick black wax to seal them.
Getting to the glade is not difficult upon a little asking around or exploration. The party can find themselves there within a day’s hike. The difficulty lies in the fact that liquid moonlight causes a crippling feeling of nostalgia. Getting close to the pools without succumbing to weepy tears for years lost is a significant challenge, and once the jars are finally collected, they affect anyone in close proximity with the same feelings. It will take a lot of willpower and a great many tissues before the party can get the moonlight to Izzy.
Created by:u/PaganUnicorn

Sir Albertus Quintifican
Location and role in the tavern: Central, trying to attract the attention of anyone who looks kind of tough. He is a first-time patron.
Appearance: Albertus is a mid-20s human minor noble, and he appears very well-off. He dapples himself with jewels and gold, his clothes are of the finest silks and linens with radiant dyes and intricate embroideries. The only thing plain about him is that he’s plainly out of place here.
Quirk: Tries to make eye contact with anyone tough looking. As soon as eye contact is made, he’ll come to introduce himself and buy everyone with that person (or persons) drinks. He flashes his cash everywhere, is highly energetic, and seems to think everyone already likes him.
What’s their quest: Albertus’ best friend, Francois, is getting married. Naturally, Albertus wants to throw the biggest bachelor party ever. Francois has always had fantasies of being an adventurer, so Albertus wants someone strong and simple to capture a terrible beastie (or several!) and bring it to his estate. Once there, the beast will be caged and kept weak.
The bachelor party will be a night of raucous merrymaking and debauchery, drinks flowing fast, a multitude of high profile and notable guests, gambling, you name it… But the pièce de résistance is when Albertus will reveal the monster to Francois, who (undoubtedly very drunk) will be able to dispatch it and feel like a real hero! The players will be kept around to make sure it all goes smoothly and that Francois gets the killing blow.
After that, Francois will be feeling very confident and will probably challenge anyone and everyone to a duel. Depending how the players run with that, they may be invited to join in with the merrymaking or end up imprisoned for the murder of the young preppy noble.
Created by:u/brittommy

Frega Lodges
Location and role in the tavern: Frega is sitting in a corner table doing tarot readings for coin.
Appearance: Frega is a fat woman with kind eyes. Her dark hair is pulled back in a loose bun just above her sloping shoulders.
Quirk: Frega has a flair for the dramatic, to a fault.
What’s their quest: Frega is concerned about a dwarven girl named Dwayna, an enthusiastic and strong lass who wants adventure and to protect the common folk in these parts. She gave Dwayna a reading recently in which she revealed to her that she was the reincarnated soul of the ancient elvish hero Hedrallon the Dragonslayer. Dwayna was ecstatic and immediately began preparations to search for the tomb of Hedrallon. Local legends have told that Hedrallon is buried in a mausoleum in the shadow of Mount Deaftide on the far edge of the Longwood. Many have gone looking for Hedrallon’s resting place, and all who have returned were disappointed. If they find Dwayna, Frega promises to contact some friendly spirits to inquire where to find something for which one of the PCs is searching for.
Created by:OrkishBlade

Matyus Decker
Location and role in the tavern: Matyus is walking around, trying to get other patrons to play dice.
Appearance: Matyus has a boisterous laugh that erupts through is thick mustache. He wears an open shirt that displays his hairy and well-muscled chest.
Quirk: Matyus has more gold teeth than originals.
What’s their quest: Matyus was a sailor on the pirate ship Backstab Betty, commanded by the dangerous and half-mad Captain Graysky. Matyus tells a wild tale: After plundering and sinking a spicer ship laden with gold and silver after it sailed from Whiteclyff, Graysky turned the ship northward and then deliberately smashed the Backstab Betty onto the rocks of the Seaspray Coast in the dead of night. For those few crew members who made it to land, Graysky and his first mate— a vicious human named Markesh—were waiting, axes in hand to hew them as they crawled onto the stony shore. Concealed by the darkness, Matyus was able to swim and float in the shallows for a few miles before heading into land. He feels he owes it to his fallen crewmates to retrieve some of that treasure, and he’d gladly split whatever they find in equal shares with the party if they help.
Created by:OrkishBlade
submitted by RexiconJesse to DnDBehindTheScreen [link] [comments]

[Wii] [2010] Mario Party, but not Mario Party...

