Showing posts with label inns. Show all posts
Showing posts with label inns. Show all posts

Friday, October 31, 2025

Friday Encounter: Haunted Inn

This encounter is to be used if the PCs decide to stop at an inn, whether that be along the road or in a town. It should ideally be an inn that the party isn't familiar with.

When the party asks about rooms, the innkeeper gives their normal rates of 2 SP per room, but mentions that there is one particular room that guests can stay in for free. The reason? The room is said to be haunted, with guests reporting hearing strange whispers and feeling drafts that seem to come from nowhere. One guest even reported finding ectoplasm on the walls not too long ago. In addition to the strange phenomena observed in the room, it seems that anyone who stays in the room is stricken by misfortune; in the last year alone, two of the guests who stayed there fell ill and died, and a third was cut down by highwaymen. Regulars of the inn are also familiar with the rumors, and may have their own stories to tell, but none of them have ever stayed in the room - they wouldn't dare risk it.

Still, it's a free room, and it may well be something worth investigating. In my experience, dangling the prospect of a haunting in front of the PCs will encourage them to look deeper into it far more often than it will scare them away. If the PCs ask for the room, the innkeeper will allow them to have it for free, but not without attempting to talk them out of it.

The haunted room has two beds and meager amenities, with little more than a wardrobe for storing clothes, an end table with a lantern on it, and a rug strewn over the floor. Compared to other rooms in the inn, the haunted room is clearly unkempt - the sheets are askew, and there is dust built up on the furniture. The staff are wary of the haunting and avoid the room whenever possible.

The room is indeed haunted by the ghost of a tax collector named Uther von Gerholdt, who stopped at the inn some thirty years ago. The innkeeper, Holger Kunze, is a stingy, paranoid man who knew Uther's reputation as a shrewd professional who always collected his share, no matter how his clients attempted to get out of paying. Unwilling to part with his money, and feeling squeezed by the local nobles, Holger gave Uther a tankard of ale drugged with a powerful sedative, and, when he grew drowsy, offered him a bed at the inn so he could sleep off his stupor for the night. When Uther fell asleep, Holger stabbed him to death and buried his body under the cellar.

However, since Uther was fast asleep when he died, he doesn't actually realize that he's dead, or that years have passed since his murder. He believes it to still be the night that he visited the inn - and thus, he views guests as trying to barge in and invade his privacy. His anger subconsciously manifests as the effects observed in the room, trying to drive "intruders" out.

Uther's ghost cannot be seen or heard directly by those staying in the inn. However, using a see invisibility spell will detect the flickering figure of a man in fine clothes lurching about the room. One can perform a seance using a contact other plane spell, a spirit board, or other means to communicate with the ghost. Uther will tell them of the events leading up to his death, but admits his memory is hazy due to being so drunk.

PCs who spend the night in the room are able to gain the benefits of a short rest, but they hear shuffling, whispering, and moaning through the night, preventing them from getting the full benefits of a long rest. Additionally, the DM should have some form of misfortune befall any PCs that spent the night in the haunted room. This is up to their discretion, but it should target those PCs specifically - a powerful enemy might take a special interest in them, or they may be stricken with a mysterious illness with no apparent cause. Once this event occurs, they are no longer haunted and no longer suffer misfortune.

Holger suspects that the rumors of the ghost is related to the murder he committed years ago, but will adamantly deny any involvement and takes great pains to cover his tracks. In fact, he's deliberately played up the rumors of the haunting, making sure to tell any guests the story to try and scare them away from staying in that room just in case Uther gives them any clues. If the PCs are able to discover the truth, however, they may seek proof.

Holger keeps the basement of the inn locked at all times with a key he wears around his neck; it is a DC 15 check with thieves' tools to pick this lock. The basement has a rammed earth floor; if the PCs spend an hour digging in the basement, they will unearth Uther's skeleton, still wearing the signet ring of a tax collector in service to the local nobility. This task can be divided among multiple PCs - two characters digging will unearth the skeleton in 30 minutes, three will unearth it in 20 minutes, and so on.

If presented with the body, Holger will have no choice but to confess to his crimes, and will be hanged by the local guard. It is up to the DM what happens to the inn now that it has no owner. If the party needs a base of operations, this could be an opportunity to give them one.

