Demonmoose's Iron Gods AP Green (Inactive)

Game Master GM Demonmoose

Set in Numeria using the Iron Gods AP campaign.

Jevik's Farm

Under Well

Choking Tower 1


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There is a metal wall at the end of this cavern. It looks quite formidable. About five feet above the wall is a closed circular door. It looks like it has been rusted shut.


Summoner 7| HP: 56/56| AC: 14; T: 10; FF: 15; CMD 15 | Fort: +6; Ref: +2; Will: +5 | Perception: +0 Iophiel's Perception: +17 | Init +0 Summoning 8/8 day | CLW wand charges: 3
Spells:
Level 1 5/6day Level 2 4/4dayLevel 3 1/2day
Iophiel:
Iophiel: Init +2 hp 48/50 AC24(28 now) F+7R+4W+5 Evasion! Resistances: Fire 10 Speed 30 ft. Fly 30 ft. Melee: +13/8 Greatsword 2d6+17 or 2 claws +12 (1d4+6)

Valt goes into the chamber, and examines the door zone, in search of any inscription. When finishes, he says:

Hallit: Well, what is done, it is done. Lets see if the "color changers" are good to their words. Anyway, I advise to be cautious.


Male Human (Taldan) Empiricist Investigator 1

"If Khonnir came this way, it wouldn't be rusted shut. He must be in a different direction. We should move on."


You return to the cave of the skulks. It has only been a few minutes since you left.

The gray people are on the defensive as soon as they hear your movements. Their short swords are out and they watch you carefully. You can make out all of the skulks from before, though you can not be sure if there are any camouflaged among your surroundings.

The leader, Sef, strides out of her chambers and greets you. She seems less cold, but is still on her guard.

”You are so quick to return. Did they flee from you, or you from them?”


Male Half-orc Oracle (Dark Tapestry) 2

Aurusk looks around, startled. Ah . . . erm . . . We were able to kill three of the little ones, plus what seemed to be their leader. But two were able to flee.


human arcane duelist bard 7 HP 44/44, init +4 AC 20, Touch 14, Flat footed 17, CMB +6, CMD 19, Fort +3, Ref +8, Will+6, Perception +10, Spellcraft + 8, performance +14/intimidate +17
active effects:
bards song 12/16, prestidigitation

Alexis throws the body of the gremlin leader on the ground in front of them. proof? Here you go.


Sef frowns.

"I did not expect you back so soon. But a deal is a deal."

She throws a pouch on to the ground by Alexis. It jingles as it strikes the cavern floor.

Inside the bag:
you find 49 silverdisks and five cards made of a flexible, smooth material. The cards have a brown stripe and strange alien writing on them.

Androffan on the cards:

"Welcome to the Starship Divinity. These cards allow you access to any doorways labeled with a brown stripe. Please refrain from entering black or white doors as these are for Divinity Staff only."

The gray woman crosses her arms. "Now, begone from this place."


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Female Suli Fighter 6/ Slayer 1 | Hp 36/72 | AC 18 F16 T12 | Fort +10 Ref +8 Will +6(+2 vs fear) | Init +2 | Per +6

As they leave the room with the rusty iron door Nyssa mutters. "Some oil and heat might get that door to free up. And a good big prybar.
Nyssa doesn't have any oil with her, so she leaves the room along with the others.

Nyssa doesn't really consider the job done; there are two gremlins left, after all, but she doesn't argue with Sef about it.

"The Southwest passage then?" Nyssa directs this question at the others in the group.


You have at least three options. One is the southwest passage, another is the strange metal wall to your east, and third you can always return to Torch to rest, recover and Level Up. As soon as you rest at an inn or make camp, you may advance to Level 2.


Male Half-orc Oracle (Dark Tapestry) 2

I vote we try the metal doors, or return to Torch. How long have we been here?


Male Human

We're still pretty high on resources, I'd like to keep going.

"I still have some questions. Why didn't anyone mention you guys, multiple parties have traveled through here in the last few days, I'd think they would have noticed you people."


