I'm running a campaign of Rime of the Frostmaiden. There'll be some very minor spoilers so I'll put them in spoilers.
The players negotiated to take possession of
the Ramshackle tavern
in
Lonelywood
and have decided use it as a joint HQ-Tavern. During
The Lonely Moose
quest there, they managed to free Sahnar the Mummy, and decided they wanted him for a barkeep, which despite perhaps not suiting his background, I allowed because it was a cool idea. During the
Those are the two quests they've completed in the campaign so far. This was bit of an unexpected turn, and I'd like to support this aspect of the campaign. The problem is that I don't really have a sense of what would make a good balance for quest/reward for these kinds of things. I could just bung things onto the quest rewards, but it would be nice to have it a bit more involved. Any ideas? Either actual quests or how much various parts of the tavern would cost. So far, they just have the building, but they don't have any furnishing or basically anything. Just walls and a roof (of indeterminate shape). They're wanting the tavern area with tables and a bar, kitchen and the HQ area as well. There's going to be a Halloween theme to the bar. They've got a mummy bartender and kobold waiters who have Halloween costumes.
I've thought of seeding a rumour Goodmead creates good mead (duh) and if they
help recover the mead (from the quest),
they can get a good supply deal with the town. Bryn Shander could supply the tankards etc
as part of The Foaming Mugs Quest.
Bremen can likewise provide food via
the Lake Monster quest.
There is a
Cauldron of Plenty
in Easthaven that could be useful for the kitchen.
Obviously, they still need a bar and furnishings. Any thoughts on what I have so far? Any thoughts on fun side quests I could throw in for them to gain the items they still need? Or better ways to get the things I've already noted? Any suggestions on costs for the items incase they decide toml just buy things?
If you're not willing or able to to discuss in good faith, then don't be surprised if I don't respond, there are better things in life for me to do than humour you. This signature is that response.
You could probably work in some elements of the main campaign, focusing those on the tavern. That solves a few problems for you - it makes sure the party can focus on what they want to do, without the story completely going off the rails, and if allows you to come up with better plot hooks than the (frankly terribly written) base campaign provides. For example:
The Harpers set up shop in their tavern, which in turn attracts the attention of the Zhentarim. There could be an entire subtle (or sometimes not so subtle) spy war going on within their tavern that the party learns about and which could tie in elements of the main story.
On a more practicable note, are you designing this as a bar only or as an Inn? For an Inn you would want sleeping quarters for some number as well as a barn/stable for wagons/mounts. Then are you including quarters for the party members in addition? The module should have a map of the place as (at least) a starting point for design. If not a number of other modules and supplements have floorplans and description. You haven’t said just how big this places was/is/will be so it’s hard to say how much it would cost.
What happens to be the pot? By my calculations, you win an average of 3.5 coins in 1 in 6 rolls. 5 in 6 rolls, you pay in a lower amount (too late in the night to work out the actual amount, but it's greater than 1 and less than 3.5). Even at the lowest amount of 1, you'd pay in 5 coins for every 3.5 you get out, meaning there's a net increase in the pot, on average. Does it go to the tavern as additional profit?
On a more practicable note, are you designing this as a bar only or as an Inn? For an Inn you would want sleeping quarters for some number as well as a barn/stable for wagons/mounts.
To be honest, it's up to the players. I imagine that they'll probably start as a just a bar in a tavern, then expand it into an inn.
Then are you including quarters for the party members in addition? The module should have a map of the place as (at least) a starting point for design. If not a number of other modules and supplements have floorplans and description.
If by module you mean Rime of the Frostmaiden, then no. It just mentions that it can be negotiated for. There is a vague layout on a map (as in a top down view showing the roof as part of a map of the town).
You haven’t said just how big this places was/is/will be so it’s hard to say how much it would cost.
To be honest, the module is so vague on it with little guidance for it... there's no fixed thing. I think if we could make it fun, then it would be good to start off pretty small and have them build extensions to it etc. However, I'm not sure how to do that, and it may be better to keep it simpler and less of a focus for them by having it largely start off large and they're just providing the finishing touches...dunno is the answer to that.
If you're not willing or able to to discuss in good faith, then don't be surprised if I don't respond, there are better things in life for me to do than humour you. This signature is that response.
Even if there is just a roof on a map you can get an idea of the size from the map scale, then check how much space is around it for possible expansions to get an idea of what you can do. If there is little or no detail then I would go to the forgotten realms wiki and look it up and see if someone else has found stuff for it and added it there. Finally if you have any other modules look in them for internal layouts. I know there is a tavern the party gets gifted in Waterdeep: Dragonheist and a roadside Inn in Tyranny of Dragons.
for a small tavern a common room 20’ x 30’ (think HS classroom size) should be good and a kitchen half that size. Add a bathroom or two (3’ x 6’) and you have everything you need fora basic tavern. There should be furnishings there from before, but the party will need to replace some of it - how much is up to you. The nice thing with just a roof outline is that you can have 2-3 extra floors under that roof if you need to for more space just make space for a staircase (3’ x 10’) somewhere on each floor.
