
Maelorn |

"Then we are agreed. We will work to make the Goblin profitable and safe. Saul, what skills are you looking for in your new hires, and how many people are you seeking to hire? Perhaps we can locate appropriate people in town."
Maelorn thinks for a moment before continuing, "I think I'll begin by performing any minor repairs within my abilities. If any of you can think of a good way to get the brass dome cleaned and shining, I think that will put the Goblin in everyone's sight."

Eros Tristil |

Eros turns to Maelorn and says:"hmmm perhaps I will look into that first thing in the morning."
The next morning Eros examines the outside of the building. He is looking for an appropriate place to set up a ladder on the ground or up on the second floor so that the dome may be reached for cleaning/shining.

Eros Tristil |

I think I will go out the East window in room #16 on the second floor.
The roof looks sloped here, but the roof doesn't look sloped if i go East and then south to that roof section that curves around the dome. Somewhere along there might be a good place to set up a couple of ladders for multiple people to clean the dome. Myself included of course.

DM-Camris |

Saul, what skills are you looking for in your new hires, and how many people are you seeking to hire? Perhaps we can locate appropriate people in town."
Saul directs Maelorn to talk to Larur Feldin, as he had tasked Larur with hiring a dozen more men and women to serve as cooks, croupiers, and servers. It takes only a few days to hire back up, at which point the hall is once again staffed and open for business.
Larur takes Maelorn's interest as a personal insult...Maelorn Diplomacy check: 1d20 + 7 ⇒ (13) + 7 = 20
...But Maelorn softens him up over an ale or two, and Larur ends up hireing six neighborhood men and women on Maelorns reccomendation.

DM-Camris |

Although Saul hires the PCs to be his troubleshooters and enforcers, they can also take on other duties at the Gold Goblin as they see fit.
In fact, Saul gently points out that the actual fixing up and repairs should be left to the workmen and that the junior partners should look ahead to increase profitablity using the skills they have.
Examples of such duties include:
Barker, calling people on the street to come in and play.
Greeter, welcoming people at the door.
Dealer or croupier (run games for customers).
Crafter, making advertisements.
Staff manager (oversee the help).
Performer, entertaining the crowd.
Spotter (patrol the catwalks or the floor itself
and watch for cheaters).
As a general rule, you can assume that a character can spend 4 hours a day working for the Gold Goblin and still have enough time left in his day to adventure, craft magic items, shop, or relax.
Key skills that influence the profitability of the Casino:
Bluff (DC 15): Spend 2 hours a day cajoling citizens and
tricking them into visiting the Gold Goblin.
Craft (DC 15): Spend 2 hours a day and 10 gp to create
eye-catching advertisements.
Diplomacy (DC 15): Spend 2 hours a day managing the
help and greeting customers at the Gold Goblin.
Diplomacy (DC 20): Spend 4 hours a day convincing
citizens to stop by the Gold Goblin.
Intimidate (DC 15): Spend 2 hours a day working as a
bouncer at the Gold Goblin.
Intimidate (DC 20): Spend 2 hours a day threatening
customers of competing game halls that if they don’t
check out the Gold Goblin, something bad will happen.
Perform (DC 15): Spend 2 hours a day performing for
customers at the Gold Goblin.
Profession (gambler) (DC 15): Spend 2 hours a day
working as a croupier or dealer at the Gold Goblin.
Spot (DC 15): Spend 2 hours a day looking for cheaters at
the Gold Goblin.
Finally, a character can give Saul a bonus to his
profitability check by donating gold to the cause. Every 50
gp donated grants Saul a +1 bonus for that week’s check, up
to a maximum of +5 for 250 gp.

Maelorn |

Maelorn will apply his Diplomacy skills towards staff management, and the other two hours a day using Perception to spot cheaters (or if someone else has a better Perception, using the 'Aid Another' option to assist them). This includes watching to make sure the House is running honest games. If I determine the games are honest, I may reallocate my time towards convincing people towards coming in to the Goblin.
Diplomacy: Staff Mgmt - 1d20 + 7 ⇒ (6) + 7 = 13
Perception: Spotter - 1d20 + 4 ⇒ (1) + 4 = 5
Ouch, I guess Maelorn sucks this week.Chalk it up to ambivalence about helping to run a gambling establishment, I guess.
I'm going to presume treasure division is as earlier discussed, and I'll follow up with purchases and such in a bit.

