A Monster for Every Season: Summer 2
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  1. - Top - End - #1
    Ogre in the Playground
     
    Grimtina's Avatar

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    Default Second Darkness - the Gnome Way OCC

    Onwards we go.
    Last edited by Grimtina; 2014-08-13 at 08:48 AM.
    78% of DM's started their first campaign in a tavern. If you're one of the 22% that didn't, copy and paste this into your signature.

    Where did you start yours?
    In the village where the heroes came from, with a kobold attack.

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    Keledrath's Avatar

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    Default Re: Second Darkness - the Gnome Way

    Abrarge Wildseeker and Antillior, the Ripsaw wielding eidolon, speaking in Orange and Saddle Brown respectively
    Last edited by Keledrath; 2014-08-13 at 08:16 AM.
    I follow a general rule: better to ask and be told no than not to ask at all.

    Shadeblight by KennyPyro

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    Bugbear in the Playground
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    Default Re: Second Darkness - the Gnome Way OCC

    Biltri, technically a wizard, but in practice at the moment he's more of a crazy weapons guy who happens to have some illusion spells. Depending on where things go, he may become more of an illusionist, or more of a weapons guy.

    I think he'll go with Medium Blue for him.

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    Barbarian in the Playground
     
    SwashbucklerGuy

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    Default Re: Second Darkness - the Gnome Way OCC

    Vorbar the ill tempered insulting gun hand for hire that only expresses love for his gun. Everything else, is just for fun.

    Edit: I realized I haven't added the rest of my items. I'll try to have that done tonight.

    Edit: And done. I'm excited for trouble making gnome fun.
    Last edited by Rhunder; 2014-08-13 at 09:37 PM.

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    Bugbear in the Playground
     
    PirateGuy

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    Default Re: Second Darkness - the Gnome Way OCC

    Nary Bofferhaler the cleric of Nivi Rhombodazzle. His songs will inspire the group to great feats to help rid them of the bleaching. He shall speak in Purple
    Last edited by Mangles; 2014-08-14 at 01:55 AM.

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    Ogre in the Playground
     
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    Default Re: Second Darkness - the Gnome Way OCC

    I plan to get going today, unless my computer goes a-crashing a few more times.
    78% of DM's started their first campaign in a tavern. If you're one of the 22% that didn't, copy and paste this into your signature.

    Where did you start yours?
    In the village where the heroes came from, with a kobold attack.

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    Troll in the Playground
     
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    Default Re: Second Darkness - the Gnome Way OCC

    Fidgee the ninja will take this reddish color whose name I should've looked at closer.

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    Ogre in the Playground
     
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    Default Re: Second Darkness - the Gnome Way OCC

    http://www.krath.org/arania/Second%20Darkness/ for the player's guide for those who have missed it.

    And HERE we are.
    78% of DM's started their first campaign in a tavern. If you're one of the 22% that didn't, copy and paste this into your signature.

    Where did you start yours?
    In the village where the heroes came from, with a kobold attack.

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    Ogre in the Playground
     
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    Default Re: Second Darkness - the Gnome Way OCC

    Just so it is here, too - my announcement thread.
    78% of DM's started their first campaign in a tavern. If you're one of the 22% that didn't, copy and paste this into your signature.

    Where did you start yours?
    In the village where the heroes came from, with a kobold attack.

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    Ogre in the Playground
     
    Grimtina's Avatar

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    Default Re: Second Darkness - the Gnome Way OCC

    Anyone alive?
    78% of DM's started their first campaign in a tavern. If you're one of the 22% that didn't, copy and paste this into your signature.

    Where did you start yours?
    In the village where the heroes came from, with a kobold attack.

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    Bugbear in the Playground
     
    PirateGuy

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    Default Re: Second Darkness - the Gnome Way OCC

    I kinda feel like we are awaiting a reply in the IC from you.

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    Default Re: Second Darkness - the Gnome Way OCC

    You haven't really looked around much yet but ok, can do when I wake up
    78% of DM's started their first campaign in a tavern. If you're one of the 22% that didn't, copy and paste this into your signature.

    Where did you start yours?
    In the village where the heroes came from, with a kobold attack.

  13. - Top - End - #13
    Bugbear in the Playground
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    Default Re: Second Darkness - the Gnome Way OCC

    So how does this gambling thing work?

