TSR 9044 B3 - Palace of the Silver Princess
No
named tavern
This is a shame, as this picture sells the pub to me. Look at the space between the tables. Look at the head on that pint. What's that bloke at the back doing with his arms? Who's that sleazy looking geezer on the right?
TSR 9049 B4 - The Lost City
No tavern presentTSR 9078 B5 - Horror on the Hill
Meeting at Guido’s FortAha - a pub!
Well, that one's in Dornie where their marketing team have identified a great way to get you to notice their product.
They
meet to prepare at the Lion’s
Den.
The
inn has a large common room filled with many benches and tables, a
bar, and a large fireplace, The common room is a smoky, dimly-lit
place, and tends to be rather quiet. The inn also has sleeping
quarters for rent. One sp per person buys a night’s lodging on a
straw pallet in the back room. The quarters are so dirty that
characters who sleep here have a 75% chance of
becoming flea-infested during the night! (Fleas won’t affect
a character’s play; they’re just a temporary nuisance.)
75% chance of becoming flea-infested - super!
At
any
given time of day or night, 2-12 (2d6) persons can be found in the
Lion’s
Den.
Player characters can learn two of
the
rumors on the table below from any of these patrons or the innkeeper.
For your own information only, the table shows whether the rumors are
true or false. To see which two rumors the characters learn, roll
2d8, repeating if necessary until the second roll is different from
the first. Note that the players must state they are seeking
information before they can begin to
hear
the rumors.
If
the characters express an interest in learning more about The Hill,
they are referred to the “Old Timer.” For each cold beer the
party buys him, he will divulge another rumor, until they have heard
all eight. Note that the Old Timer goes through the rumors randomly
(roll a ld8), and although he will not repeat a single rumor twice,
he will probably repeat the two rumors that the party has heard
elsewhere.
Yes, the Old Timer. An' oil bet he speak in a West Country axxent, haa-haarrr.
Well, the Lion's Den might be a den of iniquity, but at least it's open.
Talking of West Country accents, what about a sea-shanty...
TSR 9086 B6 - The Veiled Society
The Blue Water Mead Hall
The
Mead Hall is a bright, clean building. Inside,
several sailors in the center of the room
strike up a rousing but badly off-key
chorus
of a sea chanty. One plays a simple bagpipe
at a furious pace. Near them, several men
link arms and begin a noisy stepdance.
Their
stomps punctuate the ribald wolds
of the song. There is much clatter of mugs
and talk. The tavern keeper and several
potboys whisk through the crowd, slamming
down drinks and catching thrown
coins.
Near the back are two curtained doorways. A
red-haired man sits near the back of the room.
If the characters have a description of
Akarios,
they recognize him. If it is near evening, the
man leaves the room, and goes through
one of the curtained doorways. If the
characters
approach the man, he springs to his
feet and runs for the curtained doorway.
He
holds his right arm close to his side.....
Wow! Didn't even have time to get a round in before the action kicked off.
TSR 9115 B7 - Rahasia
No tavern present
TSR 9106 B8 - Journey To The Rock
Has the "friendly town" image that the D&D_Land Tourist Board would be happy with in this "forsaken wilderness"
For
weeks, you’ve been looking for adventure in this forsaken
wilderness, with nothing
much to show for it. It’s autumn now, with winter fast-approaching,
and you’ll
be in real trouble if you don’t earn some treasure soon.
As
you’re finishing breakfast at a
cheap
inn, a traveler walks into the common room. In a loud voice he says,
“Peace
be upon you all! I, Hakeem the merchant, seek Hargath Stonehand and
his worthy friends!”
”
If
anyone decides to talk to Hakeem, he says,
“As
I passed through Sylvanhome forest on the way here, I stopped at The
Manor, a fine palace owned by the wizard Lirdrium Arkayz. His servant
Jenlar Temlin paid me to look for you and deliver his message to you.
The wizard needs adventurers to undertake a quest, and he is willing
to pay well anyone who answers his call. The letter of his servant
explains all. Good day, my friends.”
He
lays a scroll on your table, then turns to leave.
Tell
the player characters that they have heard local people talking about
Jenlar Temlin-he has a reputation as a brave, honorable, and
trustworthy fighter. Then give them Jenlar Temlin’s letter and
Jenlar Temlin’s map. If the characters follow Hakeem out of the
inn, they will see him preparing to ride away on a mule.
