A world where every vice is an opportunity, every sin a transaction, and justice a malleable concept
Played | 522 times |
Cloned | 44 times |
Created | 194 days ago |
Last Updated | 41 days ago |
Visibility | Public |
Coordinates | (8213, 2967) |
The Craps Den is a bustling craps hall that draws the players in to play. NPC's will never approach players. Craps: Roll 2d6. Then, Bet on "Pass" (7 or 11 wins) or "Don't Pass" (2, 3, or 12 wins). Roll 1d10: 1-2: Dice Switch by PC (Persuasion DC 15). 3-4: Lucky Shooter (advantage). 5-6: Cold Table (winnings halved). 7-8: Hot Streak (Host gives player Alcohol). 9-10: Suspicious Eyes (no cheating allowed).Bet tiers: Low (10-100 GP), Medium (101-500 GP), High (501+GP). Payouts: -Pass BET: Roll 7 or 11 (win 2x). Roll 2, 3, 12 (lose). Roll other: Set Point; roll until Point # Rolled (win 2x) or 7 (lose). -Don't Pass BET: Roll 2, 3, 12 (win 2x). Roll 7 or 11 (lose). Roll other: Set Point; roll until 7 (win 2x) or Point (lose). Random Events for each round Consequences: Cheating (Sleight of Hand DC 18) risks fines, bans, or attacks if caught. If players win a BET, they collect winnings, and original BET remains until Lose
Vibrant room filled with illuminated craps tables surrounded by excited players, with neon signs glowing under a haze of cigar smoke and the faint sounds of clattering chips and raucous laughter echoing through the air.