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The Tavern Complex [MAY CONTEST ENTRIES]

Started by Ishmayl-Retired, April 30, 2007, 01:39:34 PM

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Ishmayl-Retired

Hello everyone,
For our May contest, we will be doing something a bit more grand than last time.  We hope to still get plenty of entries to choose from.  (Please send all discussion to the Discussion Thread.  Here you go..

The Tavern Complex

We all know that the best adventures always include at least one trip to the local tavern - be it the Prancing Pony or the Mos Eisley Cantina - and countless epic campaigns have gotten their start over a mug of ale. In this contest, you get a chance to design your own tavern wherein many a great adventure can begin.

1) Even though it's called The Tavern Complex, you can actually design any place where adventurers congregate to form parties and plan adventures. You can even design an event, like a fair. The only requirements are that the location/event be open to the public (and especially adventurers, which means it has to accept a rather varied clientèle), and, if it's an event, it occurs on at least 7 days every year. Note that this doesn't mean it has to be easy to get to - the tavern could very well be on another plane of existence!

2) You can make a tavern for a fantasy setting or for a science fiction setting. Since certain stats may be required, use whatever system you are most comfortable with in order to determine these. Avoid using any trademarked or copyrighted properties - ie. you can't make a Star Trek specific bar, nor one for ShadowRun, Firefly, Wheel of Time, or Lord of the Rings. If at all possible, do not make a bar that is specific to one D&D setting either.

3) Each entry must include the following:
    *Box text for the tavern/locale - ie. what a GM would read the first time a party enters.
    *Physical description of the inside and outside of the locale, specifically any notable features.
    *Maps are nice, but not required.
    *Additional background and history.  This is where you would include any stats necessary.  For instance, include DCs for Knowledge (local) - and/or other appropriate Knowledges - and Gather Information checks to find out information about the tavern (or for whatever system you're using).
    *A brief description of the proprietor (or at least one major NPC the party encounters), including a brief physical description, and maybe some relevant stats. This does not need to be (and probably shouldn't be) a full NPC write up.
    *At least one plot hook related to the tavern in some way.
    *A signature item. For a tavern, you could just come up with a specialty drink or food item. Really, anything goes in this.  It's just something to make the place stand out in some way.  The item is preferably non-magical; this should at most be a sort of keepsake or memento.
5) The contest starts as soon as this thread is posted on April 30, 2007, and entries will be locked and final at midnight EST on Sunday, May 27, 2007.
6) Your Tavern will be judged on:
    *Originality
    *Genericness (Meaning, able to place in any setting with ease)
    *Description
    *Hitting all the points in the rules up above.

There will be a grand prize, and a runner-up in this contest.  Both winners will have their work featured in an upcoming issue of the Guide, and the grand prize winner will be able to choose an item from the Campaign Builder's Gear.  (Hint: We may have more items up by the time the contest is over, so don't go picking things yet! ;))


(Necessary Disclaimer Stuff Below in Spoiler Box)
[spoiler=Disclaimers]
Please read all these rules before entering.  If you enter the contest, it is assumed that you have read and agree with all the rules presented below.  Any entries/contesters found in contrast with these rules will be disqualified from the contest and will be ineligible for any prizes.
1. No one under the age of seventeen (17) can enter a contest without the consent of a parent or a Legal Guardian.
2. Rules and guidelines will vary. Some restrictions may apply.
3. All winners will be contacted by e-mail within seven (7) days of the contest ending.
4. To claim your winning prize, simply follow the easy instructions in your e-mail notification.
5. If we do not hear from you within seven (7) days of notification, we'll select an alternate winner.
6. Read all the rules, entry requirements and deadlines of each contest before entering.
7. The Campaign Buildersâ,¬,,¢ Guild (the CBG) reserves sole and final judgment as to all matters concerning its contests. All decisions are final.
8. Winners are responsible for all Federal, State and Local taxes, if applicable.
9. Void where prohibited and where all Federal, State and local laws and regulations apply.
10. Prizes cannot be exchanged, substituted or transferred, without the prior written consent of the contest sponsor if applicable or the Campaign Buildersâ,¬,,¢ Guild (the CBG).  
11. Odds of winning a prize depends on the number of eligible entries received and are determined by each contest's specific  
 criteria of awarding prizes.  
12. If you are a contest winner you also authorize the Campaign Buildersâ,¬,,¢ Guild (the CBG) and its affiliates to use your name and/or screen name for promotion purposes and publicity purposes without compensation, as well as for use in the Campaign Builderâ,¬,,¢s Guide.  
13. These rules are subject to change without notice.  
14. Unless otherwise specified, only members 17 years of age and under as stated in rule number 1 above in the general guidelines, and 18 years of age and older can enter or become eligible to win any of the prizes with respect to any contests or make any submissions of any kind to the Campaign Buildersâ,¬,,¢ Guild (the CBG).  
15. The Campaign Buildersâ,¬,,¢ Guild (the CBG) is not responsible for error, omission, interruption, deletion, defect, delay in operation or transmission, communications line failure, theft or destruction or unauthorized access to, or alteration of your entry.  
16. You agree that the Campaign Buildersâ,¬,,¢ Guild (the CBG) and its respective representatives shall have no Liability, in connection with the acceptance and use of prizes awarded, including liability for personal injury and property damage.[/spoiler]

Good Luck, and may the contest begin!
!turtle Ishmayl, Overlord of the CBG

- Proud Recipient of the Kishar Badge
- Proud Wearer of the \"Help Eldo Set up a Glossary\" Badge
- Proud Bearer of the Badge of the Jade Stage
- Part of the WikiCrew, striving to make the CBG Wiki the best wiki in the WORLD

For finite types, like human beings, getting the mind around the concept of infinity is tough going.  Apparently, the same is true for cows.

