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Stokes's Bristol Nightclub incident in detail (From: The Comeback Summer by Geoff Lemon)

IF YOU’RE LOOKING for a place where misadventure could begin, you can’t go past Mbargo. The nightclub’s streetfront is painted a purple so bright you’ll see it in your dreams. Strings of giant sequins shimmer in the breeze. Its phonically inventive name is spelt in silver letters that climb its three-storey terrace facade. Inside are strips of burning neon, a few booths, floorboards so marinated in drink that they have an ingredients list. Bristol is a student city on England’s south coast crowded with music and nightlife and street art. This is Banksy’s home town, and the tourism board suggests in rather strong terms that ‘you would be a fool not to see his amazing work firsthand’. The same organisation describes Mbargo as ‘intimate’, which is fair for a place where you can catch an STI standing up. Students cram into its modest dimensions while people with names like DJ Klaud battle for billing with £1.50 drink deals over seven sloppy nights a week. To get a sense of the story about to come, consider that it’s the kind of place open until two o’clock on a Monday morning, and that at two o’clock on a Monday morning, Ben Stokes still thought it had closed too early.
The Ashes of 2017–18 had disciplinary bookends. It was after that series that Australia’s two leaders went off the rails in South Africa. It was a few weeks before that Ashes tour that England’s biggest star windmilled his way into his own disaster.
In the early hours of 25 September 2017, Stokes and teammate Alex Hales were barred from re-entering Mbargo after a night out on the piss. A Sunday thrashing of an abject West Indies in an ignored series at the fag-end of the season apparently required ample celebration. After arguing with the bouncer and hanging about at the door for a while, they wandered off to find a casino in the hope of more drinking. They’d barely made it around the corner before getting in the middle of a conflict between four locals. As is said on the internet, it escalated quickly.
The 26 September reporting was bloodless. Withholding names, police stated that a man ‘was arrested on suspicion of causing actual bodily harm’ while another went to hospital with facial injuries. England’s director of cricket Andrew Strauss separately confirmed that Stokes was the arrestee, adding that he had been released without charge and that Hales had gamely offered to ‘help police with their enquiries’. Administrators had a good chance of hiding behind that investigation, and the next day Stokes was named in the upcoming Ashes squad as expected. But that night the video emerged.
Bristol student Max Wilson had shot it on his phone, then offered it to The Sun. What he thought was playing hardball was actually lowball: his opening price of £3000 was snapped up by a tabloid that would have paid ten times that. The Sun went on to make a mint by syndicating the rights worldwide. From a window above the fray, the vision showed six men on the street below performing the muddled choreography of a melee. One was right at the centre of it. One was waving a bottle, one dipped in and out, one tried to calm it. Two others floated around the edges. The central figure was unmistakable: red hair burning even in the streetlight as he launched into a series of blows against two of the men, falling to grapple with them on the ground, then following both across the street, swinging punches the whole way. Hales trailed behind, repeatedly and impotently shouting ‘Stokes! Stop! Stokes! Enough!’ The ECB could fudge issues that existed only in thickets of legalese, but not those captured in moving colour. Stokes was stood down from the next West Indies match, then suspended indefinitely. It emerged that he had broken his hand during the fight, something he’d done twice before while punching objects in dressing rooms.
The response in Australia was fierce: Stokes was a thug, a lowlife, a selection that would disgrace England. It was not entirely coincidental that a ban for England’s best player would be handy for the Aussie team, but there was also a cultural split. In England, plenty of people still minimise pub fights as lads letting off steam. In Australia, heavy media coverage as a succession of young men were killed had inverted that tolerance. The discourse now saw any punch as potentially deadly and accordingly reckless. This was more poignant in a cricket context given that David Hookes, the dashing Test batsman and state coach, was killed in 2004 by a pub bouncer’s fist.
The PR situation was bad for Stokes as details emerged of the injuries to the men he’d hit, and that one was a young war veteran and father. Stokes wasn’t officially removed from the Ashes squad through October but stayed behind when his teammates left, hoping for police to dismiss the matter in time for a late dash to Australia. His annual contract was renewed on the due date in case that came to pass. Then 29 October brought a twist in the tale.
‘Ben Stokes praised by gay couple after defending them from homophobic thugs,’ ran the headline. Kai Barry and Billy O’Connell had emerged. Not entirely out of nowhere: while Stokes had made no public comment, this story in his defence had initially been leaked to TV host Piers Morgan after the fight, as soon as the video appeared. Police body-camera footage played in court would later show that Stokes had given the same story to the arresting officer on the night. But no-one knew the identities of the fifth and sixth men in the video, and police appeals had turned up nothing.
It was The Sun again with the breakthrough. Kai and Billy were perfect for a readership not keen on nuance. ‘We couldn’t believe it when we found out they were famous cricketers. I just thought Ben and Alex were quite hot, fit guys,’ said Kai, who was memorably described as a ‘former House of Fraser sales assistant’. The paper had the pair do a full photo shoot: layering the fake tan, showing off chest waxes, mixing Ralph Lauren and Louis Vuitton into a range of outfits. Their best shot had them standing back to back, heads turned to the camera, in a mirror-image Zoolander moment.
Suddenly The Sun was the England team’s best friend. ‘Their claims could lead to the all-rounder being cleared over the punch-up and freed to play in the First Test in Australia next month,’ it gushed, then gave a tasting platter of quotes: ‘We were so grateful to Ben for stepping in to help. He was a real hero.’ ‘If Ben hadn’t intervened it could have been a lot worse for us.’ ‘We could’ve been in real trouble. Ben was a real gentleman.’ Would it be known forever as Kai and Billy’s Ashes? No. While the Bristol boys provided spin for Stokes’ reputation they didn’t influence the police. With charges still pending there was little choice – not given Strauss had previously sacked Kevin Pietersen for being annoying. Stokes remained suspended through the Ashes and a one-day series in Australia, and lost the vice-captaincy. It was January 2018 before the Crown Prosecution Service laid a charge.
That charge surprisingly came in as affray, a crime that can carry prison time but is classified as ‘a breach of the peace as a result of disorderly conduct’. The men he had punched, Ryan Ali and Ryan Hale, faced the same count, charged as equal participants in a fight rather than Stokes being charged with assaulting them. Alex Hales was not charged, despite being seen in the video to aim several kicks when Ryan Ali was lying on the ground. Given the underwhelming standing of the offence, Stokes was cleared by the ECB to tour New Zealand, and kept playing until his trial in August 2018, which he missed a Test to attend. None of the three defendants would be convicted.
The reasoning behind the charges was never released and was attributed vaguely to ‘CPS lawyers’. The service gave the case to Alison Morgan, a prosecutor of a class known as Treasury Counsel who usually handle serious criminal matters. Morgan had a scheduling clash and never ended up court for the case, but in 2018 and 2019 she would go on to win damages and admissions of libel from The Daily Mail, The Times and The Daily Telegraph variously for incorrectly reporting that she had been responsible for the inadequate and inconsistent charging decisions.
Morgan’s successor on the case was Nicholas Corsellis QC, who on the first day of trial was permitted by the CPS to request two assault charges be added against Stokes. ‘Upon further review,’ claimed a CPS statement, ‘we considered that additional assault charges would also be appropriate.’ This was patent nonsense from the service that eight months earlier had chosen the lesser charge. Any lawyer knows that no judge will allow new charges once a trial has begun, because the defence hasn’t had time to prepare. But such a request could deflect criticism of the prosecution service by technically making the judge the one who disallows the charge.
Working through the story from the trial and the tape is complicated. You had a Ryan and a Ryan, a Hale and a Hales, a Billy and a Barry and a Ben. You had several versions of events as to who knew whom, who was drinking with whom, who had insulted whom and who had merely engaged in ‘banter’, a word that in modern Britain has to do an unconscionable amount of lifting. The reporting had constantly mixed up the Ryans as to who had which injury, who was in hospital, who had played which part in the fight, and whose mum had which stern words to say about it.
Let’s agree that from now Ryan Ali is Ryan One, the firefighter who ended up with a fractured eye socket and a cracked tooth. Ryan Two can be Ryan Hale, the soldier who scored concussion and facial lacerations. Mr Barry and Mr O’Connell are best known per The Sun as Kai and Billy. In scorecard parlance we’ll leave the cricketers as Stokes and Hales.
Amid the confusion, Stokes and his lawyers built his case in a straightforward way. The UK legal definition of affray is ‘if a person threatens or uses unlawful violence or force towards another person, which causes another person of reasonable firmness present at the scene to fear for their safety’. That means it doesn’t account for violence that harms a target, but violence that might frighten a theoretical bystander. The wiggle room for Stokes was with ‘unlawful’, because the charge excuses violence in defending oneself or others.
This interpretation hinged on the beginning of the video, where Ryan One waves a beer bottle about and takes a swing at Kai. The version from Stokes was that he was minding his own business walking down the street when he heard homophobic abuse. He intervened verbally and was threatened verbally by Ryan One – something that Ryan One denied but that couldn’t be proved or disproved. In fear for his safety Stokes had to nullify that threat by bashing Ryan One before it went the other way. He registered Ryan Two in his peripheral vision as another possible threat, and again had only one recourse.
Stokes also had to convince the jury to disregard testimony from Mbargo’s bouncer that he had been looking for a fight. A solid lump of a man, Andrew Cunningham had not enjoyed his patron’s attempts to get back into the club after the bouncer declined an offer of a bribe. ‘He got a bit verbally abusive towards myself. He mentioned my gold teeth and he said I looked like a cunt and I replied, “Thank you very much.” He just looked at me and told me my tattoos were shit and to look at my job.’ Cunningham described these words as coming in ‘a spiteful tone, quite an angry tone’, and said that Stokes still seemed angry as he walked away.
These were details the doorman had nothing to gain by inventing, but each of them Stokes denied. By his own accounting he had drunk a beer at the game and three pints at his hotel, then ‘potentially had some Jägerbombs’ along with half a dozen vodkas at the club. He insisted that after all of this he was not drunk.
If I may take a moment here to call upon the wisdom of experience – a person who cannot definitively say whether they have had any Jägerbombs has definitely had some Jägerbombs. A Jägerbomb is an experience that does not pass one by. Further to that, a person who says they have ‘potentially’ done something has definitely done that thing and doesn’t want to admit it. A person who has had between 15 and 24 standard drinks in one evening is shitfaced. A person who tries to bribe a bouncer £300 – three hundred quid! – to get into Mbargo – Mbargo! – is beyond shitfaced.
If Stokes admitted that he was drunk then the prosecution could say he was out of control. He claimed clear recall of assessing a threat, feeling fear and deciding to protect himself with force. He confidently denied details from the bouncer’s testimony, like using the word ‘cunt’ or mentioning gold teeth. Yet on other details he claimed a ‘significant memory blackout’. He didn’t remember the punch that saw Ryan One taken away by ambulance. He didn’t remember what the Ryans had said to Kai and Billy, only that those words were homophobic. With no head injury, as one of the few people who hadn’t been hit, he had supposedly suffered this memory loss despite being sober.
The version from Kai and Billy was compatible but vague: they had been walking along, they ‘heard … shouts’ of abuse from an unspecified source, then Stokes ‘stepped in’ and thus they avoided possible harm. They claimed to have been bought a drink by Stokes at Mbargo, although CCTV showed them meeting outside. The overall implication from both accounts was that the cricketers had been pals with Kai and Billy, while the Ryans as per The Sun’s headline were a roving band of thugs.
The reality though is that the Ryans were the ones hanging out with Kai and Billy at Mbargo. Police discussed CCTV from inside the club in questioning and at trial. On that footage the four Bristolians bought drinks for one another, danced together, and Kai was noted to have variously touched Ryan Two’s crotch and Ryan One’s buttock. Ryan One told police that all of this was taken lightheartedly and wasn’t a problem. Indeed, when the Ryans called it a night the other two left with them.
This much is clear from footage out the front of Mbargo, which shows Kai and Billy exit the club and start talking with a subdued Hales and a demonstrative Stokes, who are stuck outside. The vision was played in court to determine whether Stokes was antagonistic towards Kai and Billy, as he appears to impersonate them and to throw a lit cigarette their way. More interesting is that after a few minutes the Ryans emerge, and all six actors in the fight video briefly form a prequel in the one frame.
Ryan Two pats Billy on the chest in friendly fashion with his right hand before clapping him on the back with his left. He moves past and does the same to Kai before leaving the shot. Ryan One stops to speak to Kai. They lean in for a moment, talking, then Kai turns and they walk out of frame together. Billy hangs around for a few seconds at the door and then looks after them and races to catch up. Stokes and Hales remain outside the club to remonstrate further with the bouncers. Whatever discord develops around the corner is between four men who left amicably together minutes earlier.
