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7. Raising the Stakes

6. The Game Begins

5. Lets Get This Party Started

4. Jon Puts Himself in Charge

3. What to do, What to do?

2. Game Night

1. You Are What You Wish

Raising the Stakes

on 2008-10-23 03:01:14

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Thanks to his wish, Susan McMillian lost the next hand and removed her panties to several wolf whistles from the men present. "Well, I guess I'm done," she said, starting to get up.

"Not necessarily," Jon replied, "I have an idea to raise the stakes!" Susan sat down and everyone eagerly listened to Jon's idea. "Don't ask me how, but I have several magical abilities. One of them could be applied to this game. How about from now on, whenever a contestant wins a hand he or she may choose to either put on one of their lost pieces of clothing, take off a piece of the loser's clothing, or trade a physical feature, character trait, memory, knowledge, skill, job, or really any characteristic between two players of the winner's choice."

Jon's earlier wish still in effect, the whole table thought that Jon's idea was a great one, and Jon was interested to see what would come next.




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