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    Default Re: Second Darkness - the Gnome Way OCC

    OK, here are the rules so it can be RPed or played out.


    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. Odds: The house edge in this game is 18% without any doubling. A player over time will get about 7/17 of his money back. Extreme points (1, 2, 19 and 20) are as good as 47.5%, so doubling is wiser there (but still not wise).



    Ghoulette

    “What a mighty hero! Ready to rescue the ale from any mug!”

    Background: Ghoulette is a roulette-like game invented by a strange rogue named Lixy Parmenter. She got the idea for the game after making an unusual discovery while robbing a grave—she found the decapitated head of Dungo the Savage. Dungo was a disillusioned bard and priest of Calistria known far and wide for his withering insults, capable of reducing the most confident lord to a shaking mass. Things did not end swimmingly for Dungo, as he was fatally munched by a ghoul. Before he succumbed to ghoul fever, he spat out one last curse: that the citizens
    of Riddleport would be haunted by his sharp tongue for all time. Unfortunately, his curse attracted Calistria’s attention, who was at the time in a particularly playful mood. She answered Dungo’s curse by transforming his head into a magic item. (The ghouls ate the rest of him.)

    Dungo retains a vestigial ability to hurl insults, even with the lack of lungs (or the need to breathe, for that matter). Lixy Parmenter found his insults to be rather amusing, and decided to turn the strange talking head into a gambling game. She mounted Dungo on a wheel and surrounded it with various categories, and players bet on the category that his head will face
    after each spin.

    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 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.

    Odds: The house edge in this game is 8.33%. Over time, a player earns back 11/12 of his money, or very slightly less if he bets in anything other than increments of 10 due to rounding down on “something nice.”

    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.

    Odds: The house takes 5 percent of each final pot; otherwise, the odds of winning are determined by the other players.

    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.he 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.

    Odds: This is mostly a skill game, so there are no precise odds. It’s also not a fair game, meaning others can pick on you if you tick them off. But the house doesn’t care, since it takes the racers (one coin per player).



    Then there are the short rules for board play:


    Check DC Result
    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 100%. For each 2 points by which your result exceeds DC 22, increase the additional win by another 20% (for example, DC 24 pays 120%, DC 26 pays 140%, and so on).
    78% of DM's started their first campaign in a tavern. If you're one of the 22% that didn't, copy and paste this into your signature.

    Where did you start yours?
    In the village where the heroes came from, with a kobold attack.

  15. - Top - End - #15
    Bugbear in the Playground
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    Default Re: Second Darkness - the Gnome Way OCC

    Drat, the game Biltri chose takes forever to play. It's got a low house take and is logic and geometry based, so he'd like it. But it's difficult to do by play by post, unless you've already got a good way of running it or something. With a 14 wis the expected loss rate on using profession: gambler is 20% of your stake each round. Besides, using the skill would require a departure from strict logical play.

    How long it takes to play is relevant IC too. Walking away early with some winnings requires either good luck or positive expected returns. He might be able to get that with Skiffs. But winning 10000 silver just requires getting a bunch of game wins, with perhaps some second places, in a hurry. So Biltri would be looking for any Ghoulette or Bounder table with low numbers of people, low amounts of money being bet by the biggest spenders, and really fast play times. A Ghoulette table would need like 2 minutes per game or less, 5 people or fewer, and silver or less total bet per player. A Bounder table could have say 7 people, but would need 1 or 2 copper bets. Not only might those games be the fastest IC, but if he found a table he could play 10 games in one forum post, just rolling.

    If he can't find a table like that I guess he's giving up on winning and just playing Skiffs because it looks like fun.

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    Default Re: Second Darkness - the Gnome Way OCC

    Oh he sure can find a table like that.

    Those games take forver on a table, too - when my cousin ran this we spent 7 whole sessions just gambling until we realized we wanted to finish the AP sometime within this decade.

    It's likely best if you just RP the games and add a few dice rolls where needed.
    78% of DM's started their first campaign in a tavern. If you're one of the 22% that didn't, copy and paste this into your signature.

    Where did you start yours?
    In the village where the heroes came from, with a kobold attack.

