Games of chance are a way to make a fortune — and perhaps an even better way to lose one. A character may decide to spend their downtime visiting a gaming den to take part in a game of chance and try their luck against other likeminded people. In the DT safe zone various establishments in which characters can try their luck. Dice games that characters might play are: Highest Watchtower; Ship, Captain, and Crew; Bunco; Greed; Robbing the Djinni; Six Dice Bluff; Orc Dice.

Location

Gambling can always be done in Stoneleaf, Daring Heights, Fort Ettin, New Hillborrow, or Port Ffirst. Each settlement (except Stoneleaf) contains its own unique randomised roster of NPC gamblers.

With DTDM agreement, Gambling can be done anywhere there's a suitable population or temporary gathering to provide enough fellow players.

Resources: Gathering Your Stake

The Gambling DTA can be carried out by spending either 1 Light or 1 Taxing DTA slot. Only 1 Light DTA slot per DT week can be spent for the Gambling DTA. This activity also requires stake of at least 25 gp, up to a maximum of 50 gp when a Light DTA slot is spent, or 100 gp when a Taxing DTA slot is spent.

Resolution: Testing Your Luck

The character must make a series of opposed checks against a NPC gambler, part of the risk of gambling is that one never knows who might end up sitting across the table.

The character and the gambler NPC make three opposed checks: Wisdom (Insight), Charisma (Deception), and Charisma (Intimidation). If the character has proficiency with an appropriate gaming set or Dexterity (Sleight of Hand), that proficiency can replace the relevant skill in any of the checks. Consult the Gambling Results table to see the results.

If 0 or 1 successes were achieved, the character can double the stake and Gamble again once. The results of both rounds of gambling add up in this case. The limit for the stake is tripled for this second round of Gambling.

Performing the DTA involves using a specific command within the Kantas Downtime channel (this is also pinned in the same channel), which executes the command with your linked character sheets.

To gamble at the tables you need to use the following command:

!kdowntime gamble <light OR taxing> <dh OR pf OR fe OR nh> <Insight Mod> <Deception Mod> <Intimidation Mod> "<description of your character gambling>" <your wager in gp (put just the number)>

When executing the command, make sure to remove any <>

If desired, one of these three values can be replaced with an appropriate gaming set (Dice) or Dexterity (Sleight of Hand) if the character has proficiency.

dh = Daring Heights pf = Port Ffirst fe = Fort Ettin nh = New Hillborrow

The command uses your currently active character.

Using !kdowntime gamble without specifying light or taxing will automatically run the light slot version of the command.

If you have a word with an apostrophe in the description, such as it's, put a \ before the apostrophe (e.g. it\'s).

EXAMPLE: !kdowntime gamble light fe 8 8 10 "Jimothy tries his luck at poker." 50

Gambling Results

Successes

Winnings

0

Lose your stake, and accrue a debt equal to that amount.

1

Lose half your stake + opponent's highest modifier.

2

Gain one and a half your stake + opponent's highest modifier.

3

Gain double your stake + opponent's highest modifier.

Complications

Gambling tends to attract unsavory individuals. The potential complications involved come from run-ins with the law and associations with various criminals tied to the activity. Every
1 Light DTA slot spent gambling brings a 5% chance of a complication. Every 1 Taxing DTA slot spent gambling brings a 10% chance of a complication. The Gambling Complications table lists complications that might arise for characters.

Gambling Complications

d6

Complications

1

You are accused of cheating, whether you actually did or not! Any winnings you have and your original wager have been lost as you are kicked out of the game.

2

An influential person in town loses badly to you and loudly vows to get revenge. Your next DTA is made with Disadvantage as they actively try to hamper your efforts.

3

A local Crime boss insists you return so they can win their money back. Your next available Light DTA slot must be spent Gambling with a doubled wager than this visit (the wager can go above 50 gp in this case).

4

You are targeted by local thieves seeing you leave the game. They pick your pockets for 10d6 gp.

5

The town Guard raid the game and you land in jail. You may attempt a Charisma (Persuasion) or Charisma (Deception) Check to convince the guard you haven't done anything wrong or pay your own bail (10d6 gp).

If you fail to persuade them and cannot afford bail, you lose your wager and winnings and must spend your next Taxing DTA slot performing community service (ie., you don’t have a DTA slot the following DT week). The DTDMs to set Charisma (Persuasion) or Charisma (Persuasion) Check (DC 2d10+5).

6

Someone is accused of cheating and a fight breaks out. You are injured as a result and need to spend time recovering. You cannot perform any DTAs for the next 2 DT weeks.