I'd like to create a thread for people to share their ideas for taverns or Inns. If you don't have thoughts on a Tavern or Inn, any ideas for interesting special celebrations or unusual encounters that could occur inside a tavern or Inn would be useful too.
The Floating Candle was constructed as part of King Regal's grand rebuilding project almost 90 years ago. The two-story building is built in the grandiose style of the time - King Regal’s attempt at mimicking the architectural style of High Elves. White washed walls, flower boxed attic windows and a shingle roof, the building has been beautifully preserved and is constantly maintained.
The Floating Candle has been a number of other things before it became an Inn. When it was first built it was a private residence, then a boarding house, a brothel, a private residence once again all before becoming the Inn. The Inn has changed names and owners many times over the years also before being purchased by the current owner Malcloth Mippelspoon, and becoming the Floating Candle.
A large portrait of a matronly lady holding two children on her lap adorns the wall behind the front desk giving the Inn an old world feel.
The Floating Candle is a magical place to be nurtured and cared for. Unseen servants tuck you in at night, stir the fires during in the middle of cold nights, shut the window shutters and guide you step with floating magical candles as you walk down darkened corridors. A soft female voice sings lullabies to guide you off to sleep.
There is a definite aura of peace and safety in the Floating Candle and people feel content to relax and sleep soundly the night through. People who struggle to properly sleep are directed to the Inn and parents with wakeful babies often visit the Floating Candle.
The inn is open every day of the year except on the anniversary of the Night of Flame where Malcloth honours the memory of those who died on that horrible night by closing his doors.
The Anniversary of Flame
There is no unseen servants, magic mouths or any other special spells cast in the Floating Candle to make their stay more comfortable. And there is a good reason why the building has had so many owners.
The Floating Candle is haunted.
Before the city was renamed and the building was rebuilt, an orphanage once rested where the Inn now stands. An old group of women devoted themselves to helping the poor and protecting the children who had no parents or home to go. On the Night of Flame, the orphanage was burnt to the ground. Desperate to save the little children’s lives the women risked their lives over and over again to enter the burning building to rescue the crying infants. Just before the building collapsed the matron of the orphanage tried to find the remaining children, but never made it out.
Since that time the matron has cared for the residences of the building that is know known as the Floating Candles as if they were one of her little children. To her the customers of the Inn are orphans and she protects them, comforts them and sings to them to get them to sleep.
The large portrait of the woman nursing two children was rescued after the Night of Flame from the smoking ruins centuries ago and has hung in its rebuilt walls ever since. During the weeks leading up to the anniversary of the Night of Flame the portrait seems to change disturbingly.
While the rest of the year is a place of peace and care in the Floating Candle, on the anniversary of the Night of Flame it is the complete opposite. The whole interior of the Inn appears to be ablaze, smoke obscures all sight, radiating heats seems to burn the flesh from your bones. Most disconcerting though is a chorus of desperate voices of the trapped children who cry in vain for help. The matron’s voice adds to the din and she frantically races about the building searching for her burning children.
Malcloth wants to help the matron who has unknowingly helped him so much. He wants to make sure that the truth of his Inn never gets out but if he can find a group of adventurers he can trust he hopes they can help the old lady. Malcloth believes the answer is in finding the orphans, or at least their remains, on the anniversary of the Night of Flame.
The Inn at the Crossroads. It's a tradition so old, it's become an assumption: Wherever two much travelled roads cross, there will be a tavern. We know this tavern, even without looking: It will have stables, perhaps the option to exchange horses, there will be some rooms for hire, there will be a kitchen and a common room where you can eat and drink and make merry. It will be full of the type of people who travel long distances: Merchants and ruffians and adventurers and pilgrims and soldiers, highwaymen, hunters, loners, seekers - refugees, if one of the countries nearby is making war on another, or the greenskins are getting restless.
It's less clear exactly what is a crossroad. Oh, sure, we know the basic principle: A trade route going north/south meets another going east/west. But that's not the only option. There are loci, points in time and space and fate where many paths cross. If you've ever been at a restaurant, and gotten the very last table - only to find your nemesis is at the neighboring table - you know what I'm talking about: It could never be any different.
The Crossed Fates Tavern and Inn is such a place. It's unclear where it is, precisely - if it even is in any particular place. Some theorize that is wherever it needs to be. It's also unclear precisely what it is. Sure, it's an inn, but no one seems to be able to agree on it's size, layout or any other particulars. There is speculation that it is in fact a plane of existance all to itself, or even a sort of living being with orifices into other planes.
One thing everyone agrees on is the proprietor, Gr'z-nûzhaar. Although Grass - as he's called - appears to be an immaculately dressed, groomed and bespectacled gnome of advancing years, with curly white hair and a tophat, he is almost certainly some manner of fiend or devil. While he is a non-repentant rumor monger, he has a rule he never deviates from: He never refers to any guest by name. He is an incredibly skilled conversationalist, and he can keep up interesting smalltalk for hours, without ever revealing anything about himself - only relating one tall tale or exciting rumor or another.
If you try to explore the Crossed Fates Tavern, you'll always find one more door you haven't opened, one more stair you haven't walked up or down, one more guest you haven't met, and so on.
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Blanket disclaimer: I only ever state opinion. But I can sound terribly dogmatic - so if you feel I'm trying to tell you what to think, I'm really not, I swear. I'm telling you what I think, that's all.
This 'tavern' was written for a non-magical, tech savvy, mess of a planet, but installing magic wouldn't take much.
Wrote it down for you in a storyboard-ish style. Italics are for the PC party. The rest is general info/DM stuff. Hope it ain't too long for ya:
"Instinct" is a roadhouse, with rooms to rent above. Located deep in the badlands, it belongs to House Boardman, Hospitality (division). This sub-house's reputation for quality food, and a maintaining a secure, neutral venue is well known, far beyond this outlying location. Here, the public access to the rooms is via one outside staircase, at one end of the building. The rooms upstairs are small and well kept, each with private toilets and grooming facilities.
The well-lit building and its parking lot are surrounded by natural barriers, gullies and rock formations, preventing access to anything larger than dirt bikes or horses, moving in single file. This narrow, access driveway you're walking along is protected by massive, hydraulically activated bollards.Anything less than a heavy, fast-moving freight truck won't break through; that truck's undercarriage will be destroyed in the process.
Against the cool breeze of this late-spring evening, you spot a fe-man as it steps up out of the darkness of a narrow gully, nearby. It's cougar face and its rugged, tight-fitting clothing are dusty and stained. A long-range, scoped weapon hangs slung across its back. The bandoliers it carries appear to be filled with spent, supercap ammunition cartridges. Along with two depleted water bags, two long tubes are secured to a narrow, body-hugging backpack. Strapped to its left leg, a combat knife. Well-worn boots hug its toes and the balls of its feet. Hanging from its neck are small ears, strung on a cord.
