| Post/Author/DateTime | Post |
|---|---|
| metamind06-25-06, 11:59 AM | Ah the inn. The most overused DnD cliche dating back to its 1st edition days. Don't deny it! We all know that you have said "M'kay ya'll are at an inn/tavern/bar/whatever". And of course, it has been the ultimate location for a plot hook, random event, side quest, campaign starter, drunken frenzy, site for character meeting, place to gather information, get a drink, spend the night, and oh need I go on? What are all the things that could or have happened in your or you DM's campaigns? |
| Archmage_Vall06-25-06, 12:18 PM | 1. Party of nongood PCs--During the night, a knock is heard at the door. It's a group of St. Cuthbert followers :fight!: :fight!: :fight!: :fight!: who have come to arrest the PCs for their many grievous crimes. The Cuthbertites easily overpower the group, accidentally killing 3 of them. Fortunately, it was just a dream one of the PCs was having, :zzz: and they wake up gasping for breath. :eek: Right then, there's a knock at the door... except this time, it's room service delivering breakfast. :twitch: |
| NightBreeze06-25-06, 12:35 PM | :rofl: Does your DM did that at you? He's a genius :devil: |
| Alamax06-25-06, 12:38 PM | So, there you are, at the tavern having a good time talking to the chief of the local guards over a keg of Barley Brew. Now this can lead into a lot of side quests or bar room brawls. If the diplomat of the party is talking to the chief, he will release information that he shouldn't. Like thier current quest has all ready been finished by someone else, or the rogue is wanted for a murder (which never happened). The only information that he/she does not release is the he/she IS the thieves guildmaster. Which can play into some fun side quests. But be carful using this if the diplomat is the rogue. It is very fun for the DM! Use your imagination! |
| Andorxor06-25-06, 01:02 PM | 3. The PCs hear strange sounds from the kitchen.It is a tiny Inevitable that punish the transgression of cooking without washing the hands first,that was created by a artifact that is in the possesion of a mad king. |
| Metaldays06-25-06, 01:36 PM | 4. Someone can spill your beer, which will dissolve the floor. Obiously, someone put something in your beverage to get you drunk very soon. |
| Kaligrad06-25-06, 02:02 PM | An overzealous barbarian (with an overstressed player) tears out the giant barrel of booze behind the counter and rolls it out into the streets through the (now widened) front door. |
| metamind06-25-06, 02:07 PM | 3. The PCs hear strange sounds from the kitchen.It is a tiny Inevitable that punish the transgression of cooking without washing the hands first,that was created by a artifact that is in the possesion of a mad king. :rofl: |
| kinjojones06-25-06, 02:36 PM | 5: A self inflicted TPK on the first session when the party's CE Wizard and NE Fighter decide to team up against the LG Monk and LG Cleric. The CN Rogue gets caught up in the crossfire. 6: The beginning, middle, and end of an entire campaign (and game group) due to 5. |
| LCD2YOU06-25-06, 06:54 PM | 7: After a "great night" of being with the serving wench, she is nowhere to be found. When the player asks, "Where's Holly", the shocked and distraught innkeeper tells him that that was his daughter and she died 3 years earlier. 8: A gentle knock on the door opens to a little child, the more pathetic the better, who is looking for their mommy. The child is alive and needs the party's help although he/she has no idea how to go about it. The child has snuck into the inn looking for bread and a warm place to sleep. The Innkeeper, of course, does not practice charity and grabs the child, when he sees him/her next and proceeds to rough the child up before he attempts to boot the kid half way across the town square towards the fountain (or not if the party is good or leaning towards good). |
| syrinth06-25-06, 07:01 PM | 9. The inn can burn down. (Seriously, no Inns are safe anywhere NEAR my group) |
| rogue_lettuce06-25-06, 07:18 PM | 10. Everything is quiet... Too quiet. Still quiet. Not much going on. In the middle of the night... Nothing happens. You wake up, and... feel well-rested after a good night's sleep. As you go to leave the hotel, a large man blocks your path... It's the innkeeper asking for a tip. Nothing happened, really... It's fun to drive your players insane with anticipation of some dangerous event that never occurs. The real plot hook could take DAYS [in-game, say 20-30 mins oog] to appear. |
| Sphyre06-25-06, 11:11 PM | tehee, rogue_lettuce, I'm SOOO doing that this friday with my gaming group :D |
