Golden Star Casino 60 Free Spins - No Deposit Bonus Codes

golden star no deposit bonus codes

golden star no deposit bonus codes - win

Golden Star Casino 100 free spins no deposit bonus code

Golden Star Casino 100 free spins no deposit bonus code

Golden Star Casino Free Spins & Welcome Bonus
Open your account with Golden Star Casino and get 100 free spins no deposit required!!! Also, get a 100% welcome bonus plus 300 gratis spins on new slot machines. Enjoy 3000+ games, fast payouts and Bitcoin deposits!
>> Claim Your Free Spins Bonus <<

Golden Star Casino Full Review

Payment processing has always been the biggest strain on the online gambling industry. Changing regulatory environments have sent casinos into a tailspin when they find out their main source of deposits is suddenly not available to them. In other cases, when an online casino finds a company willing to take them on as a client, the rates they are charged are as close to robbery as can be; this ends up cutting margins down to a bare minimum, making running an online casino less of an enticing career move.
The introduction of crypto-currency over the last few years has shown some signs of promise in the online gaming space. As the general public gets more accustomed to the idea of Bitcoin and its uses, we will see it adopted across more traditional purchasing. The gaming industry has adopted the technology from the start, with several Bitcoin-only sites popping up in 2013 and beyond. Recently, many providers have added cryptocurrency to their traditional payment methods, offering special bonuses for players to use the option.
Golden Star Casino is one of the true hybrid casinos when it comes to payments. As you will see in the review, the casino has integrated Bitcoin into all facets of their operations, from games to payments to promotions. This is a great way for players who aren’t familiar with the product to be able to give it a try without committing to a Bitcoin-only site.

About Golden Star Casino

Golden Star Casino is owned and operated by Jubise International N.V. Casinos, a Curacao based company. Established in 2012, the company also has a gaming license from the Curacao Gaming Authority. This license isn’t exactly rock-solid for players; the country tends to turn a blind eye to company behavior until it is too late. With the license, however, Jubise is able to attract the payment processors and software vendors it needs to provide you with a positive gaming experience at their site.
>> Claim Your Free Spins Bonus <<

Who Can Play at Golden Star Casino?

Even though the company is licensed in Curacao, which would clearly give the impression that they would take players from the U.S., Golden Star doesn’t allow Americans to deposit or gamble. Well, actually… there is a way, but you need to be aware of what you are getting into. It seems that U.S. players who use Bitcoin to deposit can actually create real money accounts and play at the tables. However, there have been several instances of players trying to withdraw their funds which, once it was determined they were in the U.S., had those funds confiscated and accounts closed. It is hard to say if you can withdraw right into your Bitcoin account without it being detected, but for the time being, I do not advise you try this from the States unless you are willing to take the risk that your deposit may be taken away from you.
As for other restricted countries, here is the list:
  • United Kingdom
  • Spain
  • United States
Also, please bear in mind that certain software suppliers restrict what countries are allowed to access their games. As a result, you may find some of the games written about in this review are not actually available in your country. The best thing to do is to create an account, and you will be able to see all the options for your casino play.

Software Suppliers

As mentioned, Golden Star has chosen to work with several software partners for their brand. This is excellent news for you; the company has chosen a broad spectrum of vendors including some of the most prestigious in the industry. You can find games from the following companies currently at Golden Star Casino:
  • Microgaming
  • Betsoft
  • Net Entertainment
  • iSoftBet
  • Endorphina
  • Ezugi
  • Amatic
  • SoftSwiss
  • Quickfire
  • Belatra
  • Pragmatic Play
The casino games at Golden Star are available in a no-download format, meaning you can play them instantly through your browser. Many of the games are also formatted to be able to be played on most mobile phones or tablets, allowing you to take your casino experience on the move with you no matter where you are.
>> Claim Your Free Spins Bonus <<

The Good Stuff

Jackpots

I love a casino that not only has several progressive jackpots available for its players but one who isn’t shy about telling you who has won them. At Golden Star, you can select from over 20 different jackpot games, and if you look on their jackpots page, there is a scrolling bar of recent winners; no one like to see that a jackpot isn’t paying out. Give some of their jackpot games a go if you want to get a little something extra out of your slots experience.

Bitcoin Slots

This is an interesting option for players; there are slots in the casino lobby that are designed for Bitcoin-only play. Why would a casino do this? Well, with the fluctuating value of Bitcoin these days, players may not want to get hosed on exchange rates. Also, this is an excellent way to have players learn about Bitcoin by having to think regarding the cryptocurrency throughout their entire casino experience.
Satoshi’s Secret is the most popular Bitcoin game in the industry, and you can try it at Golden Star Casino for free if you like to get a feel for the slot machine.

The Bad Stuff

Complaints about Terms and Conditions

No one likes to see complaints about an online casino, and many times I can dismiss them as individuals who are just upset that they lost their money. However, there are recurring concerns about the changing Terms and Conditions at Golden Star Casino. The company denies that they have made any changes without letting their players know, and have taken a strong stance on that accusation. I will continue to monitor that situation; if I find it to be actually happening, then it will be a big strike against the casino.

Games limited by Country

I’ll add this to the Bad Stuff because I live in Canada, and as a result, I am not able to access some of the better games that Golden Star Casino has on their site. While I totally understand why the casino isn’t allowed to offer all their games to all their players, it would be beneficial to have this information laid out in a clear manner somewhere on their website. I would much rather know going in instead of reading a review like this only to find out a game I love is not available when I make my deposit.

Game Selection

As I mentioned, you will find over 900 games at Golden Star Casino. I am going to take a look at all the different categories in more detail for you now.

Slots

It isn’t surprising to hear that the majority of available games in the Golden Star Casino lobby are slots games – this goes for almost every casino in the industry, whether online or land-based. However, having the multiple providers allows this casino to provide you several different looks to their slots catalog. They range from the fantastic content of the Microgaming slots to the 3D slot games that made Betsoft famous.

Table Games

The table games options at Golden Star Casino are a bit underwhelming considering how many suppliers the company has partnered with. Now, I may be missing some of the table games because of where I am reviewing the site from; all accounts are that they aren’t using Microgaming or NetEnt for games outside North America.

Video Poker

Along the same theme, there aren’t as many video poker variants as I would like to see at Golden Star Casino. I know that I am in the minority when it comes to video poker; I like the game more than most people do. Still, an online casino should easily be able to offer as many games as they can. Maybe they will read this review and add some from their vendors; I know they are available!

Specialty Games

One area where Golden Star Casino has apparently spent some time in development is in the Specialty Games offering. Using their partners like Quickfire, the casino gives you many different types of games to play that are not like the typical table games and slots. Many of these games have worse chances of coming out a winner, but I always consider them to be a nice way to take a break from a long session at the Blackjack table.

Live Dealer

Golden Star Casino has selected Ezugi as their Live Dealer provider. While the studios and dealers used by Ezugi are quite nice, there isn’t much in the way of selection from a games perspective. You can play the following games via the Live Dealer function:
  • Bet on Numbers (Bingo variant)
  • Keno
  • Blackjack
  • Roulette
>> Claim Your Free Spins Bonus <<

PROMOTIONS

The promotions at Golden Star are pretty bland overall. They are focused on the deposit bonuses as their primary form of attracting to you to their brand. Here is an overview of the bonuses currently available on the website:

First Deposit Bonus

  • 100% up to €100 or 100 mBTC + 100 FREE SPINS
Make your first deposit in Golden Star Casino and get up to €100 or 100 mBTC and 100 free spins in the Lucky Sweets slot

Second Deposit Bonus

  • 75% up to €100 or 100 mBTC
Keep having fun! Make your second deposit, and we will refill your balance up to €100 or 100 mBTC.

Third Deposit Bonus

  • 50% up to €100 or 100 mBTC
More and more bonuses for you! Get up to €100 or 100 mBTC on third deposit!
The company does have one ongoing bonus for players who play on the weekend. They have a “Have A Nice Weekend” recurring bonus of 50% up to $50 or 50 mBTC.
Overall, it is pretty disappointing to see no leaderboard or jackpot promotions, especially given how many games they could use for these types of offers.

Tournaments

Golden Star Casino does have a large selection of tournaments running on a daily and weekly basis. For someone who gets bored with slots play pretty quickly, I enjoy the tournament concept; if I go on a long run, I can make some additional cash, and it is the only way I actually see any other screen names while I am at the casino.
>> Claim Your Free Spins Bonus <<

Banking

As I have discussed many times in this review, the company seems to be very focused on making you a Bitcoin user, offering special games and bonuses for players who use the cryptocurrency. Golden Star does also have traditional payment methods available to its players; of course, each will be restricted by what countries are available. The most up-to-date payment methods for your country will be listed in the cashier section of the lobby after you login to your account.

Deposit Methods

  • MasterCard
  • Neteller
  • Visa
  • iDEAL
  • Sofortuberwaisung
  • QIWI
  • Trustly
  • Skrill
  • Yandex Money
  • Sberbank Online
  • Cubits
  • Comepay
  • Mobile Commerce

Withdrawal Methods

  • Bank Wire Transfer
  • Neteller
  • Visa
  • iDEAL
  • QIWI
  • Skrill
  • Trustly
  • Yandex Money
  • Cubits
  • Comepay
  • Evroset
  • Mobile Commerce
  • Sberbank

Comp/VIP Program

Golden Star Casino does offer its players a hybrid Comp/VIP program. In essence, this is a comp program that has tiers to it, giving you more enticing conversion rates for your comp points. While I am a big fan of casinos that give you comp points that you can cash in for real money, I am disappointed that there isn’t more to the VIP part of the program. I am hopeful that there is a more individual program that they just don’t advertise.
Here are the levels of the system and what conversion rates come with each level.
  • New Star – (0-149 CP) – no exchange
  • Bronze – (150-999 CP) – 14:1 Exchange
  • Silver – (1000-4999 CP) – 13:1 Exchange
  • Golden – (5000-14,999 CP) – 12:1 Exchange
  • Platinum – (15,000-29,999 CP) – 11:1 Exchange
  • Diamond – (30,000 CP) – 10:1 Exchange

Customer Service

Customer Service at Golden Star is available three ways: a web form on the Support page of their website, email or Live Chat. There is no phone number to reach the casino at this point; the only way to get a hold of them in real time is via the Live Chat function.
>> Claim Your Free Spins Bonus <<
submitted by freespinsbonus to u/freespinsbonus [link] [comments]

Feedback on OpenDev (long edition)

After some 50 hours in all three OpenDevs combined, I’ve gathered some thoughts. Loved the game so far. Apologies for the Great wall of text. I tried to be as concise as possible.

Balance

- Horde units are OP. No getting around it. The cost to spawn a new unit into the army needs to be higher. I would also disable food yields from killed units (cannibalism?) and limit it to ransacking and hunting. As for the ability to attack twice, either reduce the unit’s strength or only allow movement after one attack.
- Hanging gardens feels inferior to other ancient wonders. It’s just a slightly boosted artisans’ quarter?
- Some of the ideological axis felt imbalanced – production and science are way more useful than an equivalent amount of money or influence.
- The amount of curiosities in the Neolithic is so high it takes away from the joy of finding them. I think their respawn rates in particular need to be toned down.
- Overall the game feels very easy. AI is passive militarily and progresses quite slowly. Also, their cities seem to suck. They often spam useless, terribly placed districts and never have any population. Where do they lose their population when their armies are so small?

Cities

- Cities need at least a semi-hard cap on districts. In this iteration things just get out of hand. To add to the possible solutions, I suggest a soft cap based on eras, instead of population. (Population is just too easy to come by in the Neolithic, as you can come into the Ancient era with dozens of scout units ready to disband into your cities.) When the city is above the limit, a noticeable stability hit is applied so that stability gameplay stays relevant. The stability drop really needs to sting, but when it is clearly communicated through UI it becomes an interesting choice for the player. Currently you barely notice stability in the cities as it is too easy to maintain.
- Market quarters feel useless. I barely ever built them, yet still managed to hoard massive amounts of money. Maybe add more adjacency bonuses to them?
- Infrastructure felt too lightweight from gameplay standpoint. You can just spam them at a rather low cost without a worry. There’s very little decision-making process required to which infra you should build. I’d love a maintenance cost or something.
- It’d be handy to be able to queue up multiple ceremonies of the same type when there isn’t anything else to build
- Deconstructing districts would be a useful ability for city planning.

Visuals

- Allow rotation of camera – the amazing graphics deserve to be viewed from all angles.
- Placing multiple emblematic districts in a city starts looking too repetitive too fast. If adding different variations of emblematic districts is too much asked, at least allow to rotate them.
- Ability to rotate wonders would as well be much appreciated.
- When zoomed out, the political world map would be much more readable if each territory was filled with the colour of the respective empire instead of just grey interiors with coloured borders. Territories under occupation could be striped in the colours of the invader.
- I’d also love to be able to zoom out without the map shifting into the simplistic grey mode, and rather retain the natural landscape. Don’t know if this is possible performance-wise though.
- The pyramids’ golden top part sometimes has a shade on the wrong side: Left side of the pyramid would be in shade while the left side of the top is lit and vice versa. Applies to both Giza and the Egyptian quarter.
- I feel like the administrative centre styles of later eras don’t get enough visibility with most of the cities featuring ancient or classical buildings. A solution would be a city project that upgrades the administrative centre to that of the current culture.
- Not sure if status related, but there was an excessive smog effect on my city towards the end that I didn’t like. Maybe limit it to production quarters? I don’t want dust on my wonders.
- Ships seemed to lack any wake effect when moving on waters. Would be nice

UI

- Any chance for a minimap? I appreciate the length we can go to with zooming out, but it still doesn’t show the entire world at once.
- Information on the transport vessels is needed when embarking units! Player needs to know what kind of a vessel is embarked; what is its strength, and can it traverse deep waters?
- The ability to turn off the grey battle area is great! It would, however, be helpful if the outer borders of the area could still be toggled visible to know where they are.
- Also, when moving units outside of a battle, it is unclear where they cannot move due to a battle. Solution would be to highlight the borders constantly or when hovering over inaccessible area.
- Army panel’s unit icons are too big and get in the way of each other. Particularly troublesome when selecting individual units in an army bigger than 4.
- I love being able to turn off UI! Just add the ability to turn off borders as well and its perfect.
- The civics panel needs to be viewable simultaneously with events as I would want to see where I stand on the ideological axis when I’m making decisions. Currently you have switch between the two and try to remember which ideologies are in question.
- During the era change cutscene one moves their mouse out of the way to the edge of the screen. When the architecture change camera pan comes, the mouse on the edge of the screen throws the camera off. So prevent that somehow
- The actual deed could be highlighted somehow in the “World deed accomplished” notification, to more easily spot it among the text.
- “The era star achieved notification” should inform on which type of an era star was achieved.
- More icons are needed for different units. It’s very confusing when pikemen and scouts have the same icon and crossbowmen look like riflemen.
- The era star categories must not move around in the empire screen. Makes it ever more difficult to track what you’re supposed to achieve.
- When placing a wonder, the resulting FIMS yields should be displayed like when placing a district.
- In the cultures screen, when hovering over the affinity icon it wouldn’t display any tooltip on the abilities, which would be very useful.
- It is unclear what is the exact final sum of stability in a city.
- City info needs a number of all the territories it consists of. Couldn’t find one
- Other civs degrading treaties with me was not notified properly if at all.
- During battles it seemed hard to find out which independent people was attacking you. The name was properly hidden
- The competitive deeds list would benefit from grouping by type. Colour coding?
- The diplo screen should have a history of a civilization in the same fashion with the relation history. I want to know who they were prior to their current culture.
- Badges tooltips still unfinished? More info def. needed.
- A notification should be minimized in the bottom bar also when I press the spyglass instead of the “Acknowledge”.
- Income tooltip should specify which vassal a certain income is coming from.
- Atheism civic should more clearly explain what kind of changes it entails.
- It was a bit too unclear which wonders were holy sites.
- Sometimes when placing a district, it would not show which yields would be lost. I want to stress that it’s very important to get this working flawlessly to support an already confusing exploitation system.
- The diplo screen didn’t tell me how much of war desire do I exactly need to declare a war
- “Show unclaimed wonders” button is inaccurate as it also shows claimed wonders : )

