Last Chance
This is one of the most popular gambling houses in the Tenderloin. Its manager,
"Fatty" Naarg Macome, is quite well off from its profits. He makes sure to never make too much money to avoid attracting the attention of the other local guilds, so his games are actually fair. The building is five stories tall. Fatty lives on the top floor, and his servants on the fourth. Street level is the main gambling hall, while other floors are for high stakes gambling and other illegal diversions. The basement houses a special room for unusual, and sometimes gruesome or dangerous, gambling contests. Particularly popular are such sports as dagger-catching and cobra-kissing.
Purpose / Function
The building is five stories tall. Fatty lives on the top floor, and his servants on the fourth. Street level is the main gambling hall, while other floors are for high stakes gambling and other illegal diversions. The basement houses a special room for unusual, and sometimes gruesome or dangerous, gambling contests. Particularly popular are such sports as dagger-catching and cobra-kissing.
Design
- The Main Gambling Hall
Sensory & Appearance
Fatty greets almost all of his guests by name at the door. He has a phenomenal memory for names, and if a customer has been there before, he will remember. Various gaming tables featuring card games, games of chance, and dice games of various sorts are located throughout the room. A bar runs along the right-hand wall and a cashier's cage, where money is exchanged for chips, is directly in front of you. A spiral staircase is in the corner. The room is bustling and busy.
Architecture
The Last Chance is an old, slightly crooked building (in both senses of the word), soot-covered and paint-peeled from years of exposure to the sea air and the Great Marsh mists. A sign depicting a pair of dice rolled to double ones (snake eyes), hangs over the door. A stairway in the back leads to a landing and door on the second and fifth stories. A rusted rain gutter runs along the top edge of the flat roof and continues along the south side of the building and into an alleyway. In a bad rain, the rusted holes leak torrents onto passersby. If one followed the alley on the south side of the building, he would have to kick the piles of rubbish and scatter the rats in order to get to a back door leading to a kitchen. In the alley, rats, more than humans, seem to be the dominant species. Attached to the main building is a smaller, even ruder hut; a bare shelter occupied by thieves and beggars. A maze of alleyways leads to Atheist Avenue, to Carter Street in another direction, and also into the shifting inner courts of the Tenderloin (otherwise known as City Geomorph blocks). Only the brave and well-armed dare travel in those inner courts and even then they watch their backs. AII-in-all, the Last Chance is not an attractive place, nor an inviting one. But those who know it ignore the external appearance and enter its walls by way of a door on the first floor
The Last Chance is located near the corner of Carter Street and Atheist Avenue, in the Tenderloin District. Carter Street is a wide street, busy both day and night-except, of course, on the Night of Fear, when it is deserted. Carter stretches from the Grand Gate north all the way to Temple Street, where it changes its name to Royal Road. Along the stretch that passes through the Tenderloin, the street is typically filled with residents of that wicked district. With most of the denizens living on the wrong side of the law, thieves and pickpockets abound. There is a 15% chance each day that a pickpocket or mugger will victimize a stranger. Local residents and obviously well-armed and alert characters are left alone. The Street of the Thinkers (more commonly known as Atheist Avenue) is a narrow, twisted lane that runs between Wall Street near the Marsh Gate all the way across Lankhmar to the North Docks. As the Street of the Gods is wider and more heavily traveled, only those with business on Atheist Avenue should be expected to pass on this road.
The Staff :
Fatty employs five croupiers (some male and some female), three cashiers (one per shift), and 10 servants (kitchen staff, waiters, charwomen, etc.). Most of the staff live in apartments on the fourth floor of this building. Fatty charges them most of their meager wages as rent. Employees come and go, and the PCs will probably never meet the same person twice.
Type
Casino
Parent Location
Connected Rooms
Owner
Characters in Location
Comments