One and a half votes for town. One and a half vote for continuing on. Split the party?

Another skulk answers. Sef is long gone into her chambers.

"We saw many people come into our caves, but none of them came out, except for one. They seemed too strong for us to deal with. However, they have also returned, gone through the metal door and not been back since. Perhaps those ghosts murdered them."

The skulk grins.


Summoner 7| HP: 56/56| AC: 14; T: 10; FF: 15; CMD 15 | Fort: +6; Ref: +2; Will: +5 | Perception: +0 Iophiel's Perception: +17 | Init +0 Summoning 8/8 day | CLW wand charges: 3
Spells:
Level 1 5/6day Level 2 4/4dayLevel 3 1/2day
Iophiel:
Iophiel: Init +2 hp 48/50 AC24(28 now) F+7R+4W+5 Evasion! Resistances: Fire 10 Speed 30 ft. Fly 30 ft. Melee: +13/8 Greatsword 2d6+17 or 2 claws +12 (1d4+6)

nope, we will go together

Hallit: Uh? Did they daid ghosts? Lets try to find what more they know about that. After all, knowlege is power.


The skulk means one group came in, went to Torch, came back to the caves, and didn't leave.


Female Suli Fighter 6/ Slayer 1 | Hp 36/72 | AC 18 F16 T12 | Fort +10 Ref +8 Will +6(+2 vs fear) | Init +2 | Per +6

Leveling up would solve the communication problem. So I vote that we do so now. Powering up as always advantageous as well, for obvious reasons. Mainly the communication thing, though. That's a problem.

"What happened to the one that came back out?" Nyssa asks the talkative skulk.


"They went through the metal door. We do not go there," the skulk points to the circular door.

"There are ghosts with four arms that attack those that enter. How do you fight a ghost?"


Male Human

"What do you mean 'ghosts'? ACTUAL ghosts, incorporeal and all that? Our friend did not seem to have problems with them, seeing as he returned to town once."


"So they send six of your kind to search for him. Your friend and his group stopped at this wall before leaving. Now they are gone and will never return."

The skulk grins and looks like he is about to laugh. He rubs his chin, instead. "You think we are fools to see if the ghosts are real?"


Female Suli Fighter 6/ Slayer 1 | Hp 36/72 | AC 18 F16 T12 | Fort +10 Ref +8 Will +6(+2 vs fear) | Init +2 | Per +6

"No we don't think you are fools. We would leave them alone too, except that we need to pass through the metal door and find our friend."


human arcane duelist bard 7 HP 44/44, init +4 AC 20, Touch 14, Flat footed 17, CMB +6, CMD 19, Fort +3, Ref +8, Will+6, Perception +10, Spellcraft + 8, performance +14/intimidate +17
active effects:
bards song 12/16, prestidigitation

We should return to torch, and consider what we have found. plus we can get more gear to assist out=r efforts

I vote to level up


Will move you to the SW cave, then you may return to town if you wish.

From the skulks' cave you move to the Southwestern cave and notice that it is noticeably colder in this area. Much colder.

You see a ledge that raises you back to the other passageway. A body shaped thing covered in lines of white rime is slumped at the Western wall, and a large patch of brown "dirt" sits in the center of the room. The cave itself seems to be of a near freezing temperature.


human arcane duelist bard 7 HP 44/44, init +4 AC 20, Touch 14, Flat footed 17, CMB +6, CMD 19, Fort +3, Ref +8, Will+6, Perception +10, Spellcraft + 8, performance +14/intimidate +17
active effects:
bards song 12/16, prestidigitation

perception: 1d20 + 4 ⇒ (11) + 4 = 15

Alexis checks the room for danger

wow, a bit chilly


Summoner 7| HP: 56/56| AC: 14; T: 10; FF: 15; CMD 15 | Fort: +6; Ref: +2; Will: +5 | Perception: +0 Iophiel's Perception: +17 | Init +0 Summoning 8/8 day | CLW wand charges: 3
Spells:
Level 1 5/6day Level 2 4/4dayLevel 3 1/2day
Iophiel:
Iophiel: Init +2 hp 48/50 AC24(28 now) F+7R+4W+5 Evasion! Resistances: Fire 10 Speed 30 ft. Fly 30 ft. Melee: +13/8 Greatsword 2d6+17 or 2 claws +12 (1d4+6)

Valt notices the high contrast in the temperature of that cave, and wonders what can produce it.

