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The Weathered Spoon - One Shot

Summary:

Dead Mans Day! When the local tavern, the Leaky Bowl, is hit with nightfall the local drinking establishment is locked away from the mortal plane. Instead, acting as a gateway for spirits to come and go as they wish to enjoy a drink or two. You and your party are trapped inside the tavern and must survive the night from the many ghosts and ghouls that pass through. Will you befriend the afterlife or clash with souls? Whatever the case, it will be a night worth remembering.   *Designed for D&D, Recommended party size of 2 to 4 players
 
 

Drinking Mechanics:

There will be a lot of drinking during the game, so to keep track of it here are a few guidelines on how to handle players level of drunkenness.   When a player consumes a drink, they have to pass a constitution check. Difficulty rating starts at 12 and increases by 1 the more drinks they consume. If they roll or higher to the difficulty rating, they are unaffected by the drink. If they fail, they gain a level in drunkenness. See below for the effects of each level.  

Level of Drunkenness

  0 = Sober – No additional effects   1 - 2 = Tipsy – The player gains disadvantage on wisdom/intelligence checks for 1 hour   3 - 5 = Drunk – In addition to the previous level, players gain a disadvantage on dexterity checks for 1 hour   6+ = Wasted – The player becomes unconscious for the next hour, waking up with the poisoned condition and disadvantage on all saving checks
 
 

Intro:

Our adventure begins outside the Leaky Bowl. A quaint and usually quiet cottage that over the years has been expanded and converted into a tavern for weary travellers. Located on the main to the city, a resting point for those making their way on the main road. A stable outside for the horses and a hanging sign outside carved with the image of a dripping bowl seen from the outside. The building itself looks old, dirty white, covered in stretching vines and mossy bushes and single panes in the window protected by iron frames.   Inside, unveils a cosy and welcoming environment. A central square bar that wraps around a pillar, carved with shelves for various bottles, glasses and tankards. Scattered around are various mismatching wooden tables and chairs, donated to the tavern over the years. Several rugs thrown haphazardly over the floor to cover the large stone slabbed flooring. The designs on the rugs once highlighted teardrop patterns and Celtic knots, now dusted with shades of brown and earth.   In one corner, the creaky door that lets travellers in and out with ease. In another a spiral staircase that leads to a second floor. A small walkway that wraps around the room, with one or two smaller table sets tucked close to the walls and windows. Hanging from the timber beams is three chandeliers with candles burning bright enough to light up the whole tavern.   Upon entering the Leaky Bowl, there is very few people and creatures about. Just a dragonborn barman in simple clothing and a snoring dwarf slumped over at the end of the bar. You walk in and take a seat.

 

NPC: Thalisk the Dragonborn Barman

Appearance: Faded red scales with grey tips at the end of his horns. Deep gaps between scales that resemble wrinkles   Roleplaying Tip: Always seems to be chewing something in his mouth   Background: Always owned the tavern, inherited from his father 30 years ago. Knows a lot of locals and keeps to himself   Key Info: Knows about *Dead Man's Ale and the runes drawn underneath the rugs

 
GM Notes: The barman offers the party a drink called *Dead Man’s Ale. A drink that once consumed, allows them to travel to the borders of the mortal plane and the afterlife. As long as they stay within the confines of the tavern.

   

Dead Man’s Day:

The clock in the corner strikes ten and a cold shiver falls over the room. The outside moonlight seems to fade into darkness. The candles and lanterns flap around from strong winds that appear out of nowhere, draining of the red and orange glows. Being replaced with tints of blue and green. The front door slams shut and begins to leak an unnatural amount of fog from underneath. The barman pops a cork from a bottle and begins pouring a dark liquid into a tankard. The Leaky Bowl is now sealed off from the land of the living and in the domain of the dead. Doors open to any and all undead beings, ghosts and ghouls and will remain open until the clock strikes six.

 
GM Notes: The party is now trapped inside the confines of the tavern walls. Any attempt to escape will result in the party finding an empty void with unnerving whispers and echoes to scare anyone to death. If they step outside, their physical bodies will fall into the endless void and melt away. Their spirit will fly away and become lost in the realm of the afterlife.

 
 

Encounters:

The Party Orc:

There is a stillness in the bar for a moment. Anticipation fills the air as a low thumping noise comes from outside. Circling the windows, heading for the main entrance. Then, bang! The door slams open and a tall, muscular orc stumbles in. Falling flat on his face. He picks himself up, lets out a gaseous gurgle from his mouth and greets the barman with excitement. Waddling over, knocking over a chair and table as he does so. Shakes hands with the barman and asks for the usual. After receiving a stein of frothing ale, he turns and notices the party. Greeting them with enthusiasm.