Darkxarth

[ic=The Pyg Sty]As you enter the tavern, you see that it's just as grimy on the inside as it was on the outside.  The tables and chairs, and even the bar itself, all seem beat up and worn, as though they were taken outside and beat againt the walls of the building, rolled in dirt, and wiped off with an old alley cat.  The people in the tavern have a similar quality, all wearing old patched cloaks and battered leather boots.  And those whose face could be seen all had the same look, tough leathery skin, usually missing a tooth or two, often with a couple of scars accenting their rough features.

But all of these seem like dainty pressed flowers compared to the barkeeper.  To say he's dirty is like saying the ocean is "a little damp."  His hair is grimy and stringy, similar in composition to damp seaweed, except black and thinning.  His skin is leathery, to the point that he could probably be made into fine (albeit dirty) armor, but it also seems to have its own layer of grease that keeps him from creaking when he moves.  His shirt had at one point been white, so the oldest customers claimed, but it was now a dull shade of brown because of the many layers of grease & beer stains that covered it; his apron is in a similar state, but a few shades darker because it has been scorched several times by the stove in back.  As if his physical appearance isn't bad enough, he has a strong odor of garlic, cheese, onions, and stale beer that surrounds him at all times, leaving most customers sitting at the tables in the back rather than at the bar.

As you enter, he calls out, "Ay, what can I do ya for?"[/ic]

Physical Description: The Pyg Sty is two stories tall, the bottom containing the dining area, bar, kitchen, and Pyg's room.  The second story has 8 rooms, each big enough for two or three people to stay in and each surprisingly clean.  This is because it is a house policy, though not enforced by anyone, to clean up the room before you leave, as a courtesy to Pyg.

The building is made out of a very sturdy, very dirty, wood, and has stood up to many bad storms which would knocked over lesser taverns.  The sign that hangs above the door has a picture of a pig sitting on a stool holding a mug of ale.  This has thoroughly confused anyone who's seen it and Pyg himself admits, "I don't remember what it was about, I might'a been a little drunk when I told the guy what to put on it."

The Pyg Sty is a physically disgusting place, filthy and grimy, and so is its owner, Pyg.  However, underneath the many layers of dirt that covers him he has a good heart, and often takes in poor folks who couldn't afford to pay for the stay.  He is often able to find work of some sort for the people he takes in, usually through one of his regular customers, and has saved many people through his kindness.  So, despite his physically repulsive form, he has many friends, all of whom heartily recommend the Pyg Sty to whoever asks.  They all warn that "although it can be a bit messy, its true beauty lies in the owner and those who frequent it."  Which is mostly true.  Unlike other taverns, the Pyg Sty is not a place for thieves or crooks, and Pyg will personally throw out anyone who he recognizes as a criminal or who tries to start a fight in his tavern.

Many kinds of people come to the Pyg Sty, though they all share similar qualities of being unkempt and worn, like the tavern itself.  But, because of Pyg's strict policy about crooks, the people within tend to be kind-hearted, if a little introverted.

Knowledge (Local)-
10:
The Pyg Sty is the most disgusting tavern in the area.  It is avoided by anyone with good taste and is thought to be a harbor for the darker elements of the city.

15: The Pyg Sty, while physically filthy, is one of the better taverns in the area.  The people inside may seem gruff, but most are actually kind-hearted and usually willing to help others.  Pyg's famous Mud Brew is one of the best drinks you'll find.  He takes a rare type of bean, brews it in hot water, and mixes it with a little milk and some sugar, the stuff is almost addictive it's so good.

20: (In addition to the information provided by a 15 check) The owner of the Pyg Sty, Pyg, is one of the most physically disgusting humans one will ever meet, but he has a heart of gold.  He's helped countless people and is regarded by all of his customers as a great man and a great friend.  Additionally, his rooms are some of the cleanest in the area, despite the filth of the rest of the tavern, though folks are expected to clean the rooms themselves before they go.

Gather Information-
10:
"The Pyg Sty?  That place is disgusting!  I wouldn't go there if ya paid me.  Besides, have you seen the kind of folks who go in there?  Dark and mysterious folks, all up to no good I'm sure."

15: "The Pyg Sty, eh?  Well, it ain't actually a half bad place.  Sure it's a little dirty on the outside, but once you get to know the folks who go there you'll see it's a pretty nice little tavern.  And while ye're there, don't forget to have some o' Pyg's Mud Brew, that stuff is great."

20: The Pyg Sty?  It's a great place!  Sure, ole Pyg's a more than a little dirty, but he's one of the best men in the area.  He put up a friend o' mine once for two weeks, and then found 'im a job too.  And the rooms ain't nearly as bad as the rest of the place, though it's an unwritten policy that ya clean 'em before ya leave.  O' course, ya gotta try some of Pyg's famous Mud Brew, he takes some rare beans, brews 'em in water, and mixes in some sugar and milk, it's like a cup full o' heaven."