Valt indicates his partners to wait a moment before enter, and starts waving his hands and muttering some words.

ක්‍රිස්තියානීන් වීම අපි සලකන්නේ ගෞරවයක් විදිහටයි:
Detect Magic

Then, from the door, Valt examines the room with attention.


Valt does not detect any magic in the room. Whatever is causing the cold is likely natural.

This brownish dust covers a good portion of the ground, but one can move around it to reach the body. The rime lines seem to be radiating out from the brown dust as well, though you do not see any mist coming from it.

To speed up play a little bit...

Dungeoneering 12 or Survival 15 ; What is that brown stuff? :
The 5 diameter brown patch on the ground is brown mold. It saps the heat from around it. Creatures within five feet of it are inflicted with cold. A cold spell can destroy the brown mold.

close to the body and Perception 12; Quick examination of the body :
The body has rust colored filaments and strange ribbons on his throat, spine and chest.

close to the body and Local 12 :
Past the strange fungus growing on his body, you can make out who it is. The body belongs to Gerrol Sonder, a popular rogue that was part of Khonnir's expedition. He often frequented the Foundry Tavern and was very interested in thieving gadgets. He was usually quiet and kept to himself, except when he was drunk. Gerrol proposed to Emilia Otterbie for marriage, a wealthy weaponsmith's daughter, but left on this expedition before the ceremony could be arranged.

close to the body and Dungeoneering 16, after someone does Perception 12; What are those things on the body? :
The body has rust colored filaments and strange ribbons on his throat, spine and chest. This is russet mold infestation. After 24 hours in normal temperature, a vegetable/fungus creature called a vegepygmy bursts out of the body. Russet Mold Infestation can be cured with alcohol, acid, continual flame, and remove disease. This particular infestation is not contagious.

close to the body and Heal 10 :
He has short bladed stab wounds, likely made by a dagger or short sword. However, none of the wounds seemed fatal. The intense cold of this cavern made him unconscious. After freezing, he became dehydrated and starved to death.

close to the body and Loot corpse? :
He has a masterwork chain shirt, masterwork thieves' tools, masterwork hand crossbow and 5 bolts, empty vials with bits of liquid left and 75 gp.


Summoner 7| HP: 56/56| AC: 14; T: 10; FF: 15; CMD 15 | Fort: +6; Ref: +2; Will: +5 | Perception: +0 Iophiel's Perception: +17 | Init +0 Summoning 8/8 day | CLW wand charges: 3
Spells:
Level 1 5/6day Level 2 4/4dayLevel 3 1/2day
Iophiel:
Iophiel: Init +2 hp 48/50 AC24(28 now) F+7R+4W+5 Evasion! Resistances: Fire 10 Speed 30 ft. Fly 30 ft. Melee: +13/8 Greatsword 2d6+17 or 2 claws +12 (1d4+6)

Hallit: I don't sense any magic source, but this looks somehow weird. I recomend not entering into the room, but in case you want to examine the corpse, Iophiel can do that service, whitout risking harm for ourselves.
Says Valt, looking to the "bearded leader", hoping the man will get the idea that can be dangerous to rush ahead.