Not surprised at your presence, the fe-man quickly looks each of you over then says, "If you're hungry, then you ain't lost." It turns away and begins crossing the gravel parking lot.
For the sake of the narrative, you decide to follow.
Four private aircraft occupy the nearby landing pad. Three beautifully kept, antique, fuel-burner cars are parked closer to the door. A dozen or so ground vehicles of much more recent vintages sit scattered across the half-filled parking lot.
The fe-man says to no one in particular, "Still early. Surprised how busy it is." It slowed its pace to admire the old cars.
Inside the building, a high-pitched voice sings a very old song to a thumping beat.
"1960s music?" asks one of the party.
"Yep, must be Second Friday of the month," answers the fe-man.
Carved into the wooden front door, below the owner's mark, its letters painted white, a notice reads, "We don't care what skin you wear. First come first served."
The door suddenly opens outward; the fe-man jumps back out of the way. Startled, then intrigued, the two human males leaving the building stare at it as they walked by. The fe-man returns their stare, and the two men barely avoid stumbling into you as they pass by. The fe-man slips inside just ahead of the closing door.
You decide to follow.
One of your party recalls having heard this before, "As long as you are a paying customer under their roof, they treat you, and protect you like family." Paying customer buys at least 1 drink and 1 food item per hour, and/or rents a room. The penalty for a family member attacking another, immediate execution out in the parking lot. If the manager on duty feels inclined to do so, slavery may be offered in lieu of death; making one a permanent member of this sub-house. Theft from family, same options.
You pull open the heavy weathered wooden door,ahead a few steps (5'), the hallway turns right. An observant soul, especially one with an eye for fortifications, may notice the 4' thick outer wall, the 1' wide steel threshold, as wide as the hallway, and the rectangular pocket in the ceiling directly above it. This door is pneumatic; it can rise out of the floor very quickly. Anyone in its way may lose a limb or two, or be crushed to death.
You step in and turn right.
At the end of a short hallway, you find the bouncer's station. Wearing only a kilt and sitting on a sturdy stool, a Kodiak ur-man [werebear/humanoid bear] Politely asks, "Please turn over your weapons and packs."This ur-man, Dennis,greets his friends and regular customers with a smile and friendly conversation, and intimidates potential troublemakers with a practiced gruff expression, his 460lb frame, and his plate-sized hands. Behind his station, the customer's weapons and packs are stowed and guarded.
Turning to the left, now entering the main room. One may then notice small, porthole-like glass doors along the room's otherwise blank front wall, at convenient human access height. Spaced away from that wall a fair distance, a sturdy, wooden rail runs across, about 2' below the thick (armored) glass doors.
The room has an "Old West" atmosphere to it, to include peanut shells on the floor. The non-human serving staff are friendly and professional. On a small stage against the back wall, near the kitchen doors, a kobold sings old, 1960s earth songs. Its voice imitates the original artists' voices with uncanny accuracy, female and male. It is accompanied by a cap-man [humanoid goat], playing a guitar.
Twin, jet black, grey-eyed kobolds, Dusk and Shadow, live here and manage this business for their owner. During business hours, one or the other of them is always behind the bar. The other can usually be found in the office, or randomly checking the building and grounds. They are each several decades old, highly intelligent, and completely loyal to their owner. They know this place intimately; all of its strengths and its secrets.
None of the staff are human; the owner prefers non-human workers, slaves, over human employees or term indentured workers. Some live onsite, some live nearby. Though their loyalty may not be as fanatical (borderline worshipful) as the two managers and the other kobolds who work here, all other non-humans under House Boardman's roof would rather be here than work for anyone else. They are well fed and well cared for; most of them even like "Master Martin". In this world, slavery is common; not all slave owners treat their property as well as House Boardman does.
Built like a vault, and much larger and stronger than the onsite security vault, it's underground larder includes both dry storage and refrigerated storage, as well as an impressive selection of wine, beer, and spirits.
This place is built like a fortress, but was not designed to withstand an extended siege. It doesn't need to hold out for days or weeks; air support is only 20-30 minutes away.
Other secrets, and treasures can be be found here. This tavern can be a refuge, a source of information, a gathering place (of course), or the place where the impulsive, the greedy, and the foolhardy come to die. All staff have access to blades, cudgels, and projectile weapons, including automatic firearms. If forewarned of an incursion/assault, they will be armed. The main building itself is armed with a few hidden, military grade, anti-vehicle/personnel weapons.
(Edit: As a writer, I find it hard to leave my work alone, when I can do better.)
Start by looking at some of the wilder ( or tamer) real world or cinematic bars, taverns and inns for not only ideas but plot hooks. Take the bar from the movie Roadhouse, or Coyote Ugly ( I used to hangout at the original in NYC years ago) or urban cowboy. I’ve based a number of inns and taverns on places I’ve visited or hangout in over the years and travels: 1) The village idiot - a dive bar, over crowded with cheap beer and booze, and a great jukebox, he owner was the village idiot - a great bear of a man (@6’3”,320#) but drunk and gone to seed, the manager was the opposite- a small lovely young woman who could drink anyone under the table (she later opened coyote ugly). The place was either dead or roaring with conversations and folks trying to sort out the wannabes from the tourists from the real deals. For the game put a bard with a good reputation in a corner and a mix of locals, adventurers, caravan guards, students etc and have a party. 2) The Grassroots Tavern - almost the opposite of the idiot, this was a large place with a long bar, tables, and darts in the rear. Prices were decent but not cheap, it was never packed but often fairly full. Musicians, teachers, artists, etc. not a party bar but a place to meet, talk, find contacts, make connections and so forth. So think level 3+ adventurers, sages, bards relaxing not working, tradesmen and other young professionals. The jukebox was just as good as at the idiot but somewhat mellower and the volume set lower. In game this is the lace the caravan masters would be while guards are over at the Idiot. 3) Coyote Ugly - if you’ve seen the movie yes the bar was really like that. Originally it was a larger somewhat classier version of the Idiot, after the movie it was mostly tourists coming in to try to live a bit of the movie. Regulars hung back at the ends of the bar , the darts area or back/corner tables and watched the show. 4) Gunslinger’s - think a country cross between the Grassroots and Coyote Ugly. The jukebox mixed rock, metal and country, a pool table instead of darts, no tourists, few wannabes mostly folks relaxing and socializing after a long day. You could relax, hold a conversation, meet someone and have a good time without spending a fortune. 5) The Barn ( because that is what it once was) - out in the middle of nowhere just across the state line from a dry state. Two floors - upstairs a DJ and live band doing jazz, show tunes etc with a large dance floor where the adults (35+) enjoyed social ballroom and Latin dancing and socialized with each other - everyone was well established and kids were not welcome. Downstairs - a stage with a live rock/country band, a large dance floor and the kids (18-30) dancing, drinking and partying. Several big bouncers to breakup fights ( or at least toss the participants into the parking lot.) 6) The silver Moon - middle of the road prices with a live band on weekends and a DJ or canned music during the week. It was the bar for a hotel so a decent place with a mix of ages from college up. Lots of businessmen and young professionals traveling thru and staying a night or three as well as locals wanting to relax. In game terms an inn at a caravanisery or on he outskirts of a town. 7) The Front Porch - literally a front porch with shelves for warm beer (Guinness) and booze and a top loading fridge for cold beer just outside a drilling rig in the back country of Jaimaca. The only place for miles around with lights, cold beer and a place to relax for the rig crew and the locals.
if you’re in/near a major city there are probably a number of well known places that can be turned into interesting places for your games. Even out I; he middle of nowhere places get a start for ne reason or another when folks want a little relaxation and a chance to blow off steam. You might look up the lid trapper/mountain man rondivous for ideas of what can happen.
