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  #31  
Old Apr 4th, 2023, 10:19 PM
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Location Season Day
The Dead Mermaid's Casino Harvest 104 of 120
Shift Number 1 First Shift
Kara is playing: Liana is playing: Vyegger is playing:
Grim is playing: Damien is playing: Tarbin is playing:

Please roll your results for this shift here. This determines what your shift earnings are. When roleplaying, you'd act as if this result is an indicator of how you've done over the entire shift, not just a single game. Some of these may be played in an individual, plot-important encounter and may have different rules in those instances. These are rules to determine how well you perform over the course of a single shift and how much you earn as a result.

Only one player may play a single game during a single shift. You have a minimum earning of 20gp and a maximum earning of 200gp

Gurna NmeshA traditional form of halfling wrestling, one that favours a smaller, weaker opponent using technique to use a stronger, larger opponent's own weight against them. In some spheres of the city it is a noble game, full of tradition and ceremony. In the Dead Mermaid, it's an excuse for a rough scrap.

Make five rolls of 1d20, and choose to apply them to the following wrestling disciplines. You will add the corresponding modifier to said result.

ThrowingTrippingSprawlingHolds & ChokesCausing Opponent to Foul
Add StrengthAdd DexterityAdd ConstitutionAdd IntelligenceAdd Wisdom

You will face your Opponent, who has the following results.

ThrowingTrippingSprawling
Dice Roll:
d20+2 (11)+2 Total = 13
Dice Roll:
d20 17
Dice Roll:
d20+3 (4)+3 Total = 7
Holds & ChokesCausing Opponent to FoulGurna
Dice Roll:
d20-1 (5)-1 Total = 4
Dice Roll:
d20-2 (4)-2 Total = 2
Nmesh

Whoever has the highest number in each discipline wins, and gains the difference in Points. The loser of each discipline earns half that amount in points. Choose one of your disciplines - this disciple is your Focus, and you double any points you receive regardless of winning or losing.

The most Points in the game wins.

Each game will have a randomised opponent. This opponent is a dwarven fellow who is a little bit drunk and not familiar with this wrestling, but he is very sturdy. Strong, slow, kind of dumb and hard to knock down.

Earnings at 2nd Level = If you won, you earn 65gp. If you lost, you earn 15gp. Add your Points in gp to your earnings. In addition, if you won in three or more Disciplines you earn an additional 30gp bonus.
OrcstonesThere is a round board with divots cut into it, and several large balls that fit into said divots and a smaller ball that all of the players use. Each person rolls the smaller ball to collide with the other balls, knocking them into the divots to make points, while losing points for colliding with the other players' balls. The game is one that the novice would see purely as a test of precision and power, but the master knows that actually it is about careful planning and understanding each angle.

Note, these are only the rules for an entire work shift. The rules during a plot encounter will differ. The game starts with a Ball Value of 5. For each round, choose a Shot, which adds to the value. Each kind of Shot has a different dice roll. Then the opponent rolls. The game ends when the value goes over 50. Whoever makes the Shot that takes it over is the loser.

Safe Shots add a 2d6. Risky Shots add 6d4. Trick Shots add 2d20. Snookering the Opponent reduces the value by 10. You can choose to adjust any of these rolls by your Intelligence modifier, OR you can choose not to.

Round1
Safe Shot
Dice Roll:
2d6 2, 2 Total = 4
Risky Shot
Dice Roll:
6d4 3, 1, 3, 1, 1, 2 Total = 11
Trick Shot
Dice Roll:
2d20 19, 8 Total = 27
Snooker Opponent-10 to Ball Value
Skip TurnNo change

 


Round2
Safe Shot
Dice Roll:
2d6 5, 4 Total = 9
Risky Shot
Dice Roll:
6d4 4, 3, 1, 4, 1, 2 Total = 15
Trick Shot
Dice Roll:
2d20 20, 13 Total = 33
Snooker Opponent-10 to Ball Value
Skip TurnNo change

 


Round3
Safe Shot
Dice Roll:
2d6 2, 1 Total = 3
Risky Shot
Dice Roll:
6d4 4, 1, 2, 4, 3, 4 Total = 18
Trick Shot
Dice Roll:
2d20 9, 1 Total = 10
Snooker Opponent-10 to Ball Value
Skip TurnNo change

