Memorable Taverns (Longish)

We're actually working on a new product just on this topic. ;)

I've been GMing for over 10 years, and it seems no matter what the make-up of the group, the party will want to find an interesting tavern and start socializing. This, more often than not, leaves the GM scrambling to make up stuff off the top of the head. So we're putting together a collection of 12 fantasy taverns and inns as part of a new series Adventure Havens: Taven Tales Each tavern will include descriptions, NPCs, and story hooks. And I have a wonderful artist designing the tavern signs and providing other illustrations. You can see some of her work on her Deviant Art site.

http://ladyshalafae.deviantart.com/

The reason I'm chiming in on this thread, however, is because we're currently looking for freelancers interesting in working on this series. Tavern Tales in almost complete, but we'd like to create other products featuring other staples of fantasy gaming. Noble Houses, Temples, Thieves' Guild Houses, Docks, etc. If anyone is interested, visit our submission guidelines page for more info, then contact me.
 

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Maqhah al-Nujuum is my favorite in that list. Especially because it gives me the chance to put the shisha on the table when the party enters the tavern :D
 

One of the most memorable taverns I can remember is the Dragon Turtle Inn. Favoured by dwarves, the building was fairly low-ceilinged... but the most notable aspect of that ceiling was that the roof of the building was the shell of an Ancient Dragon Turtle.

This would normally be interesting enough, but in Sanctity, it was particularly special, given that the city was in the middle of a desert... and nobody could explain where the shell had come from.

(This turned out to be a plot hook, leading us to discover the underground river leading to the dragon turtle spawning ground...)

-Hyp.
 

Man, the inns and taverns I think up seem like Joe-Shmo's Bar and Grill compared to the ones mentioned here. I gotta start spice'n things up a little more :)

My most memorable tavern was called Blinky's. It was run by the highest level commoner in town (based off the table in the DMG chart). Calvyn, the owner, was a 16th level commoner Hobgoblin. He had a pet dog.. er, blink dog that is :) Who's name was of course, Blinky.

The tavern itself was very 'hole in the wall' and was much like Cheers as everyone seemed to know everyone else in there.
 

"The Shepherd"

Burrahobbit said:
"Maqhah al-Nujuum"

The owner of this cafe once had the occasion to give aid to a passing astrologer [remember the Sha'ir's Handbook?]. In return, the astrologer placed an enchantment on the ceiling of the establishment, so that every night, even in this bright and crowded city, the stars wheel as brightly and as clearly as in the middle of the moonless desert. During the day, the locals sit outside and play chess or Taawila [a kind of backgammon], smoking nargilehs and drinking Haroun the owner's famous hot sage drink.

"The Soldier's Rest"

On the now little-travelled crossroads of what was once the King's Highway, sits an old inn, now nearly bereft of customers. But its food is good and its beds are clean, and though the owner has moved to parts far distant, sending a messenger every month to check in and collect the moneys, the two old caretakers are meticulous in their work, and, though close-mouthed at first, have an endless store of tales once you get them going (helped by the fact that they have a near photographic memory for their guests and their stories).


ps. None of this is to knock the old standard roaring fire/grizzled inkeeper/dwarven ale/pretty barmaid trope; I know a guy who wouldn't dream of going anywhere near a place with a singing chimney.

"Maqhah al-Nujuum" and "The Soldier's Rest" are outstanding work, IMHO.

What makes them so great? Because they make sense. They are "extraordinary", but not for the sake of being cool. Well, the Arabic flavor of the first might be kewl-for-the-sake-of-kewl, if it doesn't fit the setting. But my point is, they are the way they are not "to be exotic", but because the people who made them that way had good reasons for it -- there's good background here.

When I was reading "The Soldier's Rest", it reminded me of my favorite short story -- "The Shepherd", by Frederic Foresythe (author of classic thrillers like "The Dogs of War" (about mercenaries in 1960s Africa -- great D&D plot) and "The Day of the Jackal" (about an assassin after Charles de Gaulle -- another D&D adaptable plot).

