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Races | Economy | Buildings & Organizations

THE RED WHEEL

Overview

  • Location: Public Services Ring Firetown
  • Address: NE Public Service Ring Road 3
  • Surroundings: Nestled in Firetown’s Entertainment District, adjacent to the Nebula Fight Arena

The Red Wheel was Firetown’s most infamous gambling saloon during the Beta Age, known for hosting high-stakes card games and the deadly attraction called “Space Roulette.” Founded in 2626 by Colm McKeegan, a handicapped former weaponsmith confined to a wheelchair since the crash of the Last Frontier (Day Zero), the bar drew both professionals and desperados. Patrons gathered around smoky tables to play games like Twenty One, Frostpunkt, or Space Roulette — a twisted version of the classic roulette wheel that added real danger to the gamble.

Its centerpiece, the Space Roulette Ring, featured a blindfolded marksman who fired live ammunition at a spinning roulette disc mounted on a reinforced steel board. The bullet decided winners and losers, and sometimes grazed bystanders. The saloon flourished despite the risk, drawing both curious tourists and hardcore gamblers.

As the operators focused on the gambling business, the bar operations were outsourced. Colm leased a “XL Bar‑Desk‑as‑a‑Service” package from Space Drinks Inc, complete with a prefab counter, refrigeration coils, four Butler Bot barkeeps, and stocked exclusively with Space Drinks labels.

In 2631, after the Great War, the Peace Treaty and Communardist reforms, the Red Wheel was closed permanently and Colm Mc Keegan decided to retire as he turned 71 in that year.

Architectural Significance

  • Construction Materials: Reinforced wood and black steel beams, adorned with salvaged ship plating.
  • Floors: One-and-a-half levels including a mezzanine with VIP booths and security posts.
  • Design: Shadowy and symmetrical interior dominated by card tables, roulette stations, and the central Space Roulette ring.
  • Lighting and Heating: Dim lanterns, red-glass bulbs, and recycled filament lamps; heating pipes ran beneath the card floor.

Building Structure

Interior

  • Space Roulette Ring: A 5-meter circle with an armored steel wall and a central spinning roulette disc. A blindfolded marksman stood in a fixed booth and fired a live bullet at the spinning board to determine the winning number and color.
  • Game Tables: Six Twenty One and Frostpunkt tables, staffed by dealers and overseen by security.
  • Dealer Pit: A long U-shaped pit where dealers stored cards, chips, and sidearms.
  • Bookmaker’s Counter: Patrons could place side bets, buy drink tokens, or settle debts.
  • Cash Cage: Behind reinforced glass, where large bets were registered and winnings tallied.
  • VIP Balcony Booths: Four semi-private rooms overlooking the floor for high-rollers, off-duty officials, or gang leaders.
  • Butler Bot Barkeep: Polished alloy automaton dispensing kegs of Space Beer, Gravity Grog, and other Space Drinks labels.
  • Security Office: A locked room behind the cash cage equipped with ledgers, safe, and a sidearm locker.
  • Restrooms (4): Four genderneutral rooms with AuroraSan fixtures and one stall reinforced against brawls.

Exterior

  • Front Appearance: A deep-red door flanked by torches and marked with a spinning crimson wheel. Its outer wall featured scratched bullet marks— intentional or not, no one knew.

Look and Feel

Inside The Red Wheel, danger and decadence walked hand in hand. The air was dense with cigar smoke, hushed tension, and nervous laughter. Every card flip could mean fortune or ruin. The roulette gun cracked like thunder, silencing rooms in mid-conversation. Patrons held their breath as the bullet spun fate into metal. Shadowed booths hid loaded glances and secret deals, while Butler Bots slid drinks along rails like mechanical phantoms. A piano played half-finished melodies, broken by cheers or groans.

