1,001 Taverns and Inns


Taverns and inns are ubiquitous in roll playing games, providing a place for characters to meet, plan, regroup, and rest. It is often the launching point for many adventures. To keep locations distinct, fresh, and exciting, the game master needs a stock of ready-made inns and taverns that reflect and shape the locale.

So I will add every other day or so a new tavern or inn description to this thread.

Feel free to use any these descriptions in any way to assist in building your game, whether you use an entire description or only part of it, or even mix and match to meet your need.

I encourage feedback on any entry. I will edit as necessary.

I encourage recommendations or challenges. I will create a tavern or inn to suit.

I encourage others to add to this thread. For consistency sake, here are some minimal description guidelines for the list:

  • Tavern or Inn Name
  • Descriptive paragraph of the interior to be read by the game master to the players.
  • Name and description of the proprietor
  • A unique feature that sets it apart from other taverns or inns
  • Notable Patron that ties to either the tavern or a story hook. (recent addition -- Previous inns are grandfathered in, but I'll go back and update them over time)
  • A Story Hook - why is this tavern in your world and why would the players go there

Feel free to award xp for any tavern/inn that you appreciate and can use in your game.

I’ll endeavor to compile the descriptions into a convenient game aid on this site.

There is a handy Random Tavern Generator is the Resource section of this site that will provide a quick build of a tavern. It is very useful for populating patrons and menu items. It is a useful complement to the taverns listed here.

Tavern and Inn Index.

Below is a quick reference chart of the Taverns and Inns on this thread. They are hyperlinked to take you directly to the description. If you think an additional reference column would be helpful, please let me know and I will make the adjustment. If you are a contributor and you think the charcteristics need to be corrected, PM me and I will fix.

Tavern/Inn Name
Notable Patron
The Falling StarModestUrban (Town), FoothillsGunther SteelhaftMundean Trollriver
Three Sisters InnModestRural, Hills, Plains, ForestAgatha, Ivy, and ElspethGalan Ianren
Burgundy’sAristocraticUrban (City)Secret; Othgar BrowardKato Rainless
The Tangled TigerPoorUrban (City)Luvon VentorisKasose
The Musty TricornePoorUrban (Seaport)Sverre KaarloCaptain “Phantom” Carlyle
The Naked KnightModestUrban (City)Alan PerigTBD
The Bronze BoarModestRural (Tribal Village), Forest, HillsToivo OskarTBD
Will o’ WispsComfortableUrban (City), near Arcane centerWillgim ZilverTBD
Shaft SixPoorDwarven City, Underdark/MountainHatarlum GranitegripTBD
The Fat LordComfortableUrban (Village), Hills, Plains, ForestMalaric FairfootTBD
The Deaf GoblinPoorRural (Village), Hills, Pains, ForestQuincy FensTBD
The Painted PonyModestRural, Hills, Plain, alongside trade routeAelrym LoracanTBD
The Argent EagleWealthyElven City, Mountains, Cliffs, ForestGaluon IanmarisTBD
The Cat and CarpModestRural (Village), Plains, HillsAron BartalTBD
The Kissing KoboldWealthyUrban (City)Tobus and Todrick PepperpropTBD
The Black IrisWealthyUrban or Rural (Village to City)Ayda RalolynnTBD
The Goat’s HornModestRural, Mountain PassValdemar TorHans and Tristan Wolff
The Tilted CrownModestRural (Village), PlainsHemeri NobTBD
Brimstone Brewery
ComfortableUrban (City), MountainsColrathTBD
The Leaky BarrelPoorUrban (City)Yan BlagoyTBD
The Troll’s ToesPoorRuins, Monstrous SettlementGrokagTBD
The Gaudy AmphoraComfortableRural (Village/Town), HillsFulberto PerniciaroTBD
The Five Watchful LanternsModestRural, Forest, HillsTantram HarrowsarMorligo Kravalondur
Medusa’s MirrorPoorRural (Village), Hills, MountainsBogomil ManolevTBD
The Lucky LeafModestUrban (Town)Bricín Ó CanannBurchard Noakesburrow
The Screaming Crystal TavernPoor
Ruins, Seaport, Island
YarjackGelliard “Gell” Salrikoat
The Moonlit GargoyleWealthyUrban (village), Hills, MountainsMaeraedithe HardivyperIndragar “Coinbelly” Aerlond
The Five Palms PoorRural (Camp/village), DesertJaad BiniShaheed Nazar
Tavernant'sPoorRural, desolate lands, plainsTavernantNone
The Black BaldricComfortableUrban (City/Village)ClodomirWandregisel (Cleric)
The Wreck of the Whalebone
Coastal village
Herculano Amorim
Domingos Do Rosário

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The Falling Star

Name: The Falling Star (Tavern sign depicts a yellow star with streamers descending on a black field)

Description Exterior: The tavern sign, a simple black board with a yellow star streaming downwards, rests at eye level, just above the sunken doorway. The tavern rests below street level, while, above the tavern, a residence overhangs the tavern walls, making the tavern appear even lower. Two filthy windows at street level reveal nothing of the tavern interior. Short stairs descend the street into a cramped doorway leading into the tavern.

Note: Characters taller than a dwarf are required to roll a dexterity save upon entering the tavern. On a failed save, the first tall-than-dwarf character takes 1d4 hp damage from hitting his/her head on a large oaken beam traversing the entryway to the laughter of patrons inside. Those who fail the save will have a welt on their forehead for the next hour unless they were a helmet. The low beam is the proprietor’s little joke on tall folk.

Description Interior: A step down into the entryway is meet with a low beam lost in the shadows of the ceiling that will certainly hit the head of any tall patron. The entryway is dark with a low ceiling forcing tall patrons to crouch through the short hallway before entering the main tavern. Soft yellow light emanating from the occasional lantern provides and inconsistence soft glow to the warm and dark browns of the stained oak interior. A few rounds tables surrounded by chairs occupy the main floor, while the far wall house several private booths. The furniture is simple, stout and sturdy, and hewn from oak, and definitely made for smaller patrons. A long bar dominates the right wall, with several large kegs mounted into the wall behind the bar.

Proprietor: Gunther Steelhaft (male, Dwarf) is the sole proprietor of this tavern and he caters to a Dwarven clientele. While he is not prejudice against non-dwarves, he is impatient with those who insist on accommodating taller clientele and will deliberately inconvenience tall folk who simply do not appreciate the Dwarven fare and accommodations. Gunther is young for a businessman and grey has not shown itself in his beard or hair. He knows how to keep his Dwarven clients happy, providing a variety of Dwarven ale, rare and common, and hearty food. Gunther is distrustful any non-dwarf, especially tall folk, until they demonstrate an appreciation of the finer Dwarven lifestyle. A reserved man of business, Gunther is terse and formal, even with friends.