Hi. I have a game that’s been on my mind lately and I honestly don’t know if it’s real or if it’s some sort of fever dream I had. I remember getting this game for Christmas. It was maybe around 2010-ish. It was a Wii Game. I’m 99.9% sure. It had board game mechanics kinda. I remember dice being involved. I think there were other odd characters playable, such as Mii, but you could also play as Mario Characters. Maybe other characters too, but I don’t remember. I don’t know if there were mini games, or if it even was a board game, but there was a dice block involved. I know for a fact it wasn’t Mario party, but it reminded me as such. Maybe it was some time of game show or gambling aspect? I have no clue. All I know is that Mario Characters WERE playable, BUT it was not a Mario Party game. Any ideas as to what this could be would be greatly appreciated!
EDIT: SOLVED [FORTUNE STREET]
submitted by JinxIsDepressed to tipofmyjoystick [link] [comments]

My Fan Character from Deviantart uploaded here for you :)

Just my Skullgirls OC. Nothing much. Skullgirls is owned by Autumn Games, Marvelous Entertainment and Arc System Works. Template by Dimensional-Expander
Name: 'Faust' Niles Roulette
Nickname(s): 'The Luckiest Man in New Meredian', 'Faust'
Gender: Male
Icon: Two Dice Showing Sixes
Race: Human
Origin: Canopy Kingdom, Maplecrest
Age: 28
Hair Color: Black
Hair Style: Slick Comb Over + High Fade
Eye Color: Sapphire Blue
Skin Color: Pale Cream
Attire: Black Suit, Grey Tie, Black & Grey Fedora, Black Loafers
Birthday: August 17
Blood Type: 0+
Height: 5ft 11
Weight: 11 Stone, 160 Pounds
Abilities: Specialist in Gun Kata Style Fighting, Slightly Above Average Agility and Strength, Trained in a Variety of Martial Arts, Trained in the art of Infiltration and Recon, Trained in a Variety of Different Guns, Trained to use Explosives, Trained in Knife Fighting
Likes: Thinking, Reading, Dancing, Listening to Music, Planning, Flirting, Gambling, Drinking, Smoking, Shopping For Suits, Eating Cakes, Eating Burgers, Animals (especially rats and snakes), Gardening
Dislikes: Interruptions to the above items, Lorenzo Medici, Arrogant People, Huge Ego People, Cocky People, Bees, Rejection From Women, Men Trying to Steal his Dates, Shallow Women
Biography: Faust had a fairly decent childhood. But when Squiggly's mother became the Skullgirl she destroyed Faust's, who was 14 around that time, home during her rampage and the resulting destruction would also claim Faust's family. Everything in the house was beyond repair, save for one small picture of them all smiling which Faust would then go on to cherish. Beside himself with grief and unable to live in the ruins that was once his home Faust set out trying to find a way in a cruel, unforgiving world. One day Faust, now 18 and barely getting by, found himself in the crossfire of a shootout between the Medici Mafia and the Black Ergets, a fight that the Medici's managed to win. One of the Medici goons saw him running through the hail of bullets that was being fired when he tried to reach the other side of the street for more cover, he was previously crouched behind a knocked over mailbox in the middle of the street. Impressed by his feat he offered Faust a job with the Medici Mafia, which he accepted for fear of being another fatality. At first Lorenzo saw little potential with him and just fobbed him off as extra help on shootouts. It was in these missions Faust gained his nickname, because of his extreme luck he had when it came to them. After a few more missions Lorenzo moved him up to an enforcer. Faust by now had claimed the lives of over 200 people and had mastered Gun Kata and a variety of mixed martial arts. And so began his slow rise through the ranks of the Medici Mafia. Eventually he ended up as Lorenzo's chief private informant, just below Black Dahlia in rank. For the next couple of years before Marie's transformation into the next Skullgirl nothing much happened. That was until Lorenzo gave him a special mission. Take out a local fish restaurant, he didn't care how. Faust asked what was the beef with this restaurant, he swore to never kill an