Female Suli Fighter 6/ Slayer 1 | Hp 36/72 | AC 18 F16 T12 | Fort +10 Ref +8 Will +6(+2 vs fear) | Init +2 | Per +6

Nyssa listens to Valt. She had been studying Hallit and now that the language is being used around her with frequency, she thinks she is getting the meaning of what he is saying. She doesn't feel confidant enough to try speaking it just yet, though.


human arcane duelist bard 7 HP 44/44, init +4 AC 20, Touch 14, Flat footed 17, CMB +6, CMD 19, Fort +3, Ref +8, Will+6, Perception +10, Spellcraft + 8, performance +14/intimidate +17
active effects:
bards song 12/16, prestidigitation

know dungeoneering: 1d20 + 2 ⇒ (2) + 2 = 4

Alexis notes nothing.


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Male Half-orc Oracle (Dark Tapestry) 2

Survival: 1d20 - 1 ⇒ (19) - 1 = 18
Perception: 1d20 - 1 ⇒ (12) - 1 = 11
Heal: 1d20 + 3 ⇒ (15) + 3 = 18

Only 5' diameter, right? I can stay along the wall and get to the body without coming closer than 5' right? If not, then cancel inspecting the body.

Aurusk steps forward a little, examining the scene. He begins speaking absently, unaware of what the others are saying, Hmm. . . . Brown mold. . . . It must pull the heat from . . . Then a cold spell might destroy it. He moves around the side of the cave, staying well out of the way of the mold. He comes to the body and inspects it. I see. Stabbed here, here and here, but then frozen and starved. He shakes his head sadly, Well I guess we should take this, he removes the useful items from the corpse, being careful not to handle the metal directly, and backs out of the cave the same way he came in.


If there is nothing else you want to do at the moment...

You head back to Torch and find the journey back is much easier than heading to the underground cave. Though the water breathing spell is no longer on you, you manage to resurface in the Weeping Pond, shaking off the sickness that contaminates the water.

Awaiting you at the shore is a man with a chiseled face and long hair tied back. He wears a sword at his hip and a cloak that covers an assortment of pockets and pouches. He is holding a rolled parchment in his hand and several envelopes with seals.

from Torch:
The man in front of you is Sanvil Trett, a wandering merchant that deals with technological artifacts. He is quite knowledgeable and friendly, though rumors say that most of his trafficking is connected to the black market.

He beams at you with a wide smile. "Well, there was a very flustered young man sent to deliver you this invitation, but I had business with you as well, so I took it off his hands. He was very grateful, embarrassed and a handful of emotions. Anyway, here you go."

He hands each of you an envelope and to Nyssa he also gives the parchment.

"The name is Sanvil Trett, merchant of strange goods. These invitations are not from me, as I do not own any property in Torch. My business is of another sort. I was wondering if you had found anything of interest beneath the caves of Black Hill. Information or gadgets. I can make it worth your while."

He flashes open his cloak and reveals several stacks of silver disks. At the same time, Sanvil rubs one of the bulging pouches at his belt.


Invitation:

"You are invited to attend Garmen Ulreth's Silverdisk Hall this evening for a night of entertainment, drinking, gambling and lodging. This official invitation is to Aurusk, Alexis, Gavin, Kraig, Valt and Nyssa. Included are vouchers for 100 gp to be used at the establishment."

Sealed Envelope:

"The bearer of this voucher is entitled 100 gp worth in chips to use at the Silverdisk Hall for any games of skill and chance that he or she chooses. This voucher is redeemable tonight."

Local 10; Who is Garmen Ulreth?:
He is an influential person in Torch despite not being on the council or being a merchant or smith. He owns the Silverdisk Hall, a tavern and gambling establishment.

Local 20; Who is Garmen Ulreth really?:
Garmen is also connected to the thieves' guild the Ropefists. He may even be the leader. Most of his influence comes from the fact that many people owe him money.


Male Human

Kraig don't trust that guy. He's got antennae. He's a robot. Or a bug. Or a robot bug. Mark my words.

Never one to trust advanced technology, Kraig crosses his arms over his chest and does not volunteer information on the disks he carries. He doesn't know how they work, and he certainly doesn't know this stranger, but he knows they can't be used for evil as long as he posses them. "Riiight. Thanks for the delivery, but we didn't expect to be ambushed straight out of this poisoned lake. I think my companions and I need some time to compile our official report before we open up a shop here."