With his killer brought to justice, Uther will move on to the Land of the Dead. He appears before the party one last time to apologize for any trouble he caused and to thank them for their aid before leaving them his signet ring. It can be sold for 50 GP, and could be used to forge official documents. Additionally, due to the residual ghostly energies permeating the ring, characters wearing it will automatically succeed on their next death save, but the ring breaks afterward and can no longer be used. Staying in the room from then on no longer carries any ill effects.

Wednesday, October 9, 2024

Falkenau

Formally, Vardessy has no permanent capital - the capital is wherever the Emperor is, according to the tradition of the Imperial Itinerary. Still, only a fool would deny that Falkenau is the first and foremost of the Empire's great cities. Not only is it the largest in Vardessy - and indeed, on the western coast of the continent - it is where the Emperor holds court for half of the year, and a city renowned for its wealth, culture, and power.

Falkenau sits on the banks of the great Vardess River, which stretches as far as Lescatie and empties into the Gulf of Three Fingers. Along the way, it waters the Vardessian Plain. Both the plain and the Empire are named for this river, which forms a major artery of trade. It is perhaps unsurprising - some would even say fated - that the kingdom that would rise to unite Vardessy would control the Vardess. The Kingdom of Talhoff had access to great wealth thanks to the trade brought in by traffic on the Vardess, and its central location on the Vardessian Plain was a strategic asset. But the symbolic value of Falkenau's control of the Vardess's estuary could not be denied, and in the eyes of many justified Gustav the Unifier as the rightful ruler over all of Vardessy.

