Welcoming Wench
Overview:
Food and drink at the Welcome Wench are higher than usual due to the hard work of it's proprietor, Ostler Gundigoot. The area around Hommlet is flush with wild game and the many farms are prosperous. Choice venison, mutton, salmon, trout, sausages, truffles, and stuffed pheasant are just a few of the delights available from the kitchen. The locally brewed ale is hard to beat, but there is also win, brandy, and fire water available. The inn is also known for its particularly lovely serving girls who have learned how to get the biggest tips possible out of passing travelers.
First Floor:
1. Common Room: The large space is bright and cheerful. It contains many rough-hewn tables and chairs, boards and benches. Natural tree trunk pillars support the ceiling overhead, all dark with smoke and age. Serving girls circulate while potboys retrieve the dishes. From 4-16 (1d12+3) will be in the place, and these will be travellers of various sorts - merchants, tinkerers, and peddlers - and local folk in even mix. In the evening there will always be more people (double the roll). 50% chance that one of the NPCs from the rooms above will be in the common room in the evening. Roll for each NPC once per hour. 2. Private Room: This chamber is for visiting noblemen, rich merchant, and so forth. It has a long table and comfortable side chairs. Those wishing to have a private meal use this place. It is nicely furnished and has tapestries and paintings on the walls. 3. Private Room: This place is generally kept aside by Ostler for those of his patrons who wish privacy, to game, confer, or whatever, as it is a dark and inconspicuous corner. A secret door, a press and slide upwards panel, give to a narrow stone staircase which leads to a secret room in the cellar. Almost no one knows about the secret door or the room in the cellar, Ostler doesn't even know its there. 4. Bar: This is Ostler's usual station. He sees to the filling of tankards of ale and flagons of wine. Boiled eggs, cheese, and hard crackers are often atop the trestle. Serving girls carry the food from here to the common room. There are great barrels of ale and win, casks of brandy and fire water with spigots ready for the host's hand. 5. Kitchen: The huge fireplace usually has various pots and kettles within, a roast turning, and several fowl kept warm on the side. Goodwife Gundigoot is in charge here, keeping cook and scullions hopping. At the west end are the steps leading down to the cellar and up to the private apartment of the owner. Upper Floor
1. Private Room: This chamber is rented by Zert, waiting for the return of a caravan from the south. He is actually a spy for Lord Saxon. He is a man of average size, but handsome features. He has dark hair and a well kept small beard only below his chin. He can drink great quantities without becoming drunk. He is a fighter pretending to be a merchant. He is up for adventuring with an equal cut of the treasure, but will turn on any ally without question. If questioned, he knows nothing of any issues to the south. His caravan should return any day. He frequently talks greatly about the Baroness Venta Suu, laying it on thick. He reports any major activity back to Saxon. 2. Private Suite: The noble or wealthy rent this suite at 5gp per night, breakfast included. The outer room is a sitting room with table and chairs, while the inner has a huge feather bed, chairs, and closet. 3. Private Room: Standard private room with bed. 2gp per Night 4. Private Room: Standard private room with bed. 2gp per Night 5. Private Room: This room is currently the lodgings of Spugnor. This chap came into the village with a merchant wagon, and he is staying in hopes of gathering spells, for he knows only detect magic, snare, and sleep. He is a smaller fellow in basic leather armor. He has bright blue eyes and fair hair. He intends to search the ruined moathouse for spell scrolls to bolster his business. 6. Private Room: Standard private room with bed. 2gp per Night 7. Small Private Room: Small private room with bed. 1gp per Night 8. Private Room: This comfortable room is the quarters of one Furnok of Ferd. He loves to gamble, had loaded dice, and knows how to nick cards. This gives him advantage in both dice and cards. He is very careful as to not get caught cheating (DC20), and makes a modest living at it. He recently had take up in Orlane at the Golden Grain Inn, was doing quite well, but then the town turned. The people became reclusive and fewer merchants came to town. He has been in Hommlet for many months, skinning travelers and merchants. 