Thursday, October 23, 2014

INNER WARD FIRST FLOOR 17 DUSK GOBLIN CASINO.

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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