 


Earnings at Second Level: If your Opponent went bust, times the Ball Value by three. This is your earnings. If you went bust, you earn 35gp.
Diamonds and DirtDiamonds and Dirt is a card game of bluffing, luck and strategy, coming from goblins who bet on whether they have Diamonds or Dirt. Players receive 10 cards and swap an agreed number of cards between each other after a minute of uninterrupted talking each, determined to have all of the Diamonds and none of the Dirt. All you have are your words and the way you lay out your cards to protect your Diamonds.

You will receive d10 number of diamonds. Then you can make either a Bluff roll to convince your opponent not to take any of your Diamonds, or a Sense Motive to figure out how many Diamonds the opponent has. Generally, if you only have a few Diamonds, it is best to make a Sense Motive check, while having lots of diamonds is best to protect the diamonds you have.

 

 

 

 

 

 

 

Earning at second level: The number of diamonds you have at the end of the game, times 20, is your earnings.
Rodent RouletteA large pot with coloured holes in it, leading to small buckets around the side corresponding to those colours. Then, from above, the attendent drops several handfuls of sweet, adorable mice that have definitely been fed well and treated well, because Tilly is an animal lover as well as a great employer. After betting which holes the mice will go into, players will attempt to influence the result with a combination of nudgings, breadcrumbs, throwing the mice about in the pot and sometimes punching the other players if the attendent is distracted.

Note, these are only the rules for an entire work shift. The rules during a plot encounter will differ. Make four separate Handle Animal rolls. These are how many mice go into each of the coloured holes, in order...
Cyan
Yellow
Magenta
Black
Add five to each result, then choose which colour to focus on. Afterwards, you follow the next instruction and make an opposed roll against the opponent in question. This will modify your earnings.

Cyan: You are looking out for cheaters. Roll Perception, DC is determined by a 6d4 roll.
 

Yellow: You are throwing breadcrumbs for the mice to follow. Roll a Ranged Attack, DC is determined by a 6d4 roll.
 

Magenta: You are subtly manipulating the pot. Roll a Sleight of Hand, DC is determined by a 6d4 roll.
 

Black: You are relying on how kindly you treat the mice. Roll another Handle Animal roll, DC is determined by a 6d4 roll.
 

Earnings at Second Level: The colour you chose, times three is your earnings in gp. If you beat the second roll, your earnings are doubled. If you chose the lowest value AND beat the second roll, you earn an additional 50gp.
Spike StackBeing used to poverty, kobolds invented a very simple game where a group of players use sticks to build a tower without causing it to collapse. It is a game of risk, collaboration and desire, building up more and more to attain an impossible wealth before it all collapses beneath you without any sort of safety net.

Some rich elves saw the game, added a competitive element and play it with jewelled gold rods. Oh well. The Dead Mermaid has to make do with coloured wooden rods, but they still maintain the dog-eat-dog element of the elven variation. Build the tower, encourage others to do the same, bet on which idiot will cause the whole thing to fall.

Note, these are only the rules for an entire work shift. The rules during a plot encounter will differ. Each round of play adds a Spike to the Stack. All players make Craft rolls for each round. The DC for the first round is 2, the DC for the second round is 4, and it goes up by increments of 2 each round. If a player fails a DC, they are bust and are removed from player.

Make 10 Craft rolls in a single post, put them in order from lowest result to highest, and then afterwards decide how many rounds you are playing for. Your aim is to be the last player standing.

 

 

 

 

 

 

 

 

 

 


The other players have randomised Craft modifiers for each game. One of your opponents is a slimy little elf who stops paying attention any time a cute humanoid walks by. The second is a kobold, clearly familiar with the original game. The elf's modifier is -3, the kobold's is +2.

Earnings at second level: The rounds you lasted, times fifteen, is your earnings in gp. In addition, if one of your opponents failed their check before you, you earn 15gp as well as your rounds. If both your opponents failed, you earn 45gp as well as your rounds.
BurlesqueThe Dead Mermaid's Casino is very obviously not just a place of games and gambling. Sex and violence go hand in hand with the Dead Mermaid's business, and sometimes the best way to let off that steam is with a little show to placate the audience.