Other details: The Falling Star offers modest food and ale, though Dwarfs would describe the food as “home style”. A variety of common spirits are available, mostly of Dwarven vintage, and a few rare Dwarven ales are also available at a premium price. Gunther will question why any non-dwarf requests any rare Dwarven drink. The atmosphere is generally quiet and well mannered, though a Dwarven table or two will become loud and boisterous. However, Gunther will not tolerate any misbehavior and force rowdy patrons, even Dwarves, out of the tavern (if a tall-folk, he may try to ensure a knock to the forehead by the low beam on the way out). The Falling Star is not and inn and does not offer any lodging, not even to Dwarves.

Notable Patron: Mundean Trollriver (male, Dwarf) is the owner of the Trollriver mine in the nearby mountains. Trollriver mines is primarily an iron mine and Mundean has contracts with several smiths in the region. The Trollriver mine also produces Hematite, which Mundean sells to local jewelers. Mundean and his delivery team of three to four other dwarves (wagon drivers and guards) stop by The Falling Star after finishing iron deliveries in town. Mundean has fifteen miners working his mine, and he pays them well. Mundean’s team is so efficient that Mundean is concerned about accidentally connecting to competing mines in the mountain. While Mundean coordinates with the other mine owners to ensure there is not a mining conflict, he is interested in expanding his business and taking over other mines, if for no other reason so he doesn’t have to worry about encroaching on another business dwarf. Worrying about running into the occasional underdark denizen is worry enough for Mundean.

Story Hook: In a community with few dwarves, the Falling Star is a rare establishment and the most likely place to find someone who knows 1) the location of a hidden/lost mine, 2) where/if a rare gem was mined nearby, 3) why the local mine failed.
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Three Sisters Inn

Name: Three Sisters Inn (Tavern sign depicts a portrait of three young ladies)

Description Exterior: A long thatched Half-timbered building stands alongside a country road. The building is well maintained; the thatch roof is freshly recovered in straw and a vibrant yellow; the walls recently painted, the white stucco appearing brighter next to the dark stained wooden frames. A large and well maintained garden grows behind the inn. Two large sectioned windows face the road and are adorned with flowers on their sills. The inn sign post depicts the portrait of three young ladies with long hair. The door is stained wood and decorated with hand painted flourishes of leaves and flowers of an elvish style.

Description Interior: A large open common room greets visitors when they enter the inn. Several round tables accompanied by two to four equally thin and ornate chairs. A handful of stuff and padded arm chairs stand on the far wall with low tables before them or table stands within easy reach. The wall furthest from the door sports a fireplace flanked by two large armchairs. The large windows permit bright sunshine to cascade into the common room during the daytime, and while several ornate wooden candelabras suspended from the ceiling provide a cheery glow to the room at night. The occasional ornate rug here and there and the odd pillow or two on the arm chairs lend a comfortable and casual living room atmosphere about the inn. And the various painted decorative trim about the room and on the furniture has a vaguely elvish quality about it. An elderly woman approaches you with a smile and says, “Welcome to the Three Sisters Inn. How may we help you?”

Proprietor: The elderly women is one of three sisters who owns the inn. Agatha, Ivy, and Elspeth established this inn many years ago during the prime of their youth. Elderly spinsters now, they are a happy trio with faithful and devoted patrons. All three are extremely hospitable are and willing to ensure a comfortable stay at the inn. All three are expert herbalist and are capable of providing healing, neutralizing poisons and other toxins, and curing some diseases. The sisters are gregarious, eager to talk with new patrons and learn more about them, though they are more interested in personal stories than adventures and politics. However, they are also very respectful of privacy and read non-verbal social clues very well, so they know when to graciously depart.

Other Details: The Three Sisters Inn does not have a bar or serving station, though they do serve a local beer upon request. They have a respectable selection of finer spirits, mostly of elven vintage. Teas are their specialty and they have a never ending variety. The food is modest and filling, and they have a variety of cheeses they are proud to serve. The inn is generally quiet and well mannered, and the local elves enjoy the company of the three sisters and occasionally grace them with music. During the day, the inn in often host to the local wives who spend an hour or so socializing. The patrons are very devoted to the three sisters and will immediately quell any disturbance in the inn. The elf patrons often are quite skilled in sword and spell, despite their unassuming appearance. The inn accommodations include five staterooms on the second floor and holds two beds, a dressing cabinet, a padded chair and small round table in each room. Each room is decorated with a small window, a colorful rug, and a painting presumably in elven style.

Notable Patron: Galan Ianren (Elf, Ranger) patrols the boundaries of the elven woodlands. His long route takes him through the various hills, plains and mountains that borders the elven woods. Galan knows the woods and its neighbors better than anyone. His patrols near the mountain is the most dangerous as he keeps watchful eyes on the several caves that lead to the underdark. The band of gnolls in the hill country are vicious and dangerous, but Galan views the duplicity of the humans in the hillside equally as dangerous. Galan relishes his patrols along the fields and pastures, where he has found the halflings and human farmers to be a hard-working and welcoming people. He takes detours on this leg of the patrol just to stop in to visit the Three Sister and enjoy their fine tea and company for a spell. Galan supports the Emerald Enclave. At the end of his patrols, Galan reports to a female elven druid named Ameria Daeynore deep in the elven woods. When Galan is at the inn, he is easy going and approachable, but while on patrols, Galan’s tolerance for foolishness and incompetence is non-existent.

Story Hook: Situated on the border of human and elven lands, this lone inn in the countryside is the only place where elves mingle with humans. Perhaps here, you can find an elf who 1) is willing to escort your party to the reclusive elven village, 2) can direct you where to find the druid/hermit who has a rare ingredient, 3) can explain why the elves have withdrawn from their human neighbors.
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Name: Burgundy’s (No tavern sign, Entry door is painted a dark red)

Description Exterior: This brick building has not door leading to the main streets. All the windows to the building are permanently shuttered. The unnerving path through the narrow and dark alleyway between buildings leads to its single door painted dark red and lacking a doorknob. At night, the door is nearly impossible to find as not a single lamp illuminates the alley. No sounds, light or smells emit from the building.

Note: A detect magic spell will reveal an illusion spell on the building. The effect of the illusion spell keeps the building looking quiet and unoccupied from the outside. There is a hidden coin sized-slot in the door. Entry into this exclusive club is permitted only by the presentation of club coins, which must be deposited in the coin slot. Only 60 such club coins are in circulation at any time. The club coins are bronze with a shield bearing a Large “B” and flanked by lions as shield bearers. On the obverse, a simple shield flanked by similar “B”s. The shield is painted, and the color changes periodically to purge and readmit membership, thus keeping the club exclusive. A heavy clunk can be heard when the coin is deposited in the slot. A screener on the opposite side of the door confirms the authenticity of the club coin and that it is a current version. If either check fails, nothing happens. If both checks pass, the door opens from the inside and the member is allowed entry with his guests. The entryway is pitch black and managed by two screeners, both of which have darkvision (natural or magical). They will close the door once all have entered, casting everyone into total darkness. The screeners will return the club coin to the member if it is to remain current. If the coins are scheduled to change, the coin will not be returned and it will be the final entry for that member until he or she receives a new coin (invitation). Weapons are not allowed in Burgundy’s. The screeners will note any obvious weapons, but they are skilled with slight of hand checks to detect hidden or concealed weapons. If any are found, the guest or member will be pushed outside the club immediately. Once all checks are passed (the whole process is very fast, unobtrusive, polite, courteous and respectful – but deceptively thorough) and the second screener will pull back the velvet curtain to admit the members and guest to the main clubroom.