 
GM Notes: The conversation eventually leads to the orc challenging the party to a drinking game. Offering the party a tankard of liquid courage. He simply asks what the party wagers, the sillier the better.

 

NPC: Urgragha the Party Orc

Appearance: Overpowering figure, tattered armour, scar on left cheek, ghostly aura of copper green.   Roleplaying Tip: Big friendly giant   Key Info: Constitution Score: 16 (+3)  

Success/Fail:

Aim of the game is to the last one standing. The first to get to a drunkenness level of 3 loses.   If successful – The orc topples over and slams on the table to stop the game. He hands over a tankard of liquid courage and applauds the parties drinking abilities.   *A tankard of Liquid Courage: The first drink taken from the tankard grants the user 1d6 temporary HP until next drink or 1 hour of game time passing.   If failure occurs, the party members throw up on the floor and the orc laughs. Patting them on the back and giving sincere commiserations. Before taking his prize offered by the party, saying goodbye to everyone and stepping through the entrance back into the void.
   

The Imps of Mischief:

As the party sit inside the cosy tavern, getting use the ambience of the place, they begin hearing laughter behind their ears. They turn to find nothing. Then the sound appears again from the balconies above. Still, nothing. But the barman seems to have noticed them to, he stops cleaning the glass in his hand, sighs and grabs a broom tightly. Getting ready for something. The laughter continues and the chandeliers begin swinging from side to side. There are dark figures above, taunting the players before leaping off and landing on the table where they are sat. Imps.

 
GM Notes: Aim of the encounter is to dispose of the imps. 1d4 imps that have snuck into the tavern to cause chaos for the barman. The barman might be terrified that he is unable to help or have a vendetta against them and could be used as a familiar during the battle.

 

Success/Fail:

If successful – The imps are defeated or retreat as fast as possible back into the void. Dropping two vials of Loose Fumes as they do so.   *Loose Fumes: When opened, a living cloud of potion manifests with no alliance. On their turn during combat, they will precipitate and spit at the nearest target dealing 1d4 of ranged damage within a 20ft radius as well as applying a potion effect upon a successful attack (poison, healing, fire resistance etc.) Loose fumes have 6HP and will evaporate after 3 rounds of combat or 5 minutes of game time.
 

Stats:


   

The Puzzling Demon:

As the party wait for another spirit enter the tavern talking amongst themselves, the sound of haunted souls seep through the cracks and holes of the walls and windows. A deep burgundy smoke softly trickles under the front door accompanied by the smell of sulphur. The door creaks open only halfway, the party might catch a glimpse of the void outside, but all they see a cloud of smoke dissipating. As they turn back to the bar, they are surprised by a finely dressed Tiefling leaning against the bar. Flicking a coin in one hand while animated cards shuffle around his head and goat horns. The creature looks up and greets the party with a chilling grin.

 
GM Notes: The conversation starts flowing and the demon tricks the party into giving them something they desire. It could be letting them out early or gifting them an of his own creation A Demonic Jigsaw. The aim is to convince the party to engage in his riddles. If the party refuse, he will forcefully push a member of the party into a soul trap that is hidden under one of the carpets on the floor. Only letting them escape if they can solve his riddles.

 

NPC: The Puzzling Demon

Appearance: Dark gold eyes, silky pale red skin, straight long fiery red hair and a handlebar moustache   Roleplay Tip: Wears a sinister smile
 

Riddles:

  • It has a golden head. It has a golden tail. It has no body. Answer: A gold coin.
  • I’m made out of five letters, And I’m made out of seven letters; I have keys but I don’t have locks, I’m concerned with time, but not with clocks. Answer: A Piano.
  • What is not alive but grows, does not breaths but needs air. Answer: Fire

 
GM Notes The riddles above are just examples of what could be use, feel free to include your own. Riddles can be given a time limit to create more tension. If they fail to complete a riddle then the demon tosses the coin to a member of the party. As soon as the gold touches their hand, they feel a burning sensation and become charmed. Unable to speak until a riddle is answered correctly.