Terrain

- While the natural wonders look amazing, I do miss the more unique benefits they give in that other game. In this state they felt bland.
- Will there be proper deserts of sand? Not just prairie or stone fields

Battles

- While I also commend this suggestion by u/BrunoCPaula, the biggest gripe I have with battles is the amount of movement – I’d reduce it to make each tile moved feel more important strategically. Currently there is too much running around. This can be achieved by reducing movement points across the board or increasing movement cost of difficult terrain. Regarding the latter, I observed that forests for example didn’t slow units down despite the movement cost of 2. I would increase it to 3 really. For example, rocky fields and arctic tiles could use an increase in cost too. Also, enemy units should limit movement by their adjacency in Zone of control fashion.
- I also feel most ranged units have too much range.
- When in battle, accidentally clicking on a mountain tile closed the battle view. Quite annoying
- It’s too easy to forget autosolving of battles on and suffer of the consequences. Give an option to autosolve once or to leave it on.
- Units’ lines of sights feel unintuitive sometimes. To better educate players in their logic, highlight the tile that’s blocking the LOS when hovering over a target unit.
- Battles automatically suck in all the surrounding units. Sometimes I wanted to exclude a unit from joining a battle
- Then again, sometimes I had trouble with some reinforcements not joining a battle. This seemed to happen particularly in sieges.
- Cavalry charge ability didn’t seem to work?
- In the beginning it felt a bit unclear when the enemy skipped their turn. Got used to it, but new players would benefit from clarity.
- Disabling any optimized, automated placement of units in the beginning of deployment phase would more actively force the player to look for the best tiles to deploy on. Currently a bit too much handholding.

Miscellaneous

- Units need a true sleep button from which they never wake up. Sentries wake up to every neutral unit.
- I’d love to see culturally appropriate hats on the avatars. Don’t know if it’s difficult to implement
- Diplomatic decisions could affect the negotiators’ ideological axis. For example, scientific agreement takes you toward progress, refusing to cooperate toward homeland, and cooperation toward world.
- The auto-explore mechanic disregards deep seas causing surprising deaths by drowning.
- A bug occurred during some late game sieges, when the siege control panel didn’t show at all, not letting me abandon, assault or maintain the siege. Just stuck for the rest of the game.
- Manually moving an auto-exploring unit should disable the auto-explore.
- When detaching a unit from an army it’d be more fluent if the selection followed into the detached unit instead of remaining in the source army. Too many times I detached a unit and then accidentally moved the bigger army.

Points of confusion

- Didn’t seem able to negotiate open borders with a civ that’s a vassal under another civ. Not even by talking to their liege.
- How do I place a luxury manufactory in a later era when all the deposits already have an artisans’ quarter?
- When choosing a culture, the text “Unlocks action Buyout on Empire” seemed pointless. Isn’t it always unlocked anyway?
- Barbican seemed pretty useless. Not even the city watch infrastructure carries over to it?
- I seemed to get the defending bonus while attacking in a battle I initiated.
- I found it weird that I was rewarded for declaring a surprise war with a badge that’s beneficial to me.
submitted by RemuEetu to HumankindTheGame [link] [comments]

Slotland Casino - no deposit bonus, free spins, promo codes

Slotland Casino - no deposit bonus, free spins, promo codes

Slotland Casino Review & Free Chip Bonuses
Get $38 FREE BONUS (no deposit required) when you register your account with Slotland Casino! This casino is available for players from the US, Australia, Canada, New Zealand and Europe. Enjoy Provably Fair Gaming with cryptocurrencies!
>> Claim Free Chip Bonuses <<

About Slotland Casino [REVIEW]

Slotland is a highly experienced and enjoyable online casino that specializes in slots and video poker games. They have been in business since 1998 which is extremely impressive and it is clear that they are offering a superior product at this point in time. This popular online casino is owned by Slotland Entertainment S.A. which is a well-known gaming company that also owns their sister site WinADay.
Not only does Slotland make their own games, but you will never find these unique titles on any other gambling site. Let’s take a closer look at some of the key ingredients that Slotland is made of and try to figure out why it is that they have been successful for so many years.

Reputation of Slotland

Players Not Accepted: BY, CN, CZ, FR, ID, IN, KZ, LT, LV, MY, PT, RU, SK, TR, TW, UA and VN
Even though they have been in operation since 1998, it appears as if Slotland has made its way onto a couple of blacklists across the internet. When we investigated the casino further, we found that this was simply because their progressive jackpot video poker games play like slot games, and their old roulette games were apparently broken in a way that was unfair to players.
With that being said, there are a ton of gamblers who still enjoy their experience with Slotland and they don’t even offer any roulette games anymore. They are licensed and registered by the Government of Anjouan, which we have to admit we have never heard of before today. This might be because the only online casinos that they have licensed are Slotland and their sister casino WinADay.
After more research we found that this small island off of the southeastern corner of Africa has apparently licensed more than 300 offshore banks as well, so we feel that they are a relatively trustworthy entity. In addition to this, they also are responsible for issuing brokerage licenses, finance licenses, and insurance licenses. The only red flag that we can find is that there is zero information available on the internet about complaint and dispute resolutions from their operations.
>> Claim Free Chip Bonuses <<

Software and Client at Slotland

There is no downloadable software to worry about on Slotland since every game is accessible via web browsers such as Google Chrome or Mozilla Firefox. Once you make an account and make your way to the game library on Slotland you simply need to click on the yellow “Instant Play” button that is underneath each game to give them a whirl. Unfortunately, there is no option to practice these games for free like most other casinos offer.
Before you begin to play these games you will be prompted to decide whether you wish to allow Adobe Flash Player to open the game. If you do not wish to use Adobe Flash Player, some games will allow you to play the HTML version of the game. Playing on the HTML version will not change the games in any way except that the graphics will be much less impressive. We are shocked at how colorful and clear all of the games are when played in Adobe Flash player since it might be some of the best graphics we have ever come across.
It seems as if the best way that Slotland could improve their software is to add in some more games since there are currently only 61 games in total. This is far below the industry standard, but they more than make up for this deficiency with eye-popping graphics and the fact that you can only find these games on Slotland.

Slot Games at Slotland

Slot Providers: Slotland Entertainment (Proprietary) Slot Betting Limits: $0.01 to $8.50
There are a total of 50 slot games available on Slotland.eu, which is far less than we expected from a casino that has “Slot” in their name. However, the quality of these games and their graphics is extremely high so we will give them a pass for valuing quality over quantity.
The number of reels that you will find in these slot games ranges from 3-reels to 9-reels. The number of paylines that you will find ranges from 8 paylines to 40 paylines.
Many of these slot games share a progressive jackpot which is also shared with the video poker progressive games. Even the games that are not participating in the progressive jackpot appear to come with a ton of bonus features which keeps the games fun and your potential earnings high. A great example of this would be the Zodiac game which does not have a progressive jackpot but still comes with FOUR bonus features.
We are extremely impressed by the innovative nature of some of these games since some of them do not appear to be your usual average slot game. For example, Slotris incorporates the game of Tetris into their slot and your spins determine the shape of the piece that drops next. Another example is the Slot 21 game which incorporates a blackjack mini-game into the slot game.
>> Claim Free Chip Bonuses <<

Table Games at Slotland

It is clear that Slotland does not feel that table games are an important part of an online casino since they left them out entirely. Whether they are correct about that or not is undetermined, but they do offer one slot game which has a blackjack mini-game built into it.

Baccarat at Slotland

Sorry, Baccarat fans. You will not find any sort of Baccarat games on Slotland Casino.

Blackjack at Slotland

Types of Blackjack Offered: Slot 21 You will not find any traditional blackjack games at Slotland Casino since they do not appear to be very fond of table games in general. However, one of the slot games named Slot 21 comes with a bonus blackjack game for those who are really itching to test their luck at this popular two-card table game.

Roulette at Slotland

If you are looking for roulette games, you will have to take a spin at another casino since Slotland does not currently offer any.

Video Poker Games at Slotland

Video Poker Games Offered: Jacks or Better, Double Bonus Poker, Aces & Eights, Deuces & Joker Wild, All American, Tens or Better, Joker Wild, Jacks or Better Progressive, Wild Heart, Striking 7’s Video Poker Betting Limits: $0.10 to $25 per hand
Video poker games are clearly the second most popular game that you can find on Slotland and nothing else really comes close. While you will find classic video poker games such as Jacks or Better and Double Bonus Poker, you will also find unique games that are tough to find on other casinos such as Wild Heart or Striking 7’s.
One of the most exciting parts of this collection of video poker games is that some of them come with a progressive jackpot attached to them. For example, Striking 7’s and Jacks or Better Progressive currently share a progressive jackpot of over a quarter of a million dollars which can only be won by hitting a natural royal flush while simultaneously betting the maximum amount of $10 per hand.
However, you should be warned that the odds of winning the jackpot are not the same as the odds of hitting a natural royal flush. Considering the fact that you need a natural royal flush to win the jackpot, this means that the game designers altered the odds to make these video poker jackpot games more like slot games, which is why some review sites have chosen to blacklist Slotland.

Specialty Games at Slotland

Keno 101 is the only game you will find on Slotland which is neither a slot game nor a video poker game. This popular lottery-style game simply requires you to pick what numbers you think will be the winners and also comes with a Quick Pick option which will select random numbers for you. You can bet anywhere from $0.50 to $10 per round.

Live Dealer Games at Slotland

Sorry folks, you won’t find any Live Dealer games in the game library of Slotland. If you can’t live without having a human dealer while you play, you can check out our list of highly recommended brick-and-mortar casinos here.
>> Claim Free Chip Bonuses <<

Mobile Games at Slotland

There is no mobile app available on Slotland, but you can access the casino through your mobile web browser. All you need to do is download Google Chrome or Mozilla Firefox to your phone, visit www.slotland.eu and then log into your account to begin playing.
The devices that you can use to access their website include iPhones, iPads, Android phones, and Wii consoles. We have never seen a Wii console as an option for an online casino so we give them props for being so innovative in this area.
As is the standard for mobile versions of online casinos, you will not be able to access every game that you normally would from a computer. In fact, the only type of games that you can play on your mobile device will be slot games. However, you will still be able to redeem any bonuses from your mobile device without any issues.

Welcome Bonus at Slotland

The welcome bonus promotion at Slotland gives new players a chance to claim up to $1,075 in bonus funds over the course of their first TEN deposits. This might seem like a lot of deposits, but the level of investment that is required is relatively low compared to other casinos.
On your first deposit, you will be greeted with a 100% match bonus up to $100, since $100 is the maximum deposit for your first three deposits. On the second and third deposits, you will be granted a 50% match bonus for up to $50 in bonus funds each time. For the seven deposits that follow those, you will be rewarded with a 50% match bonus on a maximum deposit of $250 each time. When all is said and done, you will need to deposit a total of $2,050 to receive a total of $1,075 in bonus funds.
>> Claim Free Chip Bonuses <<

Other Promotions at Slotland

Once you have already taken advantage of the Welcome Bonus, you might be wondering what else Slotland has in store for you. The rest of their promotions program involves a tiered VIP, a ton of deposit bonuses, a weekly raffle drawing, and a unique newsletter which provides bonuses to its readers.
This is a fairly well-rounded list of bonus promotions, and if you combine that with the low playthrough requirements on every single bonus it is clear that this program is superior to that of most online casinos. We are extremely impressed with the effort that they have put into giving back to their regular players and highly recommend getting involved with as many of these promotions as possible.

VIP Program

The VIP Program on Slotland provides frequent gamblers with a way to win extra match bonuses, a subscription to the VIP newsletter, higher chances in the weekly draws, and special VIP customer service. The three VIP levels that currently exist are Bronze Level, Silver Level, and Gold Level.
Unlike other casino VIP programs, you will not belong to any VIP level when you first sign-up on Slotland. Once you have deposited at least $3,000 they will consider adding you to the Bronze Level, although this is not guaranteed to get you in since they use other unspecified criteria to decide who qualifies. The final level, otherwise known as the Gold Level, will provide you with 15% cash back, a $200 welcome bonus, a 200% match bonus in addition to all the other perks that Bronze Level players receive.
>> Claim Free Chip Bonuses <<

Newsletter Bonuses

Slotland is smart to realize that most people do not read newsletters that come from online casinos, so they decided to add some incentives to get people to do so. By checking out the monthly newsletter that is posted right on their website, you will be able to find out what the game of the month is and exactly what perks come from playing this game.
Usually, the prizes for this promotion include a match bonus that you can claim twice per day using the code “GOTM” as well as a random cash drawing. For every 100 rounds you play on the game of the month, you will receive a ticket into the random cash drawing where $600 is up for grabs among the four players whose tickets are chosen. Every month these prizes will change and so will the game that you must play to clear the playthrough requirements, so be sure to keep an eye out for any new newsletters that pop up on their site.

Monthly Mystery Bonus

The monthly mystery bonus is another promotion that utilizes the monthly newsletter since the only way to earn this bonus is to play in the mini-slot game that can be found there. The only catch is that you must redeem this bonus during the first seven days of the month in question.
The results of your spins on the mini-slot game will decide which reload bonus will be waiting for you during the following month. The reload bonus that you are given will range anywhere from 30% to 100% for players with a low VIP status while the more experienced VIP players will be rewarded with a bonus that is anywhere from 45% to 150% of their deposit.
>> Claim Free Chip Bonuses <<

Weekday Bonuses

No matter what weekday it is, there is guaranteed to be a deposit bonus that you can claim as long as you currently do not have any other active bonuses. Each bonus comes with its own wagering requirements and is only valid for specific types of games.
On Mondays, you will receive a 50% match bonus using the bonus code “50MOBILE” and you are only allowed to play slot games on your mobile phone. On Tuesdays, you will receive a 60% match bonus using the bonus code “KENO60” and you must clear this bonus using the game Keno 101. On Wednesdays, the match bonus is set at 75% and you have to clear the bonus using oldies slot games such as Booster, Golden 8, Lucky Ducts, and Lucky Stars. For Thursdays, the match bonus will be 40% if you use the bonus code “VPOKER” which can only be cleared using video poker games. Lastly, Fridays will reward you will a 50% match bonus that can be cleared using any slot game of Keno game.