There’s no way to know what caused that friction. If Ryan One did use homophobic slurs, he might have been drunkenly obnoxious for no reason. He might have had an insecure macho response to some extra flirtation. He might have thought unkindness was funny – ‘banter’ once again. Or he might have said something that was misunderstood, as both Ryans insisted in court that they had not used nor had the impulse to use any abusive language.
What clearly didn’t happen was an attack by bigots on random passers-by. This kind of crime is regular enough that an audience understands the horror of it, and this is what was evoked by the public accounts of Stokes, Billy and Kai. All we know is that there was some verbal dispute among the Bristol locals, and that Stokes came along behind them and put himself in the middle of it. Ryan One responded to the interference aggressively and away they went. There are plenty of reasons to look sideways at the idea that Stokes was a saviour. Foremost, neither Kai nor Billy was called upon as witnesses in court. You’d think it would be ideal to have Stokes’ story backed up by those who benefited from his selflessness. But his defence team had developed the impression that the pair had shown a changeable recall of events amid a hard-partying lifestyle, and would be dismantled by the prosecution on the stand.
That raises the question of whether The Sun coached their quotes for the 2017 interview. Despite missing court, Kai and Billy clearly enjoyed the attention. In 2018 after the trial they did a follow-up spread in the same paper about how poor Ben had been mistreated. They got a television spot on Good Morning Britain and glowed about his heroism. In 2019 The Sun wheeled them out once more to say that Stokes should get a knighthood. In 2017 they had ‘never watched cricket’ but by 2019 were supposedly volunteering sentences like, ‘He saved us, now he’s saved the Ashes.’ Whether they were paid for these appearances is not known, but the chance to be famous for a day can be lure enough.
If you find this cynical, consider that on the night in question, the Bristol boys were so deeply moved and thankful for Ben’s intervention that they left him to be arrested and never attempted to find out who he was. Seconds after the video ended, an off-duty policeman reached the scene. You might think that someone grateful to a saviour would speak on his behalf. Instead, said Kai, ‘it all got a bit scary so we walked off. It was too much for me and we went to Quigley’s takeaway for chicken burgers and cheesy chips.’ They didn’t give their hero a thought for over a month while police issued multiple appeals for witnesses.
As for Stokes, he told his arresting officer that ‘his friends’ had been attacked. After three minutes of chat outside a nightclub, these friends were so dear to him that he has never contacted them again: not after the newspaper piece, not after the verdict. He didn’t want to see how they were or thank them for their support. He didn’t mention them by name in his solicitor’s statement after the trial.
The Stokes defence rested on Ryan One’s bottle, which he had carried out of Mbargo to finish a beer, not to use in a Sharks versus Jets amateur production. But once he turned it over to hold it by the neck it became a weapon. Intent and interpretation can change the material nature of things. Part of Stokes’ justification in court was that the bottle implied that the two Ryans might have ‘other weapons’ hidden away. You can understand how a jury could decide that created doubt.
Not being convicted, though, doesn’t give the contents of the video a big green tick. It does not, as his lawyer claimed, vindicate Stokes. Looking in detail, Ryan One is belligerent but his movements telegraph a bluff. Hales is the person he’s gesturing at, but they’re several metres apart when Ryan One cocks his arm ostentatiously, showing off the bottle rather than bracing to swing. He skips forward but Hales skips back and Ryan One doesn’t follow. Kai stretches out an arm to impede Ryan One, who has a drunken stumble, nearly eats pavement, then staggers towards Kai and hits him in the back. That hand is still holding the bottle, but his strike is a side-arm cuff on a soft part of the body. It’s all pretty tame.
This is where Stokes gets involved. Having moved across to protect Hales, he now takes three large steps to run around Kai and booms his first punch at Ryan One. They fall to the ground and the bottle clinks away. Stokes gets to his feet to punch down at the fallen man, while Hales arrives to kick him ineffectively then runs off across the street for some unknown reason. Ice-cream van? Stokes is soon back in the grapple having his shirt pulled up to show off his Durham tan. Ryan Two steps in for the first time to pull Stokes away, prompting a couple more random punches at this new target, then Stokes trips backwards over Ryan One and sprawls in the street. Hales chooses this moment to return and aim some solid kicks at the head of the man on the ground. Nothing so far is a triumph of moral philosophy or the pugilistic arts. But if it all stopped here, perhaps you could say it was somewhere approaching fair. Ryan One has behaved like a turnip and it’s not an entirely unjust world that would give him a whack across the chops. The antagonists have disentangled, Stokes has some distance, it’s time to dust off and go home. Ryan Two steps forward for this purpose with his palm raised in conciliatory style and says, ‘Settle down, stop.’
So Stokes punches him.
It’s roughly his fifth punch overall, and he really winds up into this one. He misses so hard that he stumbles away into the shadows of the shop awnings along the road.
Hales starts shouting for him to stop. Ryan Two backs into the street, still holding his palm up. Stokes closes on him from about five metres away, six large steps, to where Ryan Two is standing on his own. Stokes pushes him a couple of times, as Ryan Two keeps trying to placate him and saying ‘Stop.’ Stokes throws his sixth punch, largely missing as his target ducks.
Ryan Two keeps pulling away and reversing, into the middle of the street now. Stokes follows him, grabbing his sleeve to drag him back. By this point Ryan One has found his feet and walked around behind his friend. Both of them are in the same line of sight for Stokes, and both are backing away. Stokes aims his seventh and his eighth punches, which Ryan Two tries to deflect, as Hales walks up behind Stokes to grab him.
Stokes yanks away from his friend and switches to Ryan One instead, taking seven paces to grab him before throwing his ninth punch of the night. He grabs again; Ryan One blocks that arm and pushes himself back away from Stokes. Ryan Two again intercedes, putting himself between the two with his palms up and his arm extended.
Stokes throws his tenth punch, a right-hander at the face of Ryan Two, then shoves him backwards. Ryan Two backs away once more, four paces. Stokes follows, steadies, lines up, then launches his strongest punch yet, his eleventh, a proper right hook from a solid base, one that cracks across the man’s head and gives him concussion. Ryan Two ends up flat on his back in the middle of the street, his hands still outstretched for a moment in useless protest until they twitch and drop to the blacktop.
Stokes isn’t done. He once more shoves away the restraining Hales and follows Ryan One, who keeps backing away saying, ‘Alright, alright, alright.’ Five more paces from Stokes before another blow at the man’s head. Kai and Billy are now standing over the poleaxed Ryan Two. The video ends, but seconds later Stokes will punch Ryan One hard enough to knock him out too, before off-duty cop Andrew Spure arrives on the scene to bring down the curtain. When the body-camera footage kicks in some minutes later, Stokes is in handcuffs but Ryan One is still laid out in the street. Ryan Two has regained consciousness, folded his shirt under his friend’s head and is asking police for an ambulance.
‘At this point, I felt vulnerable and frightened. I was concerned for myself and others.’ This was how Stokes described that sequence to the court. An elite athlete with years of gym work and training to snap a bat through the line of a ball with astounding power and precision, swinging fists as hard as he can at men with none of those advantages. Punching so hard that he breaks his hand, and repeatedly shoving away a friend so he can punch some more. Frightened and threatened by two targets shouting ‘Get back!’ and ‘Stop!’
The off-duty officer testified that Stokes ‘seemed to be the main aggressor or was progressing forward trying to get to’ Ryan One, who was ‘trying to back away or get away from the situation’. The student who filmed the video can be heard on the tape at one stage exclaiming ‘Fuck!’ and testified that it was because ‘I felt a little bit sorry about the lad that had been punched and it looked like he had his hands up’. That tallied with the prosecutor’s depiction of ‘a sustained episode of significant violence that left onlookers shocked at what was taking place’.
The defendant stuck to his strategy. ‘No, my sole focus was to protect myself.’ All up, in the 33 seconds of footage after he falls over, Stokes takes 35 steps forward to keep hitting two men who keep trying to get away. Not once is he hit back.
After the verdict, Stokes’ solicitor positioned him as the victim. It had been ‘an eleven-month ordeal for Ben … The jury’s decision fairly reflects the truth of what happened that night … He was minding his own business … It was only when others came under threat that Ben became physically engaged. The steps that he took were solely aimed at ensuring the safety of himself and the others present …’ The statement was impossibly self-righteous and self-absorbed.
If there was anyone to feel sorry for it was Ryan Hale, the second of our two Ryans. He’s the one who emerged from the club with a friendly arm around the shoulder for Kai and Billy. He’s the one who interposed himself to end the fight, then kept putting himself back in the firing line, trying to calm an intimidating stranger while dodging blows. For his show of restraint he got laid out regardless, concussed in the street, then was issued a criminal charge equal to that of the man who hit him, and described in national media as a violent bigot in an untested story to support that man’s defence.
Lawyers for Ryan Two made a more convincing post-trial statement, noting that Kai and Billy, ‘neither of whom were relied upon by the prosecution or the defence team for Mr Stokes, have taken the opportunity to speak with various media outlets about the alleged homophobic abuse that they received in the early hours of September 25. Mr Hale has passionately denied this allegation throughout the course of this case,’ it continued.
‘It is upsetting to Mr Hale that although he was acquitted, the accusation that he was the author of such abuse remains. Both Mr Hale and Mr Ali were knocked unconscious by Mr Stokes, and although Mr Stokes has been acquitted of an affray, Mr Hale struggles with the reasons why the Crown Prosecution Service did not treat him as a victim of an unlawful assault.’Good question. Avon and Somerset police were the investigating force, and they were frustrated by the decision. Ryan Two was filmed clearly not hurting anyone, but police were instructed by the CPS to proceed with a charge. Hales (the cricketer) was filmed fighting but ‘a decision was made at a senior level of the CPS’ not to proceed. Police expected Stokes to be charged with assault but the CPS declined. It doesn’t take a wild cynic to think that placing the same lukewarm charge on three men for vastly divergent behaviour might ensure that none would be convicted, even as the trial would maintain the pretence that a defendant of influential standing had not been given a free pass.
A couple of years down the line, the original interview with Kai and Billy has disappeared. All traces have been scrubbed from The Sun website, its social media history, and even from the Wayback Machine internet archive. Given its headline of ‘homophobic thugs’ and text that names Ryan Two but not Ryan One, the libel liability isn’t hard to spot. Later interviews with Kai and Billy take the passive voice – they ‘suffered homophobic slurs outside a Bristol nightclub’.
The article that was once claimed to exonerate brave Ben Stokes now links only to a missing content page, with a picture of a dropped ice-cream cone and the phrase ‘legal removal’ inserted into the web URL. In terms of consequences, Stokes missed one tour. When he resumed his career in January 2018, the Australians hadn’t yet ruined theirs. Their year-long bans looked much more stringent. But the Stokes case dragged on in other ways. With no criminal liability, the Australians confessed promptly enough for the sporting world to give them the full length of the lash. Their situation was ugly but there was closure. Stokes got stuck in legal stasis, unable to be fully backed or condemned. Instead his issue was always present, a browser full of open tabs that the ECB swore they would read any day now.
Through 2018 Stokes was back but he wasn’t back, in the sunglasses and finger-guns sense. In his return one-day series he nearly cost England a match with 39 from 73 balls in Wellington. His first Test hit was a duck as England got rolled in Auckland for 58. At Trent Bridge while Stokes was injured, England posted a world record 481 against Australia. With Stokes three weeks later at the same ground they made 268. He crawled to 50 from 103, the second-slowest any Englishman had reached that milestone in 20 years. That span covered Alastair Cook’s whole career. It was apologetic batting, acting out responsibility via the scorecard. Stokes was creeping back into the team like he’d been kicked out in a blazing row and was hoping to tip-toe to the sofa.
It was December 2018 before the ECB disciplinary committee ruled on him and Hales. In a ‘remarkable coincidence’, wrote Simon Heffer in The Telegraph, ‘the punishment both players faced in terms of bans from playing at international level was covered by the amount of games they had already missed when dropped by England’s selectors, in the furore that followed the incident’. The verdict compounded the omissions around the case by not addressing the violence at its heart. Nor did Stokes, apologising only ‘to my team-mates, coaches and support staff’, and then ‘to England supporters and to the public for bringing the game into disrepute’.
The implicit next step was to rebuild that reputation. It might have been easier had his court defence not meant that he wasn’t game to admit any fault at all. It might have been easier if he or his advisers had been willing to change tack once the trial was done. Imagine a world where Stokes had stood outside court and apologised for overreacting, for the injuries he’d caused, and for the time and energy he had sucked out of other people’s lives. That would have been a show of responsibility beyond a scorecard. When the time came around to assess forgiveness, it might have meant forgiveness was deserved.
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Cayo Perico Heist Guide (Edited)

