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aces and 8's dead man's hand
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<blockquote data-quote="jasper" data-source="post: 1063928" data-attributes="member: 277"><p>The adventurers find in one horde a few copper, sliver, and gp which radiate cold. If the adventurer holds the coin in his hand a impression is burned by cold into his hand. The damage is non lethal and disappears by morning. The impression requires bards legend lore DC of 2x or 30.</p><p>In the next town every year on a center date from nightfall to midnight a card game appears. It is halfway in a local temple and the other half in the wall and road next to the temple. The players are only seen from the waist up due to the table being below ground level. As night falls one ghost appears every half hour until five ghosts are present. But six chairs are around the table and a mist surronds the sixth place.</p><p>The mission if the players choose to accept it, discover why this game appears yearly, stop if from reappearing.</p><p>The history.</p><p>At least 100 yrs ago a card game was taking in a local tavern.</p><p>Just before midnight the card table players erupted with shouts of card cheater. The sixth player was taken out and hung. Before he died he cursed the players. Now all five are doom to replay the final night of cards until the last hand is deal. To include the sixth player. </p><p>Ghost one professional gambler fighter</p><p>Ghost two Blacksmith</p><p>Ghost three Priest</p><p>Ghost four Aristocrat</p><p>Ghost five rogue</p><p>Dead man player six is now a revelant.</p><p>However time march on the the tavern was burn down at a latter date. New construction and time has shifted the terrian and roads. And most people have forgotten a tavern once stood on the site.</p><p></p><p>Dm notes.</p><p>Number six and one of the other five are card cheats.</p><p>All the money in the pot has the curse. Amount can vary up to dm. But all coins radiate cold.</p><p>The impression left by the coins are the design of the back of cards.</p><p>All the money and all the cards must be collected. And the final hand replayed to breack the curse. The revelant does not want the curse to be broken.</p><p>Once the third card is found a two precentage chance of the revelant attention being focus on the party per card collect. If the whole deck is recovered the revelant knows what the party is up to.</p><p></p><p>Ghost new power aging. Aging Attack See the ghost except for the annual night requires a Fort DC15 Failure age 1d10 years. If successful touch attack the subject requires another Fort save DC20. See aging chart.</p><p>Aging chart</p><p>Subject and Ghost not same race 10d4</p><p>Same race and both are</p><p>human 10d4</p><p>Halforc 10d4</p><p>Halfling 10d8</p><p>Gnome 10d8</p><p>halfefl 1d100</p><p>dwarf 2d100</p><p>elf 4d100</p><p>Cr is +2 with this attack and On successful save person is immunited for a day to that ghost.</p><p></p><p>Five of the cards were in the hands of five ghosts. A 10% of summoming the ghost per card exist. </p><p></p><p>of course the cards in the revelants hands were aces and eights.</p></blockquote><p></p>
[QUOTE="jasper, post: 1063928, member: 277"] The adventurers find in one horde a few copper, sliver, and gp which radiate cold. If the adventurer holds the coin in his hand a impression is burned by cold into his hand. The damage is non lethal and disappears by morning. The impression requires bards legend lore DC of 2x or 30. In the next town every year on a center date from nightfall to midnight a card game appears. It is halfway in a local temple and the other half in the wall and road next to the temple. The players are only seen from the waist up due to the table being below ground level. As night falls one ghost appears every half hour until five ghosts are present. But six chairs are around the table and a mist surronds the sixth place. The mission if the players choose to accept it, discover why this game appears yearly, stop if from reappearing. The history. At least 100 yrs ago a card game was taking in a local tavern. Just before midnight the card table players erupted with shouts of card cheater. The sixth player was taken out and hung. Before he died he cursed the players. Now all five are doom to replay the final night of cards until the last hand is deal. To include the sixth player. Ghost one professional gambler fighter Ghost two Blacksmith Ghost three Priest Ghost four Aristocrat Ghost five rogue Dead man player six is now a revelant. However time march on the the tavern was burn down at a latter date. New construction and time has shifted the terrian and roads. And most people have forgotten a tavern once stood on the site. Dm notes. Number six and one of the other five are card cheats. All the money in the pot has the curse. Amount can vary up to dm. But all coins radiate cold. The impression left by the coins are the design of the back of cards. All the money and all the cards must be collected. And the final hand replayed to breack the curse. The revelant does not want the curse to be broken. Once the third card is found a two precentage chance of the revelant attention being focus on the party per card collect. If the whole deck is recovered the revelant knows what the party is up to. Ghost new power aging. Aging Attack See the ghost except for the annual night requires a Fort DC15 Failure age 1d10 years. If successful touch attack the subject requires another Fort save DC20. See aging chart. Aging chart Subject and Ghost not same race 10d4 Same race and both are human 10d4 Halforc 10d4 Halfling 10d8 Gnome 10d8 halfefl 1d100 dwarf 2d100 elf 4d100 Cr is +2 with this attack and On successful save person is immunited for a day to that ghost. Five of the cards were in the hands of five ghosts. A 10% of summoming the ghost per card exist. of course the cards in the revelants hands were aces and eights. [/QUOTE]
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