1,001 Taverns and Inns

pdzoch

Explorer
The Cat and Carp

Name: The Cat and Carp (Tavern sign depicts a cat looking over a stream and swatting at a fish leaping out of the water)

Description Exterior: This tavern looks like it is made of several different parts, each oddly added onto each other. The lower floor is a long stone structure that end in a wooden watermill turning in the large stream running along the tavern edge. A lower floor lacks window, but is accessible through a door large enough to drive a small cart through. Wagon tracks are easy discernible in the dirt trail leading to the lower door. On the wall of the watermill is evidently a huge fireplace with its stone flue leading up to the chimney. The second floor is half-timber and overhangs the door leading to the first floor. A wooden staircase leads up to wooden porch that overhangs on the opposite side and the door that leads inside. Parts of the roof is gray slate (closest to the chimney) while the other part is wood, and a secondary lower wood roof covers the watermill. Several cats can be seen prowling about.

Description Interior: An assortment of tables and chairs accommodate guests in this tavern. Most the tables are rudimentary rectangle wood tables, but a couple of casks are serving as tables also. Benches are accompanied by chairs and stools at the tables. Candles at the tables provide lighting when the windows can offer no more sunlight. A couple of farming tools are mounted on the wall for decoration. And the constant grinding sound of the will turning rumbles throughout the tavern. A small bar sits at the end of the tavern, next to the only other door.

Note: The door leads to the kitchen and to the stairs to the bakery, larder, mill.

Proprietor: Aron Bartal runs the mill and the tavern. The mill has been in his family since his grandfather built it, but Aron was the first to add the tavern. Aron’s wife, Krisztina, runs the bakery downstairs. They have two sons, Hunar and Adam, who cook, smoke meats, and operate the mill, grinding flour. Aron does not look forward to the day when he will pass this tavern and mill to his son, who have been in childish competition for their father’s favor over each other. Both Aron and Krisztina are getting on in their years, but are joyful in their work. Krisztina works the bakery early in the morning, and freshly baked loaves of bread are set upon the bar for locals shopping in the morning.

Other details: Because the establishes serves two businesses, the bakery sales are done in the morning and the tavern opens at noon. Grain is ground for a fee by appointment, which Aron personally handles the agreement with local farmers when they arrive. The tavern has no rooms for guests, but Aron can direct them to his neighbor and friend, Miroslav, who accepts boarders. Aron has been trying to convince Miroslav to turn his place into a full time inn for years, but Miroslav likes taking business casually and really does not want to do the extra work.

Story Hook: 1) A few local farmers claim to have spotted bullywugs in the area. Now the community worries about what the bullywugs will do to the water source and thus their farms. They request help in driving the bullywugs away. 2) There are reports that an object recently fell from the sky in a fiery blaze in the region. So far nothing has been found, but what was it? Was it a star? A creature? A message from a god? Your deity/cleric/lord has asked you to investigate, find and recover the object. 3) The stream has provided a reliable stock of fish for local fishermen for many years. But lately, the fish have been scarce and a few fishermen have disappeared. The local lord has requested help in discovering what happened to the missing fishermen and if there is a connection with the dwindling fish.
 

log in or register to remove this ad

pdzoch

Explorer
The Kissing Kobold

Name: The Kissing Kobold (Tavern sign depicts a Kobold with exaggerated kissing lips)

Description Exterior: This two story all wood building in unremarkable looking except for the additional beams and planks added to the structure. The types of wood vary throughout the building giving it a patchwork look to it. The second story is slightly larger than the lower ground floor and the roof of the building is uneven with odd bulges here and there.

Description Interior: A large number of lanterns illuminate the interior. The variable wood décor from outside continues inside as the walls, floors, ceiling, and even the chairs and tables are crafted with inlayed wood. Two stairways leading upstairs on the back wall, and a large bar lines the wall to the right. Behind the bar are several casks, while a couple of smaller casks are mounted on the bar itself. Sign beneath the casks on the bar says “Self-Serve” and two smaller chalk-board signs label the drinks (“Golden’s Ale”, and “Wheat Beer”). You notice a patron walking up to the serf-serve cask and deposit a coin in a box before placing his mug beneath the spout, which soon pours forth the drink. Signs are also posted near the stairs, one reading “Up” and the other reading “Down.” You notice the that the patrons follow the directions of the signs, but patrons coming down stairs do not appear to be taking any steps.

Notes: The self- serve stations coin boxes are precise weight machines that open the tap when the proper amount of coins are dropped into the box. Patrons can hear the clink of the coins falling into to a cup, then a second clink as the coins fall again and a squeaking of a spigot turning open and shut, dispensing exactly one mugs worth of drink. The down stairs are gravity assisted. Stepping on the first step will cause the stairs to descend until they hit the bottom. The stairs are on a rotating belt that returns the bottom steps to the top. Heavier persons tend to descend faster, while very light people (lighter than normal halflings and gnomes) descend very slowly. The up stairs are built the same, except that the proprietors have not figures out how to make them go up without more complex machinery or powerful magic.