Thank you First_rolled & Wi1. Great ideas from both of you. FR - I like the completely different take you had on the tavern. It was almost like part of a story. Wi1 - lots of real life examples adapted to a fantasy setting. Good advice.
The Stallions Tale is smoky drinking spot with cracked leather cushioned chairs, polished timber tables and floors and a wall stacked with barrels and kegs. Merchants, travelers and lovers of unusual and exotic beverages largely frequent the Stallions Tale.
The Stallion’s Tale has brews, wines and spirits from all over the world, and some whisper, even beyond. Visiting merchants sometimes pay for weeks of food and drinks by handing over a barrel of beer or box of wine bottles as payment instead of coin. But the beverages need to be well kept and in good condition before they are accepted. Scarlet, the taverns owner, tests every brew herself and has a keen palate and decades of experience to draw upon when choosing to keep or discard a new drink.
Upstairs in the Stallion’s Tale is known as the Bid, it is where merchants from the Barter Guild, the city's Merchant Guild, take up samples of their most unusual, expensive and valuable goods to sell to other merchants or to trusted and valued special customers. Artifacts, maps and magical treasures are sold in the taverns attic. Passes, red coins with the guilds symbol imprinted, are sometimes given to those who have helped the guild in someway, befriended a prominent member or handed over enough coin. Thieves and robbery never seem to be a problem…
The Night Cat is an establishment that mimics its namesake – dark, sinister, sly, and dangerous it is not a place for the unwary or naive. It is the pit to find the underbelly of the city, the pirates, thieves, burglars and smugglers. Most of the worst criminals are ‘relocated’ by the Plumes to elsewhere, at the first sign of trouble, but some continue to evade the law and secret out a dishonest living in the city.
The Night Jaguar once was known as the Waterwatch, sitting firmly in the river district with beautiful views of the sea and mountains behind. But as the tavern began to become more run down and neglected the more mundane guests began to seek newer more comfortable places to drink and the more seedy elements began to move in.
The tavern took its current name when the gambling and betting began in the establishment. The most popular game to bet upon in the tavern is the cat fights. One particularly large Black cat won for months in the den and in it’s honour the regularly began to refer to the tavern as The Night Cat. The current owner, Jasper loves the name, for secretly he and his staff are all Werecats with allegiances to the corrupt noble family- the Spindal's.
Gambling of all descriptions occurs in the Night Cat and it is rumoured that gladiatorial fights occur in its higher levels. Slavery is also linked to the Night Cat but no evidence has ever been upturned of such activity. Both thieves’ guilds have agents that frequent the tavern and it is believed that deep within its cellars monsters are bought and sold.
A secretive organisation also uses the back room of the Night Cat to meet regularly. Calling itself the Broken Bell, the group believe that the commoners and poor that once lived within the city's white walls, should be given the right to return to live once again. Unlike the bulk of the organisation who work predominately from the city slums, this small group is particularly fanatical and dangerous, believing that revolution and the death of all nobles is the only way to achieve their goal.
Jasper is well aware of the groups aims and pretends he is an actively member. Secretly Jasper spies on the groups actions and plans and sends this information to his benefactor – Core Spindal.
Is it allowed to brach out a bit from just taverns? Here's a thing:
The Anchor basically just needed some sort of signalling 'it's here', so they hauled up the first thing they could find. It being quayside, that happened to be a rusty old steel ancor.
The anchor is a godawful place. It has beer that might as well be sluiced in straight from the pigsty, food your dog wouldn't eat, and it's dirty, smelly, dark, smoky and plain disgusting. It also does brisk, brisk business, for what it lacks in style, class or pleasantness, it makes up for in a certain style of importance: It's the working headquarters for the Blessed Union of Stevedores, Porters and Quaymen - officially a workers guild of sorts, unofficially the criminal organisation when it comes to smuggling of all sorts, and large, burly, violent men for hire.
If you are a known factor, it is possible to pass through The Anchor, and through a concealed back door, into much nicer accomodations where the guild does it's most lucrative business. You'll still be met by dirty, sweaty men wearing bowler hats over red bandanas (the 'uniform' of the Porters), for say what you will about the guild - they are not ones to forget their roots. But in those brighter, warmer rooms behind The Anchor, fortunes change hands, and volumes of illegal goods are moved from point A to point B, without the annoying attention of tax collectors or harbor inspectors.
There are perhaps mightier criminal organisations, but the Porters have money, a surplus of large, angry men, and friends in high places, and so they manage to hold on to their stake and thrive.
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Blanket disclaimer: I only ever state opinion. But I can sound terribly dogmatic - so if you feel I'm trying to tell you what to think, I'm really not, I swear. I'm telling you what I think, that's all.
The Satyr's Rest Inn is located in the Fey Realm and the Material plane at the same time. A human bartender runs the establishment on the Material side, while his fairy wife oversees the Fey version of the inn. Both versions have the same layout, but different clientele in the common areas. A board behind the bar contains a list of rooms with a glowing light beside each occupied room; an amber light means that it is occupied in the Material Plane, a purple light means it is occupied in the Fey Realm. The owners will not rent rooms with a light, even if the occupants are in the other plane. To travel from one side to another, you have to rent a room and fall asleep (or go into an equivalent unconscious state). When you wake up, you'll be on the other side. Each individual can only travel once per day.
Acromos - I like the gritty feel of the Anchor. The Organisation of Porters, Stevedores and Quaymen is a dark group I could use in my world too. Cheers.
Sayeth - I like the magical duality of the Inn. The overlap between worlds makes it a great gate between the Material Plane and the Bright too. Cool idea.
For decades, music and laughter have echo through the alleyways of the city at night from Sisaroons. The fest hall is a place to dance and sing, drink and be merry. A small cost is incurred upon entrée and drink prices are slightly inflated but the atmosphere of Sisaroons and the chance to dance with young ladies and gentlemen, have keep this fest hall popular for decades.
