About DM RimrockThe Mostly Good Second Darkness PbP Players: Valkyrie Paine: Zindit Tamelathi (CN gnome rogue 1) - Resilient, Looking for Work
Gambling Results
Spoiler:
Amyunet: +18 silver teeth
Sorda: +3 gold eyes Uzès: +8 gold eyes +4 silver teeth Zavos: 1 Badge of Dis +25 silver teeth -11 gold eyes Zelne: -3 silver teeth Ulli: -3 silver teeth Easy Reference For Traits
Spoiler:
BASIC TRAITS Killer You made your first kill at a very young age and found the task of war and murder to your liking. You either take a particular pride in a well-placed blow, or a vile pleasure in such a strike as you twist the blade to maximize the pain. You deal additional damage equal to your weapon's critical hit modifier when you score a successful critical hit with a weapon; this additional damage is added to the final total, and is no multiplied b the critical hit multiplier. This extra damage is a trait bonus. Resilient Growing up in a violent neighborhood or in the unforgiving wilds often forced you to subsist on food and water from doubtful sources. You've built up your mettle as a result and gain a +1 bonus on Fortitude saves. Indomitable Faith You were born in a region where your faith was not popular, yet you never abandoned it. Your constant struggle to maintain your own faith has bolstered your drive; you gain a +1 trait bonus on Will saves as a result. Sacred Conduit Your birth was particularly painful and difficult for your mother, who needed potent divine magic to ensure you survived; your mother may or may not have survived. In any event, the magic infused you from and early age, and you now channel divine energy with greater ease than most. Whenever you channel divine energy to turn or rebuke undead, you gain a +2 bonus on the save DC for turning or rebuking undead. [NOTE: converted to +2 save DC]. Charming Blessed with good looks, you've come to depend on the fact that others find you attractive. You gain a +1 trait bonus when you use Bluff or Diplomacy on a character that is (or could be) sexually atrracted to you, and a +1 trait bonus to the save DC of any language-dependent spell you cast on such character or creatures. Rich Parents You were born into a rich family, perhaps even the nobility, and even though you turned to a life of adventure anyway, you enjoyed a one-time benefit to your initial finances and your starting cas increases to 900 gp. Suspicious You discovered at an early age that someone you trusted, perhaps an older sibling or a parent, had ied to you, and often, about something you had taken for granted, leaving you quick to question the claims of others. You gain a +1 trait bonus on Sense Motive checks, and Sense Motive is a class skill for you. ELF RACIAL TRAITS Calistrian Protitute You worked in one of Calistria's temples as a sacred prostitute, and you know how to flatter, please, and (most of all), listen. You gain a +1 trait bonus on Diplomacy and Sense Motive checks. [NOTE: Converted to Diplomacy from Gather Information] CAMPAIGN TRAITS Fools for Friends You don’t think of yourself as a gambler. In fact, you rather detest the whole thing. Unfortunately, one or more of your friends (pick one or more of the other players’ characters) doesn’t think so, and you’ve recently learned that friend—or friends—have decided to go to the Gold Goblin’s “Cheat the Devil and Take his Gold” tournament. Which pretty much means you have to go as well, since if no one’s there to watch out for them, they’ll lose all their money and respect. Again. Sometimes it’s hard being the responsible one. Your devotion to your friendships (even when said friends seem, at times, to be trying to test that devotion) is a point of pride to you. Whenever you take the Aid Another action to help an ally, or whenever an ally aids you in this manner, a successful check grants an additional +1 trait bonus to the check for which aid was being rendered. Additionally, as long as one of your friends is within 30 feet, you gain a +1 trait bonus on all saving throws against charm and compulsion effects. Looking for Work Although out of work, you aren't particularly keen on the prospect of gambling away your last remaining coins simply for a chance at riches. That said, if the Gold Goblin's fortunes reverse after this big gambling tournament, you're relatively certain its owner, Saul Vancaskerkin, will be needing to hire on some new staff members. You've secured payment for the tournament, and intend on attending mostly to check the place out, to decide if it's a place you'd want to work at (as a bouncer, bartender, croupier, server, entertainer, spotter or cook), and hopefully get a chance to catch Saul's eye and make an impression. You've long worked at honing your skills, and are quite accomplished and certain that you have something to offer. Pick one of the following skills: Bluff, Craft (any), Diplomacy, Intimidate, Perform (any), Profession (gambler) or Perception. You gain a +1 trait bonus in that skill and that skill is considered a class skill for you. [NOTE: converted Spot to Perception]. Optimistic Gambler You've always seemed to have trouble keeping money. Worse, you always seem to have debts looming over your head. When you heard about the "Cheat the Devil and Take His Gold" gambling tournament, you felt in your gut that your luck was about to change. You've always been optimistic, in fact, even though right now is one of those rare times where you don't owe anyone any money (you just paid off a recent loan from local moneylender Lymas Smeed), you know that'll change soon enough. Better to start amassing money now when you're at one of those rare windfall times! You've set aside a gold coin for the entrance fee, and look forward o making