1,001 Taverns and Inns

pdzoch

Explorer
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.
http://www.enworld.org/forum/dnd_view_block.php?id=273


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
Lifestyle
Setting
Proprietor
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
Poor
Coastal village
Herculano Amorim
Domingos Do Rosário






 
Last edited:

log in or register to remove this ad

pdzoch

Explorer
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.
 
Last edited:

pdzoch

Explorer
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.
 
Last edited:

pdzoch

Explorer
Burgundy’s

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.
 
Last edited:

pdzoch

Explorer
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.
 
Last edited:

Celebrim

Legend
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."
 

pdzoch

Explorer
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).
 

pdzoch

Explorer
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.
 
Last edited:

pdzoch

Explorer
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.
 

pdzoch

Explorer
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.
 

Remove ads

Top