17
DUSK GOBLIN CASINO. The door to this room is barred from within and
painted bright red. The words “Knock For Entry” are written on
it in white stencils and below this is a small sliding window which
is used for vetting visitors. It is at eye level for a goblin or
dwarf.
This
room will look quite different in the day than at night, because the
dusk goblins (see New Monsters) only inhabit it between dusk and
dawn. During the day time visitors will see four bare tables in the
room. There is an empty bar against the west wall, and four wooden
boxes against the north wall that is shared with Room 18. There are
several unlit candelabras and chandeliers. The water closet to the
east is unremarkable. It is outfitted with a sink and running cold
water.
At
night, the room comes alive as a troop of dusk goblins enter from the
door to Room 18, a gateway to their home in the Dusk Realm. On any
given night there will be a dozen dusk goblins working the casino
along with the Lumpy the pit boss to give a lucky number 13.
Lumpy
Wibblegripes (AC 8; MV 12”; HD 3; hp 15; #AT 1; D 1-2; SA Magic
use; XP 135)
12
Dusk Goblins (AC 8; MV 12”; HD 1; hp 5, 1, 5, 8, 5, 6, 2, 6, 8, 4,
5, 6; #AT 1; D 1-2; SA Magic use; XP 50, 46, 50, 53, 50, 51, 47, 51,
53, 49, 50, 51)
Four
of the dusk goblins man the gaming tables, three tend bar, three play
bizarre otherworldly musical instruments, and two act as waiters.
None of the goblins carry weapons or personal wealth. They avoid
fighting, but if absolutely forced into combat, they can use
improvised weapons, such as a chair or bottle of wine, for 1-2
damage. A dusk goblin can also polymorph itself into a dog
(AC 7; #AT 1 bite; D 1-4), goat (AC 7; #AT 1 butt; D 1-6), or monkey
(AC 8; #AT 0; D Nil; SA Pick pocket as 5th level thief).
Should
the adventurers knock on the door at night time, they will be
questioned through the sliding window by Lumpy. Depending on their
answers and Lumpy's assessment of them (reaction roll), they may be
invited into the establishment. It should be noted, however, that
Lumpy leans on the side of inclusion, and will really only bar
prospective patrons that he feels are really dangerous.
If
the characters are in the room at twilight, they will see the dusk
goblins arrive. They set up the room quickly, producing tablecloths,
drinks, etc. as if from nowhere. In seconds the room will be
scrubbed and swept clean and lights will be lit, to give a cheery
glow. The bar is cleaned and well-stocked, and the empty boxes have
magicked into slot machines.
Each
gaming table is capable of seating five persons, which means that
there is room for five gamblers and a dusk goblin dealer, who stands
on a giant stool.
Table
|
Game
|
Maximum
Bet
|
1
|
Craps
|
2
gold crescents
|
2
|
Knuckle
bones
|
10
silver spanners
|
3
|
Twenty-one
(blackjack)
|
1
gold crescent
|
4
|
In-between
|
5
silver spanners
|
The
goblins accept any coin indiscriminately,
but they only pay out with Sarcoy currency, of which they will always
have sufficient amount.
The
slot machines are the slot variant type which accept and pay out in
silver spanners. The information for the games and slot machines can
be found on page 215 of the DUNGEON MASTER'S GUIDE.
The
goblins have an inexhaustible supply of beverages. Salty nuts and
pretzels are available for free. All drinks are served in pints.
Visitors who ask for a drink at a gaming table will have it brought
to them. Dusk goblins do not ask for tips, but they do not refuse
them, either.
Drink
|
Price |
Ale
|
1
silver spanner
|
Beer,
small
|
5
copper pieces
|
Mead
|
5
silver spanners
|
Wine,
Lumpy's select
|
10
silver spanners
|
Wine,
sweet red
|
5
silver spanners
|
Pumpkin
juice
|
2
copper pieces
|
Goblin
grog
|
1
gold crescent
|
Most
of the drinks are mundane. Lumpy's select wine is a potent
stimulant. The first sip will heal 1d4 points of damage, but
thereafter will have no healing effect for that drinker for a week.
Goblin grog tastes like liquid gold but causes flatulence in
non-goblins. It allows imbibers to speak telepathically to
each other at a distance of up to one mile, for the next 7 to 12
(1d6+6) hours.
The
dusk goblins will actually administer all games fairly. If any
character is caught cheating, they will be escorted to the corridor
and told to leave. Characters who resist, or who start a fight will
be treated differently. The dusk goblins are poor combatants and
avoid combat. Instead Lumpy will blow a special tin whistle which
will summon a Dusk Realm stalker, see New Monsters, who will enter
through the door that leads to Room 18.
