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1,001 Taverns and Inns
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<blockquote data-quote="pdzoch" data-source="post: 6855013" data-attributes="member: 80982"><p><strong>The Painted Pony</strong></p><p></p><p>Name: The Painted Pony (A weather vane with a green and bronze pony sits atop the inn)</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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. </p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="pdzoch, post: 6855013, member: 80982"] [b]The Painted Pony[/b] 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. [/QUOTE]
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