Weathertop's Gambit Tradition / Ritual in Beyond Greater Anghor - A Middle Earth Adventure | World Anvil

Weathertop's Gambit

Weathertop’s Heritage

A great bastion arose on Weathertop, and the East Road and lower Hoarwell were fortified also. For nigh half a century, the line held, though Argeleb lost his life in battle with the Hillmen. The Witch-king did not trouble the Men, and had sent his troops further East, to the Second Siege of Imladris. But in T.A. 1409, he came forth with such a force from Angmar that no army could stop him. He razed Amon Sûl and brought its mighty walls down. (Quoted from Tolkien Gateway)  

History of Fortune

It was said a group of woodman had made their way through the southern passes at the beginning of the third age, and peered upon Weathertop, its summit lost in a confounding mist. Fatigued and needing simply to rest in a well guarded place, the men climbed. They would discover however the sacred alter already occupied by a host of dwarves. A heated confrontation grew, but one among them, a short man of questionable ethics, instead proposed a game of chance to determine which party would rest in the security of the mountain’s embrace.   Before the night was out, the two parties had not only invented a new game and developed the rules, but became fast and lifelong friends. Forevermore, the men and dwarves, and their descendants, shared the game of Weathertop’s Gambit, far and wide as a testament to the lasting peace and fun they had that night.

Soldier's Boredom

After the defeat of Smaug, and the subsequent Battle of the Five Armies, many a restless warrior suddenly found themselves out of steady work. Some would turn to banditry, others mercenary work, and still others to gambling. Games of dice lend themselves to simplicity, and of course convenience, as any grunt can carry a trio of dice. Scattered throughout the soldiers from the battle were men and dwarves whose ancestors had once played and laughed together on a cold mountain top. The game was resurrected then, and its addictive nature spread once again throughout the Wilderlands and north into the Fodorwaith.  
The game is a favorite in the bars and taverns throughout Greater Anghor but particularly at Bulls’ Head Trading Post, in the north end of Anghor’s northern most town. The gamers winnings typically pay for food and warmth, though assorted scoundrels like Ragnar Varin, have made a good living on what others have said to be fantastically absurd good luck.  
1. The Kingdom of Greater Anghor
Sandwiched between the Long Mountains in the south and the The Itubour Taiga in the north, Anghor is bulwark against the unknown and the known.

5e AiME Rules:

Weathertop’s Gambit

Buy In: 10 silver

Rules:

Everyone buys in for the round, no late entries allowed

Play until one player has everyone’s money for that round

Each player rolls 1d8, keeping the die hidden. Each player has the chance to raise the bet, call the bet (meet it), or fold. It continues when all bets are equal

Each player then rolls a 1d6, keeping it secret as well. A final chance to raise, call, or fold. Each remaining player rolls 1d4. They all reveal the 1d8, 1d6, and 1d4, adding them all together

Sleight of Hand can give a reroll

If suspected of cheating, opposing player may roll a challenge investigation or perception against the Sleight of Hand. A success means they catch it. Failure the new roll stands

Deception can force a fold

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