Eros Tristil |

Eros will spend two hours a day as a bouncer, and then he will spend two hours a day looking for cheaters.
Intimidate: Bouncing:1d20 + 5 ⇒ (9) + 5 = 14
Perception: Cheating:1d20 + 6 ⇒ (9) + 6 = 15
Purchases:20 Cold Iron Arrows (2gp), Swim Fins (Adventurer's Armory pg 13)(1sp) Note: Cold Iron costs twice as much as the normal version of a weapon.
"As for adventuring, how do you guys feel about investigating the missing smugglers at devil's elbow? I hear there may be a siren at play over there."
Eros asks the various employees at the gold goblin:"Tell me friend, what do you know about the famed siren who calls herself Virashi?
Is that within our level range? or is that beyond us? Is it close enough that we can look into it and be back in time for our jobs at the gold goblin?

Zane Argentus |

Zane acts as a spotter, observing not so much the direct actions of players as the disparity in probability that would indicate cheating.
As he ptrols the catwalk he will occasionally deploy detect megic to view things in the arcane spectrum in order to identify any cheating through superior application of will power.

DM-Camris |

As for adventuring, the first couple of weeks at least will be taken up with your new duties at the Gold Goblin. You are just settling in, overcoming all the little problems that come up in the course of your new jobs. After that, you can put in four hours a day at the Goblin and use the rest for everything else (adventuring, making items, etc.).

DM-Camris |

THE RE-REOPENING
On the fourth day after the attempted heist, the doors open at dusk. Long lines of people waiting to get in go nearly around the block; nearly twice the number at the Tournament night. Word got around about what happened that night, and many present were half hoping something like that would happen again.
Led into the darkened Hall by waitress/succubi, the customers mutter nervously, but settle when a roll of bass drums begins.
Then with a crecendo of brass, the sconces flare up in a pyrotechnic display and Saul Vancaskerkin appears in a puff of smoke and dressed like a Duke of Hell.
Saul raises his hands.
"WELCOME TO THE GOLD GOBLIN GAMBLING HALL!
"I know you all came for a Hell of a good time, and here in the First circle of Hell, you will find it! Let the games...
"BEGIN!"
With another flash and puff of smoke, Saul disappears again, the lights come up, the band starts playing and the customers surge forward to lay their money down...
So has everyone stated what their job was going to be?

Maelorn |

Buttonholing Saul in the back, Maelorn confronts him, "This is the sort of thing I meant when I asked if we were partners or just employees. Had you given us any indication that you were going to continue this 'Cheat the Devil' theme after the Tournament, I would have stated my objections then."
Maelorn stalks off, his expression uncharacteristally angry (and apparently is a rather poor spotter for the rest of the night).

DM-Camris |

Saul listens to Maelron attentively.
"Maelorn, my good man. I am sorry if you don't like it, but the fact of the matter is I have sunk too much money into the set decorations to make a change right now."
He fixes you with his eyes.
"Listen, if you're serious I will make you a deal. If you can come up with a different theme, something just as dramatic and attention getting as the Circle of Hell thing, I will listen to your proposal. And if we can bring us up to profitablity we may be able to implement it. What do you say, deal?" He sticks out his hand.

DM-Camris |

You spot suspicious persons concentrating in the crowd, looks like they've workded themselves up to a fever pitch. You see suspicious bulges that suggest weapons smuggled it as well.
Sense Motive: 1d20 + 7 ⇒ (15) + 7 = 22
You're not sure, but it looks like they aren't robbers, but they do intend to bust up the place. Looks like they've drunk enough to get a little courage, but no to the point of impairment.