Some sights in Falkenau include:
  • The Imperial Palace, of course, can hardly be overlooked. As the foremost residence of the Emperor, it is a place of great luxury and many wonders. As Emperors through the ages have built upon and expanded their holdings, the Palace has become what is practically a district in and of itself, with a number of halls, chapels, and outbuildings with accommodations for servants and visiting dignitaries. When the Emperor is not around, the Palace is overlooked by his most trusted advisor, Chancellor Karl von Hafnerstein. The Chancellor is fiercely loyal to the Crown, and watches goings-on in Falkenau closely to keep an eye on any plots against his master; in fact, he has a tendency to be overzealous and paranoid in his judgments, and some of his investigations have been false alarms. He maintains that this is only a sign that he is alert in his duties.
  • The Imperial Citadel, on the other hand, is an imposing castle that sits on a hill overlooking Falkenau to the north. With its thick walls and heavy garrison, it is designed to be a redoubt that the Emperor can retreat to if Falkenau is attacked. Of course, it has been centuries since such a thing has been necessary, and the Emperors have come to treat the Citadel as a second palace. The Emperor Wilhelm III famously circumvented the Imperial Itinerary while suffering from gout by moving from the Imperial Palace to the Imperial Citadel, thus technically relocating while remaining in the same city.
  • Among the most famous parts of the Imperial Palace is the Grand Menagerie, a collection of exotic beasts from across the land, many given to the Emperor as gifts from foreign powers. These range from bears to lions to stranger beasts yet, and the Emperor's most prized possession is a pair of hippogriffs given to him by the Patriarch of the Cult of Torvald. To present the Emperor with a new addition to his Menagerie would certainly win anyone his favor.
  • Though Falkenau sits inland from the Gulf of Three Fingers, it is still close enough that ships may travel down the river to dock at the Lion's Port, situated on a bend in the Vardess. Trade and commerce from all across the western coast - and sometimes even beyond - passes through here, and all manner of merchandise can be found for sale. As can the sorts of establishments that attract mercenaries, privateers, thieves, and other less scrupulous sorts who know they won't be in town long enough to attract suspicion.
  • When Falkenau was built, it originally only occupied the northern bank of the Vardess. As time passed and the city grew, however, it expanded across both banks, necessitating a number of bridges be built across the river to connect the two. The most famous of these is the Bridge of Saint Leomund, which is so wide it boasts several homes and shops along its length, forming a tightly-packed street of its own. At night, some have even seen a ghostly figure staring off the edge of the bridge, as though looking for something in the water.
  • The two largest temples in Falkenau are the Imperial Temple of Voltan and the Imperial Temple of Mimir. While the city holds temples of all sorts, in all shapes and sizes and housing all kinds of sects, these two stand as grand marvels of architecture, and the Emperor trusts the monks here with performing state rituals and serving as his advisors. The two temples have a long history of competing for both worshipers and Imperial favor, sometimes even seeking to sabotage one another.
  • There are also a great many guilds seeking endorsements when the Emperor is so close at hand. The most powerful guilds in Falkenau are those of the Weavers, Wainwrights, Cobblers, Smiths, Traders, and Bankers, but there are a multitude of other guilds as well - some more official than others. It is an open secret that the deeper warrens, sewers, and warehouses throughout Falkenau have become meeting places for a guild of thieves. Even the beggars of Falkenau function as a guild, with beggars designating certain streets and squares as their own and pledging to mutual protection of one another in exchange for sharing their wealth.
  • Through its long history of many Emperors, with many storied exploits and conquests, Falkenau possesses a great many monuments, statues, and triumphal arches, forming a living history of the city and the Empire. One can walk down Falkenau's greatest streets and see works commemorating all sorts of esteemed figures and events. Perhaps the most impressive is the Mausoleum of the Emperors, which is built on an island in the Vardess joined to the mainland by the Bridge of the Eagles. It holds a tomb complex tended to by a convent sworn to Morthanos, which houses the bones of nearly every Emperor who has ruled Vardessy. And, some rumors state, stranger things too...
  • Though the Great Theater of Falkenau is located in a district with a reputation for being lower-class, it still holds productions by some of Vardessy's most famed theatrical companies, and the Emperor maintains a private box in the stands to attend plays on festival days. To perform for the Emperor himself is a great honor, and no actor would wish to let him down.
  • Falkenau is far from the most celebrated center of learning in Vardessy, but nevertheless it is home to the Falkenau University, a college of scholars that has claimed the scions of many noble families among its alumni. It is staffed by monks from the Imperial Temple of Mimir - and many of them are tasked with the unspoken duty of keeping eyes on the children of noble houses that may pose a threat to the Emperor.
  • Not everything in Falkenau is pomp and circumstance. It is still a city that ordinary people - and many of them - call their home, and there are plenty of establishments they frequent. One of Falkenau's greatest and most storied inns is the Hound's Head, which has been in operation for hundreds of years, owned by a family of dwarves who have passed the establishment down through the ages. The current proprietor, Udush Thobomarul, has heard many rumors from his clientele, and his impeccable memory means he can recall those from even years ago.
  • Last but certainly not least is the Shrine of the Key - which houses a large brass key set to fit the lock on the city's north gate. Local legend states that whoever controls the key will control all of Falkenau, and that should it fall into the wrong hands, the city will come to ruin. The Emperor keeps the shrine under a close guard, just in case there is some truth to this story. Certainly, any claimants to the throne would be eager to legitimize themselves through claiming the key...

Monday, December 25, 2023

I Wrote a Bar Brawl

Remember my post on bar brawl adventures? No? I can't really blame you if you don't - it's been a while. But for about as long as I've had that post up, I've had the intention of putting together my findings into a thesis of sorts by writing up a bar brawl of my own. And now, I present to you my Christmas gift for the community:

The Fourteen Points

This is a bar brawl adventure that can be used as a one-shot for a night of mayhem, or dropped into a larger campaign. The default setting is a roadside inn somewhere in the Vardessian Empire in the Lunar Lands, but it could easily be used anywhere in any setting, with the names of NPCs or background details tweaked accordingly. Alternatively, the maps and NPCs included here could be used to flesh out other inns as DMs require, without running the full adventure.

Rules given are for D&D 5e, but the adventure is mostly system agnostic. Unless otherwise stated, all NPCs have the stats of a commoner.