The fest hall is shaped like a basin, with a level containing tables and seats ringing the dropped down wooden floor. Banisters and stairs descend to the great dance floor that is well worn from decades of use.
A large stage sits above the dance floor at the back of the hall and two balconies sit to either side overlooking the stage. These balconies are usually crowded with bands and musicians, who keep the infectious tunes flooding the floor.
The stage is home to great troops of dancing girls who are there to inspire and titillate simultaneously. Four bars open up in the walls at each ‘corner’ of the establishment.
Murder Mystery
Recently, a young couple, flushed from a night of dance, turned up butchered in an alleyway with strange marks covering their bodies. Their dismembered bodies were discovered in an alley off Trickle Street, only 5 minutes walk from Sisaroons. Sisaroons owners are anxious to avoid making this event public knowledge lest it destroy their business and the Plumes (city watch) hope to hire investigators to find the murderer before they strike again
I did have an idea at one point for a franchise, the Creaking Sign Tavern. Basically functioned like Wetherspoons, where they only built them in old and interesting buildings. They have all 4 of the basic food-groups you need (Meat, Bread, Cheese, and Ale) and there hasn't yet been a group of notably unique and powerful individuals which met there which have failed to group together on a quest of some kind.
The plan was for the inn-ness to be beasic and repeatable - always the same ales and food on offer at the same low prices - but there was a unique quest at each one, which was a navigation-based quest where you had to make it through a very long dungeon, which was always upstairs, in order to locate the bathroom.
Acromos - I like the gritty feel of the Anchor. The Organisation of Porters, Stevedores and Quaymen is a dark group I could use in my world too. Cheers.
Thanks! =)
I wanted a group of criminals that didn't feel cute or classy or polished - just a bunch of thugs. But I also like to think of them as ... they do crime because they have to. They are daytalers, and have work only when there is a ship in port. So when not doing honest work on the docks, they do anything else that will get them a paycheck. And for strong but unskilled laborers, that doesn't leave too much wiggleroom. So ... I like to think of them as relatable.
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Blanket disclaimer: I only ever state opinion. But I can sound terribly dogmatic - so if you feel I'm trying to tell you what to think, I'm really not, I swear. I'm telling you what I think, that's all.
The plan was for the inn-ness to be beasic and repeatable - always the same ales and food on offer at the same low prices - but there was a unique quest at each one, which was a navigation-based quest where you had to make it through a very long dungeon, which was always upstairs, in order to locate the bathroom.
I used to work at a place like that. I'd routinely answer guests, when they asked if we had a restroom they could use, something like:
We do - but I have to warn you few who go there ever return.
Yea, but you should eat well before going there, or pack a hearty lunch.
Yes, but the journey there is long and hazardous.
If you go to the end of the room and turn right, you'll find a corridor. At the end of that corridor, there is a door. Behind the door is a corridor, and at the end of that corridor, there is another door. If you repeat this for long enough, you will eventually come to the restroom. The journey back is the same, just in reverse.
Not every guest at the restaurant found this funny. Most did, though. And it really was an impressively long corridor down to our restroom. The sort of corridor where you'd wonder if you're even still in the same building.
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Blanket disclaimer: I only ever state opinion. But I can sound terribly dogmatic - so if you feel I'm trying to tell you what to think, I'm really not, I swear. I'm telling you what I think, that's all.
Founded by Albert Broadcloak & Horvald Staggert, these two constructed their inn at the time of their city’s inception, providing shelter, food & drink to the pioneers & merchants who formed what would become the foundation of a sprawling metropolis.
Merging their two names to form the charming title, the Cloak & Stagger would go on to be immensely successful, growing alongside the city over the decades.
However, a falling out between the two partners would result in the property being sold in subsequent years; though the name would be retained by the new owners.
The building was expanded substantially as more levels were added over time; turning the structure into fully-fledged hotel, one that had a fully-stocked tavern with plentiful ale & rare vintages, as well as a restaurant equipped to serve fine foods & host social events.
The Cloak & Stagger Inn would begin to cater to the city’s upper class as it’s reputation soared…but a series of tragic circumstances would result in the inn being shut down within the last century.
Now a somewhat diminished property that is bordering on decrepitude; the deed to the property waits to change hands to new owners who might restore it to its former glory.
The property is VERY haunted; which is why the inn has had so many owners; and also why the place has fallen into disrepair.
The players will discover old newspaper articles detailing some of the horrors which transpired within the hotel.
Thank you First_rolled & Wi1. Great ideas from both of you. FR - I like the completely different take you had on the tavern. It was almost like part of a story. . . .
Thanks Delves. You guessed it. This place and the characters belong to an anthology of interrelated stories. I'm working on the final draft now, and the artwork has been commissioned. It's scheduled to go public by the winter holidays.
I had not originally planned to build a game scenario from it, but I have written them in the past. This world came together so well that I decided to start putting one together. I wouldn't call this world play-ready; the lore is there, but the maps, the encounters, and the list of goodies still need a lot of work.
Another place from real life - The Lone Star Cafe - a 3 story restaurant/bar/music hall. Downstairs after netting there is a long bar on your left, a stage on your right and an small dance floor between. Beyond the stage a stair curves up to the second floor with tables and booths in the middle back of the first floor. Upstairs there are more tables and booths in the middle with a small second bar at the back and a second stair going down and , cordoned off, going up to the third floor. In the back of the first floor is the kitchen. The front of the second floor has a balcony overlooking the stage and dance floor with tables lining the balcony and a larger area above the entrance for a group or two. This area is normally cordoned off. The third floor, accessed only from the rear stairs, has offices and three private rooms. One is always occupied by the spare bouncers/owners (in real life these were the Hells Angels) and the other 2 could be reserved if you were either well enough known or rich enough. Same for the tables along the balcony. On slow nights there was no entrance fee but there was always live music. Up and coming local bands would play and sometimes session musicians and better known locals would come down from the balcony or private rooms and sit in. Weekends better known local bands as well as older semi retired name performers would play and any others in town might sit in or sit in the balcony enjoying the hero’s they grew up on. Also on weekends there were generally at least 2 large beefy bouncers near/at the door along with an attractive young lady taking your entrance fee and stamping your hand - don’t mess with her she is just as mean and badass as the bouncers if not as beefy (how do I know? In real life the girl was my sister - even the bouncers respected her) . The place was a bard hangout at least up on the balcony with a little of everyone else down below. The food was spicey and flavorful stews (chili), roasted meats (barbecue), and stuffed flat breads (tamales, burritos, enchiladas, etc). The roof had a giant model of an Iguana on it . In game terms it was an medium to upscale restaurant and fest hall catering to bards and folks who liked musicians and good music. Owned but not run directly by a criminal organization if set in FR it might have a Zhentish connection with Zhent thugs as bouncers. Famous bards should often be vsble n the balconies ny as well as other possibly famous folk of the adventuring type as well as lower levels scattered around the rest of the place.
