Carter Lockhart wrote:
Thanks for the information, it will help me for future gambling events. Overall the gambling session didn't last as long as I thought it would b/c the characters lost 100 gp pretty fast, just like in real casino.
Hello, I written a post on Nov 20 & looks like no response. Our next session is Saturday & the group is coming up to Garmen invitation to gambling hall. The group consist of 6 characters & I was wondering if anyone had idea for games for a group that size? The book mentions the games are rigged. Is there a mechanic on this? My concern is keeping the players enjoyment & don't want the gambling to slow down the session to point where some players waiting & watching others gamble. Any ideas or examples would be most helpful.
My group is coming up to the Garmen Ulreth invitation to his gambling hall. The group consist of six characters, any suggestions on what type of games available for big group? The AP mention the games are rigged. Is there a mechanic to this? Any ideas or perhaps examples on how you handle it as GM would be most helpful? Thanks
We just started last weekend & I'm GM this AP. The group consist of the following: Orena Gemkin (Female Dwarf Rogue) Unknown background for the self proclaimed "Acquirer of rare goods & limited access specialist." Aylmora Weshus (Female Changeling Inquisitor of Desna) From Varisia, loves travel & mother is Hag...enough said. Ophina (Female Aasimar Oracle) From Absalom, follower of Desna. Extremely intelligent & able to read others. Emotionally detach to people she finds irrelvant. Quinrey (Male Half-Elf Alchemist) From Iadenveigh, driven to be better alchemist & motivated by wealth Ausk (Male Half-Orc Barbarian) From Chesed, Hired to bodyguard Quinrey. Extremely angry & always drinking which often results in raging Half-Orc. He is not the sharpest tool in the shed. Drogull the Drake (Male Half-Orc Rogue) From Chesed, follower of Gorum. Schemer from birth, clever, & can be charming if it to his benefit. Self taught & the exact opposite to Ausk. Everyone had a good time & can't wait to see what next.
Hello, I will be GM for first time in a couple of weeks. We decided on Iron Gods. Our group is pretty new, so we are still learning. I'd had few questions regarding Black Hill Caves 1)The melee attacks for Jinkin Gremlin reads as short sword +6 (1D3-4) & Bite +1 (1D2-4). Now is the damage roll 1D2 minus 4 & 1D3 minus 4? This would mean they can't do any damage or is this typo? 2)One of Blindheim melee attacks is 2 claws +5. Is this a double attack or more of description that he has claws on both hand but only attacks w/ one arm at a time? 3)Skulks have special attack (sneak attack) How do GM move Sef for example w/o the players know a enemy is sneaking up on them? Do you rollD20 + 23 stealth versus that players perception roll? If so, is this a one time roll or must inform the player to roll each time Sef moves in stealth? Please forgive me if this is not correct message board for these questions. |