Casinos at Sea: Play Slots and Beat the Odds! | NCL Travel

casino odds on cruise ships

casino odds on cruise ships - win

TIL casino odds on a cruise ship are way worse than on land "blackjack tables will pay 6-to-5, instead of the usual 3-to-2 you’ll find in many land-based casinos"

TIL casino odds on a cruise ship are way worse than on land submitted by heallikewolverine to todayilearned [link] [comments]

From the Blue Dragon to the Hands of Yartar - SKT - Session 16

https://www.reddit.com/dndstories/comments/kc5k4p/the_crashed_tower_of_the_late_zephyros_skt/ - Previously our heroes found Zephyros' tower crashed in the wilderness and a bunch of stone creatures were attempting to burn all his notes; among them was a Large Dragon also made of stone but also possessed a regular Dragon's lightning breath. After crumbling all their enemies to rubble the party gathers up as much of their late Cloud Giant friend's notes as they could and put a full day's travel between them and the tower in case any other statue-like minions showed up to finish the job. .
The cast of DnD Comrades.
.
Paxton spends a good part of the evening using a Language-Comprehension spell to pour over Zephyros' journal and other loose pages. He finds pages of recipes, philosophical musings, and several pages relevant to their previous experience together, along with where he went after he dropped them off in Triboar.
.
After some deliberation, the group decided the notes don't provide enough new information for them to step away from their quest to find the Giant-Slaying weapon presumably left behind in Yartar by the missing Harthol Zymorven so they continue on, but mean to seek out more answers about this 'Eye of the All-Father' at a later time.
Around midday Paxton's Owl familiar communicates to him, "Don't look up, but there appears to be a dragon circling high above us."
Paxton quietly lets his comrades know of the situation. He casts Mage Armor on himself and Sir Oswald casts Armor of Agathys on himself. Their casting of spells seems to have alerted the dragon of their awareness of them as it begins to dive. Paxton then casts Invisibility on himself.
There's a nearby tor jutting out of the bog nearby that Paxton suggests they all run towards, but they only make it a little ways off the road before realizing that Sir Oswald is staying in place, trying to draw the Dragon's ire to himself.
In a flash of cobalt blue, the Dragon both forcefully and gracefully lands on a nearby boulder still some 60' from them. With its bulk nearly the size of a large covered wagon, it puffs out the yellow plates of its underbelly and cocks its head as it stares down its snout and horn towards the group. In a deep, steady voice it speaks, "Greetings little travelers. Are you lost? From where have you come? To where do you travel?"
Not wanting to divulge too much information Creedun only mentions they're traveling to Yartar and they didn't mean to trespass on the Dragon's territory.
"I'm only here to talk, let's drop the spells and magic in the name of diplomacy; I know there's a 5th member of your group skulking around somewhere. Now, normally I'd demand some tribute for such a trespass," the Young Blue Dragon continues, "but today I'm interested only in information. Just last night I passed the strangest thing - what looked like a tower... that had fallen from the sky... just off the road? You wouldn't have happened to have noticed that too would have, traveling past there towards Yartar as you say."
Creedun asks the Dragon if they can just be on their way and that they mean no harm or disrespect. Sir Oswald musters as much Charisma as he can (which is quite a lot) and says they'd be willing to trade information for information). He asks the Blue Dragon what he found in the tower, what he thought of it, and why he wants to know more?
"I found a dead Giant in the tower, I found it rather odd, and it is my business to know what happens in my territory." The Dragon adds with a thin veil of forced patience, "I'm normally not so generous but you amuse me human; I've now answered 3 of your questions and you none of mine. What do you know of the tower?"
Otto chimes in saying the Cloud Giant Zephyros had been their friend once and he believes he'd been trying to get a message through to them.
The Dragon grins a cruel smile, "As I suspected. I will add you to the collection of the Queen of Statues - the Gathering Storm!" as it pumps its mighty wings to take flight.
Roll Initiative!
.
Creedun conjures two Giant Eagles which Grapple the Dragon before it takes off.
This is obviously a cunning foe as it completely ignores the beasts and unleashes a torrent of deadly lightning into the Dwarven Bard, shocking him so badly that it's impossible to maintain concentration. As the Eagles poof into nothingness, the Dragon flies up 40' above the ground and begins circling the group.
Otto is struggling to hit the dragon at this range with his Hand Crossbow and uses his new martial training to stow his shield and attack with his Shortbow at the same time.
Paxton appears next to Sir Oswald, and laying a hand on him casts a spell allowing the heavily armored Knight to fly!
Sir Oswald streaks towards the Dragon and positions himself above it, striking mightily into the Dragon's back twice.
Ransom makes a Spiritual Weapon appear next to Dragon to slash at him, while Creedun resummons his Giant Eagles, though this time the Dragon fends off their grapple.
The Blue Dragon mauls Sir Oswald several times then tries to fly away, knowing that even if the Eagle can keep up, the Knight can't. He's betting that his scales can fend off their attacks and is partly correct, both eagles fail to land even a scratch. Sir Oswald with a lucky swing strikes a critical weak spot behind the Dragon's shoulder and adds a charged-up Smite into the fleeing Dragon
Paxton takes advantage of the Dragon having left the cluster of his allies and centers a Fireball on the Dragon. As the dragon flies out of the bursting flame it is singed and starting to look quite hurt.
The resummoned Giant Eagles catch up and both successfully grapple the Dragon as the 3 of them tumble to the ground, WHAM! Still thrashing on the ground the Dragon bites and claws the injured Eagles, causing both of them to poof from existence.
The Dragon takes an expert shot from Otto's Short Bow and not only looks very hurt, but for the first time shows actual fear itself. It moves to retreat, but instead of flying away it begins to burrow into the soft boggy soil. The group only sees it burrow in 10' and then loose sight of it in the dark tunnel.
Paxton throws a fireball right at the opening of the tunnel, hoping the edges of the flaming blast will catch the Dragon. He hears no sound as to whether it hit or missed.
Even running at top speed Otto isn't quick enough to reach the hole before the Dragon can burrow further in and the tunnel turns at such an angle the Gnome can't blind-fire in. Then he remembers that he has one more "Ka-boomer" left from the merchant cart they encountered south of Calling Horns. He lights the fuse and tosses it into the tunnel. 4 seconds later KABOOM!!! followed by a screeching roar of pain.
Sir Oswald flies down into the tunnel with no hesitation in hopes to finish off the Dragon but emerges a couple seconds later saying, "It's dead." The Kaboomer had blown open the side of its face as smoke poured up and viscera dripped down from its eye.
The group tries harvesting some scales and teeth, but damages their trophies in the process. Sir Oswald opens the Dragon's belly to find a couple human skulls and bones, along with a partially digested dagger. He also insists on spending more time to try to acquire the Dragon's snout horn. Paxton puts his Secure Hut spell over the tunnel while he works because spending several hours exposed in the wilderness doesn't seem like a safe plan.
The rest of the day and a half journey to Yartar is uneventful and everyone arrives fully rested.
.
They find a contingency of guards inspecting everyone who arrives to the city's outer gate. They make their way inside and get food recommendations from a cheery local man.
They're directed to the man's favorite joint - a "dive" dinner on the edge of the "bad part of town - called Karletta's Table.
There they find a one story flat-roofed building hemmed in by larger buildings that appear to have 3rd-story additions built atop older structures. Karletta's Table has crates stacked up outside that several young street kids are using to play and climb on, some have even climbed up onto the roof and are playing up there, another youngster in dirty clothes runs out from behind the diner with a fist-full of bread.
The group walks through the swinging saloon-style doors and gets their bearings in the dim light inside. Most of the booths have privacy walls, but they see a few folk who look down on their luck, a few more working class people, and a couple women arm-wrestling.
Behind the bar is a window looking into the kitchen where clanging pots and pans and sizzling can be heard. A half-elf with dark blue dyed hair cropped short on one side, wearing leather armor with an apron over it comes into view yelling at some staff around the corner, "You don't have that ready yet? By the gods, what am I paying you for, eh?" She notices the party standing in the dinning area and immediately switches her demeaner to a sweet and welcoming smile. "Hey sorry nobody was there to welcome you, feel free to seat yourselves! Someone will be with you in a moment :) " She returns into the part of the kitchen out of view and continues commanding the kitchen staff in an authoritative tone.
Creedun suggests they sit where he can watch the women arm-wrestle and after a few rounds he approaches them with Otto and asks if he can challenge one of them for a round of drinks. There's some brief chit-chat and the women seem fond of taunting Creedun and Otto, mostly in good fun. They tell the adventurers that they work the docks in the fishing industry. Otto mentions that he's a fisher as well and that's how he lost his eye.
One of the women cranks her shoulder a bit as though it's stiff and says to the other, "What do you think Sally? You wanna take 'im?"
Sally, "Are you gunna need some books to sit on, guy?" alluding to the Dwarf's stoutness. "How 'bout instead a drinks though we wrestle for the story of your friend's lost eye. I win against short an stout 'ere - you tell us your tale, little guy?" Otto agrees.
After a particularly close match Sally pins Creedun and Otto launches into a captivating tale from his youth when their boats' nets caught a Kraken, and how he had to climb into the nets to free the beast. In the process he slipped and severed the end off one of the Kraken's tentacles, fell back into the boat and the knife "poked him in the eye."
There is a long pause. Eventually Sally says, "Pffffft, I call bullsh!t There's no way that was a Kraken. That's a mythical beast; even if one does exist there's been no claims of seeing one in a hundred years at least. Plus, it would have dragged your ship to the bottom before you had a chance to free it."
Otto insists he's not lying.
Sally adds, "look, I'm sure you were entangled with something big and tentacle-y, maybe a Giant Octopus, maybe a newborn Kraken, but if that were a real one you'd be a skeleton at the bottom of the ocean right now."
There's a little more benign chit-chat. Otto refers to the women as "madams" which they get a hoot out of. Then he uses his Thieves Cant to see if there's more to them than meets the eye and mentions being "a part of their guild" and "wondering if they could help him."
The women look at each other and Sally says, "Let's step outside for a chat little guy. Just us and and you; your friends can stay in here and order their meal." Otto assures his party that it'll be fine. Paxton keeps watch on the situation with his Owl Familiar waiting outside.
Sally calls to the kitchen, "Hey Karletta could we get some more bread" and they're given a basket of bread as they walk with Otto out a back door.
.
Outside Sally laughs and says he must be new in town and there's no way he's part of their guild. They ask what he wants and he mentions he's looking for someone. Sally scoffs, saying they don't point strangers to members of their guild. He explains - still in somewhat vague terms - he's looking for a Noble's son who's gone missing. He offers them 50gp if they can help. Sally leans to the other woman and whispers something.
Paxton, listening through his Owl's senses hears her ask her friend, "Do you think he's talking about Mel?"
Sally tells Otto to go back inside with his friends and they'll be back with their friend who can tell him more. Neither Otto nor Paxton (through his Familiar) can discern any fowl-play or malice so they wait.
In the meantime Karletta had come by to take the group's order and comments about how quiet Paxton is and asks why he's sitting upright with his eyes closed. Creedun tells her his friend is just really tired and asks for a bib to put on the wizard.
Otto comes back in just as Ransom is pinning Creedun in their own arm-wrestling match.
.
Paxton has his owl follow the two women. One sets the basket of bread down on a nearby crate but the owl follows them to a warehouse where they disappear inside for several minutes. When they reemerge they're accompanied by a young woman and an older halfling woman; they all head back towards the diner. Paxton tells his owl to check out the bread basket, but when he gets there there are barely even crumbs.
The four women reenter Karletta's Table. Without pause the Halfling woman jumps up onto the bench, eye-level with Ransom and the others "I hear you want to ask my friend Mel some questions. I'm just here to make sure it goes smoothly, okay?"
Mel pulls up a chair and sits at the end of the booth. Between asking questions to Mel and the Halfling, they learn:

.
Next time - All Aboard the Grand Dame!
submitted by Yesh_Vroo to dndstories [link] [comments]

From the Blue Dragon to the Hands of Yartar - Ch.3 (+1 level, Kraken's Gamble) - Session 16