I'd like to create a thread for people to share their ideas for taverns or Inns. If you don't have thoughts on a Tavern or Inn, any ideas for interesting special celebrations or unusual encounters that could occur inside a tavern or Inn would be useful too.
Fire away!
The Floating Candle Inn
The Floating Candle was constructed as part of King Regal's grand rebuilding project almost 90 years ago. The two-story building is built in the grandiose style of the time - King Regal’s attempt at mimicking the architectural style of High Elves. White washed walls, flower boxed attic windows and a shingle roof, the building has been beautifully preserved and is constantly maintained.
The Floating Candle has been a number of other things before it became an Inn. When it was first built it was a private residence, then a boarding house, a brothel, a private residence once again all before becoming the Inn. The Inn has changed names and owners many times over the years also before being purchased by the current owner Malcloth Mippelspoon, and becoming the Floating Candle.
A large portrait of a matronly lady holding two children on her lap adorns the wall behind the front desk giving the Inn an old world feel.
The Floating Candle is a magical place to be nurtured and cared for. Unseen servants tuck you in at night, stir the fires during in the middle of cold nights, shut the window shutters and guide you step with floating magical candles as you walk down darkened corridors. A soft female voice sings lullabies to guide you off to sleep.
There is a definite aura of peace and safety in the Floating Candle and people feel content to relax and sleep soundly the night through. People who struggle to properly sleep are directed to the Inn and parents with wakeful babies often visit the Floating Candle.
The inn is open every day of the year except on the anniversary of the Night of Flame where Malcloth honours the memory of those who died on that horrible night by closing his doors.
The Anniversary of Flame
There is no unseen servants, magic mouths or any other special spells cast in the Floating Candle to make their stay more comfortable. And there is a good reason why the building has had so many owners.
The Floating Candle is haunted.
Before the city was renamed and the building was rebuilt, an orphanage once rested where the Inn now stands. An old group of women devoted themselves to helping the poor and protecting the children who had no parents or home to go. On the Night of Flame, the orphanage was burnt to the ground. Desperate to save the little children’s lives the women risked their lives over and over again to enter the burning building to rescue the crying infants. Just before the building collapsed the matron of the orphanage tried to find the remaining children, but never made it out.
Since that time the matron has cared for the residences of the building that is know known as the Floating Candles as if they were one of her little children. To her the customers of the Inn are orphans and she protects them, comforts them and sings to them to get them to sleep.
The large portrait of the woman nursing two children was rescued after the Night of Flame from the smoking ruins centuries ago and has hung in its rebuilt walls ever since. During the weeks leading up to the anniversary of the Night of Flame the portrait seems to change disturbingly.
While the rest of the year is a place of peace and care in the Floating Candle, on the anniversary of the Night of Flame it is the complete opposite. The whole interior of the Inn appears to be ablaze, smoke obscures all sight, radiating heats seems to burn the flesh from your bones. Most disconcerting though is a chorus of desperate voices of the trapped children who cry in vain for help. The matron’s voice adds to the din and she frantically races about the building searching for her burning children.
Malcloth wants to help the matron who has unknowingly helped him so much. He wants to make sure that the truth of his Inn never gets out but if he can find a group of adventurers he can trust he hopes they can help the old lady. Malcloth believes the answer is in finding the orphans, or at least their remains, on the anniversary of the Night of Flame.
The Inn at the Crossroads. It's a tradition so old, it's become an assumption: Wherever two much travelled roads cross, there will be a tavern. We know this tavern, even without looking: It will have stables, perhaps the option to exchange horses, there will be some rooms for hire, there will be a kitchen and a common room where you can eat and drink and make merry. It will be full of the type of people who travel long distances: Merchants and ruffians and adventurers and pilgrims and soldiers, highwaymen, hunters, loners, seekers - refugees, if one of the countries nearby is making war on another, or the greenskins are getting restless.
It's less clear exactly what is a crossroad. Oh, sure, we know the basic principle: A trade route going north/south meets another going east/west. But that's not the only option. There are loci, points in time and space and fate where many paths cross. If you've ever been at a restaurant, and gotten the very last table - only to find your nemesis is at the neighboring table - you know what I'm talking about: It could never be any different.
The Crossed Fates Tavern and Inn is such a place. It's unclear where it is, precisely - if it even is in any particular place. Some theorize that is wherever it needs to be. It's also unclear precisely what it is. Sure, it's an inn, but no one seems to be able to agree on it's size, layout or any other particulars. There is speculation that it is in fact a plane of existance all to itself, or even a sort of living being with orifices into other planes.
One thing everyone agrees on is the proprietor, Gr'z-nûzhaar. Although Grass - as he's called - appears to be an immaculately dressed, groomed and bespectacled gnome of advancing years, with curly white hair and a tophat, he is almost certainly some manner of fiend or devil. While he is a non-repentant rumor monger, he has a rule he never deviates from: He never refers to any guest by name. He is an incredibly skilled conversationalist, and he can keep up interesting smalltalk for hours, without ever revealing anything about himself - only relating one tall tale or exciting rumor or another.
If you try to explore the Crossed Fates Tavern, you'll always find one more door you haven't opened, one more stair you haven't walked up or down, one more guest you haven't met, and so on.
Blanket disclaimer: I only ever state opinion. But I can sound terribly dogmatic - so if you feel I'm trying to tell you what to think, I'm really not, I swear. I'm telling you what I think, that's all.
Awesome. Great idea for a tavern. I like the Innkeep.and idea of the 'New Door' each visit. Really cool!
This 'tavern' was written for a non-magical, tech savvy, mess of a planet, but installing magic wouldn't take much.
Wrote it down for you in a storyboard-ish style. Italics are for the PC party. The rest is general info/DM stuff. Hope it ain't too long for ya:
"Instinct" is a roadhouse, with rooms to rent above. Located deep in the badlands, it belongs to House Boardman, Hospitality (division). This sub-house's reputation for quality food, and a maintaining a secure, neutral venue is well known, far beyond this outlying location. Here, the public access to the rooms is via one outside staircase, at one end of the building. The rooms upstairs are small and well kept, each with private toilets and grooming facilities.
The well-lit building and its parking lot are surrounded by natural barriers, gullies and rock formations, preventing access to anything larger than dirt bikes or horses, moving in single file. This narrow, access driveway you're walking along is protected by massive, hydraulically activated bollards. Anything less than a heavy, fast-moving freight truck won't break through; that truck's undercarriage will be destroyed in the process.
Against the cool breeze of this late-spring evening, you spot a fe-man as it steps up out of the darkness of a narrow gully, nearby. It's cougar face and its rugged, tight-fitting clothing are dusty and stained. A long-range, scoped weapon hangs slung across its back. The bandoliers it carries appear to be filled with spent, supercap ammunition cartridges. Along with two depleted water bags, two long tubes are secured to a narrow, body-hugging backpack. Strapped to its left leg, a combat knife. Well-worn boots hug its toes and the balls of its feet. Hanging from its neck are small ears, strung on a cord.