Roles and Responsibilities

  • Owner (Colm McKeegan): Managed roulette operations, inspected the bullet chamber, and approved VIP guests.
  • Croupiers: Ran Twenty One and Frostpunkt tables, ensuring fair play and enforcing buy-ins.
  • Roulette Marksman: A blindfolded ex-Guarding Trooper, trained to shoot precisely at the spinning disc.
  • Bookmakers: Took bets, distributed drink tokens, and recorded side wagers.
  • Bouncers (3): Armed guards monitored booths, broke up fights, and ensured no cheating occurred.
  • Butler Bots (4): The Butler Bots served drinks and delivered snack trays
  • Cleaners: Two Cleaning Bots ensured spotless tables and blood-free roulette stations.
# Label Style & Flavour Note ( ABV ) Quick-Play Table Quirk Price
1 Space Beer Light, foamy lager; faint citrus (5 %) First pint grants +1 temp HP; drinker emits a joyous shout audible 30 m 4 K
2 Red Dwarf Firewater Cinnamon-hot liqueur that self-warms (45 %) Resist cold damage 1 h; must pass Con DC 12 or take 1 fire dmg 2 K
3 Gravity Grog Heavy amber ale (8 %) Move speed –1 m for 30 min; Advantage on Intimidation checks 6 K
4 Starshine Schnapps Virel Spice-infused schnapps (30 %) Breath fog glitters; Stealth checks –2 for 1 h 4 K
5 Water Glass of Water from a Mistspring Water Inc. jerrycan Removes one level of exhaustion; advantage on saves vs. dehydration for 2 h; regain 1d4 HP if below half max HP 1 K

Illegal Activities in the Club

  • Rigged Roulette Guns: Rumors swirled about bullets magnetically steered to favor house bets.
  • Debt Repossession: Patrons unable to pay often signed exploitative contracts (e,g, as “Gladiator” in the Nebula Fight Arena next door) or disappeared after a visit upstairs.
  • Private Backroom Deals: VIP booths often hosted arms talks, drug exchanges, or espionage.

Public Access, Operating Hours & Operational Rhythm

  • Public Access: Open to adults with entry tokens (5 Kourou or more).
  • Opening Hours: 16:00 – 04:00 daily.
  • Game Rhythm: Roulette games every 30 minutes, card tables ran continuously, and side bets escalated throughout the night.

Security Measures

  • Bulletproof Glass: Cash cage and roulette disc shielded by poly-steel glass.
  • Bouncer Patrols: Three Bouncers, armed with Melee-Weapons, watched the audience for cheat signals, weapons, or pickpockets.
  • Private Trooper Pay-offs: Monthly bribes ensured few patrols or raids during peak hours.
  • Emergency Exits: Hidden passages allowed quick escapes for staff and VIPs during raids.

Player Interaction Possibilities

  • Play a game of Twenty One, Frostpunkt, or Space Roulette.
  • Order a custom drink from the Butler Bot.
  • Place side bets, observe high-roller disputes, or join the crowd for the roulette countdown.

Illegal Interactions

  • Smuggle in counterfeit chips or steal from the cash cage.
  • Sabotage the roulette booth to favor a friend.
  • Spy on high-stakes conversations in VIP booths.

Tactical Advice for Dungeon Masters

The Red Wheel provides a volatile yet elegant location for missions involving espionage, gambling, and deception. The Space Roulette mechanic can be gamified as a high-risk, high-reward encounter or narrative pivot. Hidden agendas, gunshots, and shifting fortunes can trigger anything from heists to hostage situations.

Adventure Hook Example

  • The Lucky Mask – For seven nights in a row, a masked gambler has won every single round of Space Roulette — defying every law of probability. The enigmatic figure always arrives alone, never speaks, and vanishes before dawn. Rumors swirl that it might be a telepath, or worse — a cheater with rigged tech. Colm McKeegan is furious, but strangely cautious. He hires the PCs to discreetly investigate, not confront, the masked player. The reason? Colm suspects the gambler is actually a Guarding Trooper from New Kourou …
the_red_wheel.1753942857.txt.gz · Last modified: 2025/07/31 06:20 by admin

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