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<blockquote data-quote="Iron_Chef" data-source="post: 1387221" data-attributes="member: 4530"><p><span style="font-size: 15px"><strong>HYBORIAN AGE ADVENTURE SEED #3</strong></span></p><p><span style="font-size: 15px"><strong></strong></span></p><p><span style="font-size: 15px"><strong>ROLL OF THE DICE</strong></span></p><p></p><p>The PCs are interested in a bit of fun, looking for information, or in need of drink, food or lodging. They enter the Wyvern, a gathering place for local scum. You can place this encounter in any large city or town.</p><p></p><p>READ ALOUD TEXT IN BOLD</p><p><strong>"All conversation ceases as you enter the Wyvern. Scarred, branded, and tattooed faces turn toward the landing where you stand. The one-eyed, slit-nosed and earless watch with close interest. After a moment sizing you up, the men turn away from you and conversation resumes.</strong></p><p><strong></strong></p><p><strong>This looks like an ill-advised place in which to turn your back. If you wish a table where you may keep your back to the wall and your eye on the rest of the patrons, there are vacant seats at a rear corner table. The three men sitting there are look no more verminous than the rest, and appear to be dicing in good spirits."</strong></p><p></p><p>If the PCs approach the table, the men pause their gaming to look up warily. The rule in such places is that one must politely ask to join a party first, and not just sit down, else they invite a swift death for their presumption of companionship, no matter how villainous or disreputable. If the PCs ask if they mind if they join them, the men smile and indicate that they should take a seat. </p><p></p><p>READ ALOUD TEXT IN BOLD</p><p><strong>"A man with a black spider tattooed on his brow and one with a copper nose strapped over a gaping hole where once there had been a nose of flesh and cartilage look at you, then look to a third man. This third man is even more colorfully mutilated than the others. One of his legs protrudes stiffly, its knee mangled beyond use. One armends in a wrist stump that is neatly patched and cauterized. You judge it to have been lopped off for theft in some land where that punishment is favored. The man is also wry-necked, his head canted at a permanent angle so that his right ear almost touches his shoulder.</strong></p><p><strong></strong></p><p><strong>"Join us," he says in a surprisingly deep, rich voice. "We are honored to have a new face at our table." He rattles dice in a cup and grins crookedly, revealing blackened teeth. "The game is Shemitish Suicide. The wager is two silvers. Are you in?"</strong></p><p></p><p>THE GAME:</p><p>Shemitish Suicide is played with four dice, each side marked with icons of blue stars on three sides, red daggers on the fourth and fifth, and a golden eagle on the sixth. The object is to roll as many golden eagles as possible. Each player gets one throw per game. A roll of four eagles is a perfect throw and is traditionally called "The Goddess" or "Ishtar's Claws." A roll of four daggers is the worst throw, and is called a "Shemitish Suicide." The game was developed in the Shemite city-state of Eruk (known as "The Eagle") many years ago and has gained in popularity until it is a fairly common sight throughout Shem and surrounding countries. </p><p></p><p>HOW TO PLAY: Either have each participant roll 1d20 and add their Charisma modifier to the result, with the highest roll winning (a 20+ is considered a "Goddess" throw, and anything less than a 6 is considered a "Shemitish Suicide"). Alternately, you can have each player roll 4d6. 1-2 counts as a dagger, 3-5 as a star, and 6 as an eagle.</p><p></p><p>WINNING: At this table, an opening bet of two silvers can win you six plus two per additional player. The men give the PCs first toss. They expect the PCs to play more than one hand, and will become angry if the PCs win and refuse to allow them a chance to win back their losings. This can escalate into a fight if the GM wishes. All three men are experienced thieves and cut-throats and will attempt to flank PCs for sneak attacks. Their levels are whatever you feel may be appropriate, but probably between 3rd and 5th. </p><p></p><p>One of the men introduces himself and his two friends, neither of whom seems overly interested in engaging in conversation not directly related to the game.