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1 The Thirsty Satyr Tavern. {{{1
Phil the Bartender: Dependable jack-of-all-trades.
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Motivation - publicize myths.
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Conversation - neutral.
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Bearing - mysterious whispers.
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Focus - community
As you enter the Thirsty Satyr Tavern, you are greeted by the familiar scent of
warm spirits and the sight of Philip, a short, round man with long, light brown
hair that is thinning somewhat on top, tending the bar. "Greetings, friends!"
cries Philip. "What'll it be for you fine adventurers today?" He will ask
players to leave their weapons with him while they patronize his establishment.
Failure to comply will cause Phil to call in Kronk, his Rock Troll bouncer (MR
250), who will promptly pound them into submission (without killing them...
this time).
Characters who wish to sit and have a drink should roll on the following random
encounter table:
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1-2: Drunken brawl. As you take a swig from your mug, someone bumps into
you from behind, hard. You turn around to face a tall, broad-shouldered
man with a scar running across his right cheek. He glares at you
belligerently from bloodshot eyes. "Watch where ya goin', willya?" he
snarls. Characters may converse with the man, who is itching for a
fight. If they wish to calm him, make L2SR vs. CHR or he will start
swinging. MR 26. After 1st round, 5 more of the man's friends will also
join the fray. Bonus damage if players use bottles, chairs, etc. during
bar brawl. Win or lose, characters will be ejected by Kronk after the
fight. If they lose, they will be robbed of their money.
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3-4: Dice Game. A group of patrons sits in one corner playing dice.
Players may participate for 1 gp per game, winner takes the pot +5 gp.
Ship, Captain, and Crew.
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5-6: Drinking Contest. A roaring group of thirsty adventurers stands
crowding around a table in the center of the tavern. You see two seated
figures at the center of the hubbub: On the one side of the table sits a
stout dwarf with wild red hair poking out crazily from under his helmet.
His nose is almost as red as his hair. On the other side, a brawny orc,
his coarse, heavy, almost immobile facial features giving no indication
of his thoughts. Except... maybe... boredom? But there's little wonder
in that; after a moment you can see that his drinking companion, the
dwarf, is barely coherent at this point. "You c'n NEVER outdrrrrinkk a
DWARRFF!" he bellows, leaping up suddenly. But he doesn't manage to
utter another word before passing out cold on the spot. The orc rolls
his eyes as he collects the money sitting in the center of the table.
"Who's next?" he calls out, searching the crowd. His eyes meet yours.
"How about you? Can YOU hold your liquor against me? 5 gold says you
can't!" If someone takes him up on the challenge, they must make five
LV+1 SRs on their CON. If they miss, they take a penalty on their CON
equal to the amount they missed the roll by. If they're still standing
at the end of the five rolls, the orc laughs delightedly, concedes the
money (pot +5 gp) to the player, and introduces himself as Larry. If
their CON falls to 0, they pass out and wake up the next morning VERY
hung over (subtract half INT and DEX for the whole next day).
Other characters in the bar:
Jane: Female Hobb Wizard. Jane has gray hair and soft brown eyes. She wears
modest garments and wields a quarterstaff and darts. Jane seeks an opponent
for a strange board game. If the party takes her up on the offer, produce a
Go board and play Gomoku (5-in-a-row) with them. After one game, Jane will
pack up and leave the tavern. After this, if the player has won, increase
their lowest stat by 2; if they've lost, decrease their highest stat by 3.
Grimblegrum the Drunken Wizard: This man is clearly in is cups and is muttering
angrily about bishops and priests. If approached, he will ramble on about how
"those pious idiots" in the Temple of Yendor don't know how to cast a proper
password spell, or even remember the damn password afterwards. It seems he was
hired by the followers of Yendor in order repair the protective spells
surrounding the Amulet adorning her statue in the city temple. If plied with
alcohol, he will reveal that the password is "Swordfish."
2 The Greasy Lizard Inn. {{{1
Moldavius the Innkeeper: Cunning professor.
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Motivation - distress strength.
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Conversation - cautious.
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Bearing - prejudiced dislike.
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Focus - fame.
Moldavius takes one look at the party and takes an instant dislike to them.
Will overcharge (10 gp / night) any party with members more monstrous-looking
than a Familiar Illkin (p. 183) -- i.e., a Fire Demon. After the explosion at
Castle Ironfist, he is deeply suspicious, if not openly hostile, of any
strangers in town.
3 Blacksmith. {{{1
Otto the Blacksmith: Defiant burglar.
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Motivation - deter magic.
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Conversation - neutral.
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Bearing - knowing telling.
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Focus - skills.
This man has an illicit job for the party: Quest - Thieves and Liars
4 Item Shop. {{{1
Timotheus the Shopkeeper: Lethargic orator.
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Motivation - abduct moderation.
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Conversation - neutral.
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Bearing - scheming plan.
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Focus - power.
5 Adventurers' Guild / Job Board. {{{1
Provide at least 3 adventure stubs, plus enough to get started on for each.
Try to focus on characters and situations, not just rooms & monsters.
Quest - Wizard School TODO details
Quest - Wanted Poster TODO details
Quest - Missing Person
(If party steals the Chalice of Ceres) Quest - Creature in the Lake TODO details
(If party steals the Staff of Vediovis) Quest - Undead Soldiers TODO details
6 Just Wandering Around. {{{1
Roll on the Summershore Random Encounter Chart
Other Ideas:
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stumbling upon Baron's guard / citizen who recognizes party member from their
crime
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Local reactions to vampire / werewolf / centaur / fire demon. Are people OK
with these guys? Especially in light of the Baron's death?
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Bonus/Penalty to SR for good playing: Roll 3 and take top/bottom two dice.
7 Library {{{1
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Shazora: Players researching the myth of Shazora should make a L2SR vs INT.
If successful, they read the following legend:
Shazora was once a beautiful maiden and devotee of Yendor
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falls in love with a gallant knight named Callan. One day Callan is
summoned to battle. On the night before the battle, Shazora offers her
fervent prayers that Callan be victorious on the battlefield and return
safely to her. He is killed, however. Shazora goes wild with grief, and
ascribes his death to Yendor's inability or unwillingness to aide her.
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8 Bob's Bed and Breakfast {{{1
Charges 2 gp per person per night. Doesn't seem to ask questions, doesn't seem
to be a big fan of the Baron.