1,001 Taverns and Inns

resscane

Explorer
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?
 

log in or register to remove this ad

pdzoch

Explorer
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.
 

resscane

Explorer
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.
 

Celebrim

Legend
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.
 
Last edited:

pdzoch

Explorer
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.
 

pdzoch

Explorer
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?
 

pdzoch

Explorer
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?
 

pdzoch

Explorer
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?
 

pdzoch

Explorer
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.
 

pdzoch

Explorer
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.
 

Remove ads

Top