Background

The Fourteen Points is an inn of moderate respute - its location on a well-traveled trade route has brought wealth to the region, and it enjoys noble patronage, but it still sits far enough from any major centers of culture such that the lower classes do not feel welcome there. It belongs to the fief of a landed knight in service to the local Count. The name comes from an incident that led to the founding of the establishment - many years ago, an ancestor of the current lord was on a hunting trip when his tracker led him to a stag with a rare fourteen points on its antlers - by tradition, an imperial stag, and a quarry of great renown. The occasion was celebrated with a feast in the lord's manor, and in return for his service, the tracker was granted the stag's head and antlers as a trophy. He went on to found the inn, with the head displayed proudly.

The Fourteen Points presents many of the amenities of an inn on a well-traveled road, boasting a taproom that serves ale, wine, and mead, as well as meals of stewed pork or chicken with roasted vegetables and bread, and provides dancers and music for the entertainment of its patrons (see the Caravaneers below). There are also beds upstairs, and a stable where travelers can house their horses.

One policy of the inn is that weapons are required to be peace-bound at the door - that is, they must be tied in their scabbards to prevent them from easily being drawn. To draw a peace-bound weapon requires a full action to undo the binds; alternatively, a DC 20 Sleight of Hand check can be used to attempt to undo the binds as a free action. All NPCs whose statblocks include weapons can be assumed to have them peace-bound unless otherwise noted.

Running the Adventure

As a bar brawl adventure, this scenario is not meant to have a defined end state or sequence of events. The staff and the patrons all have distinct goals, motivations, and relationships with one another that may - and likely will - lead to conflict, and they should react to one another. The actions of the PCs may well instigate mayhem, and if so, it's up to them to figure out how to deal with it! As such, most of the action should be roleplayed out, at least until any punches get thrown.

However, the NPCs have traits of their own that should ideally come into play. If you feel as though the things are getting slow, or interest is waning, have the NPCs interact with one another (or with the PCs). Use the personality traits and relationships of the NPCs listed below as guidelines for how these interactions may play out.

If this adventure is run as a one-shot, the players can take the roles of pregenerated characters. Alternatively, they may take the role of one of the staff or patrons. If this option is chosen, I recommend giving each player a notecard with any information relevant to play their character, but they should be advised not to share it with the other players unless they choose to do so, for extra fun!

Optionally, three rounds into the brawl (or earlier or later, if the DM chooses), three bandits will take note of the wedding procession parked outside and storm into the taproom in an attempt at robbing the presumably wealthy patrons. It's possible that by this point, keeping track of all the action may prove too daunting for the DM as it is, in which case this encounter may be skipped. If they are NPCs, and unless they have been stopped from doing so, the Ostler and the Barmaid (see the Staff) will have withdrawn to the hayloft to indulge in their passions when this happens.

I recommend using these house rules created by one reader of my blog for all your brawling needs.

The Fourteen Points

Click to enlarge

Click to enlarge

Map Key

a. Porch: This area sits underneath the upper level of the stable, protecting it from rain. There is a well here. Notably, there are several well-made carriages bedecked in bells and garlands from a wedding procession parked outside.

b. Taproom: All tables here count as Climbable High Ground (a full movement action may be used to get on top of them, and attacks made on targets below have Advantage). This room contains the following points of interest:

1.  A stack of kegs is set on the counter to dispense ale. If fighting breaks out within five feet of them, there is a 25% chance per round that one of the kegs will be knocked over. If this happens, the ale spills over the floor and disrupts footing, as a grease spell.

2. The head of the stag from whence the inn gets its name is hung on the wall. It has 14 points on its antlers, but has eight on one and six on the other, so by strict definitions it is not a true imperial stag. The Lord's Son (see the Nobles) is defensive about these allegations. If fighting breaks out within five feet of the head, there is a 25% chance per round that it will fall off the wall, dealing 1d4 non-lethal bludgeoning damage to any creatures standing beneath. The head can also be used as a large improvised weapon.

3. A stuffed "owlbear" stands in the corner - really a forgery created by attaching a fake beak and feathers to the head of a taxidermy bear. Created by the Innkeeper (see the Staff) who is defensive about the allegations that it isn't real.

4. A noticeboard is placed against the walls, listing local odd jobs, proclamations, and broadsheets. Included here is a wanted poster for a thief who has been at large. This is the Thief (see the Commoners) but the poster inaccurately depicts a man who resembles the Musician (see the Caravaneers).

