The Dire Gambler's Club - Myth-Weavers


The Dire Gambler's Club

 
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Old May 17 '19, 1:53pm
PurpleReign PurpleReign is offline
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Join Date: May 2019
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The Dire Gambler's Club

The Dire Gambler's Club - Forum
Pathfinder - Golarion

The Dire Gambler's Club is an elite club of party goers, restricted to those who can demonstrate that they have dared and survived at least one pull from a deck of many things. The club contains, though, quite a few pretenders who have never actually touched a genuine deck of many things. Banned from virtually every casino and gambling house in central Avistan, the Dire Gambler's Club is famous for its wild parties, which invariably sow chaos whenever a new member joins.

You are a member of the Dire Gambler's Club, whether you really pulled from a Deck of Many Things or you are one of the pretenders, it doesn't matter.

A deceased Pathfinder loremaster, noted that three cards were capable of stripping an adventure of his gear: The Donjon, The Ruin and the Talon. The Sage had a theory, that all the treasures were not lost but transported to an unknown location, so they could be summoned or recycled again, by cards like The Key, the Sun or Moon Cards.

Supposedly the location of said, treasure room/demiplane would be deep in the Darklands, in one of the strange infamous vaults. The odds of surviving such an ordeal deep in the Darklands aren't encouraging, The loremaster concluded that the best way to reach the vault would be to pull two Moon cards to transport oneself there and back.

It is a game about gambling, planar travels and taking high risks, hunting Deck of Many Things across Golarion and the Great Beyond. It is quite possible that a bad draw from the Deck of Many Thing ends your career early or make you incredibly powerful...now let's draw!

What I'm looking for: 3 or 4 players working together and of course have a good spirit of adventures and taking high risks with high level shenanigans.

Character creation:
Character applications go in this thread.
Sources: 1 PP Material only
Level: 14
Hit Points: Max at first level, average for the rest
Gold: 185,000 gp (As per WBL guideline 62,000 gp limit on one magic item)
Races: Standard and Advanced Races only
Alignment: No restriction on alignment, but don't make someone who isn't a team player.
Stats: 20 point buy.
Special Rules: 2 traits, a drawback for a third one, Background Skills, Fractional Bonuses from Unchained. Emerging Firearms as usual by Golarion standards, different costs for tuning forks (focus for plane shift) as described in planar adventures.
Background: It is in Golarion, have an interesting background. You are a high level character after all and what kind of risk have you taken with the Deck of Many Things.

Game Description:

The Dire Gambler's Club is an elite club of party goers, restricted to those who can demonstrate that they have dared and survived at least one pull from a deck of many things. The club contains, though, quite a few pretenders who have never actually touched a genuine deck of many things. Banned from virtually every casino and gambling house in central Avistan, the Dire Gambler's Club is famous for its wild parties, which invariably sow chaos whenever a new member joins.


Last edited by PurpleReign; May 18 '19 at 3:18am..
So, the premise is we need to find a Deck and keep drawing until we get a Moon card that grants at least two wishes? I gather the character
  1. Should be able to contribute to the adventure of entering the Vault and facing whatever we find there, despite it being too dangerous to actually get there directly through the darklands?
  2. Have one of two personality traits: a gambler's heart (someone willing to pull a card from a Deck at least once), or a faker who has pretended to do so?
Edit: will we be spending much time at the club actually gambling?

Quote:
Originally Posted by dalamb View Post
So, the premise is we need to find a Deck and keep drawing until we get a Moon card that grants at least two wishes? I gather the character
  1. Should be able to contribute to the adventure of entering the Vault and facing whatever we find there, despite it being too dangerous to actually get there directly through the darklands?
  2. Have one of two personality traits: a gambler's heart (someone willing to pull a card from a Deck at least once), or a faker who has pretended to do so?
Edit: will we be spending much time at the club actually gambling?
1) Yes getting the cards for the Moon would be the easiest way to do it. Golarion has many variant of the Deck of Many things, this part will be a little more sandbox as you would try to acquire deck of many things either by adventuring or doing favors for other club members or other patrons willing to let you draw from their deck.

You could attempt the Darklands approach but it is the most difficult way and almost guaranteed TPK.

2) Pretty much either you are a gambler by heart or you are one of the pretenders (maybe you just want to find a way into the vault to be rich forever).

There will be some time spent at the club gambling during some parties, usually when a new member comes with a deck of many things and want to draw from it or an old member acquired a new deck and wants to try it. Plus parties would be a good time to gather information from the members, as they are always looking for Deck of Many Things and many aren't quite as capable as you.

I see at least one really good reason to ban 3pp: the Gambling domain power!

So social skills look valuable.

Do you plan to use these rules for ordinary games of chance?

I'm usually the cautious sort, but this sound like with the right player attitude it could be a lot of fun.

If we actually did pull from the deck, do you want us to randomly roll what card we got, or would you want to inform us of what happened? I was considering volunteering to be someone who had a bad result like lose all property, who slowly via successful gambling worked his way back to normal wealth. He'd probably have to be dangerously close to the -1 penalties at middle age.

The Gambling rules for ordinary games of chance seems appropriate, so sure.

You will roll randomly, reminder of a deck of many things:

-First you declare how many cards you want to draw
-Two you draw them and enjoy the boons or drawbacks

Then you can't use the Deck anymore and need to look for another one. Which is usually the cycle for many members of the Dire Gambler's Club.

OK. It would be sad to draw Imprisonment, but them's the breaks! If I apply it would be with someone who actually drew. i think if someone draws Moon they should have spent their wishes (probably on raising attributes) instead of short-circuiting the whole point of the initial part of the campaign!

Well if this just doesn't look like it scratches that gambling addiction I've been meaning to pick up. I got a couple ideas that might work but we'll see. At the very least this should get weird fast and I like it.








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