</p><p></p><p>READ ALOUD TEXT IN BOLD</p><p><strong>"That is Spider," says the wry-necked man, managing an angled nod toward the tattooed Zamorian, "and that is Copper-Nose," indicating the other, a Hyborian---Kothic---by the look of him. "I am called Falx the Lucky, formerly of Shem." </strong></p><p></p><p>If the players inquire as to how someone so badly mutilated could be termed "lucky," Falx replies:</p><p></p><p>READ ALOUD TEXT IN BOLD</p><p><strong>Falx grins and taps his twisted neck. "Had you been hanged and lived to tell of it, you would count yourself lucky, too."</strong></p><p></p><p>If things go congenially, these three can also be hired as bravos to carry out dark deeds for the PCs (or their enemies) at a rate of 20-40 sp per man per night (half upfront). They have no code of honor but will attempt to perform their assignment to the best of their ability and report back; however, if badly wounded, they flee before superior foes and abscond with their downpayment without bothering to report back.</p><p></p><p>These three men know a fair bit of local gossip and rumor, but are close-mouthed unless several rounds of drinks (or a bottle) are bought to loosen their tongues. They do not part with important information for less than is considered fair market value, and the PCs will need to make successful Bluff or Diplomacy checks. The men do not respond to Intimidation except with violence. Spending a night drinking and dicing with them costs the PCs 1d4 x 10 sp and 4 + 1d4 hours of their time (depending on their luck) but adds a +3 bonus to Gather Information checks.</p><p></p><p>The three are in need of a name for their band, and will ask the PCs their advice, offering them a free mug of ale if they come up with the best name that the three can mutually agree upon. Copper-Nose favors the "Copper Heads." Spider suggests "The Spiders." Falx supports the "The Lucky Men." Have the PCs make a name suggestion and roll a Diplomacy check against each man. The highest roll is agreed-upon as the name the three will adopt for their band. If the PCs are villainous looking enough, and pass a Diplomacy check, the three will offer them a position in their fledgling band. From there, the group can be hired for some nefarious task of the GM's design---kidnapping, slaving, assassination, theft---leading to more adventures. The three will gleefully betray each other or the PCs if the right opportunity to "cash in and check out" comes along, but otherwise make agreeable companions in villainy. </p><p></p><p><em>This encounter adapted from CONAN THE ROGUE by John Maddox Roberts. Embellishments to the dice game and opportunities to expand the encounter beyond gambling are my creation.</em></p><p>_________________</p><p>IRON_CHEF </p><p>d20 House Rules whipped up like fine cuisine. Bork! Bork! Bork!</p></blockquote><p></p>
[QUOTE="Iron_Chef, post: 1387221, member: 4530"] [size=4][b]HYBORIAN AGE ADVENTURE SEED #3 ROLL OF THE DICE[/b][/size] The PCs are interested in a bit of fun, looking for information, or in need of drink, food or lodging. They enter the Wyvern, a gathering place for local scum. You can place this encounter in any large city or town. READ ALOUD TEXT IN BOLD [b]"All conversation ceases as you enter the Wyvern. Scarred, branded, and tattooed faces turn toward the landing where you stand. The one-eyed, slit-nosed and earless watch with close interest. After a moment sizing you up, the men turn away from you and conversation resumes. This looks like an ill-advised place in which to turn your back. If you wish a table where you may keep your back to the wall and your eye on the rest of the patrons, there are vacant seats at a rear corner table. The three men sitting there are look no more verminous than the rest, and appear to be dicing in good spirits."[/b] If the PCs approach the table, the men pause their gaming to look up warily. The rule in such places is that one must politely ask to join a party first, and not just sit down, else they invite a swift death for their presumption of companionship, no matter how villainous or disreputable. If the PCs ask if they mind if they join them, the men smile and indicate that they should take a seat. READ ALOUD TEXT IN BOLD [b]"A man with a black spider tattooed on his brow and one with a copper nose strapped over a gaping hole where once there had been a nose of flesh and cartilage look at you, then look to a third man. This third man is even more colorfully mutilated than the others. One of his legs protrudes stiffly, its knee mangled beyond use. One armends in a wrist stump that is neatly patched and cauterized. You judge it to have been lopped off for theft in some land where that punishment is favored. The man is also wry-necked, his head canted at a permanent angle so that his right ear almost touches his shoulder. "Join us," he says in a surprisingly deep, rich voice. "We are honored to have a new face at our table." He rattles dice in a cup and grins crookedly, revealing blackened teeth. "The game is Shemitish Suicide. The wager is two silvers. Are you in?"