Maerianna's Traveling Tavern

From Elanthipedia
Revision as of 07:10, 18 June 2022 by CRYPTODYNAMIC (talk | contribs) (Created page with "{{Store At A Glance |Store Name = The Male Persuasion |Owner = - |NumRooms = 7 |Store Type = Game |Fest = Estate Holder Mini-Fest 442 |Coin = Kr...")
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to navigation Jump to search
The Male Persuasion
Event Estate Holder Mini-Fest 442
# of Rooms 7
Store Type Game
This store only accepts Kronars


Bar Room

[Maerianna's Traveling Tavern, Bar Room]
Clean and inviting, the atmosphere reflects the merging of fun and adventure. Large cedar beams support the roof, while wood-grained planks create a sturdy floor of the long wagon. Rows of windows line the sides of the cream-colored walls, and carved cedar tables surrounded by colorful floor pillows are scattered throughout the room creating a relaxing place. A small bar stands next to the smooth door at the front, and colorful screens mark the way to additional rooms.
You also see a polished macawood bar filled with trays of snacks and drinks with several things on it, a white screen covered with pictures and flags, a black screen covered with covered with painted cards and a colorful screen covered with painted dice.
Obvious exits: none.


On the macawood bar
Item Price Done
pitcher of amber ale 0   
cask of black current wine 0   
pot of cinnamon coffee 0   
On the green tray
Item Price Done
square-shaped sugar cookie decorated to resemble a pair of dice 0   
On the gold tray
Item Price Done
chocolate chip cookie 0   
On the silver tray
Item Price Done
creamy strawberry tart 0   
On the silver platter
Item Price Done
miniture chocolate cupcake 0   


Waerd Room

[Maerianna's Traveling Tavern, Waerd Room]
Large white flower garlands strung along the sturdy beams supporting the roof add to the pleasant atmosphere of the room. Long white washed planks create a sturdy floor, while a long table sits under a row of windows, and a white screen that lead back into the bar room frames the space. Oversized floor pillows and small tables scattered around the room add a splash of color.
You also see a silver-edged placard, an ebonwood table with a couple of things on it, Gaene, Waerd Caller Zolae, Shamie and a white screen covered with pictures and flags.
Obvious exits: none.


A silver-edged placard reads:
Welcome to Maerianna's Traveling Waerd Room!  Come join the fun and excitement in our specialty, Waerd.  If you've never played before, our callers and regular players can offer some introduction to Waerd and its rules, just ask.  (Note: When playing, please be sure your familiar window is closed.)
 

(See Crimson Dragon Gaming for general rules of Waerd.)

Craps Room

[Maerianna's Traveling Tavern, Craps Room]
In the center of a large room decorated in platinum and gold sits an elegant craps table. A colorful screen near the front leads to the back bar room, while an odds chart hangs on the wall.
You also see a slender pedestal made of glass with a small rules book adorned with gold and platinum designs on it.
Obvious exits: none.


You open the book and glance through the rules.

Rules of the Game:

In this dicing game, there are three basic types of bets, PASS, DON'T PASS, and bets on a specific number.

PASS bets-
A PASS bet wins if a seven or eleven is rolled on the next roll and loses if a two, three or twelve is rolled.  Any other result sets a a point value that remains a valid bid until either that number is rolled again, which results in a win, or a seven is rolled, which is a loss.  In all events, a winning PASS bet pays one to one odds.

DON'T PASS bets -
A DON'T PASS bet is similar to a PASS bet, except that it is a bet against the roll.  A DON'T PASS bet wins on a roll of two or three while a roll of seven or eleven is a loss.  A roll of twelve is a standoff, and your bet is returned.  Any other result sets a point, similar to a PASS bet, which remains valid until either the number is rolled again, which is a loss, or a 7 is rolled, which is a win.  In all cases, except the twelve standoff mentioned above, pays one to one.

Specific Number bets -
Bets on specific numbers are broken down into two groups.  Bets on the numbers four, five, six, eight, nine and ten remain valid until either the number is is rolled, a win, or a seven is rolled, a loss.  The payoff odds for these bets are listed on the odds chart.
Bets on numbers two, three, seven, eleven and twelve are one time bets.  If the number is rolled on the next roll of the dice, it is a win, if not it is a loss.

To place a bet:
  For a PASS bet - PLAY PASS
  For a DON'T PASS bet - PLAY DON'T
  For a specific number bet - PLAY <number>

Once you have placed your bets, you can STUDY TABLE to see the current state of your bets.