Your earnings, and general success, are determined by a Perform (Burlesque) Roll (for the purposes of this game, you would simply use whatever Perform skill you are the most invested in). Before you make this roll, however, please roll a d4+2 and choose that many parts to your routine.

Routine Skill Check DC If succeed, modify your Perform roll by...
Striptease Perform (Dance)* DC10 Rolling twice and take the highest
Beat Poetry Linguistics DC10 Adding 2
Jokes about Current Affairs Knowledge (Local)* DC15 Adding 5
Political Satire Knowledge (Nobility) DC20 Adding 10
Music Perform (Musical Instrument) DC5 Rerolling any result below a 5
Weapon and Magic Demonstrations Attack Roll using BAB OR Spellcraft DC10 Change the modifier of Perform (Burlesque) from Charisma to your primary combat/spellcasting modifer (including benefits from feats, BAB, etc)
Collaboration with other performers Diplomacy DC25 Choose two other parts of the Routine for free
Stunts Acrobatics DC25 Rolling a 3d10 instead of a d20
* - can be rolled regardless of training

The above DCs and rewards will be randomised each time, as different audiences have different tastes.

Earnings at second level: Your Perform (Burlesque) result, times 7, in gp.
Menial TasksAll of the glamour, and a lot of the money, goes to those workers in those skimpy outfits, making the Dead Mermaid's Casino the wretched hive of scum and villainy that it is. But they are not the people who make the whole place go around. That would be the worker bees who buzz beneath the one-eyed glare of their queen.

Your earnings, and general success, are determined by a Profession (Worker) Roll. Before you make this roll, however, please roll a d4 and choose that many parts to your work day. You earn less money than everyone else, but you also gain an extra boon...

Task Skill Check DC If succeed, you will also gain...
Helping with Repairs Craft DC15 Edward Fletcher will repair a broken item, weapon or armour, or make an item a Masterwork (three days for weapons or armour, during which time Edward will be unavailable)
Mixing Drinks and Waiting Profession (Bartender)* DC15 You will overhear rumours from drunken guests about goings on in the city
Cleaning and reorganising Perception DC15 Ariadne will tell you whispers she's heard from gangs nearby regarding the criminal underworld at large
Cooking Profession (Cook)* DC15 Urin Mountainriver will point out an important place on the map you aren't aware of
Lifting and shifting None N/A After three consecutive days, gain 1HP
Act as a bouncer Intimidate DC20 The Maztablaztas will trust the Bucket Brigade more
Identifying troublemaking clients Sense Motive DC25 Gain a temporary boost to Sandraminae's attitude
Spying for cheaters Perception DC25 Gain a temporary boost to Tilly's attitude
* - can be rolled regardless of training

The rewards that you receive last throughout the in-game day.

Earnings at second level: Your Profession result, times 3, in gp.

Last edited by Lentil Sponge; Apr 4th, 2023 at 10:30 PM.
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  #32  
Old Apr 5th, 2023, 09:54 AM
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It's clobberin' time
 
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Aiming to get Ariadne’s whispers. Probably won't be able to get to Kasturr before Kara and Liana have to meet him, but hey, every little bit of Intel helps.
I only plan on doing the menial jobs for the early part of the day, but I'll roll the d4 anyway for the heck of it.
Dice Shift length?:
1d4 1

And now, the good stuff.
Dice Cleaning and Reorganizing (Perception):
1d20+3sch15 (10)+3 Total = 13

That close. Oh, well, 39gp to the good. (Right?)
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Last edited by Noquarter19; Apr 5th, 2023 at 09:55 AM.
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  #33  
Old Apr 5th, 2023, 09:36 PM
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Kara's Gurna NmeshThrowing:
Dice Strength:
1d20+2 (12)+2 Total = 14
(14)
Tripping:
Dice Dexterity:
1d20+5 (17)+5 Total = 22
(22)
Sprawling:
Dice Constitution:
1d20 18
(18)
Holds & Chokes:
Dice Intelligence:
1d20 19
(19)
COP:
Dice Wisdom:
1d20+2 (17)+2 Total = 19
(19)