Not surprised at your presence, the fe-man quickly looks each of you over then says, "If you're hungry, then you ain't lost." It turns away and begins crossing the gravel parking lot.
For the sake of the narrative, you decide to follow.
Four private aircraft occupy the nearby landing pad. Three beautifully kept, antique, fuel-burner cars are parked closer to the door. A dozen or so ground vehicles of much more recent vintages sit scattered across the half-filled parking lot.
The fe-man says to no one in particular, "Still early. Surprised how busy it is." It slowed its pace to admire the old cars.
Inside the building, a high-pitched voice sings a very old song to a thumping beat.
"1960s music?" asks one of the party.
"Yep, must be Second Friday of the month," answers the fe-man.
Carved into the wooden front door, below the owner's mark, its letters painted white, a notice reads, "We don't care what skin you wear. First come first served."
The door suddenly opens outward; the fe-man jumps back out of the way. Startled, then intrigued, the two human males leaving the building stare at it as they walked by. The fe-man returns their stare, and the two men barely avoid stumbling into you as they pass by. The fe-man slips inside just ahead of the closing door.
You decide to follow.
One of your party recalls having heard this before, "As long as you are a paying customer under their roof, they treat you, and protect you like family." Paying customer buys at least 1 drink and 1 food item per hour, and/or rents a room. The penalty for a family member attacking another, immediate execution out in the parking lot. If the manager on duty feels inclined to do so, slavery may be offered in lieu of death; making one a permanent member of this sub-house. Theft from family, same options.
You pull open the heavy weathered wooden door, ahead a few steps (5'), the hallway turns right. An observant soul, especially one with an eye for fortifications, may notice the 4' thick outer wall, the 1' wide steel threshold, as wide as the hallway, and the rectangular pocket in the ceiling directly above it. This door is pneumatic; it can rise out of the floor very quickly. Anyone in its way may lose a limb or two, or be crushed to death.
You step in and turn right.
At the end of a short hallway, you find the bouncer's station. Wearing only a kilt and sitting on a sturdy stool, a Kodiak ur-man [werebear/humanoid bear] Politely asks, "Please turn over your weapons and packs." This ur-man, Dennis, greets his friends and regular customers with a smile and friendly conversation, and intimidates potential troublemakers with a practiced gruff expression, his 460lb frame, and his plate-sized hands. Behind his station, the customer's weapons and packs are stowed and guarded.
Turning to the left, now entering the main room. One may then notice small, porthole-like glass doors along the room's otherwise blank front wall, at convenient human access height. Spaced away from that wall a fair distance, a sturdy, wooden rail runs across, about 2' below the thick (armored) glass doors.
The room has an "Old West" atmosphere to it, to include peanut shells on the floor. The non-human serving staff are friendly and professional. On a small stage against the back wall, near the kitchen doors, a kobold sings old, 1960s earth songs. Its voice imitates the original artists' voices with uncanny accuracy, female and male. It is accompanied by a cap-man [humanoid goat], playing a guitar.
Twin, jet black, grey-eyed kobolds, Dusk and Shadow, live here and manage this business for their owner. During business hours, one or the other of them is always behind the bar. The other can usually be found in the office, or randomly checking the building and grounds. They are each several decades old, highly intelligent, and completely loyal to their owner. They know this place intimately; all of its strengths and its secrets.
None of the staff are human; the owner prefers non-human workers, slaves, over human employees or term indentured workers. Some live onsite, some live nearby. Though their loyalty may not be as fanatical (borderline worshipful) as the two managers and the other kobolds who work here, all other non-humans under House Boardman's roof would rather be here than work for anyone else. They are well fed and well cared for; most of them even like "Master Martin". In this world, slavery is common; not all slave owners treat their property as well as House Boardman does.
Built like a vault, and much larger and stronger than the onsite security vault, it's underground larder includes both dry storage and refrigerated storage, as well as an impressive selection of wine, beer, and spirits.
This place is built like a fortress, but was not designed to withstand an extended siege. It doesn't need to hold out for days or weeks; air support is only 20-30 minutes away.
Other secrets, and treasures can be be found here. This tavern can be a refuge, a source of information, a gathering place (of course), or the place where the impulsive, the greedy, and the foolhardy come to die. All staff have access to blades, cudgels, and projectile weapons, including automatic firearms. If forewarned of an incursion/assault, they will be armed. The main building itself is armed with a few hidden, military grade, anti-vehicle/personnel weapons.
(Edit: As a writer, I find it hard to leave my work alone, when I can do better.)
Start by looking at some of the wilder ( or tamer) real world or cinematic bars, taverns and inns for not only ideas but plot hooks. Take the bar from the movie Roadhouse, or Coyote Ugly ( I used to hangout at the original in NYC years ago) or urban cowboy. I’ve based a number of inns and taverns on places I’ve visited or hangout in over the years and travels:
1) The village idiot - a dive bar, over crowded with cheap beer and booze, and a great jukebox, he owner was the village idiot - a great bear of a man (@6’3”,320#) but drunk and gone to seed, the manager was the opposite- a small lovely young woman who could drink anyone under the table (she later opened coyote ugly). The place was either dead or roaring with conversations and folks trying to sort out the wannabes from the tourists from the real deals. For the game put a bard with a good reputation in a corner and a mix of locals, adventurers, caravan guards, students etc and have a party.
2) The Grassroots Tavern - almost the opposite of the idiot, this was a large place with a long bar, tables, and darts in the rear. Prices were decent but not cheap, it was never packed but often fairly full. Musicians, teachers, artists, etc. not a party bar but a place to meet, talk, find contacts, make connections and so forth. So think level 3+ adventurers, sages, bards relaxing not working, tradesmen and other young professionals. The jukebox was just as good as at the idiot but somewhat mellower and the volume set lower. In game this is the lace the caravan masters would be while guards are over at the Idiot.
3) Coyote Ugly - if you’ve seen the movie yes the bar was really like that. Originally it was a larger somewhat classier version of the Idiot, after the movie it was mostly tourists coming in to try to live a bit of the movie. Regulars hung back at the ends of the bar , the darts area or back/corner tables and watched the show.
4) Gunslinger’s - think a country cross between the Grassroots and Coyote Ugly. The jukebox mixed rock, metal and country, a pool table instead of darts, no tourists, few wannabes mostly folks relaxing and socializing after a long day. You could relax, hold a conversation, meet someone and have a good time without spending a fortune.