| Kraleck06-26-06, 07:37 AM | 11. On a sleepless night the Nature based character (i.e. Ranger/Druid/Cleric of Ehlonna, Obad-Hai, etc.) is lying in bed listening to the sounds of nature...suddenly stop. 12. A PC is dragged in off the street into a lethal bar brawl because the whole town hates their kind (happened to me with a Winged templated Aasimar). 13. The PCs wake up at the inn only to find everyone has been (un)dead for the past 100 years. 14. The PCs who drank the bar's ale are suddenly diseased/cursed/slow working-poisoned. 15. The PCs overhear a plot to decimate the land through the wall. The voices are the same as the PCs' voices, but the PCs are in the same room together. 16. The PCs look out the inn windows and notice the land is moving. When they step out of the room, they are in a different location from the rest of the inn. |
| rogue_lettuce06-26-06, 08:12 AM | tehee, rogue_lettuce, I'm SOOO doing that this friday with my gaming group :D Well, I'm honoured. :cloud9: |
| Tormsskull06-26-06, 08:25 AM | 17.) bar room brawl. A good-natured, nonlethal fight with a lot of description of chairs breaking and mugs been destroyed over people's heads. 18.) A thief plants a bag of money on a PC with a successful Sleight of Hand check, and the guards are hot on the thief's trail. 19.) The storyteller on the dais has a problem with using too much profanity in their stories but doesn't realise it. 20.) As the PCs are sitting around a table, another group approaches and tells them that the table belongs to them (and in fact their name IS carved on the table). 21.) The serving girl that brings drinks always messes up the drink order and calls the PCs by the wrong names. 22.) As the PCs are sleeping they hear a beautiful song being played on a violin. Searching around in the common room during the night, the PCs will find a violin but no player. |
| Herald@Large06-26-06, 07:44 PM | 23. As the PCs sit down at their table, they find the meal they were planning to order is already there -- and it's *exactly* what they wanted. (Either the innkeeper or one of the barmaids is telepathic :P ) 24. The innkeeper is a dwarf, and no matter what kind of drink the PCs order, they get dwarven ale. 25. If the DM is being plagued by a PC who "hits" on anything and everything female, I would like to introduce you to "Sweetums", the bouncer. He's either part giant or part ogre (whichever is more intimidating ;) ), stands about 8 or 9 feet tall, has hands like catcher's mitts, has about 35 ranks in Intimidate, and looks on the barmaids as his little sisters. His most commonly used line: "Lady say NO!" 26. An NPC bard stands up and offers to entertain the tavern customers. He/she has a voice like a rusty bagpipe, yet all the other customers keep tossing gold pieces and demanding encores. |
| GoldLeader1306-26-06, 08:05 PM | 27) A Chaotic Evil bartender that serves someone a special poison instead of a drink, then tells them where they can find the antidote. 28) The heroes walk into an empty tavern only to discover a moment later that they just walked inside a Colassal Mimic's belly. 29) A drunkard keeps running (and winning) drinking contests at the local bar. He's secretly a Lawful Evil Drunken Master. 30) A group of NPCs that look just like the heroes (except for opposite genders) walk right past them as they enter the tavern. |
| Venenum06-26-06, 09:21 PM | 9. The inn can burn down. (Seriously, no Inns are safe anywhere NEAR my group) Or it could melt........ Serously. Epic game. Drunk warlock, vitrolic blast and the burst blast shape. all happens over a spilt ale., rolling all sixes is not pretty. |
| Zephyrus/Sonet06-26-06, 09:22 PM | 31) As 25, but Sweetums turns out to be a female Ogre. Using a voice like Barry White, the Changeling Warlock makes a suprising Diplomacy check for: "Baby, I wanna climb your mountain all night long." The Changeling disappears upstairs with Sweetums only to appear the next day. Naked. Hanging upside down in front of the tavern. Dazed, the Changeling is slurring his speech. His only clearly stated words: "Avalanche... buried alive... so much cushion for the pushin..." Yes, I did this and it is my single greatest achivement ever :P |