Sanvil smiles at Kraig.

"It was not an ambush, friend. I simply wanted to catch a glimpse of Torch's new adventurers. The others weren't much to look at, even Khonnir's group, but you look formidable, to say the least.

He wipes stray strands of long hair from his face.

"Ah yes, I also forgot. I can also identify any technological things you may find, as I am quite knowledgeable. Second only to Khonnir, if I do say so myself."


Female Suli Fighter 6/ Slayer 1 | Hp 36/72 | AC 18 F16 T12 | Fort +10 Ref +8 Will +6(+2 vs fear) | Init +2 | Per +6

Knowledge, local: 1d20 + 1 ⇒ (6) + 1 = 7

Nyssa has no idea who the man is, but he seems like a pleasant enough fellow. It quickly becomes apparent to the suli that he is some kind of merchant.
"Good to make your acquaintance, Sanvell Trett."

Nyssa reads the invitation aloud, then adds Sounds like a fine time. I didn't pack my clothes for a gala, though...


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Summoner 7| HP: 56/56| AC: 14; T: 10; FF: 15; CMD 15 | Fort: +6; Ref: +2; Will: +5 | Perception: +0 Iophiel's Perception: +17 | Init +0 Summoning 8/8 day | CLW wand charges: 3
Spells:
Level 1 5/6day Level 2 4/4dayLevel 3 1/2day
Iophiel:
Iophiel: Init +2 hp 48/50 AC24(28 now) F+7R+4W+5 Evasion! Resistances: Fire 10 Speed 30 ft. Fly 30 ft. Melee: +13/8 Greatsword 2d6+17 or 2 claws +12 (1d4+6)

When Valt emerges from the foul waters, gets alarmed to find someone waiting for them. Afer hearing him, he calms, as it looks not others are with him to make an ambush.

Knowledge: Local : 1d20 + 2 ⇒ (15) + 2 = 17
Sense motive: 1d20 ⇒ 2

Why is he so much interested on meeting with us? More in a place like this... well, if he is that much interested, we will be able to barter good deals

Hallit: We did not find anything worth to note, except dangerous cave inhabitants and the corpses of some members of the previous expeditions.

Valt takes a look to the invitation, and then opens his envelope.

a paid gambling night? What he is going to ask us?

Hallit: What do you think about the invitation? We must go? Asks Valt to his partners.


Male Half-orc Oracle (Dark Tapestry) 2

Untrained Knowledge (Local): 1d20 + 2 ⇒ (11) + 2 = 13

Aurusk looks over his invitation. Sure, let's go. He then looks up at Sanvil, We have not yet decided what we'd like to keep of it. Give us a little time to decide that and we can do business with you. Aurusk smiles a broad smile, almost childlike.


"That is unfortunate. Perhaps when you go deeper you will find something of interest. Find me then."

Sanvil returns the smile to Aurusk.

"I look favorably to your decision. Oh, yes, if I were you, I would be very careful when you are around Garmen Ulreth. He is... not what he appears to be."

With a deep bow, placing his hand to his stomach, the merchant, Sanvil Trett, walks away.


human arcane duelist bard 7 HP 44/44, init +4 AC 20, Touch 14, Flat footed 17, CMB +6, CMD 19, Fort +3, Ref +8, Will+6, Perception +10, Spellcraft + 8, performance +14/intimidate +17
active effects:
bards song 12/16, prestidigitation

A party sounds like fun. Let's go. Then we continue the search tomorrow Alexis stretches, then wrings her hair.

after a bath. That water was horrible

Question demonmoose. Do we level before tonight?


I wrote like a page... but it didn't save... so I'll just be lazy.

After everyone gets ready, you all meet in front of Silverdisk Hall.

It looks like any other tavern, an assemblage of wood and metal. At the front is a sign of a silverdisk with blue circuitry surrounded by a red circle.

