Moving into the room you can get a better view of the place. Piled in the corners are crates and burlap bags, some of them marked with the same moon-and-sheaf sigil you saw on the Sumberton city pennants. To the east and west are passages; the arches over them are fashioned to look like demons' gaping maws.
The goblin-sized table is set for a game of Three Dragon Ante. Fable's keen eyes spot something amiss under the table--a locked compartment in the floor. The lock seems to have received some abuse in attempts to open it.
The north doors marked as dangerous are unlocked, only barred with a board slid behind the handlebars, and you can hear no sound coming from the other side.
*Note: North is to the right on these maps.