Description Interior: The interior clubhouse is a statement of comfort and opulence. Deep rich reds, purples and golds imbue the carpets, tapestries, and upholstery of the plush padded chairs situated around the room. Glass covered lanterns illuminate every corner of the room with a steady yellow light. The tables are intricately carved, some with marble tops, some with barley twists, and all stained a dark oak or cherry red. The windows are covered by elaborate tapestries or oversized paintings. The floor space is very open, providing patrons plenty of space to mingle and socialize. To the far right, a double door paneled in wood, leads to presumably to the serving station where the servers come and go throughout the night. In the far left corner in a single door also paneled in wood. The servers are easy to spot as the young and attractive females are wearing burgundy corset over their white blouse while the strapping gentlemen servers sport burgundy waistcoats. A bard plays the harp in the corner near the fireplace, though a lute, lyre and flute rest nearby. The din of conversation, laughter and music fill the room. The patrons, clearly a who’s who of the community, dressed in finest clothes and jewelry, are too busy with their own guest to notice newcomers until they approach. One of the servers approaches and greets you, “Welcome to Burgundy’s. May I interest you in a drink?”

Proprietor: No one is really sure who the proprietor of Burgundy’s is. The location has moved on occasion, usually in conjunction with a membership purge, and the club has existed as long as anyone can remember – some recount long lineage of family memberships. Othgar Broward runs Burgundy’s and functions as a finder for the patrons’ more unique requests. However, it does not appear that he controls membership of the club. Othgar is a gentleman’s gentleman and is equally considerate of the patron’s station, the courtesy of the other patrons, and most importantly, the reputation of Burgundy’s. Othgar can arrange a meeting for any member of the club with anyone in the region, as well as direct patrons to any service requested (though not all may be locally available).

Other Details: This is a high scale and very expensive tavern, which lends to it exclusivity. Nothing but the finest and most expensive wines and spirits are served here. Only the rarest beer is available, but none of the patrons order it, considering it the drink of a common people. Food is available, but only as an accompaniment to the wine – cheese, crackers, and fruits. There is no beverage list and the prices are not provided. Guest are assumed to know what they want and be willing to pay for it. A tab is kept for every guest and is expected to be paid at the end of the night before being permitted to leave. Debtors who cannot pay will have their club coin confiscated and will be forcibly removed from the club by one of the two burly enforcers (also sporting burgundy waistcoats). The club has eight private rooms, all luxuriously furnished and maintained by the staff. Rooms must be paid for in advance before a key is provided. The rooms are behind the single wooden panel door along a long hallway. The club also offers two private baths with hot water provided by a pair of servers. The servers are courteous and flirtatious, but will engage in a relationship with any patron. This is the club where a social encounter with well connected, wealthy, or high ranking personages can be made. Artists, merchants, royalty, and officers are sure to be found here, provided they remain in good standing. While non-members do not know where Burgundy’s is, they do know that they club exists. Membership is a mark of distinction.

Exiting from Burgundy’s does not return patrons to the same alley they entered. As they exit, each appears to have stepped out of the doorway of another residence throughout town.

Notable Patron: Burgundy’s is filled with notable patrons. However, Kato Rainless stands out unique amongst the patrons. Unlike the other patrons, Kato is not a member of any notable classes: he is neither a merchant, a noble, a guild member, or professional of any trade. If Kato has a profession, it is that of a socialite. Kato is extremely charismatic and has a story or anecdote for any occasion. He displays a genuine interest with whomever he is talking, and is a friend to everyone at Burgandy’s. In fact, of all the patrons of Burgandy’s, Kato has gained admittance more than anyone else YET he has never been a coin holder. He has only been a guest. Never earning a coin of his own to Burgandy’s has frustrated Kato, so he has extremely adept at knowing who is on the rise socially and is quick to establish friendship with rising powers. Kato knows that he can only ride other’s coattails and spend their money for so long before he wears out his welcome. Kato wants to keep living his life of luxury, and he is desperate to find a way to earn an entry coin of his own.

Story Hook: Your contact/hire has secured the rare Burgundy's coin for your party so you can 1) secretly deliver a message to a noble warning him of a threat to him, 2) find the secret contact and discrete retrieve the message without exposing the agent, 3) determine who has been influencing the lord to the detriment of your contact/guild. Bards can also secure a patron to support them here.
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The Tangled Tiger

Name: The Tangled Tiger (Tavern sign depicts Tiger chasing its tail and curled into a lemniscate)

Description Exterior: The long building has a stone lower floor and an overhanging wooden upper floor that provides a shadow over the frontage and entrance. A worn wooden bench sits outside the tavern, just beside the door.

Note: It is not uncommon for someone to be hiding in the shadows outside the tavern.

Description Interior: The door squeaks unusually loudly as you enter the tavern. The dim light from the various lanterns about the room reveal a spacious tavern, crowded with tables and chairs. The wooden floor appears to be made of heavy beams that also creak unmercilessly above the din of the patrons crowded in the tavern. A plain bar lines the far wall with an occasional patron or two chatting over their beers. A couple of private booths, complete with drawing curtains, sits just off to the left of the bar, while a wooden staircase leading upstairs hugs the wall to the right. The plain tavern is too dark to sport decorations of any sort. A game of card is being played at one of the tables, and an argument appears to be breaking out at another without arousing the slightest interest from the rest of the patrons. If you are looking for someone of questionable morals to perform an unsavory task, this is the place to find that person.

Proprietor: The owner of this establishment is Luvon Ventoris, quite possibly the ugliest half-elf anyone has ever seen. Luvon has a horrible battle scar running down the center of his face, sparing his eyes but disfiguring his nose, lips and chin. Luvon is a high ranking member of the local thieves’ guild, though he tolerates no stealing within the tavern and he maintains several half-orc goons who will brutally enforce the rule. Luvon also acts as a money changer and money lender with horrendous lending rates. He can exchange almost any quantities of money, though there is a chance that he coins exchanged are being laundered.

Other details: The tavern is designed to prevent silent movement, so even in the dead of night in an empty room, the doors and floors all creak. All sneak movement incurs a penalty (or disadvantage). While thieving is prohibited (and all the thieves in the guild know this), slights of hand, cheating, lying, and all other immoral activities is practiced, deftly and discretely. The private booths require a small fee to occupy, but none of the locals use it for privacy. A member of the thieves’ guild, an employee of the tavern, will take up positions behind the wall of the private booths and listen in on the conversation for any useful or lucrative bits of information. Food is available, but scant. Drinks, beer and ales, are available is great quantities and various qualities. However, their specialty is the Tangle Tiger, an overprice bit hard alcohol that none of the locals or regulars drink. The Tangled Tiger hosts a common room (holds 10 beds – no other furniture), two semi-private room (five beds and foot lockers in each), and one private room (fully furnished with private key). At any given time, 2-5 guests are in the common room and there is a 30% that one of the semi-private rooms is occupied by another group.