The plot is basically:
- Pilot flying home from Germany to England on Christmas Eve in the mid-1950s. His fighter jet has electrical problems, and he loses his radio, compass, and most of his instruments. He has to make it home in the dark, with fog below, and no way to signal he's in trouble. He goes into triangle formations over the North Sea, hoping the RAF will notice the emergency procedure and send a "shepherd" plane to guide him to an airbase.
- When he's near ditching from lack of fuel in the North Sea, he sees another plane -- a Mosquito night fighter, only used by a weather squadron now. It leads him down through the fog, to a runaway whose lights turn on just as the jet's engine flames out from lack of fuel.
- The runway turns out to be part of a mostly-derelict RAF station, now just used for storage, a decade after the war. The guy who turned on the lights is old ground crew from the war, the last guy at the base and near retirement himself, and he figured he'd better go turn them on when he heard the planes circling. The pilot is mad, since the Mosquito must have been leading him to another base, and this fool turned on the lights at a base with no emergency crew, etc. On the other hand, he wouldn't have made it more than another few miles inland, so the old fool Joe most likely bumbled into saving his life.
- Joe gives the pilot one of the old officer's rooms to stay in, after the pilot finishes phoning the RAF air traffic controllers to thanks them for sending the shepherd. They actually didn't notice his signal, and didn't send anyone. At the weather squadron, it turns out they upgraded from left-over Mosquitos a few months back. They sold the Mosquitos as scrap, so perhaps a civilian restored one and is flying it. How odd -- it must have a been a civilian pilot, flying an auctioned off old machine, still with RAF warbird markings on it. Probably a veteran reliving his youth. It was foolish of him to try to lead the jet in, in that weather, he could have caused it to crash on civilians.
- The pilot stops by a picture of a Mosquito in his room. It has the same "JK" nose marking as the shepherd. It all makes sense -- "JK" must have been a heck of a pilot, and managed to find his way "home" even a decade later in the fog. The pilot goes to ask Joe about him. Joe agrees "JK" was a heck of a pilot, and could find his way in any weather. He used to refuel after the night bomber escort missions to Germany, and go back over the North Sea to pickup damaged bombers limping home in the dark. The pilot says, "From the looks of things, he's still doing it." Joe says afraid not, sir, he never returned from a mission in 1944.

Anyhow, I've got to use that plot in a D&D story. Perhaps a paladin heals an injured party member, or a ranger guides them in from being lost with wolves after them, back to "The Soldier's Rest", but then has to continue his mission . . . and it turns out he's a ghost. Dunno, maybe I should just leave the story alone.
 

haakon1 said:
"Maqhah al-Nujuum" and "The Soldier's Rest" are outstanding work, IMHO.
Yes, they are of a quality that defies description, IMHO. I like my taverns to be really off-the-wall, but sometime I'll have to try throwing my regular players off with one of these ideas. :)
Anyhow, I've got to use that plot in a D&D story. Perhaps a paladin heals an injured party member, or a ranger guides them in from being lost with wolves after them, back to "The Soldier's Rest", but then has to continue his mission . . . and it turns out he's a ghost. Dunno, maybe I should just leave the story alone.
Wow! I've never heard that story before. I've done similar things with ghostly Paladins who failed in their quests to atone (from a misdeed that did not change their alignment, but made them lose their powers). In death, they cannot perform the acts needed to redeem themselves, and despite regaining their powers as their gods take pity on them and forgive their misdeeds, they are still driven by their own shame, made insensible by their undead mind. And so, they roam the land near where they died, seeking to defeat the forces of evil with an even more single-minded and obsession-driven fervor than they did in life.

All ghostly Paladins have the Rejuvenating ability of the ghost template, and do not need to make level checks to rejuvenate. Additionally, manifested ghostly Paladins may affect material targets may affect material targets with Paladin-granted touch spells. Most ghostly Paladins gain the ghost touch property on all of their gear as a blessing by their god.

Adventurers might encounter a ghostly Paladin in combat with evil creatures in a dungeon, find them walking in the wilderness during the night, or be visited by one while on an important quest for the forces of good when the PCs are severely injured. They always make for compelling role-playing, and their self-unattainable quest for atonement is a plot hook that that will lure in most goodly PCs with ease. Nothing's cooler than a living Paladin bringing a predecessor eternal peace by finishing his quest by proxy.
 

genshou said:
Wow! I've never heard that story before. I've done similar things with ghostly Paladins who failed in their quests to atone (from a misdeed that did not change their alignment, but made them lose their powers). In death, they cannot perform the acts needed to redeem themselves, and despite regaining their powers as their gods take pity on them and forgive their misdeeds, they are still driven by their own shame, made insensible by their undead mind. And so, they roam the land near where they died, seeking to defeat the forces of evil with an even more single-minded and obsession-driven fervor than they did in life.

All ghostly Paladins have the Rejuvenating ability of the ghost template, and do not need to make level checks to rejuvenate. Additionally, manifested ghostly Paladins may affect material targets may affect material targets with Paladin-granted touch spells. Most ghostly Paladins gain the ghost touch property on all of their gear as a blessing by their god.

Adventurers might encounter a ghostly Paladin in combat with evil creatures in a dungeon, find them walking in the wilderness during the night, or be visited by one while on an important quest for the forces of good when the PCs are severely injured. They always make for compelling role-playing, and their self-unattainable quest for atonement is a plot hook that that will lure in most goodly PCs with ease. Nothing's cooler than a living Paladin bringing a predecessor eternal peace by finishing his quest by proxy.


I'm playing a module in my email campaign (which takes FOREVER, like a half year at least to do what would take 3-4 sessions playing live) that has a ghost paladin. Very cool plot element, I think, and the PC's think that may be what they've observed, but they're aren't sure, since they've never seen undead with a good mission before.

Anyhow, I figure I can't use another ghost paladin to run "The Shepherd" idea with the same guys, at least not for a decade or so of real time, so I'll have to make the most of this one. :\ The twist of "wait, that was a ghost :eek: " seems like a key element.
 

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