it bog - you can fell it in your bones! This time's gonna be the big one! Your boundless optimism, even in the face of crushing situations, has always bolstered your spirit. Effects that grant you a morale bonus persist 1d4 rounds longer than they normally would as a result. Researching the Blot You may or may not be seeking membership into Riddleport's most prestigious magical guild, the Order of Cyphers, but you have certainly heard their call for aid in determining the nature of the strange shadow in the sky above Riddleport. You arrived in town several days ago and had some issues with security and safety at several inns before you finally settled on the Gold Goblin; you've been staying there as a guest for several days now, and the owner, Saul Vancaskerkin, seems like a nice guy. He's given you a pass to attend the gambling tournament he's about to throw - you're not sure how into gambling you'll be, but perhaps there'll be some visitors from out of town you can talk to about the strange shadow in the sky. At the very least, you're hoping someone at the tourney will be into magic - there's not really enough folk in this town who seem all that interested in magic, you've found. Your interest in magic dates back quite far, and as a result, you've developed a knack for identifying common magical items at a glance. You can use Spellcraft to identify magic items. The DC is equal to 20 + the item's caster level. Scouting for Fiends You belong to an organization (most likely a religion) that has definite views on the menace posed by the lower planes. The willfulness with which the city of Korvosa (they even allow a temple of Asmodeus to operate in broad daylight!) toleratesnfernal influences is, to you and your organization, he greatest symbol of what’s wrong with civilization today. And now, in Riddleport, there’s news that a gambling tournament is using devils and Hell as an idle decoration. It’s likely that this is just an example of poor taste, but there’s a chance that something sinister may be lurking beneath the goings-on at the Gold Goblin. You have been contacted by your organization (or may have decided on your own) to travel to Riddleport (if you don’t already live there) and attend this tournament under the guise of a patron. Keep an eye on things there, even after the tournament is over; if you can, get a job working for the owner. Demons and devils can be subtle, and it could take weeks or even months to find proof of their involvement. Your near-obsessive hatred of all things fiendish grants you a +1 trait bonus on all attack rolls made against foes you know to be evil outsiders. SCRAPBIN
Spoiler:
Here are your nominal duties at the Gold Goblin: Amyunet and Zindit: spotters watching from the catwalks, looking for cheaters and other troublemakers. Kelne: security Chief, usually works the main casino floor, but may have other duties. Tessirda: Bouncer/Guard, usually works the main casino floor. Uzes: Dealer Zavos: Performs in the Goblin's Tankard Sorda: In charge of the lottery These are not written in stone, feel free to adapt as you see fit when/if circumstances change. After the Gold Goblin re-opens for business, you will all be partially responsible for ensuring its profitability. Here's how it works: The Gold Goblin''s profitability is ranked on a scale of -4 to 4, with -4 indicating failure, 0 indicating break-even and 4 indicating success. Currently the profit rank is at -1. Each Sunday Saul makes a Profession (gambling) check to determine how profitable the week was, applying the current profitability rank as a modifier. It is a DC 20 check to raise the profitability rank by 1, but if the check fails by 5 or more the rank drops by 1. You can modify Saul's profitability check by performing your own skill checks; success on the check granting Saul a +1 bonus on his profitability check. Your check requires a different DC for success, depending on the skill in question. If you fail the check by 5 or more, you actually impart a -1 penalty on Saul's weekly check. Here are the skill checks you can make to try to influence Saul's check: Bluff (DC 15): Spend 2 hours a day tricking people 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 night greeting customers and working the floor. Diplomacy (DC 20): Spend 4 hours a day convincing people to stop by the Gold Goblin. Intimidate (DC 15): Spend 2 hours a day working as a bouncer Intimidate (DC 20): Spend 2 hours a day threatening customers at other gambling establishments that if they don't do their gambling tat the Gold Goblin something bad will happen. Perform (DC 15): Spend 2 hours a day performing at the Gold Goblin. Profession (gambler): Spend 2 hours a day working as a dealer or croupier at the Gold Goblin. Perception (sight-based): Spend 2 hours a day looking for cheaters at the Gold Goblin. Sorda:
In general, you can assume that you spend 4 hours a day working for the Gold Goblin and still have enough time left over to do whatever else you want. The work hours are primarily during the evening. Also, feel free to suggest any other ideas for skill checks to influence Saul's check for profitability.
LOOT: Spoiler:
wand of shocking grasp 5 charges (CL 1) scroll of shrink item (CL 5) bracers of armor +1 masterwork leather armor 5 rapiers 4 saps 16 daggers sickle light crossbow with 10 bolts 69 gold eyes (x1.5) 73 silver teeth (x1.5) total value: 114 gp, 4 sp, 5cp All sold except for the magic items
CURRENT COMBAT STATE
Spoiler:
Week 1 Skill Checks for Profitability
Spoiler:
Amyunet: Diplomacy 17 (+1) Zavos: Perform 14 (+0), Diplomacy 15 (+1) Uzéz: Profession (gambling) 23 (+1) Kelne: Intimidate 25 (+1) Zindit: Perception 8 (-1) Sorda: Diplomacy 15 (+1) |