


Grid Scale: 1 square = 5 ft.
Inn Prices
| Rooms |
| Type |
Price |
| A |
1 gp per night (single cot rooms) |
| B |
5 sp per night per bed (two cot rooms) |
| C |
3 sp per night per bed (three cot rooms) |
| D |
2 sp per night per bed (six cot rooms) |
| E |
1 sp per night per bed (five bunked cots, so 10 cots are available) |
| Royal Suite |
4 gp per night (full board) |
| Food and Beverages |
| Food |
Price |
|
Beverage |
Price |
| Bread, Loaf |
2 cp |
|
Absinthe, 1 gill |
5 cp |
| Breakfast, Standard |
1 sp |
|
Ale, Weak, 1 quart |
1 cp |
| Breakfast, Fine |
1 sp |
|
Ale, Strong, 1 quart |
5 cp |
| Cake |
2 cp |
|
Beer, 1 pint |
2 cp |
| Cheese, Hochden, 1lb |
2 sp |
|
Brandy, Karnish, 1 gill |
2 gp |
| Cheese, Local, Standard, 1lb |
5 cp |
|
Brandy, Caruse, 1 gill |
10 gp |
| Cheese, Local, Fine, 1lb |
2 sp |
|
Cider, Local, 1 pint |
2 cp |
| Cheese, Yam, 1lb |
5 sp |
|
Cider, Wendal, 1 pint |
1 sp |
| Dinner, Standard |
5 cp |
|
Mead, 1 pint |
2 cp |
| Dinner, Good |
5 sp |
|
Milk, 1 pint |
1 cp |
| Dinner, Fine |
1 gp |
|
Wine, Local, Standard, ½ pint |
3 cp |
| Pastry |
2 sp |
|
Wine, Local, Fine, ½ pint |
1 sp |
| Porridge |
1 cp |
|
Wine, Karnish, ½ pint |
4 sp |
| Pottage (Soupy Stew) |
1 cp |
|
Wine, Ordwyn, ½ pint |
2 gp |
| [measures: 1 quart = 2 pints; 1 gill = ¼ pint] |
The One-Eyed Goblin inn has acquired quite a reputation throughout the Eastgate area of the City of Karnish for being a den of thieves and gamblers. Always noisy and boisterous, Karnish officials have raided the establishment on several occasions, but have yet to find any illegal goings on - or, at least, not enough to warrant shutting the inn down.
In reality, however, in a secret area behind the cellar, a large gambling operation fleeces the unwary and foolish of their money, as well as pilfering their pockets when they are busy playing cards and dice.
The main bar area is run by the proprietor, Ceire Arasat, who keeps a watchful eye over the rowdy crowds that the One-Eyed Goblin attracts, and rules with a firm hand, with Marin Annim on hand to throw out the more unruly elements. She is always on the look out for new punters who have more gold than sense and will quickly invite anyone to a quick game of cards or dice in the Card Room. Here, they are vetted over a period of time, before being taken to one side and asked if they wish to join a proper game. If they agree, they are taken down stairs to the gambling den behind the cellar.
Ceire Arasat always has a couple of vials of Taggit poison on hand, which she will slip into the drink of those making too much noise (that is, those who might have a grudge due to their loses and are making a scene about it) or for those who seem to be asking too many questions. The inn wench, Tansia Morien, is not beyond pilfering the occasional copper or silver piece from those she serves, if the opportunity presents itself.
The real action of the One-Eyed Goblin, however, takes place in a secret gambling den located behind a thick partitioning wall in the cellar. Guests are by invite only, and usually only after a long vetting process in the Card Room on the ground floor, where nightly games take place and where the stakes are deliberately kept low. Once they are considered trustworthy enough, they are invited below, where they are welcomed by the true master of the One-Eyed Goblin, Erin Laramus, a professional gambler and conman. He runs the entire operation and keeps the peace with his sidekick, Gragnok Hamerfyst, who provides the muscle and acts as the keeper of the peace when things get too rowdy or when an individual takes exception to their losses. Access is through a secret door in the cellar, where a couple of guards (1st level warriors) can usually be found.