Cayo Perico Heist Guide (Edited)
PRESS START<
Hey everyone since the update in GTA this newest heist has been the most profitable and easiest way to make money. So I wanted to create a guide to help others master this heist, and to help those who are struggling with it.
Note: This guide is for new players, first timers, and anyone who is struggling to complete this heist. Please use this as reference to deepen your understanding of the heist. If you have a better strat, more power to you. This however is my strat, criticism is welcome.
So to begin, you will have to buy the Kosatka (submarine), which is located on warstock for 2.2mil. It also has upgrades you can buy but the most noteworthy upgrade is definitely the Sparrow upgrade (1.8mil) this upgrade will make traveling back and forth much easier since your sub is located in the sea.
Noteworthy things about sub:
  • If you hover above your sub with a sparrow you can instantly enter it.
  • You can get free snacks at the cafeteria
  • You can fast travel; if you never completed the heist its 10k, after completion its 2k
  • Your toreador vehicle can enter through the bottom
  • You can call dingy if you can not afford the sparrow
After you get the sub you’ll be introduced to characters and will have to go to LSIA, where you will travel to Cayo Perico, after you arrive everything henceforth is pretty straightforward. After you escape the party you will have to enter the main island through the checkpoint ( Google Boom Gate), PLEASE DO NOT SWIM AROUND THE ISLAND. You will waste so much time doing so, just run through the gated door next to the checkpoint and avoid entering enemy cones, watch for vehicles and watchtower cones. The biggest things to scope out are the infiltration points and exfil points; the airport strip is already marked, the biggest point to scope out after you hack the cameras is the drainage tunnel. This will require swimming, the drainage tunnel is located on the coast of El Rubio’s compound you can dive and find it, Pavel will give you a vocal cue when you find it. When you are looking through cameras after hacking make sure to cycle through every camera, turning to find secondary points, stop until you get back to the Panther Cage. Don’t bother scoping anything else like bolt cutter’s or grappling hooks, because you will not need them. I added a map of Cayo Perico to show where everything is, please note that there are many ways to do this heist this is just my way of doing so. After you found the drainage tunnel and finished your objective, get caught and make your way to the airport strip to leave. Also note there are different Primary targets the first time will always be the files the second will vary, look in the tips for scoping out to see the rankings.

