Helikon´s Core Iron Gods (Inactive)

Game Master Helikon

Map of Torch
Picture of Torch
Khonnir Baine
Val Baine
Dolga Freddert


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Profession gambler is straight wisdom if you have no ranks in it


HP 25/25, AC 13, T 11, FF 12; F+4, R+1, W+1; CMD 16

Mort looks worried, but lays down 5 gp to start. Starting pool 100 gp.

Int check: 1d20 + 1 ⇒ (13) + 1 = 14 - break even

5 gp bet.

Int check: 1d20 + 1 ⇒ (3) + 1 = 4 - Lost 5 gp, 95 left

5 gp bet.

Int check: 1d20 + 1 ⇒ (17) + 1 = 18 - Won 10 gp, 100 gp left

5 gp bet

Int check: 1d20 + 1 ⇒ (3) + 1 = 4 Lost 5 gp, 95 gp left

5 gp bet

Int check: 1d20 + 1 ⇒ (20) + 1 = 21 Won 5 gp, 100 gp left

Last bet 20 gp

Int check: 1d20 + 1 ⇒ (9) + 1 = 10 Lost 20 gp, 80 gp left

Mort looks a little crestfallen as his luck fluctuates up and down.


A beautiful dealer smiles at Mort, dealing cards and encouraging him if he wins and swoons if he looses.

The Exchange

female Halfling Bard 2

Trying her luck Dinali goes in.
Sm: 1d20 + 8 ⇒ (1) + 8 = 9
Sm: 1d20 + 8 ⇒ (13) + 8 = 21
Sm: 1d20 + 8 ⇒ (15) + 8 = 23
Sm: 1d20 + 8 ⇒ (19) + 8 = 27
Sm: 1d20 + 8 ⇒ (19) + 8 = 27
Sm: 1d20 + 8 ⇒ (15) + 8 = 23
Any special rules?


Dinali looses first and then wins. First once than twice and finally tripple payout. After that the table is politely closed to her.
DInali 220gp


crunch:
Dwarf Cleric HP 6/17 AC 17, T 10, FF 17 /CMD 11/Fort +6/Ref+1/Will+7/Ini+0/Perc+4(+2 to notice unusual stonework.Dark Vision 60ft)
magic:
0 3/3 1st 2/3 - At Will Mending - 6/day Artificers touch

Gambling man: 1d20 + 3 ⇒ (6) + 3 = 9
Gambling man: 1d20 + 3 ⇒ (12) + 3 = 15
Gambling man: 1d20 + 3 ⇒ (12) + 3 = 15
Gambling man: 1d20 + 3 ⇒ (1) + 3 = 4
Gambling man: 1d20 + 3 ⇒ (5) + 3 = 8
Gambling man: 1d20 + 3 ⇒ (15) + 3 = 18


In the end Derlan has lost thrice and won once. But he gets the knack of it in the end. Assuming he does the same as Mort he is 5 gp in the plus.


Female Elf Wizard (Conjurer) 2 [ HP 14/14 | AC 12/12T/10FF | Fort +1 (+3 w/familiar) Ref +2 Wil +2 (+2 vs. ench, immune to sleep) | Init +4 | Perception +1 ]

Eriethiel plays as well, seeing as how it isn't money she earned. However, rather than waste too much time playing, she bets the maximum and hopes for the best, quitting when she gets ahead.

Int: 1d20 + 5 ⇒ (3) + 5 = 8 -> 80GP
Int: 1d20 + 5 ⇒ (8) + 5 = 13 -> 80GP
Int: 1d20 + 5 ⇒ (20) + 5 = 25 -> 100GP
Int: 1d20 + 5 ⇒ (17) + 5 = 22 -> 120GP


crunch:
Dwarf Cleric HP 6/17 AC 17, T 10, FF 17 /CMD 11/Fort +6/Ref+1/Will+7/Ini+0/Perc+4(+2 to notice unusual stonework.Dark Vision 60ft)
magic:
0 3/3 1st 2/3 - At Will Mending - 6/day Artificers touch

Derlan just plays for the hour, after he is done he will wander around and find the people he arrived with. Seeing if they are all done then once everyone has sated their interest heading to find the proprietor of this establishment.