Erin has acquired quite a wealth off the back of the misery of others and doesn't give his victims a second thought. As a professional gambler, his skill is way beyond that of the ordinary people who frequent this place. And when things aren't going his way, there's nothing like cheating to make sure it does. He is especially happy with those who run up debt and become beholding to him, as they supply both a regular income and valuable contacts who he might need in times of trouble. Several town officials are in serious debt to him and he uses these to remain ahead of the authorities.
A private gambling room is kept aside for the wealthier clients of the One-Eyed Goblin and for those who do not wish to be recognized. It is here that Erin spends most of his time.
Sharaz Horst is another of his sidekicks, a halfling who acts the fool while pouring drinks and cleaning away the empty glasses. However, Sharaz is not the fool he appears and uses his considerable abilities to pick the pockets of the customers, often compounding their misery, or to acquire valuable information by eavesdropping on their conversations and general information gathering.
Erin himself lives in the building which immediately backs onto the north wall of the inn (highlighted, but not detailed) and which can be accessed through a secret door in the back room of the ground floor. However, some believe that he is simply a small part of a larger organization and that the revenue generated here winds up in the pockets of much more powerful and dangerous criminals. Erin keeps his secrets, however, and this remains pure speculation.
For rules governing tavern games, and for ideas and help with tavern play, try the excellent Tournaments, Fairs, and Taverns by E.N. Publishing.
NPCs of the One-Eyed Goblin
The Main Bar
As well as a few wenches (1st level commoners), the principle NPCs of the One-Eyed Goblin bar area are:
Ceire Arasat: Female human Exp3/Rog2: CR 4; Medium humanoid; HD 3d6 plus 2d6; hp 17; Init +3; Spd 30 ft.; AC 18 (+3 Dex, +4 chain shirt armor, +1 deflection), touch 14, flat-footed 15; BA +3; Grp +4; Atk +5 melee (1d6+1/x2, masterwork club) or +7 ranged (1d6+1/x2, masterwork club); SA Sneak attack +1d6; SQ Evasion, trapfinding; AL CN; SV Fort +1, Ref +7, Will +2; Str 12, Dex 16, Con 10, Int 14, Wis 8, Cha 13.
Skills and Feats: Appraise +13, Bluff +16, Diplomacy +9, Escape Artist +7, Forgery +7, Gather Information +10, Intimidate +13, Knowledge (local) +10, Listen +5, Sense Motive +6, Sleight of Hand +12, Profession (innkeeper) +8; Persuasive, Skill Focus (appraise), Skill Focus (profession(innkeeper)).
Possessions: Masterwork chain shirt, masterwork club, ring of protection +1, elixir of love x2, potion of cat's grace, vial of poison (oil of taggit) x2, 1d10 gp, 1d20+10 sp, 1d100+50 cp.
Marin Annim: Male human Ftr2; CR 2; Medium humanoid; HD 2d10+4; hp 15; Init +1; Spd 20 ft.; AC 16 (+1 Dex, +4 chain shirt, +1 light wooden shield), touch 11, flat-footed 15; BA +2; Grp +8; Atk +4 melee (1d8+2/x2, flail); AL LN; SV Fort +5, Ref +1, Will -1; Str 15, Dex 13, Con 14, Int 10, Wis 8, Cha 12;
Skills and Feats: Intimidate +8, Listen +4, Spot +4; Alertness, Improved Grapple, Improved Unarmed Strike, Skill Focus (intimidate).
Possessions: flail, chain shirt, potion of cure light wounds, 1d10 sp, 2d20+10 cp.
Tansia Morien: Female human Com1/Rog1; CR 1; Medium humanoid; HD 1d6 plus 1d4; hp 6; Init +1; Spd 30 ft.; AC 11 (+1 Dex), touch 11, flat-footed 10; BA +0; Grp -1; Atk -1 melee(1d4-1/19-20x2, dagger) or +1 ranged (1d4-1/19-20x2, dagger); SA Sneak attack +1d6; SQ Trapfinding; AL N; SV Fort -1, Ref +3, Will +0; Str 8, Dex 13, Con 9, Int 11, Wis 10, Cha 12;
Skills and Feats: Gather Information +3, Listen +7, Profession (barmaid) +4, Sleight of Hand +5, Spot +6; Alertness, Dodge.