https://www.reddit.com/stormkingsthundecomments/kc5nai/the_crashed_tower_of_the_late_zephyros_chapter_35/ - Previously our heroes found Zephyros' tower crashed in the wilderness and a bunch of stone creatures were attempting to burn all his notes; among them was a Large Dragon also made of stone but also possessed a regular Dragon's lightning breath. After crumbling all their enemies to rubble the party gathers up as much of their late Cloud Giant friend's notes as they could and put a full day's travel between them and the tower in case any other statue-like minions showed up to finish the job. .
The cast of DnD Comrades.
.
Paxton spends a good part of the evening using a Language-Comprehension spell to pour over Zephyros' journal and other loose pages. He finds pages of recipes, philosophical musings, and several pages relevant to their previous experience together, along with where he went after he dropped them off in Triboar.
.
After some deliberation, the group decided the notes don't provide enough new information for them to step away from their quest to find the Giant-Slaying weapon presumably left behind in Yartar by the missing Harthol Zymorven so they continue on, but mean to seek out more answers about this 'Eye of the All-Father' at a later time.
Around midday Paxton's Owl familiar communicates to him, "Don't look up, but there appears to be a dragon circling high above us."
Paxton quietly lets his comrades know of the situation. He casts Mage Armor on himself and Sir Oswald casts Armor of Agathys on himself. Their casting of spells seems to have alerted the dragon of their awareness of them as it begins to dive. Paxton then casts Invisibility on himself.
There's a nearby tor jutting out of the bog nearby that Paxton suggests they all run towards, but they only make it a little ways off the road before realizing that Sir Oswald is staying in place, trying to draw the Dragon's ire to himself.
In a flash of cobalt blue, the Dragon both forcefully and gracefully lands on a nearby boulder still some 60' from them. With its bulk nearly the size of a large covered wagon, it puffs out the yellow plates of its underbelly and cocks its head as it stares down its snout and horn towards the group. In a deep, steady voice it speaks, "Greetings little travelers. Are you lost? From where have you come? To where do you travel?"
Not wanting to divulge too much information Creedun only mentions they're traveling to Yartar and they didn't mean to trespass on the Dragon's territory.
"I'm only here to talk, let's drop the spells and magic in the name of diplomacy; I know there's a 5th member of your group skulking around somewhere. Now, normally I'd demand some tribute for such a trespass," the Young Blue Dragon continues, "but today I'm interested only in information. Just last night I passed the strangest thing - what looked like a tower... that had fallen from the sky... just off the road? You wouldn't have happened to have noticed that too would have, traveling past there towards Yartar as you say."
Creedun asks the Dragon if they can just be on their way and that they mean no harm or disrespect. Sir Oswald musters as much Charisma as he can (which is quite a lot) and says they'd be willing to trade information for information). He asks the Blue Dragon what he found in the tower, what he thought of it, and why he wants to know more?
"I found a dead Giant in the tower, I found it rather odd, and it is my business to know what happens in my territory." The Dragon adds with a thin veil of forced patience, "I'm normally not so generous but you amuse me human; I've now answered 3 of your questions and you none of mine. What do you know of the tower?"
Otto chimes in saying the Cloud Giant Zephyros had been their friend once and he believes he'd been trying to get a message through to them.
The Dragon grins a cruel smile, "As I suspected. I will add you to the collection of the Queen of Statues - the Gathering Storm!" as it pumps its mighty wings to take flight.
Roll Initiative!
.
Creedun conjures two Giant Eagles which Grapple the Dragon before it takes off.
This is obviously a cunning foe as it completely ignores the beasts and unleashes a torrent of deadly lightning into the Dwarven Bard, shocking him so badly that it's impossible to maintain concentration. As the Eagles poof into nothingness, the Dragon flies up 40' above the ground and begins circling the group.
Otto is struggling to hit the dragon at this range with his Hand Crossbow and uses his new martial training to stow his shield and attack with his Shortbow at the same time.
Paxton appears next to Sir Oswald, and laying a hand on him casts a spell allowing the heavily armored Knight to fly!
Sir Oswald streaks towards the Dragon and positions himself above it, striking mightily into the Dragon's back twice.
Ransom makes a Spiritual Weapon appear next to Dragon to slash at him, while Creedun resummons his Giant Eagles, though this time the Dragon fends off their grapple.
The Blue Dragon mauls Sir Oswald several times then tries to fly away, knowing that even if the Eagle can keep up, the Knight can't. He's betting that his scales can fend off their attacks and is partly correct, both eagles fail to land even a scratch. Sir Oswald with a lucky swing strikes a critical weak spot behind the Dragon's shoulder and adds a charged-up Smite into the fleeing Dragon
Paxton takes advantage of the Dragon having left the cluster of his allies and centers a Fireball on the Dragon. As the dragon flies out of the bursting flame it is singed and starting to look quite hurt.
The resummoned Giant Eagles catch up and both successfully grapple the Dragon as the 3 of them tumble to the ground, WHAM! Still thrashing on the ground the Dragon bites and claws the injured Eagles, causing both of them to poof from existence.
The Dragon takes an expert shot from Otto's Short Bow and not only looks very hurt, but for the first time shows actual fear itself. It moves to retreat, but instead of flying away it begins to burrow into the soft boggy soil. The group only sees it burrow in 10' and then loose sight of it in the dark tunnel.
Paxton throws a fireball right at the opening of the tunnel, hoping the edges of the flaming blast will catch the Dragon. He hears no sound as to whether it hit or missed.
Even running at top speed Otto isn't quick enough to reach the hole before the Dragon can burrow further in and the tunnel turns at such an angle the Gnome can't blind-fire in. Then he remembers that he has one more "Ka-boomer" left from the merchant cart they encountered south of Calling Horns. He lights the fuse and tosses it into the tunnel. 4 seconds later KABOOM!!! followed by a screeching roar of pain.
Sir Oswald flies down into the tunnel with no hesitation in hopes to finish off the Dragon but emerges a couple seconds later saying, "It's dead." The Kaboomer had blown open the side of its face as smoke poured up and viscera dripped down from its eye.
The group tries harvesting some scales and teeth, but damages their trophies in the process. Sir Oswald opens the Dragon's belly to find a couple human skulls and bones, along with a partially digested dagger. He also insists on spending more time to try to acquire the Dragon's snout horn. Paxton puts his Secure Hut spell over the tunnel while he works because spending several hours exposed in the wilderness doesn't seem like a safe plan.
The rest of the day and a half journey to Yartar is uneventful and everyone arrives fully rested.
.
They find a contingency of guards inspecting everyone who arrives to the city's outer gate. They make their way inside and get food recommendations from a cheery local man.
They're directed to the man's favorite joint - a "dive" dinner on the edge of the "bad part of town - called Karletta's Table.
There they find a one story flat-roofed building hemmed in by larger buildings that appear to have 3rd-story additions built atop older structures. Karletta's Table has crates stacked up outside that several young street kids are using to play and climb on, some have even climbed up onto the roof and are playing up there, another youngster in dirty clothes runs out from behind the diner with a fist-full of bread.
The group walks through the swinging saloon-style doors and gets their bearings in the dim light inside. Most of the booths have privacy walls, but they see a few folk who look down on their luck, a few more working class people, and a couple women arm-wrestling.
Behind the bar is a window looking into the kitchen where clanging pots and pans and sizzling can be heard. A half-elf with dark blue dyed hair cropped short on one side, wearing leather armor with an apron over it comes into view yelling at some staff around the corner, "You don't have that ready yet? By the gods, what am I paying you for, eh?" She notices the party standing in the dinning area and immediately switches her demeaner to a sweet and welcoming smile. "Hey sorry nobody was there to welcome you, feel free to seat yourselves! Someone will be with you in a moment :) " She returns into the part of the kitchen out of view and continues commanding the kitchen staff in an authoritative tone.
Creedun suggests they sit where he can watch the women arm-wrestle and after a few rounds he approaches them with Otto and asks if he can challenge one of them for a round of drinks. There's some brief chit-chat and the women seem fond of taunting Creedun and Otto, mostly in good fun. They tell the adventurers that they work the docks in the fishing industry. Otto mentions that he's a fisher as well and that's how he lost his eye.
One of the women cranks her shoulder a bit as though it's stiff and says to the other, "What do you think Sally? You wanna take 'im?"
Sally, "Are you gunna need some books to sit on, guy?" alluding to the Dwarf's stoutness. "How 'bout instead a drinks though we wrestle for the story of your friend's lost eye. I win against short an stout 'ere - you tell us your tale, little guy?" Otto agrees.
After a particularly close match Sally pins Creedun and Otto launches into a captivating tale from his youth when their boats' nets caught a Kraken, and how he had to climb into the nets to free the beast. In the process he slipped and severed the end off one of the Kraken's tentacles, fell back into the boat and the knife "poked him in the eye."
There is a long pause. Eventually Sally says, "Pffffft, I call bullsh!t There's no way that was a Kraken. That's a mythical beast; even if one does exist there's been no claims of seeing one in a hundred years at least. Plus, it would have dragged your ship to the bottom before you had a chance to free it."
Otto insists he's not lying.
Sally adds, "look, I'm sure you were entangled with something big and tentacle-y, maybe a Giant Octopus, maybe a newborn Kraken, but if that were a real one you'd be a skeleton at the bottom of the ocean right now."
There's a little more benign chit-chat. Otto refers to the women as "madams" which they get a hoot out of. Then he uses his Thieves Cant to see if there's more to them than meets the eye and mentions being "a part of their guild" and "wondering if they could help him."
The women look at each other and Sally says, "Let's step outside for a chat little guy. Just us and and you; your friends can stay in here and order their meal." Otto assures his party that it'll be fine. Paxton keeps watch on the situation with his Owl Familiar waiting outside.
Sally calls to the kitchen, "Hey Karletta could we get some more bread" and they're given a basket of bread as they walk with Otto out a back door.
.
Outside Sally laughs and says he must be new in town and there's no way he's part of their guild. They ask what he wants and he mentions he's looking for someone. Sally scoffs, saying they don't point strangers to members of their guild. He explains - still in somewhat vague terms - he's looking for a Noble's son who's gone missing. He offers them 50gp if they can help. Sally leans to the other woman and whispers something.
Paxton, listening through his Owl's senses hears her ask her friend, "Do you think he's talking about Mel?"
Sally tells Otto to go back inside with his friends and they'll be back with their friend who can tell him more. Neither Otto nor Paxton (through his Familiar) can discern any fowl-play or malice so they wait.
In the meantime Karletta had come by to take the group's order and comments about how quiet Paxton is and asks why he's sitting upright with his eyes closed. Creedun tells her his friend is just really tired and asks for a bib to put on the wizard.
Otto comes back in just as Ransom is pinning Creedun in their own arm-wrestling match.
.
Paxton has his owl follow the two women. One sets the basket of bread down on a nearby crate but the owl follows them to a warehouse where they disappear inside for several minutes. When they reemerge they're accompanied by a young woman and an older halfling woman; they all head back towards the diner. Paxton tells his owl to check out the bread basket, but when he gets there there are barely even crumbs.
The four women reenter Karletta's Table. Without pause the Halfling woman jumps up onto the bench, eye-level with Ransom and the others "I hear you want to ask my friend Mel some questions. I'm just here to make sure it goes smoothly, okay?"
Mel pulls up a chair and sits at the end of the booth. Between asking questions to Mel and the Halfling, they learn:

.
Next time - All Aboard the Grand Dame!
submitted by Yesh_Vroo to stormkingsthunder [link] [comments]

Will China's PLAN survive contact with the enemy?

The best laid PLANs of mice and men often go awry.

Welcome back to another effortpost by me generally on the developing arms race in East Asia, this time covering the People's Liberation Army Navy, hereafter referred to as the "PLAN", and its massive growth... and... mostly, well, its massive growth. What that means is mostly covered in other posts about how other countries are responding to it. The why is a bit difficult because, well, China is not well known for open debate, or open anything, really, which will turn up repeatedly.

  1. What you [might] need to know about South Korea's ludicrous arms buildup
  2. We shall fight on the seas and oceans, we shall fight with growing confidence and growing strength in the air, we shall defend our island, whatever the cost may be. We shall fight on the beaches.... uh, what do we do after that again?: The Perilous Defensive Position of Taiwan
  3. "You've hit another cargo ship? The Problems with the US Navy: Not all of them begin with "Seven" and end with "th Fleet"."
  4. Will China's PLAN survive contact with the enemy?
  5. Biden's New START and modern nuclear war
  6. First And Last Stand Of The Tin Can Navies [ASEAN + Australia and the smaller adversaries China may contend with]
  7. Boned: Problems in the US Air [and space!] Force
  8. --Unnamed-- effortpost on Japanese military matters, mostly about how weird the JSDF status is
  9. --Unnamed--effortpost on Indian military matters, and why they can't focus on China or buy anything that works
  10. --Unnamed--effortpost on the rest of the PLA, mostly the air force though
  11. --Unnamed--effortpost on the rest of the US Armed Forces, mostly talking about how the marines are changing and the Army's new love affair with INF-busting weapons
  12. Conclusion?

Glossary:
PLA = People's Liberation Army = the armed forces of the People's Republic of China, or China
PLAN = People's Liberation Army Navy = the naval forces of the PLA
PLANAF = People's Liberation Army Navy Air Force = the air force of the navy of the PLA
Ashm = Anti-ship missile, cruise missile unless specifically described as otherwise--there's only one anti-ship ballistic missile in existence and its efficacy and whether or not it functions is questionable
CIWS = close-in weapons system, like the Phalanx gun or Goalkeeper
VLS = vertical launch system for missiles
AEGIS = Aegis Combat System if described specifically in that context, a US naval warfare system, but we'll usually be talking about "Chinese AEGIS", which is a nomiker used by the Chinese media in particular comparing the Type 346 radar to the AN-SPY family, with which it shares numerous technical characteristics--but how comparable the "Chinese AEGIS" system is to what the US uses is a complete unknown.
SAM = Surface-to-air missile, in this case usually a S-300 derivative
First Island Chain = The islands, stretching from Malaysia, Singapore, Indonesia, the Philippines, Taiwan, and Japan, which keep China inside its littoral seas much as the GIUK [Greenland-Iceland-UK] gap has kept various continental powers out of the Atlantic.


Some PLAN equipment you might see described--the nomenclature is confusing and a relic of the cultural revolution, and as a result China now has more Types than the British.
Type 003 = China's new conventionally powered supercarriers, currently under construction
Type 002 = China's first truly "operational" carrier
Type 001 = China's first carrier, built on a Soviet hull purchased from Ukraine ostensibly to make a floating casino
Type 055 = Guided-missile cruiser, though generally called a destroyer it's probably more descriptively labeled a cruiser
Type 052D = Guided-missile destroyer using "Chinese AEGIS"
Type 052/051B/052B/052C = the gradual progression of evolving Chinese naval tech, largely built as practice/demo ships like the Type 001. Some of the earlier ones are steam-powered but by the Type 052C you have something almost as advanced as the Type 052D, albeit with turbine problems
Type 054A = the standard modern frigate of the PLAN
Type 053[anything] = old PLAN frigates
Type 096 = China's newest SSBN class, under construction
Type 094 = China's first functional SSBN class, very noisy
Type 092 = China's first "SSBN", believed to have never left port with an actual nuke on board
Type 095 = China's newest SSN class, under construction
Type 093 = China's current SSN class, noisy
Type 091 = China's first SSN class, dumb dumb dumb and is at a 1950s tech level
Type 039[A] = China's new SSK class
Kilo = China's older SSK class, imported from Russia
Sovremenny = China's first capable anti-air destroyers, imported from Russia


1. The Last Time A Rising Navy Challenged A Dominant Foe

The last time we've seen something like this was in the late 19th century. After the First World War shipbuilding was restricted by the landmark Washington Naval Treaty, one of the first great arms control treaties, and during the Cold War the Soviet Union never really had any hopes of surpassing American naval power. China, however, seems intent on replacing the US as the world's dominant naval power, or at least building a force that can stop the US Navy, even combined with the forces of Japan and other regional allies.

The nations in question, of course, in the last naval arms race, were the United Kingdom and a newly-unified Germany. Germany never reached the level of the UK, but seriously threatened it. Previously the UK had maintained a policy of having more ships than the next two largest fleets combined, but this was no longer possible, and the UK legitimately was fearful for its naval supremacy. It didn't last too long in the end--under a decade--and a resumption was foiled by first a world war and then the Washington Naval Treaty. The impact of the arms race, though, was massive. It set Germany and the UK at odds with each other, it resulted in a general buildup of warships pretty much everywhere [South America was, believe it or not, one of the biggest offenders there], established Germany for a time as the world's second naval power, having eclipsed both France and Russia and turning a small coastal defense navy into something that was able to defeat the Royal Navy itself, though never comprehensively enough to change the course of the first world war.

China dwells in a much different situation than Germany did at the turn of the last century, so we can only extend the analogy so far--substituting in Japan for the UK, India for Russia, and so on is possible but not, in my view, educational. However, we can see many of the same elements playing in here. China seems intent on replacing the US as a dominant power, or at least as regional hegemon--the ancient tributary system seems to lie fairly heavily on Chinese minds--and in order to do that, it must be able to have some degree of power projection and the capability to deny the US Navy access to areas within the first island chain. It remains to be seen, however, how successful that quest will be. Much as with the dreadnought battleships, I wouldn't be surprised if we never actually do find out if most of the shiny naval toys people have built actually work. But their mere existence shows the mutual hostility developing in the region and demonstrates the size of the Chinese threat.

Another lesson learned here is that China, like Germany, may not develop a naval force capable of defeating the US comprehensively, but only partially, and that one of the powers--in this case, China--might be pressured to strike first before the US Navy can close the gap. That ~2030 gap I talked about in my last post is, I think, an especially vulnerable point, because China may look at a degraded, but rejuvenating US Navy, then at their own capable forces, and decide to strike then in Taiwan and the South China Sea, only to back down when the US Navy again eclipses them. Whether or not that will happen, we will see--but I find it a very dangerous and perhaps likely possibility.

2. What the PLAN looked like 20 years ago

The PLAN has undergone an absolutely stunning evolution in the past two decades. In the Third Taiwan Strait Crisis the US could intimidate China with a pair of aircraft carrier strike groups and China could do pretty much nothing about it. Now the US is afraid of sending anything more than a destroyer through the strait.

Twenty years ago, the PLAN was a bit of a joke. Even Taiwan figured it could hold the seas against the PLAN. It consisted of a few tens of outdated coastal-defense frigates, some Soviet-era diesel-electric subs, and a large number of unsophisticated missile craft. The pride of the Chinese fleet were a handful of destroyers assembled using cobbled-together Western technology--copied French missiles, American gas turbines, the lot. According to American accounts at the time, the instructions for the equipment hadn't even been translated. The most advanced ship in the fleet used steampower. There were nuclear submarines, but of 1950s quality. Of particular note was the fact that the Chinese fleet had no area air defense capabilities--their premier surface-to-air-missile was an unlicensed knockoff of the French Crotale, and couldn't shoot anything outside of visual range, at high altitudes, or really doing anything more sophisticated than trying to kill their ships with low-altitude dumb bombing runs.