Dusk
Realm Stalker (AC 3; MV 12”; HD 6+6; hp 32; #AT 2 claws, 1 bite,
and 1 weapon; D 4-7/4-7/2-9 and long sword; SD Magic weapons needed
to hit; Size L; XP 731)
This
stalker has the body of a giant monkey and the face of a vicious
poodle. He uses his tail to wield the sword. It will obey Lumpy in
combating troublemakers, but expects to be well-rewarded for his
services. Now, it is certainly possible for a group of adventurers
to prepare a full-on assult on the dusk goblins. The Dungeon Master
should note, however, that there are likely to be gamblers about, see
below, and these may support the dusk goblins, according to the
Dungeon Master's discretion. If they are in dire straits they will
flee back to the Dusk Realm through Room 18.
A
significant amount of treasure is recoverable from the room if the
inhabitants are killed or driven off. A thorough search, requiring
perhaps 2 or 3 turns, will yield 2044 gold crescents, 6064 silver
spanners, and 8763 copper pieces. A more cursory search will yield a
proportionally smaller haul. If all the beverages are taken as well,
another 600 gold crescents can be recovered from their sale, although
the goblin grog and Lumpy's special wine lose their extraordinary
properties when taken from the room unless with the blessing of the
dusk goblins.
The
door to Room 18 appears different at night than it does by day. In
daytime it is a simple wooden door, but at night it becomes midnight
blue. Opening the door by day leads to a bare room (see the room
description for Room 18), but opening the door at night reveals a
weird wall of shifting color, the gate to the Dusk Realm.
Unfortunately this way to the Dusk Realm is not open to those not
from there. Those from the world of Castle Triskelion trying to walk
through the wall of color will disappear for a few minutes, and then
be noticed coming back the way they came in, with no memory of the
journey.
If
the party arrives at night, there is a good chance that there are
already patrons at the casino. There will be 0-3 (1d4-1) groups of
gamblers. These gamblers will be intent on winning money and having
a good time, for the most part. They are not particularly interested
in fighting the player characters. Reroll if duplication occurs.
1d10
|
Patrons
|
1
|
Atomies
|
2
|
Grey
Elves
|
3
|
Hatchet-faced
Goblins, see New Monsters
|
4
|
Lizard
Men
|
5
|
Talon
Goblins
|
6
|
Limus
|
7
|
Droy
|
8
|
Boniface
Beppe
|
9
|
Lisanna
and Arabella
|
10
|
Malphaim
Hedzel
|
Atomies
6
Atomies (AC 4; MV 12”/24”; HD 1 to 4 hit points; hp 4, 4, 2, 3,
1, 4; #AT 2; D By weapon type; SA Magic use; +1 to initiative, attack
as 3rd level fighter; 90% likely to surprise; SD Only surprised 10%
of time; MR 20%; XP 44, 44, 42, 43, 41, 44)
The
atomies might be found playing at one of the tables, at the bar, or
just listening to music. Each carries 2-8 (2d4) gold vinimes. Four
use small spears (1d4 damage) and 2 use miniature swords (1d3 damage)
Grey
Elves:
2
Grey Elves (AC 4; MV 9”; HD 1+1; hp 9, 7; #AT 1; D Longsword; SA +1
to hit with bow or sword; SD 90% resistant to sleep and charm;
XP 38, 34)
They
wear chain mail and have shields (decorated with a purple tree
design). They have 30 platinum sirastars, 40 gold vinimes, and 64
silver tamos.
It
is very unusual for grey elves to associate with non-elves, and these
two brothers are here to arrange to buy a quantity of special wine
from the dusk goblins. They will be by the bar waiting for Lumpy to
meet with them.
Hatchet-faced
Goblins:
3
Hatchet-faced Goblins (AC 5; MV 9”; HD 1+1; hp 7, 5, 6; #AT 1; D By
weapon type; XP 34, 30, 32)
These
three favor the knuckle bones table. The first hatchet face carries
a broadsword, the second has a short sword and hand axe, and the
third has a footman's mace. Together they have 27 gold crescents, 77
silver spanners, and 127 copper pieces.
Lizard
Men:
5
Lizard Men (AC 4; MV 6”//12”; HD 2+1; hp 14, 11, 12, 5, 15; #AT 3
or 1; D 1-2/1-2/1-8 or club (treat as morning star) +1 to damage due
to strength; XP 77, 68, 71, 50, 80)
These
are evolved lizard men, who carry shields made from the shells of
very large turtles. They might be found anywhere in the room and
have 22 silver spanners and 93 copper pieces to spend.