The door opens and a garrulous man with a beard and sparkling eyes appears to greet you.

"Ah, welcome. You must be the adventurers. I am Garmen , the owner of this establishment. Please, come in."


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Female Suli Fighter 6/ Slayer 1 | Hp 36/72 | AC 18 F16 T12 | Fort +10 Ref +8 Will +6(+2 vs fear) | Init +2 | Per +6

Nyssa agrees with Alexis. A bath is much needed. Fresh clothing would be great too. As she cleans up, Nyssa daydreams about combining formal dress and armor. There is no reason not to look fabulous and be armored at the same time. especially if mithral was to be had as a material.

Unfortunately, Nyssa only has her traveling clothes, so these go on, slightly damp still. She goes along to the Silverdisk Hall with the others when it is time. After thinking it over, Nyssa decides: Better safe than sorry. She wears her armor and brings along her full complement of weapons.

"Garmen." Nyssa nods her head in greeting. "I'm Nyssa.' The young Suli woman smiles. "If you don't mind my asking: Why would a tavern keeper hand out vouchers for such large amounts. Surely your business does fine without the need to bribe people into visiting?"

Diplomacy: 1d20 + 3 ⇒ (19) + 3 = 22


human arcane duelist bard 7 HP 44/44, init +4 AC 20, Touch 14, Flat footed 17, CMB +6, CMD 19, Fort +3, Ref +8, Will+6, Perception +10, Spellcraft + 8, performance +14/intimidate +17
active effects:
bards song 12/16, prestidigitation

indeed, not that this isn't a fun looking place

diplomacy aid: 1d20 + 8 ⇒ (10) + 8 = 18 for plus 2 to above result


Garmen laughs.

"A bribe is such a harsh word, Miss Veshane. I simply wanted to meet the future heroes that will save Torch and reward you for your services to the town."

He leads you inside the Hall.

Dozens of people are inside the gambling establishment, making all sorts of noise at different tables. You can see card games, games involving dice and coins and silverdisks. Brown polished wood and red felt tables and darker crimson walls surround you. On the ceiling is painted a large silverdisk with light blue circuits.

The main attraction, however, seems to be a strange machine the size of a cart with lights and layers of colored fabric arranged in a circular formation. You see townsfolk and adventurers from out of town place colored disks onto the fabric, and the circular lights flash in random patterns until eventually stopping on one.

A thick man in a purple nobleman’s clothing jumps for joy. The lights landed on his purple fabric.

”That is our very own invention. I had some smiths make it using salvage from Numeria. I call it a ‘Light Disk.’ Anyway, I hope you have fun. I have other business to take care of, so I cannot stay with you, and watch your adventurer’s luck. Being an influential member of Torch has its difficulties.”

Gareth holds his stomach and makes a small bow. Then he disappears down a hallway near the back of the building.

A few seconds later, a fairly unremarkable young man dressed in crimson clothes takes your certificates and exchanges them with 10 colored silverdisks each (Orange-Nyssa, Blue-Alexis, Yellow-Kraig, Green- Gavin, White-Valt and Purple-Aurusk).

”If you’d like more chips, they are worth 10 gold each.” The young man moves to the side.

Roll a d20. This is your gambling roll. There are no modifiers.


Male Half-orc Oracle (Dark Tapestry) 2

Aurusk stares at the sights of the hall add he wanders with Gareth. It is definitely grand, he says to no one in particular. Once given his chips, he tried his luck.

1d20 ⇒ 20
Woohoo!!


