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Old Dec 28th, 2011, 02:02 PM
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Gunslinger 19 Gunslinger 19 is offline
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General Game Information

The document you've all signed to enter this tournament:

I, ___________, do hereby sacrifice my immortal soul and the worldly sum of
10 pieces of silver to the Devil to hold in escrow against his own stake of 10,000 silver coins in
the gambling tournament being held at the Gold Goblin Gambling Hall of Riddleport on this Oathday,
14th day of Arodus, 4708 ar.

I understand that my soul will be placed on deposit in the Hells’ deepest pit of Nessus. Furthermore,

I understand that all winnings shall be catalogued in concordance of souls, to be represented by teeth,
eyes, and hearts of the damned. By participating in the gambling tournament and beginning in the first
pit of Avernus, my winnings shall earn my way deeper through the Hells on the following schedule:

Dis—1 gold eye
Erebus—3 gold eyes and a Badge of Dis
Phlegethon—5 gold eyes and a Badge of Erebus
Stygia—10 gold eyes and a Badge of Phlegethon
Malebolge—25 gold eyes and a Badge of Stygia
Cocytus—50 gold eyes and a Badge of Malbolge
Caina—75 gold eyes and a Badge of Cocytus
Nessus—100 gold eyes and a Badge of Caina

I understand that if I should lose my stake in the tournament I shall receive the Devil’s Mark and
my soul shall be cast upon the rocks on the shore of the River Styx.

I understand that if I elect to cash in my winnings before reaching the pit of Nessus I shall
forfeit my soul and 50% of the cash value of my winnings for said early departure.

If I am the first player to reach Nessus, then I am granted the redemption of my soul and the right
to Cheat the Devil and Take his Gold in addition to collecting my winnings. In such a circumstance,
all other players shall receive the Devil’s Mark and forfeit their souls.

This is I do swear.

Witnessed by: __Old Scratch





Bounder

“Bounder, bounder, bounder! No doubles, no doubles!”

What You’ll Need:
3d6 for the dealer and 2d20 for each player, plus coins to track bets.

How to Play:

Bounder is unique among gambling games in that both the players and dealer use dice. The dealer gets three 6-sided dice, and each player gets two 20-siders. To start, each player bets a stake (minimum 1 sp). Each player rolls his first d20, making his “point.” After all players have rolled their points, each player may double his stake if desired. Then the dealer rolls 3d6. Anyone whose point the dealer matches loses his stake. Then each player rolls his second d20. If the player’s two dice results are on either side of the dealer’s result—one greater than and one less than the dealer’s number—he “bounds” the dealer and wins an amount equal to the amount he bet. Otherwise, he loses his stake. If a player rolls a 1 and a 20 (or a 20 and a 1), he wins double his bet.


Ghoulette

“What a mighty hero! Ready to rescue the ale from any mug!”

Background:

Ghoulette is a roulettelike game invented by a strange rogue named Lixy Parmenter. She got the idea for the game after making an unusual discovery while robbing a grave—she found the decapitated head of Dungo the Savage. Dungo was a disillusioned bard and priest of Calistria known far and wide for his withering insults, capable of reducing the most confident lord to a shaking mass. Things did not end swimmingly for Dungo, as he was fatally munched by a ghoul. Before he succumbed to ghoul fever, he spat out one last curse: that the citizens of Riddleport would be haunted by his sharp tongue for all time. Unfortunately, his curse attracted Calistria’s attention, who was at the time in a particularly playful mood. She answered Dungo’s curse by transforming his head into a magic item. (The ghouls ate the rest of him.) Dungo retains a vestigial ability to hurl insults, even with the lack of lungs (or the need to breathe, for that matter). Lixy Parmenter found his insults to be rather amusing, and decided to turn the strange talking head into a gambling game. She mounted Dungo on a wheel and surrounded it with various categories, and players bet on the category that his head will face after each spin.

What You’ll Need:
A d12, plus markers and coins to track bets.

How to Play:

To play, each player puts a marker and any number of coins on one or more of the spaces on the ghoulette wheel (minimum 10 cp per space). The croupier then spins Dungo until he comes to a stop. Dungo then issues an enraged insult at someone based on the particular topic he is looking at on the wheel. Any player who has coins on the subject matter of this insult is paid the amount of coins he bet in the next highest denomination—copper gets paid in silver (e.g., a 15 cp bet gets 15 sp), silver in gold, gold in platinum, and platinum in ten times the amount. If Dungo says “something nice,” each player gets a consolation prize of the amount of coins he bet in the next lowest denomination, rounded down (e.g., a 15 cp bet gets back 1 cp). Then the croupier presses a button that tilts the edges of the wheel slightly inward, and all original bets (regardless of win or loss) slide into slots under Dungo’s head and into the coffer under the table.

Bets:

1 Appearance
2 Bloodline
3 Demeanor/Presence
4 Hygiene
5 Skill
6 Clothes/Equipment
7 Body
8 Race
9 Courage
10 Profession
11 Brains
12 “Something Nice”


Golem

“It’s you verses the greedy golem! Test your skill and take the monster’s pot!”

DM NOTE: Since there's no real way of playing this game over PBP, we'll just roll quick gambling results for it - seen at the bottom. Sorry, folks.

What You’ll Need:
A deck of cards, plus an amulet and coins to track bets. A golem deck is identical to a realworld poker deck, except the cards go from 1 to 13 in four suits: flesh (hearts), clay (spades), stone (diamonds), and iron (clubs).

