It is a bright, crisp morning on Waukeen's Promenade. A clash of sounds dances through the air: the strident cries of hawkers, the clatter of merchants unloading their wares, the steady clip of hooves on the cobbled streets. One particularly loud voice echoes from the center of the Promenade.
"Come one, come all, to Kalesra's House of Fortune!"
The building that the hawker is posted in front of was abandoned and in disrepair just a day ago. Now, the battered wooden door has been repaired and painted brightly with an intricate scene of the heavens and the dilapidated facade appears to be brand new. Cheerful music spills into the street.
Curious, you approach the door. The hawker throws the door open with a grin.
"May Tymora smile upon you!" he winks as you pass into the welcoming interior.
The geometry of the building is impossible. You stand shocked for a moment as you realize that the inside of Kalesra's House of Fortune could fit the entire Promenade. Colorful tents stand between graceful ivory pillars that stretch up, up into an impossibly high ceiling. You see an arena of some sort up ahead, ringed by a roaring crowd that screams and cheers as a small company of dwarven warriors battle a pack of drooling wargs. Illusion? It wouldn't be the first time...
You turn. A tall woman stands before you, cloaked in silver robes that drift about a pair of soft leather boots. Her hair is wild and tangled, her eyes the same amber as the luminous brooch at her shoulder. She is smiling.
"I suppose you're wondering what sort of illusion you've walked into," she says. "I suppose I should tell you that it's no illusion. We are in a pocket plane--the door is a gate between here and the Prime. Wonderful, no?"
Before you can respond, she continues.
"I suppose you're also wondering whether I mean you harm. I assure you, you're quite safe here. This place is for the enjoyment of all who enter. Of course, I offer plenty of opportunities for you to put yourself in harm's way, but that's a different story. Please feel free to come and go as you please."
She gestures toward an elf with bright blue hair, who is clad in a red uniform with two rows of smart buttons marching up its front.
"Any of my fine employees can explain our offerings to you," Kalesra tells you. You open your mouth to respond, but in the time it's taken you to glance at the elf Kalesra pointed at, she's disappeared. Your pockets feel suddenly heavier. You reach in your hand and draw out a silver coin that was not there before. The number "10" is etched on the front.General rules:
In Kalesra's House of Fortune, you may play games of chance and compete in the arena. To play a game of chance, you wager credits. You can play against the house, or against another person (who must match your wager to play with you). I determine the outcome by rolling dice (or using the WotC Deck of Many Things generator). I know, I could cheat, but I promise I won't
. Feel free to use the details about the games to roleplay the outcome.
The Arena is where you fight monsters or one another to get more credits to spend. That is outlined in more detail later. Long story short: the arena battles are settled purely by roleplaying.
Credits can be traded in for magical items. This is also explained in more detail later.Credits:
Everyone receives 10 credits upon entering the House of Fortune. Credits cannot be purchased or traded with others, but you can obtain more by fighting in the arena.
You may spend 100 credits to get a random magical item (which I'll pick for you using the AD&D 2E magical item table). For an extra 100 credits you may specify a subcategory of items (e.g., magical weapons, scrolls, rings). Silly BG-themed trinkets are also available for 20 credits...I'll basically just make these up as I go. :PGames of Chance:Toss the Dagger:
Two daggers are thrown upward simultaneously by a blindfolded woman--you have to guess whether one, both, or none of them will land point-down.Traitor's Heads:
Five dice are cast from a skull onto another skull in the middle of a cloak. Dice which don't hit the skull, or which roll off of the cloak must be re-rolled. The aim is to get a certain exact total (which can vary from game to game), and players roll until someone reaches that total. If you roll multiples you may reroll ALL of the matching dice.Swords and Shields:
A card game where one player tries to find the king in another player's tableau of 20 cards by turning cards over (I won't explain the rules in detail here unless someone is really curious)The Deck of Many Things:
Pretty straightforward. Each player draws from the deck and deals with the consequences (which can be beneficial or dire). The player with the highest-ranked card wins.
Anything else you can think of--just describe it to me and you can play it. The Arena:
You may either challenge another player or tell me what sort of monster or NPC you want to fight. You get 10 credits per HD of the monster or level of the NPC that you defeat. If you play against a fellow player, you must agree upon an amount to wager. The fights are purely determined through roleplay. I will RP monsters and NPCs. I won't roll dice or anything else like that, but t's probably more fun if you're somewhat reasonable. Going into the arena and fighting 50 red dragons which you destroy by sneezing on them mightily is probably overkill. I would request that you start with wimpier monsters and work your way up to more powerful ones, and that you occasionally allow yourself to be defeated. Another important note: NO "KILLING" OTHER PLAYERS. It's absolutely forbidden and will get you kicked out of the establishment.
So...ready to see if Tymora smiles upon you?CURRENT STANDINGS@Nonnahswriter
Credits: 22, Games won: 3/3, Fights won: 0/0@booinyoureyes
Credits: 10, Games won: 0/0, Fights won: 0/0@Heindrich
Credits: 130, Games won: 0/0, Fights won: 1/1@Anduin
Credits: 10 normal, unlimited cursed, Games won: 3/5, Fights won: 0/0@CrevsDaak
Credits: 10, Games won: 0/0, Fights won: 0/0@Dreyy
Credits: 10, Games won: 0/0, Fights won: 0/0