Mud Brew: The Mud Brew is the Pyg Sty's most popular drink.  Pyg brews a special kind of bean (imported from who knows where) in hot water, creating a black liquid that could "kick the pants off a man" as he says.  He then adds some milk and sugar to the drink, bringing down its bitterness considerably, but still leaving it with that special kick.  Many drinkers of the Mud Brew feel energized after drinking it and some swear that a few cups of that could keep them going all through the night without difficulty.  A single cup costs a silver piece, though Pyg doesn't make much profit per cup as the beans are rather expensive.  Still, the fact that so many of his customers drink several cups a day makes up for the fact and allows him to keep the price relatively low.

Hook, Line, & Sinker
The Pyg Sty has always got at least a few customers from open till close, and one man in particular comes everyday at opening and stays until closing time.  He sits at the bar, unlike most of the customers, and talks to Pyg all day.  Upon a closer look the man is revealed to have a huge chunk taken out of his nose, and claims he can't smell a thing, which would explain why he can stand to sit at the bar all day.  He'll gladly tell anyone who'll listen his sad tale.

Long ago, before he came to this city and started working as a night street cleaner, he was a great mage.  He traveled the world discovering the intracacies of magic and using his powers to help those who couldn't help themselves.  One day, he found himself exploring a dark cave, where there was rumored to be a powerful magic artifact.  He wished to find and study this artifact, hoping to find a way to use its power to help others.  He made his way past magical traps and monsters, solving puzzles with his great knowledge and magic, until he reached a final room.  When he opened the door he found a mirror within; he approached the mirror and looked at it, hoping to discover why it was so powerful and magical.  What he found was a terrible and horrible being, one who sought to escape his magical lair.  He tried to turn his eyes away but couldn't, as he felt the creature reaching into his very being and draining his essence.  Luckily, he had prepared for emergencies and was quickly teleported away.  But when he reappeared, he felt empty, as though something were missing.  It didn't take long to discover that his magical powers were gone.  He could no longer cast even the simplest of cantrips.  He made his way through the wilds to civilization, getting his nose bitten off along the way, and eventually came to the Pyg Sty.  He's been here ever since, and is always warning people away from the cave and looking for someone or someones strong enough to destroy the mirror in the cave and the creature within.
[spoiler=Sigariffic!]
[spoiler=Links]Wal-Mart: Post Apocalypse

All hail the wisdom of the Red Mage[/spoiler]
[spoiler=Cookie]Fortune Cookie!
 [fortune] [/spoiler]
[spoiler=Quotes]"No violence, gentlemen -- no violence, I beg of you! Consider the furniture!"
- Sherlock Holmes

" 'Hey, you're that one guy!'
'No I'm not. I'm those two guys, and neither of me is the guy you think I am.' "

- The Dark Lord Chuckles the Silly Piggy and Dave

"That's cooler than Nuclear Fission in a bag!"
- Me

"There's no problem that can't be solved by throwing a lot of Ninjas at it."
- Anonymous[/spoiler]
[spoiler=The Welcoming Song]Welcome new member,
Hope you like it here,
Just don't let these guys,
Talk off your ear.

When we get annoying,
Which happens quite often,
Be annoying too,
And our hearts will soften.

If ever you're bored,
Just show up online,
We wash away boredom,
In absolutely no time.[/spoiler]
[spoiler=Unofficial CBG Holiday Tagline]"It's like christmas, only instead of presents, Santa brought universes!"- Eclipse[/spoiler]
[spoiler=Unofficial CBG Theme Song]CBG, CBG,
A great website for you and me,
Spinning webs, connecting dots,
Building campaigns, advancing plots.
Look out, here comes the CBG.

Is it cool? Listen bud-
It's got nothing but gamer blood.
Can it live on a thread?
Yes it can, it's never dead.
Hey there! This is the CBG.

CBG, CBG,
Friendly neighborhood CBG.
Wealth and fame, never seen-
Though they sound really keen.
To it,
Life is a great big campaign-
Wherever there's a campaign,
You'll find the CBG![/spoiler]
[spoiler=Scouring the old threads...]
I found a great number of old banners and the like and have decided to add them to my sig, just for fun.
[spoiler=Han Solo vs MacGyver]
[/spoiler]
[spoiler=TRON vs Enzo]
[/spoiler]
[spoiler=Vegeta vs Prince]
 [/spoiler]
[/spoiler][/spoiler]
-DX

Stargate525


This is the pic that inspired the concept. Enjoy.

 [ic=Citadel Inn]As you approach the entrance to the inn, the building's sheer size begins to dawn upon you. It is an impressive sight despite the numerous additions and alterations to the design, the granite and iron of the original still occasionally visible amongst the multitude of neat wooden structures clinging to the tower like some sort of building-shaped fungus. The inn proper is dwarfed by the imposing sight of the tower to which it clings, despite itself being four stories tall.

Inside, the inn shows the telltale signs of a well-worn hospice: the floor is worn along paths to the regulars' favorite tables, the bar is grooved from the countless mugs that have been slid across it, and all the tables bear the records of games of chance, their variations in the dozens.

Few of the many patrons seem to notice your arrival, being intent on their own talk and business. However, a barmaid turns her head and asks, "What can I get you?"[/ic]

Physical Description: The Citadel Inn (or just The Citadel) is one of the most recognizable locales in the region due its distinctive design and sheer visibility (on a clear night you can see the lights of the Citadel from twenty miles away). Located overlooking the crossroads of a major trade highway, it gets quite a bit of custom despite the lack of real civilization for a week in any direction.