Eriethiel Halynnmyr wrote:

Eriethiel plays as well, seeing as how it isn't money she earned. However, rather than waste too much time playing, she bets the maximum and hopes for the best, quitting when she gets ahead.

[dice=Int]1d20+5 -> 80GP
[dice=Int]1d20+5 -> 80GP
[dice=Int]1d20+5 -> 100GP120
[dice=Int]1d20+5 -> 120GP160

Eriethiel gets the ropes quickly and after a few tries wins very very handily tripling her money.


Second hour?
You can try a gather information check for rumors or continue to play.


HP 25/25, AC 13, T 11, FF 12; F+4, R+1, W+1; CMD 16

Inspired by the pretty dealer, Mort continues. 80 gp stake left.

5 gp bet.
Int check: 1d20 + 1 ⇒ (10) + 1 = 11 Lost. 75 gp left

10 gp bet.
Int check: 1d20 + 1 ⇒ (13) + 1 = 14 Break. 75 gp left

10 gp bet
Int check: 1d20 + 1 ⇒ (11) + 1 = 12 Lost. 65 gp left

20 gp bet.
Int check: 1d20 + 1 ⇒ (6) + 1 = 7 Lost 45 gp left.

20 gp bet.
Int check: 1d20 + 1 ⇒ (6) + 1 = 7 Lost. 25 gp left.

20 gp bet.
Int check: 1d20 + 1 ⇒ (11) + 1 = 12 Lost. 5 gp left

Mort's luck runs south and he scowls, feeling like a failure.


Female Elf Wizard (Conjurer) 2 [ HP 14/14 | AC 12/12T/10FF | Fort +1 (+3 w/familiar) Ref +2 Wil +2 (+2 vs. ench, immune to sleep) | Init +4 | Perception +1 ]

Ah, didn't realize that 'double your bet' meant in addition to your ante...

Realizing that the games might indeed be more profitable than she'd originally thought, Eriethiel continues to play.

Starting with 160GP
Int: 1d20 + 5 ⇒ (10) + 5 = 15 -> 160GP
Int: 1d20 + 5 ⇒ (17) + 5 = 22 -> 200GP
Int: 1d20 + 5 ⇒ (5) + 5 = 10 -> 180GP
Int: 1d20 + 5 ⇒ (12) + 5 = 17 -> 180GP
Int: 1d20 + 5 ⇒ (15) + 5 = 20 -> 220GP
Int: 1d20 + 5 ⇒ (18) + 5 = 23 -> 260GP


crunch:
Dwarf Cleric HP 6/17 AC 17, T 10, FF 17 /CMD 11/Fort +6/Ref+1/Will+7/Ini+0/Perc+4(+2 to notice unusual stonework.Dark Vision 60ft)
magic:
0 3/3 1st 2/3 - At Will Mending - 6/day Artificers touch

Derlan will go to the bar, ordering a drink.

"laddy we were send an invitation by the owner of this fine establishment can you kindly see if he is available?"

The Exchange

female Halfling Bard 2

Sitting next to Eriethiel she tries that game.
SM: 1d20 + 8 ⇒ (13) + 8 = 21
SM: 1d20 + 8 ⇒ (9) + 8 = 17
SM: 1d20 + 8 ⇒ (17) + 8 = 25
SM: 1d20 + 8 ⇒ (6) + 8 = 14
SM: 1d20 + 8 ⇒ (8) + 8 = 16
SM: 1d20 + 8 ⇒ (9) + 8 = 17

The Exchange

female Halfling Bard 2

Walking over to mort Dinali whispers something in his ear."Those 20 gold, I will play them for you!"
Sm: 1d20 + 8 ⇒ (8) + 8 = 16
Sm: 1d20 + 8 ⇒ (7) + 8 = 15
Sm: 1d20 + 8 ⇒ (11) + 8 = 19
Sm: 1d20 + 8 ⇒ (17) + 8 = 25
Sm: 1d20 + 8 ⇒ (5) + 8 = 13
Sm: 1d20 + 8 ⇒ (12) + 8 = 20


Dinali wins in the second hour 80gp.
In the thrid she wins 100. Nice of you BTW


HP 25/25, AC 13, T 11, FF 12; F+4, R+1, W+1; CMD 16

Mort shrugs and hands over the money, clearly not on his luck today.