Weekly Free Draw

For every dollar you deposit during any given week, you will be rewarded with one raffle ticket into the weekly free draw. Each Wednesday, a total of 20 players will be chosen to receive prizes and you will have to check your email to see if you won. The first place prize is an impressive $500 while 2nd through 10th place will receive $100 and 11th through 20th place will receive $10. If you are a winner, you will be required to wager your prize 1x before you can withdraw any of the money.
>> Claim Free Chip Bonuses <<

Bonus Terms and Conditions at Slotland

Each bonus promotion on Slotland comes with a different playthrough requirement which is specified on the webpage that is dedicated to that specific promotion. These playthrough requirements appear to range anywhere from 1X to 18X, which is EXTREMELY easy compared to other casinos. In fact, this might be the easiest playthrough requirements that we have ever seen since most casinos set their requirements between 30x and 60x. There also appears to be a very lenient timeframe in which you have to complete these requirements since 90 days is more time than most casinos will give you.
However, just like on most other online casinos, not every game will contribute equally towards clearing the playthrough requirements for each bonus. In fact, the only type of game which will count 100% of your wagers are slot games. Keno will contribute 50% of your bets towards the wagering requirements, video poker games will contribute 20%, and roulette games will contribute 1%.
One strange clause in these terms and conditions that we have not seen before is that any players from the countries of Argentina, Azerbaijan, Bangladesh, Brazil, Hungary, Poland, Romania, South Africa, Tanzania or the United Kingdom will have playthrough requirements that are 5x as hard as normal. For example, if the playthrough requirement for a specific bonus is originally 10x, players from these countries will need to wager 50x their bonus amount before they withdraw funds.

Customer Support at Slotland

Customer Support Options: Email, Live Chat
There are two ways to contact the customer support team at Slotland and the only key ingredient they seem to be missing is a telephone contact method. However, the Live Chat feature works INSTANTLY whenever the Live Chat button is yellow and says “Live Support Online”. Despite the fact that they advertise 24/7 customer service, this button is sometimes grey and says “Live Support Offline”, so you will need to use email in those instances.
Speaking of email, there are numerous email addresses that you can use to contact them and you will normally receive a response in under an hour which is relatively fast for this method. The email address that you choose to contact will be decided by the issue that you need to speak to them about. For general inquiries, you can contact them at [email protected]. For billing inquiries, you can contact them at [email protected]. Finally, any VIP players will be permitted to contact them at [email protected] which has a quicker response time guaranteed.

Deposit and Withdrawals at Slotland

Minimum Deposit: $25 Maximum Deposit: $100 ($250 after your first three deposits) Deposit Methods: Bitcoin, Litecoin, Bitcoin Cash, Visa, Mastercard, Skrill, Neteller Withdrawal Methods: Bitcoin, Litecoin, Bitcoin Cash, Check, Wire Transfer, Skrill, Neteller
If you are a cryptocurrency enthusiast, then you will truly appreciate the fact that Slotland accepts three different forms of this digital currency. While it is normal to see Bitcoin on the list of deposit options for an online casino these days it is equally abnormal to find sites that accept Litecoin or Bitcoin Cash.
All deposit methods will be completed instantly and free of charge. They also have the exact same minimum and maximum limits. The only real difference between the cryptocurrency methods, e-wallet methods, and the bank card methods is that your bank might charge an international transaction fee of up to 10% if necessary since all transactions are processed in U.S. dollars.
If you plan on taking advantage of any of the deposit bonuses that we listed in the promotions section above, you will need to enter your bonus code BEFORE making a deposit. You can do this by clicking on the “Bonus Code” option on the side menu once you access your account cashier.
Once you are ready to withdraw the funds that are in your Slotland account there is a total of seven methods that you can choose from. Each of the methods that are available to players from the U.S. comes with a minimum withdrawal limit of $100, which is a little high considering the fact that the minimum deposit is $25. Players from other countries will be able to withdraw a minimum of $25 by using Neteller or Skrill.
When you choose Bitcoin, Litecoin, or Bitcoin Cash as your withdrawal option, your transaction will be processed the very next business day. This is much faster than the check or wire transfer withdrawal methods which will take 5-10 days to process and receive. Therefore, we recommend using one of Slotland’s supported cryptocurrencies so that you can take advantage of the high level of efficiency that these three coins offer. On the other hand, players from other countries will be able to take advantage of the 24 to 48-hour processing times of Skrill and Neteller.
In the event that you have a lucky day and win more than $5,000, you will need to make special arrangements to withdraw your money in increments. The best way to do this is to email them at [email protected] and they will work with you to figure out a payment plan.
>> Claim Free Chip Bonuses <<
submitted by freespinsbonus to u/freespinsbonus [link] [comments]

Destiny 2 Update 2.2.0

Source: https://www.bungie.net/en/News/Article/47677

Tower

Clans

  • Daily clan bounties have been removed
  • Once again, clan XP in Season 6 can be earned simply by completing activities
  • Clan weekly bounties have been renamed to "Hawthorne's Bounties" to differentiate them from the raid challenges that are also in Hawthorne's inventory
  • These Hawthorne Bounties are organized into 3 fixed categories: PvE, PvP, and raid
  • Raid challenge bounties will continue to be available on Hawthorne for the Last Wish and Scourge of the Past raids
  • Some new clan perks have been added for Season 6, and some old clan perks have returned
    • Level 2 Perk: Increased public event rewards
    • Level 3 Perk: Completing a weekly Hawthorne bounty awards mod components
    • Level 4 Perk: Completing a clan vendor challenge awards enhancement cores
    • Level 5 Perk: Increases the drop rate of Crucible and strike catalysts when playing with clanmates
    • Level 6 Perk: Unlocks an additional weekly bounty for Hawthorne

Sandbox

Weapons
  • Shotguns
    • Full Auto Trigger System rate-of-fire bonus reduced from 100% to 10%
    • Full Auto Trigger System no longer increases Shotgun pellet spread
    • All Shotguns received a damage multiplier in PvE, effectively doubling their damage (with the exception of Legend of Acrius)
    • Reserve ammunition for Shotguns has been reevaluated to compensate for the increased damage
    • Reduced base damage for Shotguns across the board to align with their new rates of fire on a per sub-archetype basis
    • Rate-of-fire values have been tuned
      • Aggressive Frame is now 55 RPM, up from 45 RPM
      • Precision Frame is now 65 RPM, up from 55 RPM
      • Lightweight Frame remains 80 RPM (tooltip erroneously stated 90 RPM previously)
      • Rapid-Fire Frame is 140 RPM (including intrinsic full auto), down from 200 RPM (they were previously 100 RPM, but due to the intrinsic full auto, actually had 200 RPM)
      • The Chaperone is now 70 RPM, up from 60 RPM
      • Tractor Cannon is 80 RPM (tooltip erroneously stated 84 RPM previously)
      • Legend of Acrius is now 55 RPM, up from 45 RPM
  • Submachine Guns
    • Base damage increased slightly
    • Precision damage decreased slightly
  • Machine Guns
    • Reduced the ammo bonus of Machine Gun Reserves perk by half
    • Damage reduced against boss and miniboss combatants by 21%
  • Trace Rifles
    • PvE damage increased by 30%
  • Grenade Launchers
    • PvE damage increased by 25%
    • Reserve ammo increased on most Grenade Launchers
    • In most cases, Grenade Launchers gained three rounds in reserves, but this amount may vary based on the perks you have (Field Prep, etc.)
    • KNOWN ISSUE: Starting ammo in PvE was reduced, this will be fixed in a future patch
    • Magazine perks and mods no longer affect ammo reserves
    • The Quick Access Sling mod can now be applied to any archetype; this change also allows it to be applied to the Mountaintop
      • NOTE: This change also fixes the Militia's Birthright being able to slot the Backup Mag mod; this mod did not actually increase the magazine size on this weapon and was not intended to be applied to breech loaded Grenade Launchers
  • Rocket Launchers
    • PvE damage increased by 60–65%
    • Cluster Bomb
      • Damage reduced by 80%
      • This lost damage was moved to the Rocket Launcher's main projectile
  • Linear Fusion Rifles
    • PvE damage increased by 10% (does not affect Sleeper Simulant)
    • Reduced aim assist
    • Removed aim assist bonus from Combat Sights scope
    • Fixed an issue where Queenbreaker had double the amount of aim assist
  • Two-Tailed Fox
    • PvE damage increased by 26%
  • One Thousand Voices
    • PvE damage increased by 25%
  • Wardcliff Coil
    • PvE damage increased by 115% against boss combatants and scaling up to 160% against weaker combatants
  • Black Talon
    • PvE projectile damage increased by 15%
  • Sleeper Simulant
    • Reduced ammo reserves (from max 13 to max 9 without armor perks or Masterwork)
  • Whisper of the Worm
    • Reduced ammo reserves (from max 20 to max 9 without armor perks)
  • Tyranny of Heaven
    • The Tyranny of Heaven Bow can now drop with randomized perks
General Weapon and Perk Fixes
  • Trinity Ghoul
    • Fixed an issue where Trinity Ghoul's Lightning Rod perk sometimes did not activate on precision kill
    • Fixed an issue where the Arc effects from the Split Electron perk on Trinity Ghoul could be seen floating in third person
  • Improved the resolution for the decals on Two-Tailed Fox's Cuddly Throwback ornament when seen in third person
  • Fixed an issue where the Last Word's Laconic ornament did not display properly in third person
  • Cleaned up the animation of rounds cycling in the magazine for the Dreaded Venture's Over and Done With ornament
  • Rapid Hit
    • Fixed an issue where Rapid Hit would activate twice on a Sniper Rifle precision kill
    • Fixed an issue where the timer for Rapid Hit x5 would not extend after another precision hit
  • Swords
    • Fixed an issue where Whirlwind Blade could not reach 5 stacks with certain perk combinations
    • Fixed an issue where Sword impact Masterwork damage was the same at tier 7 and tier 8
    • Fixed an issue where certain perk, mod, and Masterwork combinations would cause Sword perks to not function on Stryker's Sure-Hand
  • Bows
    • Fixed an issue where Le Monarque would not always apply poison at longer distances
    • Le Monarque is now correctly on the Energy tab in the Collections screen
    • High Tension String perk description updated to correctly reflect that it "greatly increases accuracy"
  • Jotunn's Charge Shot perk description updated with instructions for what to hold to charge up the shot
  • Fixed an issue where Dragonfly Spec was not functioning correctly under certain latency conditions
  • Fixed an issue impacting Izanagi's Burden scope where FX from abilities or invading in Gambit would block visibility while aiming
  • The Long Shadow
    • Fixed an issue where the ATD Raptor scope did not highlight enemies
    • This fix caused another issue where the ATB Long Range scope will highlight enemies as well; this will be fixed in a future update
  • Fixed an issue where the random perk warning was not displayed on the tooltips for the random roll versions of Crimil's Dagger and the Hero's Burden
  • Memento Mori
    • Fixed an issue where the Ace of Spades perk Memento Mori did not refresh when using the Hunter's Marksman Dodge ability
    • Fixed an issue where Memento Mori was cancelled prematurely if the player sprinted
    • Note: These fixes make it so that reloading Ace of Spades no longer wipes Memento Mori on reload, but you can still refresh Memento Mori when reloading after a kill
  • Breech-load Grenade Launchers now have their own icon in the kill feed and obituary to differentiate them from drum Grenade Launchers
  • Trench Barrel will now activate on close range Ball Lightning attacks that cause the biped to lunge
Abilities
  • Titan
    • Reduced Titan's max speed that can be achieved via use of macros on PC (aka reduced the effectiveness of "Titan Skate")
    • Tuned the amount of Super gained from Code of the Juggernaut so the Super could not be used indefinitely
    • This now has diminishing returns (100% -> 30% energy back over the course of 15 kills)
  • Warlock
    • Fixed an issue where the Handheld Supernova did not properly render while invading in Gambit
Armor
  • Year 2 armor will now drop with a random stat package
    • Heavy
    • Restorative
    • Mobile
  • One-Eyed Mask
    • Mark duration reduced from 15 seconds to 8 seconds
    • Health no longer restores automatically, but restores alongside overshield
    • Can no longer be triggered while in Super
  • Khepri's Horn
    • Increased class energy gain from Solar damage kills from 10% to 15% and reduced the cooldown from 2 to 1 second
    • Solar blast groundfollow now returns a second groundfollow back toward the player
    • Damage from groundfollow increased from 80 to 100
    • Damage from groundfollow is doubled in PvE
  • Vesper of Radius
    • Damage increased from 70 to 100
    • Damage is tripled in PvE
  • Sealed Ahamkara's Grasp
    • Now procs from smoke bomb damage
  • Ursa Furiosa
    • No longer counts self-damage to Void shield when calculating how much Super energy to give back
  • Anteaus Wards
    • Fixed an issue where improved slide was not consistently applying with Anteaus Wards
Accessories Fixes
  • Cloth will now correctly interact with "chopper" Sparrows (examples: Gray Hornet, Warrior's Steed)
  • Fixed an issue with Burnout Sparrow that would cause the Guardian's hands to not always grip the handlebars
  • A shader from the Curse of Osiris expansion formerly named "Metallic Sunrise" has been renamed to "Mercurian Sunrise." This was to resolve a duplicate name issue with a Forsaken shader, the name of which remains "Metallic Sunrise"
  • Fixed lens flare effects on several ship engines