| Archmage_Vall06-26-06, 10:01 PM | 32. A BBEG can be born: DM: You're all in a bar. The notes you received all said you should meet a Mr. Royce here at this day and time, yet the only other people here are the bartender, barmaids, and half a dozen drunks. PC1: .... maybe he's running late... DM: 15 minutes go by, and still no Mr. Royce. PC2: I ask the bartender if he's seen Mr. Royce lately. DM: The bartender says he doesn't know anyone by that name. PCs: :confused: DM: Suddenly, there is a loud "thwang!" on the outside of the wall. PC Rogue: I sneak outside though the back of the bar and look for anything that might go "thwang!" DM: When you get around to the front of the bar, you see a dagger sticking out of the wall with a note rolled up around it. PC Rogue: Can I see who threw it? DM: The streets are empty. Rest of the PCs: We come out of the bar and join the rogue. PC Rogue: I open up the note and read it. What's it say? DM: It says, "We will have our meeting. The time is soon, but I question the wisdom in reading an explosive r-- BOOM!" *PCs are all badly injured, but survive* PCs: DAMN YOU ROYCE!!!! :hoppingma |
| Fraser198606-27-06, 10:07 AM | 33. The players prefer a darker beer that is more of an ale, but all the bar has is a fizzy and refreshing lighter beer, which has a crisp, clean taste |
| metamind06-27-06, 10:27 AM | 34) No PC has ever been prepared for this: The PCs are enjoying their drinks at the beggining of a game, just waiting for an adventure. All of a sudden, a man bursts through the doors, and runs up the the PCs (them being the only ones around), and says, "You guys have got to help me! Its my wife! She's-she's... HAVING A BABY!" |
| angryman06-27-06, 11:28 AM | 35) The PCs are sitting in a bar after having recently evaded a balor, who is trying to hunt them down and kill them, etc. After a few hours, the DM says, "You hear screams outside." The first PC outside gets- "You see a toering demonic figure, with many people running fro it in mindless terror. You hear a high-pitched whistling sound" as a meteor swarm impacts on the first PC and annihilates the bar, crushing all the patrons and not a few of the PCs. Upside- PC don't have to pay for their tab. Downside- Balor. |
| Dragons_Shadow06-27-06, 11:49 AM | I need an idea! I have a female MU, a Female Dwarf Ranger, and a male Dwarf Fighter, chatting with the captain of the gard about security. I have a Silver dragon( human form) that's been mistaken as the Queen, a female half-nymph palidan, and a male Dwarf cleric talking to a halfling that has been falsely punished for stealing a clay jug. I need an idea for what would happen next, so that the halfling can prove himself. Oh, and they all are on fourth level. |
| Inigo_Montoya06-27-06, 12:57 PM | 35: The tavern is a front for a slave ring. The PC's are wined and dined at the expense of a overly friendly NPC. The innkeep gives them constant assurances of the NPC's honesty and the bard sings songs to praise him as a saint amongst men. During said time their rooms are looted by the house thieves and prepered with sleep inducing spells. When they return to thier rooms they are picked off one by one. They wake up naked below decks on a ship bound for the Sembian slave bazzars. |
| xlivid06-27-06, 01:24 PM | 36. PC's are invited outside to watch some acrobatic performances of some traveling group. Hopefully they will then persue the evil wizard splattering the acrobats into smithereens with a fair and honest fireball. 37. PC's don't like a foodfight with post-digestion food as ammunition. |
| Secrets Untold06-27-06, 01:46 PM | 34) No PC has ever been prepared for this: The PCs are enjoying their drinks at the beggining of a game, just waiting for an adventure. All of a sudden, a man bursts through the doors, and runs up the the PCs (them being the only ones around), and says, "You guys have got to help me! Its my wife! She's-she's... HAVING A BABY!"Oddly enough, I have actually been prepared for this. I had a cleric who spent 5 years as a midwife, and had maxed out her Profession (Midwife) and Heal skills because of that. |
| metamind06-27-06, 02:21 PM | Oddly enough, I have actually been prepared for this. I had a cleric who spent 5 years as a midwife, and had maxed out her Profession (Midwife) and Heal skills because of that. Then perhaps you would have done better in this situation than Metamind's PCs. Praise Pelor, after what happened they all took some severe alighnment hits, to say the least. :nonono: Metamind hopes they never have kids. -Lord Metamind |
| Dragons_Shadow06-27-06, 02:21 PM | Because no one will give ME an idea i'll just give you some random ones, Durng a bard preformance, he/she sings so high as to break all glass like objects in the Inn. The chief at the inn is really a golden Dragon, and one day when she is prapering food she snezzes and flames come out her nose. The Inn keeper will not let half of the pc in on the acount that they are _______________________ ( fill in race(s) there) A gaint comes by and demands to have the Inn serve him dinner or he will sit on the Inn. |