innocent. And Lorenzo told him that in order to keep up appearances sacrifices needed to be made. Faust knew this meant this mission was nothing but publicity and he didn't kill for publicity, he killed for survival. But knowing he couldn't blatantly just refuse the mission he accepted it. On his way to the fish restaurant he formulated a plan. And so he casually strolled into the restaurant and asked to speak to the manager in private. He told him about the plan and then helped him form a plan to escape, but make it convincing enough that Lorenzo wouldn't question his loyalty. And so the plan was done. After stripping the manager and his staff to nothing but their bare minimal's and having them escape into the river below the restaurant he then timed a gas explosion to go off a few seconds after he himself escaped. And it worked. All the papers published the explosion as the front page story and included the managers and his staff's grisly demise, after nothing but the scraps of their clothing were ever recovered. Lorenzo complimented his achievement. But secretly Faust now realized how stupid it was working for Lorenzo and formulated a coup, after helping the manager of the restaurant and his staff gain new identities and then giving them funding to rebuild the restaurant. Faust hates Lorenzo with every inch of his being and is ready to knock him off and claim all the power for himself in a bid to right the wrongs he committed in his past. And with his story kicking off after Peacock's brutal murder of Lorenzo. His plans may just have had an unexpected advancement.
Personality: Faust is a flirtatious, snazzy dressed, groovy soul with a passion for dancing. But don't let this put you off him as some sort of professional womanizer with no interest in women's personality or settling down, he engages in these dates to filter out all the good women from the bad to find the 'one' and so far he's had no luck and if you wonder what Faust looks for in a women it's reliability and genuineness. Outside of the dating department Faust exudes class without even trying, he knows what he likes and maintains a dignified appearance so well it borders on snobbish. Faust keeps a cool head and maintains a calm atmosphere at all times, well he tries to anyway. Under times with immense pressure Faust can become snappy and frustrated. If someone taunts him with an average taunt it rolls of easily enough, taunt him using his family and or people he cares about as the basis of it and you can be guaranteed an angry reaction, continuing to antagonize him will most likely result in a point blank pistol shot to the face. But don't worry. Faust takes a long time to rile up to this point. For the most part it's just calmness and class. But he can also be spontaneous and unpredictable when he wants to be. Most people would consider him a dapper looking gent who is very approachable, unless they knew what he did for work then they would probably call him a horrible murderer. But Faust doesn't kill because he enjoys it, he kills because he needs to survive and so killing for publicity or just randomly shooting someone for kicks does not at all sit well with him. Faust is also sympathetic to those in pain or in tough times, like the homeless, due to his emotional suffering caused by losing his family and the consequences that came with losing them.
Well there he is~ I hope you enjoyed him~
The thing is I've actually got all his stuff ready, game story, moves, intros and all that stuff. But here's the basic stuff for now. And if you all enjoy him I'll upload the rest of him :)
So let me know if you do in the comments below~
submitted by WinterKing975 to Skullgirls [link] [comments]

What are some easy gambling games you have in your game?

I started having games of street dice in my taverns and my players instantly became gambling addicts. I'm looking for some new games to add a bit of variety to the gambling options.
submitted by Daily_Defectum to DnD [link] [comments]

Analysis - Differences between Hugh Cook's online edition and the published version of The Wordsmiths and the Warguild (The Questing Hero, Hero Returns)