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  #34  
Old Apr 6th, 2023, 01:28 PM
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Liana --

Dice Burlesque routine length:
1d4+2 (3)+2 Total = 5


Can't attempt Beat Poetry, not trained in Linguistics.
Can't attempt Political Satire, not trained in Knowledge (nobility)
Can't benefit from Weapon and Magic Demonstrations - even if successful, as it substitutes a weaker modifier for her strongest.
Can't benefit from Collaboration with other performers - even if success, as she is maxed out on possibly beneficial actions (unless the ruling is changed to allow doing the same part multiple times.)

Actually trained in Perform (Comedy) so I assume that works for Jokes in place of Knowledge Local

Burlesque uses her best Perform, which will be comedy.

First, spend one spell point to give +5 enhancement bonus to Comedy for the duration, taking it from +8 to +13.

Dice Perform (music) DC5 - reroll 5s or less:
1d20+5 (9)+5 Total = 14


Dice Aid Another (self): Dance DC 10:
1d20+5 (13)+5 Total = 18

Dice Perform Dance - to roll twice and take best, DC 10:
1d20+10 (3)+10 Total = 13


Dice Aid Another (self): Performance Comedy:
1d20+13 (2)+13 Total = 15

Dice Performance (comedy) - Tell jokes to get +5 to final roll, DC 15:
1d20+18 (11)+18 Total = 29


Moment for drama. Concentrate -- create a new symbol of Erotes. Put a temp +5 onto Acrobatics, taking it to +13
Dice Aid Another(self): acrobatics DC 10:
1d20+13 (20)+13 Total = 33

Dice Acrobatics, DC 25:
1d20+18 (16)+18 Total = 34


Final Burlesque roll ... first -- boosting herself.
Dice Aid Another(self): Perform Comedy DC 10:
1d20+13 (8)+13 Total = 21


She has succeed at everything she tried, so she gets all the boosts.
* +8 base
* +5 enhancement bonus
* +5 aid another self
* +5 told successful jokes
* Rolls 3d10, rerolls 5, and the last of the 3 dice rolls 2 dice and takes the best.

Dice Final Burlesque check, first two dice and then best of the next two dice:
4d10+23 (7, 5, 8, 4)+23 Total = 47

Reroll just the last die (under 5)
Dice Last die reroll:
1d10 6


Final burlesque result 7+5+8. +23 = 43

I suppose I'll have to turn those into a story post.

Last edited by CatCanCook; Apr 6th, 2023 at 02:33 PM.
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  #35  
Old Apr 7th, 2023, 05:20 AM
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Since we don’t have the one per shift limit Tarbin will be doing Gurna Nmesh aswell

Dice Throwing:
1d20+4 (4)+4 Total = 8

Dice Tripping:
1d20+2 (9)+2 Total = 11

Dice Sprawling:
1d20+2 (14)+2 Total = 16

Dice Holds and Chokes:
1d20-2 (17)-2 Total = 15

Dice Causing opponent to foul:
1d20+2 (2)+2 Total = 4



***Please note Tarbin has +2 to grapple combat manuever checks due to his unarmed combatant feat and +2 to combat Manuevers in general thanks to his gladiator background which I think should count for something in a wrestling mini game.
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  #36  
Old Apr 9th, 2023, 08:24 AM
Dylan Scott Dylan Scott is offline
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Well Grim was going to try his hand at Orcstones but i notice the rules have changed and sleight of hand is no longer involved so with the change and the removal of Conch Shell game there is nothing he is particular skilled at anymore other than the Burlesque (Current Affairs, Beat Poetry, Collab and Magic Display) but not in the mood for the stage at the moment and Liana's act will be hard to follow so may as well have a try at Rodent Roulette

Declaring Black Pot First as Focus (otherwise why wouldn't anyone just roll the mice number and pick the one with the lowest number to claim the extra 50gp?)

