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Wheel of Gold Gambling House

One of the most exclusive establishments in the Free City, the Wheel of Gold is a luxuriously appointed club, catering to the city's wealthiest gamblers.


Proper attire is required—meaning clean, finely tailored clothing with no armor permitted. A nominal entry fee is charged at the door.

Any well-to-do gambler looking for a night of high-stakes entertainment at roulette, dice, or cards will likely find themselves here. The entrance fee is 1 gp for non-members, while a year-long membership costs 10 gp. The club is owned by none other than Lord Mayor Nerof Gasgol , a fact that ensures it operates smoothly and profitably.

The Wheel of Gold offers an intimate dining area and a relaxation lounge, but the majority of the space is dedicated to the gaming tables. Security is strict—the entrance is guarded by two formidable 7th-level fighter-bouncers, clad in leather armor, each with 18 Strength and heavy clubs. No weapons larger than daggers are permitted, and any kind of armor is strictly prohibited.

The House Always Wins

Like any successful gambling establishment, the odds are subtly stacked—at least 2% in favor of the house, though in some cases, even more. Nerof ensures profitability, taking decisive action when necessary. Two of his most trusted croupiers are equipped with rings of telekinesis, which they use discreetly to manipulate high-stakes rolls and spins when the house is at risk of losing too much gold.

These croupiers are highly intelligent and charismatic, skilled in choosing their moments carefully. Large winnings do happen, but usually at the expense of outsiders—wealthy noblemen from distant lands, adventurers fresh from Castle Greyhawk, and of course, unsuspecting PCs.

Additionally, mid-level thieves are allowed to ply their trade here under an unspoken arrangement with Nerof, targeting the same wealthy outsiders—but never cheating the house. Meanwhile, high-class courtesans flock to successful gamblers, eager to share in their newfound wealth.

Encounters at the Wheel of Gold

Because this establishment is personally owned by the Lord Mayor , serious disturbances are exceedingly rare—unless instigated by an ignorant foreigner. Should trouble arise, an elite unit of Watchmen will arrive within 1d4+1 rounds (5-8 rounds total). Additionally, within the casino itself, there are typically 1d4 thieves (levels 5-8) lurking, in addition to the two elite bouncers stationed at the door.

If a Major Greyhawk NPC is present, they will likely intervene in favor of the house—either out of loyalty to Nerof or a desire to curry favor. Any PCs who cause trouble at the Wheel of Gold will find themselves hunted across the city, forced to seek refuge in the seediest corners of Old City .

The Wheel of Gold is also an excellent place for role-playing encounters, where PCs can overhear valuable gossip, encounter powerful NPCs, or even find themselves embroiled in political intrigue. Notable figures such as Nerof Gasgol, Ren o’ the Star , and Jamir Rellstar can be found here, along with guild leaders and socially-inclined tutors from the Halls.

For the DM, this location offers a perfect setup for introducing subplots, conspiracies, and high-stakes drama—or simply for ensnaring the PCs in a web of consequences should they push their luck too far.

City Quarter: The High Quarter




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