This page lists rules for gambling during a player's downtime. Gambling requires at least one week of effort and a stake of at least 10gp. Follow the instructions below to roll for a player's winnings.
Optionally, every week a player gambles, there is a 10% chance that a complication occurs. Since gambling can attract unsavory individuals, the games can involve thieves, criminals and the watchful eye of the law. Choose the parameters above and click submit (or roll a d100, and on a 10 or lower, roll two d6's to choose an option below)
|Complication: The player is accused of cheating. The player can decide whether they actually did cheat (they could also have been framed†, or it could just be a mistake). The player may be able to talk their way out of it. They can make a Charisma (Persuasion) check (DC 15). If the player fails, one of the following events happen (DM chooses from the list below or rolls another d6)
|Complication: 1: No Reprecusions: No proof can be found, it's just one person's word against another. The player is let go with their win/loses.
|Complication: 2: Fight: A fight breaks out. The DM can choose to play out the fight, give the player a chance to run with a DC 15 Wisdom (Acrobatics) check or do a DC 15 Strength (Athletics) check to push their way through the crowd and get away.
|Complication: 3: Banned: The player is banned from the gambling hall. The next time the player wants to gamble, they need to make a Charisma (Persuasion) check to get back into the gambling hall (DC 15), or make an Intelligence (Investigation) check to find a new place to gamble (DC 15, +3 each time this happens in the area).
|Complication: 4: Fined: There is a policy against cheating. The bouncers drag the player to a back room and take all their initial stake, and demand a fine of 10gp. The exact amount is up to the DM, depending on the type and quality of the establishment. The DM can decide what the repercussions are if the amount is not paid.
|Complication: 5: Beaten: The player is taken to the back room of the gambling hall and beaten harshly by a group of large thugs. The player awakens in an alley with none of the money they bet. They have to spend the rest of the week recovering from their wounds. At the end of the week, they suffer from 2 point of exhaustion.
|Complication: 6: Revenge: Either the gambling hall, or one of the game participants, are offended. They have the player followed. The entire party is attacked by a group of bandits and thugs at some point in the future (DM discretion).
|Complication: The town guards raid the gambling hall†. One of the following events happen (DM chooses from the list below or rolls another d6).
|Complication: 1: No Repercussions: The guards don't seem interested in the player, and seem more interested in the establishment and the workers. The player is set free with their wins/losses.
|Complication: 2: Fight: In the scamble to get free, a fight breaks out. The player can attempt to push through the crowd, or dodge around people to the exit. Strength (Athletic) check to fight, Dexterity (Acrobatic) check to dodge and flee (both DC 15). On a success, the player either ducks out quickly, or lands a few punches allowing the player space to escape. On a failure, the player awakens in prison (see 2-6 below).
|Complication: 3: Bribe: The guards ask for a bribe of 10gp (the DM can adjust the fine as they see fit). If the bribe isn't paid, the player is taken to the prison (see 2-6 below).
|Complication: 4: Looking for Someone: The guards mistake the player for someone they are looking for. The player can make a Charisma (Persuasion) check to convince the guards they are wrong (DC 10, +5 if the player has commited a crime in this settlement). If the player fails, he/she is sent to prison (see 2-6 below).
|Complication: 5: Chaos: The room is in chaos, people are running everywhere. Some are fighting, many are running. The players money sits on a table and an exit is nearby. The player can make a DC 15 Wisdom (Perception) check. On a failure, the player grabs only their win/loses. On a success, the player grabs their wins/loses and manages to get an extra 1d10 gp (+5 gp per level).
|Complication: 6: Taken to Prison: The player is thrown into prison, losing all the money they bet (either at the gambling hall, or taken by the guards). At the end of the week, the guards take 10gp/level as a fine. If the player doesn't have the money, the guards may ask for something else.
|Complication: During the course of the week, a noble in town loses badly to the player and loudly vows revenge†. One of the following events happen (DM chooses from the list below or rolls another d6).
|Complication: 1: No Repercussions: Unbeknownst to the player, the noble soon forgets about the incident, and there are no repercussions.
|Complication: 2: Thievery: The noble sends some skillful thieves to rob the player discretely. One time, each week for a month, there is a 25% chance that an item (worth at least 10gp x player level) will go missing. The player makes a DC 18 Wisdom (Perception) check each night the robbery is attempted. On a failure, the item goes missing. On a success, the player sees a thief attempting to pick their pocket (DM can determine the details of the encounter).
|Complication: 3: Shop Keepers: The noble spreads word around town. Shop keepers are less friendly toward the player and the entire party. Some are rude, and others are fearful. Shop keepers charge 25% more to the entire party for the next few weeks.
|Complication: 4: Unfriendly Guards: The local guards keep a watchful eye on the player, and follow them around town — DC 14 Wisdom (Perception) check to notice them. If the player attempts any illegal activities in the settlement, the DM should modifies any DCs based on guards constantly watching the party in public.
|Complication: 5: Taxed: At some point in the future, a local official and two guards visit the party. The official claims that a noble told him about their presance in the city. He claims the party owes 100gp in taxes and threatens them with prison (the DM can decide the actual repercussions).
|Complication: 6: Bandits: At some point in the future, a group of bandits attack the party. The noble hired a group of thugs, one of which has a piece of paper which describes the player in detail and asks for revenge. It is signed by the noble.
