You find yourself walking towards Lord Kent’s keep. The keep stands poised atop a jutting island of sheer stone, towering high above the forested road that seems to be the only route to this place. You are here for the upcoming gambling tournament, inviting those of “all walks of life with a propensity for the gambling arts.” The invitation was sent out by Lord Kent himself some two weeks ago.
But that is not your only reason for being here. You were approached just yesterday by the Mayor of the town of Rhiannon, who had an intriguing opportunity to offer you. You see, a short time ago the town of Rhiannon was raided by a horde of vile creatures, and many of the town's most cherished possessions were taken. Mayor Fellstone and his fellow Rhiannon citizens were outraged, and formed a party to track down these creatures back to whatever lair they came from. But to their surprise, the tracks led here, to the Castle Keep of Lord Kent himself, royally-ordained ruler of this region. Did Lord Kent send the creatures to defile one of the villages that he presides over? Well that is what Mayor Fellstone would like you to find out. The Mayor has given you 100 gold pieces to cover the entrance fee as well as some items to assist you. (+1 Thieves tools, a Sleep scroll, and a Potion of Healing]) As well, the Mayor has offered you 200gp for information about Lord Kent's motives and any evidence you can find, as well as additional gold for recovering any of the artifacts stolen during the raid (Statuette of the goddess Diana, Gem-studded Longsword, Mayor Fellstone's books and journals, Rune carved amulet, Silver Statuette of an Elven Maiden).
Up ahead there is a stone bridge which crosses a chasm to the keep's large double-doors. The doors are closed and two guards wearing visored helmets cross their halberds in front of the door as you approach. "Who goes there?" one of the guards says in a gruff voice.
Dice will look up to the guard and shake is feathered hand in front of his face before making the motion of shooting dice while perfectly creating the sound of dice rolling across a stone floor.
The two guards look at each other for a moment, then back at you. One guard shrugs and moves back his halberd to clear the door, and the other guard follows suit. They both grab hold of the large metal door pulls and allow you entry into the main courtyard. Looming beside the keep’s main gates and dominating the courtyard is a large clock tower. It towers high above the castle’s walls and is capped by a pointed tiled roof. Also towering above the castle’s walls are the north and southwest wings. Elaborate stained glass windows decorate the upper level of the southwest wing, while those in the north wing are more subdued in design. The ground of the courtyard is laid with colored bricks, set to portray spiraling, knotted designs. The courtyard also contains a stone well near the front gate, and many doors allowing entry into the main building. Two armored sentries bearing halberds guard the inside of the doors as well.
This post has potentially manipulated dice roll results.
Dice will look up at the guard and give him a nod before shuffling over towards the doors on the far side of the courtyard. While slowly making his way towards the doors, he will look around and examine any other visitors that may be in the courtyard, looking for any valuables or people of importance.
You look around while walking across this open-air courtyard, you see several stained glass windows, some lit and some not. There are a variety of different doors lading to various parts of the structure, some look like main entryways, some are possibly smaller servant entrances. There are no other people in the courtyard at the moment, but as you make your way up to the door that the guards pointed to you can hear several different voices on the other side.
Dice will approach the door but pause a moment before pulling the handle and attempt to listen to what is going on inside. If it sounds like a serious conversation, he will wait a moment. If it sound light hearted and like people having fun he will walk right in.
Inside you see a large chamber with several long empty tables set up around the room. There are tapestries depicting Lord Kent’s coat of arms, a rearing black dragon atop a blue backdrop, lining the walls. Along the eastern wall is a long table topped with dozens of delicious-looking foods. There are a few servants moving about the room getting people drinks. A Human woman and a Halfling woman who are engaged in conversation close to the doorway give you a nod as they see you come in. You can see several other groups of people talking thoughout the room.
Dice will make his way into the room and grab some finger food and grab a seat at an empty table. He will attempt to listen in on the conversations and gather information as well as phrases. Dropping his hood, he will begin popping food into his mouth.
You grab some food and take a seat, after a moment a servant comes over and hands you a small pamphlet, and takes your drink order. The pamphlet outlines the rules of the tournament.
The tournament will take place over the next four days, accommodations in the keep will be provided by Lord Kent.
Each player will play two games a day against a different opponent, the winner moving on each day.
You will meet at the scheduled time in this hall
You will be playing the dice game 'Skulls' (rules posted below)
During non-playing times you are free to socialize in the designated common areas, please don't wander into restricted areas.