In the past twenty years, however, the PLAN has, much like the German Navy towards the end of the 19th century, gone from an afterthought to the world's second most powerful force. It began, as modern China's military capabilities almost all began, with the looting of the former Soviet Union for naval technology. While Soviet naval tech was generally lacking, it was much better than anything else China could get its hands on after the arms embargo placed on it in the 1990s by the US and Europe in response to Tienanmen and the end of the Cold War. China bought Soviet diesel submarines, Soviet air-defense destroyers, and Soviet aircraft carriers, which it promptly left lying around [and turned one of them into a theme park]. This was combined with copies of various pieces of Western, mostly European, technology for everything from sonars to surface-to-air missiles. China then began developing its first modern indigenous surface combatants, the Type 052C, but there were still problems. The engines were Ukrainian and had reliability trouble, the gun jammed, there was no VLS.

It is really in the last ten years that things have begun to move extremely quickly, and even only in the latter portion of the decade. In 2012 the Type 001 Liaoning entered service, and although it remains more of a training ship than an operational vessel, and is held back by a poor carrier aircraft, the mere fact that China "built" a carrier was a surprise to many. In 2014 the first Type 052D destroyer came online. It had learned the lessons from the Type 052C, and in just the last six years at least ten have entered service, with a class size of about 23 expected. This rapid expansion is what has frightened competing navies the most--in a little over a decade, the PLAN is constructing more destroyers than the British, French, and Australian navies have in service combined. It is also building the Type 055, which has generally been called a "destroyer" despite being more aptly described as a cruiser in line with the Ticonderoga-class. China has also built 30 modern frigates in the past decade, which has also swelled its numbers, along with numerous smaller corvettes, submarines, and so on.

This is why the PLAN has become such an object of concern. While it cannot challenge the US Navy yet, at least outside its littoral zones, the decline of the USN and rapid expansion of the PLAN means that it is a serious threat. And the speed at which it has developed has made many fearful. As recently as 2010, the idea of China operating an aircraft carrier or modern destroyers seemed distant, possibly preposterous. Now China speaks openly of having a six-carrier fleet in the 2030s, although, as with many of China's plans to operate full US-replicated tech and doctrine, these may have somewhat caved to realism. China is mighty, but it has already done the easy part--the last part is much harder, in economics and in military matters. Building the software, the institutional knowledge, the hardware to compete with the US Navy will prove difficult.

3. What the PLAN looks like now--submarines

Submarines are one of the PLAN's weak spots, particularly nuclear submarines. China is, however, making some fairly rapid advances in this area.

Their nuclear submarine program has been considered a bit of a joke for some time. In the late 1950s when all the cool kids great powers were getting nuclear submarines, China decided [or at least Mao did] that China needed nuclear submarines too. About 16 years later, the product of this effort finally emerged as the Type 091 submarine. Based on 1950s technology, with poor radiation shielding and basically nothing done in the name of noise reduction, and not even a teardrop hull, the Type 091 was probably more of a threat to the sailors who were on it than anyone else, except maybe the two Tench-class submarines that Taiwan operates, which use 1940s technology and are the world's longest-serving submarines, though they're mostly used for training nowadays. Even then, my money would be on the Tench despite the upgrades the PLAN has made to the Type 091. There's only so much you can do to put lipstick on a pig.

China also produced an SSBN, the Type 092, which was probably the only submarine more useless than the Type 091. About the only useful thing it did for the PLAN was that it served as a test platform for SLBM launches. Reports suggest that the Type 092 is the noisiest SSBN ever made, and is thought to have only ever undertaken a single patrol. It stayed at port for so long that it was thought to have sunk in an accident. And the experience turned the PLAN off from building SSBNs for over twenty years, until the Type 094 came online in 2007.

More recent submarines are growing in capability, though. The Type 094 is not the noisiest SSBN ever made, and may not even be the noisiest in current service--that honor going to the Delta III operated by the Russian Navy, which uses 1970s technology, and, which, according to the US Office of Naval Intelligence, is about as noisy as the Type 094. The Type 093 is also moderately capable--it actually functions and can fire anti-ship missiles. However, the Type 093 is still considered only comparable to the Soviet Victor III class, again using 1970s technology. Future submarines have not yet been seen, but expectations are that China will make another step forward to late 1980s or early 1990s tech levels, producing something on par with the Los Angeles or Akula for the first time.

China also operates a fairly capable fleet of coastal diesel-electric submarines. While some are quite old--the Type 035--most are pretty average for the global submarine force, a mix of Kilos and domestic AIP designs. The large number of boats in operation and their anti-ship missile capability means that these should be considered a real threat, at least in the littoral waters near to China, but they aren't decisive by any means, especially since China is facing off against such threats as Japan's Soryu class, probably the most advanced diesel-electric sub in existence.

In conclusion, the PLAN is still pretty weak on the submarine front--weaker here than on anything but its carrier force, but its capabilities are advancing rapidly and should not be underestimated.

4. What the PLAN looks like now--surface combatants

The surface fleet is definitely the most impressive and capable portion of the PLAN, no questions about it. China once had a fleet consisting mostly of coastal frigates and missile boats. As recently as 2000, its fleet had no real area-air-defense destroyers, and no SAMs that could operate outside visual range. Now, though, the PLAN operates tens of advanced guided-missile destroyers, advanced frigates, and still retains a large number of small, stealthy missile boats.

The major focus of Chinese warships appears to be on anti-air, with anti-surface being a somewhat secondary concern for all but the smallest vessels. This makes sense when you realize that the primary focus is, at least for the moment, on using land-based aircraft to strike against hostile fleet formations using long-range anti-ship missiles, in a very Soviet sort of way--"Backfire raids" using long-range land-based aircraft with anti-ship missiles were one of the US Navy's major concerns during the Cold War, and the very reason for the F-14's existence along with the AIM-54 Phoenix it carried. However, China has been developing anti-surface capabilities as well using ashms and land-attack cruise missiles [generally the same thing, actually]. Since China has finally developed a VLS system that allows it to use the same launcher for multiple missiles, its most recent ships have become more versatile in that role.

How effective these ships are at that task is, however, a relatively open question. Their radars at least seem to quite sophisticated, using flat-panel AESA, and have been dubbed "Chinese AEGIS" by the highly reliable Chinese domestic media. The basic platform their surface-to-air missiles are based on also seems to be fairly capable--the HQ-9 is an S-300 derivative, a respectable SAM system though, again, how capable it is against opponents in an active electronic warfare environment is questionable, and it has basically no capabilities against stealth aircraft like the F-35 as far as anyone knows. The efficacy of their CIWS, again, is open to question. Really this is true of everything about the modern PLAN, and PLA in general. The PLA is secretive, has not exported most of its hardware, and has developed largely independently of foreign militaries, though it is definitely influenced by them. Now that the PLAN has moved away from simply copying foreign hardware and patching it together, its capabilities are much harder to discern.

However, they should be taken as a very real threat, and not written off. My guess would be that their warships are about as capable as most of their non-American counterparts, save those equipped with AEGIS, but that's all my guess is---a guess.

5. What the PLAN looks like now--carriers

The PLAN currently has two carriers in service, and two more known to be under construction, and most suspect that it will build several more. However, at the moment, the PLAN's carrier force is largely a paper tiger, designed around training. The first carrier, the Type 001, basically was a "how do you build a carrier" kit bought from Russia, possibly by accident--the "fully functional" Minsk ended up as a theme park, believe it or not. The hull was purchased from Ukraine and then completed in China years later. It is also believed that the PLAN may have learned some things about aircraft carriers from the HMAS Melbourne, which was sold to a Chinese firm for scrapping--rumor has it the PLAN had no clue this had happened and then had a field day looking at all the stuff that hadn't been taken out. This was back in the old days when nobody could imagine that China would have an aircraft carrier. The Type 002, however, is built from scratch, but isn't particularly capable especially as it's a ski-jump carrier, leaving the Type 003 the first carrier which will prove actually useful.

The main thing holding China's carrier fleet back, though, is a lack of a suitable aircraft. Originally China was considering purchasing Su-33s from Russia, hardly a good carrier-based aircraft but functional, but after Russia discovered that China had been mucking about building a Su-27 derivative without asking the deal fell through [China tells a different story, saying that Russia demanded exorbitant amounts to reopen production which it was unwilling to pay for a nearly obsolete aircraft]. As a result China operates the J-15 as its naval fighter, with... less than stellar results. It's extremely heavy, and, if it takes off from the carrier, has minimal range if carrying anything at all--it can't take more than two short range air to air missiles into the sky to fight enemy aircraft. However, the J-15 isn't really intended for combat service--it's intended to teach China how to run carriers, and it seems to work well enough for that task, aside from the multiple fatal crashes. There is, however, thought to be a new carrier fighter in the pipeline--most say the J-31/FC-31, which has reduced RCS and a number of carrier-unique features, is being pitched as a carrier-based aircraft and will serve as China's carrier fighter in the future. China also lacks any fixed wing carrier-based airborne early warning, which could prove troublesome--a lack of AEW means that its view is limited by the horizon--and has no resupply aircraft like the C-2 Greyhound. As a result, for the moment at least, China lacks an effective carrier force, but it is likely to continue developing rapidly in the next decade and become a fairly substantial threat. Remember that as recently as 2010, a Chinese aircraft carrier seemed preposterous to many people, and now they have two.

6. Some attention to land-based aircraft

Land-based aircraft as a naval weapon are not generally used by the US, which has never had a reason to develop them as a doctrinal focus. Sure, you could potentially envision them as being used, and there even were situations where they were utilized, but it just wasn't generally a priority or how things were done. For China, though, taking influence from the Soviets, and lying on littoral seas with hostile powers in the First Island Chain, land-based aircraft and missiles are a key part of doctrine. Although this is often viewed as a new thing, called A2/AD [anti access/area denial], it's really the result of a long historical evolution of naval power, probably most refined by the Soviet Union. As a result, land-based naval aviation plays an important role, firing anti-ship missiles at standoff distances at enemy vessels, and shore-based launchers of anti-ship missiles are also an important weapon. The combination of these systems means that venturing within China's littoral seas is a dangerous proposition during war, and some waters, like those of the Taiwan Strait, are effectively considered closed at this point in the event of hostilities breaking out. For this reason air superiority is also important in this sort of naval warfare, as if either side gains air superiority it can pummel its opponents with air-launched anti-ship missiles. China's capabilities in this area are sophisticated and should not be underestimated, but they are unlikely to go through a rapid period of growth like the PLAN's fleet.

And a brief note dedicated entirely to the DF-21D "Carrier killer" that the PLA likes to show off. It's a pretty impressive capability, on paper, using a ballistic missile to hit a carrier. The CEP [circular error probable] means that it could even happen, presuming that an aircraft carrier was good enough to sit in one place, not moving, long enough to be detected by China. Aircraft carriers look big, but the seas are huge, and they're surprisingly hard to find. They also move quite fast, in excess of of 35mph/55kph, and thus by the time the ballistic missile has launched it might well be out of range given the fact that ballistic missiles are not particularly known for their maneuverability in terminal stages, at least not in the realm of miles. The DF-21D is not a particular threat to the modern aircraft carrier. It could potentially be one if it evolves into a hypersonic boost-glide vehicle, but that's a whole additional can of worms, that I might address a different day.

7. The PLAN's plans for the future--what will it look like in 2030?

Unfortunately the PLAN is not exactly the most open of navies, as I've repeatedly mentioned. There are no public debates over acquisitions programs, no big fleet shape plans, relatively little detail.

However, a few things are fairly sure bets or publicly announced.

China has repeatedly announced plans to build a six-carrier force, including the Type 001 and Type 002, but also a pair of Type 003 [already under construction] conventionally powered supercarriers and a pair of Type 004 nuclear powered supercarriers. However, it seems that the Type 004 is currently on hold. Why, exactly, is unclear, but it seems to be technical difficulties, which are not particularly surprising given that China's experience with nuclear maritime propulsion seem to be rather limited and have had poor results in their submarine fleet. The costs were also expected to be too high--China does not have an unlimited quantity of money, despite what it may flaunt, and nuclear carriers are expensive to develop especially given that China has not built a nuclear-powered surface ship before.

A new carrier-based fighter is almost certainly in the cards because the J-15 is pretty much useless. The FC-31 seems by far the most likely candidate but it could be another aircraft we haven't seen yet. The addition of this aircraft will greatly improve the PLAN's capabilities.

China also has two Type 075 amphibious assault ships/LHDs under construction, and I would expect this class to be much more prolific. These ships are much more affordable than the full carriers, and focus on areas in which China is particularly concerned--amphibious assaults, say, on islands in the South China Sea or on Taiwan, and anti-submarine warfare, which is of particular importance given that submarines cannot be easily halted with land-based anti-ship missiles and air-launched cruise missiles provided for in their area denial doctrine--submarines are one of the few things that can slip through that net.

The surface combatant fleet is likely to continue growing, but I am not sure if it will swell much beyond the ~23 Type 052D ships planned and the 8 Type 055s. We're likely to see the retirement of the classes preceding the Type 052C destroyer and the Type 054 frigate, and they may be offloaded to Bangladesh, Myanmar, or Pakistan--there is substantial precedent here, and it seems that China is interested in expanding the naval capabilities of its partners around India.

The submarine fleet is likely to see rapid expansion if the PLAN is satisfied with the Type 095 and Type 096 classes, and we're likely to see more diesel-electric subs built as well. Submarines are generally quite good at fighting submarines and conducting area-denial missions, and the large and capable subsurface forces of Japan, Korea, and the United States means that this has to be an area the PLAN invests more in--and the fact that several Southeast Asian nations are also looking at acquiring submarines makes the issue more pressing.

8. Conclusion

China has in the past decade gone from a third-rate navy to perhaps the greatest threat the US Navy has faced since the Second World War. This has significant geopolitical implications, and has resulted in neighbors scrambling to overhaul their naval forces. The growth of the PLAN means that the US can no longer easily defend Taiwan or the South China Sea, or any of China's littoral waters. This, more than anything else, is what has everyone scrambling in the US talking about "great-power competition" because denying access to the US Navy and working on power projection, an inherently naval thing, is essentially a clear sign that China is looking to directly compete with the United States. Underestimate the PLAN at your own peril.

I hope to have more detail and citations in future posts, but unfortunately the PLAN is very secretive [yes, I've said that fifty times already] and this is a pretty big topic to discuss without going into details about all sorts of naval tidbits. Thanks for reading the fourth post in what I hope will be a fairly substantial series, probably around ~12 posts.