Maelorn |

Maelorn looks over at the group Bor indicates, attempting to size them up. Sense Motive: 1d20 + 8 ⇒ (3) + 8 = 11
Not getting a good sense of their deeper motives, Maelorn quietly speaks to Bor without turning his head, "I'd appreciate it if you can warn the others. I'm going to try to clear this without bloodshed."
Smiling, Maelorn approaches the group.
"Gentlemen, good evening. I'm Maelorn, one of Torag's Makers. Today, I am trying to make a business succeed. You look upset, and I'd be happy to listen to your grievances. The people here," he gestures to the crowd in general, "are simply trying to relax and forget their troubles. It would be a shame to upset their evening."
I'm seeking to use Diplomacy to defuse the situation. If I can convince them to leave peacefully, that's best. Note, if the option exists to use Touch of Good on myself to increase my Diplomacy Roll, I will do so, but the roll here does not reflect that. Diplomacy:1d20 + 7 ⇒ (17) + 7 = 24

DM-Camris |

A big halforcish looking fellow and six of his buddies look like the're just looking for an excuse to bust some heads. They were on track to becoming hostile and attacking, but Maelorns diplomatic offensive held them to unfriendly.
So instead of attacking, he starts talking. Talking about how the Cheat the Devil tournament was a robbery, they never got their stake back... unfair... racist... anti sailor... and so on. The thugs are still on the edge of busting heads, but now their words start attracting attention from the other patrons. Some disapprove of the thugs, some disapprove of the casino, and a few shout helpful comments designed to throw the sailors into a mini riot.
1d20 + 2 ⇒ (12) + 2 = 14
The rest of the party have either gotten the word or noticed the potential disturbance and are two rounds away...

Nakoda |
Nakoda was looking very much like the barbarian aristocrat, her short golden hair seeming unruly, but somehow intentional, not liking that part of her dress included accentuating the image of her being an outsider, one arm tattooed with a cloud of feathers from her forearm up. The pointless chatter was annoying to attend to, but it was something that could lead them to their purpose, so she suffered it. She wore her chain shirt like it was a gown, it having been freshly cleaned and polished.
Her whip was coiled at her hip, and a dagger lay on her opposite hip, most of those who engaged her in conversation distracted by the images on her arm, the design on her face, and the expanse of leg she showed. The gathering was noticed and she looked to Baral, giving him a nod in that direction as she excused herself from the current conversation, and began to make her way through the crowd with a bit of difficulty until she got into Baral's wake.

Maelorn |

"Well then, that is easily enough addressed. You must have left before Larur started repaying the stakes. Tell you what, let's go take a look at the books and we see your recorded stake."
Maelorn reaches out, offering to grasp forearms with the leader of the group, "The Gold Goblin is not going to cheat anyone, regardless of their work or their origins, as long as I have anything to say about it. Shalle we?"
I'm running under the assumption that stakes were recorded, as Larur knew how much each of us had put in without asking, and when he repaid the guests who were there, he didn't have to take into account chips that were dropped in the general panic.
I *expect* that these guys are blowing smoke, and that I'm calling their bluff. If they make trouble now, it becomes obvious that the whoe reason they were here is to make trouble, and we can bounce them without backlash. Honestly I'm hoping that if they are here to make trouble, I can convince them to back down.
If they *were* here and are owed money, well Maelorn plans to see they get it.
Diplomacy Check if needed: 1d20 + 7 ⇒ (8) + 7 = 15 - Again I'll use Touch of Good for the +1 if that is an option.

Eros Tristil |

Eros notices the commotion, and he notices his companions gathering towards the half-orcs. He tries to use stealth and the crowds to sneak up behind the half-orcs in case his services will be needed.
Stealth:1d20 + 4 ⇒ (16) + 4 = 20
Once Eros gets close enough he will ready a charge if he can find a clear path. The charge will be unleashed upon the nearest half-orc the moment Eros notices any of the half-orcs drawing a weapon. Eros will use his spiked gauntlet which he is already wearing rather than attract attention by drawing a weapon.

DM-Camris |

From your position on the catwalks, you see the commotion that Maelorn is facing with the big sailors.
But since you have Detect Magic running, you get a flash, multiple flashes of magic in different areas of the casino.
Spellcraft: 1d20 + 9 ⇒ (11) + 9 = 20
You can't ID what the spell is, might be a custom job; but it is definately the same spell and it is definately an Enchantment of some kind.