Mot Dinali just handed you 100 gp


After a while the owner of the gambling hall joins you again and congratulates you to your victories.

SenseM15:
He is doint an act, but well who likes being the looser

Although Derlan will want to get some meaningful answers from him, in the end he will just offer empty phrases.
Still the time is not lost, each of you has the chance with a dc 10 Diplomacy(Gather information) to gain d3-1 useful informations.


crunch:
Dwarf Cleric HP 6/17 AC 17, T 10, FF 17 /CMD 11/Fort +6/Ref+1/Will+7/Ini+0/Perc+4(+2 to notice unusual stonework.Dark Vision 60ft)
magic:
0 3/3 1st 2/3 - At Will Mending - 6/day Artificers touch

straight wisdom: 1d20 + 3 ⇒ (17) + 3 = 20

diplomacy: 1d20 + 1 ⇒ (1) + 1 = 2

Derlan will have a friendly conversation with him, realizing the owner is playing them for fools but not gathering anything useful from him Derlan will take his leave and go back to Val's house.


HP 25/25, AC 13, T 11, FF 12; F+4, R+1, W+1; CMD 16

Dipolomancy: 1d20 - 1 ⇒ (18) - 1 = 17


Female Elf Wizard (Conjurer) 2 [ HP 14/14 | AC 12/12T/10FF | Fort +1 (+3 w/familiar) Ref +2 Wil +2 (+2 vs. ench, immune to sleep) | Init +4 | Perception +1 ]

Sense Motive: 1d20 - 1 ⇒ (2) - 1 = 1
Diplomacy (Gather Information): 1d20 - 1 ⇒ (18) - 1 = 17


crunch:
Dwarf Cleric HP 6/17 AC 17, T 10, FF 17 /CMD 11/Fort +6/Ref+1/Will+7/Ini+0/Perc+4(+2 to notice unusual stonework.Dark Vision 60ft)
magic:
0 3/3 1st 2/3 - At Will Mending - 6/day Artificers touch

So I figured out he was messing with us but couldn't get anything out of him, and you two nailed getting info out of him. Nice


Nope they listened to people who chatted while playing.
Mort: 1d3 - 1 ⇒ (2) - 1 = 1
+I always figured Black Hill was hollow. There’s probably some big ancient ruin under our very feet connected to whatever machine makes the violet fire on the hilltop.
Eriethiel: 1d3 - 1 ⇒ (3) - 1 = 2
+Ratfolk bandits have been becoming more and more of a problem on the roads to the east. Someone’s gotta do
something about them!
+Garritt the Junkmaster found something a few weeks ago that lit up his shack like a second torch. He’s been real quiet
lately. Wonder what he’s hiding in that junkyard?
Rumours are rumours. They might even be true


HP 25/25, AC 13, T 11, FF 12; F+4, R+1, W+1; CMD 16

Mort seems somewhat shocked that he got anything out of the man. Usually he's the type that makes other people uncomfortable. He relays his finding to the others.


Again you do not gain ANYTHING from Garmen Ulreth, the owner of the gambling hall. You learn the rumours from other gamblers.


crunch:
Dwarf Cleric HP 6/17 AC 17, T 10, FF 17 /CMD 11/Fort +6/Ref+1/Will+7/Ini+0/Perc+4(+2 to notice unusual stonework.Dark Vision 60ft)
magic:
0 3/3 1st 2/3 - At Will Mending - 6/day Artificers touch

sorry I misunderstood.


My boss always says be more precise. My fault!

The Exchange

female Halfling Bard 2

GI: 1d20 + 8 ⇒ (12) + 8 = 20
After chatting here and there Dinali asks to return to get a good nights sleep before tomorrows new adventure in the caves.


Rumors: 1d3 - 1 ⇒ (1) - 1 = 0
No rumors for dinali


crunch:
Dwarf Cleric HP 6/17 AC 17, T 10, FF 17 /CMD 11/Fort +6/Ref+1/Will+7/Ini+0/Perc+4(+2 to notice unusual stonework.Dark Vision 60ft)
magic:
0 3/3 1st 2/3 - At Will Mending - 6/day Artificers touch

New Spells chosen for the next day

After a nights rest Derlan will get up, go to the Forge and commune with the Forge father for an hour. He will craft a small item of of significance to anyone just to help him pray. Once that is complete he will join the others for a meal and to plan their day.