9. Citations

James Holmes, "The Danger Zone In Naval Arms Races"
USNI, Report to Congress on Chinese Naval Modernization
Hans Kristensen, China's Noisy Nuclear Submarines
Eric Wertheim, China's Type 052D Destroyer is a potent adversary
Robert Farley, Let's Talk About The Chinese Navy's Type 055 Destroyer
Ryan Pickrell, Chinese fighter jet holding China back as it builds carrier fleet
Look, much more here is based on loose speculation, more unreliable sources, and stuff I've picked up over the years, because public info is limited. So take everything I say with a grain of salt, but understand that it's the best information I know of.
submitted by AmericanNewt8 to neoliberal [link] [comments]

The disappearance of James Christopher Scavone

Every year, 19 people go overboard while on a cruise ship or ferry. Since 2000, roughly 300 people have gone overboard and multiple deaths have been attributed to these incidents.
Being at sea, often for days and weeks at a time, it is not unheard of for cruise passengers to fall victim to the endless ocean beneath their feet.
So when James (Jim) Christopher Scavone disappeared without a trace aboard Carnival Cruise Line's "Destiny" in 1999, initial speculation was that he had, sadly, fallen and gotten lost at sea.
Traveling with his best friend Jeff, and twelve members of Jeff's family, Scavone joined his friend and the family to dinner one night before visiting the casino and dancing at the Point After disco club. Hours later, at around 12:30 in the morning on July 5th, Jim excused himself from the scene, telling his friends he "felt ill."
That was the last time anybody would see Scavone.
When the group returned to the cabin later that night (at around 3 AM), with no sign of their friend since he politely departed hours before, they assumed he had met someone and expected to see him in the morning. 7 hours later, after an attempt to contact Scavone via intercom, a manhunt began that included a room-by-room search on the boat and a pan over the waters by the U.S. Coast Guard.
Investigators initially believed that Scavone's best friend was involved in his disappearance and proceeded to question him for hours before he was eventually ruled out as a suspect.
Weeks later, after James' mother asked for the itemized bill of her son's sail card, it revealed no activity from the 22-year-old, proving he had not re-entered his room or bought anything after going off on his own at 12:30.
With no body, or evidence of foul play, it appears to be a "simple" and tragic case of a man falling overboard.
But seven years after the disappearance, after an airing of the story on Primetime, a witness stepped forward with a lead that suggested there was be more to the tragedy than initially believed.
After viewing James' case on TV, she claimed to be a passenger of the ship at the time of James' disappearance and said she recognized his face from the cruise. She told a bizarre story of a phone call she received on the morning of July 5th: a young man's voice on the other end of the line saying "Help me, I can't get out of here!" followed by a scream, scuffling, and what she described as "furniture being moved around the room."
The following comes directly from a message posted by the family years ago on the international cruise victims website. It's about the woman and some of the details she shared with them about the case. Make of it as you will:
(https://www.internationalcruisevictims.org/LatestMemberStories/James_Scavone.html)
"She told us that later in the week she asked about my son, and the ship told her that he had been engaged prior the trip, and his fiancé had broken up with him. They said he was despondent and probably committed suicide.
This is a total fabrication.
She contacted Carnival Cruise’s corporate offices after the trip, in the hopes of being able to contact us. Carnival Cruise told her they had no record of anyone disappearing from the “Destiny” on July 5, 1999."
Whether or not the claim made by the woman is fact, fiction, or some sort of unrelated incident has not yet been confirmed, but the woman was interviewed by both the FBI and the ship authorities, who still have not come to a definitive conclusion.
Even as many stick with the claim that he had an accident, many questions have surfaced regarding the details of the incident:
No updates to the case have been posted in some time and foul play has NOT been officially suspected by police. But without remains, a bizarre (yet unconfirmed) story contradicting the leading theory, and a Cruise company that may not have been fully cooperative throughout the investigation, there's just really no way of knowing what truly happened that night.
While officially closed back in August of 2000, the case remains unsolved to this day and is still used as an example to emphasize cruise safety and Cruise-Liner accountability all over the world.
No matter what happened with Scavone or other victims who have vanished at sea, it remains evident that the ocean is a vast and dangerous place.
Hopefully, the family was able to find at least some closure in the aftermath of an unimaginable situation.
Sources to check out:
https://www.internationalcruisevictims.org/LatestMemberStories/James_Scavone.html
https://truecrimediva.com/james-scavone-missing-since-1999-from-a-carnival-cruise-line-ship/
http://charleyproject.org/case/james-christopher-scavone
(If you have more information, another link, or have something you feel I have missed about the case, please reach out!)
submitted by AnonNAM to UnresolvedMysteries [link] [comments]

Recon in Yartar and Attack of the Mud-Fish - SKT - Session 23

Previous Session: https://www.reddit.com/dndstories/comments/k352ti/music_and_political_malevolence_in_maelstrom_skt/After leveraging diplomacy and caution in Maelstrom our heroes gained a measure of Serissa's trust, much to Iymrith's dismay. The Queen Regent of the Storm Giants gave the tiny adventurers a clue found at the scene of her mother's murder, and teleported them to Everlund to begin their investigation. In Everlund they finally figured out how Iymrith has been so easily spying on them and had Krowen remove the Divination magic on Zep's sword. Now they head to Yartar to seek the connections between The Golden Goose coins, The Grand Dame river barge, and the Kraken Society. They hope to back to Everlund in time to meet back up with Klauth's airship by tomorrow.
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Cast: Level 9
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As they're teleported from Everlund to Yartar they find themselves standing in a greenhouse with glass fogged from the humidity. Out back in what appears to be a lush garden they can just barely make out the form of a man moving around before they hear an ominous, almost sentient sounding howl of wind. They head into the garden and Lyra notices it's not lush at all, but in fact the plants are withered and tangled with weeds and in desperate need of water and a trim. The Hallucinatory Terrain spell fades and she sees the unkept landscaping for what it is. The man they find in the garden introduces himself as Kolbaz, the groundskeeper and attendant mage responsible for keeping the teleportation circle a secret. He explains that he has to spend so much of his time keeping neighborhood kids away that he can't care for the garden.
The party asks him about The Grand Dame river barge and casino but he doesn't have enough free time to know anything about such leisurely activities. When asked about the Kraken Society he explains that they definitely have a presence in the city, as Harper agents will come through the teleportation circle from time to time to investigate. He knows the local theives' guild has a beef with the Kraken Soc. but not how to get in contact with them. Kolbaz suggests the adventurers check into the local temple dedicated to Tymora as her priests and followers spend a lot of time in gambling halls.
As they leave the villa attached to the scraggly garden Zdravko shouts at some children to flee and Beau uses 'Disguise Self' to look like a skeleton before giving mock-chase towards them for a few paces to help Kolbaz out a little.
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Tymora's Temple in Yartar is a building called "Happy Hall of Fortuitous Happenings" but was converted from an old, ominous-looking keep of black stone built into the side of the small mountain at the heart of the small city. The interior is much more befitting of the name - there are lush rugs and colorful tapestries and games of chance which count as offerings for the faithful.
Jormo greets a spirited, handsome young priest whose swoop of hair bobs as he talks expressively. He introduces himself as Kismet Nodarn. When asked about the Grand Dame he enthusiastically talks about how he frequented the Riverboat casino often; he's stopped going in recent days because his immense luck brought him under suspicion of the boat's Security officer. He was proven innocent, but doesn't like those bad vibes following him so he goes to different venues. He tells the group The Grand Dame is owned by a nobleman named Khaspere Drylund who also lives aboard the vessel.
The party has some time to kill and asks Kismet what he recommends to do around Yartar. He tells them that while it isn't much to look at, he enjoys frequenting a dive tavern called 'Karletta's Table' just on the edge of "the bad part of town." He says the food is great and the ownehost - whom the establishment is named after - takes great care of all her patrons.
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Karletta's Table is a single story flat-roofed building sandwiched between a three and a four story tenement apartment buildings. Street Urchins sit on the streets outside; a couple run out from behind the tavern with fistfuls of bread while a couple more climb stacked crates to play on the roof.
Zdravko strides through the saloon-style doors with the rest of the party close behind. Inside they see a couple rough-looking patrons seated and talking quietly amongst themselves. Beau is searching carefully for any Kraken Tattoos but sees none. Behind the bar is a long order window that gives full view of the kitchen. A woman in leather armor is giving instructions to the chefs before turning her attention to the newcomers, "Find a seat; someone will be with you in a moment!"
The group sits at one of the tables for six, partitioned to provide some privacy and discuss how they should go about things. They agree that maybe having less discretion than usual would be a good strategy: if the Kraken Society catches wind of them poking around, maybe the fight comes to them -or- maybe asking more openly just gets them answers more quickly. A win either way, right?
The armored woman from the kitchen - a Half-Elf, possibly with Drow Ancestry but deep blue-dye masks the white locks of hair that would give it away - comes to the table and introduces herself as Karletta, "Don't tell me nobody's come to take your order yet?" and mutters to herself, "Just can't find good help..."
Beau orders the special: Floundering Flouder, and a Tuna Pate for her Tressym. Karletta is very amused by the flying cat, and by Zdravko's strange way of speaking. The party offers to buy Karletta a drink in exchange for her trove of rumors as she claims "Oh, I've got rumors up the wazoo!"
Karletta goes back to the kitchen to place the orders and they can hear her yelling at the staff that they'd better get their butts in gear because she's taking a break and they need to learn to function without her hovering over their shoulders.
She returns to the party's table with food, and a smile, "Now, let's have that drink!"
They ask her about the Kraken Society and she hesitates in thought for a moment, "Oh, they're some sort of gang, right? My friend Kestrel Hedgehopper hates them for some reason." Beau tries to get a read on Karletta who seems to be genuine.
Karletta goes on, "Y'know, I've got a good feeling about y'all. I'm going to send you - a bunch of strangers - to my friend Kestrel's house. Don't prove my trust to be foolishness, alright?"
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They go to Kestrel's house, a fine two-story dwelling that suggests a comfortable middle-class lifestyle. Despite there being no bell to ring, Zep uses his Kenku mimicry to produce the sound of a loud medium-sized bell. After some time it becomes apparent that nobody is answering. Karletta did mention that Kestrel spends most of her day traveling from place to place within Yartar so they leave a note saying they have mutual business to discuss.
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They make their way towards 'The Fishyard' - Yartar's open-air market - in hopes of finding some guards with whom they can leverage a meeting with the town's Waterbaron. Zep tries to peel off from the group to find someone connected with the thieves guild but Lyra notices and suggests they all stick together.
Lucky for Zep, the thieves guild finds him first... as they pass an alley they hear the sound of a loud medium-sized bell, nearly identical in tone and volume to the one Zep made by Kestrel's house. They turn and hear a small voice add, "Back here, c'mon!"
Our heroes turn down the alley to find a single middle-aged halfling woman who motions for them to follow before running further down the alley and turning a corner. When they too reach the corner they don't see her but see a crate with a loose board; they hear her voice from inside, "Quick, in here."
They enter the crate and realize it has a false back that enters into a dusty, unused warehouse. There the small halfling woman turns towards them with her hands on her hips and with a smirk says, "Heard y'all were poking around my house and that we may have a common enemy."
Kestrel Hedgehopper goes on to tell the adventurers that the Kraken Society is much like the Zhentarim, except that individuals have less freedom, and that it functions more like a cult. It's an old organization whose core tenets always revolve around Krakens or the idea of attaining Godhood much as Krakens do. The current iteration of the Kraken Society seems to be in a phase of attempting to amass wealth and power and this has put them at odds with her own organization.
Using the Thieves Cant he learned from his Flock, Zep confirms that she belongs to the local thieves guild.
Kestrel informs the group that the Grand Dame plays an important role in the Kraken Society's local operations, that the ship's owner is undoubtedly a member of the Kraken Society, and that none of her organization has been able to gain access to the river barge which leads her to believe they've been infiltrated and why she's eager to let outsiders have a go at her enemies.
The party asks if she knows of the missing nobles, and she says she knows of them, but it doesn't impact her business so her organization really doesn't care. Kestrel does know for a fact that one of the missing nobles was on the Grand Dame the night he went missing.
The adventurers part ways with Kestrel who leaves a different way she entered through. They head back to the market to look for some guards, still hoping to access the Waterbaron.
.
Before they can reach any guards they feel a rumble in the earth. The crowds around them all look around in a collective, "that was weird" manner. Another rumble and one of the nearby vendor stalls is swallowed up by a sinkhole! As everyone begins to scatter, 4 humanoids resembling carp with arms and legs leap up out of the sinkhole. They raise shields and 2-pronged, spiked spears above their heads as they burble a chant in an unrecognizable language. Then a writhing, slithering mound of mud slides up out of the hole as it congeals into the shape of something resembling a bizarre, mutated catfish which slides forward towards Zdravko!
The sentient mudfish slashes long muddy whisker-tentacles at the Monk of Bahamut before he gets a chance to release and hone his inner energy. The mud-tentacles seem to be saturated in a foul poison which the hearty Zdravko resists.
Zdravko's counter attacks land hard and the mud rumbles in something akin to a language which Beau understands.
Beau slings Eldritch Blasts at the mud-fish while shouting in Primordial, "Why are attacking us?"
One of the fishy humanoids tries to sling a net over Zdravko but misses. Another casts the Bane spell at Zep, Beau, and Jormo immediately after Lyra Blesses them but only Zep fails to resist it. A 3rd fish man runs up to attack Zdravko, while a 4th does nothing because just then Jormo weaves a spell that causes tons of shadowy black tentacles to writhe up from the ground to ensnare it, the net-thrower, and the mud-fish.
Responding to Beau's question, the now restrained mud rumbles, "Why aren't you worshipping me?"
Lyra discerns there to be a high likelihood of Thunder damage being particularly effective against this muddy foe as she flies over to catch it, and a couple fish-men in a Thunderwave.
Beau sees the effectiveness and runs in to Booming-Blade the mud-fish calling out to it, "I don't even know who you are, why aren't you worshipping ME??"
Jormo finishes off a fish-man with an elemental sphere as Zep leaps out from having hidden himself in the fleeing crowd to ambush the fish-guy that cursed him.
As Zdravko continues hammering away at the tentacled mud with his staff, the creature rumbles back to Beau in anger and indignation, "Because you are not a GOD!!" and it whips the Tabaxi with its tentacle. Jormo extends his Arcane Ward to absorb all the damage.
Beau sheathes his blade in thunderous energy once again and stabs the tentacled mud-fish and mocks, "Oooh, you're a god? Which one??"
Zep gets grappled by one of the fish-men's pincer staffs, but Jormo's ward absorbs the damage and the Tortle wizard finishes off the humanoid with another elemental blast.
Lyra flies over the not very impressive god-mud and blasts it with a second Thunderwave, weakening it significantly. In the final throws of combat, it tells Beau a name that sounds as much like gibberish as anything else, "Thisooletherkrals."
Zep runs in and thrusts his Kenku Blade right into the mud's largest "eye" to finish it off.
.
As the guards arrive out of breathe from sprinting to "control the situation" the party asks if they can meet with Waterbaron Nestra Ruthiol, adding that they know about the missing nobles situation as well.
They are granted a 10 minute audience with Nestra, a shrewd and discerning middle aged woman.
She thanks them for their service and uses the mystery of the "mud-fish" as an excuse to send the scribe out to fetch an old tome on the matter. Once alone with the party she cuts to the chase about the missing nobles, inquiring how the party knows of this. Beau won't reveal their source, which the Waterbaron respects. She admits that Khaspere Drylund is her political adversary but assures them that he is no good, and likely involved in any unsavory business aboard the Grand Dame - he is definitely who they want.
Nestra recommends that whatever they plan on doing aboard the Grand Dame, they do it after it leaves Yartar for its all-night gambling cruise down river. She clarifies that despite whatever malfeasance is involved with Khaspere Drylund, his casino is a legitimate and registered business in Yartar and she would have to act on its behalf if there were any laws broken by the adventurers.
.
Continued : https://www.reddit.com/dndstories/comments/kuave4/zdravko_swims_home_from_the_grand_dame_skt/
submitted by Yesh_Vroo to dndstories [link] [comments]