Dice Animal Handling to be nice to the mice:
1D20+7smh15 (16 ✔)+7 (1/1) Total = 23


Number of Mice per pot
Dice Cyan:
1D20+12 (3)+12 Total = 15

Dice Yellow:
1D20+12 (8)+12 Total = 20

Dice Magenta:
1D20+12 (3)+12 Total = 15

Dice Black:
1D20+12 (3)+12 Total = 15


Winnings - Black Pot 15 mice x3 = 45gp. Doubled for beating Roll = 90gp.

lowest number of mice was a tie so GM call whether the extra 50gp is available as it is both the lowest and not at the same time, and does Grim qualify for the extra from Liana's performance? so winnings anywhere from 90gp to 160gp

Last edited by Dylan Scott; Apr 9th, 2023 at 08:27 AM.
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  #37  
Old Sep 4th, 2023, 10:28 PM
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Location Season Day
The Dead Mermaid's Casino Harvest 104 of 120
Shift Number 2 Last Shift
Kara is playing: Liana is playing: Vyegger is playing:
Karuz will be making money a different way... Damien is playing: Tarbin is playing:

Please roll your results for this shift here. This determines what your shift earnings are. When roleplaying, you'd act as if this result is an indicator of how you've done over the entire shift, not just a single game. Some of these may be played in an individual, plot-important encounter and may have different rules in those instances. These are rules to determine how well you perform over the course of a single shift and how much you earn as a result.

Only one player may play a single game during a single shift. You have a minimum earning of 20gp and a maximum earning of 200gp. If you earn over 300gp, then you still earn 200gp but the rest of the party gains an additional 20gp (max at 200gp still)

Gurna NmeshA traditional form of halfling wrestling, one that favours a smaller, weaker opponent using technique to use a stronger, larger opponent's own weight against them. In some spheres of the city it is a noble game, full of tradition and ceremony. In the Dead Mermaid, it's an excuse for a rough scrap.

Make five rolls of 1d20, and choose to apply them to the following wrestling disciplines. You will add the corresponding modifier to said result.

ThrowingTrippingSprawlingHolds & ChokesCausing Opponent to Foul
Add StrengthAdd DexterityAdd ConstitutionAdd IntelligenceAdd Wisdom

You will face a growling, snarling orc woman who is being cheered on by a small crowd, clearly with something to prove. She has the following results.

GurnaNmesh
Throwing
Dice Roll:
d20+4 (12)+4 Total = 16
Tripping
Dice Roll:
d20+2 (8)+2 Total = 10
Sprawling
Dice Roll:
d20+3 (4)+3 Total = 7
Holds & Chokes
Dice Roll:
d20-2 (15)-2 Total = 13
Causing Opponent to Foul
Dice Roll:
d20-2 (15)-2 Total = 13

Whoever has the highest number in each discipline wins, and gains the difference in Points. The loser of each discipline earns half that amount in points. Choose one of your disciplines - this disciple is your Focus, and you double any points you receive regardless of winning or losing.

The most Points in the game wins.

Each game will have a randomised opponent. This opponent is a DESCRIPTION OF OPPONENT HERE

Earnings at 2nd Level = If you won, you earn 65gp. If you lost, you earn 15gp. Add your Points in gp to your earnings. In addition, if you won in three or more Disciplines you earn an additional 30gp bonus.
OrcstonesThere is a round board with divots cut into it, and several large balls that fit into said divots and a smaller ball that all of the players use. Each person rolls the smaller ball to collide with the other balls, knocking them into the divots to make points, while losing points for colliding with the other players' balls. The game is one that the novice would see purely as a test of precision and power, but the master knows that actually it is about careful planning and understanding each angle.

Note, these are only the rules for an entire work shift. The rules during a plot encounter will differ. The game starts with a Ball Value of 5. For each round, choose a Shot, which adds to the value. Each kind of Shot has a different dice roll. Then the opponent rolls. The game ends when the value goes over 50. Whoever makes the Shot that takes it over is the loser.

Safe Shots add a 2d6. Risky Shots add 6d4. Trick Shots add 2d20. Snookering the Opponent reduces the value by 10. You can choose to adjust any of these rolls by your Intelligence or Sleight of Hand modifier, OR you can choose not to.