5. A stage set for performances. The Caravaneers are performing here.

6. The hearth. A fire is burning, and there are three pokers set in beside it, which count as medium improvised weapons.

7. The Wedding Party is seated here.

8. The Lord's Son and the Bodyguard (see the Nobles) are seated here.

9. The Inspector (see the Nobles) is seated here.

10. The Farmer and the Dwarf are seated here (see the Commoners).

11. The Orc (see the Commoners) is seated here.

12. The Thief (see the Commoners) is seated here.

13. The chandelier. Participants in the brawl may attempt to swing on it with a DC 15 Acrobatics check. On a successful check, they have Advantage when making attack rolls against targets below them; on a failure, they fall and take 1d6 fall damage. Additionally, on a natural 1, the entire chandelier comes off the ceiling; it cannot be used to swing on after this, but can be used as a large improvised weapon.

c. Hallway

d. Kitchen

e. Servants' Quarters: The barmaids and the Bouncer (see the Staff) sleep here. There is a chest at the foot of each bed containing personal belongings; one also contains a silver necklace worth 5 GP.

f. Stables

g. Storeroom

h. Hallway

i. Guest Rooms: A bed here costs 2 SP per night.

j. Common Room: A bed here costs 5 CP per night.

k. Foyer

l. Innkeeper's Bedroom: The door is locked and the Innkeeper (see the Staff) carries the key on his belt. The chest at the foot of the bed contains 200 GP's worth of coins and jewelry.