9. Private Room: This room houses a strange pair, a hulking fighter (Kolort) and his associate a small, thin monk (Turuko). Turuko finds himself smart and witty. He and Kolort took in together to 'get rich'. They plan on praying on anyone foolish enough to raid the moathouse. They will accompany or follow a party and attack if the party is weakened significantly. To the party they seem like two adventurers out to find loot. 10. Dormitory Sleeping Room: Here most of the lesser travelers can spend a warm and safe night for 1sp per Night. There are a dozen or so pallets, and in the morning the table is loaded with hot tea and fresh loaves at no extra cost. There are alway 1d4+2 travelers here. 11. Spare Room: If the inn is exceptionally crowded, this place can be rented, but normally quarters potboys and scullions. 12. Serving Girl Room: Three girls currently share this chamber, although there are cots for four. 13. Gundigoots Children's Room: The two young daughters are quartered here, under the watchful eye of the Goodwife. 14. Gundigoot's Chamber: This is the private chamber of Ostler and his wife. Is it a standard room and office. There is a small ladder that leads to the attic of this inn proper. If there is anyone of a highly suspicious nature, Ostler will get the druid to spy upon them using sliding ceiling tiles. 15. Parlor: This is the living area of the Gundigoot family. It has heavy polished furniture, tapestries, and so forth. Cellar
1. Storage Area: There are sacks of various stuffs for the kitchens, boxes, barrels of flour, etc. There are herbs and other items hung from the beams overhead. This area is kept warm and dry from the activity in area 2. 2. Summer Kitchen: This room is a second kitchen. You can see various foodstuffs, and extra plates, cups, etc. Evidence of recent use is visible. In very hot weather, cooking that cannot be done outside, is done here. In the winter it is also used as an overflow kitchen. Due to its use this room is warmer and dryer than the rest of the cellar. Scullions may sleep in this room sometimes. 3. Locked Storage: A heavy locked door bars the entrance. Inside: Heavy stone walls keep this room cool and able to keep perishables such as cheese, butter, meats, etc. Smaller barrels of wine and ale are also kept here. DC10 lock pick. 4. Locked Storage: A heavy locked door bars the entrance. Inside: This is the wine cellar, and the rarest wines are kept here. The room is full of shelves that house small casks and pottery jars. DC15 lock pick. 5. Main Cellar: Various old furniture and unused items are stored here and there. Spread around are empty crates, kegs & barrels, rusty tools, an old wheelbarrow, and so forth. A large supply of cordwood is stacked to either side of the entry door as to assure plenty of dry fuel for the many fire-places of the inn. 6. Huge Casks: In addition to the empty kegs and barrels, there are three great casks in the back. Two have a bit of wine in the, but the third is empty. A portion of the side swings up to allow entry into the interior, and a hidden catch allows the far end to swing inward where yet another secret door in the wall ban be pushed inwards if triggered by the insertion of a dagger blade or thieves tools in the proper crack in the fieldstone. DC15 to find each piece. 7. ASHPIT: The sweepings from the fireplace above are dumped down here from a chute above. They are gathered periodically for use in soap making or for fertilizer. There is nothing to find in the ash. 8. Unknown Secret Room: When you open the door a cloud of dust and foul smell puffs out. Beyond the door is a room with a thick layer of dust and grime, it hasn't been used in a very long time. There are several bunks built into the walls, along with tables and chairs spread around. There are racks of weapons that were greased many years ago to guard against rust; 12 Longswords, 12 Shortswords, 24 daggers, 120 arrows, 12 Shortbows, 120 bolts, 6 Hand Crossbows, 6 Light Crossbows, 6 Spears, 12 Javelins, 12 Metal Shields & 12 Wooden Shields. On the largest table a rotting map is displayed that shows Hommlet and the trail that leads to a Moathouse in the wilderness. A red skull wearing a monocle was drawn above the Moathouse. The ceiling is a bit lower here than in the rest of the cellar as it has a false crawl space above it to hide its existence. Anyone within 10ft of the entrance when opened for the first time makes a DC10 CON save, on a fail they contract Cackle Fever. The party can decide what they want to do with this room. Ostler doesn't seem to know it's there as they layout of the Inn disguises the space. They can report it and give up the material to the town, or keep it a secret and use it as a temporary base. Either secret exit can be found with a DC10 check, since they are not really secret from the inside. The secret tunnel exits next to the Potter's house on the other side of the creek.