Notable Patron: One regular at the Tangled Tiger is easily overlooked as she masterfully ensures that she is unremarkable, blending into the crowd with a plain common appearance that almost makes her invisible. Kasose only goes by one name; she abandoned her family name when she was young. Disparaging remarks are occasionally made about those so immoral that they would sell their own mother for a copper piece; Kasose actually did. Her mother abandoned her when she was still a child and ran away with a wayward mercenary. Kasose fell victim to the ravages of the harsh city. Barely surviving, she swore revenge. Meanwhile, she fell in with a band of young thieves. After a few years of living hard on the streets and in the shadows and sewers, Kasose tracked down the mercenary who stole her mother away and killed him in his sleep. Then she bound and gagged her mother and sold her to a slave band. Kasose is without remorse and never expresses any emotion when she talks. She is a superior urban tracker and can find anyone in the city. She is soft spoken, nimble footed, and lightening quick with a dagger or rapier. Unlike many thieves who prefer to stay out of danger and keep their distance from a foe, Kasose relishes a physical confrontation. He strength belies her unassuming frame.

Story Hook: 1) As a member of the local thieves guild, your assignments are delivered via the hollow bottom mugs with your drink. 2) The dungeon/ruin you are intending to explore has a notoriously complicated lock/trap, and it is rumored that someone at the Tangle Tiger has defeated/built it. 3)The daughter of a powerful yet unpopular noble is visiting in a few days and the local watch has hired you go undercover and determine if the thieves guild is planning anything (extortion, kidnapping, robbery) and thwart their plans if possible.
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I applaud you for being one of EnWorld's forums increasingly rare content providers. But it seems to me that you could create a well designed random generator to fill almost all your spur of the moment tavern needs. An example of something that wouldn't be created by a random generator is something like your 'Burgundy's'.

But 'Burgundy's' is also an example of why anything that a random generator can't create, should not be introduced to the game unless there is a specific story reason for doing so.

So at the risk of offending you, and polluting your thread (I'll be happy to delete my post and replace it with a tavern description), may I suggest a 5th minimum required bit of description if you are going to insist on non-generic taverns, which is "Story Hook". Why would my players ever need to be introduced to such a tavern, since in particular, by your own standards of what a tavern is for "a place for characters to meet, plan, regroup, and rest" your entries are failing. They are potentially worthy on different grounds, but its certainly not the case that your taverns thus far provided serve well as a place for characters to meet, plan, regroup, and rest. And, were I in player mode, the taverns you provide would raise huge alarm bells and sirens that would cause me to immediately whisper to my fellow gamers: "We should not stay here. Nine will give you ten that they are cannibals, that everyone in the room is actually a werewolf, or that they are actually all Asmodeus worshipers." And out of character, "Nope. Nope. This is actually the dungeon, not the tavern."


Good points all. I will add the Story Hook as a build requirement and go back an edit the current one. I did have specific purposes for most these taverns and inns in my world. Standard (normal) inns will make an appearance, but I did not want to start out that way, so there is no insistence on non-standard taverns. Just want to build a library of content that fellow DMs can pick through and use what works, even if it is only a part of a description. I'll build an index if the list gets big enough (and we'll see if we hit 1,001 like I tease).


The Musty Tricorne

Name: The Musty Tricorne (Tavern sign depicts a discolored brown tricorne hat flourished with a tattered white feather)

Description Exterior: The ground floor of the long building appears to be made of the same stone as the street pavers leading to the docks. Bits of moss and other algae have made their home in the crevices. The second floor is a cruder structure of reclaimed wood from old docks and ships. Former mastheads, a mermaid and a hippocampus, decorate the corners of the building. Smoke billows from the chimney, promising a dry and warm place out of the elements.
Note: A strong odor of salt, fish, and algae wafts throughout the dock area, and on damp mornings the streets can be slippery (difficult terrain to non-sailors)

Description Interior: Thankfully, the strong smell of the seas does not permeate the tavern walls, and a warm, dry, and popular tavern greets you. Multiple long tables and benches fill the tavern, most of which are already occupied by various groups of sailors, fishermen, and dock workers. The occasional round tables are less crowded, and the rare single table or two reside in the corner for private meals. Several tables erupt in laughter as groups of men share their tales, adventures and boast. Few women are present, either ladies of ill-repute in the company of men or ladies not to be trifled with and sitting quietly with a small company. Wooden stairs lead upstairs to a long balcony filled with the doors to the lodging rooms. Nets, stuffed fish, a Marlin, ropes, a harpoon, several oars, and a small anchor make up the decorations of the tavern

Proprietor: Sverre Kaarlo, a retired captain of the fleet, now runs this tavern and inn, purchasing it many years ago from its previous owner, who was also a retired sea captain. As Captain Kaarlo, he spent many a good night in this tavern. The tavern has been serving the sea community for several generations, and Sverre intends to continue that tradition. Sverre has an excellent reputation with every person and business that operates on the docks. Sverre knows everything that happens in port (both official and unofficial, but not illegal). Sverre genuinely cares about all sailors and their safety as sea, and has been known to feed and lodge survivors of disasters at sea for free for a few nights. No one knows the local waters (and some distant) than Sverre. Sverre does not mind the ladies of the evening “working” here – they help sell the beer and he feels all sailors deserve good company – be he does not allow them to go upstairs to the lodgings.

Other details: Dock officials are often found here having midday meals. Sverre talks to everyone, mostly about sea business. Sverre would not know about any cargo arriving or departing port unless it was common knowledge at the time. However, he would know the names of any ship and its captain who have been in port in the past year, and if they were famous, he would know if they had ever been in port at all. Sverre can readily provide the arrival and departure schedule of any ship for a fortnight, and will be aware if one arrives or departs outside the official scheduling manifest. Sverre maintain two common room that house 20 bunks and ten hammocks apiece. They are divided by a makeshift wall Sverre added to keep ship crews from breaking to a fight. He also has four officer quarters that hold 6 bunks, and three private “Captain’s quarters” that are fully furnished. The food is hearty and reasonable; the meat stew is the most popular item for most of patrons, though all fish dishes will be excellently made.