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    Bugbear in the Playground
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    Default Re: Second Darkness - the Gnome Way OCC

    Obsessive + logical gnome meets gambling, here we go. 4 wins and a consolation prize, so he spent 200 copper and got 40 silver and 1 copper, plus 4 of those golden eye things?

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    Bugbear in the Playground
     
    PirateGuy

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    Default Re: Second Darkness - the Gnome Way OCC

    Nary is not very lucky for a luck domain gnome.

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    SwashbucklerGuy

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    Default Re: Second Darkness - the Gnome Way OCC

    Vorbar is just going to play poker. I'll roll 5d20s and will be betting 4gp. So I'll stay out of the way of the slower games but I'll admit their game does look like fun.

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    Bugbear in the Playground
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    Default Re: Second Darkness - the Gnome Way OCC

    What is the deal with the golden eye things? Is Brilti's guess correct that winning a round of ghoulette gets one? Is 4 enough to get to the next circle? If he's not got enough, hearing someone well ahead of him is going to throw cold water on his belief he can just speed ahead to the final circle.

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    Ogre in the Playground
     
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    Default Re: Second Darkness - the Gnome Way OCC

    Players will be handed out badges for the next layer, o yes, if he wins he will get one gold eye and will be able to exchange it for a badge of Dis.

    Dis—1 gold eye
    Erebus—3 gold eyes and a Badge of Dis
    Phlegethon—5 gold eyes and a Badge of Erebus
    Stygia—10 gold eyes and a Badge of Phlegethon
    Malebolge—25 gold eyes and a Badge of Stygia
    Cocytus—50 gold eyes and a Badge of Malbolge
    Caina—75 gold eyes and a Badge of Cocytus
    Nessus—100 gold eyes and a Badge of Caina
    78% of DM's started their first campaign in a tavern. If you're one of the 22% that didn't, copy and paste this into your signature.

    Where did you start yours?
    In the village where the heroes came from, with a kobold attack.

  22. - Top - End - #22
    Bugbear in the Playground
     
    PirateGuy

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    Default Re: Second Darkness - the Gnome Way OCC

    I am moving and will have limited internet over the next week while my ISP gets their arse into gear. I'll reply as much as I can, and should still be on once a day.

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    Ogre in the Playground
     
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    Default Re: Second Darkness - the Gnome Way OCC

    As I already wrote in my all games oOC, I'll be in hospital enxt week so you won't miss much
    78% of DM's started their first campaign in a tavern. If you're one of the 22% that didn't, copy and paste this into your signature.

    Where did you start yours?
    In the village where the heroes came from, with a kobold attack.

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    Troll in the Playground
     
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    Default Re: Second Darkness - the Gnome Way OCC

    Will save (1d20+1)[19]

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    Bugbear in the Playground
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    Default Re: Second Darkness - the Gnome Way OCC

    Will save (1d20+4)[20]

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    Default Re: Second Darkness - the Gnome Way OCC

    Abrarge: (1d20+4)[19]
    Antillior: (1d20+2)[14]
    I follow a general rule: better to ask and be told no than not to ask at all.

    Shadeblight by KennyPyro

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    Barbarian in the Playground
     
    SwashbucklerGuy

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    Default Re: Second Darkness - the Gnome Way OCC

    So I'm the only one blinded by the light? Lol, that works.

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    Bugbear in the Playground
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    Default Re: Second Darkness - the Gnome Way OCC

    Our all gnome party is:

    sneaking up ninja style on a bunch of armed thugs of unknown power level
    swinging around a flying blade without even sneaking, in the hopes they will charge and either trip or be hit with the blade
    preparing to shoot blind at... whoever
    spinning up a ripcord powered low tech chainsaw reach weapon

    against a crazy casino heist.

    Somehow, I feel our primary goal of staving off the bleaching is being met for now.

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    Default Re: Second Darkness - the Gnome Way OCC

    To be fair, the chainsaw is being held by my loyal minion.

    I totally should have asked to key summoner to Int and turned the eidolon into clockwork.
    I follow a general rule: better to ask and be told no than not to ask at all.

    Shadeblight by KennyPyro

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    SwashbucklerGuy

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    Default Re: Second Darkness - the Gnome Way OCC

    Lmao, I really really hope I don't shoot one of yall.

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