How to Play:

Golem is a player-vs.-player card game similar to five-card draw poker, but with a “golem hand.” Golem is played in a series of games; one game must be completely resolved before the next begins. The player to the right of the dealer gets the amulet to start the night. The dealer deals five cards to each player. Starting at the amulet, each player can bet, raise one coin, or fold. Anyone who folds is out of the game, and can’t come back in until a new game begins. Next, each player may discard up to two cards and receive that many back from the dealer. These discarded cards go facedown on the center of the table. Another round of betting occurs, starting at the amulet. If, at any point, only one player hasn’t folded, he wins the pot—the house taking 5 percent—and the game is over. If at least two players are still in after all bets are called, those players reveal their hands. Then the dealer “ups the golem.” The golem hand—those cards discarded when players had the chance to draw new cards—is revealed, and if the player with the best hand beats the golem, he wins the pot, and the game is over. But if the player with the best hand does not beat the golem, that player must put into the pot an amount of coins equal to what’s already in the pot, and all cards are collected so that a new hand can be dealt for the players who were still in at the end. This continues until someone wins the pot. The house takes 5 percent of the final pot, and then the amulet moves one position to the right and a new game is dealt.

Skiffs

“Step up to the lake and get your racers ready! There’s a storm a’comin’!”

DM NOTE: Since there's no real way of playing this game over PBP, we'll just roll quick gambling results for it - seen at the bottom. Sorry, folks.

What You’ll Need:

A three-by-three grid (or a set of nine small boxes of the same size), a large bowl, and a different-colored set of 25 identical tokens, beads, cubes, or chips for up to eight players.

How to Play:

Skiffs is a halfling gambling game played on a three-by-three board or set of boxes (the “lake”). Each player puts up in 25 tokens (“skiffs”). The dealer takes one skiff (the “racer”) from each player and then places the rest in a bowl called the “storm.” The storm is flipped over the lake in one smooth motion, so each of the skiffs falls into one of the 9 boxes. (If a skiff falls between parts of the lake, the dealer places it where more than half of it lies, choosing randomly between the two boxes if it isn’t clear.) The dealer places the racers in the bowl. Then the dealer pulls out one racer at a time, and that player takes a turn. On your turn you must do exactly one of the following, if you can:

• Remove any one skiff.
• Remove one of your skiffs and any one skiff from anywhere on the board.
• Remove one of your skiffs and any two skiffs from the same box.
• Move one skiff to an adjacent box.

When a box contains exactly one skiff, that skiff is “anchored.” An anchored skiff can’t be removed except by its owner, and no one can move a skiff into that box except the anchored skiff’s owner. In all cases, each skiff you remove is worth one coin, regardless of whose it is. After everyone has taken a turn, the dealer puts the racers back in the bowl, and starts a new round of turns. The game can end in two ways. The first way is if anyone has the only skiffs in a straight line vertically, horizontally, or diagonally. In this case, that player wins all the skiffs still on the board. The house keeps the racers. The second way is if each box contains skiffs of just one color, or none at all. In that case, the game ends, the house keeps the racers, and points are counted. You get one point for each skiff on the board, and one point for every box in which you have the only skiff(s). Whoever has the most points on the board takes all the remaining skiffs. In the case of a tie, those skiffs are split evenly between the tied players.




Naturally, there are other games like Poker and Blackjack, but once again, no way to play using PBP.


To make a quick gambling check, simply make a Charisma check or a Profession(gambling) check (if you have ranks in it) and consult the values below.

Quick Gambling Results
Check DC Result
DC 10 Loss: Lose 50% of stake.
DC 12 Minor Loss: Lose 20% of stake.
DC 14 Break Even: Regain stake.
DC 16 Minor Win: Regain stake plus 20%.
DC 18 Win: Regain stake plus 50%.
DC 20 Big Win: Regain stake plus 100%.
DC 22 Jackpot!: Regain stake plus 100%. For each 2 points by which your result exceeds DC 22, increase the ` additional win by another 20% (for example, DC 24 pays 120%, DC 26 pays 140%, and so on).


A patron can cash in his chips at any time for money or for badges. If a player opts to cash out his chips for money before the tournament is over, he not only gains the Devil’s Mark but can only claim his winnings at 50% of the chips’ value. Only by remaining for the duration of the entire tournament can a gambler cash in his chips at 100% value. The Devil’s Mark can also be awarded to anyone who Saul or his bouncers decide is being too disruptive or isn't gambling.
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Old Jan 12th, 2012, 06:12 PM
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Gunslinger 19 Gunslinger 19 is offline
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Current combat initiative:

OrderName Roll Mod Total
1Nobleman ? ? 26
2Pirate lady ? ? 24
3Erica 18 5 23
4Barrin 19 3 22
5Gylmarix 20 2 22
6Lon 19 2 21
7Sand 17 2 19
8Jeukai 3 3 6
9Thugs (4) ? ? 4
10bouncers (6) ? ? 2

Last edited by Gunslinger 19; Jan 12th, 2012 at 07:12 PM.
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Old Jan 13th, 2012, 10:19 AM
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Gunslinger 19 Gunslinger 19 is offline
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Quick Primer: Blinded Rules

The creature cannot see. It takes a –2 penalty to Armor Class, loses its Dexterity bonus to AC (if any), and takes a –4 penalty on most Strength- and Dexterity-based skill checks and on opposed Perception skill checks. All checks and activities that rely on vision (such as reading and Perception checks based on sight) automatically fail. All opponents are considered to have total concealment (50% miss chance) against the blinded character. Blind creatures must make a DC 10 Acrobatics skill check to move faster than half speed. Creatures that fail this check fall prone. Characters who remain blinded for a long time grow accustomed to these drawbacks and can overcome some of them.
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