Notes: Patrons run the gamut of local regulars and travelers, but also include curiosity seekers and those who enjoy whimsy. The mood here is generally lighthearted, full of laughter, oohs and aahs, and the occasional groaning “of course!”

Proprietor: Tobus and Todrick Pepperprop are gnome brothers, gadget makers, and co-owners of The Kissing Kobold. They both have a youthful and playful exuberance in everything they do, but they also appear to (rightly) possess much wisdom. Tobus is the eldest, tends to dress in blues, and runs the kitchen and tavern. Todrick, prefers yellows and tans, runs the inn, and maintains the complicated features of the building. Both are experts at puzzles, and can probably solve any riddle presented to them. They are often challenging patrons with riddles and puzzles (remove the coin without touching the glass, change the stick square to a triangle by only moving one stick, etc.).

Other details: The Kissing Kobold offers a modest to wealthy menu choice and has a variety of drinks for sale. The up stairs houses seven semi-private rooms, each with two bed, one wardrobe, one footlocker, and a table set with two mugs and plates against the wall. Each room also has a self-serve box offering drink (ale for 4cp) and food (a small roll of cheese sealed in wax for 1sp). The ale payment is accompanied by the same vending sounds as the self-serve ale downstairs. While the food payment is followed by a wooden thunk sound and the sound of something rolling through a box beam in the ceiling before falling through the slot and onto the plate at the table. Whenever anyone purchases food, the thunk and rolling sound is heard by every guest in their room. Tobus and Todrick are working on other mechanical assistance for the inn and tavern, but they have not been built (or made safe) yet.

Story Hook: 1) The dungeon or ruins you are going to explore are rumored to have a diabolical trap installed. You are seeking a master trapsmith who might have knowledge of the potential trap. Both the dwarven community nearby or the local thieves’ guild may offer some expertise. (Todrick is the expert Trapsmith, but he is VERY secretive about it). 2) The local thieves’ guild is holding an Open Competition consisting of a series of Trap Rooms (no solo runs – party runs only). The prize consists of money, prestige and respect of the guild, and a treasure map. (Todrick designs one of the rooms each year – and part of the trap solution is the discover that Todrick designed it and to reveal one of the elements ahead of time – so Todrick is often very busy entertaining patrons (contestants) during competition week). 3) A local wizard/druid/herbalist/apothecary needs assistance gathering rare herbs from the countryside. Monstrous denizens and bandits are only part of the problem. Someone else is trying to ruin her research/collection/concoction. (The herbalist could also be a poison maker in service to an assassin that competition is trying to eliminate.
 

Ganavi

First Post
Hey pdzoch,

I like what you've done here, sometimes a well described tavern can be a great place to stay the night, even one that can create the next storyline for your game, it doesn't mean you can't finish your current storyline, but that "entanglement" is there for you next time. Maybe it'll come to something this time, maybe not, but the depth of a description, in my opinion, can make all the difference.

I remember games where we'd "enter a tavern" and "get an ale" and pay 1d6 copper for a meal It was boring, lifeless. Why would you stick around in this town? Care about the inhabitants? All the stuff is two dimensional.

Players can really interact with a well shaped location. They can write your story for you!
 

pdzoch

Explorer
The Black Iris

Name: The Black Iris (Tavern sign is a white circle, outlined in black, with a black iris painted in the center)

Description Exterior: This two story wood and plaster building is made of wood stained so dark it looks black and white plaster. The lower half of the first floor and the entire second floor is all blackened wood, and the plaster provides a stark contrast between the timbers on the first floor. A roof is covered in black tile, and a short black tile roof on the first floor provides a covering over the entry porch. A short wooden fence demarcates the porch of the tavern and lattice work of black wood decorates the windows on the second floor. Reed blinds cover the windows from the inside. An enclosed lantern is mounted on the outside wall beside the entryway and on the corner posts of the porch fence. Standing beside the door is a man wearing a long purple and black robe with oversized sleeves in which he tucks his hands. Whenever a patron approaches, he bows and opens the door for him or her.

Description Interior: The striking image of the polish black floor catches you first. Black wood also covers the lower half of the walls before turning into a glowing white parchment illuminated by a lantern from behind. The tables are short and are accompanied by curved squat benches. Both are painted a high gloss black. Upon inspection, a black iris outlined in purple is painted on the tables. Gold, white, black, and purple cushions decorate the floors and squat benches. An open floor space is decorated in intricate leaf patterns punctuated by purple-black iris flowers, all framed in a twin thin lines of gold. Opposite the tables and chairs across the open floor space is a small bar space, all painted black, besides which is small raised platform upon which sits several musical instruments, including a large brass gong. At the other end of the bar a foyer that houses doors to rooms behind the bar and a stairway leading to the second floor. The reed blinds are plain white and opaque, blocking light from outside and blocking shadows from inside being cast outside. Several patrons are enjoying their meals already. They look wealthy and capable. Fine weapons are clearly visible and within easy reach of their owners at the tables. The mood is serene. A servant in the same black and purple robe as the greeter outside approaches you, bows, and shows you to a table.

