TRM's Second Darkness, a Pathfinder RPG game (closed)

The Rolling Man

First Post
The game has started ! :) The thread for the first chapter, Shadow in the Sky is here.

Please post/correct (as needed) your character in the RG as soon as possible but feel free to post in the IC thread anyway. Have fun.
 

log in or register to remove this ad


The Rolling Man

First Post
to Dr. Simon

Am I correct in assuming that Tolly is only going to the Gold Goblin a short time before the start of the tournament ? If you prefer, we can fudge things a bit and make him arrive at the Goblin when Chan Ti is still around.
 

Dr Simon

Explorer
If it'll help bring the PCs together, sure. We can assume that he swings by earlier just to check out where the place is, plus any handy exits...
 



The Rolling Man

First Post
I'm sorry I could not post earlier but enworld was very slow for me all day. I think we're almost done with the 'morning activities' and I'll fast forward the action to the evening once I rap up things with Chan Ti and Tolly.
 

The Rolling Man

First Post
I was finally able to post updates for the IC thread ... bad ENworld.

Also, here's a map of the first floor of the Gold Goblin to help you situate yourselves.
Goldgoblin1ini.jpg
Key:
1 Grand (main) entrance
2 Casino floor (where the gambling tables are)
3 Cashier (you can change actual money for gambling chips here)
4 Cashier's cage
12 Kitchens
13 Scullery
14 Staff Lounge
15 The Goblin’s Tankard (the bar)
16 Public Privies
 

The Rolling Man

First Post
Gambling games

There's 4 primary games at the Gold Goblin for the tournament. Here's the rules and how we're gonna deal with them for this PbP game.

First, all games are played with the house chips (bits of painted wood with a symbol). They can be exchanged at the cashier.
Copper Heart (Dull red paint), cost: 1 cp
Silver Tooth (Dull gray paint), cost: 1 sp
Gold Eye (Dull yellow paint), cost: 1 gp.

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.
For this game: Since this game mostly involves dice rolling and not many descisions, we can run it pretty much as it is. I can make all the rolls but, if you want to make your rolls with invisible castle, just post your bet, your 'point' roll and the fact that you double or not in one post. Then go make your second roll on IC and put it in a second post. (I guess it would actually require 3 post, i.e. one for just the bet, but it's a bit much so I'll trust you :p) I'll post the dealer's roll afterwards.

Ghoulette
“What a mighty hero! Ready to rescue the ale from any mug!”
What You’ll Need: A spinner or 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 (a 'mummified' and enchanted ghoul head) 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.
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”
For this game: This one is also pretty strait forward. Post your bets on one of the categories and I'll roll the d12 and provide the insult :).

Golem
“It’s you verses the greedy golem! Test your skill and take the monster’s pot!”
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.
For this game: I don't really want to play a PbP poker game so we'll simplify this by using the quick gambling rules. First, choose a stake you want to put in then roll a Profession(gambler) check or a Charisma check (which ever is higher) and consult the table below. One check represent about 5 minutes of gambling.
Quick Gambling Results
Check DC Result
Below 10: Lose all your stake.
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 120%. For each 2 points by which your result exceeds DC 22, increase the additional win by another 20% (for example, DC 24 pays 140%, DC 26 pays 160%, and so on).
You can also choose to make a Bluff check to add a bonus to your main check. A roll of 5 or less gives you a -2 penalty, DC 15 provides +2 and DC 25 +4.

Skiffs
“Step up to the lake and get your racers ready! There’s a storm a’comin’!”
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.
For this game: Once again, this is a skill game and it's too complicated to play in a PbP format. If anyone wants to play this game, we'll once again use the quick gambling rules (see Golem) except you can't use Bluff here. An Intelligence check can also be used instead of Profession(gambling) or Charisma. Also, your stake will always be 25 cp, 25 sp or 25 gp (depending on the table). Finally, you can focus on removing the boats of a particular player in this game. If someone does this to you, you get a -2 to your roll. On the other hand, if someone does it to someone else, you get +2 to your roll.
 


Remove ads

Top