Item | Price |
---|---|
Ale | 1sp |
Wine | 3sp |
Brandy | 5sp |
Fire Water | 1gp |
Mutton Stew | 1sp |
Venison Shank | 5sp |
Poached Salmon | 2sp |
Truffle Pie | 5sp |
Sausage Platter | 2sp |
Stuffed Pheasant | 1gp |
Breakfast Plate | 2sp |
Berry Pie | 1sp |
Private Suite w/ Breakfast | 5gp/N |
Standard Private Room | 2gp/N |
Small Private Room | 1gp/N |
Dorm Room | 1sp/N |
1. Common Room: The large space is bright and cheerful. It contains many rough-hewn tables and chairs, boards and benches. Natural tree trunk pillars support the ceiling overhead, all dark with smoke and age. Serving girls circulate while potboys retrieve the dishes. From 4-16 (1d12+3) will be in the place, and these will be travellers of various sorts - merchants, tinkerers, and peddlers - and local folk in even mix. In the evening there will always be more people (double the roll). 50% chance that one of the NPCs from the rooms above will be in the common room in the evening. Roll for each NPC once per hour. 2. Private Room: This chamber is for visiting noblemen, rich merchant, and so forth. It has a long table and comfortable side chairs. Those wishing to have a private meal use this place. It is nicely furnished and has tapestries and paintings on the walls. 3. Private Room: This place is generally kept aside by Ostler for those of his patrons who wish privacy, to game, confer, or whatever, as it is a dark and inconspicuous corner. A secret door, a press and slide upwards panel, give to a narrow stone staircase which leads to a secret room in the cellar. Almost no one knows about the secret door or the room in the cellar, Ostler doesn't even know its there. 4. Bar: This is Ostler's usual station. He sees to the filling of tankards of ale and flagons of wine. Boiled eggs, cheese, and hard crackers are often atop the trestle. Serving girls carry the food from here to the common room. There are great barrels of ale and win, casks of brandy and fire water with spigots ready for the host's hand. 5. Kitchen: The huge fireplace usually has various pots and kettles within, a roast turning, and several fowl kept warm on the side. Goodwife Gundigoot is in charge here, keeping cook and scullions hopping. At the west end are the steps leading down to the cellar and up to the private apartment of the owner. Upper Floor
1. Private Room: This chamber is rented by Zert, waiting for the return of a caravan from the south. He is actually a spy for Lord Saxon. He is a man of average size, but handsome features. He has dark hair and a well kept small beard only below his chin. He can drink great quantities without becoming drunk. He is a fighter pretending to be a merchant. He is up for adventuring with an equal cut of the treasure, but will turn on any ally without question. If questioned, he knows nothing of any issues to the south. His caravan should return any day. He frequently talks greatly about the Baroness Venta Suu, laying it on thick. He reports any major activity back to Saxon. 2. Private Suite: The noble or wealthy rent this suite at 5gp per night, breakfast included. The outer room is a sitting room with table and chairs, while the inner has a huge feather bed, chairs, and closet. 3. Private Room: Standard private room with bed. 2gp per Night 4. Private Room: Standard private room with bed. 2gp per Night 5. Private Room: This room is currently the lodgings of Spugnor. This chap came into the village with a merchant wagon, and he is staying in hopes of gathering spells, for he knows only detect magic, snare, and sleep. He is a smaller fellow in basic leather armor. He has bright blue eyes and fair hair. He intends to search the ruined moathouse for spell scrolls to bolster his business. 6. Private Room: Standard private room with bed. 2gp per Night 7. Small Private Room: Small private room with bed. 1gp per Night 8. Private Room: This comfortable room is the quarters of one Furnok of Ferd. He loves to gamble, had loaded dice, and knows how to nick cards. This gives him advantage in both dice and cards. He is very careful as to not get caught cheating (DC20), and makes a modest living at it. He recently had take up in Orlane at the Golden Grain Inn, was doing quite well, but then the town turned. The people became reclusive and fewer merchants came to town. He has been in Hommlet for many months, skinning travelers and merchants. 