DM-Camris |

The crowd makes it difficult terrain, so no charging is possible right now.
Perception: 1d20 + 6 ⇒ (10) + 6 = 16
You hear the thud of fist to stomach to your left, the quick mutter of a spel to your right and all of a sudden you're in the middle of an eight person brawl.
Kick: 1d20 + 3 ⇒ (8) + 3 = 11 Someone aimed a kick at your groin, but your armor stopped it.

DM-Camris |

Perception: 1d20 + 8 ⇒ (12) + 8 = 20
While running to pass the word to the others, you notice a shiver run through the crowd, there is a quick mutter of a spell, a angry shriek, the sound of a fist to the stomach and abruptly you are in the middle of an eight person brawl.
Knee to face: 1d20 + 3 ⇒ (9) + 3 = 12 Someone tries to knee you in the face, but you easily dodge it.

DM-Camris |

Perception: 1d20 + 4 ⇒ (11) + 4 = 15
Moving through the crowd towards Maelorns confrontation, you are stil twenty yards away when you see a shiver run through the crowd.
Abruply you are in the middle of an eight person brawl.
Kick: 1d20 + 3 ⇒ (6) + 3 = 9 A kick is thrown in your direction, but misses.
Glancing behind you, you saw an elbow thrown at Nakoda, which she fends of easily.

Baral Shakran Shiikirri-Quah |

Baral, very aggravated that someone has the nerve to try to kick him, attempts to trip the one who tried to kick him, while fighting to control a bubbling rage, so as to prevent pulling weapons and turning this into a bloodbath. Just before moving to trip he glances in Nakoda's direction and sees an elbow thrown at her, which she fends of easily, and this just makes him even more aggravated, intend on moving to her side as soon as he has dealt with the idiot who tried to kick him.
Trip: 1d20 + 8 ⇒ (15) + 8 = 23

Nakoda |
If this many people got angry and started to break things, not only would they be out of income for doing much of nothing, their reputations would be smudged, and that was the more important thing. What had happened before that caused the Goblin to be closed was a common enough thing. For it to happen again was suspicious. She barely paid attention to the elbow, trying to think about what could have caused this sudden riot.
As she followed behind Baral, she began the brief chant that she had learned that let her feel the presence of magic, passing a hand over her eyes again and again until her perception was sharpened enough to tell whether or not there was something affecting the crowd.
Casting Detect Magic while following Baral.

Eros Tristil |

Free Action: Eros shouts "Bouncers!! Deal with this!"
Move Action: Eros Glances right and tries to spot the spellcaster
Perception:1d20 + 6 ⇒ (2) + 6 = 8
Standard Action: In all likelihood, Eros did not spot the spellcaster, so he will go full defensive and continue to identify the spellcaster.
Eros thinks he is the real threat here. The mindless crowd is just an annoyance.
If the Spellcaster is spotted then Eros will attack him with his +1 Humanbane Spiked Gauntlet instead of going defensive.
Attack Roll:1d20 + 4 ⇒ (11) + 4 = 15
Damage:1d4 + 2 ⇒ (4) + 2 = 6
If he has human blood then, I get and additional +2 to attack and an additional +2 damage, and extra humanbane damage.
Humanbane damage:2d6 ⇒ (3, 5) = 8

Maelorn |

Noticing the shifting mood of the crowd, and the sudden brawls breaking out, Maelorn looks at the group of sailors with a new eye, "You are being used. Someone has tried to make you start a fight like those weak-willed people over there."
Maelorn puts on his best oratory voice, "But you are stronger than that, right? Yes! Don't let those who wish to use you for their own purposes win. Fight this. Remember who you are, don't let someone else set you up to be called a violent thug."
"Please, stand down and return on the morrow so that I can make sure that you haven't been cheated. I have to see about helping stop those who don't have your strength of will."
One last try...Diplomacy:1d20 + 7 ⇒ (3) + 7 = 10

DM-Camris |

Perception: 1d20 + 0 ⇒ (8) + 0 = 8
Spellcraft: 1d20 + 9 ⇒ (13) + 9 = 22
Zane cannot pinpoint the source of the casting, and now whoever it was has stopped. All he can see is the amber/redish haze of the Enchantment surrounding a nubmer of clusters of people throughout the casino. Coincidentally, there are brawls in each of those areas.
Zane realizes that this is an exotic spell, but only of first level magnitude. Something a student might come up with at the college of magic when spellcrafting. Not very practical, but it can affect several people at once; especially if they are weak willed.
It's weakness is that, just like Sleep, victims can be snapped out of it by a sharp slap (physical or verbal).
As you are on the catwalks, you can either jump down twenty feet to the floor below, or lower handy ropes for just that purpose.