Note: The patrons here look very successful, wearing fine clothes, eating fine food, and carrying fine weaponry. There does not appear to be any “royalty” here or other members of nobility or wealthy merchant class. These patrons appear to be extremely well mannered, confident, and capable people who have earned (or taken) their wealth through dominate skills. These patrons could be very dangerous.

Proprietor: A female raven-haired elf named Ayda Ralolynn owns and runs this establishment. Her beautiful features have not been diminished by her senior years, but continual emotionless expression does detract any pleasantness of her features. She wears black and purple robes like the rest of the servants, but an ornate multi-green vine and leaf pattern with purple and black silk iris flowers cover her main robe. She exudes grace and confidence in her every step and movement. She will not tolerate misbehavior or ill manners, and she will ask patrons to leave if they do not extend utmost courtesy to others in the inn. Lady Ayda is not to be trifled with. She is the former head of the assassin’s guild, having decided to “retire” from the guild without prejudice. She is an expert on poisons and anti-toxins and has ready-made remedies for most poisons. None of the patrons are full aware of her past, but they all do know that she is very skilled with the sword and dagger and unarmed combat as they have seen her effortlessly manhandle the occasional unruly patron out onto the streets. Lady Ayda is a business woman and she is not influenced by patrons buying extra services or pricey menu items. Lady Ayda’s professional name was Moriloth, a secret she guards vigilantly.

Other details: The Black Iris hosts ten private rooms, each with low bed, plush pillows, plush blankets and silk sheets, a small table and sitting pillow, and chest. Private baths are also available. For a fee, servants tend to the rooms and guests, providing turn down services, grooming and bathing services, and bringing drinks and food to the rooms if requested. Servants can also run errands for room guests, delivering messages, sharpening weapons, mending items, and purchasing items on a list – all for a 10% markup in fees. The servants rely on artisans to perform tasks, so the quality is always the highest. Servants can even be paid to provide or seek information; however, Lady Ayda controls all information. If she feels the information is valuable, she will direct the servants to “fail” to discover the information.
The gong announces the nightly show. The bards take up their positions to perform. Lady Ayda the proceeds to the center of the floor while music plays; after a flourish, she then takes a seat at her private table. A second gong announces the entrance of several dancing girls who perform a variety of dances through several musical numbers. The patrons politely clap at the conclusion of the show. Several of the dancing girls are also room servants.
The meals are expensive, but are exquisite and the highest quality, though seldom hearty. The tavern serves wines (mostly elven) and a large variety of teas (some rare and expensive) and a special hard liquor call the “Black Iris” – a very dark alcohol that smells and tastes sweet, but is extremely strong and expensive.
Lady Ayda maintains a private office behind the bar, next to the dressing room and across the hall from the kitchen. The larder and cellar are in the basement. She lives in a private residence behind the inn, across a private garden adjoining the inn that can be seen from the upper rooms of the inn.

Story Hook: 1) Your Lord and patron has learned that an important envoy may be in danger. He has asked that you escort the envoy safely to him. The envoy is expected to stay briefly at the Black Iris. If possible, find out who is attempting to harm the envoy and why. 2) A rare poison has been identified as the cause of death for an important noble in your kingdom. Your lord has requested that you track down the source of this poison, and find out who is behind the murder, and why. 3) Yuan-ti have been spotted lurking in the nearby forest. It is rumored that they have taken up residence in the ancient ruins deep in the forest. But if they are being seen so far from the ruins, why have they ventured so close to the city? (They are actually servants to a green dragon who has established the ruins as his lair).
 

pdzoch

Explorer
The Goat’s Horn

Name: The Goat’s Horn (Tavern sign depicts a white mountain goat standing on its hind legs and blowing on a long trumpet)

Description Exterior: Straddling the mountain pass, a lodge made of timbers sits on a rock foundation. The roof is high pitched and stretches out over the entryway creating a high covered porch supported by columns of timber. A railing of small timbers lines the stone porch along the frontage of the building. Smoke billows from two chimneys promising warmth inside.

Note: During the long winter seasons, snow covers most of the features, though the high covered entryway is regularly shoveled by the proprietor and the occasional footprints can be seen about the building, especially leading to and from the entryway.
Description Interior: The large doors open into a greatroom made of a combination of hewn timber, wooden plank, and large stone. A large and elaborate wrought iron lantern suspends from the high ceiling of the great room, while smaller iron lanterns hang from various locations about the lodge. The greatroom appears to function as a dining area and rest area as heavy wooden tables and chairs in the room share the space with padded chairs, low tables, and the cushion covered bench set against a wall. A blazing fire in the oversized stone fireplace provides warmth to the expansive room. One either side of the fireplace are entryways into hallways to other rooms behind the fireplace.