| metamind06-27-06, 02:27 PM | I need an idea! I have a female MU, a Female Dwarf Ranger, and a male Dwarf Fighter, chatting with the captain of the gard about security. I have a Silver dragon( human form) that's been mistaken as the Queen, a female half-nymph palidan, and a male Dwarf cleric talking to a halfling that has been falsely punished for stealing a clay jug. I need an idea for what would happen next, so that the halfling can prove himself. Oh, and they all are on fourth level. Okay, last night, as they were sleeping, a theif overheard that the town gaurds will be conducting a door to door search for the stolen item. Out of panic, he snuck into the halfling's room, and planted the pot in his knapsack. The next morning it was discovered. Eventually, the theif (have it be an NPC who is working with the party) can not bear the guilt and come clean. So what the PC does, and then roll with that. |
| metamind06-27-06, 02:33 PM | Because no one will give ME an idea i'll just give you some random ones, Durng a bard preformance, he/she sings so high as to break all glass like objects in the Inn. The chief at the inn is really a golden Dragon, and one day when she is prapering food she snezzes and flames come out her nose. The Inn keeper will not let half of the pc in on the acount that they are _______________________ ( fill in race(s) there) A gaint comes by and demands to have the Inn serve him dinner or he will sit on the Inn. Despite your apperent bad intentions, you have come up with some great stuff. |
| Dragons_Shadow06-27-06, 02:34 PM | Okay, last night, as they were sleeping, a theif overheard that the town gaurds will be conducting a door to door search for the stolen item. Out of panic, he snuck into the halfling's room, and planted the pot in his knapsack. The next morning it was discovered. Eventually, the theif (have it be an NPC who is working with the party) can not bear the guilt and come clean. So what the PC does, and then roll with that. Tiny problom, the halfling is a theif himself and is goin to join the party. Other wise its great! |
| Dragons_Shadow06-27-06, 02:37 PM | Despite your apperent bad intentions, you have come up with some great stuff. I know, I suck at being evil. :blush: |
| Krelios06-27-06, 02:38 PM | :rofl: Does your DM did that at you? He's a genius :devil: For those of us that are native English speakers, I believe this strange dialect translates to: "Did your Dungeon Master do that to you and your group? He is a genius!" |
| Nobody_06-27-06, 02:53 PM | 42) The meals at the inn is somewhat expensive except for a single meat intensive dish and a stew that costs next to nothing. A monster's roar can be heard faintly, but no clue gives off where it comes from. There is a captured Hydra that is bound and trapped below the inn. Its heads are cut off and served in a stew and a meaty dish in an efficient gillotine style method. 43) The Hydra gets loose 44) The meals at this particular inn have an addictive drug added to keep patrons coming back for more 45) There is a Bar Fight. No seriously, there is a long animated metal bar in the tavern that fights with unsuspecting patrons. It is driving business away. |
| metamind06-27-06, 02:55 PM | 42) The meal at the inn is somewhat expensive except for a single meat intensive dish that costs next to nothing. A monster's roar can be heard faintly, but no clue gives off where it comes from. There is a captures Hydra that is bound and trapped below the inn. It's heads are cut off and served in a stew and a dish by the few who know what is in an efficient gillotine style method. OOTS? 46: the ale smells of blood... 47: The ale from #46 is being brought to the guests through a strange dooor in the back that is constantly locked, and faint chants can be heard from it at night. It leads to a secret shrine dedicated to Erethnul, where unlucky guests (soon to be the PCs) are sacrificed. The innkeeper is also secretly a high priest of Erethnul |
| Nobody_06-27-06, 02:58 PM | ...no...of course not...I would never use anything on OOTS as creative inspiration for an otherwise very viable plot...never... (Yes OOTS) 48) The owner of the inn has a nasty compettetor that is trying to ruin his business. He has hired people to ruff the place up, defamed the inn falsly, and has even resorted to vandalism and arsen. 49) The owner of the inn has a nasty competettor and is willing to pay you to rough him up |
| Dragons_Shadow06-27-06, 03:11 PM | 50) The Inn is overrunn with cats, but there has never, ever been a rat or mouse problem, ever. 51) once every night one of the Inn's patrions disapears, and no one knows where they went. 52) The Inn consantly has barn fires, but, all the horses always make it out ok, and the barn is retured to its normal state afer the fire is put out. :eek: |