 

Cards Room

[Maerianna's Traveling Tavern, Cards Room]
Dark and elegant, the atmosphere reflects the merging of style and sophistication. Smooth black fabric banners hang from large cedar beams, while cedar planks create a sturdy floor of the long wagon. Located behind the elaborate arches are three felt-covered blackjack tables and dealers. Under a small sign, in the back corner of the wagons sits a wagon teller in a small wooden booth, while a black velvet screen leads back into the bar room.
You also see an elaborate arch draped with sapphire-blue satin material, a wide arch wrapped with ruby-red satin fabric, a tall arch draped with emerald-green satin curtains, a polished wooden sign and a black screen covered with covered with painted cards.
Obvious exits: none.


A polished wooden sign reads:
This wagon requires the use of chips at all tables.
Each chip has a worth of 1 silver kronar and may be purchased
at the teller window.  To purchase chips simply
GIVE TELLER {number} KRONARS.  The value should be in coppers,
so to buy a single chip you would give 100 kronars.
To redeem your chips for coins simply GIVE CHIPS TO TELLER when you are done gambling.
 

Blue Room

[Maerianna's Traveling Tavern, Blue Room]
Smooth walls painted in a sapphire blue hue stand out against the small room's pale blue felt-covered table. An elaborate arch wrapped in sapphire satin material leads back to the card room.
You also see a rules sign.
Obvious exits: none.


Object of the Game:
The goal is for the player to beat the house, represented by the dealer hand.  To beat the dealer, the player must obtain a hand total that is equal to or less than 21 and have a total that is higher than the dealer's.  Each player at the table is playing against the dealer.

Betting:
Each player must place a bet upon the table before the beginning of each round.  This bet will be paid off if the player wins according to the odds sign posted.  This bet will be forfeit if the player loses.

The Deal:
All players and the dealer are dealt two cards in sequence, one at a time.  All player cards are displayed face-up.  The dealer's are displayed one face-up and one face-down.

Card Values:
Each card has the same value as its index except for the prince, queen, king, or dragon of each suit.  The prince, queen and king cards are counted as 10.  The dragon can be valued as either 1 or 11, whichever is most advantageous at the time.  The suits have no bearing on value.

Naturals:
When a player is dealt a dragon and a 10-valued card as his first two cards, it is called a "natural" and is paid at the odds shown on the odds sign.  If the player has a "natural" and the dealer has 21 ("natural" or not), the player pushes with the dealer and no money is won or lost.

Insurance:
When the dealer's face-up is a dragon card, the player is allowed to make an insurance bet equal to half of the amount of your initial bet.  If the dealer has a natural, players are paid 2-to-1 on their insurance bet (causing the player to break-even on the hand).  If the dealer does not have a natural, the insurance bet is lost and the hand proceeds normally.  Insurance is not sold if you make a bet of the minimum 1 chip as you cannot pay the insurance of half a chip.

The Player's Choices:
Hitting/Standing:
The most common decision a player must make during the game is whether to draw another card to the hand ("hit"), or stop at the current total ("stand").

Doubling Down:
Another option available is the choice to "double" down.  This can only be done with a two-card hand, before another card has been drawn.  Doubling down allows player to double your bet and receive one, and only one, additional card to the player.

Splitting Pairs:
When the player is dealt a matching pair of cards, the player has the ability to split the hand into two separate hands, and play them independently.

The Dealer's Choices:
The dealer must continue to take cards ("hit") until his total is 17 or greater.  A dragon card in the dealer's hand is always counted as 11 if possible without the dealer going over 21.  He will continue to draw cards until the hand's value is 17 or more.  On a soft total of 17 the dealer shall take a card.  A soft total is any total of 17 that includes a dragon card.

Winnings/General Information:
All winnings will be paid out at the end of the hand.  Each hand is played with a single deck of cards that is shuffled after each hand.

 

Red Room

[Maerianna's Traveling Tavern, Red Room]
Carefully stenciled hearts and diamonds are painted on the smooth black walls of this small room. A ruby-red felt-covered table sits in the center of the room, while a wide arch wrapped in ruby satin material leads back to the card room.
You also see a rules sign.
Obvious exits: none.


Green Room

[Maerianna's Traveling Tavern, Green Room]
Emerald-green curtains line the walls of this small room. An emerald-green felt-covered table sits in the center of the room, while a decorative arch wrapped in emerald satin material leads back to the card room.
You also see a rules sign.
Obvious exits: none.