Proprietor: Valdemar Tor owns and runs this lodge. He used to be a mountain guide for years, and was instrumental in ensuring the lodge was maintained with supplies from distant villages. When the previous own passed away, he bequeathed the lodge to Valdemar as reward for his years of service to the lodge. Valdemar know the mountains passes very well and most of the mountainside. He has contacts in villages on both ends of the passes. He knows who travels the mountains regularly. He is a newlywed; his wife, Margethe, is from one of the lower villages, but she has known Valedmar all her life. She is still learning her way around running a lodge. Valdemar hires one or two extra hands from the lower villages during the high travel seasons. Maintaining enough stores to last the winter is a huge priority for Valdemar during fall.

Other details: Valdemar and his wife live in a room down one of the halls off the greatroom. Their hall also houses the kitchen, larder, and access to the cellar and storage. The other hall houses five semi-private rooms equipped with two beds and two trunks. The rooms are simple and functional. Margethe will provide thick comforters in the winter and lighter blankets in the summer. Wrought iron hooks for hanging clothing and equipment are mounted to the walls in every room. The other hall also holds a wooden ladder leading to the upper loft which houses a great room with 20 simple beds. Meals are a set menu each day, as is the drink – usually beer which keeps well in the casks. Valdemar maintains a large assortment of equipment suitable for traveling about the mountainside – rope, bags, hammers, pitons, etc. – that he can sell (no discount is ever offered). Mountain caravans seldom bypass an opportunity to rest at the lodge, and unpredictable weather at the beginning and ending of winter compel travelers to seek the safety of the lodge. Occasionally one of the mountain settlers will stop in for supplies or simply visit Valdemar.

Notable Patron: The Wolff brothers, Hans and Tristan, are regulars of the lodge, meaning that they meet here every week during the non-winter months. They operate two halves of a trade route. Hans lives in one village on one side of the mountain and Tristan lives in another village on the other side. Years ago, they traveled together the entire route from one village to another, but Hans fell in love with a woman in the trade village, so he eventually stayed and got married. Their new arrangement was to meet half way, at the lodge, and exchange pack mules laden with trade good, resulting in moving twice as much cargo in the same period. The Wolff brothers are shred businessmen, going over each other’s manifest to ensure proper accountability of trade items before accepting each other’s pack mule. So precise are they in their planning that they always arrive within an hour of each other at the lodge, and any shortage of a planned delivery is replaced by an item on their list of standard suitable replacement goods. The Wolff brothers are sandy-haired, brown-eyed, very physically fit wo are good natured, gregarious, and are prone to engage in friendly competitions. Hans, the bearded brother, teases his youngest brother about his clean shaven face to which Tristan responds that the girls like the smooth face and if Hans wasn’t already married he would know that. Their friendly teasing occasionally involves Valdemar, each brother claiming that Valdemar is already considering him as the next proprietor of the Goat’s Horn because of the acute business sense, expert knowledge of the mountains, and that Valdemar simply likes him better. Valdemar tries to stay out of the brotherly teasing, but inwardly admits that both would be fine future owners of the lodge. That decision is many, many years away.

Story Hook: 1) A caravan over a mountain pass has disappeared. Both villages would like you to find it, rescue them if possible, and recover the goods for the village. 2) Flying creatures have been harassing mountain travelers and the villages have requested some help eradicating the menace. 3) Rumors of a giant/dragon taking up residence in the mountains have cause the mountain villagers and ruling lord some concern over the safety of the people. Sightings have not been confirmed, and nothing evil has befallen the mountain … yet. The ruling lord wants someone to investigate the rumors, confirm the presence of the giant/dragon, and discern its intentions.
 
Last edited:

pdzoch

Explorer
The Tilted Crown

Name: The Tilted Crown (Tavern sign depicts a comical portrait of a smiling king wearing a crown cocked heavily to one side of his head)

Description Exterior: The ground floor is mad of stone while the second floor is a half-timber construction. There are dormers over windows in the slate roof. A 2nd floor bay overhangs the first floor and a covered walk connects the second floor to a nearby wooden barn. A lantern hands from a beam projecting from the tavern. The adjacent barn is fitted with a large sliding doors and a hay carrier.

Description Interior: The tavern long tables and benches are crowded into the narrow tavern. Wrought iron candelabras hang from a central beam in the room, while table candles provide the rest of the light. A fireplace is center on one wall, with a deer head mounted on the wall above the mantle. At the far end, a bar sites between the support beams of the tavern with an assortment of bottles and small casks on shelves behind it. A collection of mugs hangs from hook above the bar. This tavern appears to have a collection of regulars who greet each other when one of the other regulars enter. A stairway is visible in the very far corner to one side of the bar.

