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Memorable Taverns (Longish)
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<blockquote data-quote="genshou" data-source="post: 2730407" data-attributes="member: 13164"><p><strong>The Purple Worm</strong></p><p>Built against a hillside, the Purple Worm is like its namesake in that it literally seems to have burrowed its way into the rock. The tavern's founder and owner, a middle-aged, <em>sumo</em>-built human man who imaginatively and enigmatically refers to himself as "Barkeep", is said to have slain a purple worm or three in his adventuring days, and some even whisper that he keeps the magically preserved corpse of one in the establishment's basement, to use as a secret ingredient in his most popular drink, the appropriately named "Knockout Punch." Knockout Punch is a drink as black as pitch and as thick as syrup, part ale, part (lethally) poisonous mushroom, and part house blend of secret ingredients. It sells for 200 gp per tankard. In addition to a hefty dose of intoxication (Fort DC 13), the ground mushroom in Barkeep's most famous concoction metes out a semi-lethal dose of toxins in each tankard (ingested poison, Fort DC 18, initial damage unconsciousness for 2d4 hours, secondary damage 3d6 Con). Consequently, few but the bravest of souls will drink it, considering a flirt with death to be a form of excitement rather than insanity. It is very popular with certain clientele, such as the dwarven berserkers who often travel through the northern wastelands.</p><p></p><p>The atmosphere in the Purple Worm matches its decorations–dour, pessimistic, and callous. Most of its drinkers are battle-hardened mercenaries and dwarven miners and berserkers. The main room is large enough to seat an impressive sixty drinkers at tables of varying quality. The lighting is poor, and smoke fills the room at all times. The place is kept at a comfortable temperature mostly by virtue of being slightly underground. 3d12 regulars are present in the tavern at any given time, and 1d6 travellers may be present. Three bouncers and two city guards are always present in the establishment, ready to stop any barfights before they get out of hand.</p><p></p><p>A few seeds for possible plot hooks:</p><ul> <li data-xf-list-type="ul">The PCs are hired by a Cloaked, Hooded Figure (tm) of gnomish stature, who desires the "secret formula" Barkeep is so famous for. What horrors will they find in this establishment's basement, and why has no one successfully done this before?</li> <li data-xf-list-type="ul">A group of battered dwarven miners huddles in a corner, drinking heavily. A few have passed out from Knockout Punch, but most are drinking basic dwarven mead. One of them approaches the PCs and shares a tale of purple worms rampaging through the mining tunnels. The worms are, strangely enough, digging through the tunnels to form regular octagons. After this is mentioned, Barkeep becomes suspiciously aloof from the PCs. Who is causing the strange behavior of the worms, and what is Barkeep hiding?</li> <li data-xf-list-type="ul">While the PCs are enjoying a (not-so) healthy dose of local beverages (preferably Knockout Punch), a band of drow raiders storms the establishment and captures Barkeep. There should be enough (and high enough level) drow to overwhelm the PCs in their inebriated state. After a short interrogation, it seems the dark elves are looking for a key which Barkeep stole from them. The raiders leave with their captive to enact some form of torture. As they are leaving, Barkeep shouts a string of numbers incoherently. What could these numbers mean? (The numbers, when combined with a piece of parchment under the bar counter, form clues to finding a secret passage into the tavern's basement through the nearby hills. In the basement, the PCs find a trapdoor, in which is concealed a chest containing a wand. The wand is the "key" the drow are seeking, and is charged with a powerful but very specific <em>dispel magic</em> effect, as if it has been designed to dispel one particular type of magical effect.) Should the PCs find this key, and choose to pursue the drow underground, they will in two different tunnels encounter magical barriers that will not permit their passage. Of course, the easy way through is to use the wand. One barrier is of recent casting by the drow, and beyond it is to be found their temporary camp. The other barrier resists all attempts to dispel it, but allows the key (and anyone touching the key) to pass through effortlessly. This barrier hides a crown of great power. Legends say this crown can command the power of lightning to blast at their foes. How will the PCs use it to overcome the drow resistance beyond the other barrier?</li> </ul></blockquote><p></p>