Please do not leave the keep until your time in tournament has concluded
Rules for Skulls
Playing Skulls involves rolling 3d6 and tallying the results. Even numbers are desired, particularly when more than one of the same number is rolled. When the same even number is rolled on two or all three of the dice at once, tally the total rolled and then add half of that number to the total.
For example, if you rolled a four on all three dice, you would total the amount rolled (twelve in this case), and add half of that total again to your final score (half of twelve is six, twelve plus six is eighteen: your final score for rolling four on all three dice is eighteen).
Even numbers are the only ones that count in this manner. The odd numbers three and five add only their face value, while ones (called skulls in the game) subtract from your final total. Let’s say you rolled two sixes, and a three. You would add the two sixes (twelve points), and then add half of that total again to that amount (half of twelve is six, twelve plus six is eighteen). Finally, you would add the three to your total (for a final score of twenty-one).
Buy-ins for each day will increase, starting at 10 gold.
Each round will consist of 3 separate dice rolls, and you may bet in between. The final total of all three sets of dice rolls will determine the winner.
**Let me know if that doesn't make sense, we can use the first game as like a practice game.**
*i think what we'll do is let you roll sleight of hand on occasion to try to tweak your rolls, and ill let you use use your sleight of hand roll + an extra +2 for your dice skills. and that would be vs your opponents perception and sometimes also a moderator. I'll let you know if the moderator is watching your table. And you can use any creative verbal/magical distractions you see fit.
They wont let you use your own set of dice tho, lol**
/e Oh i think it also says you can add that +2 to your total because of your extensive 'gambling experience'
Dice will take the pamphlet and look up to the servant "I'll take an ale please" In the same manner and voice he heard another guest use a moment earlier. He will then get up and walk over to some of the people that are talking and attempt to join in on the conversation.
This post has potentially manipulated dice roll results.
Dice will approach the dwarf man and the twitchy human. As Dice approaches he will attempt to examine them to spot any valuables or signs of nobility, or anything of interest.
The dwarven man has a satchel around his shoulder that looks likes its full of odds and ends. His clothes and appearance make it seem like he's ready for traveling, he is not finely dressed, think rugged but not dirty.
The twitchy human man is wearing fine looking clothes that look like they have been worn for quite some time, you see areas where they looked stitched up, and some stains that have been cleaned but are still visible.
They turn to greet you as you come up to them. The dwarf man holds out his hand, "Greetings friend, pleasure to meet you. Name's Jorgas."
The other man nods his head to you, "Medifir", he says.
Dice will pull out his set of dice and point to himself and then point to the dice before pointing to himself again. He will then pull out Lord Kent's invitation and show it to the others, pointing to the invitation and then himself.
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You find yourself walking towards Lord Kent’s keep. The keep stands poised atop a jutting island of sheer stone, towering high above the forested road that seems to be the only route to this place. You are here for the upcoming gambling tournament, inviting those of “all walks of life with a propensity for the gambling arts.” The invitation was sent out by Lord Kent himself some two weeks ago.
But that is not your only reason for being here. You were approached just yesterday by the Mayor of the town of Rhiannon, who had an intriguing opportunity to offer you. You see, a short time ago the town of Rhiannon was raided by a horde of vile creatures, and many of the town's most cherished possessions were taken. Mayor Fellstone and his fellow Rhiannon citizens were outraged, and formed a party to track down these creatures back to whatever lair they came from. But to their surprise, the tracks led here, to the Castle Keep of Lord Kent himself, royally-ordained ruler of this region. Did Lord Kent send the creatures to defile one of the villages that he presides over? Well that is what Mayor Fellstone would like you to find out. The Mayor has given you 100 gold pieces to cover the entrance fee as well as some items to assist you. (+1 Thieves tools, a Sleep scroll, and a Potion of Healing]) As well, the Mayor has offered you 200gp for information about Lord Kent's motives and any evidence you can find, as well as additional gold for recovering any of the artifacts stolen during the raid (Statuette of the goddess Diana, Gem-studded Longsword, Mayor Fellstone's books and journals, Rune carved amulet, Silver Statuette of an Elven Maiden).
Up ahead there is a stone bridge which crosses a chasm to the keep's large double-doors. The doors are closed and two guards wearing visored helmets cross their halberds in front of the door as you approach. "Who goes there?" one of the guards says in a gruff voice.
Dice will look up to the guard and shake is feathered hand in front of his face before making the motion of shooting dice while perfectly creating the sound of dice rolling across a stone floor.