The Citadel itself is made of thick granite with iron reinforcement, originally designed to garrison an entire army in relative safety and comfort. Today, it has been expanded and built upon by its owner, Count Werren, so much so that its size has nearly doubled. Despite its ramshakle appearance, the regulars will testify that his expansions are more stable than the Citadel itself.

The Citadel long-since abandoned, it serves as a haven for travelers, a neutral ground for trade, and a place to conduct business, all at once. The complex is so large, in fact, that it has begun to attract permanent residents, most of which live on the upper floors and work for the Count.

History: No one knows who the builders of the Citadel were; it has been standing at the crossroads for as long as anyone living in the area can remember. Despite its extreme age, it has stood up to the elements rather well, and with the exception of necessary doorways and anchors for the Count's building projects, has yet to lose a single block of granite. Rumors that the place was haunted were extremely popular, as on most clear nights you could see what looked like a beacon of fire atop the tower despite there being no one there or even in the area at the time.

Roughly 50 years ago, Count Werren occupied the tower and opened it for business as the Citadel Inn. It become extremely popular as a safe stopping point on long journeys, and was soon expanded. What began as a small addition to add a few more rooms quickly spiraled out of control into a marathon 37 year construction project adding everything from office space to apartments to a library to a bath house.

The Citadel has been renting apartments and offices for a decade now coupled with the fact that the entire Citadel is considered neutral ground (on pain of the Count's Wrath) has made it a prime location for adventurers, mercenaries, and bounty hunters to set up shop. Most of the middle floors are their offices and residences, and it is a rare night where you wont find half a dozen of these residents in the bar. The upper floors of the Citadel belong to the permanent residents, such as the Count and all the Citadel's employees, while the lower floors are the standard guest rooms.

The place also has many amenities to its guests, which include a bath house, gully-stocked library, access to several businesses on the Citadel's grounds, as well as countless others available to those that can find them. However, to use these luxuries you must rent a room. Failure to do so will incur the Count's Wrath.

The Count himself is rather an enigma. His title is very real, and he rules the Citadel much as one would rule an estate; with strictness, fairness, and dedication. Even though he counts several local rulers as close friends, no one quite knows where he comes from. He has no family, at least none that reside here with him, and rarely takes visitors. The few occasions when he comes down to the bar are highly anticipated, since he is often known to display extraordinary feats of generosity at these times, so far as to give away an expensive sword for quick service.

Gather Information and Knowledge (Local and History):
Gather Information:
10:The Citadel? Isn't that the name of that weird inn way out on the highway?

15:Sure I've heard of the Citadel; good rooms, excellent food, and you can't beat the service. If you're ever in the area you should definitely stay a night.

20:The Citadel? It's got EVERYTHING. Libraries, smiths, traders, you name it. Anything that they won't sell themselves... well, someone there will be able to provide.

Knowledge (local)
10:The Citadel is a large Inn located along a major highway and is known for its service.

15:The Citadel's owner, Count Werren, can be a very generous person, if you ar elucky enough to see him.

20:The Citadel is a neutral meeting ground for people all over; if you need information or are just looking for a place where you're guaranteed peace, the Citadel's the place.

Knowledge (history)
10:The Citadel was not always an Inn; previously it was an ancient guard tower.

15:No one knows who built the Citadel; it outdates anyone who still lives in the area.

20:The Citadel is rumored to once have been haunted. You could see a light at the top of the tower at night. However, the rumors abruptly ceased once Count Werren took over the place.

The Hook(s)!
    *There are rumors that the Citadel's best 'amenities' are hidden within the labyrinth of the Citadel's upper floors. Several seek the object of these rumors, often getting lost for days. Recently, however, guests have begun to be missing for longer stretches of time, several haven't been seen in over a month.
    *After several harrowing experiences in the halls and rooms of the original citadel, rumors of its haunting are starting again. This time, instead of the phantom beacon, there are figments of soldiers marching through the corridors and sounds of battle.
    *Two rival factions are planning to meet at the Citadel to discuss a peace. Such a meeting would be good for everyone in the area, but there is a significant third party that does not wish this peace to go through. As a precaution, both factions as well as the Citadel are hiring security for the meeting in case something should happen.
    *Count Werren has appeared in the bar without his customary good mood. He seems tense and in a hurry, and is asking for the services of a team of experienced dragon-slayers. His promised reward is the dragon's entire hoard, a large portion of the Citadel's land, and to everyone's surprise, his daughter's hand in marriage.

[ooc]
    *Box text for the tavern/locale - ie. what a GM would read the first time a party enters.  
Check.
*Physical description of the inside and outside of the locale, specifically any notable features. Check.
*Maps are nice, but not required. I got a picture...
*Additional background and history.  This is where you would include any stats necessary.  For instance, include DCs for Knowledge (local) - and/or other appropriate Knowledges - and Gather Information checks to find out information about the tavern (or for whatever system you're using). Check.
*A brief description of the proprietor (or at least one major NPC the party encounters), including a brief physical description, and maybe some relevant stats. This does not need to be (and probably shouldn't be) a full NPC write up. Count Werren.
*At least one plot hook related to the tavern in some way. Check, check, check, check.
*A signature item. For a tavern, you could just come up with a specialty drink or food item. Really, anything goes in this.  It's just something to make the place stand out in some way.  The item is preferably non-magical; this should at most be a sort of keepsake or memento. Check. (I used the whole original Citadel as the item, tell me if that's not acceptable.)
[/list][/ooc]
My Setting: Dilandri, The World of Five
Badges:

Higgs Boson

[ooc]My original was lost to to the depths of CBG-space due to the press of a wrong button...heres my second crack:[/ooc]

  The Cavern

Patron: Meldric Gorfyddyd the 7777th
Specialty brew: Depth Charge, a special brew with more types of alcohol than a bag of holding can fit!

