Inns which are the adventure

jonesy

A Wicked Kendragon
I'm looking to start our next campaign in an inn, but I'd like the inn itself to be an adventure too.

So I'm looking for any adventures from any settings of any editions where an inn or a tavern is either the hub of adventures, or an adventure by itself.

Or even just fun ideas you might have.


Also, on that note, I just found out that the Comeback Inn was actually based on a real place that Arneson used to go to. And that it's been closed:
Come Back Inn Pub - CLOSED - Melrose Park, IL
 

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Dungeon #29
THROUGH THE NIGHT
AD&D SideTrek adventure, 4-7 characters of levels 1-2
Written by: Leonard Wilson
Lowlands or marsh, temperate
3 pages
Description: The Inn of the Smiling Spirit is plagued by a vampire, or so its residents think.


Dungeon #51
NBOD'S ROOM*
AD&D adventure, designed for one PC of level 4-5
Written by: Jeff Crook
Artwork by: Dana Knutson
Coastal town or city/Island, temperate to tropical
12 pages
Description: A room at the local inn is haunted by the spirit of Nbod, a sea captain who guards three secret teleportals hidden in the chamber itself.


Dungeon #53
SERENADE BEFORE SUPPER, A
AD&D GREYHAWK adventure, 4-6 characters of levels 3-5
Written by: Andrew Veen
Artwork by: Eric Anderson
Any wilderness, temperate
5 pages
Description: A stop at the Wayfarer's Rest Inn turns deadly when the resident bard reveals himself to be a wolfwere.
 

Dungeon #4 "Trouble at Grog's"
I've played this rather than read. Our DM's take: a brothel run by a female dwarf under the nose of a dim-witted half-ogre proprietor - the aforementioned Grog. Pretty detailed. Light-hearted with plenty of room for high jinx.

Gygax's Dangerous Journey's Mythus book "High Time at the Winged Pig"
This is the basic starter adventure for the system, but conversion can be made easily. Lots of mini-games and plenty of opportunities for the party to choose to get together.
 

I think in one of the Shackled City AP adventures one took place in an Inn. There is also the PDF adventure 11th hour which is a great inn based adventure but not a normal adventure by any means. It is much more challenging to run this one correctly and if the players are in the right frame of mind the payoff can be great.
 

For Warhammer Fantasy Roleplay there was a short adventure called Rough Night at the Three Feathers that took place in an inn that was very good filled with lots of colourful NPCs and a timeline as to what was happening when (unless the PCs get involved in the 6-7 storylines going on at once). It was reprinted in the 90's in the book Apocrypha Now by Hogshead publishing but I don't think a pdf was ever available.
 



The party is asked by their friendly neighborhood innkeeper to retrieve something for him from the attic of the 3 story inn.

variant 1) Into the Attic: After climbing stairs for more than several minutes, not seeing a top to the staircase nor the bottom "hatch to the attic" they were instructed to go up, they eventually realize that something is amiss...hours of stairs later, they come to a doorway that let's them out to...wherever. Pick or make an adventure and enjoy.

variant 2) The Fourth Floor: The party find a staircase on the 3rd floor that goes up and leads them to another (4th) floor full of room numbers. The inn, from the outside is only 3 floors, remember. The 4th floor is an extradimensional space with each "room" leading to any number of other places/planes. Maybe make it so you arrive in a room at an inn in whatever other place you go, so upon leaving the room, you're not back on that mystery 4th floor. You're in another inn in another town, or country, or plane...or time.

Achieving the adventure du jour somehow gives them some kind of dimensional gate that lets them back out...you guessed it, on the 4th floor. Only after retrieving the item the innkeeper originally sent them to get can the party find the stairs that will take them DOWN back into the "normal/real world" inn.

variant 3) Room Number 13: The party is in an inn (any floor) and hears a terrible commotion/someone in distress in one of the rooms. Being heroes, after all, they race into room number 13 to find themselves transported to...wherever. Pick or make an adventure and enjoy.

Completion of the adventure du jour somehow ends with the party returning to the inn, through the original room #13. When they make their way to the bar and encounter the innkeeper he will, of course, inform the party that the inn HAS no room numbered 13. "No inn ANYwhere has an room number 13. Bad luck, ya know."

--Steel Dragons
 

In the Atlas Games collection of encounters/mini-adventures En Route there was one I think was called The Glass House about an inn where a magical experiment went awry and turned everyone within at the time invisible.
 

I recall that the Buffy TV show featured a "portal to hell" or something similar, which continued to attract vampires, werewolves, ghosts, demons and other nasties. You can do something similar, like a fey crossing nearby, or a forgotten temple ruin that is buried beneath the inn and attracts aberrations and demented cultists. The PC's will have to fight off monsters and cultists, uncover the reason for the disturbances, and possible also deal with law-enforcement and/or pubic opinion.
 

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