Rewards

General
  • Power cap raised to 700
  • Powerful bounties may give only a maximum possible Power reward from the season in which they were acquired
    • Powerful bounties completed in Season of the Forge may only reach a maximum Power reward of 650
    • Iron Banner bounties from Season of the Forge have expired and been replaced
  • Ethereal Keys from the Last Wish raid now have a maximum stack size of 5
    • All keys above the stack limit of 5 have been removed
Destinations
  • Destination vendors no longer display a waypoint when holding enough materials for a reputation package
  • This was done as players now use destination materials for infusion
Crucible
  • Updated Valor and Glory emblems to track only the current season's rank accomplishments
  • Previous seasons accomplishments have been added as Triumphs; all seasonal rank accomplishments will be tracked as Triumphs from here on
Vendors
  • Shaxx
    • Reprise seeded roll weapon for players to earn via Valor rank
    • Players who acquired the original version will be able to earn this weapon with random rolls from engram decryption without earning the Valor rank.
    • New emblem for players to earn from Triumph Completion
    • Reprise shader for players to earn from Triumph Completion
    • Players who earned the original will not need to re-earn this shader
    • New pinnacle weapon quest
    • Features Triumph completion step similar to Season 5's the Mountaintop quest
  • Drifter
    • New seeded roll weapon for players to earn via Infamy rank
    • New emblem for players to earn from Triumph Completion
    • New pinnacle weapon quest
    • Features Triumph completion step similar to Season 5's the Mountaintop quest
  • Zavala
    • Reprise seeded roll weapon for players to earn from Triumph Completion
    • Players who acquired the original version will be able to earn this weapon with random rolls from engram decryption without completing the Triumph
    • New emblem for players to earn from Triumph Completion
    • Reprise shader for players to earn from Triumph Completion
    • Players who earned the original will not need to re-earn this shader
    • New pinnacle weapon quest
    • Features Triumph completion step similar to Season 5's the Mountaintop quest
  • Xûr
    • Has the possibility of selling Forsaken Exotics
    • Fated Engram does not have a chance for Forsaken Exotics; will be updated in a future patch
Black Armory
  • Lore items "The Black Armory Papers" are now guaranteed to drop upon successful completion of the Gofannon and Bergusia Forges
  • Fixed an issue where Black Armory Obsidian Accelerator items were not showing up at the postmaster if player inventory was full
  • Fixed an issue where Black Armory Obsidian Accelerator items were not stacking in player's inventory; max stack size is 5
  • Fixed an issue where the Black Armory Key Mold quest was account bound, allowing only a single character to acquire it from Ada-1
  • Fixed an issue where Dreaming City chests were not providing Glimmering Amethyst for the Black Armory Key Mold quest
  • Fixed a bug where Spider would present an empty Lock and Key dialogue to players who've already completed it and obtained Izanagi's Burden
  • Fixed an issue where the Black Armory Bow "The Spiteful Fang" was not awarding Black Armory Schematics when dismantled
  • Fixed an issue where Black Armory Rare weapon research frames were not counting toward Master Smith Triumph progression
  • Fixed an issue where the Black Armory Devotee bounty was not progressing when using reforged Black Armory weapons
Challenges
  • Fixed an issue where some daily challenges did not properly stagger, which resulted in players sometimes not having a fresh daily challenge at reset
Character Boosts
  • Fixed an issue where boosted characters were not getting their class-specific Swords correctly unlocked and available to pull from their Collection
  • Fixed an issue where boosted characters were not getting their class-specific emblems correctly unlocked and available to pull from their Collection
General
  • Fixed a bug where some players were in a bad state and blocked from obtaining Seeds of Light
  • Fixed a bug where player bipeds in the Tower would appear to stop loading gear ("Tron effect") if too many players had their Ghosts out
  • Fixed an issue where pulling shaders from the Collection took longer than intended; shaders will now take 1 second to reacquire
  • Updated the Sturm “Relics of the Golden Age” quest step; Exotic engrams that auto-decrypt now count toward this quest step
Collections / Triumphs
  • Fixed an issue where players who completed the Season 4 "Forged in Fire" badge collection were not getting the associated Triumph "Forged in Fire" unlocked
  • Fixed an issue where players who acquired the "Cold Wind Blowin'" Emblem from the Drifter during Season 4 couldn't reacquire the emblem from their Collection
  • Fixed an issue where "The Eternal Return" emblem wasn't tracking Shattered Throne completions
  • Fixed an issue with the requirements of the "Relic Rumble" Triumph Nightfall challenge to repair broken functionality
  • The new requirement is: "Complete Nightfall strike 'The Corrupted' by defeating Sedia using no more than two Relics."
  • Fixed an issue where the Dreaming City Triumph "Mint Condition" was not correctly unlocking for completing the Rift Generator public event with the relic never having dropped below 100%
  • Fixed an issue where the Exotic Ghost Star Map shell was not tracking chests in the Dreaming City
  • Fixed an issue where the "Senior Recruiter" Refer-a-Friend emblem was not correctly updating the number of referral completions
  • Fixed an issue where the Collection Badge counter was incorrectly listing the total number of badges available

Activities

Gambit
  • Activities hosted by the Drifter have been moved to their own sub-page on the Director called "Gambit"
  • Added Gambit Private matches for all Forsaken owners
    • Expect Gambit Prime Private matches on April 2, 2019
  • Overhauled how invader spawn points are chosen while also significantly increasing the number of invader spawn points for each map
    • Chances of spawning very near or in direct line of sight of an enemy Guardian has been greatly reduced
  • Changed the third round of Gambit to a Primeval rush sudden death; this will speed up Gambit matches overall and add a change of pace to the final round
    • The Primeval is immediately summoned
    • Player Supers/grenades/ability/melee are immediately filled, so both teams are on an even playing field
    • Supegrenade/ability/melee regen are increased for the remainder of the round
  • The Ascendant Primeval Servitor's (meatball) spawn rate is no longer tied to the curse cycle and has been greatly increased
  • Idle Protection: Players who remain dormant for too long will not receive end-of-match rewards or Infamy points
  • Made adjustments to Blocker types by deposit tier
    • Small Blocker = Taken Goblin with less health than the previous Phalanx
    • Medium Blocker = Taken Captain with more health than the previous Knight
    • Large Blocker = Taken Knight with more health than the previous Ogre
Gambit Matchmaking
  • Teams are now always broken up when re-entering the matchmaking pool after a match
  • Previously, when a match ended, players who did not return to orbit would be sent back to the matchmaking pool together; this is no longer the case
  • This will greatly reduce the likelihood of re-matching against the same players and will give matchmaking an opportunity to find the best possible match
Infamy
  • Players can now earn Infamy points by completing Gambit Prime matches and bounties
  • Increased the Infamy point rewards for Gambit matches by 25 points
Gambit HUD
  • The HUD status bars now animate when returning from aim-down-sights
  • The Invader Portal Ready icon and animation on the status bar has been updated to be more pronounced and understandable at a glance
Triumphs and Medals
  • “Light vs. Light” can now be progressed by killing any Guardian (not just invaders) using a Super; this makes attaining Dredgen a less daunting task
  • The "First to Block" medal can now trigger once per round, previously it could fire only once per match
General Fixes
  • Fixed an issue where post-invasion kills during Primeval phase weren't giving the invader credit for healing the Primeval
  • Fixed an issue where VO lines indicating the high-value target was killed and that the high-value target got away will both play if the player kills the HVT just before it is removed from the arena
  • Fixed an issue where players would get the "Half Banked" medal every time they deposit Motes after they reached 38 Motes deposited
  • Fixed an issue where the "Taking Turns" medal fires when 3 different players invade instead of 4
  • Fixed an issue where a graphical error could be seen on a waterfall in Legion's Folly
  • Fixed an issue where occasionally Drifter would tell players back-to-back that the other team has summoned their Primeval
  • Fixed an issue where, in a longer match after killing the Primeval, the Drifter reminded us that we needed to spawn our Primeval to win
  • Fixed an issue where the bounty "Block and Key" did not increment when a Large Blocker was sent that would summon the Primeval
  • Updated security policy and functionality so players who have been banned from competitive activities cannot access Gambit playlist
Crucible
  • Fixed an issue where healing during Crucible matches was taking away from a player's overall damage on the PGCR screen
Last Wish
  • Smashed an issue where players would encounter frequent guitar errors

Eververse

Bright Engram
  • The season 5 Etched Bright Engram has been retired; in its place players can now obtain the new season 6 Notorious Bright Engram
Prismatic Matrix
  • The Prismatic Matrix has been retired; additional information may be found in This Week at Bungie—2/28/2019

UI/UX

General
  • Added a popup dialogue when opening bundles if you have a full inventory, noting that items will go to the postmaster if you proceed through the dialogue
  • Fixed an issue where Masterwork objective progress bars could display 100% when not yet completed
  • Fixed an issue where Legendary Masterwork items were not displayed as Masterworked when inspecting other players
  • Fixed an issue where Masterwork UI did not scale to fill ultra-wide monitors
  • Fixed an issue where the progress bar under Triumphs could sometimes show as complete when the Triumph was still in progress
  • Fixed an issue where transferring items using the Destiny app would consistently re-trigger Triumph notifications
submitted by DTG_Bot to DestinyTheGame [link] [comments]

09/12 - NCAAF + NBA Special Release Picks

09/12 - NCAAF + NBA Special Release Picks
RedAlertWagers.com

MAC's Late Info College Football Pick

Houston Baptist vs Texas Tech
Play: Under 74.5 (+15 UNITS)
MAC's has spotted a weak line and is going to take the bookies to the bank Saturday, with the Houston Baptist Huskies (0-1) taking on another in-state foe in the Texas Tech Red Raiders (0-0). The Huskies opened their season against North Texas with 480 of yards coming through the air but allowed over 700 yards to the Mean Green. This alone would say play the over but MAC says the oddsmakers have no respect for the bogus game play from the Huskies.
Texas Tech offense averaged 30.5 ppg and were 11th nationally in total offense in 2019 under head coach Matt Wells who may be this weeks #BUMAlert prospect, last year he coached a 4-8 season, kinda suspect if you ask the MAC. If he turns around the 127th-ranked defense in year 2 there might be a chance he could have a 50/50 season. Expect Bowman to sling it around on Saturday against this HBU secondary. Bowman back from injuries could throw the ball and has proved it in the 3 games he played last year with 1,000 yards passing with 6 TDs, averaging over 51 attempts per game. Still the low total that oddsmakers set is where the value is, opening at 71 and moving up to 74.5 which could be read that smart money is coming in on the over, on the contrary MAC is fading the move. The play is under 74.5, the prediction is a 49-21 final.

MAC's NBA Backroom Info Action -

Houston Rockets vs Los Angeles Lakers
Play: 3rd Q Houston Rockets +1.5 (+5 UNITS)
Play: Lakers Team Total - Over 111.5 (+5 UNITS)
Team To Score 1st 20 Points
Play: Rockets +125 (+2 UNITS)

NHL MAC ATTACK Picks

NHL PLAYOFFS - WESTERN CONFERENCE FINALS
Vegas Golden Knights vs Dallas Stars
Play: Dallas +145 (+1 UNIT)

Promo Code - THEMAC
Join the action at MyBookie - Free Deposit Bonuses, Free Entry to survivor contests, Pickem Pools, Black Jack Tournaments + More!! - Play Now
submitted by TheMACSPicks to SportsReport [link] [comments]

The Rise, Fall and Re-Rise, of The Pittsburgh Penguins.

Mario Lemieux, was a rare breed of player. One of the legendary players from the 90’s, who went from being in a role similar to that of McDavid, in that his team wasn’t that good, in fact the Penguins had missed the playoffs four out of five seasons with Mario. By all accounts, they had "wasted" the first few years of Lemieux(and Crosby), with their lack of success. But this is getting ahead of myself, some background is needed.

Who are the Penguins exactly?

Well that’s easy, the Penguins were part of the NHL’s first expansion, which awarded teams to, Pittsburgh, Philadelphia, St Louis, Oakland, LA and Minneapolis. The Penguins weren’t the first team in Pittsburgh, the NHL’s Pittsburgh Pirates(before the mediocre MLB team) used to play there until they moved to Philadelphia for a season to become the Quakers, they folded soon after in 1931, leaving Pittsburgh and all of Pennsylvania, without NHL hockey until '67. The Penguins were never that good, in fact they were usually overshadowed by their more successful cross-state rivals, Flyers.
The Penguins were never that good, in fact they never made it out the second round, usually falling fast to their opponents. They were pretty mediocre, but it was worse behind the scenes, much worse in fact. In 1975, creditors demanded the team pay off their debt, which forced the team into bankruptcy(a running theme, but more on that later). Doors to the offices were padlocked, with nobody knowing if they were staying, relocating or just outright folding. Rumors had it the Penguins and Golden Seals, would relocate to Seattle and Denver, throwing more fuel onto the fire. Thanks to the efforts of a group that included former North Stars coach Wren Blair, they managed to survive, eventually being bought by shopping mall magnate Edward DeBartolo Jr. I can’t really find much information on DeBartolo, so I don’t know if he was good for the Pens or not, besides obviously buying them and in effect keeping them in Pittsburgh.
The 70’s for the NHL was chaotic, they introduced more teams, some of them merged with others(Barons / North Stars), some of them relocated, only a few of these new teams stayed. It was a volatile time for the sport, sure they’d expanded, but maybe they expanded too fast, or at the least to the wrong places. Aside from bankruptcy it got worse for the Pens as Michel Briere had gotten into a car crash in his native Quebec, in 75, leading to him being in a coma for a year, before finally passing away at the age of 21. The Penguins took his #21 out of circulation, eventually retiring it in 2001, only days after owner Mario Lemieux came out of retirement to play again. His number was only the second one retire in Penguins history, the first? Lemieux, obviously.

The Lemieux era:

Entering the 80s, the Penguins were held the worst record for two seasons in a row(82-83, 83-84) leading them to draft the absolute legend, Mario Lemieux in ‘84. The Penguins were once again, suffering from financial issues, they were so bad that had they not drafted Lemieux, they would have probably folded and this not me speculating either, this came from Coach Lou Angotti. Lemieux was so valued that other teams offered just about anything for the 1st overall Pick, that would become Lemieux. Lemieux was an incredible player in the QMJHL, with his final season scoring 133 Goals, 149 Assists, combining for over 282 Points It was scary how incredible he was, from the moment he entered the Q, to his first shift, of his first game, where he scored his first goal against Bruins goaltender Pete Peeters. Lemieux went onto win the Calder(With 100 Points despite missing seven games) and play in the All-Star Game, being the first rookie to be named MVP. So not only was Mario legit, he was already incredible. Unfortunately, Mario couldn’t carry the Penguins to playoffs by himself, as they went onto miss the playoffs for four of Lemieux’s first five seasons. They had one winning season in this time, essentially wasting the first few years of Lemieux, because they couldn’t build much around him. Their one playoff season ended with them falling to the Flyers in the 2nd round, in 7 games, but Lemieux had once again shown he was playing on a different level, as he scored five goals in Game Five.
To even draft Lemieux, the Pens tanked as much as they could, getting rid of anyone good, so that they would finish in last. It was so bad, that the Devils complained to the NHL, who just shrugged it off. The Pens eventually managed to get a good supporting cast for Lemieux, trading for Paul Coffey in ‘87, after the Oilers won the cup. Kevin Stevens, Rob Brown and John Cullen, were brought in from the IHL, to help give the Pens some depth as well, which somewhat helped? It didn’t matter, these moves got them to the playoffs in ‘89, but they missed the season after, but it however led to be able to draft the best damn Czech to ever play in the NHL.

Enter Jaromir Jagr:

The Czech Legend himself, the man with the gorgeous mullet, Jaromir Jagr. He was the first Czech player to be drafted in the NHL, without first having to defect to the West. Now that the Iron Curtain was falling, it was easier for european players to come to the NHL, since the Soviet Union was imploding. Jagr was pretty good playing for Poldi SONP Kladno(The same Kladno he now owns and plays for) and finally got his chance to play in the NHL, for the Penguins. He was a perfect compliment to Lemieux's skills, effectively giving the Penguins an incredible one-two punch.
Jagr had come to the West at a great time, the Penguins had gotten him with the Fifth Overall Pick and he quickly made a name for himself with the Pens, being the youngest player(20) to score a goal in the cup finals. But getting Jagr wasn’t the biggest thing that the Pens could do to cement going for it:

The Trade:

The Pittsburgh Penguins trade to the Hartford Whalers, Jeff Parker, Zarley Zalapski, and John Cullen, in exchange for Ron Francis, Ulf Samuelsson(*) and Grant Jennings. This trade happened in big part because the Whalers were falling apart at the seams, ownership was meddling with everything, the coach didn’t like Francis(even stripping him of his C) and they failed to come to terms on a new contract. Francis made an immediate impact with the Penguins, getting 11 points with his new team, on their way to their first Stanley Cup Final. This was it, it was uncharted territory for the Penguins who had never gotten this far before. The Penguins faced fellow expansion team, the Minnesota North Stars, taking them to 6 games, winning it all at the Met Center, with Lemieux scoring some beautiful goals during this series. Especially this one.
The following season was even greater for the Penguins, as they marched back to the finals, sweeping Chicago to win their 2nd Stanley Cup, with even more beautiful goals. That proved to be it for the Penguins though as they never got back to the cup finals, but it didn’t matter, they had won back to back cups, a feat not many teams could say they did. 92-93, was...to say the least, rough for Pens fans. On January 12, 1993, Mario Lemieux made a shocking announcement. He had announced he was dealing with Hodgkin's Lymphoma and would have to miss time, so that he could get treated. It was a dark time for Lemieux, for the Penguins, hell for Hockey Fans in general, one of the greatest players this generation had seen, may have to retire due to disease. He underwent months of aggressive radiation treatment, returning to the ice literally hours after his final treatment, in Philadelphia to play against the Flyers. In a shocking turn of events, the Philly Crowd didn’t boo Mario, in fact they gave a standing ovation for his return to the ice, showing that yeah, Philly fans are rude, but they’ll cheer a guy returning from cancer, even if he is playing for the Pens.
To quote Rocky Bonanno of NHL.com(in 2007) “Lemieux took on all opponents, even cancer, and won”. He scored a goal and an assist in his first game back, with the Pens falling 4-5 to the Flyers. Nonetheless, with their Captain back, the Pens improved, losing their next game, but winning their next 17 games, finishing the season with a 56-21-7 record, thanks in huge part to Mario returning. They ran over the Devils in the playoffs, falling to the Islanders in the next round. This proved to be a running trend from here on in, reaching the conference finals only twice, but no Cup Finals.