While reading the Wordsmiths and the Warguild on Hugh's website I noticed a number of spelling errors. Checking the printed book, they were fixed. Did Hugh upload his first manuscript?!
So I decided to do a text analysis to see what other differences there are. Maybe I'd find something interesting?
Some funny ones are Website says "Buttons" and the book says "Buttocks", twice. Also I'm sure Togura's lips were warm and yielding but they changed it to Day Suet.
Printed book is at Open Library. Online book is available at Hugh's Website.
Bold = Added in the Printed Book
Strikethrough = Deleted in the Printed Book
___________________________________________________________________________
This unkind traveller once claimed that the king of Sung, the notable Skan Askander, was a derelict glutton with a monster for a son and a slug for a daughter. This was unkind to the daughter. While she was no great beauty, she was definitely not a slug. After all, slugs do not have arms and legs - and, besides, slugs do not grow to that size.
Nevertheless, most of the laws passed by the king were widely flouted, or obeyed only by accident. He decreed that everyone should wash their clothes and their bodies at least once in every lunar month; scarcely one person in a thousand obeyed. Let it also be known that, contrary to the traveller’s declaration, the amusements of the people were many. The principal pastimes were hunting, feuding, fighting and fornication. Drinking and gambling were also very popular. Certain hobbies, including fishing and rat-fighting, also had large followings, and, on occasion, the people found time for dancing, music and banqueting. The inhabitants of Sung also had their own unique cultural heritage, the intricacies of which were seldom appreciated by outsiders; it included lively games such as “Stone the Leper”, and detailed religious rituals such as those laid down for strangling unwanted children and disposing of aged relatives.
The disgruntled traveller tourist was none other than the renegade wizard of Drum, who lived on a high and barren island in the dangerous strait separating the continent of Argan from the Ravlish Lands. The wizard of Drum had passed through Sung frequently on his various peregrinations, and, for one reason or another, had never been very pleased with his reception.
The Devaluation, which ruined many people, was the direct result of swine fever. While the kingdom of Sung was at best a legal fiction, and the king of Sung little more than a handy butt for the jokes of most of his people, the currency issued by the king had for many years enjoyed great respect and stability.
The banquet was in full swing. Buoyant with drink and excitement, Day and Togura danced to the skirl of the skavamareen. In the clinch, he brushed against her soft breasts, which flushed out against her light woollen chemise. Her sly little fingers dared his hard-fleshed buttons buttocks, then stopped because: “Your father’s watching us.” “I love you,” said Togura.
His Her mouth was warm and yielding. His embrace savoured the curves of her back and her buttocks. Moths danced around the doorway lanterns. The night was cool but he was hot, his lust shafting hard within his trews. He smelt her hair, her skin, her perfume. He burped.
“Not so swell, my hearty,” said Cromarty, unshipping a knife.“Not so swell.” Togura was unarmed. He grabbed for a stick, but one of Cromarty’s scungers stepped on it.
“Cut him good, Crom!” said one.
Suddenly the old man swung his shepherd’s crook. The stout wooden staff shaft smashed Cromarty’s wrist. Quick as a flash, the old man demolished the surviving lantern. There were shouts, roars and cries of pain in the darkness. Togura hit the dirt
“Tog,” said Day uncertainly. “Was that you?” “Me,” admitted Togura, blushing in the darkness. “What the feck and fuckle did you think it was, girl?” said the ancient mariner.
The ilps was very large. It had seventy-nine teeth, shared between two mouths of generous dimensions. Five of the teeth were poisoned. It stank of rotten oranges. Its fingertips smoked with blue light.
A creaking bucket lift was bringing up gemstock ore from one of the veins which ran far underground.
After all, Slerma was only sixteen years old; there was scarcely time for her to have grown to the enormous monstrous size which she was alleged to have attained. She was probably just a little fat and sludgy.
He clapped his hands, and their meal was brought in. There were two or three plates apiece for Togura, the baron and Prick, a number of heavily laden platters for the king and his wife, and a large trough for Slerma.
It was impossible even to tell whether her vast, wallowing face had a jawbone. Seasick folds of flesh swayed, buckled and lurched as she ate. Technically, some of that flesh must have belonged to her face cheeks and some to her chin, but such distinctions vanished in the awesome slurry of fat which constituted her face.
Two streets from Dead Man’s Drop, Togura bought some roasted chestnuts from a street vendor, a crippled hag with a festering rupia despoiling the skin beneath her left eye. She tried to cheat him. They argued. He swore. She cursed him. They parted on bad terms, he with her chestnuts and she with his money, both convinced that they had got the worst of the bargain; rounding a corner, he kicked at a cat with ringworm, swore again, then stopped to eat.