Credit to Sportskeeda
Tips for Scoping out
  • On your second time doing the heist you will start at the air strip. There are 2 dirt bikes located at the strip one by the entrance to the strip and one by the solar panels next to the power station. You can take the bikes and drive up and over the checkpoint to get to the communications tower faster. At the checkpoint to the left there's a little stone wall in front of the guards tower. You can drive the bike up the ledge and get over it, for a quicker way you can also drive the bike up the ledge a little bit in front of the wall to also get over.
  • If you solo, scope out any important secondary point. There's a secondary point in the airstrip hangar, at the entrance of the hangar look right to see the box you can climb, use this to get to the second floor to get the secondary point. (To clarify check the targets spawns and only mark coke and weed; do not mark weed at the strip and north dock only coke, mark weed at the main dock)
  • When you are heading to the communications tower to hack, pay attention to the guard, if there is a guard, the box is located up the tower, if there is no guard it's on ground level.
  • You can kill yourself or get caught to go back to the airstrip.
  • You can also poison the guards water supply to weaken them but unless you're going aggressive don’t bother.
  • There are boats out in water you can steal but I would only do this to scope out the drainage tunnel the first time.
  • You only need to scope infiltration points and exfils points once, secondary targets and tools must be scoped out every time.
  • Secondary targets and tools are RNG based so if you're looking for tool and it’s not there it’s because of RNG
  • Secondary Targets Rank: Gold>Cocaine>Paintings>Weed>Cash
  • These also will fill your bag different
  • Gold=66% Cocaine=50% Paintings=50% Weed=37.5% Cash=25%
  • The price for secondary targets are RNG based but Gold, cocaine, and Paintings have the most value
  • Secondary Targets Values are RNG based.
  • Gold=332k, Cocaine=220k, Paintings=189k, Weed=147k, Cash=80k-90kCredit goes to u/FMT_WL1
  • Primary Targets Ranked: Panther Statue 1.9M>Pink Diamond 1.4M> Bearer Bonds 1.1M> Ruby necklace 1M> Tequila 900k
Preps
In order to start the heist you must do preps, for this heist you can do however many you want but for this guide you will only need to do 5. Keep your sub in Los Santos until the fifth prep mission, if you decide to do the longfin prep you can keep your sub at Los Santos.
Prep 1/ The Cutting Torch:
This prep mission is pretty straightforward, head to the construction site and land close enough. Before heading in, try to locate the yellow hard hat and put it on, this will make the enemy non-hostile, which makes for an easy mission. Your job is to locate the torch in a tool box. You can find it by looking in the box, it's a blue torch, search the box and head back to your sub. Also when searching for the box try to avoid staying in the enemy cones for too long and bumping into workers because this will make the enemies hostile if you do these.
Prep 2/ Safe Code or Plasma Cutter
There are two missions. The mission will vary on your primary, if you have the bearer bonds it’s the safe code, anything else it’s the Plasma Torch.
Safe Code Mission: Head to the casino at the entrance, after entering turn left and enter the elevator (if you have a penthouse you can go up without entering the parking garage). You will have to find a car in the parking garage. It's a yellow cheap car, it never changes. After finding it you will get the card which will allow you to head up into the penthouses, after getting up there search for two guards and head shot with a suppressed weapon. If done right you will calmly walk into the apartment, you can then search the penthouse for the target, he will never change. It's a guy with a cowboy hat, kill him and leave the penthouse, you will have to fight your way out. If you slam into the entrance of the penthouse you will have to fight your way in. After getting the code get back to your sub.
Plasma Cutter Mission: This is pretty straightforward, for ease take your oppressor instead of your Sparrow for higher mobility. You will have to head to the office to get the plasma cutter, but it’s not there. Pavel will instruct you to find the board and take a picture of it, the board is easy to find. Afterwards he will locate them and ping it on your map, they usually always spawn near Vinewood hills or the beach. Take them out with your oppressor missiles and fly over the bag and leave cause they will spawn two cars to shoot you.
Prep 3/ Fingerprint Cloner: This mission is simple, you will have to head to a location on your map, outside are two cameras, ignore them and walk into the garage, after entering take cover behind the box forward and blind shot everyone with your shotgun. After the enemies are dead hack the laptop in the back and head to the archives. Outside the archives are cameras, shoot them and go inside. Pavel will tell you that you're looking for a small card, it always spawns in the back in the desk square, grab it and head back.
Prep 4/ Weapon Load out: Always buy the suppressors, as for which load out I suggest the Conspirator due to the sticky bombs (there is a bug where you will get suppressors without buying them, just in case purchase it to be safe). There are two possible missions you can be given. One is in Los Santos in an office, for the other you will have to follow a Valkyrie up North.
Weapons Possible Mission 1: Pavel will send you to an office in Los Santos you can either go through the ground entrance or the roof, I suggest the roof entrance but no matter what you will have to fight inside. Once inside clear the office and head to the back to find the gun safe, it’s always located left of the desk on the wall, hack the laptop on the desk and open the safe. Grab the weapons and leave. If you enter on the roof you can fly back but two chopper’s will spawn, shoot their gunman on the sides and hellies will be useless. Another suggestion is to leave immediately, and snack up to restore health. On ground level the hellies will still spawn again shoot the gunman and head back to the sub.
Weapons Possible Mission 2: You will have to head to Elysian Island to find the Valkyrie you do not need to stay close to it. You can predict it’s direction and head North to clear the camp on foot, also avoid destroying the Avenger and the Valkyrie. Do not destroy the Valkyrie until it becomes a target on your mini map or you will fail the prep. After clearing the camp head into the Avenger and kill the enemies, afterwards parachute out and leave before more Merrywheather show up.
Prep 5/ Kosatka: ( You can also do the Longfin, but I prefer Kosatka as an approach vehicle.)
This is a simple mission, after starting it head into your sub driver seat and fast travel to the nearest location near the ping. After you arrive dive your sub over to the location, once you get near get on your periscope and missile the boats and the helli. You can sink your sub and engage auto-pilot under water giving you better access to the enemies sub. Try to avoid beaching your sub on shallow water and put it in the middle of the yellow circle. Leave the driver seat and exit your sub, dive into the water and look for the other sub with a yellow marker on top. After entering the enemies sub you must locate the jammer. You have two paths, one on the right, this is usually where it spawns, take the ladder down and watch your corners cause enemies are brutal in this mission. After entering the engine room look for a black box with a blue screen at the bottom of the stairs if it's not there head back the way you came. Take the left path and make your way to the control room WATCH THOSE CORNERS. If it's not there head to the back of the control room and take the stairs down, follow the path it will lead you into the torpedo room, that another spawn. Leave and head back to your sub.
Prep 5/ Longfin
This mission is located in Los Santos basically you can take a phantom (Semi-truck) to the police station to pick up a boat of which you can use as an approach for the heist. This mission is simple: you basically go and pick up a phantom, afterwards you drive to impound to pick up the longfin. You will be met with enemies. The one I did was the cop impound, you can enter with your phantom and drive out. It's best to clear the area, and let the cops kill you for an easier delivery (you can't call Lester). You can use your own Phantom wedge to clear vehicles out of the way.
(during the heist you can use this get loot before you enter the drainage tunnel , this can be quicker way if your loot is out the way)
This includes the scope out and the preps
This includes the scope out and the preps
Tips For Preps
  • The biggest tip is the Sparrow, this will make prepping a joke, the only time you won’t need it is during the plasma cutter and Kosatka missions, but that's due to mobility.
  • You can see the cutting torch it’s blue
  • You can blow up the Valkyrie and end the mission to get the office mission to save time, I highly suggest this ( I do this mostly because you have to follow the helli up North and wait for it to land.)
  • The preps are the same, they never change
  • Save the Kosatka heist for last so you can do all 4 preps in Los Santos
The Heist
Time to Start the Heist. Go to screen and tab to Finale and shift over to continue to start the mission. Once you get to the selection process pick your options. It should be Kosatka or Longfin, Drainage, Drainage, Main docks or Kotsatka, and Day Time (there's very little difference between day or night). If you're playing with others you must hurry through the selection screen because if you take too long the cuts will reset due to a bug.
Squad Run
When you begin the mission you will have to make your way to the drainage tunnel, if you chose the Kosatka you will have to swim to the tunnel, but if you chose the Longfin you will have to drive the boat to the tunnel. Once you arrive you will have to cut the bars at the gate, a suggestion to do this is to go in a circle three times and cut whatever remains. Afterwards swim through the tunnel and enter the compound.
Compound
Once you enter the compound you will have two directions to go, the left or the right. My way is to go to the left, up the stairs is a guard next to the storage staring out at the water, head shot him and make your way to the courtyard. If you followed my instructions the two guards at the pool will be to your left. In the courtyard there should be a guard coming, wait for him to stop and head shot him. After that, ready your shot at the two guards at the pool, choose your target. Since you're in a squad, ready your shot, as a suggestion one person can count down from three to one to shoot at the same time to eliminate any mistakes ( these two guards usually drop the gate keys). The next is to eliminate the juggernaut, the way to identify him is by his red cone and red skull icon. He can be killed by a single headshot, if you and your squad were quick with the guards at the pool he should be arriving, take him out. In front of the pool there are two separate guards, one will be in front of the office building to identify him, the camera is facing the pool, if you time it correctly he will be to the right of the camera making for an easy elimination. The other guard is North East of the front of the pool, or to the right of the guard you just killed. You can eliminate him if you want too, the reason I do so is because me and my mates can all access the storages without worry. Next are three guards at the office, to identify them they will have red cones. One of the guards will be moving North towards the main gate and then will move South towards the pool. You have two options, one is to wait for him to head North and take him out, or you can head shot him when he’s coming South. To achieve this there are stairs directly in front of the pool, if you take the stairs up to the right you now have enough elevation to see the guards head ( this is tricky to explain which is why I will also have a video example for visual clarification.) After taking the guard out you can head up the stairs into the office area, once up the stairs head to the right, for clarification the pool will be to the left and main gate to your right. Head down the corridor if you have done this correctly the guards back will be facing you, take him out. To your left are stairs that leads to the office, take them up, at this point the guard at the top will start to move. You have two options, one you can wait behind a corner and hit the guard or if you are quick enough the guard will stop for a brief moment, giving a chance for an easy headshot. At this point you can enter the office, where you can grab the second keycard, the first keycard is dropped by any guard you have killed ( it usually drops on the first kill, but this is RNG based). In the office there are three things you can do, one is you can hack the elevator which leads to the basement, ignore this hack. The other things are either a painting that can randomly spawn in the office, and a safe on the right wall in the back of the office. Open the safe to get anywhere between 50k to 100k, THIS DOES NOT TAKE SPACE. When you have everything, start to loot up and fill your bag by going to the storages located around the compound, to open the storages you will need the two keycards and two people. You and your squad mates will have to swipe your card at the same time to open the door, another suggestion is to use the three to one countdown to sync swipes. The South Storage will have a guard moving, the guard is located to the left of the two guards you killed at the pool, take him out and watch for the camera. After you are done, please make sure to save space for the basement storage, make your way to the basement gates, they are located beneath the office building to the left and right, it does not matter which gate you choose. Once you are in the basement you will be presented with a hack, it may look daunting but in fact it is rather simple, I suggest matching the top first and making your way down. Afterwards loot up and grab the Primary Target, it is really straightforward to do so. At this time Pavel will tell the players that more guards have arrived, if you have followed thus far, you do not have to worry. Exit the basement, and head North to the main gate there should two guards, one will be moving the other stationary. You can take the stationary guard, you can also take the guard moving but if you and your squad can make it to the gate without doing so, go ahead. The host will be prompted to select the escape route, select it and a cutscene will begin. After you will be located outside the compound.
Kill in this order
Outside The Compound
You and your squad will be outside, if you are satisfied with your loot head left to the coast, you can jump off the cliff into the water. Once in the water you can swim off the island ,just keep heading straight and eventually you will have escaped. You can also try to steal a boat; note that some have claimed that boats may not spawn but if you manage to grab a boat this can make getting to and from much quicker. If you are missing loot head forward and take the guard next to the bike out, one person will have to head left toward a guard near a helli take him out and plant four stickies on the chopper. At the same time the other members will turn right towards the checkpoint, there should be three guards two together and one separate, and a camera behind the two guards. Take the one separate out, then the two guards, and the camera. Around the checkpoint are three bikes plus the bike with the very first guard killed. One of the bikes is hidden to the left of the checkpoint booth the other is directly in front. Start making your way towards the main docks, turn right into the jungle the moment you leave the stopping checkpoint. Pay attention to the guard tower to your right and avoid his cone, at this time Pavel will tell the squad that El Rubio’s helli is on the move, activate the stickies and he will retreat away from the island. Once you are close enough to the docks go on foot, your objective is to loot and take the boat off the island. There are two secondary loot locations, one is a warehouse with a guard and camera outside, take them out and loot. The other is located to the right with two separate guards, please refer to Sportskeeda map to see the location. Take them out and loot. Afterwards there are 3-4 guards you have to take out at the docks, to leave without alerting the guard. Two guards standing next to the boat, and one or two stationary guards looking out at the water. After clearing the guards, grab the boat and escape Cayo Perico. Congrats you have now completed the heist.
Note: You can approach the compound in any way you choose, my way is a bit complicated but with practice you can clear the compound at the same time as other routes. Feel free to adjust the route in anyway, my route is just a reference to get an idea as to how to approach the compound.
Note: I do it the same exact way when I solo, but since I’m solo I can skip guards and head to my objective. For the Solo run I go for cocaine, you NOT have to do this. I do this to maximize my profit, and since I am competent in my abilities I can clear the mission without many mistakes.
Solo Run
The strat is the same except it will be harder to take out the two guards by the pool, the major difference is you can not open the storage's to get gold or loot, you might be lucky to get painting in the office but that's RNG. A good tip when taking on double guards is to find a good angle, after killing one the other will flinch, he will prop his head up giving you the shot. You can scope the rest of island to find the most profitable loot which is cocaine, if there is none then get weed and cash (by scoping out I’m referring to checking the spawns for coke, if there is none at North docks and the Air Strip I ignore them, I do not mark every item only Coke and any profitable items at Main Docks). After leaving the compound there will be a guard in front of you next to a bike, kill him. Turn left and head to the next guy next to a helli, kill him and plant four stickies on the heli, do not activate them yet. Go back the way you came, there will be three guards at a checkpoint two together, one standing away. Kill the one standing away and then prepare to kill the two guards, after their dead shoot the camera and jump over the stop rail. You will have to be quick because a car will drive towards the checkpoint so make sure to do all that quickly. You have two options: you can swim off the island and finish the heist, or you can head to Main Docks to fill your bag. If you chose the latter run North East into the jungle towards the guards tower, but far enough away so he can’t see you. On your way to Main Dock Pave El Rubio helli will show up on the map, wait for Pavels vocal cue when he tells you that Rubio is in his helli, and then activate your stickies, boom Rubio will retreat. Now you can make it to your objective in peace. You can loot at the Marijuana fields but you may have to take out three guard towers and a single camera, as well as two guards near the fields. I’ll leave this to your gut if you think you can make it to the warehouse without messing up please do so. If you want to head to North Dock and the Airstrip you either can swim there which will eat a lot of time or you can take the boat at the docks to get there faster. Trade off is that if you swim it will take up time, but if you take the boat you will have to clear out guards to safely remove the boat from the dock. If you are satisfied with anything you get then just clear the area with loot and swim or steal the boat. This is for the Airstrip if you do not plan on going here IGNORE this. The Airstrip is an easy place to navigate since a lot of the guards are far from each other so you can clear the airstrip easily. There are two loot spawns one at the hangar with one guard, and a warehouse with two separate guards. There's guard outside the hangar kill him, and go inside, if your loot is on the second floor, look for a forklift and pick up a box lift and it up then press the box against the back of the hangar below a blue tarp you can then climb the lift and the box to get access to the loot. The other airstrip loot spawn is an easy place to clear, one guard will be moving you can head shot him from the hangar, at the warehouse there’s a camera shoot it and inside the warehouse is a guard questioning his career choice, kill him. If you need to head to North Dock head there by bike or by foot, you can loot without killing any guard. After you're done just swim off the Island, or take the boat. Congrats, you have just completed the heist solo.
Note: I will be adding a second strat to clear the compound, the reason for this is because a Redditor provided the strat. I do not mind adding his strat, but I must remind everyone that you can tackle the heist in any way you feel comfortable with.
I missed that gate keys, so I killed more than I should have.
Solo Run Second Strat:
Essentially, it is the same as the other one, except for going left you go right. Your first target are the two guards at the pool. They should be to the right of you, find a good angle and head shot the first one, wait for the second guard to finish flinching and kill him. The juggernaut should be making his way towards you, wait for him to exit the camera’s view and kill him. If the gate key drops pick it up and kill the guard in front of the pool he should be past the camera. Take out the camera and wait for the moving red cone guard to turn his direction North, once he turns around go up the stairs and kill him. Move towards the second red cone guard his back should be facing you, hit him and ascend the stairs. The last guard on top should be moving. You can either wait behind the corner and hit him or speed around the corner to head shot him, it’s up to you. Loot the office safe and make your way to the basement. Finally, use the gate keys to open the basement, hack and grab the primary target. Afterwards head up towards the main gate, a new guard will spawn, you can wait for the moving guard to move out of range, and kill the stationary guard. From there you can run to the gate and exit the compound.
I had brain fart at the hacking lmao
Heist Tips
  • You can swim off the island from any direction
  • You can steal boats for faster escape but that's up you
  • You can sticky El Rubio’s helli for to get him to retreat
  • In the compound you can jump ledges after clearing the enemies
  • For double guards, get a good angle after you head shot one guy the other will flinch, you can get the shot slightly after, or you can risk shooting him until he’s dead.
  • Guards do not react to dead bodies, in day time their visibility is the same as night, an Isolated guard can’t alert if everyone is dead. You can run, guards will only react if you're close, if you miss a shot and it gets near a guard or makes noise this will alert.
  • You can jump into the ocean to die quickly if you alert inside the compound
  • If you find a key you can open the desk to get a golden gun
  • If your underwater and a patrol boats cone is on you, they can’t see you
  • Cones can be obstructed by objects
  • ? Civilians may be able to alert guard?
  • Solo is more profitable than playing with friends due to not sharing a cut
  • If you don’t have to kill don’t, less interaction is good
  • Being stealthy is the best way, if you alert restart
  • You can aim in and hold the sprint button to walk faster
  • To activate hard mode, you have to start the heist when it becomes available
  • Try to avoid killing guards near the camera cones, the reason being is because this can alert the guards if the camera sees the dead body. Ironically, guards do not alert they seem one.
Game Over>
That's it ladies and gentleman, I hope this guide has helped anyone. I’m aware I’ve definitely went too in depth in this guide but I enjoy making it, Happy Grinding -Leaus
submitted by Leaus- to gtaonline [link] [comments]

