Swarthy Goblet of Silver-Tongue Jax
Swarthy Goblet of Silver-Tongue Jax
This goblet has large faux rubies and gems in it. Made of a typical metals and appears mundane. Many years ago the myths and legends said its outcomes were unpredictable. Jax appeared to always be drunk especailly during combat and is remembered to be highly charasmatic although being a pirate lord he was highly feared nonetheless. When this goblet is filled and drank from Roll+Con the goblet can only be filled once a day if attempted to fill the liquid will merely spill over as if it is already full.
10+ Roll 1d10 on Jax’s Good Side
7-9 Roll 1d10 on Jax’s Good Side but take Sick Debility
6- Roll 1d10 on Jax’s Bad Side
Good Side Affects end with sleep unless otherwise stated
1. Jax Reveals where his treasure map is hidden.
2. Jax informs you of the weakness of an enemy, GM choice.
3. Jax appears before you, Gm what happens?
4. Jax Laughs cheerfully in your ear, Roll Again!
5. Jax gives you the secret of Subterfuge, Convince someone your of a different Alignment.
6. Jax knows his way around a conversation, Change 1 NPC’s attitude to your desire (GM Permitting)
7. Jax Tells you the true worth of said purchase! Pay the true price for a purchase
8. Jax has navigated everywhere, on your next Perilous Journey take a 10+.
9. Jax Bestows up you his pocket change, Goblet fills with 2d6 coins!!
10. You gain the Jax’s combat prowess +1d4 Dmg on your next attack!
Bad Side Affects end with sleep unless otherwise stated
1. Jax Insults you. Roll Again!
2. Jax tells everyone your not who you say you are, Everyone Believes opposite your alignment.
3. Jax makes you lose confidence, -1d4 Dmg on your next attack!
4. Jax Pick pockets you!!, -2d6 Coin
5. Jax spikes the drink, GM what happens?
6. Jax convices you that the deal is good, Prices are Higher (GM Discretion)
7. Jax cannot keep secrets, A GM’s choice of NPC changes attitude toward wielder.
8. A promiscuous pirate guy/girl appears before you and flirts with you.
9. The goblet appears everywhere out of your reach.
10. You start to feel very ill. Choose a Debility.
Changed alot of the table, and changed the success variants