| metamind06-27-06, 03:49 PM | Come on! We're 5.1948052...% there! |
| Awakened_Gelatinus_Cube06-27-06, 04:20 PM | 53) There are so many barrles of a strange, dwarven, ale the is at least 40% alcahole (Alcohole is flamable. Leave it to those dwarves), that you can't see the wall paper. An mysterius alcemist is selling alcemist's fire iin the in. Some one slips on a banana peel as the PCs enter. 54) Tavern has an all you can drink spesial every Friday. :pint: The owner is secretly entoxicating the beer of he all you can drinkers to save money. The poison has manefested some weird side effects, such as growing a third arm. 55) A wagon bursts through one wall, then plows through the bar to the other side, spilling gp all the way. Several guards on horseback charging after it plow over a PC, and keep going. 56) Local gamblers can't hold there own against a new comer. (S)he Uses all the new money to bribe the local lord/lady to impose a gambling minimum. Soon the entire town is on the verge of bankruptcy, and the new comer has enoough cash to buy out the town. |
| Dragons_Shadow06-27-06, 04:29 PM | 57) The Inn keeper PAYS one of the patrions to stay the night. 58) The only liquid the Inn has is Nettle Grog :yuck: ! 59) The bed in one of the rooms that the PC are in is blood stained and no one knows why. 60) Everything in the Inn is wet and no one knows why. 61) There is only one bed per room, no matter how big the room is. 62) The color of the Inn changes every day. 63) Trees start growing through the Inn's floor even when there is not a druid around. 64) When ever ale is shipped in half of it alway disapers the following night. |
| xlivid06-27-06, 05:29 PM | Nearly there! 6.3936063936% |
| Pangeon06-27-06, 05:34 PM | 65) Your kind, mute, hobgoblin rogue accidentially spills his (scalding hot) tea on an elf patron. The elf isn't happy. Neither are all 17(!) of his (armed) friends. (actually happened... at 1st level... the DM actually expected us all to live. :( ) 66) Morning arrives... Innkeeper (really nervous): Heh, so, um... heh, you're all checking out then, I guess... heh. Party: Um... yeah. Innkeeper: Um, that'll be 10 gold each, then... Party: :confused: We already paid you. Innkeeper: Haha! Of course, heh, how could I forget, well, uh... see you all later! Party: Ok, bye. :) (gosh... he's not acting odd at all...) And they're surprised when, upon exiting the inn, they find 20 guards with bows drawn and the party rogue bound with a crossbow to the head. My party is so oblivious... :weep: |
| Ace Rimmer06-27-06, 05:44 PM | 67: a very drunk NPC stands up from the table adjacent to the PCs and accuses one of them of cheating at the game the PCs werent playing, paying attention to, or that he was actually playing :P |
| VerdugoExplode06-27-06, 06:00 PM | 68) It's a dark and stormy night, just like any night they spend in an inn, when not one, but three bedraggled people burst in. Each of them then begins to describe 3 different but equally important wrongdoing being commited but can't be heard as the other two are doing the same. Eventually a fight breaks out between the people asking for help and one of them is accidentally killed in the scuffle causing the other two to flee before the guards come, taking their delicious plot hooks with them. |
| rogue_lettuce06-27-06, 06:54 PM | 69. When they turn up to the inn it's actually been shut down or temporarily closed [fire/cockroach infestation/etc] and there's not another one in town... I guess it's a night in the wilderness or the tough city streets for them... |
| Dauthi_King06-27-06, 07:15 PM | 70. The PC Bard's story is made more interesting when the local illusionist uses his talents to give life to the story. |
| metamind06-27-06, 07:28 PM | 71: A slight breeze blows the elves from #65 away OR 72: A patron sneezes, and the elves from #65 die from disease. |
| Dragons_Shadow06-27-06, 08:48 PM | 73) The floorbords fall apart under the weight of the PC and the PC's fall into an underground cavern. 74) They are then attack by the hydra from #42's family. 75) The Dwarf that runs the Inn closes earlier then the other Inns do. 76) The Inn is picked up by a cyclops :mymy: 77) The Inn is hunted by 20 ghosts 78) The Inn is attacked by 5 trolls 79) The trolls from #78 will not go away untill they are offered jobs at the Inn 80) The Inn is attack by zombies. 81) The zombies from #80 will not go away untill the are offered jobs 82) The trolls from #79 fight with the zombies from #81 83) The trolls and zombies from #82 attack the Inn together 84) The trolls and zombies from #83 will not go away untill they are BOTH offered jobs. :rolleyes: |