 [ic]As you step through the dark shroud of mist, you find yourself in a very cheery, upbeat tavern. As soon as you enter, you hear the voice of the owner, "Greetings to you, friends! I am Meldric R Gorfyddyd the 7777th! R is for rebel. Anywho, what can i get do for ya?" You notice he is a very roguish looking character,yet you feel oddly inclined to liking him. The sides of the bar is filled with women all try9ing to get his attention and the bar floor is full of many very cheery drunk men. You notice that it seems not to be made of wood, but to be built in a cave that was already there.[/ic]

Physical Description:
Like a two-story, well kept building from the outside with a entranceway that has no light coming out of it. However, the rooms are not on the second floor. that is the cellar. the rooms are underground, the special attraction of The Cavern.

Gather Information/Knowledge(Local)

10: The Cavern's owner is very popular within the town, especially with the ladies.

15: Meldric really is the 7777th Meldric Gorfyddyd in his family, and his middle name was really (from his birth) "Rebel".

20: Do not try to consume more than 2 "Depth Charges", they are some of the world's most potent beverages...it is also whispered by some that the Cavern is built upon a massive network of underground caverns and tunnels, some with magical properties. It is rumored that Meldric seeks to hire some one to map the caves.

Meldric R Gorfyddyd the 7777th is an extremely likable man, whose popularity with the ladies is second only to his fame of being one of the most deadly masters of the scimitar-rapier style (also one of the only). He is extremely intelligent, and has even made his own popular instrument: the hlute. it is like a flute, but the finger holes are closed and a miniature harp protrudes fromunder neath. he changes the notes by pulling the strings. His fighting, charisma, and music however pale to his ultimate skill: the spinach and cheese omelete. He is a very odd character and not much is known about his past.

Hooks:
Meldric is looking for a group of adventurers to map out the massive network of caverns and discover their full wonders.

It is rumored that Meldric's family was the heir to a great power and three artifacts, as long as they wer kept in their proper place in the family halls, would grant the latest heir great powers, however,they have been missing since Meldric Gorfyddyd the 231st's time. Meldric will pay a handsome sum, and promises of even better than that, to who ever can reclaim the three Tomes of the Fractalverse. It isalso rumored that they are written in an extremely ancient language forgotten to everyone, including the GOrfyddyds, save Meldric the 7777th.

[spoiler=CLICK MEEEEE] My setting(s):
[spoiler=Quotes]Why are my epic characters more powerful than the archfiends from the Book of Vile Darkness, the archangels from the Book of Exalted Deeds, and the Elder Evils from Champions of Ruin?

If you're playing epic, pause for a moment to laugh at WotC's farcical cosmic entity stats and move on. They aren't there to be taken seriously. Trust me. They aren't even suitable for use as avatars. -WotC Epic Boards, Epic FAQ

Nobody can tell... hell we can't even tell if he actually exists -Nomadic, talking about me.
[/spoiler]

My Site

[spoiler=Oh Noes!] [/spoiler]
[spoiler=Various Awards][/spoiler]
[spoiler=For those who don't know...]...my name is the current name physicists have for the "god" particle that created mass by creating a field that forces other matter to move through (from what I understand). [/spoiler]
From the Office:
Interviewer: "Describe yourself in three words."
Dwight: "Fearless, Alphamale, Jackhammer...... MERCILESS!"
[/spoiler]

Ravenspath

The Eighth Deadly

 [ic=Flavor Text]Approaching the tavern you notice that the front is very plain. The only indication this is the correct location is the number 8 that has been burned into the dark wood of the door. As you enter you notice a difference from the outside appearance and the interior. The center of the room is well lit with many tables and chairs for the customers. It appears that there is everyone from a few nobles to some sailors currently taking their meals here. The wood of the floor is a rich golden color that is surprisingly clean. Along most of the back wall runs a bar with  2-3 bartenders working. Fireplaces on both the right and left walls heat the tavern and provide even more light. Flanking each side of the bar are doors. One to the kitchen, with the tantalizing aroma of a well cooked meal floating from it, the other to an unknown area.

A list of rules is posted on the first pillar inside the door.
1)   No fighting
2)   No magic (except approved by the house)

A middle aged woman wearing elegant clothes approaches. â,¬Å"Welcome to the Eighth Deadly. I am Siness Mahay, How may I help you?â,¬Â[/ic]


Physical Description:
The Eighth Deadly is a non descript tavern that has a very special function. The main room measures 40 feet by 20 feet with fireplaces at either end and the bar on the back wall. The room is well lit and kept very clean. The fireplaces are devoid of ashes and the ceiling, which matches the floor, is not soot stained. The bar itself is made of a dark wood that almost seems to absorb light. The door to left leads to the kitchen which is very well stocked as the Eighth Deadly is known for its meals. The door on the right leads to what the Eighth Deadly is best known for, clandestine meetings and information. A number of small meeting rooms can be rented for use for specific amounts of time. Each room is shielded from scrying. Clients may either enter the rooms from the common room or through a back door that is opened by a magical password given out by Siness.  There is a charm on the door in the common room to make people not remember who just went through the door. The staff of the Eighth Deadly is immune to the effect. Also in the hallway is staircase which leads to the second floor and Sinessâ,¬,,¢ personal residence.