And, at his command, Togura drifted off into silk-blosomed bosomed drug dreams which suckled him with nectar and fed him on honey-basted melody cats.
While Togura ate and slept, while the days shortened and the rains pounded down, the townspeople counted the cost of their orgiastic disaster session with the odex, and argued as to whether it was a blessing or a disaster.
“You may be right my son, you may be right,” said Brother Troop, and let him go dressed as he pleased.
Slerma was as huge as he had remembered - if anything, worse. A buxom girl could have been made from the flesh of each of her forearms, and a respectable whore from each of her thighs; her belly could have given birth to a regular conclave of washerwomen. Her fingers, as fat as sausages, looked deceptively soft and helpless; remembering the true strength of those her bone-crushing hands, Togura shuddered. To think that he had almost been married to this!
Togura looked up - and up - and up - and saw above him an octagon of day. This building had no roof. He was reminded of another place which had had no roof. Remembering the torture pit inside the stone beehive, he imagined that he smelt an intolerable stench of decay. Half-singing voices yakkered and laughed. A tentacle clutched for him.
Jon Arabin gave another order. And the weapons muqaddam grabbed Togura and started to drag him to the edge of the deck. “This is a joke, yes?” said Togura. The weapons muqaddam made no answer. “A joke? Understand?” said Togura desperately. “A joke?” They were now very close to the edge. “Draven!” screamed Togura. And started to kick, scratch, struggle and bite. It did him no good. He was hauled to the very edge. “Draven!” shouted Togura, sighting his friend at last. “Stop him!” “Sorry, boy,” said Draven, advancing at a casual saunter. “This isn’t my ship.
It waddled down the beach, its tail dragging across the shingle, then spread its wings – which , as it was a sea dragon, were water wings, not capable of flight - and plunged into the water. Swimming swiftly and gracefully through the lumbering seas, it rounded a headland and was lost from sight.
Then a voice roared: “Begenoth!” The quarrelling dragons instantly quailed down to silence. “Shavaunt!” shouted the voice. And the dragons turned and fled. Togura was alone. “Now then,” said the dragon commander, entering the courtyard. “What started all that off?”
“I still don’t see what’s funny,” said Togura. “I can’t be that bad.” The language barrier prevented anyone from enlightening him. Before he had left Sung, he had known, for For as long as he could remember, he had known that Galish was spoken everywhere, by everyone; it was the universal trading language, the lingua franca of all the world. He had done a lot of unlearning since then.
They practised warfare, of course, but mostly by way of sport and ritual. War helped release unhealthy aggressions, and helped bind the community together, particularly on those festive occasions when they had prisoners they could torture to death.
“If I had half a chance of getting anywhere,” said Togura, “then I’d go. As it is, I’m staying.” “Dosh,” said the headman, thrusting one of his broken wrists in the direction of the south. “What do you mean, dosh?” yelled Togura, angry now. “You”re crazy.” The answer was the same. “Dosh yourself!” said Togura. “Togura,” said the headman, his voice intimate, urging urgent, commanding. “Togura, dosh.” They could go on like this all day. It was very frustrating arguing with someone who didn’t speak your language.
Togura provided. He ate some more, feeding methodically. When he could eat no more, he decided it was time to go. To give his broken shinbone the smoothest possible ride, he was constrained to travel on his back. He started off, using his hands and his good leg. Raising his buttocks from the ground sent pains shooting along his right leg; his saddle-sick buttons buttocks would have to drag along in the dust.
“A woman of evil,” said Draven, with a shudder. “Her name was Ampadara. Yes, that was the name. She was the Yen Glass Ampadara. She was chief torturer for the Lord Emperor of Tameran, the man they call Khmar. She had me cut to pieces, starting with my testicles.” Togura at first had his doubts, but Draven backed up his tale with so much detail that it surely had to be true. Draven was eloquent about the terrors of the Collosnon Empire which dominated the continent of Tameran.
Draven, having gathered up half a dozen big, husky, capable-looking men, spoke to them swiftly, giving his orders. Then they dispersed, shouting their orders, press-ganging men as they went. Togura, Jakes and Draven, a three-man hunting pack, began to recruit a second echelon of group-leaders. Soon, Togura Draven was getting control.
At this point, Drake’s story - which was, incidentally, pure invention - was interrupted as Draven came strolling along. He was rattling some dice in his fist. “Hello there,” said Draven. “Care to roll for this evening’s rations?” “I hear your dice talking,” said Drake. “And I can already hear them telling lies. Don’t roll with him, friend Forester, for he’ll have you rolling for your spleen unless you’re careful.”
However, as only three people had caught fish, fourth prize was not awarded. Drake Draven also organised a tug-of-war, a rat-fighting competition and a knuckleskull league, knuckleskull being a pirate game which is played with cudgels, and tends to lead to bad headaches or worse.
submitted by sylvestertheinvestor to hughcook [link] [comments]