Someone else's list but i added commas

Pac-Man,bow,Apple,chest,six pack,nail,tornado,Mickey Mouse,Youtube,lightning,traffic light,waterfall,McDonalds,Donald Trump,Patrick,stop sign,Superman,tooth,sunflower,keyboard,island,Pikachu,Harry Potter,Nintendo Switch,Facebook,eyebrow,Peppa Pig,SpongeBob,Creeper,octopus,church,Eiffel tower,tongue,snowflake,fish,Twitter,pan,Jesus Christ,butt cheeks,jail,Pepsi,hospital,pregnant,thunderstorm,smile,skull,flower,palm tree,Angry Birds,America,lips,cloud,compass,mustache,Captain America,pimple,Easter Bunny,chicken,Elmo,watch,prison,skeleton,arrow,volcano,Minion,school,tie,lighthouse,fountain,Cookie Monster,Iron Man,Santa,blood,river,bar,Mount Everest,chest hair,Gumball,north,water,cactus,treehouse,bridge,short,thumb,beach,mountain,Nike,flag,Paris,eyelash,Shrek,brain,iceberg,fingernail,playground,ice cream,Google,dead,knife,spoon,unibrow,Spiderman,black,graveyard,elbow,golden egg,yellow,Germany,Adidas,nose hair,Deadpool,Homer Simpson,Bart Simpson,rainbow,ruler,building,raindrop,storm,coffee shop,windmill,fidget spinner,yo-yo,ice,legs,tent,mouth,ocean,Fanta,homeless,tablet,muscle,Pinocchio,tear,nose,snow,nostrils,Olaf,belly button,Lion King,car wash,Egypt,Statue of Liberty,Hello Kitty,pinky,Winnie the Pooh,guitar,Hulk,Grinch,Nutella,cold,flagpole,Canada,rainforest,blue,rose,tree,hot,mailbox,Nemo,crab,knee,doghouse,Chrome,cotton candy,Barack Obama,hot chocolate,Michael Jackson,map,Samsung,shoulder,Microsoft,parking,forest,full moon,cherry blossom,apple seed,Donald Duck,leaf,bat,earwax,Italy,finger,seed,lilypad,brush,record,wrist,thunder,gummy,Kirby,fire hydrant,overweight,hot dog,house,fork,pink,Sonic,street,Nasa,arm,fast,tunnel,full,library,pet shop,Yoshi,Russia,drum kit,Android,Finn and Jake,price tag,Tooth Fairy,bus stop,rain,heart,face,tower,bank,cheeks,Batman,speaker,Thor,skinny,electric guitar,belly,cute,ice cream truck,bubble gum,top hat,Pink Panther,hand,bald,freckles,clover,armpit,Japan,thin,traffic,spaghetti,Phineas and Ferb,broken heart,fingertip,funny,poisonous,Wonder Woman,Squidward,Mark Zuckerberg,twig,red,China,dream,Dora,daisy,France,Discord,toenail,positive,forehead,earthquake,iron,Zeus,Mercedes,Big Ben,supermarket,Bugs Bunny,Yin and Yang,drink,rock,drum,piano,white,bench,fall,royal,seashell,Audi,stomach,aquarium,Bitcoin,volleyball,marshmallow,Cat Woman,underground,Green Lantern,bottle flip,toothbrush,globe,sand,zoo,west,puddle,lobster,North Korea,Luigi,bamboo,Great Wall,Kim Jong-un,bad,credit card,swimming pool,Wolverine,head,hair,Yoda,Elsa,turkey,heel,maracas,clean,droplet,cinema,poor,stamp,Africa,whistle,Teletubby,wind,Aladdin,tissue box,fire truck,Usain Bolt,water gun,farm,iPad,well,warm,booger,WhatsApp,Skype,landscape,pine cone,Mexico,slow,organ,fish bowl,teddy bear,John Cena,Frankenstein,tennis racket,gummy bear,Mount Rushmore,swing,Mario,lake,point,vein,cave,smell,chin,desert,scary,Dracula,airport,kiwi,seaweed,incognito,Pluto,statue,hairy,strawberry,low,invisible,blindfold,tuna,controller,Paypal,King Kong,neck,lung,weather,Xbox,tiny,icicle,flashlight,scissors,emoji,strong,saliva,firefighter,salmon,basketball,spring,Tarzan,red carpet,drain,coral reef,nose ring,caterpillar,Wall-e,seat belt,polar bear,Scooby Doo,wave,sea,grass,pancake,park,lipstick,pickaxe,east,grenade,village,Flash,throat,dizzy,Asia,petal,Gru,country,spaceship,restaurant,copy,skin,glue stick,Garfield,equator,blizzard,golden apple,Robin Hood,fast food,barbed wire,Bill Gates,Tower of Pisa,neighborhood,lightsaber,video game,high heels,dirty,flamethrower,pencil sharpener,hill,old,flute,cheek,violin,fireball,spine,bathtub,cell phone,breath,open,Australia,toothpaste,Tails,skyscraper,cowbell,rib,ceiling fan,Eminem,Jimmy Neutron,photo frame,barn,sandstorm,Jackie Chan,Abraham Lincoln,T-rex,pot of gold,KFC,shell,poison,acne,avocado,study,bandana,England,Medusa,scar,Skittles,Pokemon,branch,Dumbo,factory,Hollywood,deep,knuckle,popular,piggy bank,Las Vegas,microphone,Tower Bridge,butterfly,slide,hut,shovel,hamburger,shop,fort,Ikea,planet,border,panda,highway,swamp,tropical,lightbulb,Kermit,headphones,jungle,Reddit,young,trumpet,cheeseburger,gas mask,apartment,manhole,nutcracker,Antarctica,mansion,bunk bed,sunglasses,spray paint,Jack-o-lantern,saltwater,tank,cliff,campfire,palm,pumpkin,elephant,banjo,nature,alley,fireproof,earbuds,crossbow,Elon Musk,quicksand,Playstation,Hawaii,good,corn dog,Gandalf,dock,magic wand,field,Solar System,photograph,ukulele,James Bond,The Beatles,Katy Perry,pirate ship,Poseidon,Netherlands,photographer,Lego,hourglass,glass,path,hotel,ramp,dandelion,Brazil,coral,cigarette,messy,Dexter,valley,parachute,wine glass,matchbox,Morgan Freeman,black hole,midnight,astronaut,paper bag,sand castle,forest fire,hot sauce,social media,William Shakespeare,trash can,fire alarm,lawn mower,nail polish,Band-Aid,Star Wars,clothes hanger,toe,mud,coconut,jaw,bomb,south,firework,sailboat,loading,iPhone,toothpick,BMW,ketchup,fossil,explosion,Finn,Einstein,infinite,dictionary,Photoshop,trombone,clarinet,rubber,saxophone,helicopter,temperature,bus driver,cello,London,newspaper,blackberry,shopping cart,Florida,Daffy Duck,mayonnaise,gummy worm,flying pig,underweight,Crash Bandicoot,bungee jumping,kindergarten,umbrella,hammer,night,laser,glove,square,Morty,firehouse,dynamite,chainsaw,melon,waist,Chewbacca,kidney,stoned,Rick,ticket,skateboard,microwave,television,soil,exam,cocktail,India,Colosseum,missile,hilarious,Popeye,nuke,silo,chemical,museum,Vault boy,adorable,fast forward,firecracker,grandmother,Porky Pig,roadblock,continent,wrinkle,shaving cream,Northern Lights,tug,London Eye,Israel,shipwreck,xylophone,motorcycle,diamond,root,coffee,princess,Oreo,goldfish,wizard,chocolate,garbage,ladybug,shotgun,kazoo,Minecraft,video,message,lily,fisherman,cucumber,password,western,ambulance,doorknob,glowstick,makeup,barbecue,jazz,hedgehog,bark,tombstone,coast,pitchfork,Christmas,opera,office,insect,hunger,download,hairbrush,blueberry,cookie jar,canyon,Happy Meal,high five,fern,quarter,peninsula,imagination,microscope,table tennis,whisper,fly swatter,pencil case,harmonica,Family Guy,New Zealand,apple pie,warehouse,cookie,USB,jellyfish,bubble,battery,fireman,pizza,angry,taco,harp,alcohol,pound,bedtime,megaphone,husband,oval,rail,stab,dwarf,milkshake,witch,bakery,president,weak,second,sushi,mall,complete,hip hop,slippery,horizon,prawn,plumber,blowfish,Madagascar,Europe,bazooka,pogo stick,Terminator,Hercules,notification,snowball fight,high score,Kung Fu,Lady Gaga,geography,sledgehammer,bear trap,sky,cheese,vine,clown,catfish,snowman,bowl,waffle,vegetable,hook,shadow,dinosaur,lane,dance,scarf,cabin,Tweety,bookshelf,swordfish,skyline,base,straw,biscuit,Greece,bleach,pepper,reflection,universe,skateboarder,triplets,gold chain,electric car,policeman,electricity,mother,Bambi,croissant,Ireland,sandbox,stadium,depressed,Johnny Bravo,silverware,raspberry,dandruff,Scotland,comic book,cylinder,Milky Way,taxi driver,magic trick,sunrise,popcorn,eat,cola,cake,pond,mushroom,rocket,surfboard,baby,cape,glasses,sunburn,chef,gate,charger,crack,mohawk,triangle,carpet,dessert,taser,afro,cobra,ringtone,cockroach,levitate,mailman,rockstar,lyrics,grumpy,stand,Norway,binoculars,nightclub,puppet,novel,injection,thief,pray,chandelier,exercise,lava lamp,lap,massage,thermometer,golf cart,postcard,bell pepper,bed bug,paintball,Notch,yogurt,graffiti,burglar,butler,seafood,Sydney Opera House,Susan Wojcicki,parents,bed sheet,Leonardo da Vinci,intersection,palace,shrub,lumberjack,relationship,observatory,junk food,eye,log,dice,bicycle,pineapple,camera,circle,lemonade,soda,comb,cube,Doritos,love,table,honey,lighter,broccoli,fireplace,drive,Titanic,backpack,emerald,giraffe,world,internet,kitten,volume,Spain,daughter,armor,noob,rectangle,driver,raccoon,bacon,lady,bull,camping,poppy,snowball,farmer,lasso,breakfast,oxygen,milkman,caveman,laboratory,bandage,neighbor,Cupid,Sudoku,wedding,seagull,spatula,atom,dew,fortress,vegetarian,ivy,snowboard,conversation,treasure,chopsticks,garlic,vacuum,swimsuit,divorce,advertisement,vuvuzela,Mr Bean,Fred Flintstone,pet food,upgrade,voodoo,punishment,Charlie Chaplin,Rome,graduation,beatbox,communism,yeti,ear,dots,octagon,kite,lion,winner,muffin,cupcake,unicorn,smoke,lime,monster,Mars,moss,summer,lollipop,coffin,paint,lottery,wife,pirate,sandwich,lantern,seahorse,Cuba,archer,sweat,deodorant,plank,Steam,birthday,submarine,zombie,casino,gas,stove,helmet,mosquito,ponytail,corpse,subway,spy,jump rope,baguette,grin,centipede,gorilla,website,text,workplace,bookmark,anglerfish,wireless,Zorro,sports,abstract,detective,Amsterdam,elevator,chimney,reindeer,Singapore,perfume,soldier,bodyguard,magnifier,freezer,radiation,assassin,yawn,backbone,disaster,giant,pillow fight,grasshopper,Vin Diesel,geyser,burrito,celebrity,Lasagna,Pumba,karaoke,hypnotize,platypus,Leonardo DiCaprio,bird bath,battleship,back pain,rapper,werewolf,Black Friday,cathedral,Sherlock Holmes,ABBA,hard hat,sword,mirror,toilet,eggplant,jelly,hero,starfish,bread,snail,person,plunger,computer,nosebleed,goat,joker,sponge,mop,owl,beef,portal,genie,crocodile,murderer,magic,pine,winter,robber,pepperoni,shoebox,fog,screen,son,folder,mask,Goofy,Mercury,zipline,wall,dragonfly,zipper,meatball,slingshot,Pringles,circus,mammoth,nugget,mousetrap,recycling,revolver,champion,zigzag,meat,drought,vodka,notepad,porcupine,tuba,hacker,broomstick,kitchen,cheesecake,satellite,JayZ,squirrel,leprechaun,jello,gangster,raincoat,eyeshadow,shopping,gardener,scythe,portrait,jackhammer,allergy,honeycomb,headache,Miniclip,Mona Lisa,cheetah,virtual reality,virus,Argentina,blanket,military,headband,superpower,language,handshake,reptile,thirst,fake teeth,duct tape,macaroni,color-blind,comfortable,Robbie Rotten,coast guard,cab driver,pistachio,Angelina Jolie,autograph,sea lion,Morse code,clickbait,star,girl,lemon,alarm,shoe,soap,button,kiss,grave,telephone,fridge,katana,switch,eraser,signature,pasta,flamingo,crayon,puzzle,hard,juice,socks,crystal,telescope,galaxy,squid,tattoo,bowling,lamb,silver,lid,taxi,basket,step,stapler,pigeon,zoom,teacher,holiday,score,Tetris,frame,garden,stage,unicycle,cream,sombrero,error,battle,starfruit,hamster,chalk,spiral,bounce,hairspray,lizard,victory,balance,hexagon,Ferrari,MTV,network,weapon,fist fight,vault,mattress,viola,birch,stereo,Jenga,plug,chihuahua,plow,pavement,wart,ribbon,otter,magazine,Bomberman,vaccine,elder,Romania,champagne,semicircle,Suez Canal,Mr Meeseeks,villain,inside,spade,gravedigger,Bruce Lee,gentle,stingray,can opener,funeral,jet ski,wheelbarrow,thug,undo,fabulous,space suit,cappuccino,Minotaur,skydiving,cheerleader,Stone Age,Chinatown,razorblade,crawl space,cauldron,trick shot,Steve Jobs,audience,time machine,sewing machine,face paint,truck driver,x-ray,fly,salt,spider,boy,dollar,turtle,book,chain,dolphin,sing,milk,wing,pencil,snake,scream,toast,vomit,salad,radio,potion,dominoes,balloon,monkey,trophy,feather,leash,loser,bite,notebook,happy,Mummy,sneeze,koala,tired,sick,pipe,jalapeno,diaper,deer,priest,youtuber,boomerang,pro,ruby,hop,hopscotch,barcode,vote,wrench,tissue,doll,clownfish,halo,Monday,tentacle,grid,Uranus,oil,scarecrow,tarantula,germ,glow,haircut,Vatican,tape,judge,cell,diagonal,science,mustard,fur,janitor,ballerina,pike,nun,chime,tuxedo,Cerberus,panpipes,surface,coal,knot,willow,pajamas,fizz,student,eclipse,asteroid,Portugal,pigsty,brand,crowbar,chimpanzee,Chuck Norris,raft,carnival,treadmill,professor,tricycle,apocalypse,vitamin,orchestra,groom,cringe,knight,litter box,macho,brownie,hummingbird,Hula Hoop,motorbike,type,catapult,take off,wake up,concert,floppy disk,BMX,bulldozer,manicure,brainwash,William Wallace,guinea pig,motherboard,wheel,brick,egg,lava,queen,gold,God,ladder,coin,laptop,toaster,butter,bag,doctor,sit,tennis,half,Bible,noodle,golf,eagle,cash,vampire,sweater,father,remote,safe,jeans,darts,graph,nothing,dagger,stone,wig,cupboard,minute,match,slime,garage,tomb,soup,bathroom,llama,shampoo,swan,frown,toolbox,jacket,adult,crate,quill,spin,waiter,mint,kangaroo,captain,loot,maid,shoelace,luggage,cage,bagpipes,loaf,aircraft,shelf,safari,afterlife,napkin,steam,coach,slope,marigold,Mozart,bumper,Asterix,vanilla,papaya,ostrich,failure,scoop,tangerine,firefly,centaur,harbor,uniform,Beethoven,Intel,moth,Spartacus,fluid,acid,sparkles,talent show,ski jump,polo,ravioli,delivery,woodpecker,logo,Stegosaurus,diss track,Darwin Watterson,filmmaker,silence,dashboard,echo,windshield,Home Alone,tablecloth,backflip,headboard,licorice,sunshade,Picasso,airbag,water cycle,meatloaf,insomnia,broom,whale,pie,demon,bed,braces,fence,orange,sleep,gift,Popsicle,spear,zebra,Saturn,maze,chess,wire,angel,skates,pyramid,shower,claw,hell,goal,bottle,dress,walk,AC/DC,tampon,goatee,prince,flask,cut,cord,roof,movie,ash,tiger,player,magician,wool,saddle,cowboy,derp,suitcase,sugar,nest,anchor,onion,magma,limbo,collar,mole,bingo,walnut,wealth,security,leader,melt,Gandhi,arch,toy,turd,scientist,hippo,glue,kneel,orbit,below,totem,health,towel,diet,crow,addiction,minigolf,clay,boar,navy,butcher,trigger,referee,bruise,translate,yearbook,confused,engine,poke,wreath,omelet,gravity,bride,godfather,flu,accordion,engineer,cocoon,minivan,bean bag,antivirus,billiards,rake,cement,cauliflower,espresso,violence,blender,chew,bartender,witness,hobbit,corkscrew,chameleon,cymbal,Excalibur,grapefruit,action,outside,guillotine,timpani,frostbite,leave,Mont Blanc,palette,electrician,fitness trainer,journalist,fashion designer,bucket,penguin,sheep,torch,robot,peanut,UFO,belt,Earth,magnet,dragon,soccer,desk,search,seal,scribble,gender,food,anvil,crust,bean,hockey,pot,pretzel,needle,blimp,plate,drool,frog,basement,idea,bracelet,cork,sauce,gang,sprinkler,shout,morning,poodle,karate,bagel,wolf,sausage,heat,wasp,calendar,tadpole,religion,hose,sleeve,acorn,sting,market,marble,comet,pain,cloth,drawer,orca,hurdle,pinball,narwhal,pollution,metal,race,end,razor,dollhouse,distance,prism,pub,lotion,vanish,vulture,beanie,burp,periscope,cousin,customer,label,mold,kebab,beaver,spark,meme,pudding,almond,mafia,gasp,nightmare,mermaid,season,gasoline,evening,eel,cast,hive,beetle,diploma,jeep,bulge,wrestler,Anubis,mascot,spinach,hieroglyph,anaconda,handicap,walrus,blacksmith,robin,reception,invasion,fencing,sphinx,evolution,brunette,traveler,jaguar,diagram,hovercraft,parade,dome,credit,tow truck,shallow,vlogger,veterinarian,furniture,commercial,cyborg,scent,defense,accident,marathon,demonstration,NASCAR,Velociraptor,pharmacist,Xerox,gentleman,dough,rhinoceros,air conditioner,poop,clock,carrot,cherry,candle,boots,target,wine,die,moon,airplane,think,pause,pill,pocket,Easter,horse,child,lamp,pillow,yolk,potato,pickle,nurse,ham,ninja,screw,board,pin,lettuce,console,climb,goose,bill,tortoise,sink,ski,glitter,miner,parrot,clap,spit,wiggle,peacock,roll,ballet,ceiling,celebrate,blind,yacht,addition,flock,powder,paddle,harpoon,kraken,baboon,antenna,classroom,bronze,writer,Obelix,touch,sensei,rest,puma,dent,shake,goblin,laundry,cloak,detonate,Neptune,cotton,generator,canary,horsewhip,racecar,Croatia,tip,cardboard,commander,seasick,anthill,vinegar,hippie,dentist,animation,Slinky,wallpaper,pendulum,vertical,chestplate,anime,beanstalk,survivor,florist,faucet,spore,risk,wonderland,wrestling,hazelnut,cushion,W-LAN,mayor,community,raisin,udder,oyster,sew,hazard,curry,pastry,mime,victim,mechanic,hibernate,bouncer,Iron Giant,floodlight,pear,sad,paw,space,bullet,skribbl.io,shirt,cow,worm,king,tea,truck,pants,hashtag,DNA,bird,Monster,beer,curtain,tire,nachos,bear,cricket,teapot,nerd,deaf,fruit,meteorite,rice,sniper,sale,gnome,shock,shape,alligator,meal,nickel,party,hurt,Segway,Mr. Bean,banker,cartoon,double,hammock,juggle,pope,leak,room,throne,hoof,radar,wound,luck,swag,panther,flush,Venus,disease,fortune,porch,machine,pilot,copper,mantis,keg,biology,wax,gloss,leech,sculpture,pelican,trapdoor,plague,quilt,yardstick,lounge,teaspoon,broadcast,uncle,comedian,mannequin,peasant,streamer,oar,drama,cornfield,carnivore,wingnut,vent,cabinet,vacation,applause,vision,radish,picnic,Skrillex,jester,preach,armadillo,hyena,librarian,interview,sauna,surgeon,dishrag,manatee,symphony,queue,industry,Atlantis,excavator,canister,model,flight attendant,ghost,pig,key,banana,tomato,axe,line,present,duck,alien,peas,gem,web,grapes,corn,can,fairy,camel,paper,beak,corner,penny,dig,link,donkey,fox,rug,drip,hunter,horn,purse,gumball,pony,musket,flea,kettle,rooster,balcony,seesaw,stork,dinner,greed,bait,duel,trap,heist,origami,skunk,coaster,leather,socket,fireside,cannon,ram,filter,alpaca,Zelda,condiment,server,antelope,emu,chestnut,dalmatian,swarm,sloth,reality,Darwin,torpedo,toucan,pedal,tabletop,frosting,bellow,vortex,bayonet,margarine,orchid,beet,journey,slam,marmalade,employer,stylus,spoiler,repeat,tiramisu,cuckoo,collapse,eskimo,assault,orangutan,wrapping,albatross,mothball,evaporate,turnip,puffin,reeds,receptionist,impact,dispenser,nutshell,procrastination,architect,programmer,bricklayer,boat,bell,ring,fries,money,chair,door,bee,tail,ball,mouse,rat,window,peace,nut,blush,page,toad,hug,ace,tractor,peach,whisk,hen,day,shy,lawyer,rewind,tripod,trailer,hermit,welder,festival,punk,handle,protest,lens,attic,foil,promotion,work,limousine,patriot,badger,studio,athlete,quokka,trend,pinwheel,gravel,fabric,lemur,provoke,rune,display,nail file,embers,asymmetry,actor,carpenter,aristocrat,Zuma,chinchilla,archaeologist,apple,hat,sun,box,cat,cup,train,bunny,sound,run,barrel,barber,grill,read,family,moose,boil,printer,poster,sledge,nutmeg,heading,cruise,pillar,retail,monk,spool,catalog,scuba,anteater,pensioner,coyote,vise,bobsled,purity,tailor,meerkat,weasel,invention,lynx,kendama,zeppelin,patient,gladiator,slump,Capricorn,baklava,prune,stress,crucible,hitchhiker,election,caviar,marmot,hair roller,pistol,cone,ant,lock,hanger,cap,Mr. Meeseeks,comedy,coat,tourist,tickle,facade,shrew,diva,patio,apricot,spelunker,parakeet,barbarian,tumor,figurine,desperate,landlord,bus,mug,dog,shark,abyss,betray
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Working Wise or Wizardly Working: how magic items affect the world