Recon in Yartar and Attack of the Mud-Fish - Ch.11 - Session 23

(In the previous post I titled it as being Ch.9. but it was actually Ch.11. Please forgive me, I will now delete this entire series. (Just kidding about the deletion, obviously)).
Previous Session: https://www.reddit.com/stormkingsthundecomments/k353q3/music_and_political_malevolence_in_maelstrom_ch_9/After leveraging diplomacy and caution in Maelstrom our heroes gained a measure of Serissa's trust, much to Iymrith's dismay. The Queen Regent of the Storm Giants gave the tiny adventurers a clue found at the scene of her mother's murder, and teleported them to Everlund to begin their investigation. In Everlund they finally figured out how Iymrith has been so easily spying on them and had Krowen remove the Divination magic on Zep's sword. Now they head to Yartar to seek the connections between The Golden Goose coins, The Grand Dame river barge, and the Kraken Society. They hope to back to Everlund in time to meet back up with Klauth's airship by tomorrow.
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Cast: Level 9
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As they're teleported from Everlund to Yartar they find themselves standing in a greenhouse with glass fogged from the humidity. Out back in what appears to be a lush garden they can just barely make out the form of a man moving around before they hear an ominous, almost sentient sounding howl of wind. They head into the garden and Lyra notices it's not lush at all, but in fact the plants are withered and tangled with weeds and in desperate need of water and a trim. The Hallucinatory Terrain spell fades and she sees the unkept landscaping for what it is. The man they find in the garden introduces himself as Kolbaz, the groundskeeper and attendant mage responsible for keeping the teleportation circle a secret. He explains that he has to spend so much of his time keeping neighborhood kids away that he can't care for the garden.
The party asks him about The Grand Dame river barge and casino but he doesn't have enough free time to know anything about such leisurely activities. When asked about the Kraken Society he explains that they definitely have a presence in the city, as Harper agents will come through the teleportation circle from time to time to investigate. He knows the local theives' guild has a beef with the Kraken Soc. but not how to get in contact with them. Kolbaz suggests the adventurers check into the local temple dedicated to Tymora as her priests and followers spend a lot of time in gambling halls.
As they leave the villa attached to the scraggly garden Zdravko shouts at some children to flee and Beau uses 'Disguise Self' to look like a skeleton before giving mock-chase towards them for a few paces to help Kolbaz out a little.
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Tymora's Temple in Yartar is a building called "Happy Hall of Fortuitous Happenings" but was converted from an old, ominous-looking keep of black stone built into the side of the small mountain at the heart of the small city. The interior is much more befitting of the name - there are lush rugs and colorful tapestries and games of chance which count as offerings for the faithful.
Jormo greets a spirited, handsome young priest whose swoop of hair bobs as he talks expressively. He introduces himself as Kismet Nodarn. When asked about the Grand Dame he enthusiastically talks about how he frequented the Riverboat casino often; he's stopped going in recent days because his immense luck brought him under suspicion of the boat's Security officer. He was proven innocent, but doesn't like those bad vibes following him so he goes to different venues. He tells the group The Grand Dame is owned by a nobleman named Khaspere Drylund who also lives aboard the vessel.
The party has some time to kill and asks Kismet what he recommends to do around Yartar. He tells them that while it isn't much to look at, he enjoys frequenting a dive tavern called 'Karletta's Table' just on the edge of "the bad part of town." He says the food is great and the ownehost - whom the establishment is named after - takes great care of all her patrons.
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Karletta's Table is a single story flat-roofed building sandwiched between a three and a four story tenement apartment buildings. Street Urchins sit on the streets outside; a couple run out from behind the tavern with fistfuls of bread while a couple more climb stacked crates to play on the roof.
Zdravko strides through the saloon-style doors with the rest of the party close behind. Inside they see a couple rough-looking patrons seated and talking quietly amongst themselves. Beau is searching carefully for any Kraken Tattoos but sees none. Behind the bar is a long order window that gives full view of the kitchen. A woman in leather armor is giving instructions to the chefs before turning her attention to the newcomers, "Find a seat; someone will be with you in a moment!"
The group sits at one of the tables for six, partitioned to provide some privacy and discuss how they should go about things. They agree that maybe having less discretion than usual would be a good strategy: if the Kraken Society catches wind of them poking around, maybe the fight comes to them -or- maybe asking more openly just gets them answers more quickly. A win either way, right?
The armored woman from the kitchen - a Half-Elf, possibly with Drow Ancestry but deep blue-dye masks the white locks of hair that would give it away - comes to the table and introduces herself as Karletta, "Don't tell me nobody's come to take your order yet?" and mutters to herself, "Just can't find good help..."
Beau orders the special: Floundering Flouder, and a Tuna Pate for her Tressym. Karletta is very amused by the flying cat, and by Zdravko's strange way of speaking. The party offers to buy Karletta a drink in exchange for her trove of rumors as she claims "Oh, I've got rumors up the wazoo!"
Karletta goes back to the kitchen to place the orders and they can hear her yelling at the staff that they'd better get their butts in gear because she's taking a break and they need to learn to function without her hovering over their shoulders.
She returns to the party's table with food, and a smile, "Now, let's have that drink!"
They ask her about the Kraken Society and she hesitates in thought for a moment, "Oh, they're some sort of gang, right? My friend Kestrel Hedgehopper hates them for some reason." Beau tries to get a read on Karletta who seems to be genuine.
Karletta goes on, "Y'know, I've got a good feeling about y'all. I'm going to send you - a bunch of strangers - to my friend Kestrel's house. Don't prove my trust to be foolishness, alright?"
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They go to Kestrel's house, a fine two-story dwelling that suggests a comfortable middle-class lifestyle. Despite there being no bell to ring, Zep uses his Kenku mimicry to produce the sound of a loud medium-sized bell. After some time it becomes apparent that nobody is answering. Karletta did mention that Kestrel spends most of her day traveling from place to place within Yartar so they leave a note saying they have mutual business to discuss.
.
They make their way towards 'The Fishyard' - Yartar's open-air market - in hopes of finding some guards with whom they can leverage a meeting with the town's Waterbaron. Zep tries to peel off from the group to find someone connected with the thieves guild but Lyra notices and suggests they all stick together.
Lucky for Zep, the thieves guild finds him first... as they pass an alley they hear the sound of a loud medium-sized bell, nearly identical in tone and volume to the one Zep made by Kestrel's house. They turn and hear a small voice add, "Back here, c'mon!"
Our heroes turn down the alley to find a single middle-aged halfling woman who motions for them to follow before running further down the alley and turning a corner. When they too reach the corner they don't see her but see a crate with a loose board; they hear her voice from inside, "Quick, in here."
They enter the crate and realize it has a false back that enters into a dusty, unused warehouse. There the small halfling woman turns towards them with her hands on her hips and with a smirk says, "Heard y'all were poking around my house and that we may have a common enemy."
Kestrel Hedgehopper goes on to tell the adventurers that the Kraken Society is much like the Zhentarim, except that individuals have less freedom, and that it functions more like a cult. It's an old organization whose core tenets always revolve around Krakens or the idea of attaining Godhood much as Krakens do. The current iteration of the Kraken Society seems to be in a phase of attempting to amass wealth and power and this has put them at odds with her own organization.
Using the Thieves Cant he learned from his Flock, Zep confirms that she belongs to the local thieves guild.
Kestrel informs the group that the Grand Dame plays an important role in the Kraken Society's local operations, that the ship's owner is undoubtedly a member of the Kraken Society, and that none of her organization has been able to gain access to the river barge which leads her to believe they've been infiltrated and why she's eager to let outsiders have a go at her enemies.
The party asks if she knows of the missing nobles, and she says she knows of them, but it doesn't impact her business so her organization really doesn't care. Kestrel does know for a fact that one of the missing nobles was on the Grand Dame the night he went missing.
The adventurers part ways with Kestrel who leaves a different way she entered through. They head back to the market to look for some guards, still hoping to access the Waterbaron.
.
Before they can reach any guards they feel a rumble in the earth. The crowds around them all look around in a collective, "that was weird" manner. Another rumble and one of the nearby vendor stalls is swallowed up by a sinkhole! As everyone begins to scatter, 4 humanoids resembling carp with arms and legs leap up out of the sinkhole. They raise shields and 2-pronged, spiked spears above their heads as they burble a chant in an unrecognizable language. Then a writhing, slithering mound of mud slides up out of the hole as it congeals into the shape of something resembling a bizarre, mutated catfish which slides forward towards Zdravko!
The sentient mudfish slashes long muddy whisker-tentacles at the Monk of Bahamut before he gets a chance to release and hone his inner energy. The mud-tentacles seem to be saturated in a foul poison which the hearty Zdravko resists.
Zdravko's counter attacks land hard and the mud rumbles in something akin to a language which Beau understands.
Beau slings Eldritch Blasts at the mud-fish while shouting in Primordial, "Why are attacking us?"
One of the fishy humanoids tries to sling a net over Zdravko but misses. Another casts the Bane spell at Zep, Beau, and Jormo immediately after Lyra Blesses them but only Zep fails to resist it. A 3rd fish man runs up to attack Zdravko, while a 4th does nothing because just then Jormo weaves a spell that causes tons of shadowy black tentacles to writhe up from the ground to ensnare it, the net-thrower, and the mud-fish.
Responding to Beau's question, the now restrained mud rumbles, "Why aren't you worshipping me?"
Lyra discerns there to be a high likelihood of Thunder damage being particularly effective against this muddy foe as she flies over to catch it, and a couple fish-men in a Thunderwave.
Beau sees the effectiveness and runs in to Booming-Blade the mud-fish calling out to it, "I don't even know who you are, why aren't you worshipping ME??"
Jormo finishes off a fish-man with an elemental sphere as Zep leaps out from having hidden himself in the fleeing crowd to ambush the fish-guy that cursed him.
As Zdravko continues hammering away at the tentacled mud with his staff, the creature rumbles back to Beau in anger and indignation, "Because you are not a GOD!!" and it whips the Tabaxi with its tentacle. Jormo extends his Arcane Ward to absorb all the damage.
Beau sheathes his blade in thunderous energy once again and stabs the tentacled mud-fish and mocks, "Oooh, you're a god? Which one??"
Zep gets grappled by one of the fish-men's pincer staffs, but Jormo's ward absorbs the damage and the Tortle wizard finishes off the humanoid with another elemental blast.
Lyra flies over the not very impressive god-mud and blasts it with a second Thunderwave, weakening it significantly. In the final throws of combat, it tells Beau a name that sounds as much like gibberish as anything else, "Thisooletherkrals."
Zep runs in and thrusts his Kenku Blade right into the mud's largest "eye" to finish it off.
.
As the guards arrive out of breathe from sprinting to "control the situation" the party asks if they can meet with Waterbaron Nestra Ruthiol, adding that they know about the missing nobles situation as well.
They are granted a 10 minute audience with Nestra, a shrewd and discerning middle aged woman.
She thanks them for their service and uses the mystery of the "mud-fish" as an excuse to send the scribe out to fetch an old tome on the matter. Once alone with the party she cuts to the chase about the missing nobles, inquiring how the party knows of this. Beau won't reveal their source, which the Waterbaron respects. She admits that Khaspere Drylund is her political adversary but assures them that he is no good, and likely involved in any unsavory business aboard the Grand Dame - he is definitely who they want.
Nestra recommends that whatever they plan on doing aboard the Grand Dame, they do it after it leaves Yartar for its all-night gambling cruise down river. She clarifies that despite whatever malfeasance is involved with Khaspere Drylund, his casino is a legitimate and registered business in Yartar and she would have to act on its behalf if there were any laws broken by the adventurers.
.
Continued: https://www.reddit.com/stormkingsthundecomments/kuawle/zdravko_swims_home_from_the_grand_dame_ch11/
submitted by Yesh_Vroo to stormkingsthunder [link] [comments]

Can somebody explain the female brain?

I just made a reddit specifically to ask this question.
3 years ago I went on a cruise and saw this girl who I was attracted to. While I was on the cruise I would see her around and and say “wow I should talk to her.” Fast forward a few nights and we were making out in the “club” on the ship. After the cruise trip and we got back home, me and this girl began to text and were somewhat flirty with each other. We ended up hanging out a few times and she seemed to really like me. She eventually told me that she had a boyfriend and would break up with him to date me. Once I found this out I felt bad for doing/saying anything to this girl so I would kind of brush off any future flirtatious texts from this girl. I ended up getting into my own relationship but always liked this girl to some degree throughout. During my long relationship this girl dated a few random guys. Because I was in a relationship I never said anything weird/sexual to this girl but she knew that I liked her to some degree and on the flip side, she would continue to text me and show interest. The only difference was that when she was in a relationship she would text me significantly less (which makes sense) but she would still be flirty. When she wasn’t in a relationship the amounts of texts would increase and she would seem more interested again. Fast forward 3 years and me and this girl both happen to finally be single at the same time. This girl knew that I really liked her just as I knew she liked me. This time, we were both flirtatious when texting! We hung out once or twice and then decided one day that we should go to a casino together. We ended up going to the casino (which wasn’t close to where we lived) and staying over.
Now here’s where it gets weird.
While hanging out all day she was clearly into me. She was asking me to massage her hand and getting very close to me whenever she could. We ended up playing some games and drinking until we eventually decided to go back to the hotel. This was slightly awkward because we both anticipated having sex and it almost felt “planned” which is never a good thing because it isn’t natural. We ended up getting into bed and cuddling until we started getting more physical. She then asked me if I could massage her back (which everyone knows what that means) and I said okay. After massaging her for a little I tried taking her shirt off because “I couldn’t reach her shoulders” HAHAHA. She was hesitant to do so but eventually gave in. A few minutes later I tried to take off her pants and she stopped me and said “I have nothing under there” and basically telling me not to. At this point I was not turned on because I was uncomfortable and confused because this girl has liked me for years and was saying sexual things only a few days prior. We ended up laying next to each other and after a few minutes I realized that her pants were off (she must haven taken them off under the covers herself). At this point I figured that she wanted something to happen. I tried to kiss her and she was kind of weird about it and asked me “what I was doing?” I don’t even remember what I said to that because it was so weird. However, after a few more minutes she was more into me and said “I’m ready to try now” (as if she had to try to want to do something sexual with me). This was very odd and made me feel like a weirdo because I had this girl laying next to me telling me that “she’s ready to try.” This made me not even want to. Although this was initially the case, I’m a guy and was like whatever I can deal with her being weird. When I went in to kiss her she stopped me and said “I don’t know if we should do this because we’ve been friends so long.” This was very disappointing but I let her know that I didn’t think anything negative would come out of it if something were to happen. She then went back and forth giving in and then saying no. We both ended up falling asleep but I randomly woke up turned on and hard and she must’ve felt it because she slid her pants down and grabbed it, directing it into herself. Because I was laying in an uncomfortable position, I tried to adjust my body and when I tried to make a move, she rejected me again. At this point I was literally depressed and so confused.
The next morning she told me that I was too pushy and I let her know that she was confusing me by taking off her pants at once point and then trying to direct my penis into her at another. She obviously had no real response to this because it didn’t back up with what she was saying.
When I eventually got home I felt bad because I was thinking to myself, “was I being pushy and weird?” After analyzing the situation I realized that there was a 0% chance of that. I still felt bad and ended up texting her letting her know that she confused me and that I didn’t mean to make her feel uncomfortable (because apparently that’s how SHE felt). She then let me know that she wanted to be “platonic.”
I didn’t text this girl for a few days because I wanted to get her off my mind and she eventually hit me with a “hey.” I ended up not even responding with a generic message but rather with a big text going into detail about how I felt about her and the situation. She ended up sending me 9 minutes of audio letting me know the whole history of how she felt about me over the course of the years and saying how she liked me but then stopped but how when she was with me she didn’t know what to do.
So my question is this. Is it worth obsessing over this girl or should I just forget about her. On one hand I find her attractive, we get along well, she has liked me for years and apparently recently stopped, and I just like her as a person overall. On the other hand, she plays with my emotions by liking me off and on over the course of the years and then rejecting me in the moment. I’m not really sure what I should do and I really want to get some opinions on what people here think her mindset is/was.
submitted by J-Money1997 to relationship_advice [link] [comments]

[Let's build D100] Ships you might come across in a busy port.