DM-Camris |

Perception: 1d20 + 4 ⇒ (8) + 4 = 12
Sense Motive: 1d20 + 8 ⇒ (11) + 8 = 19
Spellcraft: 1d20 + 5 ⇒ (11) + 5 = 16
Will save: 1d20 ⇒ 15
Will save: 1d20 ⇒ 4
Will save: 1d20 ⇒ 3
Will save: 1d20 ⇒ 18
Maelorn knows the people are being affected by some kind of enchantment, but that's all he can determine off the cuff.
The bosun seems to frown in thought, hesitating. One of his little buddies looks around and says; "Hey boss, I think he's right."
Unfortunately, his other friends roar with outrage; "You think we're supid?" and attack.
Punch: 1d20 + 3 ⇒ (3) + 3 = 6 misses widely.
Kick:1d20 + 3 ⇒ (13) + 3 = 16 bounces off his shield.

DM-Camris |

Perception: 1d20 + 6 ⇒ (14) + 6 = 20
Eros doesn't hear the sound of spellcasting; but he notices something.
Off to his left, beyond struggling bodies, he hears the sounds of chips sliding off a table. Not in a random scattering sound, but in a steady stream.
Punch: 1d20 + 3 ⇒ (9) + 3 = 12 blocked by Eros.
Kick:1d20 + 3 ⇒ (17) + 3 = 20 slips through, striking Eros' knee for 1d2 + 1 ⇒ (1) + 1 = 2 points of nonlethal damage.

DM-Camris |

Acrobatics: 1d20 + 8 ⇒ (19) + 8 = 27
Perception: 1d20 + 8 ⇒ (14) + 8 = 22
Bor makes a spectacular leap, grabs a chandelier and swings over to one of the tables. On landing, he catches sight of a pile of chips being swept off the table at the other end and into the waistband of one of the people who arent engaged in brawling. He's trying to do that and look innocent at the same time.

DM-Camris |

Perception: 1d20 + 4 ⇒ (16) + 4 = 20
Spellcraft: 1d20 + 5 ⇒ (20) + 5 = 25
Through Detect Magic Nakoda studys the amber/reddish enchantment that seems to be only affecting the people engaged in brawling. It doesn't seem to be a standard enchantment, it targets emotions but was barely powerful enough for the first level. It felt kind of amateurish; like something a raw aprentice would come up with. Fortunately this kind of spell is vulnerable to a sharp slap (verbal or physical).
Nakoda doesn't hear the sound of spellcasting; but she notices something.
Off to her right, beyond struggling bodies, she hears the sounds of chips sliding off a table. Not in a random scattering sound, but in a steady stream.
Punch: 1d20 + 3 ⇒ (5) + 3 = 8 misses widely.
Kick:1d20 + 3 ⇒ (11) + 3 = 14 bounces off her shield.

Maelorn |

Maelorn nods to the Bosun, "You might want to restrain your friends before they get hurt."
Taking a step back, Maelorn casts Bless, and begins to look around for someone seems neither confused nor angry. (Trying to locate someone who looks like they might be the cause rather than the victim)
Note that I am including the Bosun and his reasonable friend as Allies in the Bless Spell.

Eros Tristil |

Standard Action: Eros turns to the angry mob and yells:"You guys stop brawling, or I'll cut off your heads and piss down you necks!"
Intimidate:1d20 + 5 ⇒ (5) + 5 = 10
I am not sure if that guy last round hit me because I was using total defense. (+4 to AC)
Move Action: Survey the room, and make a perception check
Perception:1d20 + 6 ⇒ (13) + 6 = 19
Free Action: 5ft Step away from brawlers