Doubledown Waggletop (Gambler)

Once again, I return to gnome NPCs. This one is a bit of a chaotic lad with an unhealthy infatuation for games of chance. Enjoy.

Doubledown Waggletop

(DOUBLE-down waggle-TOP)
"Well, now. Why don't we let Lady Luck decide?"


Doubledown (CN) is a charming, 111-year-old male chaos gnome who thinks nothing of betting someone else’s farm on a semi-sure thing. While Doubledown is quite good at collecting large winnings at a number of card, dice, and other games of chance, he is not primarily motivated by a love of coin. His love for gambling has more to do with an obsession for the intersection between chaos, luck, and skill, and for the exhilaration of beating the odds. That's why a vast majority of his winnings go to family members who have come to rely upon the somewhat consistent income he provides. He has learned never to overstay his welcome--especially when he’s surrounded by angry suckers with a pile of their coins on the table in front of him--but true to his nature he does like to test that wisdom more often than is good for him.




Using Doubledown

Ideal: I'm a free spirit--no one tells me what to do.
Bond: My winnings go to support my family.
Flaw: I can't resist tempting chaos and pushing luck.

Play Doubledown as an unpredictable gambler always tempted to push your luck just a little bit further than will likely be good for you. The only thing that keeps you from throwing all caution and common sense to the wind is the knowledge that others depend upon you. You’ve spent most of your life traveling from tavern to tavern, losing coin here and there but winning it back along with a satisfying bonus eventually. You have an encyclopedic knowledge of the geography, current events, and social norms of the region. You of course use this knowledge to your advantage. There are only a few places where an angry mob with come after you if you're recognized. For most folks that would be enough to keep them away, but you can't quite seem to help but test that theory at least once a year. You never partake of alcohol; you’re open, honest, and fool enough already without it. You do, however, enjoy a tankard or two of strawberry-flavored goat’s milk during a game if and when you're lucky enough to find a place able to serve it.

Recurring Appearances

The party is most likely to run into Doubledown wherever there are games of chance to be won. More likes indicate a general enjoyment of the party’s company and willingness to go adventuring with them.  More dislikes indicate a general distrust and unease with the party.
Strongly Like: tempting luck
Like: unexpected behavior, winging it
Dislike: rules and regulations, planning
Strongly Dislike: “the right way”

One Off

Doubledown enters into a game of cards with one of the more of the party members and a few of the locals in a rowdy tavern. One of the following occurs: tempers flare and a brawl erupts that drags in the entire tavern, the tavern is attacked by bandits, the game intensifies as the stakes gradually rise from coin to equipment to magic items to even greater and more unusual wagers, Doubledown and the party member are arrested for cheating.

Story Arc

One or more of the party members is invited to an exclusive weekend of high-stakes gaming where Doubledown is a participant. One by one, the players begin to die under mysterious circumstances. The cause is one of the following: the alcohol has been contaminated by deadly spores, the game was arranged by a cult that plans to sacrifice all the players to its evil god, the game was secretly arranged by an angry noble who lost his or her family's wealth to the assembled players and is now taking revenge, the cards are cursed and their deadly power is released upon whomever draws a specified hand for that day.

Side Quest

Doubledown wins one of the following services from a party member: scout 3 locations for their gaming potential, spread rumors around the taverns of a foolish gnome who makes foolish wagers and big loses, deliver packages to his relatives, gather sets of souvenir playing cards from every locale the party visits.


Chaos Gnomes

Chaos gnomes* (who refer to themselves as imago) are energetic, flamboyant gnomes possessed of seemingly bottomless energy and a well-spring of luck. They are, in fact, more prone to wanderlust than any other gnome subrace. They’re also fascinated by probability and randomness, indulging in the study of the wild forces of chaos to the exclusion of all other interests. As sorcerers, they tend to draw their powers from wild magic.

Chaos gnomes have the same physique as their cousins. Their hair and eyes, however, are far more brightly colored. Their hair color ranges from bright red to blonde. Their eyes change with their moods

If you want to play a chaos gnome, the following are my thoughts on additional traits for the subrace. It’s difficult to balance out the Gnome Cunning trait that all gnomes have with the traits originally outlined for this subrace. To prevent an overpowered first-level character, I thought I’d give the following a try. As always, your additional thoughts and comments are appreciated.

Chaos Affinity: At level 3, you become especially well attuned with the forces of chaos, luck, and chance. Choose one of the following additional traits: Glittergold’s Blessing or Chaotic Mind.

Glittergold’s Blessing. Once per long rest you can add a 1 to any attack roll, ability check, or saving throw you make, or subtract a 1 from any attack roll, ability check, or saving throw made against you. This point cannot be used to avoid a natural 1 or score a natural 20. When rolling multiple dice you can choose which roll the 1 applies to.

Chaotic Mind. Your thoughts are so intimately intertwined with chaos as to be in a constant state of confusion. As a result you are immune to the Confused condition.


* Chaos gnomes first appeared in Races of Stone (David Noonan, Jesse Decker, Michelle Lyons, 2004).


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