Magic items. Objects imbued with magic in order to make them better, or even gain a completely different function. But apparently the only places they exist are in monster hoards and adventurers' backpacks.
Realistically however, everyone wants things that are better at what they do. And eventually, people get what they want.
Today i will go over some objects that are useful outside of the context of adventuring, as well as how they might change the world around them. I will not mention artifacts, since those are one-of-a-kind objects with pre-established locations, usage, etc.
While the topic has always existed, Tasha's Cauldron has added a few interesting toys to our proverbial tool box, which makes this as good a time as any to take a look and
Much like in the Spells and Society post, the rarer an item the more amazingly powerful it must be to be worthy of mention. Actually i recommend reading that post before this one. Since a lot of magic items just allow you to cast spells for free, knowing which spells alter the world gives a good idea of which items can do the same.

Uncommon

+1 tools.
That's right, +1 tools. Not +1 weapons.
Consider a guard. How much of his time is actually spent fighting? A minute every other day? That's not getting a lot of use out of his sword. Even a soldier spends weeks marching, or months guarding a fort, and then only fights for a few minutes or hours. Even if a guard has a superb weapon that doubles his combat effectiveness, it only makes him 1% or 2% better at being a guard[1]. Given a choice of uncommon item, any guard and most soldiers would rather have a Weapon of Warning to prevent being backstabbed, ambushed or caught off-guard.
Now consider a lumberjack or miner. They spend several hours a day hitting trees and rocks. An enchanted axe, saw or pickaxe would see continuous use in their hands. Not only that, magic items are also described as being "at least as durable as a nonmagical item of its kind. Most magic items, other than potions and scrolls, have resistance to all damage". This means the +1 pickaxe would be far, far more resilient to wear and tear than a mundane one, potentially being passed down for generations. And with your miners and lumberjacks being more efficient, you need less of them. Which in turn means you get to have more guards.
Another noteworthy thing here is adamantine items. They deal automatic critical damage to objects and are much harder to destroy. In other words, they're great at chopping trees and ores, bending hot metal, cutting cloth, plowing a field, etc. All while having a fraction of the wear and tear.

Bags of Holding, Handy Haversacks and Portable Holes.
AKA your transporty boyes.
The bag of holding is an old favorite among players, and the reason is obvious: it has a million uses.
Most adventurers use it for carrying all their junk. The bad guys in the original Baldurs Gate game used bags of holding to smuggle whole shipments to and from their iron mine base with just one guy. One of my players once put a huge boulder in it, then flew up and dropped the boulder on an enemy transport ship. And let us not forget the classic Arrowhead of Total Destruction.
All of these are perfectly valid uses. Smuggling a small object is easier than smuggling a large object. Dropping huge objects from a high place turns anything that flies into a siege weapon. And the Arrowhead, while expensive, can deal with very large threats that could level a city.
But honestly, every merchant is a smuggler at heart. After all, as long as brigands roam the roads, there will always be a need to hide your valuables in an extraplanar space small enough to fit any orifice. Not only that, the bag allows you to dump a cart entirely and just ride to your destination much faster (and therefore, more safely).
Of course not every merchant can afford a bag of holding, so this brings about an interesting topic of inequality in your campaign. Some merchants can go from A to B faster and more safely on a horse, while the majority must go with a bull-drawn cart that is slow and vulnerable. And bags of holding don't even require attunement, so once you have one and your income soars you can get another, and another... Its a serious rich-get-richer situation, and you risk running all the mundane merchants out of business.

Broom of Flying.
I'm gonna start this one with saying that brooms of flying and carpets of flying are overpowered. They are consistently better than items of similar rarity that provide the same benefit, like boots and wings of flying. The reason here is, in my humble opinion, the same reason why Fireball deals more damage than any 3rd level spell and most 5th level ones: its iconic.
As for the item itself, its pretty much a permanent flying speed of 50 while carrying up to 200lbs, or 30ft. speed while carrying 201-400lbs. Its a deliveryboy's dream... except not.
You see, the broom of flying isn't just a hoverbike, its also a drone. You say the command word, and it flies up to a mile a way. Say it again, it comes back. In other words, the crazy wizard in his tower can just tie some money and a note on the broom and send it to a shop, then call it back once the shopkeeper has tied the groceries to it. Poor delivery boy just lost his job.
But wait, there's more! If the broom can fly on its own, can it plow a field? Can it spin an "animal" traction mill? The answer is: yes. But there's no reason to use magic where a common animal would do, unless its a crazy high magic setting or something.

Decanter of Endless Water
I think anyone can see how infinite water is broken as fuck[2]. But that's not all. By speaking the command word and pulling the lid, you can cause 30 gallons (136.4 litres) of water to pour out with enough force to push a 200 pound object 15 feet. This action can be repeated every turn (6 seconds), since a decanter of endless water has no limit on how often it can be used.
So a decanter is not just infinite water, but also infinite energy provided you have enough technology to build a mill. Even more energy if you activate the decanter in a high place and use gravity to give those 30 gallons even more potential.
Do keep in mind however that in 5e there must be someone using their action to activate it every turn. In previous editions however one could leave the decanter open and it would pour water constantly.

Hat of Disguise
This wee cap is not game-breaking for its great usefulness, but rather for its ability to fuck the world up. Any charlatan with a Hat of Disguise can walk into a bank, guild, ship, etc. and pretend to be anyone. Sure it doesn't happen often, but when it happens the crime spree is enormous. And while there are ways to work around disguised criminals, the fact people have to work around it is an issue in and of itself.
Societies based on trust pretty much can't function. Does everyone sign everything? Do people start using IDs? Do organizations start using items or employing animals that can see through illusions? Is there an industry for door frames that detect illusions?
Even without the hat, Disguise Self is still a 1st level spell. Yet somehow the sourcebooks have no mention of how the world might adapt to the idea that you can't trust people to be who they seem to be. And if anyone with access to 1st-level spells can walk up to the king without difficulties, you wont have kings for long.

Ring of Mind Shielding
A great item, if you're an asshole. Keeps people from sensing your evil alignment, keeps them from reading your evil thoughts, keeps pesky zones of truth from sensing your lies, and it even makes itself invisible so nobody can notice you're wearing the "i am evil" ring. It even keeps your immortal soul from going into eternal damnation!
One thing i always think of soul-trapping items is that they're a good way for evil people to avoid the afterlife. If you're good, you want to go to Celestia, Elysium, Arborea or Ysgard. Yet if you're evil, being stuck in a ring and talking to its wearer might be better than Baator, Carceri or the Abyss.

Sending Stones
Another classic, unfortunately the stones were nerfed and now can only Send to each other once a day.
Still, long range communication is nothing to scoff at. And while hiring someone to Send for you is cheaper, the stones provide more privacy and can be sent to far off corners of the world where you can't afford to station a caster full time.
Expect each mayor or baron to have one of these, while someone in the capital answers their "calls". Something of a royal secretary if you will. While magic items are expensive, shaving days off of your disaster response time can be the difference between having a kingdom and having ruins.

Rare

Bag of Beans
An often overlooked item, the BoB is crazy powerful. It has 3d4 beans, each of which can trigger a random effect. Notably they have a 10% chance of creating a random potion that lasts 30 days, a 10% chance of creating 1d4+3 eggs that can permanently raise an attribute by 1[3], a 9% chance of spawning a full on pyramid with a mummy lord and appropriate loot[4], and a 1% chance of leading anywhere.
Why bother with tomes when you can get twice as many stats from a bag of beans?