Possessions: dagger, 1d4 sp, 1d20 cp.
The Gambling Den
As well as a handful of guards (1st level warriors) who maintain the peace and thieves (1st level rogues) who work the gambling tables, the principle NPCs of the One-Eyed Goblin gambling den are:
Erin Laramus: Male human Rog 6; CR 6; Medium humanoid; HD 6d6; hp 28; Init +8; Spd 30 ft.; AC 19 (+4 Dex, +4 studded leather armor +1, +1 deflection), touch 15, flat-footed 14; BA +4; Grp +3; Atk +8 melee (1d6-1/18-20/x2, rapier) or +9 ranged (1d4+1/19-20x2 plus poison, hand crossbow +1); SA Sneak attack +3d6; SQ Evasion, trapfinding, trap sense +2, uncanny dodge; AL NE; SV Fort +2, Ref +9, Will +3; Str 8, Dex 18, Con 10, Int 13, Wis 12, Cha 14;
Skills and Feats: Appraise +6, Bluff +11, Diplomacy +11, Esacpe Artist +9, Gather Information +13, Knowledge (local) +7, Listen +6, Perform +9, Profession (gambler) +10*, Sense Motive +10, Sleight of Hand +15, Spot +6, Tumble +13; Improved Initiative, Point Blank Shot, Precise Shot, Weapon Finesse.
Possessions: studded leather armor +1, gloves of dexterity +2, hand crossbow +1, 10 bolts (each coated with a dose of blue whinnies poison), potion of invisibility, potion of cure light wounds, 1d4 pp, 1d20+25 gp, 2d20+50 sp, 1d100+100 cp.
*Can use this skill to add to all gambling rolls.
Gragnok Hamerfyst: Male half-orc Bbn3; CR 3; Medium humanoid; HD 3d12+6; hp 29; Init +1; Spd 30 ft.; AC 16 (+1 Dex, +5 chainmail armor), touch 11, flat-footed 15; BA +3; Grp +6; Atk +7 melee (1d10+4/x2, masterwork greatclub); SA Rage 1/day; SQ Darkvision 60 ft., fast movement, trap sense +1, uncanny dodge; AL LE; SV Fort +5, Ref +2, Will +2; Str 17, Dex 13, Con 14, Int 6, Wis 12, Cha 8;
Skills and Feats: Handle Animal +1, Intimidate +5, Listen +5; Improved Unarmed Strike, Power Attack.
Possessions: chainmail armor, masterwork greatclub, potion of cure light wounds, potion of bull's strength, 1d20 sp, 2d20+10 cp.
Sharaz Horst: Male halfling Rog4; CR 4; Small humanoid; HD 4d6; hp 14; Init +5; Spd 20 ft.; AC 18 (+1 size, +5 Dex, +2 leather armor), touch 16, flat-footed 18; BA +3; Grp +1; Atk +10 melee (1d3-1/19-20x2, dagger +1) or +10 ranged (1d3-1/19-20x2, dagger +1); SA Sneak attack +2d6; SQ Evasion, trapfinding, trap sense +1, uncanny dodge; AL N; SV Fort +2, Ref +10, Will +3; Str 6, Dex 20, Con 10, Int 13, Wis 12, Cha 14.
Skills and Feats: Appraise +8, Bluff +7, Diplomacy +9, Escape Artist +8, Gather Information +7, Hide +14, Knowledge (local) +3, Listen +7, Move Silently +10, Perform +7, Search +6, Sleight of Hand +17, Tumble +12; Skill Focus (sleight of hand), Weapon Finesse.
Possessions: masterwork leather armor, dagger +1, gloves of dexterity +2, potion of invisibility, potion of sanctuary, potion of cure light wounds, 1d6 gp, 1d20 sp, 1d100 cp.
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