Proprietor: Hemeri Nob runs this establishment with his wife, Mareoun, and his son, Isake. Hemeri is a portly fellow who gained mush weight after giving up farming and turning his house into a tavern. Mareoun does not regret his decision as she worried about Hemeri’s health working the farm. Isake did not see how his chores changed one way or the other, so he does not care which profession his father took, though he will admit after a while that he does get to meet interesting people on occasion as a tavern worker. Isake is the stable hand, Mareoun cooks and takes care of the rooms, while Hemeri tends bar, cleans the tavern, and maintains the stocks.

Other details: Being a conversion of a house to a tavern, the Tilted Crown feels more homey than most taverns. Hemeri and his wife share a room upstairs, and their son has a room right across from them. Two semi-private guest rooms (two simple beds and a two chests each) share the same walls as the proprietor, and a short door leads to the catwalk that takes guests to a common room over the barn. The common room is a converted loft that holds five bunks and ten straw stuffed mattresses. The common room smells like a barn (because it is a barn). The food is edible – Mareoun is not a great cook – but the drinks are good. The barn is a stable that can hold eight horses. Isake does a great job keeping the stable clean (and minimizing odors in the common room) and tending to the horses.

Story Hook: 1) A plague of rats has befallen the community. It has gotten so bad that the villagers are beginning to accuse others of being wererats. The villagers have sent for help to investigate the problem and eradicate the infestation. 2) A hill giant has moved into the region and is terrorizing the countryside. The farmers and local villagers are powerless to stop his voracious raids, and they have requested help. 3) Ghost have begun to appear at the local church and wandering through town, disturbing the villagers. The villagers are frightened out of their minds, and the cleric is unable to console the villager or drive away the spirits. They request help in finding the cause of the recent spirit event.
 
Last edited:

pdzoch

Explorer
Brimstone Brewery

Name: Brimstone Brewery (Tavern sign depicts a dragon drinking a mug of fire)

Description Exterior: This oversized building of stone is surrounded on all four sides with an overhanging second floor, supported by stone columns that create a covered walkway around the building. Arched gothic windows line the tavern on both first and second floor, flickering yellow and red light illuminating from inside. Black smoke drifts from a central vent on the gray slated and soot covered roof. Large double doors joining in a gothic arch makes the entry way feel more like entering a church than a tavern. Two lanterns suspended from wrought iron hooks illuminate the entryway.

Description Interior: Patrons walk through short hallway before entering the huge tavern dominated by a large roasting pit in the center of the tavern. The main floor is lined with private dining booths along three sides of the tavern. An iron railing set into the stone floor separates the main floor from the lower level where the fire pit and numerous open tables are set. Two cooks are roasting a beast over the fire pit, while the numerous servers move in and about the tavern tending to patrons and their orders. Smoke rises up into rafters and blackened high ceiling before disappearing through a vent at the top. Stairways just beside the entryway (the stairs traverse over the entry hallway) and on the opposite side of the tavern lead to the second floor where a line of doors leads to private rooms for the guests. Suspended from the rafters are numerous massive wrought iron candelabras. A massive iron and stone bar counter, behind which is lined with a large assortment of bottles, small casks, large kegs, and decanters. Reflecting the fires from the center of the bar are a series of mirrors lines the wall behind the bottles. Above the bar is a large balcony to a room above the bar. The some of the serving staff bustle in and out of a doorway to the left of the bar while others retrieve their drink orders from the bar. The tavern appeals to all sorts of patrons, though the wealthier and more reserved patrons appear to favor the booths, while the hungrier set appear to favor the lower floor nearer the roasting pit.

Proprietor: Colrath is a dragonborn/half-dragon owner of this tavern. Typical of his dragon heritage, his full chosen name is Colrath the Bright, though he has not gone by that name in ages. His dragon heritage is red, so he can quickly put forth a very fearsome visage when he is riled. He purchased this old fighter’s guildhall and converted it to a tavern when he retired as a champion of the land. Colrath prefers the quieter and tamer days as a tavern keeper. However, Colrath loud, proud, boisterous and full of cheer and praise for daring exploits. Colrath engages in a bit of show every day as he uses his fire breath to ignite the fires of the pits to the cheers of the patrons and staff. His wife, Sunohn, is a teifling/half-demon. Bearing almost a matching set of horns to her husband, she is the gentler of the two, though no less capable and fearsome when angered. Colrath saved her from an evil lord who sought to exploit her powers while convincing his people she was an evil being he was imprisoning to keep the people safe. Sunohn is wholehearted dedicated to Colrath and does not mind his boisterous disposition one bit.