Helm of Teleportation.
1d3 castings of Teleport every day, plain and simple. That means 9 people can travel about 14 times in a week[5].
That's a lot of potential trading to be had for sure, but why stop there?
Say your kingdom spent tons of time and money training and equipping an elite unit. You wouldn't want them to spend 80% of their time on the road and 20% solving issues right? One rare item can make your 9-men unit five times more efficient.
Adventurers are in much the same boat: small group, lots of capital invested into their gear and training, yet they somehow spend most of their time going back and forth between adventures (until level 9 if they have a bard, sorcerer or wizard in the party, past 9 if they don't). It honestly amazes me that the Helm of Teleportation is not listed more often as a must-have party item.

Manuals/Tomes
For those unaware: there are 3 manuals and 3 tomes in the game, each increases an attribute by 2 when used and then loses its magic for 100 years.
The #1 item on any adventurer's to-get list, the existence of the tomes raises far more questions than answers. Who makes these? Why are they not mass produced? Can i get a magically accelerated demiplane, throw the books in and recharge them in a fraction of the time? Why do people not abuse the f*** out of them?
And when i mean abuse, i mean make smart use of them. Say a kingdom has, over the course of generations, acquired 5 or so tomes. Then the ruler reads them and becomes super smart/wise/popular. That sounds like the sort of thing that would make the whole realm prosper. Do it on an elven/dwarven kingdom and the ruler can read his tomes multiple times, granting him a godlike mind.
And that's without considering the idea of immortals. Or even high level druids. Any lich or vampire could become insanely powerful, not only from being able to use each tome a dozen times, but also from having eons to look for more or even craft them[6].
One thing i really like about tomes is watching the party decide what to do with them after spending the magic. Do they auction the books? Trade with some elf for favors? Give it to a friendly vampire?

Very rare

Candle of Invocation
For 4 hours clerics and druid of the proper alignment within 30ft can cast 1st level spells without using spell slots. In other words, crazy amounts of healing. Pop one after a battle and in a few minutes your whole army will be ready for more. Or pop it during a battle, and have the Healing Word the crap out of your troops from a safe-ish distance.

Carpet of flying, Peregrine Mask
Carpets of flying function much like brooms of flying, except they are faster or carry more weight (depending on size). They would be a strict upgrade, except they lack the drone function the broom has.
A peregrine mask provides a flying speed of 60, but has no carrying capacity. That means if you have a Powerful Build or a similar feature it can actually carry more than the carpets.

Cauldron of Rebirth
If there's one thing Tasha's Cauldron has brought us, its this cauldron.
It has some minor uses for scrying making potions, but here's the deal breaker: you put a corpse in the cauldron, fill it with 10gp worth of salt (200lbs.) and it casts Raise Dead on the creature.
Resurrection normally costs 500gp. worth of diamonds. With the cauldron it costs 10gp worth of salt. Sure there's a one week cooldown, but who cares? I see two scenarios here: either a resurrection every week is more than the local demand, or less than the local demand.
If its more than the demand, that means everyone who dies of unnatural causes and has 10gp to spare gets resurrected.
If its less than the demand, that means you're raising one person every 7 days. Depending on how high the demand is you could be making as much as 500gp a week, or 26k a year. Considering that the DMG says a Very Rare magic item costs 10.000-50.000 gold, the cauldron can pay for itself in under two years. Even if the math is way off for some reason, it is still crazy strong.
Honestly, this should be an artifact. Or at least have some heavy downside. The idea that someone over at Wizards of the Coast read this and said "Ah yes, 10gp resurrection, perfectly fine" simply boggles the mind.

Crystalline Chronicle
Speaking of items that make things cheap, 1d3 times a day this spellbook allows you to cast a wizard spell without material components of up to 100gp.
That means two spells on average, so let's take a look at a few good options: Continual Flame[7], Magic Circle (exactly 100!), Stoneskin (100!), Teleportation Circle and Astral Projection.
The ones that stand out here are Continual Flame and Teleportation Circle. Both cost 50 and have a huge demand in the world. Where a permanent TP circle would normally consume 18.250gp worth of materials over a year, it will now cost nothing[8].

Legendary

Staff of the Magi
This is, i think, the most powerful item in the game.
Has a bunch of charges, yadda yadda, here's the important part:
  1. When someone else casts a spell on you, you can use a reaction to absorb the spell. The staff then gains charges equal to the level of the spell it just ate.
  2. It can cast Plane Shift for 7 charges.
This means on an average day you get 16 charges, or two Plane Shifts, from the natural charge generation. But what if you could have someone cast spells on you without spending spell slots?
There are several monsters who can cast spells at will, too many to list. But there are also a few ways for players to do it. The first that comes to mind is the level 18 Wizard feature Spell Mastery, allowing any 2nd level spell. There's also the level 15 invocation Shroud of Shadow that allows infinite casts of Invisibility. Either case allows a duo to have infinite Plane Shifts a day, which is really powerful.
As usual, trade comes to mind. But with infinite charges you might as well start a tourism agency or a hotel and/or casino that brings in people from all planes. Yet what few people realize is that Plane Shift can be used offensively in order to permanently banish anyone to any plane. Infinite save-or-die effects.
You could also just settle for a fuckton of Shifts instead of infinite, and use a warlock or four-elements monk to convert their short rest resources into charges for the staff.
Now think of the possibilities and plot hooks. Mad king banishing dissidents, Red Queen style. Alternative death sentence. A high level wizard/warlock stranded somewhere because the guy who was attuned to the staff died or got separated from him. Random archdemon bringing an army to the Material Plane a couple demons a minute.

Notable mentions

These are items i left out, but which i will get yelled at in the comments if i "forget" about them.

Anything that creates energy
The truth is that a lot of magic items can do that. Fire for heating things, wind or water for pushing things, etc. For an energy source to be noteworthy it has to provide a considerable amount of continuous energy, without charges or daily limitations. Otherwise you might as well just use a regular water mill or a bull.

Alchemy Jug (uncommon)
It creates an amount of a liquid (beer, honey, etc) every day. It does nothing that cannot be done by an amount of workers, and for it to be world-altering we'd have to go into a lengthy math argument of how many labor hours of a bee farmer are needed to make a gallon of honey, and how that compares to the initial investment of hiring a wizard to make the item.
As a general rule, if something can be done mundanely it will be done mundanely. Let the casters focus on stuff where they have an infinite comparative advantage, like flying stuff, teleportation, resurrection, etc.

Cap of Water Breathing (uncommon)
It allows you to breathe underwater indefinitely. Can be great if you have important stuff to do underwater, and might enable interaction with sentient water folk. But in and of itself, not a world-altering item.

Horseshoes of Speed (rare)
Essentially +30 speed for hooved creatures, without requiring attunement. Honestly this item does not really fit this list, but i just thought the idea of pegasi flying real fast with these was worth mentioning. Sure a helm of teleportation outclasses it entirely for travel, but that's not useful in combat.
And i really want to play a centaur monk with these some day. Unfortunately the item description specifically says you have to have four equipped to benefit, so don't even think about it you satyrs and tieflings out there.

Lyre of Building (rare)
At a glance this looks like a regular magic items, with nothing too weird about it. Until you look at its spell selection and notice you can cast them as an action.
Mending normally takes a minute to cast, with the lyre its an action, and you can do it at will even without knowing the spell.
Fabricate takes ten minutes to cast, with the lyre its an action. That means once a day you can turn the ground under an enemy into a spiky cage, his sword into sword parts, etc. Until the lyre came about the only way to instantly cast fabricate was with a Wish, and that is a pretty good combat use of the 9th level spell.

Conclusion

To be quite frank, a lot of these item uses are a little niche and wont work in every setting. Then again, that that is never the goal with these posts. I hope i have provided you with at least a few interesting plot hooks and other crazy ideas, whether to amaze your players or ruin your DM's plans.

Notes

[1] There is a notable exception however. If your kingdom has a group dedicated to fighting monsters, some of which are resistant to nonmagic damage, then those guys should be prioritized. Not only does the +1 weapon double their damage output in this scenario, it also prevents your kingdom from losing special soldiers that are very expensive to train and replace.
[2] Stuff like constant abuse of Decanters of Endless Water are why in my setting there is a doomsayer cult that believes the world will be flooded some day. As they say it, every time someone activates a decanter, magically creates water, creates food and water, opens a portal to the Plane of Water, etc; the amount of water in the world rises just a bit. Given enough time, everything will be flooded by it. Unless someone like, puts a Sphere of Annihilation by the shore or something. But nobody said the cult has to be right.
[3] The bag has 3d4 beans. Each bean has a 10% chance of spawning 1d4+3 eggs. That means 7.5*0.1*5.5 = 4.125 raised stats, on average. Sure I'm assuming you'll pass the DC20 save every time, but with proper preparation its quite doable. Be near a paladin, get bardicly inspired, have someone cast Resistance, find ways to reroll a failed save, etc. Since the eggs last forever, you have all the time in the world to stack the saving throw in your favor. Or just use Portents.
[4] The mummy lord could have anything, even another bag of beans!
[5] Someone will say "but what about the chance of going off target? What if nobody has teleportation circles?" To that person i say: associated object. Get a pebble every time you're in a region, and you wont need a circle. Buy a bit of silk and you can teleport to any place along the silk road. Buy a used horseshoe and you can go all over the country. Now I'm just imagining this badass-looking special-ops soldier, clad in the finest plate, wielding a blazing blade, his cloak cackling thunder... and with a rusty-ass horseshoe tied to his helmet.
[6] And thus is born the legend of Swolomon the Buff. He was once a base vampire, who got stuck in a tomb for 4000 years with nothing but a Manual of Bodily Health and a Manual of Gainly Exercise. Now he's... selling supplements or something.
[7] See On Spells and Society linked at the top for why there's a near infinite demand for Continual Flame.
[8] You can even make two circles at a time, but there's some math about it. You have 3 charges, use 2, so you should always be with one to spare. Until you roll a 1 on the d3, and then its gone. After that whenever you roll a 1 without first rolling a 3 you'll have to pay the 50gp or let the circle go to waste. In other words, you'd be paying roughly 1/6 of the regular cost.
submitted by DungeonMercenary to DnDBehindTheScreen [link] [comments]