Notable Patron: Of all the naval folk who frequent the Musty Tricorn, none stands out more than Captain “Phantom” Carlyle. His impressive height would normally make him stand out in a crowd, but Captain Carlyle long white coat and white cap are unique. The gold buttons and royal blue trim on his jacket match his silk brocade vest. His light grey trousers, which may have been white at one time but is now stained by years of salty sea spray, are tucked into a pair of brown leather bucket boots. Royal blue and gold trim decorate his pristine white cap. Captain Carlyle walks with a smooth and steady stride that coupled with his white attire and great height resembles the stoic glide of a ghost, which is how Captain Carlyle earned his now famous moniker. He captains a fast caravel ship named The Pursuit, and he and his ship specializes in tracking and capturing smugglers. He is an expert navigator and cartographer, capable of negotiating treacherous coasts and rivers. Captain Carlyle is a firm and fair man, but he doesn’t mince words or engage in small talk. He naval prowess and success would normally make him a prize in elite social circles, but he thinks them tedious and avoids them when possible. The Pursuit has occasionally been pressed into military service, where Captain Carlyle and his crew served admirably. As such, Captain Carlyle has professional contacts in King’s Navy and is well acquainted with the scourges of the sea.

Story Hook: 1) Precious cargo (a person or artifact) is due into port any day now, and someone may try to prevent its arrival, but who and why? 2) There have been a couple of strange deaths on the docks, but no one knows who, or what, is doing it. 3) A mysterious ship has pulled into the harbor a few days ago, but no one has seen anyone on board. The sailors say the ship is cursed and refuse to go near it, and captains cannot convince their crew to sail past it, leaving ships and cargo stranded at dock. The harbormaster is looking to hire a boarding party to investigate.
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The Naked Knight

Name: The Naked Knight (Tavern sign depicts a naked man wearing only a full helmet with plum and standing strategically behind a greatsword)

Description Exterior: The long half-timber tavern hall has two entrances on the ground floor, both of which are double doors with large wrought iron handles. A wooden staircase leads upstairs to the second floor balcony with several doors and windows. Two chimneys billow smoke, and a cacophony of sounds – laughter, music, arguments, and the clinking of many flagons – can be clearly heard from the street. Nearby, a small crowd of adventuring professionals huddle around a notice board (complete with a small roof over the board to presumably protect the posting) examining the several post nailed to the board.

Note: The notice board announces births, deaths, and marriages. It also contains several notice of rewards for missing items, information, and the capture of wanted outlaws. Several request for hires arranging from maid services, caravan escort duties, and explorers/surveyors are posted.

Description Interior: The long tavern hall is bustling with activity as crowds of patrons occupy the numerous long tables and benches. A bard plays music in one corner but is hard to appreciate over the ruckus of the rest of the patrons (though a few patrons closer to the bard appear to be listening). A few adroit fellows are tossing daggers at a target board mounted along the far wall and near another group arm wrestling to the cheers of onlookers. Cards and dice are also in play. Nearly everyone is drinking and having a good time. The patrons have the look of experienced professionals, and nearly all are carrying weapons and are partially armored comfortably (normally heavily armored patrons certainly have left their armor elsewhere so as to be comfortable in the tavern). The patrons appear to be a mixture of ruffians, religious and even arcane. Serving wenches bustle amongst the crowd carrying multiple drinks in each hand to thirty and appreciative patrons.

Proprietor: Alan Perig is a retired adventurer and honorary member of the local mercenary guild. Recognizing that success and fame often come to those who act first, Alan erected the notice board outside to draw customers who will pass the time drinking waiting for next job to be posted. Alan has since lost track of any postings on the board. Yet he knows his customers, their skills, and their accomplishments. So he has become indispensable at assessing and recommending adventurers for jobs. The choicest and most lucrative jobs come through Alan, not the notice board.

Other details: Arguments do break out from time to time, which can escalate into shoving matches and an occasional punch thrown, but a weapon is never drawn. The patron all recognize the lethal skills involved in drawing a weapon and no slight is worth drawing the attention of the local authorities or vengeful comrades. Soldiers and watchmen occasionally pass the time here also. The Naked Knight served all sort of drinks to cater to the wide variety of patrons, and some basic menu food items are available, but nothing special. Three large common rooms (10 bunks) are available for lodging, as well as five semi-private room (two beds). All of the rooms have their own entrance from outside (from the 2nd floor balcony).

Story Hook: 1) The mercenary guilds have been suffering an unusually high failure and mortality rate, and the local watch has hired you to investigate. 2) A monstrous tribe (goblins, kobolds, orc, or other) claims to have been living peacefully within the region but has been repeatedly targeted by an armed band. They request your assistance in stopping the attacks. 3) The activities of the various mercenary companies in the region has earned the town the ire of a nearby dragon/wizard/warlord too powerful for the mercenary companies to defeat on their own. The towns lord/captain has asked you to defeat the threat before it strikes the town.


The Bronze Boar

Name: The Bronze Boar (Tavern sign is a metal pole with a heavily oxidized bronze boar mounted atop)

Description Exterior: Smoke flows out of a central chimney of the log longhouse nestled in the tall pines of the woods. The oversized roof sprawls out over the longhouse, almost touching the ground, leaving only the ends of the hall with access inside. The moist air condensates on the thatch roof before dripping off the eaves into the high grass surrounding the tavern. The low rumble of drinking patrons and music can be heard in the damp air outside.

Description Interior: Long tables and benches, full of drinking patrons, line the longhouse. The floor is made of rough-hewed planks, worn soft by the years of footsteps and ale. A central pit is floored with flat stones and houses a large fire, over which a spit roasts a pig. A couple of cooks tend to the pig and the sundry pots roasting or stewing other food items. A large man tends the tap of the Large kegs at one end of the long house. The bar appears to be a self-serve, or at least, it appears that patrons bring their own mug to and from the tap. The longhouse is natural in color, unpainted carvings of knotwork decorate the support beams, and various animal skins are tacked to the walls, and several boar’s head are mounted at the ends. One boarhead is also mounted on one of the kegs, and the tap appears to be coming out the boar’s snout.

Proprietor: Toivo Oskar is the current Keeper of the Tap (and is currently standing by the kegs operating the tap). The Bronze Boar is a community tavern, and the village chief is responsible for its continued operation. The Keeper of the Tap is a position assigned to one of the warriors to distribute and monitor ale stocks. He is not happy about his current duties; though he knows is in an honorable position, he is too closely associated with the cooks for his tastes and is ready for the next Keeper of the Tap the be assigned. As the Keeper of the Tap, he does not get to drink the ale, and he feels that weakens him as a warrior.

Other details: A barter system is used, each villager who serves is afforded his share of the food and ale according to his or her valor and worth. “Guests” receive the share of their host, unless they earn their own portion by service to the village. The keg sporting the boarhead tap is a special brew they call Hogsnot – a heavier, thicker ale with a stronger kick. Only special feats of bravery and service warrant a drink of Hogsnot as a reward from the village chief. Hogsnot drinkers have advantage on social interactions with the village members for the remainder of the day. The longhouse has no lodging rooms, though drinkers have often fallen asleep at the tables or on the benches. Guests are permitted to “camp” in the longhouse and the village chief will provide guards if the guests are serving the village at the time.

