Leinathan's Second Darkness (Inactive)

Game Master leinathan

The elves' oldest shame has resurfaced again and is looking to destroy all that elvendom ever was. Will be PCs be able to stop them in time, or will Kyonin be doomed?

The Gold Goblin Gambling Hall


Gold Goblin Description:
1. Grand Entrance
Standing before the main doors of the building is an
8-foot-tall statue cast in shining gold to resemble a largerthan-
life goblin. It balances a golden dogslicer on a pile of
gold as it smiles smugly down on all customers who pass
beneath its gaze. A DC 12 Appraise check is sufficient to
note that the statue is made of shining brass rather than
actual gold.
The doors themselves are of a strong dark wood imported
from southern lands and are decorated with multiple panels
depicting signs of luck and good fortune (four-leaf clovers,
crossed fingers, and so on). They can be locked (Open Lock
DC 20) and barred from the inside.

2. Casino Floor
The casino floor is a wide room carpeted in rich red that has
been recently patched in many places. Spread throughout
the chamber are tables where different games are run. The
floor hours are usually 12:00 pm to 3:00 am.

3. Cashier
This foyer provides access to the cashiers’ counter, which
is secured by a row of vertical bars set firmly into the
stone floor.

4. Cashiers’ Cage
Two cashiers work here during operating hours. There are
chips in various denominations totaling 10,000 gp stored
in here at any one time.

5. Guardroom
Two full-time guards, Hans and Beyar, reside in this
chamber and guard access to the cashiers and vaults. They
have keys to the guardroom and daily cash storage. One
usually guards the cashier while the other watches over
the daily cash storage during operating hours, taking only
occasional breaks one at a time.

6., 7., 8., ???

9. Floor Manager’s Office
This office is outfitted with an elaborate
mahogany desk and a comfortable
chair. Before the desk sit two more
chairs of less-comfortable design with
manacles set into their arms. The
walls are painted a flat black, and a
single candelabra provides only a dim
light. The desk is covered in records
and receipts from the day-to-day
running of the establishment, and
this chamber is likewise where
Larur Feldin and a few of the
guards sweat anyone caught or
suspected of cheating the house.

10. Private Dining Rooms
These rooms are comfortably appointed and hold two
or three tables and a dozen or more chairs. Normally
they are rented out for private parties at a rate of 5 sp per
hour. During the tournament they are open to the public
and are where games of poker and golem are held. When
rented privately, all food and drink prices are triple what is
charged elsewhere in the casino.

11. ???

12. Kitchen
This massive chamber houses the true heart of the
gambling hall—its kitchen. Staffed by a dozen cooks, it
remains open from 11 am to 11 pm, serving all manner
of dishes and snacks. Side pantries hold dry goods and
serve as cold storage for sides of meat and fresh vegetables.

13. Scullery
A wooden tub holds grimy water and a smattering of
soapsuds for cleaning the multitude of platters, trenchers,
jacks, and cutlery used in the Gold Goblin. Firewood is
stored just outside the back door and is distributed to the
hall’s various fireplaces once per day.

14. Staff Lounge
This simple chamber holds a few battered
chairs and cushions for tired employees
to use when on the short breaks that
Vancaskerkin allows them. A stair
rises to the second floor. A spittoon in
one corner is about half full of foulsmelling
remnants.

15. The Goblin’s Tankard
This bar serves the entire house with a
constant line of serving wenches taking
orders and carrying trays of drinks
between the bar and the casino floor. Two
bartenders work the bar during the casino’s
hours, serving drinks and occasionally picking
a sot’s pocket. A long bar of polished wood extends
along the back wall of the room and curves around
at the end. Behind are mirrored shelves holding all
manner of glassware as well as kegs of ale, beer, and
mead and bottles of wine and liquor. At each end of the
bar is a large tip jar.

16. Public Privies
Each of these rooms is a simple privy that can accommodate
four people at once with a modicum of privacy. The door of
one is marked with a sword and the other a cup (sometimes
leading to considerable confusion as to which serves
what gender and creating the occasional embarrassing
situation). Vancaskerkin is aware of the confusion this
antiquated symbolism causes, but finds humor in the faux
pas that sometimes occur.

17. Atrium
This chamber serves as the entrance to the guest wing.
It is floored in white marble, although the hallway and
rooms themselves have only thin, somewhat worn carpet
over wooden planks. In the center of the chamber stands a
marble statue that once depicted a robed maiden holding a
harp, although its head and one arm are now broken away
and missing. Vancaskerkin passes this off as an ancient
piece of art, but actually got it cheap from a shipment of
art that was damaged in transit.

18. Master Suite
This suite consists of a large anteroom with a chaise longue
and two chairs as well as a master bedroom with a kingsized
feather bed and modest furnishings. It is rented for
3 gp per night.

19. Guest Rooms
These rooms are simply yet comfortably furnished with a
double bed, table and chairs, and a fireplace. They are let
for 5 sp per night.

20. Guest Suite
This room is basically identical to the other guest rooms,
save it has a small side room with two cots that can be used
for manservants or storage. Its nightly rate is 1 gp.

21. Linens
This closet holds the linens for the guest wing. They are
replaced by a laundry service once a week.

22. Staff Quarters
This cold, sparsely appointed chamber has a small
fireplace, a threadbare rug, and 12 simple cots with thin
mattresses. A curtained-off section holds a privy bucket
and a window for emptying it. Those hirelings of the
house that don’t live elsewhere reside here. Currently, only
six hired guards make their residence here. Between them
they have personal effects with a total value of 35 gp.

23. Dressing Room
This large chamber has numerous closet rods and a
clothesline strung across it that hold the costumes and
uniforms worn by the gambling hall’s employees. All
servers, bartenders, cashiers, and floor personnel have a
uniform. In addition, sometimes costumes are utilized
by the Goblin’s employees, such as for the tournament,
or on the occasions when dancers or entertainers are
hired. Among the articles hanging here are enough
clothing to piece together 1d3 of each of the clothing
outfits listed in the PH except for the cold weather outfit
and the royal outfit.

24. Waiting Area
Two plush-but-worn suede couches sit before a roaring fire
and low end table here. Guests who have business with Saul
Vancaskerkin wait here, and he and his chief employees
sometimes take their ease here as well. A bell pull in the
southwest corner summons a server from area 15 to take
complimentary drink orders.

27. Dining Room
A fine table marred by a few nicks and scratches stands
surrounded by eight chairs and surmounted by a trio of
gold candlesticks (10 gp each). The walls of the chamber
are covered in thick purple tapestries depicting goldthreaded
nymphs frolicking in a silver-threaded forest.

29. Private Apartment
Used alternatively by managers, important guests, and
business partners, this comfortably furnished chamber
is currently unoccupied. Three bunk beds are shoved
against the walls next to a pair of wide wardrobes. A small
table with three chairs is pushed into one corner, and two
overstuffed chairs sit on a wolfskin rug before the hearth.
The entrance to a small privy is covered by a thin curtain.

30. Security Catwalks
These narrow, swaying, railed catwalks hang suspended
by chains hooked to the ceiling 10 feet above. Immediately
below them is a layer of gauzy curtains serving as the false
ceiling of area 2 below. Security personnel typically patrol
these walks watching for cheaters.