The party has come into a busy port and decide to visit some other ships. Who might they discover, what might they find?

d100 Interesting Ships in a Port


  1. Shani and Aurora's Tent of Two - The two goblin sisters Shani and Aurora sail providing services to port settlements. Shani claims to be a seer and charges 60gp for a "reading" of the future (she is not). Aurora 'The useful one' provides the service of casting identify for 20gp. She may also agree to sell some of her extensive library if offered the right price. [dweeb_bush]
  2. The Bones Brothers - The bones brothers are a travelling group of jolly bards. As their name suggests they are animated skeletons. Jimbo-double bass, Timbo-guitar, Limbo-vocals, Dimbo-marimba and Franky-drums. They are very hospitable and put on a show for anyone who comes and visits them! [dweeb_bush]
  3. The Lovers - A small nondescript boat lies just off the dock. The is no sign of activity on board apart from the dock inspector who is trying to find out who's boat it is. The truth is the owners of the boat died ten days ago and the boat has miraculously drifted safely into port. on a successful DC 10 investigation or perception check the party members discover two young male elves cowering in the cannonball chest. When the lid is lifted they start begging for their life. If pressed they reveal that the crew was attacked by sirens, the majority of the crew succomed to the siren's calls however the two young boys, deeply infatuated with each other did not care for their temptation. They ran out of food last night and thought they were surely doomed! [dweeb_bush]
  4. The Crows - A large black boat rests in port, neatly secured off one of the more expensive jettys. The most defining feature of the boat is that it is bustling with activity, not by humanoids but 3d12 black ravens. One wears a small captains hat and appears to undersatnd the party. If the party casts speak with animals they discover that the crows were awakened through a series of trials on a new spell aimed to mass awaken a group of creatures. The crows have varying degrees of intelligence and are all chaotic neutral alligned. The crows rebelled from, Hignory Flip, the wizard running the trials on a small island about 2 days sail from the port, and stole his ship. [dweeb_bush]
  5. Captain Redbeak! - A suspicious longship hovers low on the water. There is a steady stream of humanoids entering the covered boat and leaving a few minutes later with a small package. The ship belongs to Captain Redbeak, a feirce pirate captain who runs a drug trade: the drug in question is a relatively cheap drug called "Peak Water" and is collected dew from mountaintops, it gives the user a high that lasts 1d4 hours and gives the user a d4 of bardic inspiration. It costs 10gp per hit. The ship is manned by 2d6 Bandits, and if threatened or reported they will attempt to kill the party in defence of their lives. [dweeb_bush]
  6. Crazy Mr McGee - A delerious man stands warding off the dock guards with what looks like a loaded blunderbus. He's yelling about his notorious reputation as a savage pirate and keeps claiming they have come to "Take away my princess". The princess he's referring to is his boat- he imagines that it is a glourious gallion but in reality it's just a rowboat. If the party manage to subdue the man the dock guards thank them and offer to buy them a drink later that night in the tavern. [dweeb_bush]
  7. A Con??? - The players are drawn to a commotion hidden behind a crowd of people. A large goliath (Manneo) seems to have taken a small dwarf (Skalgrouth) hostage and is threatening to slit his throat if the dock guard do not meet his demands "I'll bloody well kill 'im if you don't give me what I want: 100gp worth of rubies and free passage out of this shit hole!". In reality the goliath and dwarf are working together pulling off this stunt at various ports in the area, so far, to great success! [dweeb_bush]
  8. The Rat's Den - The players follow a stream of rats on board a decrepid looking riverfairing vessel. When they make cross into the canvassed interior they see an old kobold playing the pipes, he seems to be a rat-catcher. If the party interrupt him in his ritual he turns the a swarm of rats against the party and runs off into the port. [dweeb_bush]
  9. Seeking Refuge - A smallish sloop titled 'The Diamond Endeavour' pulls into port, it's sinking and fast! A crew member (Emery Green) jumps onto the dockside and is yelling for help. The vessel was struck by a great storm while at sea and they sustained damage when they brushed by a reef. Luckily they werent wrecked but unluckily they could not repair all the damage with materials on board. They've been bailing for hours and can no longer bail as fast as the ship is filling up with water! If the characters wish to help they can make a DC 13 group athletics check to bail enough water to stop the crew from having to jump ship and leave it to sink. If the players are successful Emery thanks them profusely and offers them a map to a shipwreck they were on the way to dive at before the storm hit them. "It's rumoured that this is the wreck of the old pirate lord, Feather Toothed Bill's ship and may hold riches beyond imagine!" [dweeb_bush]
  10. The Gilded Sail - A group of merchants, all of various races, each offering unique, and expensive, magical trinkets. True to their name, their sail is actually a thin sheet of gold, and the rest of their ship is covered in valuable metals and gems. It’s also very well armed, as are the merchants aboard. Keep an eye on the rogue when this one’s around. [Dragon_Overlord]
  11. The Patchwork - A large ship which seems to have been destroyed and repaired numerous times with whatever material the crew had, from birch wood to copper metal to even welded armor and weapons. Speaking of the crew, they appear to be a mishmash of Kenku, Kobold, Halfling, and the occasional Tabaxi and Goblin. The captain appears to be a raccoon by the name of Majos, which, if your party stumbles upon the question of why and how a raccoon is a ship captain, she would respond with “a salty mage who didn’t know how to win a simple game of cards had a tantrum.” She would then offer the party a game of cards in which if the party beats Majos, she rewards the party a hefty sum of 100 GP, and if any party member is any of the races listed above, she rewards an additional magic item (DM’s choice) and offers a position to the party member for them to join her crew. Accept and the party is taken to an additional encounter to an island for treasure. Decline is acceptable and Majos would accept any favor from the party. [SpyroAndToothless]
  12. The Feyr Winds - An elegant ship that carries goods and treasures from far off Elven lands run by a mixture of elven and faerie creatures. Their most illustrious goods are fruits that can do many things such as heal wounds, cure poisons, or even granting stat bonuses for a minute! (Vendor: Fruits are magical and can take on the effect of any potion you want.) [OSpiderBox]
  13. Gnasher's Maw - A tribal-ized longship driven by a "merry" band of lizard folk. They obviously don't understand personal space or social norms, and are seeking people to help them with a Giant problem. (Hook: if your party is having downtime while they look for their next quest, this could be that hook they need.) [OSpiderBox]
  14. The Esteemed Steamboat - Artificers run this marvel of steam engineering. However... it's currently in a state of disrepair. Looks like heavy damage from some monstrosity. While they're extremely proficient in fixing it, they have no money and are looking for work to pay for supplies. (Allies: party could hire some of them for an upcoming task/adventure, or even offer to fund the repairs in exchange for favopassage.) [OSpiderBox]
  15. The Mainstream (You’ll never need a bigger boat!) - A casino cruise ship featuring a large game room, several bars, comfortable rooms, a pool and a hot tub fueled by a continual flame spell. It is captained by a tall, brown scaled lizardfolk woman named Kepesk. The dealers are kenku bards repeating rules and barking (“Step right up, try you’re luck at the Wheel of the Goddess of Fortune!”) There is also a large vault of gold on board, guarded by lizardfolk soldiers. One particular patron is looking for a few helping hands for a bit of a caper now that he knows the guards patrol schedules. [spiff2]
  16. Rocinante - A relatively fancy and expensive ship being up kept by the Quijano family and their servants. The last living member of the family is a young man, obsessed with swords and thirst for adventure. He agrees to let the team borrow the ship, in exchange for him coming with them on their adventures to wherever they’re going. [DrFishPhd]
  17. Deep Blue - In a corner of the harbour, a seemingly empty ship. Sails are neatly furled, crew seems to have left the ship mere hours ago. On the deck, small openings allows the visitor to enter the hold, in it, some barrels, hammocks. Beside one of the hammock, a book, quite old, written in an old version of Common language.In the middle of the hold, some blankets cover a group of trunks, under these trunks, another opening ... leading to another hold. In this hold, vessels, old fashioned lanterns, and some parchment written in ancient language. At the bottom of a bulkhead, an opening, some stairs gong down in another hold.Wood seems ancient, and strange figures are carved into the wooden parts of the boats. Some ancient runes are covering pillars. In the middle of the hold, a panel with nails made of some unknown metal, once open, stairs going down in the dark. From the shadows, the noise of little splaches. [doctor_providence]
  18. The Mosquito - Run by a crew of githyanki pirates. What seems like a normal battle vessel, once on the open ocean, the sails begin turning outward and suddenly the ship begins gliding above the waters surface at fast speeds. [GladiatorJustin]
  19. The C.H.U.D.- The Shell of a massive deceased Dragonturtle floats next to the dock, it’s ends sealed by mechanical claws, and a viewport fitted into the front. The C.H.U.D. (Chelonian Hammerworked Underwater Dirigible) was designed by the Gnomish Inventor Hector Copperspark. Crewed by gnomes and halflings as they are the only ones small enough to man the complex machinery crammed into the turtle shell, the C.H.U.D. is a mercenary vessel that hires out to perform naval attacks. Hector just got a lead on a new job, and he needs some muscle to pull it off... [Lakandalwa]
  20. The Temple - A ship that serves as a mobile temple to a water deity. It goes from port to port to carry services. [SMGB_NeonYoshi]
  21. Cloudscraper - One of the gems of the Romish Empire's formidable fleet, the Cloudscraper is a powerful warship specially constructed for defeating sea monstrosities of all kinds. Developed after the Queen's late husband was killed by an island feeder (colossal sea beasts known for swallowing swaths of land whole), this vessel with an imposing tower-like bridge is loaded up with all types of harpoons, cannons, and magical armor. Some even say that, thanks to a powerful magical engine, the top half of the ship can separate from the brig to chase after flying beasts attempting to get away. With how famous it is, plenty of townsfolk are eager to get a look at the shining bronze beast of a boat. But what's it doing here of all places? [MildlyConcernedGhost]
  22. The Wistful Wanderer - A small sloop with a single cabin in the middle of the deck. A skilled observer might note that the sails and rigging as well as the rudder occasional shift to right the ship or tighten and secure themselves more. The cabin is actually permanently enchanted with a Mordenkainen’s Magnificent mansion and the ship is handled by a permanent crew of 20 unseen servants. It is owned by the Wandering Wizard Wesley Wrycroft. He sails the world at his leisure, seeking trade for scrolls and arcane artifacts. He also regularly hires adventurers to gather difficult to reach artifacts from unworthy hands whenever he finds a lead on the location of such a relic. [Lakandalawa]
  23. The Magic Brawler - A merchant ship with a very strong looking captain comes to port. If the party chooses to look at their items the captain will challenge the party to an arm wrestling match. Beating a DC 20 strength check will award the party one minor magic item from the captain's personal stash, and beating a DC 25 strength check will award a magic item of the DMs choosing. [TheInstitute4]
  24. The Friend Ship - A comfortable looking wooden ship full of people just hanging out on the deck. While aboard this ship you find yourself under the effects of the Charm Person spell to make everyone friendly with each other. [Stormkiko]
  25. The Dragon Ship - Captained by a Dragonborn with a dragon head on the prow, this ship is a merchant vessel crewed by a muscular Dragonborn who sits on the deck smoking a long pipe. The ship has put down for repairs after grazing a rock which tore a few holes in the starboard side. [AndreTheSalty]
  26. Kender - A rag tag ship filled with swashbuckling Kender. The ship looks like it was made from bits and pieces of many different ships.The Kender are very drunk and have no idea how they got to this port. [Slainlion]
  27. The Poor Captain - A ship that looks broken and near sinking, in truth it's one of the most armed ship on the seas. It uses help calls or just their non threatening look to lure ships close so that they can attack them. [DungeonsAndScouts]
  28. The Fisticuffs- A medium sized rowdy ship sits a little way out from the dock. The ship has two massive hands stemming from the hulls on long mechanical arms. The hands have an AC of 25, a damage threshold of 5, and 30 health each. They ship can leave the water and "walk" on the hands. The ship is primarily a combat ship and is crewed by a band of mischevious gnome tinkerers. In addition to attacking (+10 to hit: 4d6 + 8 bludgeoning damage) the hands can also cast Bigby's hand once per day. [dweeb_bush]
  29. The Grain Barge - A large barge with a dirt floor and wheat growing. A single old man lives on the barge, and sells wheat for 2 pountds per copper piece. In the hull of the barge, accessible only by a trapdoor in the old man's shack, is a large pile of carrots. [serious_tabaxi]
  30. Sea Rot - A large gallion speeds into port with a yellow flag raised. As soon as they dock and have paid the docking fee the captain, a large half-orc woman called Mishka, starts calling for help! She reveals that over half of her crew has contracted a strange plague and she fears for her life. She came to port to seek medical assisstance but fears she is infected so dares not go ashore.The plague - Sea Rot - Is highly contagious and air-borne: if a creature comes within 5ft. of an infected creature they must succeed on a DC 17 Constitution save or become infected themself, symptoms take 1d10 days to manifest. The symptoms of Sea Rot are gruesome, starting with the extremities of the body, the body starts depositing water in cytoplasm-like sacks. At the end of every long rest the creature takes 2d6 cold damage and must succeed on a DC 13 Constitution save or suffer 1 permanent constitution damage, the infected creature also has disadvantage on strength and dexterity checks. It can only be cured by magical means that remove a disease.If the party fetches help she rewards them with a small favour and a pouch full of gemstones worth 50gp, in addition, if the party can cure the 20 crew members and contain the plague she offers them passage anywhere, offers an additional 100gp, and her cutlass- a +1 scimmitar that also increases the holder's charisma by 2 while holding it. [dweeb_bush]