Story Hook: 1) An evil spirit has moved into the nearby woods and has shaken the village warriors. The village chief needs help ridding the woods of the spirit so his warriors can start acting like warriors again. 2) Some fey/fell creatures have begun appearing in the woods and are beyond the capacity of the warriors to defeat. Their arrival is making hunting difficult to support the village, and the chief is not sure the warriors can adequately defend the village from such creatures. 3) Many years ago, when the village chief was a young warrior, his village waged a war against a troublesome tribe of orcs. While the village won and secured their continued safety for a generation to come, they lost many warriors, including the village champion, who was the bearer of the tribal weapon, an artifact of the founding warriors of the village. Despite the tribe’s efforts to search for the artifact, the artifact has not been seen since the day of the battle. Someone, or something, may now have it.


I've said many times that the party slows down a bit when someone dies... but 1d4 hp damage walking in would certainly cause a couple fatalities. Do they keep a cleric as a bouncer at the Falling Star?


I've said many times that the party slows down a bit when someone dies... but 1d4 hp damage walking in would certainly cause a couple fatalities. Do they keep a cleric as a bouncer at the Falling Star?

I'd leave the damage up to the DM --- drop it to 1hp or to simply the cosmetic bump on the noggin. A cleric on hand to tend to a bump doesn't seem to fit the theme of the tavern, but someone who took pity on the Falling Star's victim it would be a nice foil to the proprietor and an interesting NPC to add.


Not trying to be critical of your stuff. I love it. I just reflect on my own life and how many of the people I know would have hit that beam full speed! I also like the idea of using that to open up an NPC or PC interaction. Thanks for taking the time to post this.


I've said many times that the party slows down a bit when someone dies... but 1d4 hp damage walking in would certainly cause a couple fatalities. Do they keep a cleric as a bouncer at the Falling Star?

For third edition 1d3 nonlethal would make more sense. I think the general idea here is that assuming edition dependent mechanics in the description might not be the best approach.
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Will o’ Wisps

Name: Will o’ Wisps (Tavern sign depicts a glowing Will o’ Wisp)

Description Exterior: The corners of the gray stone building are rounded into a curved wall instead of a pointed corner. Even the slate roof is rounded as it follows the curved of the building. However, one point is prominent and that is the exaggerated high peak of the cone-like roof atop the tavern.

Note: A detect magic spell will detect an evocation spell on the tavern sign that creates the glowing effect for the will o’ wisp image.

Description Interior: The grey stone walls the interior shares with the outside give way to the vaulted wood beams leading into the spacious high ceiling. Globes of lights are suspended throughout the high ceiling and emit a soft glow of subtly changing colors that collectively provide a while light within the tavern. Round tables with high back chairs provide for most the table space in the tavern, though several padded and stuffed chairs are also available. The patrons of this tavern are generally finely dressed, senior in age, engaged in quiet conversation, and bear markings of arcane association – stars and moons, symbols, owls, and other mysterious and unfamiliar icons. A minor display of magic (a simple prestidigitation) is not rarely seen. A short bar stands to one side near a door that presumably leads to the kitchen and larder.

Proprietor: Willgim Zilver (he happily goes by Will), a gnome and retired illusionist, took up innkeeping years ago after a harrowing experience with an owlbear that ended his adventuring days. A silver haired and youthful look man, Willgim still dresses in the colorful style of his illusionist trade. He marvels at the tale of arcane masters “still in the game” and is often talking arcane small-talk with resident spellcasters in the tavern. Willgim can point characters to the best source of any magical component, and knows most of the arcane residents in the area.

Other details: Will o’ Wisps offers a fine selection of specialty alcohol (generally sweater and more potent drinks that are favored by the elder mages) and the ale is a gnomish brew. The kitchen is capable of cooking up just about anything. The inn offers five small but very comfortable private rooms which are located in the same hall leading to the kitchen. A detect magic in the tavern will reveal a faint evocation on the orbs overhead, but a strong evocation from the bar. The glass orbs have discrete “tubes” running from them into the ceiling, merging together and leading into the wood paneling back to the bar. The tubes lead to a chest-like box. Opening the box will reveal a rotating color wheel and an orb emitting blinding daylight. The orb has no other properties. A gear-like mechanism rotates the color wheel that changes the color of the light emitted by the orb as it travels through the reflective “tubes” to the suspended orbs in the ceiling.

Story Hook: 1) The senior mage of the arcane guild is dying and a successor is soon to be named. A leading candidate requested your assistance (as an outsider) to protect him against being eliminated by competing mage groups. 2) A strange spell has fallen over a local village. Perhaps the library at the mages guild/academy can provide clues as to what spell it is, how to remove it, and who cast it. 3) A would be warlock is studying a new and powerful pact, but this pact may bring destruction upon this world. You have been ask to find this warlock, stop him, and destroy the research on the pact.


Shaft Six

Name: Shaft Six (Tavern sign simply has the Number Six carved in Dwarven above the door)

Description Exterior: At the end of the short hallway carved into the cavern stands a simple door set into huge support beams framing the entrance. The number “6” has been engraved in Dwarven language on the polished stone arch above the beam.

Note: This tavern is a workers drinking hole set in a Dwarven community closest to the mines.

Description Interior: At first glance, the tavern appears to be a small square shaped room barely large enough to accommodate the two large tables and benches it contains. Several dwarves are enjoying a quick drink and engaging in shop talk. The floors are heavy wooden beams while the walls are carved smooth into the natural cavern wall. A portrait of a bearded dwarf with an axe is carved into the far wall. On one side of the room, a pair of stairs ascends and descends to the other floors of the tavern. On the other side, a pair of wooden “elevators” provide quicker access to the other floors.

Proprietor: Hatarlum Granitegrip has slowly expanded the inn over the years to the bustling enterprise it is now. When his father first carved out this inn, it only had a couple of floors and it was right night to the mines and distant from the main Dwarven stronghold. Now, a generation later, Shaft Six is a large and respected business, even though the mines are much further away and the Dwarven community has grown in around him. Hatarlum prefers payment in gold, gems, jewels and precious stones. Hatarlum’s family helps run the inn, and his kinfolk are numerous in the community.

Other details: Shaft Six is a multi-story inn. The upper floors host several common rooms – no private rooms and the elevator has access to all the rooms equally. The lower floors host additional drinking halls. The lowest floors host the kitchen (a natural flume in the cavern draws the smoke from the kitchen fires out of the cavern inn), the larder (which has a separate access door many level below), the brewery, the cellar, and the “elevator engine” room (also with its own door access) powered by a couple of giant lizards, an animal handler, and a ton of animal feed. Several Dwarven ales are available, the strongest of which is called the “Shaft.”

Story Hook: 1) A new chasm has been discovered recently and the master surveyor has asked for you to explore it and clear it of any nasty denizens that might endanger the miners. 2) Minors recently discovered the corpse of a drow elf in the corridors. How is got there and where it came from is a worrisome mystery, not to mention what could have defeated so powerful a foe. 3) A number of “accidents” in the mines has caused the deaths of numerous Dwarves recently. The suspicious nature of these “accidents” suggest that sabotage the cause. But by whom, and why?