Round1
Safe Shot
Dice Roll:
2d6 3, 3 Total = 6
Risky Shot
Dice Roll:
6d4 4, 3, 3, 1, 3, 4 Total = 18
Trick Shot
Dice Roll:
2d20 3, 14 Total = 17
Snooker Opponent-10 to Ball Value
Skip TurnNo change

 


Round2
Safe Shot
Dice Roll:
2d6 6, 5 Total = 11
Risky Shot
Dice Roll:
6d4 1, 3, 4, 4, 3, 3 Total = 18
Trick Shot
Dice Roll:
2d20 19, 19 Total = 38
Snooker Opponent-10 to Ball Value
Skip TurnNo change

 


Round3
Safe Shot
Dice Roll:
2d6 5, 4 Total = 9
Risky Shot
Dice Roll:
6d4 2, 2, 2, 1, 4, 1 Total = 12
Trick Shot
Dice Roll:
2d20 17, 3 Total = 20
Snooker Opponent-10 to Ball Value
Skip TurnNo change

 


Earnings at Second Level: If the Ball Value is under 50, times the Ball Value by three. This is your earnings. If the Ball Value went over 50 on your opponent's turn, add your Sleight of Hand and Intelligence modifiers to the Ball Value before multiplying by three for your earnings. If the Ball Value went over 50 on your turn, you earn 35gp plus your Sleight of Hand modifier.
Diamonds and DirtDiamonds and Dirt is a card game of bluffing, luck and strategy, coming from goblins who bet on whether they have Diamonds or Dirt. Players receive 10 cards and swap an agreed number of cards between each other after a minute of uninterrupted talking each, determined to have all of the Diamonds and none of the Dirt. All you have are your words and the way you lay out your cards to protect your Diamonds.

You will receive d10 number of diamonds. Then you can make either a Bluff roll to convince your opponent not to take any of your Diamonds, or a Sense Motive to figure out how many Diamonds the opponent has. Generally, if you only have a few Diamonds, it is best to make a Sense Motive check, while having lots of diamonds is best to protect the diamonds you have.

 

 

 

 

 

 

 

Earning at second level: The number of diamonds you have at the end of the game, times 20, is your earnings.
Rodent RouletteA large pot with coloured holes in it, leading to small buckets around the side corresponding to those colours. Then, from above, the attendent drops several handfuls of sweet, adorable mice that have definitely been fed well and treated well, because Tilly is an animal lover as well as a great employer. After betting which holes the mice will go into, players will attempt to influence the result with a combination of nudgings, breadcrumbs, throwing the mice about in the pot and sometimes punching the other players if the attendent is distracted.

Note, these are only the rules for an entire work shift. The rules during a plot encounter will differ. Make four separate Handle Animal rolls. These are how many mice go into each of the coloured holes, in order...
Cyan
Yellow
Magenta
Black
Add five to each result, then choose which colour to focus on. Afterwards, you follow the next instruction and make an opposed roll against the opponent in question. This will modify your earnings.

Cyan: You are looking out for cheaters. Roll Perception, DC is determined by a 6d4 roll.
 

Yellow: You are throwing breadcrumbs for the mice to follow. Roll a Ranged Attack, DC is determined by a 6d4 roll.
 

Magenta: You are subtly manipulating the pot. Roll a Sleight of Hand, DC is determined by a 6d4 roll.
 

Black: You are relying on how kindly you treat the mice. Roll another Handle Animal roll, DC is determined by a 6d4 roll.
 

Earnings at Second Level: The colour you chose, times three is your earnings in gp. If you beat the second roll, your earnings are doubled. If you chose the lowest value AND beat the second roll, you earn an additional 50gp.
Spike StackBeing used to poverty, kobolds invented a very simple game where a group of players use sticks to build a tower without causing it to collapse. It is a game of risk, collaboration and desire, building up more and more to attain an impossible wealth before it all collapses beneath you without any sort of safety net.

Some rich elves saw the game, added a competitive element and play it with jewelled gold rods. Oh well. The Dead Mermaid has to make do with coloured wooden rods, but they still maintain the dog-eat-dog element of the elven variation. Build the tower, encourage others to do the same, bet on which idiot will cause the whole thing to fall.

