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B16 The Packard’s Trough

The Packard’s Trough: A Notorious Tavern in Verbobonc

The Packard’s Trough squats in a crooked run of cobbled streets in the Business Quarter, a dark-stone tavern that looks tired of standing and tired of everyone who walks through its door. The place is notorious: mercenary brigands, smugglers, card-sharps, and guild cutpurses all treat it as neutral ground—a place where arguments simmer, deals are whispered, and violence is threatened more often than it is unleashed.

Packard bought the tavern after the Battle of Emridy Meadows, when his assassin crew in Dyvers imploded. He dove into the Velverdyva with a sack of gold and came up in Verbobonc, reinventing himself as a barkeep whose house “minds its own business”… for a price.

Exterior

The building is a dark stone and aged timber block, its face weathered and stained by decades of smoke and rain. The signboard—a trough brimming with weapons and mugs—hangs on a single complaining chain, creaking whenever the wind shifts.

  • Windows are few, cracked, and grimy, the only light inside a dull smear on the night.
  • The stout, iron-studded door and shutters say more about the clientele than any painted emblem.

From outside, you hear raucous laughter, clinking mugs, and occasional scuffles, all promising either adventure or regret.

Approaching the Trough
Approaching the Trough The lane narrows, the lamps thin, and the air grows sour with old ale and woodsmoke. Ahead, a squat stone tavern lurks between taller buildings, its signboard—a rough painting of a trough overflowing with blades and tankards—swaying on one chain and groaning with every gust. Cracked panes glow a jaundiced yellow. From within, you hear bursts of harsh laughter, the crash of mugs, and the heavy thud of something—or someone—meeting a wall. The door is thick oak studded with iron, scarred and dented as if it has been kicked more times than you care to count.
  • Long, sturdy wooden tables and benches fill the space, scars and carvings adorning their surfaces, a testament to the memories created here.
  • A large, well-worn bar stretches across one side, behind which Packard, the proprietor, serves up strong drinks and questionable advice with equal enthusiasm.
Inside the Tavern
The smell hits you first—a heavy stew of spilled ale, sweat, wet wool, and pipe smoke that clings to the back of your throat. The light is low and sour: two dingy lamps and a hearth that looks like it gave up trying hours ago. Shadows pool thick in the corners.

Long tables sag under the weight of hard-faced drinkers, scarred wood carved with names and knife-marks. Against the far wall a trio of men play cards, coins glittering in the lamplight. At the bar stands a broad man with dyed-black hair and a dragon-carved pipe, eyeing you through the haze as he drags a filthy rag over an already-filthy glass. His gaze weighs your coin, your weapons… and the trouble you might bring.
House Culture & Use

The Packard’s Trough is:

  • A meeting ground for the Thieves’ Guild, smugglers, and those who wish to hire them.
  • A haunt for mercenary brigands looking for work or prey, often playing cards at the back tables.
  • A place where eavesdroppers can snatch lore—scraps of maps, half-heard stories of mariners, rumors of ruins and caravans—if they are subtle enough.

It is not a comfortable tavern; it is a pressure-cooker of secrets, and Packard’s watchful gaze is the lid.

Food and drink are almost entirely poor quality: cheap ale, thin stews, bread that’s more crust than crumb, all priced at the low end of standard tavern fare.

Packard: The Man Behind the Bar

  • Character: “A grizzled veteran of many undisclosed conflicts,” Packard is an Aerdi/Suel mix with a heavily muscled frame, dyed raven-black hair, and dark brown eyes that never stop moving. Under his tavern vest, his body is a map of scar tissue.

Packard’s Role:

  • Acts as gatekeeper for shady jobs and guild contacts; he knows who is hiring swords, smugglers, or knives.
  • Maintains a careful non-alignment: he is not a card-carrying guild member any longer, but his tavern is a place where their business can be done.

Sample Lines

“Something different about you… I can tell. I hope you’re not here to cause trouble.”
“The meals I serve aren’t exactly what I’d call a jarl’s feast, but they’ll fill your belly.”
“The hard part about being a bartender is figuring out who is drunk and who is just stupid.”

Eavesdropping for Lore in a Busy Tavern

Whatever is happening with pipe and mug, or in conversation around the table, can wait. The voice is furtive and conspiratorial, mesmerizing, and no strain is too great for eavesdropping. Arcana in story, famous characters and places mixed with new knowledge from a past demanding pursuit. A scrap of cartography, a rubbing of language carved on a stone, some smokey old mariner or a delicious courtesan found out what now has to be proven credible or incredible.