Talon
Goblins:
4
Talon Goblins (AC 6; MV 6”; HD 1-1 or 1; hp 8, 4, 6, 3; #AT 1; D
Short sword; XP 18, 14, 16, 13)
The
talon goblins love the slots. They have 38 silver spanners and 63
copper pieces between the lot of them.
Limus
:
Limus
the Pseudo-dragon (AC 2; MV 6”/24”; HD 2; hp 9; #AT 1 bite; D
1-3; SA +4 to hit with poison sting; SD Chameleon power, see
invisible; MR 35%; XP 218)
Limus
mostly hangs around the bar and bums free drinks and snacks.
Droy:
Droy
the Green Slaad (AC 3; MV 9”; HD 9+3; hp 42 #AT 3; D 2-16/3-8/3-8;
SA Magic use; SD Magic weapon needed to hit; MR 50%; XP 4938)
The
above statistics are for Droy in his slaad form. While slumming at
the casino he will have the appearance of a seven foot tall bald
olive-skinned elf (50%) or a dwarf with a green beard (50%). In
demi-human form he carries Eleanor, his long sword of wounding
, and does an additional +4 to damage due to his 18/76 strength.
Droy carries a bag of holding (15 pounds, 250 pounds, 30 cubic
feet) with his mad money: 1905 odd octagonal-shaped gold coins, each
equivalent to a gold crescent in value. Droy might be found at any
of the gaming tables, but his favorites are craps and twenty-one.
Boniface
Beppe:
Boniface
Beppe, Neutral Good male human Ranger (AC 7; MV 9”; R4; hp 24; #AT
1; D Battle axe, dagger, or short bow; SA Surprise on 3 in 6, +4 to
hit giant class creatures; SD Only surprised on a 1 in 6; S 13, I 14,
W 15, D 10, C 15, Ch 10; XP 250)
Boniface
likes a good game of in-between and also greatly appreciates the
establishment's bar. He wears studded leather armor and has a battle
axe, a dagger, and a short bow with 16 arrows in a quiver. In his
backpack are 2 weeks iron rations, flint and steel, 4 torches, and an
empty waterskin. He keeps 35 gold crescents, 12 silver spanners, and
13 copper pieces in his belt pouch.
Lisanna
and Arabella:
These
charming ladies will generally find themselves playing a game of
twenty-one.
Lisanna,
Chaotic Good female half elf Fighter/Magic-user (AC 8; MV 12”;
F3/MU3; hp 11; #AT 1; D Dagger or dart; SA Spell use; S 10, I 16, W
9, D 13, C 1,4 CH 17; XP 194)
Lisanna
is an unusually attractive woman. She wears dyed purple leather
armor and carries 4 daggers and 6 darts. Her purse contains 88 gold
crescents, 35 silver spanners, and 43 copper pieces. She does not
have her spell book with her, but she does carry a scroll with
2 magic missile
spells on it.
First
Level Magic user Spells:
Burning
Hands, Charm Person
Second
Level Magic user Spells:
Forget
Arabella
Heimholt, Neutral female gnome Thief (AC 7; MV 6”; T3; hp 9; #AT 1;
D Dagger; S 8, I 15, W 6, D 15, C 15, CH 14; XP 146)
Thief
skills
PP
40%, OL 38% F/RT 40% MS 32% HS 25% HN 25% CW 72% RL -
Arabella
wears leather armor and carries 3 daggers. She has 43 gold
crescents, 76 silver spanners, and 74 copper pieces. She is friendly
and quick to laugh, but has a low wisdom score, so she will probably
end up betting more than she can afford.
Malphaim
Hedzel:
Malphaim
Hedzel, Neutral female human Magic-User (AC 10; MV 12"; MU4; hp
10; #AT 1; D Magic Broom, as Quarterstaff +1; SA Spell
use; S 6, I 17, W 17, D 13, C 9, Ch13; XP 215)
First
Level Magic user Spells:
Magic
Missile, Mending, Write
Second
Level Magic User Spells:
Detect
Evil, Wizard Lock
Malphaim
sometimes likes to come here for some excitement. She is described
in the Outer Ward First Floor, Room 18. She will be accompanied by
her blue hedgehog familiar and two brandles acting as menials and
bodyguards.
2
Brandles (AC 9; MV 12"; HD 1; hp 8, 5; #AT 1; D 1d6; SD Take
half damage from most edged weapons, immune to sleep and charm; XP
22, 19)
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