Other details: The room above the bar belongs to Colrath and Sunohn. They are often seen on the balcony during their off hours enjoying the din of the tavern. A secondary kitchen to prepare most the meals beside the roasted beasts, a larder, and access to the cellar and some of the staff private rooms are located behind the bar. Colrath rents some of his staff rooms (against his better business judgement) to those staff members who would, or could, not get a place to stay in town. Colrath understands the prejudices that exists sometimes as he has had to endure it himself from time to time. The Brimstone Brewery offers twenty private rooms and four semi-private rooms (two beds) that are clean and comfortable, though not luxurious. Two common rooms are also available down a that provide simple sleeping arrangements for a group of five people; these rooms a generally rented to house the hirelings of wealthy adventurers or the servants of passing nobility. Colrath has hired great cooks who ensure a wide variety of meals for a wide variety of taste for a wide variety of purses. And there isn’t a drink that the Brimstone Brewery doesn’t serve or cannot acquire. Colrath is quite proud of his own brew of strong beer, the Brimstone Blaze, though Colrath teases that the drink is best served flambé.

Story Hook: 1) The armor has come alive in the local castle. The lord of the castle fears that evil spirits are now possessing his castle. Fearful that someone in the city is behind this, he has sent a private message for help in ending the curse, and finding out who is behind it. 2) The annual warrior’s competition is set to begin soon. Unfortunately, the organizers fear that some foul actors may use the competition as cover to commit murder. Can you help the organizers find out who the target is and keep him or them alive, while ferreting out the conspirators before they commit murder? 3) A local lord had his daughter/son/nephew/niece taken during the night. The local watch suspects a kidnapping, but a ransom demand has not been made. Rumors abound that a creature stole the child. Frustrated with the local watch, the lord has asked for someone else to investigate the crime and get the child back alive.
 

pdzoch

Explorer
The Leaky Barrel

Name: The Leaky Barrel (Tavern sign depicts a barrel with a leak that causes the ale contents to spill out and into the open mouth of a drunkard laying on the ground beneath it)

Description Exterior: Like every other building in the city, this tavern us jammed in between the other buildings, sharing walls on either side. The first floor is a red brick, probably a façade, while the upper floors are half-timber. Red shutters decorate the windows of the second floor and attic. The high pitched roof is covered in brown tiles and join with the roofs of the buildings to its left and right. A bay window overhangs the frontage and has its own steep roof and red shutters. A few steps down leads to the front door of the tavern.

Description Interior: The floor of the tavern is the same cobblestone surface as the street outside., looking as if the building was built on top of the street afterwards. Round wooden tables and stools fill the small tavern, while a simple bar stands to the left. Bottles fill the shelves on the wall behind the bar, and a trio of large kegs block the end of the bar. Lanterns provide light at the bar, while candle light the tables. Patrons drink from mugs shaped like mini-kegs and are made of wooden slats banded in metal. Many patrons are clearly very drunk, but that doesn’t stop them from engaging in a game of cards. A plain wooden door is set in the far wall next to the wooden stairs leading to the second floor.

Proprietor: Yan Blagoy is simply a fat man – no other way to describe him. He barely fits behind the bar. But he makes good use of his weight when the drunkards start to become unruly and he needs to usher them out of the tavern. He runs the tavern by himself – his wife left him years ago. He hires part time help to clean up the rooms, and he usually hires one of the down-on-his-luck patrons as a way to help them get back on their feet. Yan is a man of the people. He knows the common man and shares their trials and tribulation. Yan is a bit of a lazy man, so the place is not always very clean and things are often left out. On the plus side, if there is a shorter way to do something in town, Yan will know the easiest way (or one that will take the least effort and money).

Other details: The room behind the door is the cellar. Yan keeps some foodstuff here also – mostly dried goods. The Leaky Barrel does not offer full meals – bread and cheese is the fancy meal in the tavern. However, it does offer cheap alcohol and plenty of it. Yan likes to keep of several different brews, wines, and spirits in stock. He does not bother with rare or expensive drinks, preferring cheap and plentiful. The Leaky Barrel offers two common rooms upstairs, each with six simple beds in a plain room. The first is often filled with patrons sleeping off their drunkenness, a courtesy which Yan charges only a modest fee. The Leaky Barrel does not get many guests for the night, but it does stay open late every night and into the early morning serving drinks. When the rest of the town has gone to sleep, the Leaky Barrel is still well awake. Beneath the three kegs in the bar room is an access door to the sewer system below the city. Yan is not aware of it as he has not moved the kegs yet. When he does, he will ask someone (adventure hook, side adventure, or a means to resolve the current adventure) to explore where the sewers lead. Yan is too fat to fit through the trap door himself, but he will worry about his safety and what is down there. Many years ago, this tavern was a front for smugglers who used the sewer system to move illegal items in secret.

