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1,001 Taverns and Inns
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<blockquote data-quote="pdzoch" data-source="post: 6851194" data-attributes="member: 80982"><p><strong>Will o’ Wisps</strong></p><p></p><p>Name: Will o’ Wisps (Tavern sign depicts a glowing Will o’ Wisp)</p><p></p><p>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. </p><p></p><p>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.</p><p></p><p>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. </p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="pdzoch, post: 6851194, member: 80982"] [b]Will o’ Wisps[/b] 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. [/QUOTE]
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