[QUOTE="genshou, post: 2730407, member: 13164"] [B]The Purple Worm[/B] Built against a hillside, the Purple Worm is like its namesake in that it literally seems to have burrowed its way into the rock. The tavern's founder and owner, a middle-aged, [I]sumo[/I]-built human man who imaginatively and enigmatically refers to himself as "Barkeep", is said to have slain a purple worm or three in his adventuring days, and some even whisper that he keeps the magically preserved corpse of one in the establishment's basement, to use as a secret ingredient in his most popular drink, the appropriately named "Knockout Punch." Knockout Punch is a drink as black as pitch and as thick as syrup, part ale, part (lethally) poisonous mushroom, and part house blend of secret ingredients. It sells for 200 gp per tankard. In addition to a hefty dose of intoxication (Fort DC 13), the ground mushroom in Barkeep's most famous concoction metes out a semi-lethal dose of toxins in each tankard (ingested poison, Fort DC 18, initial damage unconsciousness for 2d4 hours, secondary damage 3d6 Con). Consequently, few but the bravest of souls will drink it, considering a flirt with death to be a form of excitement rather than insanity. It is very popular with certain clientele, such as the dwarven berserkers who often travel through the northern wastelands. The atmosphere in the Purple Worm matches its decorations–dour, pessimistic, and callous. Most of its drinkers are battle-hardened mercenaries and dwarven miners and berserkers. The main room is large enough to seat an impressive sixty drinkers at tables of varying quality. The lighting is poor, and smoke fills the room at all times. The place is kept at a comfortable temperature mostly by virtue of being slightly underground. 3d12 regulars are present in the tavern at any given time, and 1d6 travellers may be present. Three bouncers and two city guards are always present in the establishment, ready to stop any barfights before they get out of hand. A few seeds for possible plot hooks: [list][*]The PCs are hired by a Cloaked, Hooded Figure (tm) of gnomish stature, who desires the "secret formula" Barkeep is so famous for. What horrors will they find in this establishment's basement, and why has no one successfully done this before? [*]A group of battered dwarven miners huddles in a corner, drinking heavily. A few have passed out from Knockout Punch, but most are drinking basic dwarven mead. One of them approaches the PCs and shares a tale of purple worms rampaging through the mining tunnels. The worms are, strangely enough, digging through the tunnels to form regular octagons. After this is mentioned, Barkeep becomes suspiciously aloof from the PCs. Who is causing the strange behavior of the worms, and what is Barkeep hiding? [*]While the PCs are enjoying a (not-so) healthy dose of local beverages (preferably Knockout Punch), a band of drow raiders storms the establishment and captures Barkeep. There should be enough (and high enough level) drow to overwhelm the PCs in their inebriated state. After a short interrogation, it seems the dark elves are looking for a key which Barkeep stole from them. The raiders leave with their captive to enact some form of torture. As they are leaving, Barkeep shouts a string of numbers incoherently. What could these numbers mean? (The numbers, when combined with a piece of parchment under the bar counter, form clues to finding a secret passage into the tavern's basement through the nearby hills. In the basement, the PCs find a trapdoor, in which is concealed a chest containing a wand. The wand is the "key" the drow are seeking, and is charged with a powerful but very specific [I]dispel magic[/I] effect, as if it has been designed to dispel one particular type of magical effect.) Should the PCs find this key, and choose to pursue the drow underground, they will in two different tunnels encounter magical barriers that will not permit their passage. Of course, the easy way through is to use the wand. One barrier is of recent casting by the drow, and beyond it is to be found their temporary camp. The other barrier resists all attempts to dispel it, but allows the key (and anyone touching the key) to pass through effortlessly. This barrier hides a crown of great power. Legends say this crown can command the power of lightning to blast at their foes. How will the PCs use it to overcome the drow resistance beyond the other barrier?[/list] [/QUOTE]
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