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Den

Gambler's Box

Wondrous Item Magical, Cursed, Rare (this item requires attunement)

A plain looking black box with a small, simple gold locket. Once per day, if opened, a table, chairs, and game appears and the character is locked into a pact to play with a demon. They appear seated across from the character, bound to their chair by an ankle with a magic chain. Winning the game results in a prize, losing the game puts you one step closer to releasing the demon. Roll a d100 or flip a coin. Once started, the game must be played and should the character delay or try to cheat, they forfeit.   Every loss by the PC adds a counter to the box. When there are more losses than PC’s levels (not just equal, but more), the demon is no longer bound to the box and can roam the material plane unencumbered. Proficiency in these gaming sets will allow one to add their proficiency to ability checks or saves or perception involving them.


Bones and Dice: Irregular bone dice appear and the demon plays by taking turns rolling 2d6 (starting with the demon), first to roll a total value of 7 wins. The bone dice are lopsided and its easy enough for a skilled fast-hands type to manipulate. With a sleight of hand check, DC the passive perception of the demon (16), the PC may change the value of their roll by their Dex modifier… however, if caught, the game is forfeit by the PC. Winning grants the PC 1 “stored” 6 for one d6 roll for that day (example, short sword damage being 1d6–may use their stored 6 to max it). Can grant it to someone else in the party.   -- Dragonchess: An illusory (but real feeling) set of ivory and bloodstone pieces appear and the familiar round board. Over the course of an hour, a game is played by the PC and the demon. pieces moving and game on. Competing Int (Investigation) or Cha (Deception) rolls are made (PC choice on “how” they play, Demon plays his deception at a +6). Win and get advantage on Investigation or Deception checks for the day.   -- Cards and Portents: A simple deck of cards appears. The game is Five Hands of Bluff–a gnomish game of skepticism as part of the game is using illusion to make your opponent select cards incorrectly (by masking the cards). Minor illusions or simple magic misdirection is legit, the game takes two hours. Roll Wis save (no proficiency bonus), demon and PC both (difficult is each others’ intelligence score, Demon is intelligence 19). Can only win if you succeed in your own save and the opponent fails theirs… two wins? tie. Two losses? Tie. If PC wins, may auto-succeed at one Wis save that day.   -- Three Dragon Ante: three bent cards come out–one is the dragon, two are black chalices. The cards go into a flurry of rapid paced misdirection and movement. Player chooses left, middle, or right. DM writes down L, M, or R on a piece of paper/card. Player guesses. If PC has passive perception (without proficiency bonus) over 20–is that naturally clear-eyed and observant… they may select again, if their first choice is wrong. If PC wins, they get a +5 to perception checks for the day.


 

Created by

Shadizilla.

Statblock Type

Item

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