If
they question him further, he says that he believes Jenlar Temlin and
Lirdrium Arkayz to be trustworthy, but he knows nothing else about
them.
If
player characters ask others (such as tavern patrons or innkeepers)
about Jenlar Temlin or Lirdrium Arkayz, they will be told that both
are highly respected. Arkayz is a philosopher, sage, and advisor. The
characters can get directions to The Manor from anyone they ask.
Helpful kinda people.
TSR 9143 B9- Castle Caldwell and Beyond
No
tavern present
TSR 9149 B10 - Nights Dark Terror
...
the adventuters are hailed by Sergeant
Arthol when they reach the town.
He recommends the Hook and Hatchet Tavern
Inns
Inns
are very common in Threshold, most streets
having at least one.
Inns
usually have 1d4x10 patrons and tend to
be bustling with activity. The kind of
patrons encountered varies with the inn's location -
waterfront inns have a high number
of stevedors, those near
the town hall have a large number of
merchants and town guards,
and so on.
Each
time thc party enters an inn, make a reaction roll check using thc
bonus of the character with the highest charisma, to dtermine how the
locals react
to the party's presence.
Food
and drink are available in all
inns, hut the
quality varies
considerably –
roll 1d6 a
result of
1 means 'terrible': 3-4
are average; 6
is excellent. Rooms
are availablc
in most inns for 1d10+10sp
per. night, and most can
also provide stablingat
Id4sp per horse per night. Characters booking rooms are provided with
a key
by the landlord,
although, if you wish, some landlords may be dishonest and attempt to
steal from the
adventurers. In any case, characters should be encouraged to
leave bulky
items in
their rooms since
they cannot
reasonably carry
all their gear ewry
time they venture
onto the
streets. Alteratively, valuables may be deposited at the town
hall
The Hook and Hatchet
This is the
inn favoured by Sgt. Arthol and most of the guards (when off-duty!).
It is
located
next to the old town wall. It serves
'above
average' food (quality -
5) and can
provide both rooms (15sp per night) and stabling (2sp
per
night).
Handy. And more than that, the place functions in classic D&D cliché mode as a recruitment office....
Hiring Retainers
In
each inn there is a 10% chance that there will bc 1-2
1st level fighters looking for
employment.
So that's the Dragon-fodder sorted then.
Fogor
Isle
Fogor
Isle is
connected to the
rest of Threshold by two stone
bridges, and
serves as
the main port and
warehousing section of Threshold. Despite the best efforts of the
patriarch, the
Thieves' Guild still
exercise considerable
influence here. During the day, the
thieves keep a low
profile, but after
dark, the
Isle. is fully under Guild control and no guard patrols dare enter.
The
streets and alleys of
the isle are dark and dingy. Numerous inns are found here
as wcll as various
dens of vicc
which cater for
all manner
of interests.
Small
groups of characters
walking the
streets at night are 50%
likely to
hc accosted by groups of
thugs (see below). Even during the day, members of large groups are
likely to
have thcir pockets picked
by a 6-11th
level thief.
The
residents of Fogor lsle look
after their own, and
the town guards, if called during the day, only escort characters out
of the area, they do
not make arrests
anymore. The last group
to try, never
madr it
back over
Northbridge...
The Good Guys are led here:
Must be the off-season .... |
TSR 9260 B11 - Kings Festival
You
have arrived at the town of Stallanford, on the Duke’s Road. The
town is bustling and busy, with many visitors and merchants’ wagons
seeking hostels and stables for horses. This is no ordinary day, for
tomorrow is the first day of the King’s Festival!
Karameikos
has no king, but this long-held festival honors a
great hero of the distant past, King Halav. Long before
Karameikos was a nation,
King Halav of the Traldar folk fought with his warriors against evil
Beast-Men. In a great
battle, Halav and the king of the Beast-Men fell, but the evil ones
fled and the safety of the humans was ensured.
You’re
rather late in arriving, and many folk are asleep. You sniff the
pleasing aroma of cooking meat and warm bread, and you make for the
tavern, the Hungry Halfling,
for a meal and some rest.
The
inn is busy, but you find a
table right away. The
friendly old halfling who owns the hostelry charges 5 silver pieces
for dinner, a bed,
and breakfast. It’s
good value though-the joint of beef you see on the table will fill
your stomach after your long journey!
Well that all sounds lovely, especially compared to the dryness of B12.
I wonder what beer they've got on the handpump
TSR 9261 B12 - Queens Harvest (Kings Fst 2)
No tavern present