|Complication: During the course of week gambling, the player won some coin from a few low-ranking members of the thieves' guild. One of the following events happen (DM chooses from the list below or rolls another d6).
|Complication: 1: No Repercussions: The guild determines that it isn't worth going after the player over a few low-ranking members.
|Complication: 2: Thievery: Some skillful thieves attempt to rob the player discretely. One time, each week for a month, there is a 25% chance that an item (worth at least 10gp x player level) will go missing. The player makes a DC 18 Wisdom (Perception) check each night the robbery is attempted. On a failure, the item goes missing. On a success, the player sees a thief attempting to pick their pocket (DM can determine the encounter).
|Complication: 3: Reinforcements: During the next encounter, 1d3+2 bandits join the battle and attack the party from afar. They may not be allied with the party's attackers, but their objective will be attacking the party (especially the one who beat them at gambling). If within 20 feet of one of the bandits, the player will recognize them from the gambling game.
|Complication: 4: Extortion: The party is sent a note: "You have offended the wrong people. Leave a pouch with the gold you took from the gambling game with the local tavern keeper. Failing to do so is not acceptable and will be met with the full force of our power. Do not make enemies with the wrong people." It is up to the DM on the consequences if the party does not pay.
|Complication: 5: No Guild Services: When anyone in the player's party seeks out guild services (e.g. buying/selling illegal goods, getting information, finding someone, or even selling magic items), they will be met with resistance. Someone may tell the party that they are not in the guild's favor (the DM can determine how to resolve the situation, or if it resolves on its own in time).
|Complication: 6: Bandits: A group of thugs (or other low-level members of the guild) attack at some point in the future. The thieves' guild sent the thugs, one of which has a piece of paper, describing the player's appearance and asking the thugs to retrieve some coin. It is not signed.
|Complication: The gambling game has attracted the attention of a local crime boss.
|Complication: 1: Angered: Rumor is, the game was robbed shortly after the player left the game. The local crime boss seems to think the player was involved. The DM can decide the repercussions of the crime boss's anger. He could ask the party for compensation (money or a job), or just send someone to attack the party.
|Complication: 2: Another Game: The local crime boss requests a private game with the player. The stakes are 10x the amount of the last game. If the player refuses, or doesn't have the money, there may be repercussions (DM discretion).
|Complication: 3: Returns: The crime boss sends someone to speak with the player. They claim that the player beat the boss's nephew and asks that they give him back the money ... as a personal favor. It is up to the DM what happens if the player does not pay.
|Complication: 4: Has a Job: The crime boss has taken notice of the player and has learned a little about the player's party. He has decided to offer them a job. The DM can decide the quest's detail (objectives, difficulty and legality).
|Complication: 5: Exclusivity: The crime boss requests that the player gambles exclussively at his/her establishment from now on (while in the settlement). The DM can decide what happens if the player gambles elsewhere, or if the odds are worse at the crime boss's gambling den.
|Complication: 6: Duplicate: One of the boss's minions tells the player that a member of their party looks like a local crime boss. They are asked to perform a task. The DM can decide the details. Some examples: impersonate the boss at an event, speak with a rival, deliver a package. A party member can make a DC 15 Charisma (Persuasion) check to convince them that they would not be helpful. If they succeed, the party can walk away. If they fail, they will be asked to perform the task, or face some repercussions.
|Complication: A high-stakes gambler comes to town ... One of the following events happen (DM chooses from the list below or rolls another d6)
|Complication: 1: Requests a Private Game: The gambler requests a private game. The stakes are 5x the amount of the last game. If the player refuses, or doesn't have the money, there may be repercussions (DM discretion).
|Complication: 2: The Setup: The gambler requests a private game with the player. When the player arrives at the location, several bandits attempt to rob the player. The DM can setup the encounter, or roll a DC 15 Dexterity (Acrobatics) or a DC 15 Strength (Athletics) check to see if they can escape the encounter.
|Complication: 3: Rumors: The local gambler took notice of the game and doesn't like the player for some reason (perhaps he thinks the player cheated, or confuses the player with someone else). He spreads rumors around town. The DM can decide the repercussions (e.g. shop owners sell at a higher price, the guards are terse and not helpful to the party, nobles treat the party with disgust, some guilds and merchant houses refuse services).
|Complication: 4: Magic Item: The gambler invites the player to a game, where the stakes are a magic item (if the player has their own magic item to bet). The DM can choose or roll for a magic item from the DMG that is not too powerful, and equivalent to something the player owns. If the player wins, they get a new magic item. If the player loses, they lose their magic item.
|Complication: 5: Mystery Chest: The gambler invites the player to a game, where the player bets 100gp against a mystery chests that the gambler has (3'x2'x2'). If the player wins, the player get to choose 1 of 4 chests, without opening or touching each chest. Each chest has a different item inside. The four items include: a stuffed monkey (5sp), 150gp, a Ruby worth 250gp and a Ring of Protection +1. Do not tell the player what each chest contains. Assign each chest/item a number from 1-4 and let the player choose (if they win).
|Complication: 6: Quest Item: The gambler invites the player to a game, where the player bets 100gp against an item that the party needs to help in a quest (e.g. a key, an introductory letter to someone important, a book with information or a hint, access to a restrictred area). If the DM does not have a quest, roll or choose another item from this list.