Report your table minimums here (COVID Edition) part 2

The previous post is here. It's getting buried so I figured we would make a new one.
Keep reporting those minimums:
Vegas Strip Casino Day Min Night Min Dividers Comments
Aria 10 10 Yes
Ballys
Bellagio 10 25 Yes, all tables )May be lower on weekday nights, $15 has been seen) Poker tables open
Caesars 15 25 No Poker tables open
Casino Royale N/A N/A N/A Table Games not open
Cosmo 15/25 50-100
Encore 50 100 Yes, on some tables Reports of $10 tables during the day
Excalibur 10-15 15 10 crapless, 15 regular
Flamingo 10-15 15-25
Harrah's 15 25 No
Linq 10-15 10-15 No
Luxor 10 10
Mandalay Bay N/A N/A
MGM Grand 10 25 Yes, all tables
NY/NY 10 15-25 Yes, all tables
Osheas Unknown 15
Paris 10-15 15 No Opened 6/18 - Masks required at tables.
Planet Hollywood N/A N/A No open date announced
Rio N/A N/A No open date announced
Sahara 5 10
Strat Day 10 Unknown
Treasure Island 5 15
Venetian 10-15 25 No
Wynn 25-50 50-100 Yes, on some tables Updated 6/16
Downtown Casino Day Min Night Min Dividers Comments
Binions 5 10 Binions had $5 table several times with little to no social distancing
California 10 10 From 7/15 on Vegas Message Board
The D 10 15 No glass
Downtown Grand 10 10 Checks your temperature before letting you into casino, also NO valet, self-park only.
El Cortez 10 10 Yes, some tables 2 tables
Four Queens 10 10 No From 7/16 on Vegas Message Board, Four queens had a $5 table in the morning on saturday
Fremont 10 10 From 7/15 on Vegas Message Board
Golden Gate 10 15 From 7/14 on Vegas Message Board
Golden Nugget 10 10 From 7/15 on Vegas Message Board
Plaza 10 10
Sams Town 15 15 1 table
Offstrip Casino Day Min Night Min Dividers Comments
Aliente 10 10
Boulder Station 10 10
Cannery 5 5 up to 2 tables - now allowing 4 per side
Ellis Island 5 5 1 table
Gold Coast 10 10
Green Valley Ranch 10 10 2 tables open
The Orleans 10 25 up to 4 tables, I was asked to wear a mask
Palace Station 10 10 Unknown
Palms N/A N/A No open date announced
Red Rock 10 15
South Point 5 5 2-3x tables w/ only one $5 buy in
Strat 5 10
Sunset Station 5 5
Other NV Casinos Day Min Night Min Dividers Comments
Edgewater (Laughlin) 10 10
Harrahs (Laughlin) 10 15 no
Atlantis (Reno) 5/10 5/10 3 tables on weekends
Cal Neva (Reno) 5 5
Circus Circus (Reno) Closed Closed Closed table game pit
Eldorado (Reno) 5 10
Grand Sierra (Reno) 15 15-25
Peppermill (Reno) 10 10 3 craps tables
Silver Legacy (Reno) 10 10
Hard Rock (Tahoe) 5 5
Harrahs (Tahoe) 10 10
Montbleu (Tahoe) 10 15
Non/NV Casino Day Min Night Min Dividers Comments
Foxwoods (CT) 15 25
Mohegan (CT) 10-50 10-50 2 were 10, 2 $15, 1 $25, 1 $50. Plus a high rollers table
Harrington (DE) 15 15-25 Must wear mask and face shield
Blue Chip (Michigan City, IN) 5 10 5 minimum prop bets, 5 min ATS bet.
Harrah's Hooiser Park (Anderson, IN) 10 10
Indiana Grand (IN) 10 15 No
Belle (Baton Rogue, LA) 5 10 one half sized table sometimes they open the big one. $5 small table and $10 big late at night
Hollywood (Baton Rogue, LA) 5 10 one half sized table sometimes they open the big one. $5 small table and $10 big late at night
L’auberge (Baton Rogue,LA) 15 15 No
L’auberge (Lake Charles,LA) 15 15 No 1 bubble craps $5 min
Harrahs (Shreveport, LA) 15 25
Margaritaville (Shreveport, LA) 25 25
Ocean Downs (MD) 10 15
Maryland Live (MD) 25 50 Yes 5 tables, 4 per side. Electronic craps 15 min
MGM @ National Harbor 50-100 Yes 4 craps tables 2 were $50 and 2 were $100 mins. Not bubble craps or low roller options.
Firekeepers (Battle Creek, MI) 10 15+ No dividers, only distancing 1-2 tables depending on demand, did see it at $15 during the day $25 on Fri/Sat night. Masks required, no smoking. $3 Bubble Craps.
Four Winds Casino 15 15 Digital craps table 5$ min Tuesday and Sunday night. Did not check bubble craps
Gun Lake (Wayland, MI) 10 15 No Temp check, masks, usually the crapless table is open
Turtle Creek (Traverse City, MI) 5
Soaring Eagle (Mt Pleasant, MI) 10 15 Yes 5 players per side with glass. Tough to hear dealer.
Hollywood Casino, Maryland Heights (St Louis) MO 15 15 1 regular table & 1 no craps. 4 per side. No outside drinks.
River City (St. Louis, MS) 20 20 Unknown 4 players per side. $20 min. You have to have at least a $20 bet for every throw to "hold your spot"
Beau Rivage (Biloxi, MS) 25 25 unknown 3 tables
Boomtown (Biloxi, MS) 10 10 Unknown 1 table
IP (Biloxi, MS) 25 25
Scarlett Pearl (Biloxi, MS) 15 25 No Masks required, temp check
The Palace Biloxi, MS) 10 15
Treasure Bay (Biloxi, MS) 10 10
Harrah’s Cherokee & Murphy 15 15 No
Harrahs River Valley (Murphy, NC) 25 25
Harrahs (AC, NJ) 15 15
Hard Rock (AC, NJ 25 25 Yes 2 tables
Resorts (AC, NJ) 15 25 Yes 1 table
Ocean (AC, NJ) 15 25 Yes 4-6 tables
Buffalo Creek (NY) 15 25
Seneca Niagra (NY) 10 15 1 table, can go up to $25
Hollywood (Columbus, OH) 10-15 Unknown Unknown 2 tables, masks required
Hollywood (Grantville, PA) 15 25 Unknown 2 tables, masks required
Meadows (PA) 10 10 2-3 tables.
Windcreek (PA) 10 10
Mount airy (PA) 10 10
Parx (Bensalem, PA) 15 25 15 but maintaining 25
Sycuan (San Diego, CA) 10 10 Masks required
Barona (So Cal) 5 5 3 tables, dealers managing bets for players.
Harrahs (So Cal) 15-25 15-25 Bubble craps $5 min, Interblock bubble $3 min, 1 electronic table $5 min
Viejas (So Cal) N/A 15 1 table
Southland Casino Racing (West Memphis, TN) N/A N/A Yes 4 tables all closed. Other pit games open with plexiglas dividers. Bubble craps $5 minimum.
Last update 7/21
Pulled additional info from here.
submitted by necrochaos to Craps [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]

Nevada/Las Vegas minimums (COVID Edition) part 5

It was getting really tedious to edit a post with over 100 casinos in it. So I'm breaking it up to Nevada casinos and non-Nevada casinos.
If you are reporting about a casino, could you please try to include the following:
The more information we have, the better off we will be.
We all know that tables can change rapidly. I saw a table go from 25 to 15 to 100 at the Flamingo in the course of a few hours. I'll try to keep the mins what is reported the most and add other information in the comments like "found this table at $5 on graveyard shift" so people konw that isn't the norm
These tables can be a pain to maintain, so please provide as much information as possible. An informed roller is a beter roller.
Vegas Strip Casnio WeekDay Min WeekNight Min WeekendMin WeeknightMin MaxOdds Field Pay Sidebet Dividers/Per Side Last Update Comments
Aria 25 25 25 25 Unknown Unknown Unknown Unknown 10/27
Ballys 10 15 10 Unknown Unknown Unknown Unknown No 9/3
Bellagio 15 25 25 50 Unknown Unknown Unknown Yes 9/3
Caesars 25 25-50 Unknown Unknown Unknown Unknown Unknown No 8/25
Cosmo 25-50 50-100 Unknown Unknown Unknown Unknown Unknown Unknown 8/22
Cromwell 10 10 15 15 100X Unknown ATS Unknown 11/24
Encore 10 10 10 10 Unknown Unknown Unknown Yes, on some tables 8/12
Excalibur 10 10 10 15 3x4x5x Unknown Unknown Unknown 11/24 crapless is usually $10. Bubble craps $5
Flamingo 10-15 15-25 Unknown 25 Unknown Unknown Unknown Unknown 9/29 $100 table at times.
Harrah's 15 25 25 25 Unknown Unknown Unknown No 8/22
Linq 15 15 Unknown 25 Unknown Unknown Unknown Unknown No 8/22
Luxor 10 10 15 15 3x4x5x Unknown Unknown Unknown Unknown Updated 9/13
Mandalay Bay 15 Unknown Unknown Unknown Unknown Unknown Unknown Unknown Unknown
MGM Grand 10 25 Unknown Unknown Unknown Unknown Unknown Yes Unkown
Mirage 15 25 Unknown Unknown Unknown Unknown Unknown Unknown Yes 9/29
NY/NY 15 15-25 15 15-25 Unknown Unknown Unknown Yes 10/27
Osheas Unknown 15 Unknown Unknown Unknown Unknown Unknown Unknown
Paris 15 15 15 25 Unknown Unknown Unknown No 11/9
Park MGM 10 15 15 15 Unknown Unknown Unknown Unknown 11/6
Sahara 5 10 10 10 Unknown Unknown Unknown Unknown 8/15
Strat 10 10 10 25 10X Unknown Unknown No 11/24
Treasure Island 15 15 15 15 Unknown Unknown Unknown No 9/4
Tropicana 10 10 Unknown Unknown Unknown Unknown Unknown No 11/24
Venetian 25 25 Unknown Unknown Unknown Unknown Unknown No 8/22
Wynn 10 10 10 10 Unknown Unknown Unknown Yes, on some tables 10/1
Downtown WeekDay Min WeekNight Min WeekendMin WeeknightMin MaxOdds Field Pay Sidebet Dividers/Per Side Last Update Comments
Binions 5 10 5 10 5X Unknown None Unknown 11/14 Binions had $5 table several times (opens at 10)
California 10 10 10 10 2X Unknown None Unknown 10/27 Tables open at 11AM
Circa 15 25 15 25 3/4/5X Unknown Unknown Unknown 11/2 $10 tables in the mornings have been reported.
The D 15 15 15 15-25 10X Unknown ATS No glass Updated 9/4
Downtown Grand 10 10 10 Unknown 10X Unknown Unknown Unknown 11/14 Table opens at noon.
El Cortez 10 10 10 10 10X Unknown None Yes, some tables 9/4
Jerrys Nugget 3 3 3 3 Unknown Unknown ATS 3/None 10/27
Four Queens 5 10 5 10 5X Unknown Unknown No 11/14 $5 tables can be found on some days
Fremont 10 10 10 Unknown 2X None Unknown No 8/10
Golden Gate 10-15 15 15 Unknown 10X Unknown ATS No 8/28 (GG has been 15 some mornings dropping to 10 later in the day)
Golden Nugget 10-15 10 Unknown 3/4/5X Unknown Unknown Unknown No 8/18 $15 with one table open on 8/18
Plaza 10 10 Unknown Unknown 10X Unknown None No 9/4
OffStrip Casnio WeekDay Min WeekNight Min WeekendMin WeeknightMin MaxOdds Field Pay Sidebet Dividers/Per Side Last Update Comments
Aliante 10 10 Unknown Unknown Unknown Unknown Unknown Unknown
Boulder Station 10 10 Unknown Unknown Unknown Unknown Unknown Unknown
Cannery 5 5 5 Unknown Unknown Unknown Firebet 4 per side 8/31
Ellis Island 5 5 5 5 Unknown Unknown Unknown Unknown 8/17 Craps table opens up at 10am and its 5 dollars 90% of the time
Gold Coast 10 10 10 Unknown Unknown Unknown Unknown No 9/16
Green Valley Ranch 10 10 Unknown Unknown Unknown Unknown Unknown Unknown
M Resort 10 10 10 10 3x4x5x Unknown Unknown No 3/side 11/24
The Orleans 10 15 10 15 Unknown Unknown Unknown No 9/16
Palace Station 10 10 10 Unknown Unknown ATS And Firebet Unknown 9/17
Red Rock 10 15 15 Unknown Unknown Unknown Unknown Unknown 8/14
Sahara 5 5 Unknown Unknown Unknown Unknown Unknown Unknown 11/24
Sams Town 15 15 Unknown Unknown Unknown Unknown Unknown No 8/15 1 table
South Point 5 5 5 10 2X Unknown None No 10/27
Strat 5 10 Unknown Unknown Unknown Unknown Unknown Unknown
Suncoast 10 10 Unknown Unknown Unknown Unknown Unknown No 10/6
Sunset Station 5 5 Unknown Unknown Unknown Unknown Unknown Unknown
Westgate 15 Unknown Unknown Unknown Unknown Unknown 8/24
OtherNV Casnio WeekDay Min WeekNight Min WeekendMin WeeknightMin MaxOdds Field Pay Sidebet Dividers/Per Side Last Update Comments
Cactus Pete's (Jackpot) 5 5 5 5 Unknown Unknown Unknown No 9/29
Aquariums (Laughlin) 5 5 10 10 Unknown Unknown ATS No 9/29
Edgewater (Laughlin) 10 10 10 10 Unknown Unknown Unknown Unknown 9/29
Gold Nugget (Laughlin) 5 5 10 10 Unknown Unknown Unknown No 9/29 Opened at noon
Harrahs (Laughlin) 10 10 10 10 Unknown Unknown Unknown No 9/29
Tropicana (Laughlin) 10 10 10 10 Unknown Unknown Unknown Unknown 9/29 Opened at 6PM on weekeday
Atlantis (Reno) 5/10 5/10 Unknown Unknown Unknown Unknown SharpShooter Unknown 9/29 3 tables on weekends
Cal Neva (Reno) 5 5 10 Unknown Unknown Unknown ATS Unknown 9/12
Eldorado (Reno) 5 10 10 25 Unknown Unknown Fire Unknown 9/12
Grand Sierra (Reno) 15 15-25 15 25 Unknown Unknown ATS Unknown 9/29
The Nuggett (Reno) 5 5 5 5 Unknown Unknown Fire Unknown 8/22
Peppermill (Reno) 5 5 10 10 Unknown Unknown none Unknown 3 craps tables
Sands (Reno) 5 5 5 5 Unknown Unknown none Unknown 8/22
Silver Legacy (Reno) 10 25 Unknown Unknown Unknown Unknown Fire Unknown
Western Village (Reno) 1 1 1 1 Unknown Unknown None Unknown 8/22
Hard Rock (Tahoe) 5 5 Unknown Unknown Unknown Unknown Unknown Unknown
Harrahs (Tahoe) 10 10 25 25 ATS Unknown Unknown Unknown 10/14
Harveys (Tahoe) 10 10 15 15 ATS and Fire Unknown Unknown Unknown 10/14
Montbleu (Tahoe) 10 15 Unknown Unknown Unknown Unknown Unknown Unknown
Nugget (Wendover) 5 5 5 5 Unknown Unknown Unknown Unknown 7/31
Peppermill (Wendover) 5 5 10 10 Unknown Unknown Unknown Unknown 7/31
Rainbow (Wendover) 5 5 10 10 Unknown Unknown Unknown Unknown 7/31
Part 1. It's getting buried so I figured we would make a new one.
Part 2
Part 3
Part 4
submitted by necrochaos to Craps [link] [comments]

gold coast casino opening times video

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gold coast casino opening times

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