  31. Grok's Galley - A medium-sized ship piloted by a Tortle named Grok(He Understands Things)11. The ship is a 2 sailed vessel with few cannons and other wartime mechanisms on them. The crew is very resilient and full of ragtag non-humaniods. Gnolls, Dragonborn, Ratfolk etc.He's about to set sail back home as he's heard of this group of ratfolk that are trying to overthrow the government in his home town. [VKilledTInternet]
  32. The Abigail - An old warship thought to be lost that had been renovated and turned into an inn. It’s run by two very attractive siblings, who turn out to be sirens and one night, they take the boat out to the sea and eat all the passengers. [TardyTortoise]
  33. The Comfort - This massive galleon is an independent freebooter that refuses to pay allegiance to any nation or city. Housing a collection of skilled healers and clerics, the Comfort sails to areas struck by famine, plague, and war, providing healing to whomever requests it. The sailors aboard the vessel have all sworn the same oath, to defend the healers and their patients with their lives no matter the cost.While the Comfort usually is accepted at any port, it sometimes comes under attack when it travels to war torn regions and as such is well equipped to defend itself should it come under attack. [Lakandalawa]
  34. Arabian Traders - An exotic merchant vessel filled with silks, spices, and strange spirits is disembarking. A dashing arabian prince asks basic questions about the city, potentially becoming enamored with one of the party members. He is rich and slightly crazy, and believes anything can be bought for a price. This gets him into trouble when he tries to buy someone's hand in marriage to add to his collection of luxuries and many wives back in his home port. [jfractal]
  35. Deep Sea Scavengar - Salty, untrustworthy sailors (who look like pirates) are disembarking/unloading from their latest voyage. They have been at sea for months, and haven't seen a woman in that long - they openly hit on and jeer at any females in the group with a CHA score of 11 or higher. One sailor tells a fanciful story about sirens that they encountered on their voyage, killing 3 of their men (it's hard to tell if they are serious or not). [jfractal]
  36. His majesty's secret - A heavily outfitted, small warship is in a secret mission from the king. Heavily armed/armored guards stand watch over the docks, turning away everyone, and refusing to divulge their purpose here. [jfractal]
  37. Smallminded Yokels - A small, local fishing vessel filled with xenophobic, small-minded fisherman. The make disparaging remarks about any non-humans if approached. If the party gives them lip, they will get jumped by the crew the next time they wander the harbor at night. [jfractal]
  38. Mussel's Mate - A large fishing vessel that has seen it's better days. Rigging is in tatters, masts are spliced together, mismatched patchworks sails. Oddly enough the captains quarters are extremely well apportioned not at all like the rest of the ship. [hamlet_d]
  39. The Wayward Lady - This ship has an all female crew. The species on board are the outcasts from different lands. They serve as a place for any who are lost to have a home, though men don't tend to stay for long for some reason. After a successful DC 20 insight check it can be found that men on board the ship for 4 months become women. [42firehawk]
  40. The Gypsy - On the deck is what appears to be a stage where beautiful female dancers perform to music provided by a small band of bards. One of the dancers, who is known as the Storyteller, tells stories through song as the rest of the dancers provide her the visuals/backup dancing. Her voice is noticeably quite low for a woman, but is very enchanting nonetheless. An insight check with a DC20 will reveal that all of the performers are cross-dressing men. [Crystalized13]
  41. The Stable - A ship of decent size that carries horses (or any other kind of mount in your game) from port to port and sells them at a decent price to tired and/or injured travelers. It is crewed by a family of six (mother is the captain, father, three sons, three daughters) and a few extras the gathered along their journey, namely; a nice old man who wants to see the world, a young woman with a fiery attitude and an obvious crush on one of the party members, a muscular Dragonborn who has obviously seen some action who now tends to the horses, a bard who offers entertainment to the crew on board and is particularly liked by the children, a mute Druid who helps the horses and is good friends with the Dragonborn (who interprets their sign), and an ex-pirate who loves the sea but wishes to leave their past behind them. [Crystalized13]
  42. The Penny Bucket - The penny bucket is barely a ship. It's looks like a wash-bucket with a wooden T nailed to it and has a large white shirt as a sale. As far as you can tell there's no way to steer, its an utter mystery to you how it ended up in port, let alone why the dock authority would charge it to dock. When you peer inside the bucket you see a small red pseudodragon peacefully sleeping on it's hoard, which consists of 3pp, 16gp, 103sp, and 56cp, 6 rubies worth 30gp, and a dusty diamond worth 300gp , and a small magical trinket of the DM's choice. If woken up the Pseudodragon wakes up and fiercely snarls , cowering, and protecting its stuff. The dragon will trade any of the items in its hoard if the adventurers offer something of value, or a large amount of food. If the party wants to adopt the dragon along with it's hoard it may be won over with gifts and a DC18 animal handling check. [dweeb_bush]
  43. The Crafty Raft - A makeshift raft has floated down the coast and slammed into the dock. There is no one on board and it appears to be unmanned. There is a note fixed to the mast with a tiny butterknife. The note has directions, "at the lightning stump follow the stream and rescue us". The raft, and attached note were made by crafty goblins attempting to lure creatures down the coast right into a trap. The goblins have made finding their hideout incredibly easy. With a DC 5 nature (tracking) check the party can find the tree and follow it down to the river. The real trap is a series of pitfall traps cleverly hidden in and around the stream. If the adventurers continue along the stream they must succeed on a DC18 Perception check to avoid it and must succeed on a DC14 Dexterity save or fall 10ft. into spikes and take 1d6 bludgeoning damage and 2d6 piercing damage. They are then accosted by 2d4 goblins. [dweeb_bush]
  44. The Illusory Boat - Moored in the port is a huge gleaming golden pirate ship, there must be at least 50 richly dressed halflings manning it. There's a long gangplank extending to the dock. Suddenly there's the noise of several cannons firing off. The guards rush over to the ship, fearing that they are attacking the port. They scream at the ship- "come down here and speak to us you cowards, we can't board your ship without permission but we will call the town guard!" A voice calls from the ship yelling insults at the guards aiming to infuriate them till they board the boat. If any one steps on the gangplank they must succeed on a DC 14 Dexterity save or fall into the water, as they do the ship dissapears and it's revealed that the entire ship is a major illusion cast by three giggling wizards who run away from one of the neighboring piers. [dweeb_bush]
  45. The Question - There's a metallic ship floating in the water. From it you hear loud beeping, chirping, and whirring noises coming from it and it's attracted a large crowd of 3d10 townsfolk, who are fearfully inspecting the ship. As you approach closer you begin to hear a voice in all the artificial noises. You hear it asking thousands of questions, in thousands of voices: "who am I?", "why am I here?", "What's that ugly thing over there?", "what is the meaning to life", "Why are there people watching me?", and other creepy remarks that give the idea that the ship is conscious and scared. When the adventurers look into the boat they see a blinking green, light with a swirling marbled texture on it. The light turns red and starts asking questions very specific to the party. Before long it begins speaking in tongues and a flash of blinding light appears. The adventurers make a DC13 constitution save. On a failed save they are blinded for a minute and take 4d4 psychic damage or half as much on a successful save. When the adventurers look again the ship is gone and there is just a small gemstone floating in the water, whispering to the party in tongues that are unintelligible. [dweeb_bush]
  46. The mistake -A small boat that seems to have been renamed fairly recently. The - ake part of the name is in a different calligraphy and color from the rest of the name [Ido97]
  47. The Barnacle - An old weathered gun-ship bearing it's scars from many a battle, but nevertheless being no worse for the wear. Built strong from some ancient hardwoods and it has been well maintained to the best a ship of that age could be. The crew is a rowdy bunch of salty Dawgs that work as hard as they play...and they fight even harder. They may squabble amongst themselves, but don't you dare mess with or insult one of their brotherhood. They have come to port ready to sell their wares, collect their bounty and spend it irresponsibly. All so they can find their next mission and do it all over again. [gothic03]
  48. The Bauntoo - A strange ramshackle ship occupied by amphibious humanoids that spend near their entire lives out at sea, trade in weird cool stuff they've found deep diving into cool underwater locations like ocean ruins, and wont be at port for long. [Swerve-Bro]
  49. The Leviathan - A huge ship listing hard to one side, its mast broken halfway up and the sails drooping to the deck. All of the wood is dark brown, slimy and rotting out. It looks like someone pulled a shipwreck from the bottom of the sea and it remained afloat by some miracle. If the party inspects the ship, they will find it has already been thoroughly looted and all that remains of the crew are skeletons. (Whether the skeletons are animated or not is up to you). The dock guards will tell you that a huge fog rolled in last night and this ship was there when the fog lifted. [painterinsomniac]
  50. The Menagerie - A decent sized merchant ship, this one is run by all sorts of different creatures though none are humanoid. This ship was originally a travelling circus showing off all manner of awakened animals who were kept captive. The animals are quite amiable and will offer carry passengers in exchange for assistance selling their goods in markets. [painterinsomniac]
  51. The Coffin - A casket-shaped ship that contains the body of a 21-ft giant. The top of the casket has been fitted with sails and rigging and is manned by a crew of humans who tell the party that the giant hired them before his death. He always wanted to sail around the world, so half of all his treasures would be given to the crew who sailed him around the world. The money is to be awarded upon the crews return to the giant's family home, and the crew must have an artefact from each land to prove their voyage complete to the family and get their loot. Of course, the crew isn't bothering with actually sailing around the world - they're content to just make port for a year and trade people for ancestral trinkets so they can return to the land of giants in a year and take their massive loot. They've been given a hefty advance to cover the cost of their long voyage, so money is no object. Adventurers can sell their items if the item is from a distinct background (eg a Dwarven Warhammer, an Elven scroll of healing, etc). [Anceaus]
  52. The Lighthouse - This ship is captained by a young cowardly wizard and an equally nervous-looking crew of young human men. Atop the central mast is a large lighthouse light, which the owner uses to keep other ships far away from him while at sea so as to avoid any trouble. If approached, the captain will immediately begin grovelling and handing over loot at the sight of the party's weapons, offering them any onboard services he can think of for his crew to do for them (shoeshines, blade sharpening, armour mending).Turns out it's all an act - the captain is actually a conniving trickster who transports and deals in Light Blue Light, a magical drug that induces paranoia/twitchy behaviour but grants a 1d6 bonus to Strength for a period of 1 hour. [Anceaus]
  53. The Nest - A vaguely ship-shaped bramble of collected branches and tar, this vessel doesn't look like it should even float, much less sail. It's run completely by Kenku's. They love to collect shiny objects and every nook and cranny of the nest is filled with glittering pieces of treasure and trinkets, among which are a range of magical items.Anything can be bought for a price, but what they especially want is for the adventurers to help them get a shiny old chalice that they've spotted beneath the waters of the harbour - they aren't big swimmers. [Anceaus]
  54. The Half-Pint - An average looking, 2nd-rate ship run exclusively by halflings and gnomes. The crew are rolling a large number of barrels off the ship. A DC 13 Investigation Check will uncover that the Half-Pint has almost twice as many decks as a regular ship of that size and the diminutive crew use the extra space to smuggle illegal magical ale that has explosive side effects. If approached, the first mate (a scruffy gnome named Sebastiano who trusts people a little too easily considering his trade) will ask the party if they are 'for hire' or just want a cask.If the party is looking to buy, refer to the http://dndspeak.com/2017/12/100-random-potion-effects/ to determine what effect their beer has.If they're interested in the job, he would have them guard a supply wagon transporting contraband IPA to an old wizard who lives in an ivory tower in the nearby forest for a sum of 25gp each. What the party doesn't know is that the wizard is in the process of transitioning into a Lich, and the beer is the magical conduit by which he has been transforming. The wizard has the stats of a Revenant if the party chooses to fight him. If an unconscious creature drinks the illegal beer, they will be revived and become Undead. [Anceaus]
  55. The "Blu Moon" - A two masted Caravel. An ocean going merchant ship, that has recently been damaged by pirates, but escaped because they dumped all cargo overboard. The ship is being repaired and expected to be ready in two days. The captain, Quintus "Full" Moon, already has agreed to transport 24 bales of dyed fabric to [INSERT DESTINATION] but is now looking for some more cargo for the same destination. The rest of the crew is: first mate Eldan Wind (m half-elf), bosun Karrla (f half-orc), helmsman Olfie Re (f half-elf), cook Carlin Zwiet (f gnome), and four human sailors: Frenk(m), Ra(f), Tjoris(m) en Huub(m). Huub is a 12 year old boy on his first trip. [Jeeve65]
  56. The Leatherback - A merchant ship from a faraway land. It is made of a beautiful reddish wood and adorned with many colorful flags. About half the crew is made up of tortles and the other half consists of various other races they picked up on their travels. They are very friendly people and will happily buy you a drink or two in exchange for stories of your adventures or of the places and cultures you’ve experienced. If they take a liking to you they're even willing to give you free passage to wherever you'd like to travel... as long as that place happens to be the next port along their voyage. [TheMightyLoaf]
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submitted by dweeb_bush to d100 [link] [comments]