5) The Barn ( because that is what it once was) - out in the middle of nowhere just across the state line from a dry state. Two floors - upstairs a DJ and live band doing jazz, show tunes etc with a large dance floor where the adults (35+) enjoyed social ballroom and Latin dancing and socialized with each other - everyone was well established and kids were not welcome. Downstairs - a stage with a live rock/country band, a large dance floor and the kids (18-30) dancing, drinking and partying. Several big bouncers to breakup fights ( or at least toss the participants into the parking lot.)
6) The silver Moon - middle of the road prices with a live band on weekends and a DJ or canned music during the week. It was the bar for a hotel so a decent place with a mix of ages from college up. Lots of businessmen and young professionals traveling thru and staying a night or three as well as locals wanting to relax. In game terms an inn at a caravanisery or on he outskirts of a town.
7) The Front Porch - literally a front porch with shelves for warm beer (Guinness) and booze and a top loading fridge for cold beer just outside a drilling rig in the back country of Jaimaca. The only place for miles around with lights, cold beer and a place to relax for the rig crew and the locals.
if you’re in/near a major city there are probably a number of well known places that can be turned into interesting places for your games. Even out I; he middle of nowhere places get a start for ne reason or another when folks want a little relaxation and a chance to blow off steam. You might look up the lid trapper/mountain man rondivous for ideas of what can happen.
Wisea$$ DM and Player since 1979.
Thank you First_rolled & Wi1. Great ideas from both of you. FR - I like the completely different take you had on the tavern. It was almost like part of a story. Wi1 - lots of real life examples adapted to a fantasy setting. Good advice.
The Stallion's Tale
The Stallions Tale is smoky drinking spot with cracked leather cushioned chairs, polished timber tables and floors and a wall stacked with barrels and kegs. Merchants, travelers and lovers of unusual and exotic beverages largely frequent the Stallions Tale.
The Stallion’s Tale has brews, wines and spirits from all over the world, and some whisper, even beyond. Visiting merchants sometimes pay for weeks of food and drinks by handing over a barrel of beer or box of wine bottles as payment instead of coin. But the beverages need to be well kept and in good condition before they are accepted. Scarlet, the taverns owner, tests every brew herself and has a keen palate and decades of experience to draw upon when choosing to keep or discard a new drink.
Upstairs in the Stallion’s Tale is known as the Bid, it is where merchants from the Barter Guild, the city's Merchant Guild, take up samples of their most unusual, expensive and valuable goods to sell to other merchants or to trusted and valued special customers. Artifacts, maps and magical treasures are sold in the taverns attic. Passes, red coins with the guilds symbol imprinted, are sometimes given to those who have helped the guild in someway, befriended a prominent member or handed over enough coin. Thieves and robbery never seem to be a problem…
The Night Cat
The Night Cat is an establishment that mimics its namesake – dark, sinister, sly, and dangerous it is not a place for the unwary or naive. It is the pit to find the underbelly of the city, the pirates, thieves, burglars and smugglers. Most of the worst criminals are ‘relocated’ by the Plumes to elsewhere, at the first sign of trouble, but some continue to evade the law and secret out a dishonest living in the city.
The Night Jaguar once was known as the Waterwatch, sitting firmly in the river district with beautiful views of the sea and mountains behind. But as the tavern began to become more run down and neglected the more mundane guests began to seek newer more comfortable places to drink and the more seedy elements began to move in.
The tavern took its current name when the gambling and betting began in the establishment. The most popular game to bet upon in the tavern is the cat fights. One particularly large Black cat won for months in the den and in it’s honour the regularly began to refer to the tavern as The Night Cat. The current owner, Jasper loves the name, for secretly he and his staff are all Werecats with allegiances to the corrupt noble family- the Spindal's.
Gambling of all descriptions occurs in the Night Cat and it is rumoured that gladiatorial fights occur in its higher levels. Slavery is also linked to the Night Cat but no evidence has ever been upturned of such activity. Both thieves’ guilds have agents that frequent the tavern and it is believed that deep within its cellars monsters are bought and sold.
A secretive organisation also uses the back room of the Night Cat to meet regularly. Calling itself the Broken Bell, the group believe that the commoners and poor that once lived within the city's white walls, should be given the right to return to live once again. Unlike the bulk of the organisation who work predominately from the city slums, this small group is particularly fanatical and dangerous, believing that revolution and the death of all nobles is the only way to achieve their goal.
Jasper is well aware of the groups aims and pretends he is an actively member. Secretly Jasper spies on the groups actions and plans and sends this information to his benefactor – Core Spindal.
Is it allowed to brach out a bit from just taverns? Here's a thing:
The Anchor basically just needed some sort of signalling 'it's here', so they hauled up the first thing they could find. It being quayside, that happened to be a rusty old steel ancor.
The anchor is a godawful place. It has beer that might as well be sluiced in straight from the pigsty, food your dog wouldn't eat, and it's dirty, smelly, dark, smoky and plain disgusting. It also does brisk, brisk business, for what it lacks in style, class or pleasantness, it makes up for in a certain style of importance: It's the working headquarters for the Blessed Union of Stevedores, Porters and Quaymen - officially a workers guild of sorts, unofficially the criminal organisation when it comes to smuggling of all sorts, and large, burly, violent men for hire.
If you are a known factor, it is possible to pass through The Anchor, and through a concealed back door, into much nicer accomodations where the guild does it's most lucrative business. You'll still be met by dirty, sweaty men wearing bowler hats over red bandanas (the 'uniform' of the Porters), for say what you will about the guild - they are not ones to forget their roots. But in those brighter, warmer rooms behind The Anchor, fortunes change hands, and volumes of illegal goods are moved from point A to point B, without the annoying attention of tax collectors or harbor inspectors.
There are perhaps mightier criminal organisations, but the Porters have money, a surplus of large, angry men, and friends in high places, and so they manage to hold on to their stake and thrive.
Blanket disclaimer: I only ever state opinion. But I can sound terribly dogmatic - so if you feel I'm trying to tell you what to think, I'm really not, I swear. I'm telling you what I think, that's all.
The Satyr's Rest Inn is located in the Fey Realm and the Material plane at the same time. A human bartender runs the establishment on the Material side, while his fairy wife oversees the Fey version of the inn. Both versions have the same layout, but different clientele in the common areas. A board behind the bar contains a list of rooms with a glowing light beside each occupied room; an amber light means that it is occupied in the Material Plane, a purple light means it is occupied in the Fey Realm. The owners will not rent rooms with a light, even if the occupants are in the other plane. To travel from one side to another, you have to rent a room and fall asleep (or go into an equivalent unconscious state). When you wake up, you'll be on the other side. Each individual can only travel once per day.
https://sayeth.itch.io/
Acromos - I like the gritty feel of the Anchor. The Organisation of Porters, Stevedores and Quaymen is a dark group I could use in my world too. Cheers.
Sayeth - I like the magical duality of the Inn. The overlap between worlds makes it a great gate between the Material Plane and the Bright too. Cool idea.