Note, these are only the rules for an entire work shift. The rules during a plot encounter will differ. Each round of play adds a Spike to the Stack. All players make Craft rolls for each round. The DC for the first round is 2, the DC for the second round is 4, and it goes up by increments of 2 each round. If a player fails a DC, they are bust and are removed from player.

Make 10 Craft rolls in a single post, put them in order from lowest result to highest, and then afterwards decide how many rounds you are playing for. Your aim is to be the last player standing.

 

 

 

 

 

 

 

 

 

 


 


The other players have randomised Craft modifiers for each game. One of your opponents is a drunk elf who insisted to his friends that, YES, he knew the rules and a "secret strategy!". The second is Rennux herself, who snuck onto the table after making sure that Tilly wasn't around and Sandraminae wasn't looking. She seemed extremely confident of winning.

Earnings at second level: The rounds you lasted, times fifteen, is your earnings in gp. In addition, if one of your opponents failed their check before you, you earn 15gp as well as your rounds. If both your opponents failed, you earn 45gp as well as your rounds.
BurlesqueThe Dead Mermaid's Casino is very obviously not just a place of games and gambling. Sex and violence go hand in hand with the Dead Mermaid's business, and sometimes the best way to let off that steam is with a little show to placate the audience.

Your earnings, and general success, are determined by a Perform (Burlesque) Roll (for the purposes of this game, you would simply use whatever Perform skill you are the most invested in). Before you make this roll, however, please roll a d4+2 and choose that many parts to your routine.

Routine Skill Check DC If succeed, modify your Perform roll by...
Striptease Perform (Dance)* DC10 Rolling twice and take the highest
Beat Poetry Linguistics DC10 Adding 2
Jokes about Current Affairs Knowledge (Local)* DC15 Adding 5
Political Satire Knowledge (Nobility) DC20 Adding 10
Music Perform (Musical Instrument) DC5 Rerolling any result below a 5
Weapon and Magic Demonstrations Attack Roll using BAB OR Spellcraft DC10 Change the modifier of Perform (Burlesque) from Charisma to your primary combat/spellcasting modifer (including benefits from feats, BAB, etc)
Collaboration with other performers Diplomacy DC25 Choose two other parts of the Routine for free
Stunts Acrobatics DC25 Rolling a 3d10 instead of a d20
* - can be rolled regardless of training

The above DCs and rewards will be randomised each time, as different audiences have different tastes.

Earnings at second level: Your Perform (Burlesque) result, times 7, in gp.
Menial TasksAll of the glamour, and a lot of the money, goes to those workers in those skimpy outfits, making the Dead Mermaid's Casino the wretched hive of scum and villainy that it is. But they are not the people who make the whole place go around. That would be the worker bees who buzz beneath the one-eyed glare of their queen.

Your earnings, and general success, are determined by a Profession (Worker) Roll. Before you make this roll, however, please roll a d4 and choose that many parts to your work day. You earn less money than everyone else, but you also gain an extra boon...

Task Skill Check DC If succeed, you will also gain...
Helping with Repairs Craft DC15 Edward Fletcher will repair a broken item, weapon or armour, or make an item a Masterwork (three days for weapons or armour, during which time Edward will be unavailable)
Mixing Drinks and Waiting Profession (Bartender)* DC15 You will overhear rumours from drunken guests about goings on in the city
Cleaning and reorganising Perception DC15 Ariadne will tell you whispers she's heard from gangs nearby regarding the criminal underworld at large
Cooking Profession (Cook)* DC15 Urin Mountainriver will point out an important place on the map you aren't aware of
Lifting and shifting None N/A After three consecutive days, gain 1HP
Act as a bouncer Intimidate DC20 The Maztablaztas will trust the Bucket Brigade more
Identifying troublemaking clients Sense Motive DC25 Gain a temporary boost to Sandraminae's attitude
Spying for cheaters Perception DC25 Gain a temporary boost to Tilly's attitude
* - can be rolled regardless of training

The rewards that you receive last throughout the in-game day.

Earnings at second level: Your Profession result, times 3, in gp.
Warning: rolls have been deleted from this post.

