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The Talisman

The largest casino resort in Rockshire. Owned by Helms Ferry it is also where Skordan Grimhelm has his home office and where his family resides.

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#1 Hand of Fate Suggested buy-in: 50 gold pieces Played similarly to Texas Hold ’em casino poker, this DND gambling game has its own flop, turn, and river. The premise of Hand of Fate is very simple. Each participating player pays 50 GP to join the pot, although bets may be adjusted based on group preferences.   Then, a player rolls 1d12 die and keeps it secret from his or her fellow players. Each player can then choose to fold and forfeit their bet, call the bet or raise the bet if they feel confident in their roll. After that, a d12 die is rolled that becomes a community dice that everyone can see.   After the roll, players can again call, raise or fold their bets as they see fit. Once this round is finished, another d12 die is rolled, so players now have two community dice. This is the part where players have a final chance to adjust their bets before they have to reveal their own dice.   The winning condition is simple. The player with the highest combined value of his or her own die and the community dice wins 80% of the pot, and the other 20% is contributed to the casino.   We believe that adding the result of the community die to all players’ rolls somewhat defeats its purpose, as pointed out by our readers. What we suggest is rolling a separate open d12 die for each player instead of using a single community die. This way all players will have one die that is visible to all players and two that remain hidden, adding an element of guesswork to the game.   One of our followers suggested another homebrew solution to spice up the game. Their version keeps the community die in the game but provides bonus points to players if one or both of their hidden dice match the community die.   Depending on how volatile you wish the game to be, you may set a different bonus for matching a die with the community die. What our fan suggested is doubling the result of both die – this way if you roll a 5 when the community die is set to 5, you get 20 points. Alternatively, you can double the result of only one of the dice or set a flat bonus for matching a die with the community die.   #2 Twenty-One Suggested buy-in: 25 gold pieces Another great addition to the possible DND minigames you can try, Twenty-one, is modeled after another real-world popular option, blackjack. In fact, the original name of blackjack was Twenty-one, only in French. It was later changed to blackjack in the United States.   In any event, the basic mechanic of the game applies nicely to dice gameplay. Here is how it works in Dungeons and Dragons. A player will roll 2d10 dice. The dealer will do the same, but only if the dice will be publicly revealed.   Players and the dealer then have the option to roll as many additional dice as they see fit. However, there is a catch. You cannot exceed 21 as the sum total of your dice, or you lose the game automatically.   If a dealer rolls a natural 21 from the start, the player(s) loses. If a player rolls 21, the dealer loses. In the case of ties, the winnings are split. Note that all die sides keep their face value except for the 1, which will be treated as both 1 and 11, depending on what you need at the moment of your roll.   If both you and the dealer have 21, you get a 1:1 payout from your bet. If your roll places you over 21, you bust, and your bets are immediately forfeited. Players win all other bets at a payout of 3:2.   #3 Liar’s Dice Suggested buy-in: 10 gold pieces Another Reddit suggestion is, of course, the Liar’s Dice. All participating players will roll 5d6 dice and keep their roll hidden from the prying eyes of their fellow travelers. Now, this is where it gets interesting. Each turn, a player gets to bid on a face value, and the number equal to the number of dice showing that face value.   Now, when a player’s turn comes after another, they can either challenge the previous player’s bid or make an even higher bid. If you want to raise a bid, you should go higher in terms of dice quantity or face value, or even both if you think you know something that your fellow players.   Once a bid is challenged, all dice are revealed. The winning condition is sorted out by whoever guessed correctly. If the bid is true, the bidder wins, but if the bid is false, then the challenger wins, and the bidder is eliminated.   #4 Tymora’s Spinner Suggested buy-in: 10 gold pieces Tymora’s Spinner shares a lot of similarities with roulette, and as far as DND gambling games go, it’s a simple and entertaining option. Offering a small buy-in, which is always adjustable anyway, players compete to guess either the exact number of a single d20 rolled by the dealer or to guess whether the result would be odd or even.   Once the dealer has rolled, all bets are settled. A player who has guessed the exact number wins triple the original amount they have staked, and anyone who guesses the odd or even outcome will get a 1.5 payout. Loser bets are contributed to the casino’s pot.   #5 Gyp Suggested buy-in: 5 gold pieces Then there is Gyp. The game is pretty straightforward, so you won’t have to go through difficult or ambiguous rules of any sort. A player simply rolls 2d6 dice, and if they hit 7 or 12, they win. They can double their bet and add another 1d6 to the total. The payout here is 3:2 for winning roles, but if you fail to produce 7 or 12, your bet is automatically forfeited.   #6 Gambit of Ord Suggested buy-in: 50 gold pieces The Gambit of Ord is another gambling game set in the DND universe that is worth exploring. Each card player rolls 1d8 and keeps the score hidden. A player can then raise, call or fold a bet. Once all bets are equal, each player will roll an additional 1d6 dice and keep it secret as well.   The betting round restarts and players have a chance to raise, call or fold their bets once again. Then, whoever is left will add another 1d4 die to their rolls and repeat the betting process. Once that is done, whoever is left reveals their dice, and the winner takes 80% of the pot.   Actually, Gambit of Ord is very similar to Hand of Fate, but the difference here is that players test their own luck of the die and do not feature any community dice.
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