 

Success/Fail:

If successful (completing all 3 riddles), the demon honours the agreement and hands over the item required. If the party are trapped, they are released with no additional item. If they were seeking an item, the party received *A Demonic Jigsaw.   *A Demonic Jigsaw: When the 4 puzzle pieces are combined, they create and activate a rune which detects any trap within a 60ft radius. Showing the user a way around the trap. Can only be used once every 24 hours.   If part successful (completing 1 or 2 puzzles), the demon grows weary of these games. Finding no fun in the challenge and poofs to the entrance. Announcing farewell to the party and hoping they cross paths again in a more dire situation.   If the party fail (failing all 3 riddles), the demon manages to place the entire party under the charm condition and leads them into the doorway. Thanking the barman for his humble service and throwing everyone into the void to become lost in the realm of the afterlife.
 
 

The Vengeful Traveller:

The clock draws closer to six, the barman applauds the party for making it so far unscathed. Looking sheepish as he pours a drink for the party, free of charge. But just as they are about to drink, the entire building begins to shake. The lights go out, bottles fall and smash, cracks begin to appear in the ceiling above. Bright, burning streams of purple light blast down and the party begins to hear the words of a fearsome creature.   “DRAGONBORN!! I KNEW YOU WOULD RETURN. YOU HAVE SOMETHING OF MINE! AND NOW IT IS TIME TO GIVE IT BACK!!” The creature roars and rips open the ceiling, exposing the tavern to the swirling vortex of undead souls above your heads. It drops down and lands on all fours. Reigniting the candles and fires in the room with purple flames. rising up slowly to reveal its hunched back with adventurers’ objects infused into its back. Bony and elongated claws blackened by dark magics and hollow sockets where eyes once were.

 
GM Notes: The appearance of the Vengeful traveller strikes the barman to his core. Giving him the frightened condition, unable to help in the fight.
 

 

Success/Fail:

If successful, The Vengeful Spirit is defeated and the flames of the tavern are extinguished. The barman is freed from the frightened condition and there is a quietness amongst the party to take in everything that just happened.   If failure occurs, the party are overwhelmed; the vengeful spirit grabs the barman. Taking something from around his neck before throwing him to the ground. The spirit laughs and teleports away, leaving the tavern exposed to the elements of the vortex. Quickly consumed and overrun by demons, spirits and other undead creatures.
 
 

Epilogue:

The clock chimes six. Winds pick up again, wiping away burning flames of blue and green and replacing them with the usual red and oranges. The darkness from the windows is replaced with a warm, welcoming early morning glow. The building softly sinks back into the ground. As soon as you return, the sleeping dwarf in the corner wakes themselves up and mumbles something under their breath. Looking dazed and confused at a room full of strangers.   The barman thanks you for all your help during the night and offers the party something worthwhile. Clutching at his neck, he unveils a rusty old spoon. He looks at it with tears in his eyes, taps it on the bar and lets it ring out. Before handing it to you. Explaining that this item will help them traverse the world with ease.
 
GM Notes: *The Weathered Spoon, a rusty old iron spoon that when activated teleports the user to any location it has been attuned to. Attuning the spoon is as simple as tapping on the bar of a tavern and letting it ring out. To activate the spoon, call out the activation word (user’s choice) and a bolt of lightning will strike from the sky above, blinding the user for a split second. Teleporting the user where they want to go.
 
 

Items:

  • Dead Man’s Ale: A drink that once consumed, allows them to travel to the borders of the mortal plane and the afterlife. As long as they stay within the confines of the tavern.
  •  
  • A tankard of Liquid Courage: The first drink taken from the tankard grants the user 1d6 temporary HP until next drink or 1 hour of game time passing.
  •  
  • Loose Fumes: When opened, a living cloud of potion manifests with no alliance. On their turn during combat, they will precipitate and spit at the nearest target dealing 1d4 of ranged damage within a 20ft radius as well as applying a potion effect upon a successful attack (poison, healing, fire resistance etc.) Loose fumes have 6HP and will evaporate after 3 rounds of combat or 5 minutes of game time.
  •  
  • A Demonic Jigsaw: When the 4 puzzle pieces are combined, they create and activate a rune which detects any trap within a 60ft radius. Showing the user a way around the trap. Can only be used once every 24 hours.
  •  
  • The Weathered Spoon: A rusty old iron spoon that when activated teleports the user to any location it has been attuned to. Attuning the spoon is as simple as tapping on the bar of a tavern and letting it ring out. To activate the spoon, call out the activation word (user’s choice) and a bolt of lightning will strike from the sky above, blinding the user for a split second. Teleporting the user where they want to go.
 

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