The Retirement of Mario.

1997 became incredibly rough for the Penguins as Mario Lemieux had a shocking announcement: He was retiring, due to health issues and concerns over the officiating(even in the 90’s the Refs weren’t good!). Lemieux was so well respected throughout the hockey world that the Hockey Hall of Fame immediately waived the three-year waiting period for him. Inducting him immediately, they did the same thing just two years later for Gretzky, because why wouldn't you? The Penguins didn't suffer too much, they lost some firepower, sure, but they still made the playoffs, finishing 1st in the Northeast Division in '98, but they got knocked out early by Montreal, this was followed by being knocked out by Toronto, but they knocked out Washington the following year, so they had that going for them.

Mario becomes the new owner.

The Penguins once again faced bankruptcy in 2000(see? Running theme), due to then-owners Howard Baldwin and Morris Belzberg giving out insane contracts to players after the cup runs. Baldwin and Belzberg bought the team after the ‘91 Cup and couldn’t afford to keep the team after everything. They’d asked players to defer their salaries so they could pay the bills, it didn’t help since once the deferred salaries came out, it forced them to file for Chapter 11 Bankruptcy. In comes “Super Mario” himself, with an unusual idea. He had been good about his money and proposed to buy the team outright. The Penguins owed him $32.5 million in deferred salary, making him the team’s biggest individual creditor. From there he proposed converting this credit to equity, to buy the Penguins. In effect he would become the majority owner, along with supermarket tycoon Ronald Burkle( Fred Meyer, Food 4 Less, Ralphs, Pathmark and Dominick’s). The Courts and the NHL agreed to allow him to buy the team, making Mario Lemieux the new owner of the Pittsburgh Penguins. Had this not happened, the plan was seemingly to move them to Portland Oregon, or outright folding.

Owner and Player.

The Pens in the new millennium weren’t good, they had decent attendance(14K Range), which was about what it was Pre-Lemieux. However on December 8th, 2000, Lemieux had another shocking announcement(he’s full of ‘em), he was returning to the NHL, to play for the Penguins once again, making him the only player-owner in NHL History, player-coaches were a thing at times in the Original Six era, but players didn’t have the means to own a team and play at the same time. Lemieux had taken this mediocre team and pushed them to the playoffs, getting to a Conference Final, falling to the Devils in Five. Needless to say, that was it for any hopes or dreams of playoffs, as they began a drought that lasted until 2007.
To save money, the Penguins traded Jaromir Jagr to the Capitals, in exchange for three mediocre prospects, who never really panned out. Beech played the most games with the Penguins out of the three, but he only played one full season with them, mostly playing in WBS. Even worse, the Penguins missed the playoffs for the first time in 12 years, finishing in a tie for third-to-last in the East. Due to continued financial difficulties, they later traded goaltender Alexei Kovalev back to the Rangers, with goaltending prospect Vince Hermany being released due to injury in College. Things looked bleak, the Pens used this time to rebuild through the draft, but it’s tough when they couldn’t afford to pay players. The only bright spots of these few years was drafting goaltender Marc-Andre Fleury, in the ‘03 Draft. The following season due to hip injury, Lemieux had missed all but 24 games, attendance had gotten dire at this point, becoming the lowest in the league at 11,877. They did everything they could do to tank, trading Martin Straka to the Kings and hiring Eddie Olczyk as their new head coach, even keeping Fleury out of the lineup for most of the season. Fleury had started with the Pens, eventually being loaned to Team Canada for World Juniors and eventually being loaned to Cape Breton of the QMJHL, due to his mediocre performance(thanks to the bad defense) and probably due to them wanting to save money, so he wouldn’t hit his bonuses that season. This led to them missing out on the Ovechkin Sweepstakes, instead getting 2nd overall, instead landing Russian Center Evgeni Malkin.

The Craziness That Was, Getting Malkin to Pittsburgh:

In his post-draft year, Malkin had been playing with Metallurg Magnitogorsk, of the Russian Superleague(now KHL) and had quickly made a name for himself as one of the league’s best talents, while still being in his teens. Upon completion of the 05-06 season, Malkin had informed Metallurg he wanted out of his contract and intended to go to the NHL to play for Pittsburgh(they had just drafted Crosby after all). His contract had a transfer clause in it(probably not too uncommon) allowing him to leave after a season to play in the NHL. He was originally signed until 2008, but Metallurg didn’t want him to leave as they wouldn’t be financially compensated for it. Things get...stranger as in the dead of night, August 7th, Malkin signed a new one-year contract extension with Metallurg, keeping him there until at least 2009, but also removing his transfer clause until he was a Free Agent. I have no idea if the Free Agency rules were similar to the NHL or not, no information exists seemingly. The KHL rules seem to have 28 as the magic age, when you’re able to become a free agent, so it may have been similar.
Why’d he sign it? Well according to Malkin, Metallurg pressured him into signing, eventually seizing his passport after he’d signed(they later gave it back), to ensure he couldn’t just run to Pittsburgh. Because they didn’t want to lose their star player, no matter what. In response, Malkin’s agents searched Russian laws for any loophole that would allow him to leave Russia, to play for Pittsburgh, eventually finding one in the Russian Labor Code. Turns out, article 80 allowed him to submit a two weeks notice and then he could resign. As soon as that was done, his agents started the visa process, leaving Russia only 2 hours after receiving his visa. He immediately fled to the US, giving Metallurg his two-weeks notice once he was safe in Pittsburgh, signing an entry-level contract two-weeks later.
This wasn’t it though. The Russian Ice Hockey Federation and Superleague accused the NHL and Penguins of committing an act of “Sports Terrorism” by “Stealing Malkin from Russia”. This went from just exchanging words, to legal action. Metallurg along with Lokomotiv Yaroslavl(they were involved in a separate player transfer dispute), filed suit against the Pittsburgh Penguins, Calgary Flames and the Edmonton Oilers, over Alexei Mikhnov(Oilers, played for Lokomotiv), Andrei Taratukhin(Flames, played for Metallurg) and Evgeni Malkin(Penguins, played for Metallurg) and their “theft” of these contracted players. This had happened before, after Dynamo Moscow sued in the US District Court in DC, to stop Ovechkin from playing with the Capitals, due to him also being under contract.The Dynamo suit wasn’t a success and was thrown out.
The Metallurg suit, alleged the Penguins “interfered with Malkin’s contract”. Metallurg tried proving that because Malkin was the Top Scorer in the Superleague for Five Seasons, that, that was a unique skill, meaning that he was not easily replaced. Metallurg had argued their contract was valid and that the Penguins one should be cancelled, but the case was dismissed as the judge ruled that Metallurg at best had grounds for financial compensation(Transfer Fee), but not much else. Before all this, the Russian Ice Hockey Federation proposed “fixing” article 80, to not allow this, but it never got off the ground.

Why the hell did any of this happen?

That’s easy, there was no transfer agreement between the Super League and NHL, meaning the Superleague wouldn’t get money for any players who went to the NHL. The last time one was proposed, it was shot down. As far as I know there still isn’t one, it keeps getting proposed, but never agreed upon. The money in the KHL is ok nowadays, depending on who you play for and I don’t know if they still withhold passports or not, but these don't happen anymore.

The Sidney Crosby Draft and was it Rigged?

There is a lot of controversy surrounding the Crosby draft. The Penguins were falling apart and allegedly close to relocating, with the balls “supposedly” being spun(behind closed doors), with them getting the Penguins numbers. To preface this: The 2005 NHL Draft was much smaller, the league had just returned from a lockout and only the Top 20 picks were invited, along with it being private. Teams were assigned balls based on: Playoff Appearances and 1st Overall Draft Picks, from the past three seasons. Pittsburgh was at all time record low attendance, failing financially and an owner who was looking to sell. Lemieux had never planned to be the permanent owner of the Penguins, by 2004 he was looking for an owner who would keep the team in Pittsburgh and build them an arena, because he didn’t have the money to keep them going. The 2004 Lockout looked like it could spell the end of the Penguins, they were losing money as is, a whole season without money being made was bad news for the struggling franchise. Allegedly they were looking to move to Kansas City, but it was more of a typical owner move of "we need a new building or we'll leave town!"
The theory is as follows: The NHL Rigged the ‘05 Draft, so that Crosby would go to the Penguins and save them from relocating. There are many holes in this theory to me, primarily a big one: This is the NHL, they just got scammed by Spano a few years prior and they had let Hartford relocate to North Carolina, without any sort of plan, hell they let AOL/Time Warner get a franchise and run them into the ground. Why save the Penguins? Why not give Crosby to Montreal? Or one of their new expansion franchises? Sure the Penguins had Mario Lemieux who was the GOAT, but wouldn’t one of their new expansion franchises be better suited to have one of the greatest players of this generation? That instantly brings attention to the new franchise you created(*) and gives the NHL more money in new markets. I think the theory just stems from people being mad that the Pens had Mario(who at this point was not the same player he was, just a few seasons ago) and would be getting Crosby too. Nevermind the fact that Ernst & Young are on hand to be sure everything is on the up and up, if this were rigged, it could hurt their reputation since they're on hand as witnesses to the NBA's Draft Lottery, to again, make sure everything is on the up and up.

05-06 Aka The Start of Something Different.

05-06 was a return to normalcy for the league, which had spent the last season locked out, due to the Owners and Players Association, being unable to come to an agreement over the Collective Bargaining Agreement, the new season introduced some new rules and a Salary Cap. As for the Penguins, Lemieux had quickly taken the young Crosby under his wing, quite literally as they played on the same line. Lemieux had also given Crosby a place to live, for his rookie season. It however became clear that it was time for ‘Super Mario’ to retire for real this time(we swear!), after only 26 games due to an irregular heartbeat. Mario coming back was what helped keep butts in seats, during the brief dark years for the Penguins. Sure he owned the team, but he still loved the game and wanted to do whatever it took to make sure the Penguins could survive. He never got much of a chance to play with Crosby, but he was able to mentor a great player, so it’s not all bad. Not long after the retirement, the Penguins fired Eddie Olczyk, replacing him with Michel Therrien(the former Habs coach), who created controversy immediately, by making Sidney Crosby the Assistant Captain, inticiting fury throughout the hockey world. Pundits saying he was “too young” and “lacked the experience”. Or in Don Cherry’s words “An 18-year-old kid says he's going to give us ideas. What, from the Quebec League, he's going to give them ideas? Come on. That's ridiculous.” While I can’t find the exact clip of Cherry saying that, he didn’t like Crosby, I guess because he was a young kid being hailed as “The Next One”, so have this clip of Cherry complaining about Crosby’s whining. Speaking of which: Crosby had a reputation of being a “cry baby” because he would complain to the refs about uncalled penalties. Granted he had his own dirty moves, but overall it seemed like it was primarily just him being mad about refs not calling obvious things.

The Captain

May 31st, 2007, the Penguins officially announce Sidney Crosby as the new Captain, shocking absolutely nobody. Why did it take so long? Well the Penguins offered him the Captaincy during the season, but he turned it down to focus on the season and their playoff push(which ended early, losing 4-1 to the Senators). At the time, he was the youngest Captain in NHL History, at 19 years, 9 months, and 24 days, eventually being beaten out by Gabriel Landeskog and Connor McDavid. The Captaincy was well earned, he was a big part of why the Penguins ended the playoff drought, sure the Penguins weren’t quite “The Fucking Penguins” yet, but they were getting there. Along with this, Sergei Gonchar Evgeni Malkin Ryan Malone Gary Roberts, were named Alternate Captains.

The Two-Headed Monster

Malkin finally entered the league in 2006, missing most of October with a shoulder injury, sustained from a collision with teammate John LeClair. He went on to make a name for himself pretty quick, scoring a goal in his first six games, a feat not achieved since Joe Malone in the 1917-18 season. His streak was snapped in game seven, when he was kept off the sheet by the Sharks. Crosby and Malkin had been nicknamed a “Two-Headed Monster”, due to how effective of a one-two punch they were. And let's face it, they are a two-headed monster, that's how they've won 3 cups.
https://www.youtube.com/watch?v=JSRiVAC4mUc (It’s highlights over music you can mute it)

Epilogue

Whether it’s Super Mario or Sid the Kid, both are incredible players and Pens fans are extremely lucky to have been able to grow up watching Lemieux play and then watch Crosby come into the league and dominate it in ways even Mario himself couldn’t have. The fact that Mario Lemieux was able to buy his team and save them from relocation or outright folding, cannot be understated how much hockey fans in the city respect him. The Penguins have always had their ups and downs, they’ve won 5 cups, they’ve been to the finals more times than most teams have even gotten past the second round. The Penguins right now may have their problems, but fans are just happy that they’re not Pirates levels of bad and get to watch one of the greatest players, continue to show why he was nicknamed "The Next One".
Mario Lemieux may not be the greatest owner in Sports, let alone the NHL(nobody is), but the man stuck to his guns. When the team that drafted him needed a new owner, he stepped up when they were down in the dumps, he put back on the uniform to save them, he mentored Crosby, he made sure that Pittsburgh would be home to the Penguins for decades to come. The man is a legend on and off the ice, in a time of players like Gretzky dominating the league, he came in and gave Gretzky a run for his money.
submitted by KikiFlowers to hockey [link] [comments]

REO Meatwagon - Time For Me To Fly!