Additional Background.
Siness Mahy opened the Eighth Deadly two decades ago and has done a bustling business. But her main product is not the food that is served in the common room, but in information. She acts as a local information broker for everyone from high born down to the lowliest beggar. Everyone is welcome in her establishment, especially if they are willing to sell her a piece of information.

DC 10- The Eighth Deadly is a great place to eat, especially their steak and chips. The Eighth Deadly has a very varied clientele and no one is every turned away.
DC 15- If you need a private room for a meeting you can rent one in the back. The rooms are said to be magically guarded.
DC 20- If you need a vital piece of information you can talk to Siness and she may know it. Or is she doesnâ,¬,,¢t she can find it for you, for a price. She also buys information.


NPC: Siness Mahy-owner/information broker. A middle aged woman who is always courteous and calm. Her shoulder length hair is starting to gray and her face starting to show wrinkles, but she wears these signs of her age with pride. She rules the Eighth with an iron fist though. If anyone breaks her rules they are banned for life. She is known for her ability to find information, and her discretion.

Plot hooks:
1)   A body was found in one of the private rooms, but no one, not even the staff , noticed anyone going into the back.
2)   Siness has disappeared and this has many people in a frenzy as she knows where many of the bodies are buried. The list of people that would like her gone is long, but do who would actually dare risk removing her.

Signature item:  A small wooden disk with the figure 8 carved into it. The disk is magically marked so that they staff can recognize ones given by Siness versus fake ones. A token grants the holder a free meal of whatever the person wants. These are often given out as tokens of appreciation or even as payment for small bits of information.
Those on the Raven's Path Seek Answer to Discover Questions.
Homebrews in progress



  - For being extraordinarily knowledgeable in the realm of sequoias. 

khyron1144

The King of Coins
 
[ic=DM's Boxed Text]On the Street of Coins, in between the Wily Alchemist's Shoppe and Trader Robard's Domicile of Weaponry, is a tavern called the King of Coins.  This would be the North Side of the street on the block between Primus and Secundus.  Outside the door hangs a tavern sign with both a name and a depiction of the tarot card the tavern is named after.  Having money in your pocket and no recent adventure hooks, you step inside.

The front room is the common room.  There's a bar along the north wall and tables in the middle of the room.  A couple of half-ogres are standing around, glaring at the room in general and any new arrivals, like you, in particular.  You figure them to be splatters (bouncers that create a bigger mess).  They both have tattoos of swords crossing coins on their shoulders.

At one of the tables is a group of men, playing cards.  Guessing by the heaps of coinage and shouts of call and raise and whatnot, you figure it must be tarot poker.

Besides the splatters, the only obvious employees of the tavern are the barman behind the bar and the not-very-good-looking-and-obviously-world-weary-serving-matron (at her age, you hope she's not a maid), who is currently delivering a tray of ales to one of the tables.

Although there are a few obvious adventuring types and a few humble (i.e. poor) tradesmen, the clientelle is rather upscale, mostly fat merchants and, you suspect, a few Senators.

Near the bar, is a door marked Private.  On the west wall there's another door.  

There's enough tables that you can find a seat easily.  There's no posted menu, but you can guess the type of fare likely to be offered.[/ic]


Physical description:  The King of Coins appears to be a one-story building with approximate dimensions of fifteen feet tall by fifty feet wide (east to west dimension) by fifty feet long (north to south dimension).  The common room, which is the one that guest coming in from the street will enter, is about thirty feet long by forty feet wide.  The door marked Private leads to a very boring storage room where beer kegs are kept and so on.  This room is about twenty feet long by forty feet wide.  There's a door on its west wall, leading to a tiny, little ten foot by ten foot kitchen.  The unmarked door leads to a nicely furnished office, ten feet wide by thirty feet long.

That's the stuff that's obvious to the naked eye.  Anyone that carefully paces it out will notice the about ten by ten area of "missing" space.  Of course, PCs should be kept too busy to carefully pace it out.  The office has a secret door in the north wall that leads to the "missing room".  (Search DC 25 to find the secret door where relevant).  This room is used by Smashfiste as a secure treasure room for anything he's about to liquidate.  If the solid oak desk is moved (this should take a minimum D&D Strenght score of 16 to accomplish), a trapdoor in the floor can be found, which leads to Smashfiste's complex of tunnels that provide alternate entrances and exits and include a few secret rooms where valuables too hot to be easily fenced are kept to age.

Background: Five years ago a new tavern sprung up on the Street of Coins, taking its cue from The Ace of Swords (Street of Swords), Queen of Wands (Street of Wands) and Page of Cups (Street of Cups), this place was named The King of Coins.  Since the Street of Coins was a vastly different sort of neighborhood, the clientelle it cultivated was different.  Richer for one thing.