Last edited by Lentil Sponge; Sep 4th, 2023 at 10:48 PM.
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  #38  
Old Sep 5th, 2023, 12:15 AM
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Vaerdis Vaerdis is offline
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Throwing 16
Tripping 17
Sprawling 2
Holds & Chokes 8
Foul 20

Last edited by Vaerdis; Sep 5th, 2023 at 12:22 AM.
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Old Sep 5th, 2023, 02:19 AM
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Dice Burlesque Parts:
1d4+2 (4)+2 Total = 6


PartsPolitical Satire: Automatic 27 (taking 20 as a standard action with Lore Master)

Dice Jokes about Current Affairs:
1d20+9sh15 (7)+9 Total = 16

Dice Striptease:
1d20+6sh10 (13)+6 Total = 19

Dice Music - Violin:
1d20+6sh5 (19)+6 Total = 25

Dice Collaborate:
1d20+11sh25 (6)+11 Total = 17

Dice Stunts:
1d20+6sh25 (11)+6 Total = 17


Performance Modifiers

+15, Roll twice and take highest, reroll below 5


Dice Perform: Burlesque:
2d20+25kh1 (8, 3 (keeping 8) )+25 Total = 33

Dice Rerolling 3:
1d20 15


15+25=40, 40x7= 280 GP
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Last edited by Touketsu; Sep 5th, 2023 at 03:28 AM.
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Old Sep 5th, 2023, 10:38 AM
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Liana might be able to outperform Damien in burlesque, but she chooses to not even try to upstage him on his glory day. Instead, her primary focus for the day is keeping an eye on Rennux -- both to keep the special guest safe, and to learn anything she can.

Toward that end it is most effective to take some menial tasks that let her keep an eye upon the woman.

Quote:
please roll a d4 and choose that many parts to your work day
Dice Parts to work day:
1d4 3


She chooses all of the tasks that help her keep an eye upon things...

Quote:
Act as a bouncer Intimidate DC20 The Maztablaztas will trust the Bucket Brigade more
Identifying troublemaking clients Sense Motive DC25 Gain a temporary boost to Sandraminae's attitude
Spying for cheaters Perception DC25 Gain a temporary boost to Tilly's attitude
And she uses her superpowers to bolster her skills via psionics and divine intervention.

Intimidate +1+5(enhance) = +6
Sense Motives +4+5(enhance) = +9
Perception +4+5(enhance) = +9

Dice Aid another self (intimidate) DC 10:
1d20+6 (9)+6 Total = 15

Dice Aid another self (sense motives) DC 10:
1d20+9 (20)+9 Total = 29

Dice Aid another self (perception) DC 10:
1d20+9 (15)+9 Total = 24


The actual checks:

Dice Intimidate DC 20:
1d20+11 (9)+11 Total = 20

Dice Sense Motives DC 25:
1d20+14 (1)+14 Total = 15

Dice Perception DC 25:
1d20+14 (2)+14 Total = 16


And to earn money -- which her focus is not really on at all today...

Lousy roles. She didn't impress in two dimensions, but succeeded at intimidation.

Dice Profession:
1d20-2 (3)-2 Total = 1


And she earns: 3 gp.

Well, the whole goal was to observe and learn not to make money today. Hoping that works out.

Last edited by CatCanCook; Sep 5th, 2023 at 10:45 AM.
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Old Sep 5th, 2023, 01:45 PM
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Dice Work day:
1d4 4

1st part
Dice Intimidate (bouncing):
1d20+8sch20 (1 (natural 1))+8   Total = 9

Cool. Guess that means they trust me less instead.

2nd part: lift and shift (1 of 3 consecutive days)

3rd part:
Dice Clean and Reorganize:
1d20+3sch15 (4)+3 Total = 7


4th part:
Dice Mix drinks/partake of drinks:
1d20-1sch15 (6)-1 Total = 5


Despite universal failure in all tasks, let’s see if he makes any money:
Dice Profession (worker):
1d20-1 (8)-1 Total = 7
x3 = 21gp
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Last edited by Noquarter19; Sep 8th, 2023 at 09:45 PM.
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