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Wisea$$ DM and Player since 1979.
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I'm running a campaign of Rime of the Frostmaiden. There'll be some very minor spoilers so I'll put them in spoilers.
The players negotiated to take possession of
the Ramshackle tavern
in
Lonelywood
and have decided use it as a joint HQ-Tavern. During
The Lonely Moose
quest there, they managed to free Sahnar the Mummy, and decided they wanted him for a barkeep, which despite perhaps not suiting his background, I allowed because it was a cool idea. During the
A Beautiful Mine
quest in
Termalaine,
they recruited the Kobolds as waiters.
Those are the two quests they've completed in the campaign so far. This was bit of an unexpected turn, and I'd like to support this aspect of the campaign. The problem is that I don't really have a sense of what would make a good balance for quest/reward for these kinds of things. I could just bung things onto the quest rewards, but it would be nice to have it a bit more involved. Any ideas? Either actual quests or how much various parts of the tavern would cost. So far, they just have the building, but they don't have any furnishing or basically anything. Just walls and a roof (of indeterminate shape). They're wanting the tavern area with tables and a bar, kitchen and the HQ area as well. There's going to be a Halloween theme to the bar. They've got a mummy bartender and kobold waiters who have Halloween costumes.
I've thought of seeding a rumour Goodmead creates good mead (duh) and if they
help recover the mead (from the quest),
they can get a good supply deal with the town. Bryn Shander could supply the tankards etc
as part of The Foaming Mugs Quest.
Bremen can likewise provide food via
the Lake Monster quest.
There is a
Cauldron of Plenty
in Easthaven that could be useful for the kitchen.
Obviously, they still need a bar and furnishings. Any thoughts on what I have so far? Any thoughts on fun side quests I could throw in for them to gain the items they still need? Or better ways to get the things I've already noted? Any suggestions on costs for the items incase they decide toml just buy things?
Thanks!
If you're not willing or able to to discuss in good faith, then don't be surprised if I don't respond, there are better things in life for me to do than humour you. This signature is that response.
You could probably work in some elements of the main campaign, focusing those on the tavern. That solves a few problems for you - it makes sure the party can focus on what they want to do, without the story completely going off the rails, and if allows you to come up with better plot hooks than the (frankly terribly written) base campaign provides. For example:
The Harpers set up shop in their tavern, which in turn attracts the attention of the Zhentarim. There could be an entire subtle (or sometimes not so subtle) spy war going on within their tavern that the party learns about and which could tie in elements of the main story.
On a more practicable note, are you designing this as a bar only or as an Inn? For an Inn you would want sleeping quarters for some number as well as a barn/stable for wagons/mounts. Then are you including quarters for the party members in addition? The module should have a map of the place as (at least) a starting point for design. If not a number of other modules and supplements have floorplans and description. You haven’t said just how big this places was/is/will be so it’s hard to say how much it would cost.
Wisea$$ DM and Player since 1979.
Thanks for your help guys.
What happens to be the pot? By my calculations, you win an average of 3.5 coins in 1 in 6 rolls. 5 in 6 rolls, you pay in a lower amount (too late in the night to work out the actual amount, but it's greater than 1 and less than 3.5). Even at the lowest amount of 1, you'd pay in 5 coins for every 3.5 you get out, meaning there's a net increase in the pot, on average. Does it go to the tavern as additional profit?
If by module you mean Rime of the Frostmaiden, then no. It just mentions that it can be negotiated for. There is a vague layout on a map (as in a top down view showing the roof as part of a map of the town).
To be honest, the module is so vague on it with little guidance for it... there's no fixed thing. I think if we could make it fun, then it would be good to start off pretty small and have them build extensions to it etc. However, I'm not sure how to do that, and it may be better to keep it simpler and less of a focus for them by having it largely start off large and they're just providing the finishing touches...dunno is the answer to that.
If you're not willing or able to to discuss in good faith, then don't be surprised if I don't respond, there are better things in life for me to do than humour you. This signature is that response.
Even if there is just a roof on a map you can get an idea of the size from the map scale, then check how much space is around it for possible expansions to get an idea of what you can do. If there is little or no detail then I would go to the forgotten realms wiki and look it up and see if someone else has found stuff for it and added it there. Finally if you have any other modules look in them for internal layouts. I know there is a tavern the party gets gifted in Waterdeep: Dragonheist and a roadside Inn in Tyranny of Dragons.
for a small tavern a common room 20’ x 30’ (think HS classroom size) should be good and a kitchen half that size. Add a bathroom or two (3’ x 6’) and you have everything you need fora basic tavern. There should be furnishings there from before, but the party will need to replace some of it - how much is up to you. The nice thing with just a roof outline is that you can have 2-3 extra floors under that roof if you need to for more space just make space for a staircase (3’ x 10’) somewhere on each floor.
Wisea$$ DM and Player since 1979.