Show Spoiler
Packard purchased this tavern just after The Battle of Emridy Meadows there was a devastating landslide of work by the assassins guild in Dyvers. He moved here to escape the wrong side and been working closely with anyone that needs digression. Many secretive meetings happen here in the dark corners.

Leona Trevil

Leona Trevil the bar wench and concubine madame

Leona is Baklunish/aerdi mix and the head waitress and madame for the girls of the inn. She collects all money from the girls. Keeps a watchful eye on them. The two bouncers are quick to run when she yells. She also sells information to anyone with enough coin. Hardly no conversations that happen in this tavern escapes her girls or herself.

"I grew up an orphan on the streets of Dyvers. I would of died there it it wasn't for the kindness of an old man named Lowgroth the Bent. Packard rescued and gave me coin to get out of the city. I followed the mighty Velverdyva west and came here. When I met Mindsey I knew this was where I belonged."

Gob – The Barbarian Wall

Usually just called “Gob”, this hulking barbarian is Packard’s chief bouncer. He doesn’t say much, but when he looks, men shut up.

  • Stat Notes: 5th-level barbarian (BtH +4, 50 hp, AC 14; Str 17, Con 16).
  • Signature Threat:

“You’re up against the wall, and I am the fucking wall.”

He steps in when hands wander where they shouldn’t, when knives come out, or when Leona raises her voice.

Mercanary Brigands in Tavern

Show Spoiler
You enter the tavern. The bartender watches you from behind the counter. Against the firewall is a table at which sat three men. Copper coins glittered in the Lamplight, spilled Ale on the table top. The men held cards in their hands. The man with his back against the wall wearing a scorched leather cap, greasy leathers and un-shaven scared face looked up to meet your eyes. He gestured you to an empty chair, "have a seat, friend, join the game."

Show Spoiler
The two other men, in greasy leathers, glare and scowl at everyone like prey. Their hands never far from their sheathed blades, finger tips resting or caressing the well polished pommels. Occasionally one will lean in to whisper in the others ear while looking at another of the inn's patrons. The waitress comes sauntering around to bring another round of tankards. The men leer and take a playful swipe at her bum. With much practice she bounces away, "You know you have to talk to Leona first." The oversized barbarian turns to stare at the men from over at the bar. They notice and immediately behave themselves.

Jodie West – Pickpocket in the Crowd

Jodie is a clever, slightly unsettling human woman in common clothes—ruddy skin, blue eyes, short dark hair. She drifts between tables with the natural ease of someone who treats the tavern as a hunting ground.

  • Personality: Highly intelligent, fun-loving, devout to a trickster-undead god; Chaotic Evil.
  • Adventure Hook: She “invites” the PCs to a little get-together where everyone’s pockets seem mysteriously lighter afterward.

The Marked Assassin

Sometimes, an average-looking man with sandy hair and horn-handled knives enters—an assassin signaling for work. The cross-hatched pommels of his blades mark him to those in the trade.

He swaggers as if he owns the place, orders from Packard, and pretends not to notice the PCs—even as they feel they have been noticed. This figure can be customized as a recurring contact, rival, or employer.

Show Spoiler
You look up at the average looking trim man enters the bar. He does not seem to be someone who would stand out in any observers memory. His pale complexion and sandy colored hair marks him as suel mix. Which in itself was not unusual what caught your attention however was the horn handled, silver pommels of a long knives tucked into the man's narrow belt. Those weapons or anything but flan, and stamped on the ends are cross-hatched patterns recognizable to all within the trade as a mark of an assassin. The man swaggered into the tavern as if he owned it, and none of the locals were inclined to disagree with him. He reached the bar and ordered an ale from Packard. Obviously the man wanted to be marked, precisely but someone like you a rogue. Although he did not look your way, you know you've been marked by him. It was no more than a feeling, but one you'd learn to trust.

The Tonk Table – Dallin, Lancion & Kai

At a table near the hearth, three regulars often play Tonk, a gambling card game. They are:

  • Dallin Lormer, human bandit – muscular, mismatched armor, short blond hair and thick beard; Neutral Evil, worshipper of a goddess of secrets and lies, desperate to achieve something meaningful.
  • Lancion Carpenter, human bandit – slow, clumsy, blond handlebar mustache, likes big words, longs to be accepted by the others; Lawful Evil, devoted to a god of suffering and bones.
  • Kai Burns, human smuggler – plain merchant garb, thinning black hair; book-smart and ambitious, obsessed with money and fame; Lawful Evil.