m. Hayloft 

The Staff

  • Alfrid, the Innkeeper, can be found at the bar, serving food and drink to weary travelers. He is very fond of the ale, which is brewed by his brother elsewhere in the fief, and will take offense to anyone who complains about it. As a member of the peasantry, he is sympathetic to the plights of his fellow commoners and vassals, and is suspicious of the lord and finds his Son obnoxious and the Bodyguard (see the Nobles) a bully, but he prefers to stay out of trouble unless provoked. He created the fake owlbear taxidermy in an attempt to one-up the achievements of the lord's family, and is defensive against anyone who accuses him of faking it.
  • Romhilda, the Bouncer, is a large, burly woman of imposing build, and her mere presence is enough to quell many a row (she has Proficiency on Intimidation checks). She can be found stationed by the door, in the taproom. In a previous brawl at the tavern, she took a punch to the face that left her with a lazy eye, and wears an eyepatch ever since. As such, her eyesight is poor (she has Disadvantage on any Perception checks that rely on vision). Despite this, she takes her job seriously and will step in to enforce the rules (anyone who causes a disturbance twice is warned, and evicted on the third offense; anyone who displays an unbound weapon or starts a fight is supposed to be evicted by force if necessary). She is aware that the Innkeeper has faked the owlbear, but will insist it is real if confronted and takes his side. She uses the stats of a thug, but does not carry a weapon.
  • Hubert, the Ostler, is in charge of the stable and the guests' horses, providing them with stalls and feed. Unlike the rest of the staff, he spends his time in the stable and does not enter the taproom; in between the arrival of guests, he sweeps the floors and tidies the facilities. He finds his job to be honest work and doesn't complain, but he is curious about what goes on in the taproom that he's missing out on. Unbeknownst to the rest of the staff, he and the Barmaid are engaged in an affair, and earlier in the day, the two of them have promised to meet tonight in the hayloft.
  • Erika, the Barmaid, is one of four barmaids who make their work in the taproom serving drinks to patrons and cleaning up tables after they leave. With a shrewd, no-nonsense attitude, she has a sharp tongue and isn't afraid to chide the patrons, especially if they test her patience, which is often. She would prefer that things stay under control, and will try to discipline anyone acting out of line. However, unbeknownst to the rest of the staff, she and the Ostler are engaged in an affair, and earlier in the day, the two of them have promised to meet tonight in the hayloft - a commitment she intends to keep.
The Caravaneers
  • Saybea, the Dancing Girl, is a beautiful young woman from a band of Caravaneer nomads who have set up camp for the season elsewhere in the fief. Currently, she is employed by the inn to entertain its patrons. She can be found on the taproom floor, performing for the customers with a graceful and entrancing routine, accompanied by the music of her brother, the Musician. She has a bold spirit, outgoing and outspoken, and she often casually flirts with others. Mostly this is to tease them, but she was previously engaged in a tryst with the Groom and hopes to draw him away from the Bride (see the Wedding Party), who she feels is a self-obsessed, stuck-up shrew who he deserves better than.
  • Patrin, the Musician, is the brother of the Dancing Girl and the other half of her act. He takes the stage with her, playing the fiddle to set the tempo for her dance. In terms of personality, he is the polar opposite of his sister, meek and nervous around people; he prefers to stay out of trouble and will be the first to try and talk others down should things escalate, and if that fails, he tends to run for cover. He does feel somewhat jealous of the Minstrel (see the Wedding Party), who he feels is a better musician than himself but is too prideful to admit this.
The Wedding Party
  • Melissa, the Bride, is a young woman from a wealthy merchant family who earlier today celebrated her marriage to the Groom, and has stopped at the Fourteen Points with her entourage on the way home. She is still riding high off of her emotions over what she believes to be a dream come true, marrying the love of her life (even though the marriage was arranged by their respective families) and carries that merriment even after the ceremony. She has expensive tastes, knowing how well how rich she is, and enjoys bragging about it - carrying fine clothes and jewelry, she takes pride in her wardrobe and will not stand to have it dirtied, and she will order the finest wines for all of her guests. However, she is vindictive and jealous, and is quick to anger if anyone was to get in the way of her marriage or insults her or her husband.
  • Corin, the Groom, is the son of a minor noble family from the next fief over who is traveling home from his wedding to the Bride. Although she is technically a commoner and below his rank, his family believes that her family's wealth would be a great asset to their purposes. For his part, though, he is a staunch believer in chivalry and will defend his lady's honor, being the first to start a fight if anyone was to slander her. Unbeknownst to his wife, he previously had an affair with the Dancing Girl (see the Caravaneers), but did not realize that she is currently working as a dancing girl at the inn; he finds this fact incredibly awkward and hopes that it doesn't arise. He uses the stats of a noble.
  • Karl, the Mercenary, is a soldier in service of the Groom's family who has been hired to accompany the procession for the protection of the newlyweds. He stands staunchly beside their table with a stoic expression on his face, hoping it will deter any trouble. Ironically, however, he is a coward at heart and only agreed to the job believing it to be easy money. If any conflict should seem to arise that involves the wedding party, he will try to talk the people involved down so that he doesn't need to step in. He uses the stats of a guard.
  • Jeanette, the Minstrel, is the Groom's sister, and an accomplished harpist who accompanied the wedding procession to perform for them. She is happy for her brother, but secretly finds the Bride an annoyance - the Bride insisted she come along because she felt a musician was necessary for the perfect wedding atmosphere she sought, and Jeanette would rather not have to deal with her whims. Even at the taproom, she can be found playing the harp for the table at the Bride's insistence, which she dislikes but bears with it. She is prejudiced against Caravan People, believing them to be liars, cheats, and thieves, and is quick to distrust them.