Inspired by recent topics & actual events. The names have been changed to protect the innocent. This post brought to you by COVID-19. COVID-19, when you don’t want to have to go out to look for a job that’s not available. COVID-19, speak to your medical provider today! (please stand 6ft away while doing so)
Trauma Team, Trauma Team, Trauma Team! They’re the freshest Net buzz & the name on the tip of everybody’s implanted voxboxes. For good reason too! They're the clear name brand leader in modern paramedic rescue services. World-class, highly-trained, professionals from top to bottom, who all sport the hottest sick gear & coolest cutting-edge tech. Everyone who wants to be anyone in 2020 wants to use their services. Work for them. Be them. They are the humanitarian rockstars of Night City! When you’re in trouble & bleeding out in the gutter there is no better sight to see than an AV-4 full of Trauma Team angels descending from the heavens, there to help.
However! They are not the only game in town...
There is also REO Meatwagon.
Located at 9th & Sterling in downtown Night City in the former Sofa Queen & China King complex, you can visit them online at Net.Pacifica.NightCity.REOMeatOnline, or call or text them at 1-800-REO-MEAT to speak w/ a virtual REO Meatwagon representative, TODAY!
REO Meatwagon, “When disasters happen, we’re there!”
Who is REO Meatwagon? Glad you asked! They are the knock-off Trauma Team. The off-brand Taxi. The low-budget D.C. Cab. The discount Car Wash. The bargain-bin Replacements. The cut-rate Phules Company. The Cleaveland Indians of modern medical care. The B & C-listers of pulling consumers bacon from the fires of rampaging cyberpsychos, corporate assassins, & disgruntled government employees.
For tax & legal purposes they’re based out of the fine city of Austin in the Free State of Texas, but REO Meatwagon has a major presence in Night City & has recently decided to increase their focus on it in order to try & boost their revenue stream in these trying times.
You see, the main issue that I, as a Referee, usually find in regards to using Trauma Team as a campaign hook is that they’re all a bunch of highly trained & skilled professionals of top-caliber quality w/ all the best toys & latest gizmos. My table of players…? Not so much. Bunny girl, guy w/ oversized soviet jackhammer arm, weirdo licking their Wolvers & smelling peoples hair while giggling, unemployed high-school shop teacher, Russian cyborg heavy lovingly hugging their autocannon, an elf who wants to be a dentist, the high anxiety computer nerd hiding in a dishwasher, & someone who is just here because they’re simply waiting for their next big break, which will be any day now, you should really hear their latest nouveau rockabilly vaporwave single & check out their InstaSpace pages & TwitchyFeed... Those? Those are not professionals. But they are REO Meatwagon material!
REO Meatwagon, “We lower our standards so you don’t have to!”
Privately held, REO Meatwagon’s major shareholder is Amanda “Four or More!” Phink, a former stripper, joygirl, & braindance porn actress turned major corporate mover & shaker w/ her own handbag & shoe line. She purchased controlling shares of REO Meatwagon after its stock took a dive in 2013 when REO tried to seize medical supplies from Trauma Team during riots in Night City - REO claimed at the time that those medical supplies were illegally diverted from their authorized clinics (clinics in hard-hit, underserved, minority, communities, mind you!) using misplaced NorCal authority to hand those contracted supplies over to their golden boys, Trauma Team. Night City Police didn’t exactly seem to see it that way & Trauma Team took control of the supplies. The company has been struggling ever since & Amanda took it private back in 2019.
Behind the scenes, Amanda has been looking to dump the company for a while now but not before cratering it so badly that she can write the entire thing off as a tax loss & recoup her investment while embezzling as much out of it as possible in the meantime. Her right-hand man in crime is Dick Richard the 3rd, shyster lawyer, dirty accountant, & all around amoral scumbag player from MA&F who is simply looking to get into Amanda’s well-filled pants & overflowing pocketbook. She has vast tracts of land if you know what I mean. The best silicon bodywork that money can buy. A whole NU-U. She's 58 & looks 24. She Takes It On The Run.
The newly hired day-to-day acting CEO is James “Jimmy” Foole. James is a bright, young, rising star that got bounced from Militech after using an AV-9 squadron to strafe a children’s birthday party. Jimmy had reasonable intel that suggested that the entire party was covertly under attack by SovOil sponsored memetic warfare & that it was being used as a cover to launch an assassination attempt against Night City’s current Mayor, Erika Annabelle, who at the time had a personal protection contract w/ Militech. While no one knows it, Jimmy was right - evil clowns. Sadly, shooting at children is generally frowned on, even in 2020, & it made the nightly Network54+ news, as well as ScreamTweets & DataTerm™ feeds, so Jimmy was let go before being headhunted by Phink to drive Meatwagon into the ditch.
Jimmy, however, is not entirely on board or filled in on the specifics of Amanda’s plan or background embezzlement scheme. He firmly believes that he can turn the company around & tries to operate it as such while secretly being handicapped & sabotaged at every turn by Amanda & Dick. Jimmy’s left-hand woman & hardworking girl Friday is Carol in HR. Carol knows her shit. Carol has a Multi-Line Phone Splice, Dataterm™ Link, Cybermodem, TimeSquare Marquee+™, Secretarial Chipware, Human Perception, Interview, Library Search, & a law degree from Harvard.
REO Meatwagon operates much like Trauma Team - they have a fleet of flying medical AV busses crammed full of crazies w/ guns & at least one Licensed Practicing Nurse (LPN) on board as well as somebody who has a legal valid drivers license; though the autopilot usually does most of the heavy lifting. Then, when they get a call, they go in, they extract their consumer, & they ferry them to the nearest hospital, REO Meatwagon licensed facility, or authorized Body Bank, (as appropriate) while providing the consumer with “stabilizing medical care” during transport.
Typically this just means that they follow the color-coded flashcard diagram charts on how to hook the consumer up to the Portable Intern & Medscanner before shoving them (regardless of how injured) into the €100k Cryotank on the bottom of the bus, hitting the big red “auto-frost” button, & then letting the onboard €30k 3 CPU Int 9 computer w/ €800 Cryotank Operation medical software at +10 do its thing.
REO Meatwagon is also licensed to provide “limited” “on-site” “emergency” “medical care” if a consumer does not wish to be transported to a “medical facility”. Many consumers have begun using REO Meatwagon as a replacement for the police to scare off assailants or resolve domestic quarrels as well as being called in for every other non-emergency medical issue under the sun.
A REO Meatwagon Basic Black Plan\* is €299 a month & guarantees service arrival within 10-minutes. Extra service charges & fees may apply at the time of services rendered & the consumer is responsible for any fuel, ammunition, medical goods, services, or personnel expenses incurred during extraction, transportation, & delivery.
A Gold Level Executive Plan\* is €399 a month & includes ammo & gas as well as priority service w/ a 7-minute arrival guarantee. It does not include medical goods & services or personnel expenses.
A Platinum Level Premier Plan\* is €499 a month & includes top tier support w/ a 5-minute guaranteed arrival time & all additional fees & charges except for medical goods & services waived.
\All REO Meatwagon service contract plans do not include any additional charges arising or resulting from any property damage incurred while providing REO Meatwagon brand medical protective services to the consumer. Any property damages incurred are solely the responsibility of the consumer & REO Meatwagon waives all indemnity & liability while providing the aforementioned REO Meatwagon care & services to the consumer.*
REO Meatwagon, “Your safety is our priority, we won’t let any walls stand in our way!”
While Trauma Team is the top-tier world-class provider courting triple-A corp clientele w/ government contracts, REO Meatwagon is not so lucky. The average REO Meatwagon consumer is having a rough go of things. They’re down, out, destitute, & have nowhere else to turn. They’re the homeless nomadic transients sleeping out on the streets or shoving quarters into coffin motels just for a warm monofoam mattress that only slightly smells like spunk & Lysol. They're the gangers defending their homes while being baited into shootouts w/ corrupt cops looking for a taste. They're the small business owners being squeezed & terrorized by state-sponsored jackbooted thermoptic ninja accountant repo-men. Edgerunners whose fortunes have swiftly turned south from sudden yet inevitable betrayals by a Mr. Johnson in a dark dimly lit alleyway firefight at 2 am. The joyboys, girls, enbies, & exotics who had a seriously bad encounter with a jacked-up John or pissed of CyberPimp. The crooks, criminals, proles, plebes, & ‘punks that have the rest of worlds boot planted firmly on their neck. The single mother of two working three jobs trying to make ends meet. The average John & Jane Does just struggling to keep their heads above water in the modern fast-paced cybernetically-powered always-on nightmare-fueled hellworld of 2020. All those poor souls stuck Ridin' The Storm Out. They're also not so timely or great in regards to their outstanding payments. REO Meatwagon is constantly in the red financially & scraping to get by themselves. Having to secretly fund a vanity shoe line doesn’t help.
REO Meatwagon does not use AV-4’s. AV-4’s are cool. AV-4’s are expensive. Everybody uses AV-4’s. REO Meatwagon fields a fleet of AV-7’s manufactured by Toyota. These are cramped, poorly equipped, & have questionable safety features. Typically they're operated by a 4 man squad - Pilot, LPN, & 2 dedicated meat-shield bullet-sponge heavies. It’s a bonus if someone, like the Pilot, can work a Cybermodem w/ Controller Software, but it’s not vital since a heavy can usually kick in the door - though seeing through security cams & clearing traffic can prove to be useful. The AV-7 can seat up to 8 if 4 are willing to clip onto the outside & stand on the skids. Bit windy though. Cryotank/Passenger transport is under-mounted near the landing skids & armored to SP 35. Usually. They’re a little behind on the maintenance schedule in the motor pool.
Trauma Teams AV-4 busses may be faster flat out, but the AV-7’s smaller size lets the onboard 3 CPU Int 9 computer w/ pirated Vector Thrust Piloting Software at +10 maneuver the craft through cramped & narrow urban environments while Trauma Team’s larger AV-4 is still stuck back at main street level & crushing parked cars like the outmoded ED-209 dinosaur that its. It also sports a chin-mounted ceramic flechette AP autocannon, flashing light bar, loudspeakers, spot & strobe lights, homing micro-missiles, & tear gas grenades. She may not stand up to heavier craft or hardcore ‘Borg heads but she can still clear out a strip mall or small office park!
REO Meatwagon also has several (3, they have 3) AV-6’s in Night City. These are the heavy busses & real big boy toys. Faster than Trauma Team’s AV-4’s, these also hit harder, have an on-board 4 CPU Int 12 A.I. CompuSystem™, sport a Crew of up to 12 (16 if they’re really crammed in there), & have dual Cryotanks. Used for high priority consumers & major conflicts, these baby’s can kick butt & haul ass. Also typically staffed by the REO Meatwagon Crews least likely to shoot their own foot off. There may even be an actual doctor on board. Degree & everything.
REO Meatwagon Crews often engage in what is derogatorily referred to as “Meat Jumping.” Trauma Team typically has the exclusive contract (such as in Night City) to provide government-sponsored paramedical services to citizens, thus they are the ones who receive the 911 calls. However, consumers are free to choose their own medical transport provider & REO Meatwagon monitors emergency scanners & then attempts to contact the consumer first while entering into a recorded verbal contract agreement for any services rendered. Though you can always visit them online. They have an App. Check the ZetaTech store & try Library Searching for REOMeatAPP.
REO Meatwagon also issues emergency medic-alert transponders to their consumers, much like Trauma Team (Black requires manual operation while Gold & Platinum can also include vital sign monitors that are PhoneSplice & RadioLink compatible). Though see the above about being used as off-label police & mobile medical clinic.
REO Meatwagon probably fields more of these calls than they do legitimate medical services requiring emergency transport. Often these are simple domestic disputes but occasionally it’s a legit call from someone under an actual assault or in real distress. Typically REO Meatwagon Crew’s resolve the issue & then shoot the consumer up with Speedheal & Syncomp 15 drugs from an airhypo before charging them €200 for an on-site Clinic Vist, €1650 for the SpeedHeal, €650 for the Syncomp 15, €50 for Tracer Button usage, ammo, gas, & a €150 processing fee. Tipping is considered optional but is strongly encouraged. 15% is the standard for good service, you know. Tips are applied to the final bill & then dispersed equally to all craft Crew on their bi-weekly paychecks. Unless that is, it was cash under the table.
REO Meatwagon also engages in what is derogatorily referred to as “Meat Scooping” or “Vulturing”. This is when a pack of REO Meatwagon AV-7’s swoop in after a conflict in an attempt to harvest the bodies of unclaimed victims for Body Bank Bounties. After claiming a Bounty REO Meatwagon attempts to contact the victims next of kin or legal representatives to return the Bounty, minus a 20% transport & processing fee for their services, they then write off the rest of the returned Bounty as a charitable tax donation. They keep any unclaimed Bounties in an interest accruing escrow account for 12-18 months before “releasing the funds” if left unclaimed. REO Meatwagon Employees & Contractors earn a 10% commission on all Body Bank Bounties turned in.
REO Meatwagon attempts to fully comply with all law enforcement officials & any legally issued lawful demands. If a consumer is engaged in a dispute with law enforcement officers, or other duly authorized corporate security entity, REO Meatwagon representatives & troubleshooters will make an attempt to speak to the consumer first to have them de-escalate & cease hostilities long enough for them to be extracted & safely escorted to medical facilities, but once engaged in a legally binding medical consumer transport contract REO Meatwagon agents are fully authorized to use force to extract their consumer & transport them safely to authorized medical facilities where law enforcement, or other duly authorized corporate security entities, may then contact the consumer about any further inquiries that they have.
REO Meatwagon has a fully staffed medical & surgical facility located in downtown Night City in the remodeled Sofa Queen & China King complex - you can barely tell it was once a furniture store & Chinese restaurant. They also have the best cybernetic surgical suites & cloning facilities that the lowest overseas bidder can provide! They’re also fully staffed with the brightest bunch of fresh C grade medical & technical graduates from the midwest, as well as imported internationally, that can be legally brought in according to NorCal law! They can provide full hospital & surgical services, cybernetic implantation, cosmetic surgery, body banking, boutique services, as well as have on-site staffing barracks, day-care, employee lounge facilities, commissary, & they can grow people in their basement.
REO Meatwagon additionally has satellite facilities located in key spots near (or in) the Combat Zone as well as scattered throughout the ‘burbs. These facilities are large enough to store & refuel a few AV-7’s as well as serve as walk-in Medical Clinic, provide boutique services, & include a small on-site barracks w/ limited stock employee lounge.
REO Meatwagon main offices also have a 5 CPU Int 15 EBM Mainframe running a Mr. M.D.™ A.I., S.H.O.D.A.N. drone management, Phoenix Right Legal Advice™, & TurboTax software. The AV-7’s are all connected to the Net via Cell Service so Mr. M.D.™ can use S.H.O.D.A.N. to coordinate the busses as well as provide backup medical assistance or legal advice to on-site troubleshooters if required. Mr. M.D.™ only occasionally gets stuck in a loop popping virtual Vicodin & thinking that it's lupus before needing a swift reboot to the processor to get Back On The Road Again.
REO Meatwagon Employment is open to any legal citizen with a valid SIN. Those with a Class V Vector Craft operators license can fly the bus - It’s an Easy (10) Piloting Task to pass the drivers test, though navigating the Night City DMV may prove more difficult. Talk to Carol. Certified LPN’s are qualified to be on-board medics - That usually requires an Average (15) First-Aid Task & a 12-month online NCU course. Regular hourly employees can make €12-14 an hour depending on skillset while Drivers & Nurses can make €15-18 depending on qualifications. There is a €1.50 shift differential for Graveyard & an extra €1 pay increase after 90 days w/ annual yearly evaluations & COLA increases scheduled for all Employees & Contractors. Hazard Pay for Active Combat Situations (ACS's) are paid out in half-hour blocks at time & a half. They also provide full medical & dental for employees & their spouses as well as up to 4 dependent children, clones, or uplifted hyper-intelligent cyberpets. Plus, employees can earn up to 6 weeks of PTO accruable per year & REO Meatwagon can provide tuition reimbursement & course credits for any applicable on-the-job training. Talk to Carol in HR for the specifics. OT is available NOW!
REO Meatwagon also employs freelance contractors. These contractors must sign liability waivers, nondisclosure agreements, a 12-month non-compete contract, as well as provide REO Meatwagon w/ a current fingerprint, voice print, retinal print, & “biological sample” for “identification” & “medical” purposes. They are not required to be legal citizens nor hold SINs. REO Meatwagon pays contractors at the same rate as regular employees. Contractors, however, are not eligible to earn benefits. Contractors may be paid in REOMeatCoin (which may be used to purchase any REOMeatwagon branded product, including legal cyberware & installation, as well as goods purchased from the REOMeatwagon Vending Machines & Commissary) or regular debit account CredChip. Employees can also choose to receive REOMeatCoin which occasionally provides discounts on select REOMeatwagon brand goods & services. Paychecks are issued bi-weekly. Talk to Carol for more details or how to set up a direct deposit.
REO Meatwagon provides its field troubleshooters company issued dark red SP14 Uniwear Jumpsuits w/ a -1 EV Penalty & emblazoned w/ the REO Meatwagon company logo, a Company issued I.D. containing an IFF transponder & RFID chip w/ company keys, as well as a SP20 nylon "Gianni" combat helmet w/ Anti-Flare Transpari-Shield™ Technology & Breath Filter, IFF receiver, UV w/ Spotlight, Thermal, Image Enhancement, Automapper™, Chipjack, E-book connector plugs, side-mounted Digital A/V Recorder, & Scrambled Radio Link back to the AV-7. There is also a Toolbelt, Flashlight, McCoy Airhypo, Medkit, ZetaTech E-book, Militech Electronics Taser, Flashbang, Tear Gas canister, a Militech Arms Avenger pistol w/ 2 spare clips, & holster.
REO Meatwagon AV-7 busses include a €30k on-board computer w/ VehicleLink & is loaded with Biology, Cryotank Operation, Diagnose, Pharmaceutical, Pilot Vector Thrust, & Rifle software at +10. They also have Radio & Cell Communications suite w/ Wide Band Scanner, a Surgical Set, Portable Intern, Drug Analyzer, Travel Kit, box of Slap Patches, economy pack of SpeedHeal & Synthacomp 15, 4 pints of Blood Substitute™, pack of RapiDetox, box of Trauma 1, other funny colored drugs, a couple of cans of Spray Skin & Shower In A Can, a DermaStapler, LPU™, collapsable stretcher, prybar, 20-ton hydraulic jack, small 1-2 man battering ram, heavy-gauge bolt cutters, Thermite-In-A-Tube, box of Road Flares & Safety Markers, Tech Tool Kit, 1 container of assorted bungee cords & roll of duct tape, Microwaver, Sternmeyer Stakeout w/ 10 spare rounds, 4 extra Flashbangs & Tear Gas canisters, & 4 Militech Ronin Light Assault rifles w/ carry strap, uniform clip, & 2 spare clip each.
REO Meatwagon Employees & Contractors are also free to supplement their work equipment w/ anything legal they feel like bringing in. Please do not use your cellphone while at work. If this becomes a problem you will all have to leave your phones in your lockers while out on patrol. Thank You & Keep Pushin’ - the MGT
REO Meatwagon Employees or Contractors wishing to be in it for the long haul can also sign up for REO Meatwagon Premiere Employment. This includes a 10k sign-on bonus as well as FREE REO Meatwagon brand implanted Tracking Monitor & Skin Watch! Contractors must also choose from either a Paste™ brand Cortex Bomb or Biotechnica brand NeuroToxin Release Sacs. If employment is terminated within the first 24 months the Employee or Contractor must return the sign-on bonus prorated at €420 per month of employment.
REO Meatwagon routinely screens all of its Employees & Contractors for any illicit drug or cyberware usage at least once every 12-24 months while providing employees & contractors ample written notice of any upcoming compliance checks. Failure results in a sternly worded written reprimand & asking the Employee or Contractor to please remove any offending illegal contraband from REO Meatwagon property or premises. If an Employee or Contractor earns two or three more written reprimands Carol in HR may have to contact NCPD over the illegal contraband & no one really wants that.
Thank you for your compliance & welcome to the REO Meatwagon Crew!
TLDR: Roll With The Changes.
REO Meatwagon, "We'll get you out in one piece or retrieve as many of them as we can find! That's the REO Meatwagon service guarantee!"
submitted by PM_ME_YOUR_ROTES to cyberpunk2020 [link] [comments]