| dengarbountyhunter06-27-06, 09:14 PM | 26. An NPC bard stands up and offers to entertain the tavern customers. He/she has a voice like a rusty bagpipe, yet all the other customers keep tossing gold pieces and demanding encores. HEY! WHAT DO YOU HAVE AGAINST BAGPIPES?? And anyway, there's no such thing as a RUSTY bagpipe; the only metal parts are the decorative ferrules... Seriously, to make it really horrible, have a whole band of out-of-tune pipers! I KNOW what it sounds like (heh I'm getting started on pipes and my family's going crazy)! |
| Kirak06-27-06, 09:51 PM | 85) PC 1 takes half a bag of flower, placing the open end of the bag under the door of PC 2's room and jumps on it, filling the room with entirely with a flower coating, then removes the bag and laughs at the cleaning lady giving him the evil eye. |
| Archmage_Vall06-27-06, 11:00 PM | 86. One of the PCs' rooms is haunted by the ghost of the inn's previous owner. 87. The room next to the PCs' has a crying baby in it. The baby cries all night long. The PCs have to block the noise somehow in order to sleep, or make concentration checks to think about something other than the noise. 88. One of the barwenches is extremely hot, as in CHA 20 hot. Of course, she's also a doppelganger in disguise. |
| Dragons_Shadow06-28-06, 08:22 AM | 89) The Inn is a chick bar. 90) The Inn Kepper is killed. 91) the will of the Inn Keeper cannot found . 92) The cook dies. 93) The food spiols 94) All of the Inn's staff are dragons of some sort. 95) The Inn is attacked by rabbeid bunnies. 96) The Inn is attacked by a rabbied bear. 97) A Halfling is found stabed to death by his own daggers. 98) All the clerics in the town are evil 99) People can check in to the Inn, but, they never can check out. :eek: 100) All animals in the Inn have to do a will save or become under the control of an evil druid. |
| Tobus Neth06-28-06, 08:41 AM | I was describing the persons and patrons of a inn to the party awhile back. "The common room is dim and hazy with smoke, farmers and merchants are crowded around the bar. A group of guards play a game of poker. In a dark corner of the inn you see a cloaked figure." At this point the party's cleric cast a daylight spell on the dark corner!. |
| Dragons_Shadow06-28-06, 09:35 AM | 102) Fire storm. 103) Cranky Red Dragon attacks the Inn. 104) Cranky Blue Dragon sits on the Inn. 105) Cranky Black Dragon dissoves the Inn. 106) Cranky White Dragon freezes the Inn. 107) Cranky Green Dragon eats the Inn. 108) Tiamat demands to be served dinner at the Inn. 109) Bahamut politly askes for dinner at the Inn. 110) Nothing! ;) |
| rogue_lettuce06-28-06, 09:42 AM | 110) Nothing! ;) Plagarist! :P |
| Dragons_Shadow06-28-06, 09:50 AM | Plagarist! :P I am sorry, I don't remeber reading 110) Nothing! before! :rofl: :heehee :rofl: |
| Dragons_Shadow06-28-06, 12:26 PM | 111) A Darkness spell is cast 112) Seven people are robbed during the spell. 113) The halfling theif is supected for the robberies. 114) The Halfling theif was robbed. :cool: |
| rogue_lettuce06-28-06, 01:02 PM | I am sorry, I don't remeber reading 110) Nothing! before! :rofl: :heehee :rofl: Look at the post exactly 100 suggestions before yours! (i.e. #10) :P But I'll let ya off. :) 115) When your players enter the inn, pay particular attention to describing a well-tended grave in the yard outside it, read the dates, the name, etc. Describe the moss on it, the slight mound in front of the headstone, etc. Then wait for the cleric to wake up screaming "UNDEAD!" in the middle of the night. Hahahahahaha. I love making players anticipate things that aren't there. At the very least they'll probably start wondering what's so special about it and asking everyone about it - you make up the answers. |
| Dragons_Shadow06-28-06, 01:30 PM | Look at the post exactly 100 suggestions before yours! (i.e. #10) :P But I'll let ya off. :) I ment that the Inn is running normally, normal amount of sound and suff :P 116) The queen stays at the Inn. 117) The queen is murdered. :eek: ----------------------------------------------------------------------------- We're on Page 3!! :w00t: :cheer: :w00t: :cheer: :plotting: :cheer: :w00t: :cheer: :w00t: |
| jolly106-28-06, 01:59 PM | 118) Santa Clause is in the dark corner looking suspicious. 119) A mindflayer is just there chilling. 120) There is a group of astral devas break dancing in the middle of the room. |