The Fat Lord

Name: The Fat Lord (Tavern sign depicts a large man wearing a small crown slumping back in a chair and with bulging belly bursting through his buttoned shirt and trousers beside a table set with a feast)

Description Exterior: The rich smell of food reaches you long before you see the inn. Meat, fish, bread, cheese, all mixed with a sweet aroma of beer waft through the air. A long half-timber building connects to a two story stone building. The half-timber half, a beige building with brown tiled roof, contrasts against its sister building of large grey stone and grey slated roof. Both have their own entrances lit by lamps, and the signage was clearly done by the same artist. The first sign depicts a large man wearing a small crown slumping back in a chair and with bulging belly bursting through his buttoned shirt and trousers beside a table set with a feast, while the second sign depicts the same man asleep in a luxurious bed comically creating a large lump under the covers with boots and a sword on the floor and a crown hanging on the bedpost.

Note: Originally, the tavern and the inn were two separate but adjoining buildings. But success has compelled expansion, with the wall between the two being knocked out to join them.

Description Interior: Iron candelabras provide a cheery glow to the tavern stuffed with tables, chairs and feasting patrons, mostly Halflings and the well-to do. The walls are completely covered with many portraits of various lords and ladies in golden frames. At the far end where the tavern meets the stone building, a huge stone arch reveals an immense fireplace and a bustling kitchen where the meals are being prepared, cooked, and assembled for delivery. Servers flow to and fro with meals, drinks, and orders. A door is set in the stone wall next to the arch, where some guests are seen entering or exiting.

Proprietor: Malaric Fairfoot and his wife Ginelle run this establishment. Malaric is a stout and cheery man who humbly proclaims his good fortune to be paired with the younger, very attractive, and business savvy Ginelle. Malaric runs the day to day operations of both the inn and tavern, while Ginelle manages the kitchen (to avoid waste), orders supplies, and manages the books. While Malaric is a gregarious person who shows a genuine interest in his customers and their satisfaction, especially the regulars, it is Ginelle who has the excellent memory and business connections. She knows all the legitimate business folk within the region, what they sell, and what quality products they sell.

Other details: The kitchen is the ground floor of the stone building, while the lodging rooms are on the second floor. The tavern does not have a basement; the basement of the stone building serves as the cellar and larder for the kitchen. The cooks can prepare just about any meal, for a price, so almost anyone can get as close to a home cooked meal he or she could ever expect without going home. The lodgings (unofficially called the “Dozing Lord”) offer four small but very comfortable private rooms, and four slightly larger and equally nearly comfortable semi-private rooms (two beds). The private rooms are accessed through the door beside the stone arch to the kitchen (inside the tavern), while the semi-private rooms are accessed through the front door of the stone building (outside the tavern). Upon examination of the paintings, several famous lords and ladies can be recognized – the others, Malaric will sheepishly admit, are possibly fictitious but he bought them because they looked nice or fit the space on the wall.

Story Hook: 1) The craft guilds have noticed that their raw materials have been pilfered over the past few week, causing a shortage of crafted goods (weapons, armor, potions, glass and pottery, food, horseshoes, etc). An inside thief would be most likely if it were not so widespread. Resupply has not staunched the increasing losses. The local watch captain has requested assistance in discovering who is behind the thefts, and why. 2) Bandits have been an occasional occupational hazard in the surrounding countryside for years. But lately, their activities have increased and become more organized. Suddenly, the bandits entered the town one night and attacked, robbed, and murdered a few townsfolk. The local lord has requested your help in defeating or breaking up the bandits before they take over the town. 3) For generations, the local barrow mound has served as the final resting place for all residents of this town, regardless of which god they worshipped. However, a strange spirit has taken up residence at the barrow, forcing the clerics to find alternative burial sites. What evil befallen the burrow mound?


The Deaf Goblin

Name: The Deaf Goblin (The tavern sign depicts a crudely painted portrait of a goblin sticking his fingers in his ears)

Description Exterior: The half-timber exterior and thatch roof of this tavern is certainly well maintain, but perhaps not consistently maintained. Parts of the plaster has been repaired with clay, the painting is does not match where it has been touched up, an odd bit of wood is nailed here and there, and the thatch is made up of several different grasses. While the building looks sound and well maintained, it appears a bit cobbled together. Otherwise, everything is pristine and clean, even the dirt path looks like I was swept.
Description Interior: The tavern interior is simple and sparse. Only a handful of tables and chairs are available, but the place is meticulously clean. Two things catch you eye right away. First is the odd collection of crudely made, yet strangely appealing, craft art mounted about the tavern. The second, and more striking, is the goblin sweeping the floor.

Note: If anyone reacts adversely to seeing the goblin, the goblin will scamper away quickly towards the proprietor.

Proprietor: Quincy Fens took over this run down tavern years ago when he realized that he was a lousy bard. Quincy named the goblin Jibber-Jabber. They meet years ago during Quincy’s short lived adventuring days when Quincy’s group came upon a goblin band abusing Jibber-Jabber. The group took mercy on Jibber-Jabber and rescued him, then discovering that Jibber-Jabber was deaf. Quincy found a suitable companion who did not mind his horrible music. Eventually, Quincy taught Jibber-Jabber sign language, and it is how they communicate now. Quincy has a high charisma and a knack for dealing with monstrous humanoids. Half-orcs feel that Quincy genuinely understand them and does not condescend or patronize.

Other details: The Deaf Goblin only has two small common rooms, each hold five beds. But Jibber-Jabber cleans them daily. Luckily, Quincy is a better cook than he is a bard, but the menu for each meal is fixed, meaning that only a single menu choice is available for each meal. Quincy has not hired a full time cook to help yet. Through Jibber-Jabber, Quincy has a high chance of learning about any monstrous activities in the region.

Story Hook: 1) A monstrous tribe has migrated through this region for generations. However, this season, it appears that several competing tribes are passing through at the same time, and this could spell trouble for the locals. 2) A druidic circle within the region has noticed and unseasonable change in the weather and creatures unsuitable for the regions habitat have begun to appear. Whatever has caused this phenomenon must be powerful, and they need help in finding what or who is causing it. 3) Goblins have begun appearing in local towns and villages in the region. They are peaceful enough, though crude, making purchases and boosting the local economy. But their unexpected presence has still unnerved the community. Why have they come, and where did they get their money?


The Painted Pony

Name: The Painted Pony (A weather vane with a green and bronze pony sits atop the inn)

Description Exterior: This tavern is more of a compound as it has several other buildings nearby, all serving functions that support the guests in the lonely countryside. The tavern is rather small structure, but it dominates the other buildings. All the buildings are beige cob houses set upon a stone foundations and covered in browning thatch. On one side of the tavern is a smithy workshop with a large thatch and branch awning to keep the sun and rain off the workspace in front of the shop. Beside it is a small stable that can hold about four horse and a large paddock behind it where several horses graze in the meadow. On the other side of the tavern is another dwelling, presumably a residence, will a small flower garden by the doorsteps. Next to the residence, a longer building with multiple doors and windows facing the road stretches to the end of the compound.

