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February 3, 2011, 8:47 pm

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The Enemy Dice


This was such a nice place to spend a good evening. Now, everyone who wins a little money is found dead the other day! I bet the owner is up to something…

The Enemy Dice

A tavern, and a gambling hall, it was taken over by Claudius Fat-Hand, a veteran of the "Weekend War". He renamed and turned the nondescript filthy den into a large popular establishment, noted for its honesty to the players, and no tolerance on cheating. Claudius saw to that, and could be seen every day running the business, and talking to customers, liked by many as he was a jovial man. Sadly, he died too soon, barely reaching his forties.

The mourning family sold their share to one Frankus Banner, an old war buddy of Claudius, and partner. He quickly assured all players that high standards will be upheld here, in memory of the founder. For him personally, it is less a matter of honour, than the best way to earn money, but he is a fine guy, liked, though not loved as Claudius. And game went on as it is wont to, for a whole year.

And now are suddenly the luckiest gamblers dieing. Accidents, you say?

The Pair

During one of the many lulls in combat, Claudius happened upon a wounded enemy soldier, that played dice with himself. Curious, he talked with the man for some length, and even asked him for a game. The stranger denied, and explained him the power of the two little things. Seeing that he would die anyway, he offered him the dice, asking only for a proper burial.

Claudius obliged to a dying man’s request, and took the dice as a luck token. Considering them an oddity, he told few people of it, and they were abandoned among some documents after his untimely death. Frankus on his part never really believed the story, and put them aside; where it is, he doesn’t remember anymore. It seems they have at least joined the other dice in the game.

The dice are touched by fate. One of them plays the game better, the other plays it worse. Throwing them a few times, you can quickly find which is the ‘good’ and ‘bad’. But you cannot cheat fate: if you want to play them, you must play them together. Otherwise, whatever luck or misfortune befell you due to playing only one die, will be balanced by the universe in a short order. If players feel they have bad luck, they quickly change the dice, and often also the table, or clothes. But if they are lucky… why stop? Why not keep playing on, while you are winning great money? The more you win, the more you will loose in the end.

One lucky player was ambushed by thieves and so badly beaten, that he expired a few days later. Another was killed by a panicked horse, and a falling marble statue of a little gargoyle ended the life of the third. All might have been accidents.

What is happening?

1. It is Fate - the dice are indeed in the game, and they need to be recovered quickly, before more gamblers are killed, or someone seizes them. Good luck with hundreds of different playing utensils! If they are ever found… what to do with them?

2. Inheritance - the younger son of Claudius was against the sale, but didn’t have much say back then. Now, with a few friends of the shadier kind, he feels good enough to take over his legacy. The first death was an accident, the rest he arranged to undermine the current owner’s credibility.

3. My precious - a disgruntled employee, one of the croupiers, is getting sick of it all. Frankus, quite friendly to the outside, is very harsh to all employers, unlike Claudius this man remembers with fondness. With such a start, he began to despise all the gamblers and the whole job. Then he got his hands on the dice he heard about, and has been fascinated ever since. And sometimes, he takes a die ‘on a ride’, to see what happens to those that play it.

The heroes may be called upon by one of the player’s families; the family of Claudius that would like to know more; or even Frankus himself who needs to know more, or he can close the shop. Depending on who employs them for what reason, they could learn of the dice immediately - or much later. Some more deaths may happen until then.

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Comments ( 7 )
Commenters gain extra XP from Author votes.

June 30, 2007, 9:37
Inspired by Wulfhere's idea (or should I say challenge?), the title comes actually from Strolen. Kudos to both of them.

Now, come in, you all must be dieing to play a nice little game.
Voted Scrasamax
June 30, 2007, 9:58
I love the cursed dice and the fact that the two dice balance each other. I think the most touching part was the part where the history of the dice were revealed, being the possession of a mortally wounded enemy soldier.

Well done.
June 30, 2007, 17:44
Why, thank you!

(Of course, it is not known what the real origin of the pair is. That may stay forever a secret. :) )
Voted Siren no Orakio
June 30, 2007, 10:40
Well done indeed, especially option 3.
Voted valadaar
June 30, 2007, 20:05
Good stuff Manfred!
Voted Chaosmark
June 30, 2007, 20:43
A good plot-starter and filler.
Voted Murometz
February 3, 2011, 20:47

Good one manfred. I enjoyed option #3 as well. You know what this needs? A "Dice" freetext. I'll slap one on.


Random Idea Seed View All Idea Seeds

Hu's Iron Ball

       By: Murometz

Hu was an ambassador of the Seventh Emperor of the Reng Dynasty. Throughout his life he traveled across many miles and lands to entreaty with neighboring kingdoms and the semi-savages who dwelled amidst the Metal Mountains.

During one such diplomatic mission, Hu was gifted a small iron marble as a gesture, by a shaman of the Kiy-Kiy tribe. Little else is known of Hu, but that marble was lost and is now somewhere out there for someone to find.

A tiny, shiny sphere, the marble has several properties. First and foremost it is a strong magnet, considerably stronger than its size and density would indicate.

Secondly, if thrown or rolled upon the ground and the command word is spoken, the iron ball will magically enlarge to either the size of an ogres's head or to that of a great globe, twelve feet in diameter. The rolling ball of either size will continue to roll or fly at the same relative speed it was when launched as a marble, and can thus cause great damage to anything in its path. The magnetic power of the ball will also magnify when enlarged.

Legends claim that the ball has been tossed from besieged castles upon attacking foes and rolled at marching armies in ages past. At the end of such rolls, the larger size globe has been known to not only crush soldiers underfoot, but to also "collect" many dozens of metallic weapons and bits of armor unto itself, appearing as an armored sphere, with swords and spears sticking out from it in all directions.

Owning this powerful marble has its drawbacks. Anyone carrying it on their person, will experience the iron ball's insidious effects after some time. The owner feels no worse for wear, but after two month's time they will suddenly awaken one morning to find that their hair has fallen out completely, their teeth loosened like baby's teeth ready to drop, and their fingernails simply shriveled and sliding off the fingers and toes. Perhaps unbeknownst to the owner at first, the iron ball also renders an owner sterile or barren by this time.

Regular clerical healing will not reverse this horrible malady. Only finding and beseeching a shaman of the Kiy-Kiy tribe to heal the iron ball's effects with their particular brand of magic, will work.

Hu's Iron Ball should be handled carefully by players and gms.

Ideas  ( Items ) | March 8, 2014 | View | UpVote 3xp

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