9. Private Room: This room houses a strange pair, a hulking fighter (Kolort) and his associate a small, thin monk (Turuko). Turuko finds himself smart and witty. He and Kolort took in together to 'get rich'. They plan on praying on anyone foolish enough to raid the moathouse. They will accompany or follow a party and attack if the party is weakened significantly. To the party they seem like two adventurers out to find loot. 10. Dormitory Sleeping Room: Here most of the lesser travelers can spend a warm and safe night for 1sp per Night. There are a dozen or so pallets, and in the morning the table is loaded with hot tea and fresh loaves at no extra cost. There are alway 1d4+2 travelers here. 11. Spare Room: If the inn is exceptionally crowded, this place can be rented, but normally quarters potboys and scullions. 12. Serving Girl Room: Three girls currently share this chamber, although there are cots for four. 13. Gundigoots Children's Room: The two young daughters are quartered here, under the watchful eye of the Goodwife. 14. Gundigoot's Chamber: This is the private chamber of Ostler and his wife. Is it a standard room and office. There is a small ladder that leads to the attic of this inn proper. If there is anyone of a highly suspicious nature, Ostler will get the druid to spy upon them using sliding ceiling tiles. 15. Parlor: This is the living area of the Gundigoot family. It has heavy polished furniture, tapestries, and so forth. Cellar
1. Storage Area: There are sacks of various stuffs for the kitchens, boxes, barrels of flour, etc. There are herbs and other items hung from the beams overhead. This area is kept warm and dry from the activity in area 2. 2. Summer Kitchen: This room is a second kitchen. You can see various foodstuffs, and extra plates, cups, etc. Evidence of recent use is visible. In very hot weather, cooking that cannot be done outside, is done here. In the winter it is also used as an overflow kitchen. Due to its use this room is warmer and dryer than the rest of the cellar. Scullions may sleep in this room sometimes. 3. Locked Storage: A heavy locked door bars the entrance. Inside: Heavy stone walls keep this room cool and able to keep perishables such as cheese, butter, meats, etc. Smaller barrels of wine and ale are also kept here. DC10 lock pick. 4. Locked Storage: A heavy locked door bars the entrance. Inside: This is the wine cellar, and the rarest wines are kept here. The room is full of shelves that house small casks and pottery jars. DC15 lock pick. 5. Main Cellar: Various old furniture and unused items are stored here and there. Spread around are empty crates, kegs & barrels, rusty tools, an old wheelbarrow, and so forth. A large supply of cordwood is stacked to either side of the entry door as to assure plenty of dry fuel for the many fire-places of the inn. 6. Huge Casks: In addition to the empty kegs and barrels, there are three great casks in the back. Two have a bit of wine in the, but the third is empty. A portion of the side swings up to allow entry into the interior, and a hidden catch allows the far end to swing inward where yet another secret door in the wall ban be pushed inwards if triggered by the insertion of a dagger blade or thieves tools in the proper crack in the fieldstone. DC15 to find each piece. 7. ASHPIT: The sweepings from the fireplace above are dumped down here from a chute above. They are gathered periodically for use in soap making or for fertilizer. There is nothing to find in the ash. 8. Unknown Secret Room: When you open the door a cloud of dust and foul smell puffs out. Beyond the door is a room with a thick layer of dust and grime, it hasn't been used in a very long time. There are several bunks built into the walls, along with tables and chairs spread around. There are racks of weapons that were greased many years ago to guard against rust; 12 Longswords, 12 Shortswords, 24 daggers, 120 arrows, 12 Shortbows, 120 bolts, 6 Hand Crossbows, 6 Light Crossbows, 6 Spears, 12 Javelins, 12 Metal Shields & 12 Wooden Shields. On the largest table a rotting map is displayed that shows Hommlet and the trail that leads to a Moathouse in the wilderness. A red skull wearing a monocle was drawn above the Moathouse. The ceiling is a bit lower here than in the rest of the cellar as it has a false crawl space above it to hide its existence. Anyone within 10ft of the entrance when opened for the first time makes a DC10 CON save, on a fail they contract Cackle Fever. The party can decide what they want to do with this room. Ostler doesn't seem to know it's there as they layout of the Inn disguises the space. They can report it and give up the material to the town, or keep it a secret and use it as a temporary base. Either secret exit can be found with a DC10 check, since they are not really secret from the inside. The secret tunnel exits next to the Potter's house on the other side of the creek.
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