High Flagon

The High Flagon was a gambling hall and inn just north of Waterdeep in northwest Faerûn. As of the Year of Wild Magic, 1372 DR, it was owned by the Harbright family, with Drengar Harbright as proprietor.

Location
The original High Flagon stood about two miles (just over three kilometers) up the Long Road from the North Gate of Waterdeep, on the right (east) side of the road. The second location was at the corner of Imar Street and the High Road just north of Lhestyn's Court and one block south of the Upper Towers.

Structure
The High Flagon on the Long Road was a country estate that suffered from having a series of owners that each expanded the structure in a different style and direction than the previous owner. As a result, the place looked like a tortured old house bristling with wings, gables, turrets, oddly sloped roofs, and bay windows. The entire front and part of one side had an attached veranda complete with its own roofs of various designs and a picket-fence railing. In the back were large stables for patron's horses and carriages. A fence surrounded the Flagon and stables to form a yard that was often muddy in wet weather. Multi-tiered rain barrels were found all around the structure wherever gutters sluiced water off the roofs. These were kept full in case of a fire.

Interior
The outer doors gave access to the lobby which had another set of double doors, copper-clad and polished to a gleaming shine, that opened into a dimly lit gaming room with about a dozen gaming tables. In the back were the kitchens and the stairs to the upper floors. The stairs to the cellar were in the kitchen area. The rooms for rent on the second and third floors were simple spaces that could be locked with door bars on the inside. A typical room contained a bed, a blanket, a chamber pot, and a bureau with a bowl and a pitcher of water for washing. The rain-barrel motif continued throughout the interior hallways, game room, and kitchens as fire was the greatest danger to the old wooden structure.

The main room was decorated in an imitation of luxury with crude tapestries on the walls. The pieces of furniture matched in that all were painted black, the chairs had all been modified to have the same high-arched back, and the tables had all been topped with round or oval surfaces of about the same size, but the legs were from various different styles. Most of the sturdy door frames in the game room were hollow and equipped with a pull-out door that formed a funnel to a "pour chute" that was used to deposit coins from the house's winnings. These chutes led to the cellar where the coins accumulated in cavities in the walls accessible by hidden and locked doors. Keys to the wall vaults were kept in a safe in Drengar's private chambers.

There was a crawl space above the game room with peepholes above every gaming table. The observation ports were extremely hard to spot from the gaming floor and were only used to catch someone that was suspected of cheating repeatedly. Likewise, most of the rooms on the second and third floors had spy holes accessible through secret passages or the closets used for storing linens, cleaning supplies, and weapons. The closets and passages were only accessible by the staff and it was Drengar's policy not to allow them to be used for eavesdropping because whatever he could earn by selling access was not worth the potential loss of business if word got out that the Flagon did not respect privacy.

The cellar was filled with casks and kegs of drink, foodstuffs, and a counting table where the house's winnings were recorded and bagged.

Atmosphere
The High Flagon had a rustic feel but presented a respectable facade for a place known for harboring gambling, drinking, brawling, prostitution, and drug sales. There were armed guards on every floor and around the grounds; stunningly beautiful hostesses (one by day, two at night) in evening gowns; handsome and beautiful tablemasters that ran the games and provided dice, cards, markers, and banking services; a platoon of stable hands; an equal number of cooks; and a deep menu of beverages to choose from.

During the day shift, from dawn to dusk, the place operated at half staff as only a few indefatigable gamblers and drinkers were present. Rooms were quite inexpensive during the day and were often used for private business meetings. All tenants had to be out by dusk or pay the nighttime room rate to hold the room. At night, from dusk until dawn, the Flagon was fully staffed and awash in the noisy pursuit of pleasure and entertainment.

The rules of the house were fairly simple and strict. Patrons that repeatedly taunted, cheated, or started fights were ejected from the premises. Drawing a weapon or contributing to a death was also grounds for expulsion. Anyone caught starting a fire or acting in a manner that could start a fire (breaking a lamp, throwing a lantern, etc.) was given a beating and then ejected. Magic was prohibited and anyone caught using magic to cheat was ejected and forbidden to ever return. Using magic in a dangerous, attacking, or violent manner was grounds for a beating and confiscation of all belongings on their person, or death if the offense was judged to be exceptionally serious.