They invite newcomers to sit—seemingly friendly—but their hands never stray far from their blades.

Show Spoiler
Three men playing Tonk. The leader (Dallin), showing off his physique wears a few pieces of mismatched, ill-fighting armor. He has tan skin and hazel eyes. His blond hair is cropped short. He has a thick blond beard. The second one (Lancion) seems slow and clumsy. He wears a few pieces of mismatched, ill-fighting armor. He has light skin and green eyes. His blond hair is cropped short and handlebar mustache. The third (Kai), wears unassuming merchant clothing. He has tan skin and brown eyes. He has short, thinning, straight black hair.
"Im Dallin, do not be put off by my diligent friends Lancion and Kai. They are poor conversation and not a hint of humor between the two of them."“Every problem is a gift—without problems we would not grow.”“There’s no shortage of remarkable ideas, what’s missing is the will to execute them.”"If you really want a look at the solid facts of a thing you must strain off the sentiment first."

Dallin Lormer

Show Spoiler
Male human bandit

  • Appearance: Dallin wears a few pieces of mismatched, ill-fighting armor. He has tan skin and hazel eyes. His blond hair is cropped short. He has a thick blond beard. His clothes show off his physique.
  • Personality: He believes it is important to be successful and settled in all debts. He believes freedom can be sacrified for safety and security. He worships the goddess of secrets and lies, and his alignment is neutral evil (NE).


 

Using the Packard’s Trough in Play

The Trough is your go-to den of scum and opportunity in Verbobonc:

  • A place to buy or sell stolen goods, hire muscle, or meet guild contacts.
  • A node for rumors about Nulb, the Temple of Elemental Evil, or bandit activity flowing along the Velverdyva.
  • A perfect backdrop for eavesdropping scenes, tense negotiations, or morally muddy jobs.

Adventure Hooks

  1. Old Band, Old Debts
    Packard gets word that survivors of his old bandit crew are in Verbobonc, planning to blackmail him with knowledge of his past. He wants the PCs to find them first—whether to buy them off, scare them straight, or silence them permanently is up to the group.
  2. Ears for Sale
    Leona has overheard something dangerous: a plot involving a noble house, the Thieves’ Guild, or Temple agents. She offers the information for a steep price—or in exchange for the party performing a risky favor.
  3. Marked by the Assassin
    The sandy-haired assassin makes a point of “not noticing” a PC rogue. Later, a message appears in their gear inviting them to a side job—test of worth, recruitment for Dyvers’ “Family,” or a trap set by Temple-aligned killers.
  4. Tonk & Treachery
    During a tonk game, Dallin lets slip rumors of a lucrative caravan job—one backed by forces the PCs may not want to cross (Temple smugglers, Nulb pirates, or rival merchant houses). Winning or losing the game influences how much he shares.
  5. Brawl at the Trough
    A simple night’s drinking explodes when an NPC enemy picks a fight. Gob steps in, but chooses a side. The PCs must navigate a chaotic bar brawl where breaking tables might offend Packard more than spilling blood.

Use B16 The Packard’s Trough whenever you need Verbobonc to feel dangerous, lived-in, and morally grey—a place where the PCs can make the kinds of contacts they’ll need to walk the darker roads leading toward Nulb and the Temple.

Tavern Inn Meal and Stabling cost
Type
Pub / Tavern / Restaurant
Parent Location
Owner
Characters in Location
Leona Treil by 3orcs

Gob – The Barbarian Wall by 3orcs
Bouncer Gob

"A goblin with one hand nailed to a tree would be more of a threat than you"

  • Barbarian 5th level
  • HP 50, AC 14
  • Str 17, Con 16, Dex 13, Int 9, Wis 9, Cha 7
  • Fist 1d2+2
  • Studded Leather
Leona Trevil by 3orcs
Packard’s Trough Menu by 3orcs
HOUSE DRINKS
  • Trough Ale – 3 cp
  • Velverdyva Mud – 5 cp
  • Garthek’s Regret (shot) – 8 cp
  • Lowgroth’s Pipewash – 1 sp
  • Blackwall Cider – 4 cp
  • The Wall (Gob’s personal mix) – 1 gp

FOOD (IF YOU INSIST)
  • Trough Stew (bowl) – 8 cp
  • Packard’s Plate – 5 cp
  • River Rat Pie – 1 sp
  • Dockhand Sausage & Mash – 1 sp 5 cp
  • Hardman’s Breakfast – 9 cp
  • Salted Bones & Pickles – 6 cp



Cover image: by 3orcs

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