The two guards look at each other for a moment, then back at you. One guard shrugs and moves back his halberd to clear the door, and the other guard follows suit. They both grab hold of the large metal door pulls and allow you entry into the main courtyard. Looming beside the keep’s main gates and dominating the courtyard is a large clock tower. It towers high above the castle’s walls and is capped by a pointed tiled roof. Also towering above the castle’s walls are the north and southwest wings. Elaborate stained glass windows decorate the upper level of the southwest wing, while those in the north wing are more subdued in design. The ground of the courtyard is laid with colored bricks, set to portray spiraling, knotted designs. The courtyard also contains a stone well near the front gate, and many doors allowing entry into the main building. Two armored sentries bearing halberds guard the inside of the doors as well.
**Give me a Perception check on the guards.
Perception check: 7
**The guards look normal**
One of the guards grunts to get your attention and then points to a door on the far side of the courtyard.
Dice will look up at the guard and give him a nod before shuffling over towards the doors on the far side of the courtyard. While slowly making his way towards the doors, he will look around and examine any other visitors that may be in the courtyard, looking for any valuables or people of importance.
Perception 3
You look around while walking across this open-air courtyard, you see several stained glass windows, some lit and some not. There are a variety of different doors lading to various parts of the structure, some look like main entryways, some are possibly smaller servant entrances. There are no other people in the courtyard at the moment, but as you make your way up to the door that the guards pointed to you can hear several different voices on the other side.
Dice will approach the door but pause a moment before pulling the handle and attempt to listen to what is going on inside. If it sounds like a serious conversation, he will wait a moment. If it sound light hearted and like people having fun he will walk right in.
It sounds more like friendly banter, probably 4-5 voices.
Dice will push open the door and make his way into the room, giving a quick wave to the people inside.
Inside you see a large chamber with several long empty tables set up around the room. There are tapestries depicting Lord Kent’s coat of arms, a rearing black dragon atop a blue backdrop, lining the walls. Along the eastern wall is a long table topped with dozens of delicious-looking foods. There are a few servants moving about the room getting people drinks. A Human woman and a Halfling woman who are engaged in conversation close to the doorway give you a nod as they see you come in. You can see several other groups of people talking thoughout the room.
Dice will make his way into the room and grab some finger food and grab a seat at an empty table. He will attempt to listen in on the conversations and gather information as well as phrases. Dropping his hood, he will begin popping food into his mouth.
You grab some food and take a seat, after a moment a servant comes over and hands you a small pamphlet, and takes your drink order. The pamphlet outlines the rules of the tournament.
Rules for Skulls
** I think I get how to play, I have proficiency with dice and my own dice... can I apply my proficiency bonus to this at all or not lol***
*i think what we'll do is let you roll sleight of hand on occasion to try to tweak your rolls, and ill let you use use your sleight of hand roll + an extra +2 for your dice skills. and that would be vs your opponents perception and sometimes also a moderator. I'll let you know if the moderator is watching your table. And you can use any creative verbal/magical distractions you see fit.
They wont let you use your own set of dice tho, lol**
/e Oh i think it also says you can add that +2 to your total because of your extensive 'gambling experience'
Dice will take the pamphlet and look up to the servant "I'll take an ale please" In the same manner and voice he heard another guest use a moment earlier. He will then get up and walk over to some of the people that are talking and attempt to join in on the conversation.
The waiter leaves to retrieve your drink.
You can see nearby a dwarf man in a conversation with a sort of twitchy looking human man.
Or the Human woman and a Halfling woman that nodded at you when you came in.
Or a man in a plate armor standing by himself.
Dice will approach the dwarf man and the twitchy human. As Dice approaches he will attempt to examine them to spot any valuables or signs of nobility, or anything of interest.
Perception 13
The dwarven man has a satchel around his shoulder that looks likes its full of odds and ends. His clothes and appearance make it seem like he's ready for traveling, he is not finely dressed, think rugged but not dirty.
The twitchy human man is wearing fine looking clothes that look like they have been worn for quite some time, you see areas where they looked stitched up, and some stains that have been cleaned but are still visible.
They turn to greet you as you come up to them. The dwarf man holds out his hand, "Greetings friend, pleasure to meet you. Name's Jorgas."
The other man nods his head to you, "Medifir", he says.
Dice will pull out his set of dice and point to himself and then point to the dice before pointing to himself again. He will then pull out Lord Kent's invitation and show it to the others, pointing to the invitation and then himself.