dice gambling games street video

Dice Gambling Games; Dice Gambling Street Cafe; Bingo laws in florida. The shooter is just the person who rolls the dice. A round of craps starts with a “come out” roll. If the shooter rolls a 7 or an 11 on the come out roll, he succeeds immediately. If he rolls a 2, 3, or 12, he fails immediately. If he rolls anyother number, it becomes ... Street craps, also called "shooting dice," is a simple gambling game that can be played wherever dice and a flat surface are at hand. Although a relative of the casino game craps, street craps is simpler and faster. Players bet on the likelihood of one player (the "shooter") rolling a certain target number before they roll a 7 on two dice. This game (meaning literally dice in Arabic) and its far-Asian counterpart Sic Bo (high-low) was one of the most played games in 13th century Europe. Hazard is the predecessor of the modern game craps, which is a simplified version of this rather convoluted medieval gambling game. This post includes several dice games along with instructions for how to gamble on them. I’ll start with craps because it is the most popular and well-known gambling dice game. Also, just to be clear, I’m only writing about games played with standard 6-sided dice—the kind that are shaped like cubes. The main terms used by other players in street dice will help you understand the game much better and get a good idea about street craps. Dice. As the rules of street craps stipulate, gamers need two regular dice to play with. Keep in mind that some cheaters may use trick dice to make sure the bets of the players lose. Shooter. This is the ... Forms of dice have been popular in many cultures, with cubical, 6-sided dice having been found in China around 600 B.C. Originally used for divination, dice were soon used for various games, including games of chance. While the best known game of chance with dice may be craps, in both its casino and street forms, other gambling games that use a pair of dice include Hazard, ‘’Cho-Han ... Street Craps--gambling outside the casino ; Warnings. Street dice games are notoriously crooked. Loaded dice are commonly used, and robberies are not unheard of. If you want to play craps, your best option is to go to a casino where you are guaranteed to have a fair game in a secure, regulated environment. Dice games are criminally under-appreciated. Shooting dice, also known as street craps, is a slightly simplified version of traditional Casino Craps, and is a classic hustle.You can also learn to play Mexican drinking dice, Farkle, and other games that only require you to know a few rules and get a few dice in a cup. Dice games are very often used as gambling games. This is because, when you use dice as one of the main proponents of your game, there is naturally a lot that you are leaving to chance. Dice games can often switch results and bring a turnabout between who is winning and who is losing. Street Dice Introduction. Street Dice is a dice game that debuted at the Downtown Grand casino in Las Vegas on May 16, 2014. It could loosely be described as a simplified version of craps, with just two bets and a maximum of four rolls to resolve a bet.

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