| Drasche06-28-06, 02:33 PM | 89) The Inn is a chick bar. Is that a nice way of calling it something else? And. . . . 96) The Inn is attacked by a rabbied bear. Where does a bear buy a yarmulke? 121. The Inn is host to an annual Wine Festival, but this year it seems someone is spoiling the wines brought by a particular race (usually elves). |
| Dragons_Shadow06-28-06, 02:40 PM | Is that a nice way of calling it something else? If there was, I would use it Where does a bear buy a yarmulke? A what? 123) The Inn is overrunn by mice. |
| metamind06-28-06, 03:24 PM | In a dark corner of the inn you see a cloaked figure." Ah yes, the dark corner-dwelling cloaked figure. Another timeless cliche. Its amazing how every campaign has this guy, and the possabilities of his role are endless. 124: the cloacked figure is an assassin plotting to kill the bartender (PCs catch him in the act later that night) *sniff* smells like a plot hook to me! 125: cloaked figure is a necromancer in search of an artifact 126: CF (Cloaked figure) is a psychotic killer. PCs are oblivious to this, but are aware that someone is wanted for the murder of a nobel, and there is a big reward on his head. 127: CF is a king who excaped a revolt, and is hiding in the inn 128: CF is just a simple yet shy commoner who just wants to have a good time, but is afraid to mingle with the other patrons. |
| gerbilattack06-28-06, 04:16 PM | 129) CF is Loki 130) CF is DEATH 131) ALL the gods demand meals for FREE 132) CF is the avatar of the DM 133) CF IS the DM, and can edit stuff in game 134) CF is the DM, but fails miserably at using his powers |
| Dragons_Shadow06-28-06, 04:23 PM | 122) CF is a evil cleric bent on distroying the PC 135) CF is just someone who had gotten drunk a fell asleep in the corner. 136) CF is YOUR ( the lead PC) MOTHER! :evillaugh |
| GnomeMade06-28-06, 06:08 PM | 137) CF is an extremely beautiful half Nymph who just wants to eat in peace without reducing all the males intelligence in the room. 138) Cloaked figure is an enlarged human apprentice wizard using magic item and cloak to get served alcohol for the first time... Run for your lives! |
| metamind06-28-06, 06:48 PM | 139: a kobold ventures in, looking for a fight. He looks quite confident. |
| Drasche06-28-06, 11:38 PM | A what? Jewish skullcap. Get it? Rabbied, Jew. . . . Had to have been there, I suppose. 140. Pun Pun walks into the Inn. 141. Fizban walks into the Inn. 142. A Frito Lay vendor walks into the Inn. 143. The Inn is actually the foyer of a Chaotic Neutral King's castle. |
| Archmage_Vall06-29-06, 12:41 AM | 144. The CF is an undercover police officer, who is keeping an eye on the out-of-towners (PCs) without attracting too much attention to himself. 145. The CF is none other than Puddlemir Cumberduck (tm), the bumbling caricature of all lawful stupid paladins, everywhere. 146. The CF is a retired 20th level adventurer, who now works as a bouncer in the inn. |
| jolly106-29-06, 12:49 AM | 147) A big fat guy is stuck in the door and can't get out. 148) A little old lady is challenging everyone to a drinking contest. 149) An inn is offering free food, drink, and rooms. 150) The door to the inn of #149 is actually a one-way portal to the abyss. 151) The innkeeper looks and acts alot like one of the PCs real life player. 152) The innkeeper from #151 explodes for no apparent reason. 153) A man stands in the middle of the inn surrounded by its dead patrons then turns to the PCs cleric and lifts up the severed heads that can barely be recognized as the leaders of his church. The man then pulls out a bloody and jagged handaxe and slowly approaches the PCs. |
| syrinth06-29-06, 12:50 AM | 147. The CF is Corellon Larethian there to give important information about a powerful artifact your party has recently acquired. He then proceeds to tell you that he cannot directly interfere in the affairs of mortals after you offer him the artifact and then proceeds to burn down the inn, killing everyone except the party. (Yes this happened with our old DM) 148. The CF is an Illithid, reading the minds of the tavern patrons in an attempt to get important information in regards to their plans of "townal" domination. |
| Steidas06-29-06, 12:54 AM | 147. A woman gives a coin to one of the PCs, and then leaves the bar, nowhere to be seen. 148. While a PC drank his beer, he notices he almost swallowed a small rock. On a closer inspection, it's actually an egg. 149. While sleeping, a PC wakes up from a nightmare. He doesn't remember what it was. 150. An old man enters the bar. Nobody looks at him other than a PC. The old man notices the man and tells him he's special. The old man then dissapears in a puff of smoke. Only that PC ever saw this. |