[/b] THE GAME: Shemitish Suicide is played with four dice, each side marked with icons of blue stars on three sides, red daggers on the fourth and fifth, and a golden eagle on the sixth. The object is to roll as many golden eagles as possible. Each player gets one throw per game. A roll of four eagles is a perfect throw and is traditionally called "The Goddess" or "Ishtar's Claws." A roll of four daggers is the worst throw, and is called a "Shemitish Suicide." The game was developed in the Shemite city-state of Eruk (known as "The Eagle") many years ago and has gained in popularity until it is a fairly common sight throughout Shem and surrounding countries. HOW TO PLAY: Either have each participant roll 1d20 and add their Charisma modifier to the result, with the highest roll winning (a 20+ is considered a "Goddess" throw, and anything less than a 6 is considered a "Shemitish Suicide"). Alternately, you can have each player roll 4d6. 1-2 counts as a dagger, 3-5 as a star, and 6 as an eagle. WINNING: At this table, an opening bet of two silvers can win you six plus two per additional player. The men give the PCs first toss. They expect the PCs to play more than one hand, and will become angry if the PCs win and refuse to allow them a chance to win back their losings. This can escalate into a fight if the GM wishes. All three men are experienced thieves and cut-throats and will attempt to flank PCs for sneak attacks. Their levels are whatever you feel may be appropriate, but probably between 3rd and 5th. One of the men introduces himself and his two friends, neither of whom seems overly interested in engaging in conversation not directly related to the game. READ ALOUD TEXT IN BOLD [b]"That is Spider," says the wry-necked man, managing an angled nod toward the tattooed Zamorian, "and that is Copper-Nose," indicating the other, a Hyborian---Kothic---by the look of him. "I am called Falx the Lucky, formerly of Shem." [/b] If the players inquire as to how someone so badly mutilated could be termed "lucky," Falx replies: READ ALOUD TEXT IN BOLD [b]Falx grins and taps his twisted neck. "Had you been hanged and lived to tell of it, you would count yourself lucky, too."[/b] If things go congenially, these three can also be hired as bravos to carry out dark deeds for the PCs (or their enemies) at a rate of 20-40 sp per man per night (half upfront). They have no code of honor but will attempt to perform their assignment to the best of their ability and report back; however, if badly wounded, they flee before superior foes and abscond with their downpayment without bothering to report back. These three men know a fair bit of local gossip and rumor, but are close-mouthed unless several rounds of drinks (or a bottle) are bought to loosen their tongues. They do not part with important information for less than is considered fair market value, and the PCs will need to make successful Bluff or Diplomacy checks. The men do not respond to Intimidation except with violence. Spending a night drinking and dicing with them costs the PCs 1d4 x 10 sp and 4 + 1d4 hours of their time (depending on their luck) but adds a +3 bonus to Gather Information checks. The three are in need of a name for their band, and will ask the PCs their advice, offering them a free mug of ale if they come up with the best name that the three can mutually agree upon. Copper-Nose favors the "Copper Heads." Spider suggests "The Spiders." Falx supports the "The Lucky Men." Have the PCs make a name suggestion and roll a Diplomacy check against each man. The highest roll is agreed-upon as the name the three will adopt for their band. If the PCs are villainous looking enough, and pass a Diplomacy check, the three will offer them a position in their fledgling band. From there, the group can be hired for some nefarious task of the GM's design---kidnapping, slaving, assassination, theft---leading to more adventures. The three will gleefully betray each other or the PCs if the right opportunity to "cash in and check out" comes along, but otherwise make agreeable companions in villainy. [i]This encounter adapted from CONAN THE ROGUE by John Maddox Roberts. Embellishments to the dice game and opportunities to expand the encounter beyond gambling are my creation.[/i] _________________ IRON_CHEF d20 House Rules whipped up like fine cuisine. Bork! Bork! Bork! 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