The Gilded Gull is a lively and boisterous gambling hall located near the docks, catering to sailors, adventurers, and locals who seek entertainment and the thrill of chance. Its exterior is adorned with a gilded sign featuring a stylized gull in mid-flight, its wings shimmering in the sunlight. Brightly colored lanterns hang outside the entrance, casting a warm and inviting glow that beckons patrons inside.
The interior of the Gilded Gull is an explosion of energy and color. The walls are lined with murals depicting daring adventures and legendary victories, while the floor is a mosaic of polished wood and vibrant tiles. The air hums with the sound of rolling dice, shuffling cards, and the occasional cheer or groan of victory and defeat. Tables are arranged in concentric circles around a central pit, where high-stakes games often draw a crowd of eager spectators.
The hall is owned by Liora Vex, who also manages The Crow’s Perch, though she entrusts the day-to-day operations of the Gilded Gull to her trusted partner, Zane Corven.
The Gilded Gull offers a variety of games, from dice and card games to more elaborate competitions like "Sailor’s Folly," a game unique to Mosstone that involves a mix of strategy, bluffing, and luck. There is also a dartboard and a small arena for arm wrestling and other friendly contests. Patrons can wager anything from gold coins to trinkets and services, making the stakes as varied as the clientele.
The bar at the Gilded Gull serves a robust selection of drinks, including strong ales, spiced rum, and a signature cocktail called "The Golden Wing," a potent mix of citrus and spirits topped with a sprinkle of gold flakes. Simple but satisfying fare is also available, such as roasted nuts, smoked fish platters, and hearty pies to keep the gamblers fueled.
Despite its rowdy atmosphere, the Gilded Gull is not without its rules. Zane ensures that disputes are settled quickly, often with the help of burly bouncers stationed at key points around the hall. Cheating is strictly forbidden and dealt with harshly, though Zane’s charm and skill usually prevent situations from escalating.
The Gilded Gull is more than a gambling hall; it is a place where stories are made, fortunes are won and lost, and camaraderie flourishes. Its mix of excitement, risk, and camaraderie makes it a beloved institution for those who walk the fine line between daring and reckless.
Sailor's Folly Game Rules
Ante and Initial Bets:
Each player antes a set amount of gold coins (or other agreed stakes) into the central pot.
Players can raise, call, or fold before the first roll of the dice.
The Tide Tracker:
At the start of each round, the tide tracker is spun or adjusted based on dice rolls. Its position determines the rules for that round:
High Tide: All players must play aggressively, doubling their ante.
Low Tide: Players can only bet the minimum and are encouraged to bluff.
Rough Seas: Random effects occur, such as forcing a player to reroll or stealing a card from another player.
Card Draw and Dice Roll:
Each player draws two cards from the deck and rolls their die. Cards are kept secret, while dice rolls are visible.
Players aim to combine the values of their cards and dice to create a "Crew Score." Each card has a value between 1 and 10, with special effects for certain combinations:
Anchor + Wave: Add the dice value again to your Crew Score.
Ship + Storm: Force another player to reroll their die.
Bluffing and Betting:
After cards are drawn and dice are rolled, players enter a betting phase. They can:
Raise the stakes.
Call to stay in the game without raising.
Fold and forfeit their bet for that round.
Bluffing is encouraged, as other players cannot see your cards.
Resolving the Round:
Once bets are settled, players reveal their cards. The highest Crew Score wins the round and claims the pot.
In the event of a tie, tied players roll their dice again in a "storm showdown," adding the result to their total.
The game ends when the tide tracker completes one full cycle or when only one player remains.
The player with the most Gold Points at the end is declared the winner. If there’s a tie, a final round is played with double stakes.
Fool’s Fortune: A hand containing both a Wave and a Ship automatically wins the round unless countered by a Storm.
Captain's Call: Once per game, a player can challenge another to a one-on-one dice roll, with the loser forfeiting half their GP to the winner.
House Rule: The Gilded Gull reserves the right to implement unique twists, such as bonus cards or altering the tide tracker mid-game.
Sailor's Folly is beloved for its unpredictable nature and the blend of strategy and daring it requires, making it a perfect fit for the adventurous spirit of the Gilded Gull and Mosstone itself.