[Lets Build] Interesting Dungeon Encounters

Welcome to the 80th [Lets Build]!
TOPIC: Interesting Dungeon Encounters
Die Roll Result
1 Under a loose bit of cobblestone on the ground, you see what appears to be a small tunnel. If you reach inside or stick around too long, a living crawling hand jumps out of the hole and attacks. This living hand has been hoarding rings and jewelry in this tunnel.
2 The group finds a long forgotten coin hoard. All is not as it seems, some of the coins are tiny-sized mimics (maybe individuals, maybe swarms), that adhere to and attack those that try to gather the treasure.
3 A crumbling wall with a small tunnel bore through its base hides the resting room for a peaceful Goblin who knows the dungeon well and will give directions or hints in trade for an interesting item.
4 A series of really, staggeringly obvious traps. There's a tripwire that's made of thick hemp rope, a wooden pressure plate set in the middle of a cobblestone path, a dark path with a torch set right at the beginning (the torch is crudely attached to a lever on the wall).
5 The ceiling is completely covered with horrid insects - dark, silent and unseen except for the occasional masonry dust they knock loose.
6 Around a corner, you hear clucking. There's a chicken in the dungeon? You're three levels down. Shrug: maybe it's just random. But every three rooms or so, there's another one, just a chicken walking around and pecking at the dirt. Then you get to a region where there aren't any chickens. That's when shit gets real. Because the chickens are a food source.
7 A dead end - The tunnel the party is walking down has them run headlong into a Giant!! Well, the upper torso of the giant. He's not hostile and is pinned in place by the surrounding walls as he was chasing dinner down a hole and has wiggled himself into this tunnel, blocking any forward movement. If the party attacks him, he will yell and cry, "Stop it, please!" and be overly pathetic, but with his arms pinned at his sides, they will likely kill him in time (suggest higher hit points than normal so the party has to take their time). If they chat with him, he knows a bit about the surrounding rooms as he's seen creatures moving through the halls and possibly former adventurers. His name is Gordum, and he's really hungry as he hasn't eaten in a very long time. Normally, adventurers take pity on him and feed him while they make their way through the dungeon, but the real reason he stays stuck here is a ring of sustenance that he found years ago and pull on "cause it was shiny." If he's friendly, he offers to watch over the party while they sleep and promises to warn them if anyone else comes down the hallway.
8 A rune trap curses you so that you can't refuse a request. (Requires the word please to count as a request).
9 A dragon's cave? - This room is 60 feet (18 Meters) across, and nearly as high, with small pools of water that collect in natural erosions to the west side where an underground stream has formed a small waterfall. The water is chilled and safe, even if it tastes earthy and heavy with minerals. As the group moves into the cave, they likely notice coins littering the edges of the room in small piles and an outcropping halfway up on the east wall... with a snoring, smoking dragon's head. If the party is quiet, they can sneak through, but any attacks or loud noise wake and do not harm the dragon. It lets out a massive burst of fire over the heads of the group and yells curses as it waves around. Once it finishes, it demands tribute from the group or it will eat them!! In reality, the head and neck are a permanent illusion that was placed in the area to scare off adventurers by a mage who was practicing some new defenses for his study, and a fairy dragon has worked out how to control the illusion and get it to move when he wants. He uses magic to project his voice and sound like a great dragon, and can use a rune placed as part of the illusion to fire a cone of fire 3 times a day that does damage as an ancient dragon. The Fairy Dragon living in a small opening that's only accessible at the top of the dome ceiling with a meter (2.5 foot) opening that one would need to fly to or us other means. Any tribute that's left is floated to his home when the adventurers move on and kept there, or discarded around the ground to add to his greatness. (If characters can get to his cave, he should have 2-3 magical items of some note). The little guy has really done well duping people over the years.
10 A dire warning - Moving through this hall, the characters torchlight will cast light through a red ruby the size of an eye that's been carved to catch and cast the light around the room. If there's no light, the ruby isn't found. The light through the ruby displaces words in 5-6 directions saying "The Stone of Anolox." A group also notices a warning on the wall, one painted with blood and another carved with what must be someone's finger nails saying - "Do not, by any means, touch that gem!" Anyone who picks up the gem, well, except Anolox, is immediately disintegrated and their ash fills the tunnel.
11 A door painted onto a wall with two door knobs sticking out, one labeled "fame" the other "fortune". Touching fame will turn you as blue as a smurf, only reversible by a wish. Fortune will cause 10,000 cp to fall from the ceiling at great speed causing heavy damage.
12 Bad Directions - A series of alcoves with a skeleton set to perch in each of them. Each is placed alternating up the hallway at 20 ft (6.5 Meter) segments. The first points down the hallway, the next at the floor, and the next straight up, and so on. Every time the party moves past the skeletons, they point a different direction, and it changes every time.
13 Morbid Statuary - A massive room filled with people frozen in time, and in stone. Like creepy stalagmites, hundreds of humanoid statues point up from the ground. One looks like a prince leaning in to kiss a sleeping princess, another is a goblin throwing its hands in the air in panic, and another a cautious knight stalking in his armor. The place looks like a repository for the victims of a gorgon, hopefully long gone.
14 Help us Heroes! - The group comes across an small village that spreads out in a crevace in the wall and stretches for hundreds of feet, but where the ceiling is never more than 4 feet high. This is a village of Myconids that have lived here peacefully "since the time of our first spores" and numbers in the thousands. They beg the party to help them as there is a murdered in the midst. Every day, more and more of their people go missing, and they can't find the culprit. If they are helped, they will give the party pearls that they collect from nearby shellfish and have saved for years. (The murderer is a kobold with a ring of invisibility and a strange mask to keep from falling to the creatures spores. He REALLY loves cooked mushrooms and has been harvesting the myconids for dinner since finding the village).
15 Welcome Matt - The group comes to a door rigged with a number of traps. A line at the top that pulls something above the door if it's opened, a pressure plate that's released from the bottom if the door is opened, poison darts that fire from the wall behind it, the works! All the traps are fairly easy to spot and disarm, and there are 6 total. An exceeding high perception check is needed to hear that there's a small click after each trap is set off or disarmed. Once all six have been triggered, the real trap occurs. The walls 30 feet to either side of the door slam into the ceiling (these are 10ft cubes). At the same time, the floor drops out under the door at a steep angle to a smooth shoot, and the walls start moving in. While it looked like there was something behind the door, it leads no where but a series of mirrors that look like a nearly endless hallway, and with the walls closing in, the only way is down. Those characters that do slide down are eventually deposited into a large cage where a robed figure covered in bandages whips around and screams, "Happy Birthday Matt!" He's then disappointed that you and yours are not Matt. After muttering to himself for a while, he eventually apologizes for the "trap" and releases the group, showing them to a set of stairs that head back to the tunnel. They don't run into this encounter again.
16 Poor soul- you find a skeleton chained to the wall. When you approach, you realize it is an undead. He is scared when you approach and explains that he was trapped here and was brought back from death to continue his torment. Who put him there is up to the dm. Also whether or not he is lying is up to you.
17 The room nullifies any sounds made, players must communicate entirely through gestures OOC.
18 The door opens up into a mirror dimension flipped horizontally, any and all actions taken are performed by the doubles on the other side, including stepping through the doorway. If a PC attempts to talk they are interrupted by themselves.
19 The party walks down a hallway which and comes across an opening on one side leading into a large open room. Stepping on a trap in the middle of the open room causes the door to shut and the ceiling to begin to collapse - but only as long as one member of the party is still in the first hallway. That party member can disarm the trap, opening the door and raising the ceiling by finding a recess on the wall in the hallway with a switch in it. If they fail a roll on the first attempt they only manage to stick their hand through a hole into the room and have to search for a second recess.
20 A large pit, filled at the bottom with spikes and scorpions. A sign is just visible on one side of the pit. A successful perception check, or a party member being dangled by their feet, can detect that the sign is upside down and says "LEARN THE WORDS".
21 The skeletal remains of a man can also bee seen at the bottom of the pit, still wearing black pants, suspenders, a shirt with horizontal black and white stripes, white gloves, and with a black beret perched atop its bleached skull.
22 A gnome sorcerer with short term memory has been trying to find this dungeons hoard for the last 10 years, but keeps forgetting which way he came from.
23 A large banquet hall, with pewter utensils, earthenware plates, and fine food. The walls are draped in common but warm furs, and the table is lit with some nice candelabras (2gp each). There are 2x(Party Size) seats at the table, and at the head is a stout, ruddy faced bearded earl who warmly beckons to the party. "Welcome," he he says, voice booming, "our other guests are almost here. Please, sit down." Seat the most interesting mix of NPCs, Villains, and historical figures at the table. The banquet quests are compelled to not make any hostile action in the room. The non-party guests are returned to whatever place and time they were in before the meal.
24 A merchant adventurer (CR party level+1, true neutral alignment) has set up a table, chairs, and all manner of interesting equipment to sell to whomever happens to wander by.
25 A wandering mycologist is looking for the weirdest mushrooms that you can find for their latest thesis/monograph. Not only will he pay (not much) for any mushrooms you can help him find, but you'll get a mention in his paper! Think of the exposure! All the biggest mycologists in the region will be talking about this.
26 In a this room, there is a dividing wall with a doorway. On this dividing wall are a series of colorful masks. Around the dividing wall appears to be a large wooden table with 10 chairs, 8 of them already filled with large creatures (a mix of monsters and/or adventurers in any combination) playing Texas hold'em poker for coin and valuables. No one is talking. Any players at the table who notice you will stop, stare, and point silently to the masks. Any two party members who wear the masks can join the game.
27 The party walks in on a group of hostile hobgoblins in the middle of them practicing their synchronized dance routine. After one round of surprised embarrassment, they will attack unless the players either start playing music or challenge them to a dance off.
28 This room contains a hole with a wooden bucket on a string suspended over a large, clear pool of water. The bucket hangs down through a circular hole in the ceiling, leading up to a well. As the player's approach, a coin falls down the hole, and a distant voice calls: "Magical well, I seek thy wisdom!".
29 This room is round, with a concave floor. Three large, metal spinning tops whirl magically around and around, bashing into each other seemingly at random. On a balcony wrapping around the room are three goblin shamans, engaging in their favorite pastime, BattleTop. Each controls the tops with a small, delicate handheld contraption. The tops will cease spinning if the contraption is broken, or if they leave the room for more than 1d4 days.
30 This area of the dungeon appears to be under construction. Goblin work crews and ogre haulers are lead by hobgoblin foremen, building out new rooms and defenses according to blueprints lying unprotected on a table off to the side momentarily forgotten.
31 Three nothics sit, pouring over old tomes and scrolls, lit by blue crystals scattered on a pedestal. On the wall, a giant, engraved flaming eye is engraved. Staring at the carving of the eye for any significant length of time (DM's discretion, but at least a few minutes) grants advantage on wisdom checks until the player's next long rest. The player feels compelled to be unable to rest for the next two days, and is exhausted on the third day.
32 Carved on the wall in code are the letters...H-A-S-T-U-R. If deciphered and spoken aloud, then whosoever speaks the name of this horrid Elder God, HIM WHO IS NOT TO BE NAMED must make a saving throw against magic or a Byhakhee will be gated in and attack (or the PC may go insane?).
33 You walk into the next chamber and find a stone statue of a man reaching for a gold ring on a pedestal. The ring, when worn for at least 1 day, gives you +1 to all saving throws for each day it has been worn for up to a week, but if you take it off you suffer the inverse of that bonus for as long as you had it on. You can't sell the ring. Putting the ring on the man's finger will restore him from stone, at which point he reveals this ring was the result of a transmutation spell going horribly wrong. He gives you a level appropriate large sum of gold for releasing him and goes off on his merry way.
34 The ceiling of the dungeon tunnel has partially collapsed down, making it very difficult to get past. Characters would have to strip off any medium or heavier armor and backpacks to crawl past it. Investigating it more reveals some furniture at the top of the rubble near the ceiling, indicating a room above, but investigating it will probably complete the collapse and prevent further exploration down the tunnel.
35 A several story deep library attended to by a seemingly human librarian that doesn't know his library is deep in an underground dungeon. The stacks are littered with skeletons of all shapes and sizes but it doesn't seem to bother the attendant. Now that you mention it, it has been a few years since he's had anyone visit. That is, of course, anyone besides the necromancer that comes by every so often. - defeating the necromancer and his skeletons allows you access to the library. It contains a bunch of spell books for the wizards in your party, some defensive magical items, a moderate stash of gold, and a heap of baubles and nearly insignificant magical items.
36 An undead, but coherrent, merchant runs a small item shop in the depths of the dungeon. The shopkeep is a little mad, but seems content to run a shop with average or slightly below average prices on basic goods (maybe a few rarities at DM's discretion.) The Merchant seems disinterested in the world beyond the room their shop is located in, and if pressed seems to think they're getting new supplies in once a week. Will react accordingly if the PCs attempt to cheat or steal from them.
37 An archway has been heavily barricaded and the area around it has sign postings in the language of the dungeon's inhabitants with stern warning to stay away. Skittering can be heard from within. Inside is a wing of the dungeon containing a burrow having broken through the wall and an infestation of subterranean creatures of the DM's choice. (Possibly of a high CR to make this optional wing and its loot a real challenge to the PCs)
38 A patch of wall indiscernible from the rest of the dungeon except for the incredibly soft quality of the stone. A small alcove containing a slightly inhuman skeleton is on the other side.
39 A room that has no gravity.
40 A crack in the floor that constantly streams out a thin wisp of smoke. It smells of honey.
41 A docile monster that is permanently invisible.
42 A room with a large central pool in which an elemental lives, protecting a powerful artifact.
43 The ghost of an adventurer that became lost in the dungeon years ago.
44 Foolish forebears- Ghosts of an adventuring party that died there long ago. They re-enact the the moments leading up to their deaths with no notice of the players. They can help lead them through the dungeon, and even offer information the players don't know. Eventually though they will lead the party into a trap or deadly encounter
45 Nuka skeletons- A room with the charred skeletons of dead adventurers. The walls are burnt black with the only thing juxtaposing it being the perfect white silhouettes of their final moments. When the player's backs are turned the silhouettes move, and begin attacking the players. The skeletons get up, and their burnt black bones come alive with fiery cracks not dissimilar to embers left in the bottom of a bonfire.
46 Murder mystery spectacular-A doorway that leads into a well set dining room has an instant kill trap thst extracts people's souls from their bodies. They now have to act as ghosts in a murder mystery dinner party, and can get back in their bodies once they have helped solve the mystery. They are unable to communicate with anyone directly, but they can "haunt" things to send messages.
47 Arachnid ally-A spider living in an old shoe offers information to adventurers for a modest fee. She can offer shortcuts, intel, and hidden passages
48 Pilfering party-Another adventuring party has been stealthily following the party, and plan to jump them in the treasure room.
49 No blinking!- As soon as the players step into this room the door locks behind them. The room is mostly normal with the exception that one wall has the words "no blinking!" Written out in huge letters. If the players blink they see where the key is hidden, but only for a split second.
50 A room filled with artifacts such as gems, ancient pots, weapons. Some are on pedestals but most are scattered on the floor as if someone has ransacked it but left everything inside. A small, golden statue of a dragon lies smashed by an empty pedestal, and at the end is a locked door with no keyhole. A large mirror leans against the wall on the left of the path. Reflected in it is the room, but with everything carefully arranged and the dragon statue unbroken on the pedestal. If the players attempt to steal anything, the pathway they came through liquidates and melts, across, trapping anyone inside the room and crushing anyone in the hall, until it is placed back where it was found. If the room is arranged like in the mirror, including mending the dragon statue, the door at the end slides open.
51 A hole in the wall, about the height of human shoulders. There is something shiny on the deep end of the hole, however to reach that, you would have to reach inside, and it's deep enough to swallow your arm up he shoulder. If you reach inside, something bites you, causing 1d4 piercing damage. If you reach inside again, nothing bites you and you are free to take the shiny thing. It's a single goldpiece.
52 An old gnome is sat on a barrel smoking a pipe in a corridor of the dungeon, where the path splits into two. He gives the players a pleasant smile, and starts chatting about the draught. If they ask about how he came to be there at gives a vague answer about knocking the area well and directs them down left corridor, promising it's worth their while. If they do they find a backpack filled with old treasure worth 30gp and the skeleton of a gnome lying beside it. If they go back, the old gnome is gone without a trace.
53 A large disk floats rotating, a few inches from the circular walls of the room. Through the cracks you can see a deep chasm. At even spaces around the walls there are open and empty tombs, each with a seal floating above it. If the players all venture into the disk it will activate and spin violently, using its centrifugal force to push the players into the tombs or the entrance or exit.
54 The ghost of the now crumbling manor is not pleased that some adventures are taking his stuff, but instead of attacking, he tries to find some middle ground with the group so he can be left in peace.
55 In front of the party is a large stone door, possibly of gnomish construction that is covered in thin grooves that seem to make out a labyrinthine maze. In the middle is large ruby red gem that, when touched, shrinks the party and puts them somewhere random inside of it. In order to re-enlarge themselves and exit the labyrinth (thus opening the door) they must find their way back to the gem that now looms menacingly overhead while dodging mechanical spiders and tiny traps.
56 A tiny telepathic spider offers to show them to a secret shortcut to the end of the dungeon. When followed a phase spider ambushes the party and thanks its child for bringing home dinner
57 A room with magical darkness cast upon it hides important clues, but the only thing that can dispel the darkness is a living chandelier over the player's heads. The only problem is that the chandelier can feel pain and doesn't want to be lit on fire. The party can try to convince the chandelier to let them light it or light it forcefully. If the latter then it screams bloody murder attracting any nearby enemies.
58 In a completely filled treasure room a single sentient gold coin waits to liberate it's brothers and sisters. As soon as the player's backs are turned the gold coin begins animating 2d20 gold pieces a turn and they all make a break for it.
59 In a large empty circular room in the middle of a tower is a flower surrounded by a ring of fur. If the flower is pulled the room shifts downward a few feet if the fur is ripped out it goes up a few feet. As soon as one is taken. It regrows as fast as it was pulled until it reaches the top or bottom level.
60 At a junction of hallways, the players notice one hallway has a slight breeze accompanied by a slow, rhythmic wheezing. The air is slightly warm and has an acrid smell. If they seek out the source, it leads to an abandoned forge with an enormous billows. An enchantment keeps the forge warm, like a magical pilot light. The late forgemaster's bones sit hunched at a workbench with various mechanical drawings. There are various trinkets around the room, some magical, some mundane. If the players take any of the items, they are attacked by a previously dormant construct that was sitting under a cloth in the corner of the room.
61 The players begin to smell a faint scent of baking bread. Is it delirium, or does someone live down here? Bonus! The smell of baking bread is soon joined by the smell of roasting meat. If the players seek out the source of the smell, they find a crack in the wall that leads to an ancient banquet hall, inexplicably laid out with a feast.
62 The party finds a door, barred and barricaded. If cleared, the door appears to have been hastily welded shut by pouring molten metal around the edges, and requires a strength check to open. (or some industrious chiseling) When opened, the doorway opens into a void, scattered with stars. The party may step through, and they walk on an invisible surface even with the floor of the dungeon. Who knows what could be found in this strange realm?
63 A room lined with standing alcoves. The alcoves are inhabited by a body encased in (magical) crystal. A knowledge history check can date the bodies to various eras of history. Near a collection of empty alcoves is a body bearing an item of only recent styling, invention, or popularity.
64 A barren room with a standing mirror at one end. The mirror is cracked, it appears someone took an axe or sword to it some time ago, but the magical runes around it's edge still flicker faintly with power.
65 A room that appears to be a shrine of some kind. It contains a 10 ft wide, 3 ft deep circular pool in it's center. In the pool, there is a duck. The duck resists all attempts to discern it's nature, for all intents and purposes, it appears as an ordinary duck. The duck is docile and is content to do regular duck things. If, at any point, a member of the party says "I wish..." within 5 feet of the duck, it quacks, grants the wish, and disappears in a suitably appropriate and silly display.
66 The dungeon is very cramped, smaller than usual hallways, doors just tall enough to fit through, etc. At the bottom of the dungeon is a large, cavernous chamber containing an enormous monster. Upon inspection, the chamber appears to be a sort of colosseum. The monster may be dead, undead, or alive, and may be immediately aggressive, or just want a friend. It has no understanding of how it got there.
67 You come across an adventureadventurer party that has been magically bounded to a room so they can’t leave the area.
68 There seems to be a weird hole in the wall that is pitch black. It doesn’t seem to have good magic or evil magic, in matter of fact, there is no magic coming from it. If an object is thrown into it, it shoots straight back dealing 1 damage. If a PC tries to get close, it automatically seals and reopens when no one is within 5 feet.
69 When you enter the dungeon, after clearing the first few rooms of traps, you realize that the homeless had already cleared out the area and is now using it as a place to live and sleep in, they say it’s better than sleeping in the streets.
70 The room is raining?
71 You come across a nice looking devil statue in the middle of a room, after a DC 20 (Investigation) check, it turns out there is a button in its mouth, when pressed, the mouth closes shut dealing 2d4 piercing damage and you can see blood dissolving as it leaves your skin. After 10 seconds it reopens and the statue turns into an imp, this imp now serves under the PC that put their hand in the mouth.
72 A reverse pit trap; a reverse gravity rune with the pit above instead of below.
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
List Contributors: u/dndspeak, u/WeirdEidolon, u/Orphillius, u/ceilius, u/felagund, u/Maganus, u/Morgarath-Deathcript, u/Bigmax111, u/b44l, u/kandoras, u/kandoras, u/Minopug, u/shushtring, u/Touristupdatenola, u/Graymaven, u/Paranatural, u/Flutterwander, u/eekbarbadurkle00, u/ThatRandomWizard, u/unity57643, u/RetepWorm, u/Anysnackwilldo, u/KeenanAXQuinn, u/forgoten_mad_man, u/unity57643, u/FullplateHero, u/SoullessFace
submitted by dndspeak to d100 [link] [comments]