Sisaroons
For decades, music and laughter have echo through the alleyways of the city at night from Sisaroons. The fest hall is a place to dance and sing, drink and be merry. A small cost is incurred upon entrée and drink prices are slightly inflated but the atmosphere of Sisaroons and the chance to dance with young ladies and gentlemen, have keep this fest hall popular for decades.
The fest hall is shaped like a basin, with a level containing tables and seats ringing the dropped down wooden floor. Banisters and stairs descend to the great dance floor that is well worn from decades of use.
A large stage sits above the dance floor at the back of the hall and two balconies sit to either side overlooking the stage. These balconies are usually crowded with bands and musicians, who keep the infectious tunes flooding the floor.
The stage is home to great troops of dancing girls who are there to inspire and titillate simultaneously. Four bars open up in the walls at each ‘corner’ of the establishment.
Murder Mystery
Recently, a young couple, flushed from a night of dance, turned up butchered in an alleyway with strange marks covering their bodies. Their dismembered bodies were discovered in an alley off Trickle Street, only 5 minutes walk from Sisaroons. Sisaroons owners are anxious to avoid making this event public knowledge lest it destroy their business and the Plumes (city watch) hope to hire investigators to find the murderer before they strike again
I did have an idea at one point for a franchise, the Creaking Sign Tavern. Basically functioned like Wetherspoons, where they only built them in old and interesting buildings. They have all 4 of the basic food-groups you need (Meat, Bread, Cheese, and Ale) and there hasn't yet been a group of notably unique and powerful individuals which met there which have failed to group together on a quest of some kind.
The plan was for the inn-ness to be beasic and repeatable - always the same ales and food on offer at the same low prices - but there was a unique quest at each one, which was a navigation-based quest where you had to make it through a very long dungeon, which was always upstairs, in order to locate the bathroom.
Make your Artificer work with any other class with 174 Multiclassing Feats for your Artificer Multiclass Character!
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I wanted a group of criminals that didn't feel cute or classy or polished - just a bunch of thugs. But I also like to think of them as ... they do crime because they have to. They are daytalers, and have work only when there is a ship in port. So when not doing honest work on the docks, they do anything else that will get them a paycheck. And for strong but unskilled laborers, that doesn't leave too much wiggleroom. So ... I like to think of them as relatable.
Blanket disclaimer: I only ever state opinion. But I can sound terribly dogmatic - so if you feel I'm trying to tell you what to think, I'm really not, I swear. I'm telling you what I think, that's all.
I used to work at a place like that. I'd routinely answer guests, when they asked if we had a restroom they could use, something like:
Not every guest at the restaurant found this funny. Most did, though. And it really was an impressively long corridor down to our restroom. The sort of corridor where you'd wonder if you're even still in the same building.
Blanket disclaimer: I only ever state opinion. But I can sound terribly dogmatic - so if you feel I'm trying to tell you what to think, I'm really not, I swear. I'm telling you what I think, that's all.
Using this one for my upcoming campaign:
The Cloak & Stagger Inn
Founded by Albert Broadcloak & Horvald Staggert, these two constructed their inn at the time of their city’s inception, providing shelter, food & drink to the pioneers & merchants who formed what would become the foundation of a sprawling metropolis.
Merging their two names to form the charming title, the Cloak & Stagger would go on to be immensely successful, growing alongside the city over the decades.
However, a falling out between the two partners would result in the property being sold in subsequent years; though the name would be retained by the new owners.
The building was expanded substantially as more levels were added over time; turning the structure into fully-fledged hotel, one that had a fully-stocked tavern with plentiful ale & rare vintages, as well as a restaurant equipped to serve fine foods & host social events.
The Cloak & Stagger Inn would begin to cater to the city’s upper class as it’s reputation soared…but a series of tragic circumstances would result in the inn being shut down within the last century.
Now a somewhat diminished property that is bordering on decrepitude; the deed to the property waits to change hands to new owners who might restore it to its former glory.
The property is VERY haunted; which is why the inn has had so many owners; and also why the place has fallen into disrepair.
The players will discover old newspaper articles detailing some of the horrors which transpired within the hotel.
Thanks Delves. You guessed it. This place and the characters belong to an anthology of interrelated stories. I'm working on the final draft now, and the artwork has been commissioned. It's scheduled to go public by the winter holidays.
I had not originally planned to build a game scenario from it, but I have written them in the past. This world came together so well that I decided to start putting one together. I wouldn't call this world play-ready; the lore is there, but the maps, the encounters, and the list of goodies still need a lot of work.
Another place from real life - The Lone Star Cafe - a 3 story restaurant/bar/music hall. Downstairs after netting there is a long bar on your left, a stage on your right and an small dance floor between. Beyond the stage a stair curves up to the second floor with tables and booths in the middle back of the first floor. Upstairs there are more tables and booths in the middle with a small second bar at the back and a second stair going down and , cordoned off, going up to the third floor. In the back of the first floor is the kitchen. The front of the second floor has a balcony overlooking the stage and dance floor with tables lining the balcony and a larger area above the entrance for a group or two. This area is normally cordoned off. The third floor, accessed only from the rear stairs, has offices and three private rooms. One is always occupied by the spare bouncers/owners (in real life these were the Hells Angels) and the other 2 could be reserved if you were either well enough known or rich enough. Same for the tables along the balcony. On slow nights there was no entrance fee but there was always live music. Up and coming local bands would play and sometimes session musicians and better known locals would come down from the balcony or private rooms and sit in. Weekends better known local bands as well as older semi retired name performers would play and any others in town might sit in or sit in the balcony enjoying the hero’s they grew up on. Also on weekends there were generally at least 2 large beefy bouncers near/at the door along with an attractive young lady taking your entrance fee and stamping your hand - don’t mess with her she is just as mean and badass as the bouncers if not as beefy (how do I know? In real life the girl was my sister - even the bouncers respected her) . The place was a bard hangout at least up on the balcony with a little of everyone else down below. The food was spicey and flavorful stews (chili), roasted meats (barbecue), and stuffed flat breads (tamales, burritos, enchiladas, etc). The roof had a giant model of an Iguana on it . In game terms it was an medium to upscale restaurant and fest hall catering to bards and folks who liked musicians and good music. Owned but not run directly by a criminal organization if set in FR it might have a Zhentish connection with Zhent thugs as bouncers. Famous bards should often be vsble n the balconies ny as well as other possibly famous folk of the adventuring type as well as lower levels scattered around the rest of the place.
Wisea$$ DM and Player since 1979.
Thoruk - the party often like finding something familiar (like returning to an old dungeon) so your tavern is a nice little take on that. Nice job.
Firstrolled - good luck with the publication. If your write-up is anything to go by, it'll be great!
Acro & Wild Bill - Your local pubs and restaurants sound exciting! ;p