[Special] If you have more than 2 crime tokens, the Gambler refuses to play you. Return to Tavern.
A man in a weathered coat leans back in his chair, shuffling a deck of cards with practiced ease. A sly grin spreads across his face as his eyes meet yours.
“Well now,” he drawls, tapping the deck against the table, “care to try your luck? Toss a few coins in the pot and let’s see if fortune favors you—or me.”
[Special] Time to gamble! Wager X amount of (G) Goods.
Roll 1d6 and consult the table below:
1. You were drawn into a bidding war and lost Lose X(G)+1D6(G)or(N)
2. You thought your hand was good and raised the Ante. You were wrong. Lose X(G)+1
3. You were dealt a bad hand. Lose X(G)
4. You were dealt a winning hand but your opponent folded. Gain X(G)+1
5. You were drawn into a bidding war and won! Gain X+1D6(G)
6. You had a great hand, so did your opponent, you bid back and forth until you reveal a win! Gain double X(G)
10. You cheat and get away with it. Gain triple X(G) or a [Philosopher's Stone].
[Special] Spend X(S) to +X to your dice roll. Roll 1D6, if the result equals X then you are caught, gain a crime token and go straight to prison.
1. Magic
You use magic to cheat at gambling
-1(M), +1(G)
2. Stealth
You overhear some juicy gossip
+1(T)
3. Combat
Fight a drunkard
-1(C),+1(T)
4. Talking
Sing a song or tell a tale
Roll 1d6:
1-3: They hate it. -1(T)
4+: They love it! +2(G)
5. Nature
Ale spills on your pack
-1(N)
6. Goods
Find Loose Change
Roll +1D6(G)