Story Hook: 1) Thefts have always been a part of life in the city. However, recently some of the thefts have been accompanied by murder. The gruesome nature of these murder compels the town watch to seek more experienced persons to conduct the investigation and catch the murders. (could tie to the sewers beneath the tavern). 2) A band of wererats are contesting the control of illicit activities held by the local thieves’ guild. Before an all-out war breaks out in the city, the local watch has called out for experienced soldiers to help break up the two rival criminal bands. (watch captain may be on the payroll of one of the criminal groups) (could tie to the sewers beneath the tavern). 3) Several strange beasts (aberrations from another plane) have turned up in the city unexpectedly. Some of these beasts were found dead in the streets from unknown causes. The local authority has a reward for anyone who can discover where these creatures are coming from and prevent them from returning.
 

pdzoch

Explorer
The Troll’s Toes

Name: The Troll’s Toes (Tavern sign depicts a green foot with long, sharp and black toenails)

Description Exterior: This large two story all stonework building looks like it has seen better days. Most of the building is made of large gray-black stone fitted together with mortar, a construction not unlike a castle. The building appears to have been patched up from time to time. However, a very large section of one wall has been repaired and the stone and mortar work look very different. Likewise, the entryway has been repaired in the same manner, with the door and beam above the door being a newer wood than that seen in the rest of the structure. The door is an oversized door and the doorway appears to have been enlarged instead of repaired. The roof is mostly sheet metal, though there are a few wood and tar patches functioning as repairs to the roof. Though the door may be recently built, it looks like someone had taken an axe or sword to it a couple of time.

Note: A person with stone craft skills can detect that the original stone was quarried far from here and cut purposefully to make the building. The patches are much more recent and are made of local material, but not cut to fit well. Some pieces do not fit well, creating and uneven wall, and some spaces have too much mortar, making the repairs the weakest parts of the building.

Description Interior: The stone repair work continues inside. Patchwork repairs can be seen in several of the stone walls. Rough wooden tables and benches fill the room. The tables are stained from a variety of food, alcohol, and possibly blood. Though clean and sturdy, the tables are covered in cuts, nicks, and gouges from careless weapon wielding patrons. One table sits in a broken wreckage in the corner along with its equally broken benches. A bar made of a long wooden plank set upon several upright casks stand to the left. A single large cask appears to provide the only drink for the tavern. Numerous wall mounted lanterns provide light to the room. A string of fingers and toes appear to be hung above the bar, while mounted heads of a panther, bear, a hill giant, and an owlbear decorate the walls. A monstrous party is drinking and feasting here, and all look dangerous. Despite their boisterous displays, everyone seems well restrained.

Note: Depending on your setting, the tavern can be populated with hobgoblins, a bugbear or two, and a small group of goblins; or orcs, half-orcs and an orog. Humans of dubious character will be in both. Goblins, not being very bright, call this tavern the Troll Foot as the nuance of the “toes” on the sign and string of digits above the bar are lost on them.

Proprietor: The half-ogre, Grokag, runs this tavern for his monstrous patrons. He moved into the building and set up the tavern years ago when the army in which he was a mercenary sacked this area. Grokag has no delusions of operating this tavern for the rest of his life. He knows that the life of the monstrous tribe is short and fraught with war. Sometime in the future, another waring party will sweep through and destroy everything as the waring party did before it. For no, Grokag just intends to enjoy life being a keeper of the beer brings. Grokag is not married, though he maintains several mates, most of whom work in the tavern either as a cook or general cleaner. Grokag does not have a problem with his monstrous patrons, aside from their wear and tear on the furniture. Grokag can handle the patron just fine through intimidation, and seldom has to result to violence. He claims that he personally killed all the animals mounted on his wall, including the troll whose toes and fingers decorate the bar. The patrons all believe him and prefer not to risk his wrath. Grokag fears the humans more than the other humanoids. He feels that the humans are most dangerous and most treacherous, as they often hide dangerous secrets and motives. The monstrous humanoids tend to be more obvious about their intentions making them more predictable. Grokag and his patrons will not tolerate elfs, gnomes or halflings. Grokag maintains a loaded heavy crossbow and a great axe behind the bar Justin case. (Grokag resets the crossbow every night to prevent the bowstring from becoming weak.)

Other details: A menu does not exist. If you want a meal, you will be served whatever meat was killed that day. The meat is cooked, but it can be served raw upon request. The only drink here is the Troll’s Toes, a low quality hobgoblin beer. Grokag maintains several hobgoblin/orc cooks and servers, no humans (or goblins). They live elsewhere. Grokag prefers to sleep in the cellar, beneath the kitchen and tavern. That is where is distillery is and all his belongings and treasure. Grokag relies on the human patrons to convert his income into more transportable property (too many coins make for a tempting target for raiders). There are room available upstairs. Each is a stone mason room with heavy iron bound doors that lock. The common room will hold about twenty humanoids, but the bedding is a simple straw mattress that reek of goblin/orcs. The four standard rooms hold two simple beds and has a stool and a small table. These rooms are generally clean, though the smell of the common room next door often wafts in. The four private rooms are expensive, very clean, and contain a large bed with full sets of linen, a full sized table and high back chair, as well as a wardrobe and chest. Grokag prices the private rooms out of reach of most his patrons to prevent them from ruining the rooms. It is the human patrons who generally rents these rooms.