It's a silent partnership between Morton Ostler and "Lucky" "Four-Fingers" Smashfiste.  Ostler is a friendly face and competent tavern manager.  Smashfiste is a batttle-scarred half-ogre leg-breaker with a lot of money and a desire to earn more without doing so much hard work. Smashfiste decided to finance a tavern as the front for the new gang he was heading.  Ostler was simply lucky enough to find someone willing to finance "his" tavern.    

Morton Ostler is the owner of record for the King of Coins, but it was built to Smashfiste's specifications and with his money.  The builders were dwarfs fresh in from the mountains; their corpses buried under the tunnel's floor tiles is nasty secret #305 about The King of Coins.  Smashfiste's Coin Street Irregulars meet in the hidden rooms to plot.

Smashfiste invented the Mailed Fist to the Head accidentally.  He doesn't go in for mixed drinks much, but one night he was out of beer and found an intersting result when he mixed certain things together in the right doses.  Only Ostler can make them reliably.

Knowledge Local DCs
5 There's a tavern on the Street of Coins called The King of Coins.
10 The King of Coins is not as good for brawling as The Ace of Swords.
10 The house specilaty drink is Mailed Fist to the Head.
15 The King of Coins is a good place to meet with the city's elite and make organized crime connections.
15 Identify a Senator among patrons in The King of Coins (if one is there in the first place, DM's discretion).
20 Identify the swords crossing coins tattoos as signs of affiliation with Coin Street Irregulars Gang.
20 Knowledge that there is a Coin Street Irregulars Gang.
25 They say a half-ogre named Smashfiste really runs the place and that Morton Ostler is just a front.

Knowledge Nobility and Royalty
5 The King of Coins is a popular hangout for rich merchants, Senators, and organized crime leaders.
10 Identify a Senator among patrons in The King of Coins (if one is there in the first place, DM's discretion).


Adventure hooks:  1) The daughter of a Senator has gone missing.  She was last seen in the King of Coins tavern.  One of the patrons knows she left with Questionable Milton, a minor local gang leader.  He even has a guess as to which way the Questionable Milton Gang ran.  He must be plied with drink first, though.

2) While walking down the Street of Swords, the PCs are approached by a young tough who complains about Smashfiste muscling in on everybody else's operation and how he'd pay anyone who did something about it and so on and so forth.

NPCs:
"Lucky" "Four-Fingers" Smashfiste is a battle-scarred half-ogre.  He's missing one finger on his right hand and his sword has a custom grip to take that into account.  He wears stylish clothes in bright colors, but always has his sword on one hip too.  Like most half-ogres he's as ugly as sin.  Unlike most half-ogres he's pretty sharp.  He got his start as a leg-breaker for someone else's racket and he is not averse to violence.  He is however quite willing to let threats, explicit or implied, do the work of actual violence whenever possible.
What's a Minmei and what are its ballistic capabilities?

According to the Unitarian Jihad I'm Brother Nail Gun of Quiet Reflection


My campaign is Terra
Please post in the discussion thread.

the_taken

Eye of the Storm Hotel and Resort

[ic=The Lobby]The Lobby is a large tunnel carved from the pandemonic stone. Unlike the rest of the plane, the air here is still and quiet. A soft light emanates from the walls, filling the tunnel, and illuminating the face carved out of a large metal disk covering the end of the tunnel. A warm light pours in from a smaller tunnel to the side near the metal disk.

The face passively observes your movements as you approach, then speaks in a powerful but friendly voice as you near. "Welcome to The Eye of the Strom, where the wind is calm, and your mind sooths to the relaxing services provided by our staff. I am Iris, the Door and Receptionist. How may I be of service?"[/ic]

The Eye of the Storm is the most accommodating place in the planar metropolis know as The Sphere of Eternal Winds, poetically situated at the centre of the city. Within it's complex are many rooms to house guests of all kinds, a large tavern and restaurant that can satisfy most diets, and many services designed to entertain and relax patrons. Because the planar metropolis is a complex of tunnels within a plane of endless tunnels, the Eye of the Storm has no outside, per say, just commercial signs and brochures with directions.

The Tavern, accessible to the public free of charge, can be reached from the Lobby without having Iris 'open'. It is a a spherical chamber covered with chair and tables. A small structure opposite to the entrance tunnel is surrounded by a wooden counter where the bartenders serve beverages, and has zero-G tunnels that lead to the kitchen and the dance hall. Sometimes, performances will be held atop the structure. Maximum capacity: 300 dinning guests.

The Dance Hall, freely accessible to the public as well, can be reached thru the Tavern. It is a very large spherical chamber as well. A large gazebo, where the featured band performs, sits opposite to the entrance. Twelve stone cones geometrically erupting from the chamber's floor pin a very large silver crystal in the centre. The gem emits a rainbow of colours in a dazzling display during certain musical performances. A DC 30 perform check using a form of music will allow anyone to active this ability. The type of music affects the pattern created. Maximum capacity: 7000 dancing guests.