Description Interior: The interior of the tavern is cozy, boasting only 4 tables and 16 chairs. The thick walls of the house provide a comfortable space, warm in winter and cool in summer. The large windows let in plenty of light during the day while the lanterns will have to suffice at night. A small kitchen is visible through a serving archway on one side of the tavern. A couple of wrought iron puzzles sit upon the tables.

Note: There are four iron puzzles that will require a three skill checks to solve. Relevant skill checks are sleight of hand (Dexterity), investigation (Intelligence), and perception (Wisdom). A history check can also be made to determine recall if this is a common tavern puzzle to provide a bonus or advantage on one of the three skill checks. All the skill checks for each puzzle have the same DC. Two puzzles have DC 10, one puzzle has a DC of 15, and the final puzzle has DC of 18. Solving two or more of the puzzles will grant advantage on checks in social encounters with other guests. Solving three or more will grant advantage on checks in social encounters with the proprietor and his family. Solving the hardest puzzle will grant advantage on checks in social encounters with the blacksmith and earn a free meal.

Proprietor: Aelrym Loracan, a half-elf, established this tavern and his home after many years of being a wagoner on this trade route. Recognizing a need for a rest stop along the way, Aelrym, decided to retire from his life on the road and open a business or two to take care of his fellow wagoner, carriage drivers, traveling merchants, pilgrams, and anyone weary of a long day’s travel. Aelrym runs the inn and tavern, handling the flow of money and customer services. Aelrym’s wife, Maeve (a human), does all the cooking and helps with the cleaning with her two daughters, Noirin and Edna. Aelrym’s eldest son, Eamonn, is an accomplish blacksmith, though his expertise is in making wagon parts. Aelrym’s younger son, Pilib, is a satisfactory wheelwright and can pretty much get any wagon or carriage working well enough to make it to the next town. Noirin’s husband, Riclaith Orimaer, a half-elf, knows animal husbandry and manages the care and breeding of the horses. Though Riclaith is the expert on the horses, all sales trades are arranged through Aelrym. The family is accustomed to meeting strangers and readily gets along with everyone, but they are no fools and they recognize when someone might be dangerous.

Other details: Food and drink are available upon request and are generally only expected of overnight guests. Most guests of the tavern are offered bread, cheese, and fruits as well as milk or mead for drink, while they take a short rest from traveling. Five cozy semi-private rooms (two beds and a shared wardrobe and dressing chair) are available at the inn. The inn also offers a common room with ten plain beds in a cramped room, which is mostly intended for caravan guards or company drivers. Despite the remote location and lack of competition, Aelrym charges and honest price. Though adventurers are not his normal customers, he does provide have some martial and simple weapons available in the blacksmith shop, and he is willing to sell any personal supplies at a fair price to those who request it. However, armor and other unique or uncommon equipment is not readily available. Given the traffic on the trade route, Aelrym can usually secure these goods from traveling merchants as they pass by if Aelrym is given enough time.

Story Hook: 1) Though normally a safe road to travel, pilgrims have begun to disappear on the road. Concerned for the safety of their faithful, the high priest in charge of the pilgrimage site has asked you to investigate the disappearance of the pilgrims. 2) A murder of Kenkus has begun harassing caravans on the trade route. A merchant has hired you to find their hideout and put an end to the Kenku attacks. 3) A new dwarfen community has been established in the distant cliffs/mountains and are considering opening up a trade route that connects at the Painted Pony. The dwarven chief has hired you to survey the route and clear out any threats along the new route.


The Argent Eagle

Name: The Argent Eagle (The high archway entrance topped with an eagle carved into the stone gripping the archway and spreading its wings so that it flanks the arch. The high points of the eagle is accented in silver leaf)

Description Exterior: The building appears as imposing as the rest in the town as the walls are marble smooth, the windows are tall and narrow to a pointed arch, and all accented in elfish flourishes. The high pitched roof of pale tiles make the building seem even taller. A large paved porch with a delicately carved stone railing sits before the building and overlooks the river that flows through the town before it descends into the valley. The porch offers several finely carved tables and chairs for which guest can enjoy a drink in the open air. A few towering tree provide scattered shade from the sun. An open archway leads inside – there is no door.

Description Interior: This is a brightly lit and open spaced building. The floors of polish stone almost shine. As inlay pattern of bright stone illustrate an eagle with spread and curled wings. Fine lines of silver outline the shape. The walls are smooth and pale stone, accented with carved columns of elvish scrollwork. Windows face the open valley and river, while the back wall is solid and supports an odd arrangement of shelves decorated with a variety of sculptures and colored glassware. A lute and lyre hang on the wall. Several large round tables with natural pale wood table tops and darker cherry, walnut and oak based with equally ornate chairs occupy the room but leave plenty of open space between the tables. There is no serving station or bar. And only a single door, matching the high pointed arch décor as the windows leads to another room.

Proprietor: Galuon Ianmaris and his wife, Meira, operate the tavern. An accomplish craftsman, Galuon managed the building of this tavern and personally did the stone inlay on the floors and the stonecraft carvings on the entrance and walls. Dwarves would acknowledge the fine quality of stonework, but it is still not Dwarven so it is not expected to be as durable (though the floor inlay has weathered decades of use without a blemish). Both Galuon and his wife will tend to the guest when they arrive and perform duties as server and cook equally. Galuon is also the brewer, while Meira is the artist who created the objects decorating the shelves.

Other details: This “tavern” serves a dual purpose. While there are guests in the village, this building serves as a receiving hall to maintain guests. Meals and drinks are provided free (or as a courtesy) by the town as host. Likewise, the tavern will double as a common-room inn for the guests to sleep. If the guests appear to not have any bedding, a plush pillow and fine woven blanket will be provided for them during their stay. When guests are not in town, the tavern resumes normal functions as charges modestly for the food and drink. If the guests are welcomed as members of the town, they will be expected to purchase a permanent resident and pay for meals and drinks like everyone else. The kitchen, larder, and cellar are beyond the one door. Wine and mead are high quality elvish spirits, and the food is the freshest and leanest of food. Teas, juices, and milk are also readily available.

Story Hook: 1) Formians are rumored to have appeared in the forest. These destructive giants and their servants are a threat to all denizens of the forest and beyond. If the rumors are true, can the formians be defeated, and where did they come from? 2) An ancient and abandoned elven town lies in ruins somewhere in the forest. It is said that a valuable treasure still lies there, waiting to be found. But beware, a vicious Ettercap and a host of spiders has taken up residence in the ruins. 3) Centaurs has migrated into the valley, which has created unexpected tension with the local elves. Competition for food, hunting space, and territory has caused heated disputes between the elves and centaurs. Both parties have called for a disinterested mediator to help negotiate a settlement between the two proud peoples. However, both parties suspect that someone is manipulating the events to make matters worse and will sabotage the mediation.

Epic Threats

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