Story Hook: 1) A local shaman has summoned unnatural creatures to this area and has lost control of them. These creatures need to be destroyed before they inflict more harm on the area. 2) The hobgoblin/orc tribe is suffering a mysterious affliction that appears as in the humanoids are being possessed. The unnatural and unpredictable savagery is even too much for the monstrous tribes to understand. Is it witchcraft? A disease? Truly a possession by the undead spirits? If left unchecked, this problem may spread to peaceful regions. 3) The duergar are undermining the monstrous stronghold. Their tunnels have been found beneath the ruins of the city. While the hobgoblin/orc tribe has checked a few of their advanced, they do not know exactly how many there are and where they are coming from. If the duergar collapse the ruins, they will drive the tribe from the ruins and gain access to the surface. And a monstrous tribe looking for a new home is not good for the peaceful communities nearby.
 

pdzoch

Explorer
The Gaudy Amphora

Name: The Gaudy Amphora (Tavern sign depicts a bright orange ancient amphora decorated with an improbably muscled athlete painted black and in an unnatural pose to show off unrealistic muscles)

Description: This tavern has a large patio encircled by a white wooden picket fence partially overgrown with vines. A pergola covered in vines provides shade for half of the patio. Stone tables and benches provide seating on the patio. The tavern itself blends with the patio. An archway leads to the interior, which provides a red clay tile roof covering, but the walls are half height appearing like giant windows and allowing the fresh air to fill the tavern. The floor is made of large red clay slabs, and the red bricks are exposed where the white lime-plaster has fallen away from the walls. Large vases filled with tall flowers, palms, and ferns decorate the corners of the patio. Inside, shelves are decorated with a large collection of vases, or more accurately, decanters and amphorae that once contained alcohol. A stone staircase beside the patio lead upstairs to a railed balcony and to several doors. A short bar, presumably made of brick and painted in the same white-lime plaster lines the far wall and sits between two wooden doors.

Note: The interior can easily be seen from the outside due to the construction of this tavern.

Proprietor: Fulberto Perniciaro is a fifth generation tavern/inn keeper. His great, great grandfather Gavino Perniciaro built this tavern and the nearby vineyard. Fulberto is an expert on wines, and though he prefers to sell his own vintage, he is very eager to buy and sell wines from other collections. Fulberto’s is also a collector of decanters, vases, and other containers for wines, though he claims this is actually his wife’s interests. Fulberto’s wife, Maruta, is an excellent cook and can quickly generate a filling meal for a large group in a short period. Fulberto employs many people from the local village to work the tavern and kitchen, housekeep the rooms, making wine or harvesting the grapes. The Perniciaro family all run these parts of the operation, whether they be sons and daughters, nephews and nieces, our aunts and uncles. Fulberto has “many, many cousins” in the region. Fulberto is very wealthy and very influential in town, though he is not a big fan of politics. As long as no one tries to harm his business, he really does not care what the village mayor and their guilds decide. Fulberto has the look of a successful but hardworking man. He is stout and happy, usually in soiled work clothes (apron and bar towel), but becomes passionate about wines and his businesses.

Other details: The Perniciaro vineyard is nearby and is the source of the blends of wines with rather pretentious names offered at the tavern: The Act of Gods (superior quality red wine), the Wine of Life (high quality white wine), and the Patron Servant (average quality red wine). An extensive cellar full of wines, mostly from the Perniciaro vineyard, is accessible from the kitchen. Fulberto’s immediate family lives on the ground floor, behind the kitchen. The second story houses five semi-private rooms equipped with two comfortable beds, a wardrobe, a small table and a stool. The rooms are decorated with a painting of the countryside, and each has bowl and pitcher of water set on the table. Fulberto has a cousin who runs a bathhouse and another cousin who runs a stable. Occasionally, the tavern is very crowded when one or more of the Perniciaro family offshoots assembles for a social gathering.

Story Hook: 1) Unknown creatures (ankhegs/bullets/purple worms) have been borrowing up through the ground throughout the countryside and destroying farms and homes. The community is powerless against them and needs help in destroying the pests, preferably at the nest site if there is one. 2) A plague of insects has swept through the countryside; however, the locals do not believe this to be a natural cause. A curse, witchcraft, and an evil druid/cleric are the things blamed for the plague. 3) The annual wine competition is about to begin, and the regional nobility are to be the judges. However, assassins may use the event as an opportunity to kill the nobility. Worse, according to the competitors, the Vintner’s Guild thinks that one of the competitors will attempt to poison the nobility during the wine tasting. Not only will the killing cup frame the wine maker, it will ruin the reputation of his wine and ruin his family and business. The Vintner’s Guild is hiring guards to protect the wine from tampering and hopefully to uncover who is behind the plot.
 

Remove ads

Top