HP 25/25, AC 13, T 11, FF 12; F+4, R+1, W+1; CMD 16

Mort heads home to sleep, his pockets full of gambling gold. He's a little shocked by this, actually, but more shocked that a pretty lady like Dinali would choose to help him. He's a little starstruck...

The Exchange

female Halfling Bard 2

Next morning Dinali will buy a masterwork instrument and then she is ready for the excursion


Anyone else want to buy anything?
Scrolls?


HP 25/25, AC 13, T 11, FF 12; F+4, R+1, W+1; CMD 16

I'll buy two potions of cure light wounds.


crunch:
Dwarf Cleric HP 6/17 AC 17, T 10, FF 17 /CMD 11/Fort +6/Ref+1/Will+7/Ini+0/Perc+4(+2 to notice unusual stonework.Dark Vision 60ft)
magic:
0 3/3 1st 2/3 - At Will Mending - 6/day Artificers touch

so we have 49 silver disks at 10 a piece, 490/4 is 122g 5s each.

Derlan will not purchase anything yet, He will prep for their second go at the caves below.


After a good nights sleep it is off to the caves again, ready to go beyond the door.
All ready?


crunch:
Dwarf Cleric HP 6/17 AC 17, T 10, FF 17 /CMD 11/Fort +6/Ref+1/Will+7/Ini+0/Perc+4(+2 to notice unusual stonework.Dark Vision 60ft)
magic:
0 3/3 1st 2/3 - At Will Mending - 6/day Artificers touch

ready, yes


Female Elf Wizard (Conjurer) 2 [ HP 14/14 | AC 12/12T/10FF | Fort +1 (+3 w/familiar) Ref +2 Wil +2 (+2 vs. ench, immune to sleep) | Init +4 | Perception +1 ]

Ready here, as well


HP 25/25, AC 13, T 11, FF 12; F+4, R+1, W+1; CMD 16

A'ight.

The Exchange

female Halfling Bard 2

Ready


crunch:
Dwarf Cleric HP 6/17 AC 17, T 10, FF 17 /CMD 11/Fort +6/Ref+1/Will+7/Ini+0/Perc+4(+2 to notice unusual stonework.Dark Vision 60ft)
magic:
0 3/3 1st 2/3 - At Will Mending - 6/day Artificers touch

Derlan will ready his gear and head back towards the cave system with the group, hoping the travel underwater is not as gross as he remembers.


HP 25/25, AC 13, T 11, FF 12; F+4, R+1, W+1; CMD 16

Mort shoulders his pack and heads after Derlan, humming tunelessly.


The travel underwater is as funny as the last time, meaning not funny at all. You reach the end of the cave and a hzge wall of adamantium alloy is visible. But a door is visible, blasted of its hinges.


crunch:
Dwarf Cleric HP 6/17 AC 17, T 10, FF 17 /CMD 11/Fort +6/Ref+1/Will+7/Ini+0/Perc+4(+2 to notice unusual stonework.Dark Vision 60ft)
magic:
0 3/3 1st 2/3 - At Will Mending - 6/day Artificers touch

Derlan will move up and have a look at the door, looking for what might have caused a blast so hard to destroy adamantine.

looking around: 1d20 + 4 ⇒ (12) + 4 = 16


The walls, floor and ceiling of this slightly curved hallway are made of smooth dark gray metal. Panels of lighter material run along the ceiling eight feet above. To the north and south the tunnel is blocked by walls of metal junk and rubble, while open doorways yawn to the east and west. You can see an open doorway ahead.


Female Elf Wizard (Conjurer) 2 [ HP 14/14 | AC 12/12T/10FF | Fort +1 (+3 w/familiar) Ref +2 Wil +2 (+2 vs. ench, immune to sleep) | Init +4 | Perception +1 ]

Eriethiel waits for the others to make their way in, content to follow behind in relative safety.

The Exchange

female Halfling Bard 2

Sneaking forward Dinali looks in the next room.
Stealth: 1d20 + 6 ⇒ (16) + 6 = 22
Perc: 1d20 + 8 ⇒ (4) + 8 = 12

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