Ranking the P5R Palaces!

Howdhee-ho everyone!
So the other day I did a ranking of all the Showtime attacks. I’d said that if it got a bit of attention and people seemed interested in this kind of stuff, I’d do rankings for other Persona 5 bits.
So today I thought I’d explore Palaces. Now, this one is going to be a bit lengthy because Palaces have a lot to talk about.
And for the usual disclaimer; Spoilers ahead! And everything from here is just my own take on it. If you feel differently, awesome! I’d love to hear your thoughts as well!
So, here are the main criteria I’m basing this stuff on.
“Story” - Now, this isn’t a plot review, but rather a review of how the Palace feels in relation to the story. Essentially, how well does this Palace fit, and does it make sense for the ruler?
“Creativeness” - How creative does the Palace feel?
“Gimmicks” - Puzzles, areas, things like that. Are they good? Do they fit thematically?
“Atmosphere” - From design, to enemies, to music. How does it feel? Does it match the tone of the current arc?
“Length” - This is not necessarily “how long is the Palace” but rather “How long does it FEEL”. Does it drag on? Does it feel too short?
Also, I will NOT be including major bosses as part of the Palace. I’ll be covering bosses another day!
So without further ado… let’s dive right in with what I feel is the worst Palace. And I don’t think this one will be a very hot take.
#9 - Okumura’s Big Bang Death Star
Yikes
Alright. I’m gonna tackle this one at a time, just going down the criteria list.
So to start with the story, I don’t think that a space station makes sense, because thematically it’s a bit… odd. Realistically, the whole “point” of Okumura’s arc is that he wants to “Ascend to the political world”. And you uh… can’t ascend much further than outer space. I think they could have gotten the same general idea with the Palace being something like a NASA Headquarters. Then you still get the space feeling, and the concept of “escaping to Utopia”. I’ll admit this one is a bit of a nitpick. But it’s always been a nagging issue for me.
Now, this is a pretty creative design for a Palace. A giant space station with faceless, robotic drones sacrificing themselves for their leader. It screams of Star Wars with the Stormtroopers just letting themselves get ripped apart for Palpy and Vader. And honestly I remember feeling this sort of overwhelming sense of wonder as I walked into the Palace for the first time and saw SPACE sprawled out in front of me. It’s cool.
Now, here’s where the problems come in. The gimmicks. Not only are they not good, but GODS ABOVE they are repetitive. First there’s the “robot interrogation” section. Try to find the highest ranking robot. But first you need to go through all the ranks below him. If I wanted to be sent up a chain of command until I talked to someone who is actually useful, I’d call up tech support. And fun fact, calling tech support is awful and nobody does it for fun. Well, except apparently the person who designed this “puzzle”. Then we have the breaking arms and lunchtime puzzles which are just… build a bridge here, hit the button, sprint across to the new bridge, make another bridge, run back to the third bridge. I dunno. It’s very uninspired. And then we have the airlocks. Or as I like to call it, wasted potential. This puzzle COULD HAVE BEEN great. But they made it so overly complex and so long that it gets grating.
Now, for the atmosphere. Honestly, I think this Palace does atmosphere very well (which is ironic since it’s in space). But it really gives the idea of a ruthless, corporate conglomerate. And while I think the music is one of the worst tracks in the game, it really does fit here. It’s tedious, repetitive, and droning. Just like working in fast food (and being in this Palace).
And length. Yeah. It’s long. Probably the longest Palace. It definitely feels like it.
So yeah. This Palace is kind of not great.
#8 - Kaneshiro in the House from Disney/Pixar’s Up
Now, I don’t want people to think I hate this Palace. Because I don’t. But I do find it to be one of the more bland ones. It’s just kind of… uninspired. Eh. I’ll get more into it below.
So as far as the story goes it makes sense but… there isn’t a lot TO Kaneshiro. Like, he’s a guy who likes robbing people. We never get to know him beyond that. So a bank is kind of the only option. So it makes sense because well… nothing else would as far as we know.
And unfortunately, this impacts how creative the Palace is. It’s cool that it’s flying, but the flight part is a little… irrelevant. Once you’re in the bank it’s just kind of… a bank. Like, there’s nothing really unique or cool about it. It’s a bank. All of it. The whole thing is just a normal, run of the mill bank once you’re inside. Well… except the money pit. Which is a full like 5 minutes of the Palace so ya’know.
Now, for the Gimmicks. There is one. One singular gimmick. And I don’t really like it. Kaneshiro’s bank has the “letter math”. Basically he has a bunch of notes with things like D=1, U=2, M=3, and B=4. Then you go to a panel with the word DUMB on it and put in the code 1234 (sounds like something an idiot would put on his luggage). So yeah. It… certainly exists.
Now I will say, I do like the atmosphere. And the BGM is, as the kids say, “A bop”. I’d say it’s the… fourth best Palace track. And the Palace DOES really feel like a bank. It’s heavily guarded, and you really get the feeling of “I don’t belong here” after you pass the main room. This is the only Palace that really made me feel like I was trespassing somewhere I wasn’t welcomed. And if you’ve ever been anywhere in a bank that isn’t the main hall, I’m sure you get the feeling. And the basement level does give me that sort of “bank heist” vibe.
Now, I don’t know how long this Palace is. But it certainly feels long. I think most of this is the basement level. Once you get to the lettenumber puzzle it feels kind of like it starts dragging.
So yeah. This Palace is… it’s okay. It’s not good. It’s not bad. It just kinda exists.
#7 - S.S. Shido
I don’t know how controversial this one will be. But I don’t really enjoy this Palace all that much. It gets REALLY old REALLY quickly. But it does have some merits.
Firstly, the Ship idea makes a lot of sense. Especially after Haru just goes “Here’s the metaphor!” in case the player doesn’t get it. Yeah, it makes sense that Shido has a giant cruise liner filled with only the elite as the country around him collapses. Plus, he does talk about “steering the country” more often than Ryuji says “FOR REAL?!” … okay. Maybe that’s not factual. But you get my point.
Now I will say, this Palace is very creative. The idea of a giant Ship cutting through buildings is cool. And I like how it’s treated as a cruise liner because it allows for a lot of additional areas, like the pool restaurant, and obviously the usual ship bits.
Now for the gimmicks… there is one. It’s the rat puzzle. And it can go fuck itself. Thank you for coming to my TED talk.
Now for the atmosphere. It feels perfect. The Palace itself feels grand, powerful, and intimidating, and the score accompanying it amplifies that feeling by quite a lot. I think it’s a bit of a step down from other Palaces, but it certainly makes sense and really works in regards to Shido.
As for length… holy hell this Palace is long. Both literally and mentally. It has basically 5 mini levels, really annoying and long puzzles, and a whole game’s worth of dialogue. I get that they have a lot of loose ends to wrap up but ye gods this Palace feels like it takes an eternity to beat.
This Palace is the textbook definition of wasted potential. It could have been amazing. It has all the pieces it needed to be. But they squander them by diluting the palace with annoying puzzles and WAY too much tangentially-related plot stuff.
#6 - King Kamoshida’s Crazy Castle
Now, I know that I have this one at 6th. But that isn’t a bad thing. I personally think this is the first “good” palace. It’s nothing amazing or crazy, but for the first Palace it’s nice and fun.
Obviously the Castle aesthetic works with Kamoshida. It makes a lot of sense seeing how he lords his power over everyone in the school. Even Principal Eggman gives in to him. So an idea of him lording over everyone obviously makes a lot of sense. And a bit of a fun fact, the guards in his Palace have the same voices as the other teachers.
And the big Castle is actually pretty creative. For a first Palace it really sets a tone, and standard for other Palaces to follow. It’s grand, absurd, and completely disgusting. Makes sense for something formed from distorted desires. There are also some really cool areas like the chandelier hopping, and the crazy, distorted upper floors.
Now for gimmicks. They’re kind of simple. The two present are the book ones, where you need to place the proper book in the proper section, and the one where you need to kill enemies to get the eyes for the statue. Neither are particularly hard, or particularly inspired. They aren’t bad though. And they aren’t overly-long. They’re standard RPG trope puzzles.
Now the atmosphere is kind of… strange. Honestly, I find it hard to take this Palace seriously. The BGM sounds like something out of a 70’s porno, and the Palace itself honestly feels like 70’s porn meets Dungeons and Dragons. It doesn’t really fit the story content of the outside world. It doesn’t reflect Kamoshida’s abuse or Shiho’s suicide. It feels a little too silly. I still like the aesthetic, but I don’t think it really fits with the plot. It needed to be more serious.
And this Palace, unfortunately, does start to drag. By the time you reach the messed up, hyper distorted floors where the floor tiles are floating around, the Palace is getting a bit old. Though this could be due to the fact that you don’t really get to make any progress during your first like… four visits.
Overall, it’s a solid Palace, and a great starting point.
#5 - Madarame’s Museum (I couldn’t think of a creative name for this one. I’m sorry.)
I really like this one. It’s fantastic. And I realize saying that for the 5th ranked Palace is kind of weird, but honestly I think that’s just a testament to how great the next four are.
Starting off like normal, this Palace makes a lot of sense… but I always found it odd that his distortion is a Museum. Because like… that isn’t exactly unusual. He’s a renowned artist with a ton of very famous works. I feel like he has art in museums. I mean, we’re introduced to him at an exhibit. I dunno. It’s a nitpicky issue that I don’t want to press. Regardless, it obviously makes sense. And I love how all the paintings in here are sort of distorted in their own way to show how Madarame has to change his own cognition to accept his art as his own.
And uh… yeah. This Palace is creative as hell. Sure, at first it feels like a normal museum. But stuff like the weird golden staircase abyss, the awesome courtyard, and the painting puzzles are so cool.
Speaking of the painting puzzles. There are two major puzzles here. The painting ones where you enter paintings Mario 64 style, and the Sayuri puzzle.
The one where you enter the paintings is kind of cool, because ultimately it’s about remembering the path that works, while also unlocking other paths to take and figuring out which path will let you escape. It’s cool, and brief, but a little TOO easy. Then there’s the Sayuri puzzle which I love. Basically you are presented with a few different paintings. All the Sayuri, but with slightly different modifications. And you need to pick the “real” one. I like this because it tests how well you were paying attention. They start off obvious, but the differences get more and more subtle as it goes on. It’s a great gimmick.
As far as the atmosphere goes, this place is great. Not only does it match the overall feeling of an art museum, but it honestly has this sort of tenseness to it. I can’t really describe it, but it almost feels ominous. And I think that fits given that Madarame himself is a rather ominous figure. We know he’s bad, but we can’t really prove it for most of the arc.
And I think this Palace has a perfect length. It doesn’t feel rushed or like it’s dragging, and I think that’s more because of the physical length. It isn’t an overly long Palace as far as playtime goes.
So yeah. This one is pretty damn good. I like it.
#4 - Sae’s Controversial Casino
Yeah. This one is going to piss people off. I know that a LOT of people have this as their favorite Palace. And I can understand why. But it has a few issues that sort of drag it down for me. They don’t drag it down MUCH, but they keep it from getting any higher on my list.
Obviously, the Palace makes sense as far as the story is concerned. Sae sees her job as essentially rigged gambling. Anyone outside “the system” thinks they can win, but in reality it’s not possible. As such, everything in her Palace is rigged to make it unwinnable. Or it SHOULD be. But we have a Futaba. So we get to cheat too. “Mwehehe”.
Honestly, the casino and premise is very creative. The concept of a Casino full of rigged games that you need to unrig is awesome, and the layout and mission is great. Also, I love how they have it set up so Sae actively wants you to try to reach her. It’s incredibly unique as far as that goes.
Now for gimmicks. There’s really only one, because most of the time you’re either walking around or killing things. And this gimmick… kind of sucks to be honest. I’m talking about the House of Darkness. It’s the only part that is more than a cutscene, standard area, or standart fight. But all it is is a standard area you can’t see. And it sort of sucks. It’s really… boring. And kind of lengthy. It’s pretty bad.
As far as the atmosphere goes it uh… well, it certainly feels like a Casino. And Sae’s presence throughout makes it feel much like how the plot does outside. Sae and the SIU are closing in, rigging the game and challenging you to take the fight to them. It’s great, and I love the plot elements here.
And now onto my major gripe. The length. This is definitely the shortest Palace. And it feels short half of the time. The problem is that the parts that DON’T feel short are painfully bad, and feel painfully long. I’m talking mostly about the Dice Game, and the House of Darkness. As I just said, the House of Darkness is little more than some dark corridors. And unfortunately, the Dice Game is the same, but without the darkness. There’s no real “Game” to this Casino. It’s just a bunch of drab, grey hallways that feel like a nuisance to traverse. It sucks when what you WANT is to get to the good Casino shenanigans (like the Arena) but instead have… this stuff. It makes the Palace feel like it drags, even though it’s probably the shortest one.
So yeah. I still love this Palace but it has some glaring issues that I can’t overlook.
#3 - Lil Sister’s Big Pyramid
God I love this Palace. Much like with my Showtime list, I honestly think I could lump my top 3 all in as my “Favorite Palace” but for the sake of this I did want to try to dive into this on a deeper level. I’ll admit, too, that from here on a lot of these placements are more on gut feeling.
Anyway, to start off, this one works incredibly well as far as story. Throughout the entire Palace we see Futaba go back and forth between wanting help and rejecting help. Her shadow knows we’re busting in from day one and follows us around just like Sae does. But due to her desire to push people away, we are constantly fighting an uphill battle against her to save her, even though she wants us to save her. And the fact that her Palace is a pyramid out in the middle of the desert is awesome symbolism for how Futaba’s position is. She hates the idea of being near other people, so she locks herself away.
Now, I personally think this Palace is super creative. It has a nice blend of ancient Egypt with the pyramid, but also ultra-modern tech stuff. Random flecks of data appearing all around, mechanical traps, and the room before the boss which is basically a massive data stream with floating hunks of pyramid floor in it. It’s just so cool. It’s a combination of ancient and modern that shouldn’t work, but does.
As for gimmicks, there are three major ones here and I think they’re all great. Firstly are the Anubis puzzles. These are pretty simple, but the gist is you grab an orb from one statue and need to put it in another. However taking them blocks off certain paths. It’s not super hard. But I like it.
Next, there is the binary puzzle. Again, fairly simple. There’s a red column and a blue one, and you need to put in certain binary codes in these columns to unlock certain doors.
Finally, there’re the picture puzzles. And honestly I love these. You come to a mural of something important to Futaba’s life and you need to rearrange them to make the picture “correct”. I love it because the scrambled appearance is symbolic of Futaba’s distorted view of these events. And they get harder as you do more, but never overly hard. It’s just a quick, fun mini-game.
As for atmosphere, I think it does a great job of showing the isolation, desperation, and mistrust Futaba feels. The music score (my 3rd favorite Palace theme) is absolutely amazing and the wailing guitar helps to show the pain in Futaba’s heart.
And while this one is lengthy, it never feels overly long or overly short. It changes up the pace enough to feel fresh, and doesn’t overuse the elements it has.
So as you can see, I have no problems with this Palace. Only things I like. Which is why Placing these top three was so hard for me. But I think the things I like in the other two I happen to like more.
#2 - The Public’s Prison. Memes and Mentos.
Now, Mementos itself is kinda bleh. We all know this. But the Depths of Mementos, the Prison of Regression, is absolutely incredible. And I KNOW this one is going to be controversial as hell. But I can’t help it. I love this Palace. It’s so good.
To start with, obviously this one works with the story outside because… well… it’s the one most linked to the outside plot. This is about every single person in the world being unwilling to commit and plot their own lives. And this place thematically matches. It’s a prison, because every person sees themselves as a prisoner.
And the creativeness levels are off the charts. Sure, they could have gone with a stereotypical “hell” level but they didn’t. It’s a prison of almost alien design. It’s the kind of weird, off the wall evil that I’d expect to see in Mass Effect. Like I could see the Reapers living in the Prison of Regression while they wait for the next cycle. It’s just so damn cool looking. I love this place. It’s so menacingly malevolent without beating you over the head with the horror it holds. Plus the post-fusion part in the second half is so wild and insane looking. It looks like something I’d expect to see in Doom.
The Gimmicks are also great. While there’s only one real Gimmick, it’s a fun one. A puzzle where you need to light up tiles on the floor. The first one is a gimme. But they increase in difficulty to hilariously easy, to you actually needing to complete other puzzles first in order to do the one necessary to progress.
I already sort of touched on this with the creative part, but the atmosphere of just existential dread this place holds is immense. And the BGM, Freedom and Security (my personal favorite Palace theme) really hammers that home. It has an eerie, ominous feeling to it that really works well in tandem with the rest of the level. And as I mentioned above, tt flips from being dreadful and terrifying, to having our heroes triumphantly running up a staircase of bones, destroying Yaldy’s minions as they march on to kick his ass like Doom Guy sprinting through Hell to kill a big boss demon.
Finally, it’s a perfect length. Not overly long, but not short either. And the plot elements halfway through give a nice breather and tone shift before thrusting you into the awesome second half as you climb up to the Grail’s chamber.
If I had to give a reason why this one is in second place, it’s that the second half is a little too focused on being cinematically badass that it foregoes exploration in exchange for a linear path. And while it works well, I still prefer the first half of the Palace.
#1 - Dr. Snack’s Hospital of Happiness
Here it is folks. My Number one. I don’t think this one will be as controversial as some of the others. But even so. Here we are!
So to start, obviously this Palace makes a ton of sense for Maruki. He was intended to get a research lab built in the spot where this Palace forms, and the Palace IS a research lab. So obviously that works. And the whole concept was about using cognition to change people’s lives for the better. We can see this in the Palace during the quiz section where we see how Maruki guides patients to his happiness. Which is thematically nice because it shows that while Maruki claims he wants everyone to be happy with their desires, he actually wants them happy with his. Anyway, I’m rambling. The Palace is great as far as story and makes sense for the character.
And yeah. This place is creative as hell. It’s not just a research lab. It’s a massive spire with rainbow bridges, massive telescopes, and a dome on top meant to represent heaven since Maruki sees himself as God. It’s the most grandiose, over the top thing in this game. And I’ll remind you, in this game you shoot a God in the face with a sword gun.
*ahem* anyway. The gimmicks here are really damn good. The first thing is the awesome Quiz section. I do think it’s a little bogged down by the whole “The team must meet and discuss” part, but I love how this whole thing is just “How well do you know Maruki?”. If you know him well, you get a reward. If you don’t, you get punished. Then there’s the color bridge section which is just “If the Okumura space tunnels didn’t suck”. It’s so good because it requires a lot more strategy and a lot less luck than the Okumura port. And if you make a mistake it’s a much easier fix.
The atmosphere is amazing too. The sterile but obviously corrupted first bit when you’re in the main building feels very clinical. But the strange bits of oddities really gives off an other-worldly vibe. Remember how I said the Prison of Regression felt like it had Mass Effect vibes? This part has like… Resident Evil vibes. It’s like a modern hospital tainted by an otherworldly monstrosity and it’s awesome (and, actually, not far from the truth. Much love, Azathoth.) Oh, and the BGM is my 2nd favorite. I fucking adore Gentle Madman.
As for the length, I do think it’s probably the longest Palace. It definitely comes close with Okumura. The difference is you’re actually forced out about a third of the way through and, if you’re playing “optimally”, you won’t be back for a bit. So it never feels like it gets old or tired. And it changes up often enough, and with drastic enough changes that it never drags on like the bottom three Palaces on this list. So it’s great.
GOD DAMN I LOVE THIS PALACE.
Aaaaanyway. That’s my list. I’m thinking I’ll do bosses next, but I dunno. What would you guys want a massive rank essay on? Bosses? Awakenings? Phantom Thief members? Party Personas? And what are your thoughts on this here list? How would you rank the Palaces?
I hope you all enjoyed this, and I look forward to hearing your opinions in the comments!
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