The Nobles
  • Reinhardt, the Lord's Son, is the son of the knight who owns the fief in which the Fourteen Points is located. One day, he will be expected to take up his father's arms in service to the Count, but until that day comes he is happy to live a flippant life of luxury without a care in the world, and can often be found at the Fourteen Points over a glass of wine. He flaunts his status openly, with a well-coiffed mane of blonde hair and a doublet of fine silks, and carries a rapier at his belt. He is especially proud that his ancestors slew the stag that lends the inn its name, and will boast of the story to anyone even if not asked, insisting it is a true imperial stag and fervently denying any accusations to the contrary. He isn't afraid to throw around his perceived authority and openly berates the Inspector, who he believes to be an ineffectual drunkard and that the Count is a fool to place his trust in him. He uses the stats of a noble.
  • Franz, the Bodyguard, accompanies the Lord's Son wherever he goes and is sworn to protect him if trouble arises. He is readily identifiable by the tabard he wears bearing the lord's coat of arms (a series of five wavy blue bars on a gold field), another open display of the family's authority. Fiercely loyal to his charge, he will back him up in any dispute and is quick to come to his aid. He also has a manic twitch in his eye and has been waiting for a fight for some time, and is easily provoked and slow to listen to reason. He uses the stats of a guard.
  • Laurent, the Inspector, is an agent of the Count, sent to survey the land and ensure that his vassals are behaving themselves. He is particularly suspicious about how dependable the local lord is to act in his master's best interests, and is staying at the Fourteen Points because he knows the Lord's Son frequents it, feeling that he can get a sense of the situation on the ground. Furthermore, he is on the alert for any wanted criminals and intends to report them to the Count's forces so that justice may be served. Unfortunately, he is irresponsible and prone to indulging in his vices, and he is currently very drunk (he has Disadvantage on all attack rolls and skill checks) and will do nothing to break up any trouble that arises.
The Commoners
  • Ari, the Farmer, is a serf of the lord who tills the land not far from the Fourteen Points, and the tavern is a favorite spot for him to spend time at the end of a long workday. Even though he is legally a slave and owes a portion of his labor to the lord, he holds a resentment of the wealthy and has been surreptitiously accruing wealth of his own through gambling in the taproom with the other patrons in the hopes of one day buying his freedom. Whatever his cause may be, he distrusts nobles of all sorts no matter their alliegances or intentions, and he also has a dislike of Caravan People, believing the Dancing Girl and Musician to be witches conspiring to put a curse on him in order to steal his money. He is unscrupulous in his means and willing to cheat. He can be found playing a game of Hazard with the Dwarf, in which he - unbeknownst to the dwarf - is using a set of loaded dice. When he is the Caster, he replaces the dice with a nearly identical set (DC 20 Perception check to spot the difference) that are weighted to always land on fours, and he insists on using eight as his Main (it's his "lucky number") when he rolls. He denies any allegations of cheating and staunchly maintains his honesty.
  • Tulon, the Dwarf, is a dwarven stonemason from a mountain hold not far from the Fourteen Points, stopping at the inn on her way from selling her wares in the next town over. Unafraid to speak her mind, she is blunt, brutally honest, and makes no attempts to please people; in particular, she is proud of the cave wheat ale grown in her home, and is outspoken in her complaints about how the ale served at the inn is hopelessly inferior. Additionally, her hold was besieged by orcs long ago, and though it has not suffered any attacks in her lifetime, the stories were often shared by those old enough to remember them, causing her to grow up with a distrust of orcs. She can be found playing a game of Hazard with the Farmer.
  • Bazghul, the Orc, is an itinerant orcish warrior in search of glory, having left his clan in the hopes of acquiring a reputation for himself through great deeds of arms. He has stopped at the Fourteen Points to spend the night before continuing down the road, and can be found sitting by himself and indulging in excesses of food and drink - as of now, he is on his third tankard of mead and his second bowl of stew and shows no signs of slowing down. He is an outsider to the community and has no preconceived loyalties to any of the other patrons, the staff, or the noble families that govern the land - but at the first opportunity for a fight to break out, he will eagerly join in the fray, targeting whichever combatant looks the strongest, both to boast of his strength and just for the fun of it. He carries a well-worn battleaxe on his belt; though peace-bound, it is with a flimsy thread that is really just there as a formality. He can draw the axe as a free action without needing to take an action, but he believes in honor and will use his fists unless someone in the brawl (not necessarily someone he is fighting) draws a weapon first. He uses the stats of an orc.
  • Lia, the Thief, is a wanted burglar from the next town over who is on the run from the law. She has booked a room at the Fourteen Points in the hopes of waiting out her pursuers until the morning, where she intends to continue down the road at an early hour. Unfortunately for her, once inside the inn she discovered that her wanted poster is posted on the wall. Though she is not immediately alarmed (in part because of the innacuracies of the poster), she is understandably anxious about being discovered and on edge. She sits alone and stays quiet, trying to avoid others, and will try to deflect and steer the conversation elsewhere if questioned. She has not left the inn because she fears that doing so so soon after her entrance would be conspicuous, but if a distraction occurs she will attempt to slip out while the other patrons are occupied. She uses the stats of a spy, but does not have a ranged attack.