Summoner 7| HP: 56/56| AC: 14; T: 10; FF: 15; CMD 15 | Fort: +6; Ref: +2; Will: +5 | Perception: +0 Iophiel's Perception: +17 | Init +0 Summoning 8/8 day | CLW wand charges: 3
Spells:
Level 1 5/6day Level 2 4/4dayLevel 3 1/2day
Iophiel:
Iophiel: Init +2 hp 48/50 AC24(28 now) F+7R+4W+5 Evasion! Resistances: Fire 10 Speed 30 ft. Fly 30 ft. Melee: +13/8 Greatsword 2d6+17 or 2 claws +12 (1d4+6)

Valt observes some of the games, and after some time, he decides to spend his chips.

gambling: 1d20 ⇒ 16


Male Human

Luck: 1d20 ⇒ 1

Kraig does not feel particularly lucky on this day. Nothing good could come of all this technology in one place. He tries the light machine thing anyways and puts half his chips down. Yellow's alright, green would be better.


human arcane duelist bard 7 HP 44/44, init +4 AC 20, Touch 14, Flat footed 17, CMB +6, CMD 19, Fort +3, Ref +8, Will+6, Perception +10, Spellcraft + 8, performance +14/intimidate +17
active effects:
bards song 12/16, prestidigitation

baby needs a new horse: 1d20 ⇒ 16


You split up in the gambling house, searching for some game to spend your silverdisks.

Over the course of an hour, Aurusk places a single silverdisk on the Light Disk machine, and repeatedly wins a handful of silverdisks. Each time he closes his eyes and sees the circle of colored fabric over a starry sky and notices that one of the stars shines brighter than the others.

He manages to win a total of 50 silverdisks. A rough hand grabs his upper arm. It belongs to a very large man dressed in the outfit of the Silverdisk Hall staff.

"Maybe you should leave some of the luck to the other customers." He says it not like a suggestion but a warning. "Maybe go drink something at the tavern, half orc? The man smiles at you. It doesn't look like a friendly one.

He releases your arm but you feel the impression linger.


Valt finds a dice game near the side of the Hall. He makes very small wagers and manages to roll significantly higher dice than the other three men and women playing. Every once in a while Valt sees them looking at each other but not saying anything. They also stare, almost expectantly, at Valt's wager.

"Not planning on wagering any higher, huh?" A woman says in Common.

Valt doesn't understand what she says. He thinks they are angry at him for winning so much. He says in Common, "I go now. Am hungry."

The summoner manages to win 20 silverdisks.


Kraig places half his chips on the Green fabric, his favorite color. An operator pulls the lever and the lights on the Light Disk machine randomly flicker. About 20 flashes and they stop on Green.

His heart beats rapidly, seconds pass. The lights flicker one more time and finish on Red. Kraig looks over and sees that Aurusk has won a few silverdisks.

Kraig grumbles. "Machines, you can't trust them."

He moves away from the Light Disk and finds a card game. It is a very simple one, with people being dealt a single card and betting whether it is higher than the others. Everyone folds their cards, except for a fat halfling. Kraig looks at his card, a Queen, and keeps composure in his face, even though he wants to shout. Almost the best card.

The halfling is sweating profusely. He swallows. He flashes his card slightly, Kraig sees a red three or eight. The halfling covers his card quickly, cheeks red. He doesn't have it. The little fat man doesn't have it, Kraig thinks.

Kraig pushes in his last chips and waits for the halfling to match the pot. He does, almost instantly. Kraig's grin disappears as the halfling reveals a black King of Spades.


Alexis looks at the Light Disk and watches carefully. She notices that Aurusk is winning heavily, somehow. She shrugs and decides to copy him. The bard places a single silverdisk after Aurusk places his.

She continues to win small amounts of silverdisks. Eventually, a man approaches Aurusk and Alexis decides it's best to stop for now. She watches to make sure no fight happens between them, then sits at the bar and drinks a light ale.

Alexis wins 20 silverdisks.


Female Suli Fighter 6/ Slayer 1 | Hp 36/72 | AC 18 F16 T12 | Fort +10 Ref +8 Will +6(+2 vs fear) | Init +2 | Per +6

Nyssa doesn't like her odds at the flashy machine. she finds a blackjack* table. She at least knows something about cards, having seen the soldiers at Castle Urion playing.

Gambling: 1d20 ⇒ 16

*Or the Golarion equivalent.

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