golden star no deposit bonus codes video

Get $50 FREE CHIPS★★50 FREE SPINS★★NO DEPOSIT CASINO bonus ... 6 free slots no deposit win real money NEW ROBLOX STAR CODES RELEASED! - YouTube ALL FREE ITEMS ON ROBLOX (STILL WORKING DECEMBER 2019 ... All Working Promo Codes In Roblox 2020 - YouTube ALL ROBLOX PROMO CODES! (2014 - 2019) - YouTube *NEW* 2020 VEHICLE TYCOON CODES!!! ROBLOX ... - YouTube FREE Coins Game Money , Clothing + Horse Tack Freebies ... Thomas Kraemer - YouTube

This is one of the most exciting parts that you need to know about Golden Star Casino. Once you make your first deposit here, you become eligible to avail this bonus. After making the first deposit, you get 100% up to 300 Euros or 50 MBTC with 100 Golden Star Casino free spins. You need to use the Golden Star Casino bonus code GS100 to get this Golden star no deposit bonus Höchster Bonus [Februar '21] Eine Freigabecode regelt indem Golden star no deposit bonus die liquiden. etliche Online Mensa Vergleichsseiten sehen sich die virtuellen Spielbanken schier nicht exakt an und empfehlen unter Umständen Seiten, die eigentlich nicht empfohlen werden sollten, da sie nicht den Sicherheitsstandards vorhanden sein, die ein gutes Internet GoldenStarCasino.com Golden Star Casino No Deposit Bonus Codes! Established in 2012, Golden Star Casino is an online casino which is making waves around the globe. This online casino from the guys over at Direx N.V. is another excellent proof that they are one of the most experienced folks in the industry. Bonus type: Free Spins Wagering: 40x(D+B) Expires on: 2021-02-07. Minimum deposit requirements: €20. More bonuses for Golden Star Casino. Amount: 60 Free Spins Golden Star Casino Alle Codes & No exclusive 100 Free spins zu No deposit bonus Free Spins for 2021! Casino review and grab match up to $100 spins in the Lucky Spins No Deposit, EXCLUSIVE Get up to $/€ mBTC + 50 Free Spins. The best no deposit bonus codes and free spin bonus codes for new players in 2021. Get Golden Star Casino bonus code! Read our Golden Star online casino review and get all the information needed to claim Welcome Bonus! There are some fantastic slots here, and because they come from so many different sources, players are likely to find a few familiar ones, along with slots that are new to them. Of course, slots are not the only things you will find at Golden Star Casino, and Regularly updated list of no deposit bonus offers for online casinos in 2021. Get new exclusive casino promo codes and free spins bonuses. Trusted Golden Star Casino: 20 Extra Spins bonus review, including details, player's comments, and top bonus codes. At the moment, Golden Star Casino does not have a Free Spins No deposit bonus. However, time and again lucrative no deposit bonuses are extended to all the new and existing customers. In order to never miss a chance then keep a close tab on the promotions lobby of this online casino.

golden star no deposit bonus codes top

[index] [510] [3727] [2804] [7538] [6649] [10] [3609] [3264] [5176] [1534]

Get $50 FREE CHIPS★★50 FREE SPINS★★NO DEPOSIT CASINO bonus ...

In today's #starstable video, I tell you about three limited time #starstablecodes available to be redeemed now for three free items! The code is SUPERHEROSE... SUBSCRIBE HERE! http://bit.ly/Modern_ChrisSub🔔 Be sure to hit the bell to turn on notifications!⚠️DON'T CLICK THIS http://bit.ly/28JSifA👍Be sure to h... (UPDATE: TARGETOWLPAL2019 is being removed, tested and it didn't work this morning as it did when I recorded) All FREE Items that you can get right now on R... ALL ROBLOX PROMO CODES! (2014 - 2019)These are all ROBLOX Promocodes which ever existed! (2014-2019)To redeem any promocodes, go to roblox.com/promocodesROBL... Free Codes from the awesome Star Stable LIVE event from today for free tack, clothing, and star coins! Make sure you redeem the codes today as they are only ... No Deposit POker Bonus related VIdeos. Find Free POker Bankrolls and claim up to $1000 in Free Poker Money without investing a single cent. PLay Free POker -... Come and watch AceKar play some vehicle tycoon in Roblox and showing off the new 2020 codes for the new year. ★FREE $1000★★no deposit bonus codes 2018★★★ - Duration: ... How to Sign Up at Golden Nugget Online Casino NJ FREE No Deposit Bonus Real Money Gaming - Duration: 1:33. All Working Promo Codes In Roblox 2020 - All Working Roblox Promo Codes 2020 Join The #BearSquad and comment "GRRR" to spread positivity! https://www.roblox.... No Deposit Casino Bonus Codes Review - Bonus categories and casino bonuses - Subscription / Login Bonus and Free Games - Bonus without deposit http://www.tak...

golden star no deposit bonus codes

Copyright © 2024 m.playrealmoneytopgame.xyz