Iris, the door/receptionist guards the entrance to the restful chambers of the two inns.
One of the inns is modest, and simply provides a room with a comfortable bed, amazingly locked (DC 45) closet and entrance, a bathroom with a wondrous item called a Tub of Cleanliness, and two excellent meals a day. A room can be used at a rate of 50gp an hour for action packet visits, 475gp a sleep cycle (10 hours) or 3,200gp for seven days. Iris allows access by letting the guest enter his mouth and dropping the GP into a cavity in one of its teeth. Then a numbered key floats down from the roof of it's mouth. Behind Iris are six tunnels spiraling out in helixes, lined with numbered doors.
The services of the Second Inn can only be purchased with planar currency; souls, love, Hope, Pure Thought, a shard of Chaos, or a Token of Good Favour. The rooms can accommodate any patron's desires, as long as the total cost is below one soul a day. (A dragon may request a pile of gold and gems to sleep on, for example.) Iris grants access to these special rooms by using Gate(Su) on a normal room's door to a special demiplane of it's own creation. The demiplane is divinely morphic and considers Iris as the only deity.

Nobody knows who the manager is. When inquired, the staff directs the inquirer to Iris. Iris always states that the manager is busy, even when asked who he is. Iris will always respond "I am sorry. The manager is busy. How may I accommodate you?"

Eye of the Strom lore: The following skill checks reveal information about the place.

Knowledge (Local Eternal Winds) and Gather Information:
10 - "THERE ISN'T EVEN A BREEZE WITHIN THE WALLS. NO WIND!"
15 - It's not just an inn, there is a tavern, with affordable food, and a dance hall, which often hosts dances.
20 - Many entities from across the cosmos come to the Eye of the Storm Hotel and Resort for it's legendary service.
25 - Paying with planar currency gets you a better room. Rumor has it a dragon once got a pile of gold to sleep on. You'll need lots to get the ultimate vacation

Knowledge (The Planes) and Bardic Lore
10 - There's a really good inn somewhere in Pandemonium
15 - Within the planar metropolis of The Sphere of Eternal Winds is a wonderful tavern. For powerful entities, it will provide a relaxing atmosphere to rest and refresh.
20 - A few adventurers eventually find there way to the Eye of the Storm, seeking more daring adventures, and making powerful friends among outsiders.
25 - The Eye of the Storm Hotel and Resort is the most accommodating and expensive place in the cosmos. Allot of planar currency is required to experience the ultimate vacation

Iris. Colossal metal disk with a face. Immobile, 1000hp. DR 100/-, AC 0. Immunity to mind effects, compulsion, necromancy, healing, transmutation, diplomacy, bluff, fear, piercing fear, fire, acid, electricity, cold, sonic.
Anticipate Teleportation(Su), Gate(Su), Scorching Ray(Su), True Seeing(Su) and Wish(Su) at will, DC 35, CL 30.

10 Plot Hook Ideas
"Waiter! There's a hellwasp in my soup!"
"Hi. *hic* I'm Onaka. That's my True Name, by the way. Everybody knows it, so you may have to *hic* wait a while to call me."
"You from the Prime? What's it like?"
"Ever since Garry the Ghoul started working the grill, all of the beer has been free. Don't ask."
"I love it when the dance hall host raves. All those heart beats..."
"Psst. I was going to open a soul mine, but the Gax-nin are after me. Wanna buy the deed to the tunnel?"
"This guy was actually trying to sell me insurance for cave ins. What a nut!"
"Hello mortal. Interested in some 'friendly' contact with an evil outsider?"
"I recommend today's special: grilled choker and boiled strangle vine combo."
"TEXAS RED IS COMING!"

Ishmayl-Retired

!turtle Ishmayl, Overlord of the CBG

- Proud Recipient of the Kishar Badge
- Proud Wearer of the \"Help Eldo Set up a Glossary\" Badge
- Proud Bearer of the Badge of the Jade Stage
- Part of the WikiCrew, striving to make the CBG Wiki the best wiki in the WORLD

For finite types, like human beings, getting the mind around the concept of infinity is tough going.  Apparently, the same is true for cows.

Ishmayl-Retired

This Thread is Closed for Entries.  We'll have a winner chosen in a few days.
Cheers!
!turtle Ishmayl, Overlord of the CBG

- Proud Recipient of the Kishar Badge
- Proud Wearer of the \"Help Eldo Set up a Glossary\" Badge
- Proud Bearer of the Badge of the Jade Stage
- Part of the WikiCrew, striving to make the CBG Wiki the best wiki in the WORLD

For finite types, like human beings, getting the mind around the concept of infinity is tough going.  Apparently, the same is true for cows.

Ishmayl-Retired

This Thread is Re-Opened until 12:00 AM Monday, May 28, EST (9:00 PM Sunday, May 27 PST) due to a confusion with the deadline.  
!turtle Ishmayl, Overlord of the CBG

- Proud Recipient of the Kishar Badge
- Proud Wearer of the \"Help Eldo Set up a Glossary\" Badge
- Proud Bearer of the Badge of the Jade Stage
- Part of the WikiCrew, striving to make the CBG Wiki the best wiki in the WORLD

For finite types, like human beings, getting the mind around the concept of infinity is tough going.  Apparently, the same is true for cows.

Ishmayl-Retired

Alright, now the thread is closed.  Good luck everyone!
!turtle Ishmayl, Overlord of the CBG

- Proud Recipient of the Kishar Badge
- Proud Wearer of the \"Help Eldo Set up a Glossary\" Badge
- Proud Bearer of the Badge of the Jade Stage
- Part of the WikiCrew, striving to make the CBG Wiki the best wiki in the WORLD

For finite types, like human beings, getting the mind around the concept of infinity is tough going.  Apparently, the same is true for cows.