| Archmage_Vall06-29-06, 01:02 AM | 151. Close inspection of the ice cubes in the PCs' drinks reveals that they are white dragon eggs. |
| Guy Humual06-29-06, 02:15 AM | 152 - A knight in shining white armour walks in. He prays for about eighteen seconds or so, then draws his two handed sword and shouts, "I don't know what evil you've committed fiend, but I'll send you back to hell where you belong!" He then brutally slices down an unarmoured and unarmed peasant sitting at the bar. Suddenly the knight's face goes pale and he falls to his knees as he screams out "Nooooo! (insert name of lawful good deity here) why have you forsaken me?" Guards eventually rush in and arrest the (now) ex-paladin. The PCs will see his corpse hanging at the gallows in a week with a sign saying "All Paladins be warned: we don't tolerate evil or Lawlessness here. |
| Tobus Neth06-29-06, 02:33 AM | The CF is Darkla Dountome a darkelf stripper and she whips off her cloak and gives couch/bench dances to the Pc's. or CF is Gary Gygax and he just wants to party!!! or CF is a Sea hag just waiting for someone to bother her. or CF is Elvis or Waldo...or better yet.. ORCUS!!!! |
| InterSilva06-29-06, 04:44 AM | 154. CF is a Cloaker who has befriended a permanently animated mannequin. |
| Dragons_Shadow06-29-06, 07:24 AM | 137) CF is an extremely beautiful half Nymph who just wants to eat in peace without reducing all the males intelligence in the room. Well, make them act as if their intelligence is reduced. Look for the thread "Half-Nymph (PEACH!)", I kind of need ideas for beauty given the have a +12 on CHAR. scores. :ayyyy!: 155) CF is the lead PC's long lost FATHER!!:evillaugh |
| jolly106-29-06, 07:34 AM | 156) CF tells everyone he is their father. 157) CF is everyones father. 158) The CF looks like Chuck Norris. 159) The CF is Chuck Norris. 160) The inn is full of naked female elves and half-elves that are dancing around claiming that you can't catch them. 161) The naked elves and half-elves are really just illusions from a wizard who wants to see how many would try and chase after them. 162) The naked elves and half-elves are really big orc barbarians who have been dominated and disguised by the wizard. |
| Kraleck06-29-06, 09:19 AM | 163. The patrons of the bar are all half dragons, both metallic and chromatic. They are too indifferent towards each other to care though... 164. The doppelganger barmaid has a secret crush on one of the PCs. It tends to make her a bit of a klutz when that person enters the bar... 165. The bartender has 2 heads. One good, one evil... 166. A woman comes to the PCs' room in the middle of the night. She has a rather big knife and seems to be in a trance. She apparently goes to the same room and bed every night... 167. A woman comes to the PCs' room in the middle of the night. She asks in a sexy voice if they want room service. The PCs heard a rumor of a monster that comes for certain men in the middle of the night earlier in the bar. The PCs know they shouldn't open the door, but they want to confirm if she is the monster or not (roll for different encounters, she could have information about the monster or could be the monster). 168. Multiple screams are heard during the night, but the PCs are unable to open the door or break through the door, walls, or windows... 169. A couple who just met in the bar are in the room next door getting...physical. Suddenly the man screams and lets out a death rattle. Investigating the next morning reveals he is a dessicated husk and the woman is missing. The unsleeping bartender said she never checked out... 170. The bar is holding a strange party. Celestials and Fiends are drinking and laughing together. In the corner outsiders from each side of the Good/Evil axis are making out. The bartender is smiling and chuckling as he pours a multicolor ale for the Good and Evil patrons nearest to the PCs... |
| shadowfox62806-29-06, 10:13 AM | 171. A drunken Orc and a drunken Mind Flayer are playing a chess match. 172. Above, the Orc eats the pieces he takes from the Mind Flayer 173. Above (171), the Orc wins 174. Above (171), they were actually playing with checker pieces 175. The PCs set the Inn on fire during a fight from a Fireball, a Fire Wall, and Fire Trap ("Fire Trap traps fire!" -Certain PC-) |
| Cthulhu-LQ06-29-06, 11:06 AM | 176. The inn is popular with great artists and writers 177. A mind flayer in disguise reads the artists and writers minds and steals their ideas |
| metamind06-29-06, 12:09 PM | 178: a mob bursts into the inn, after the party spellcaster, chanting "Burn the witch! Burn the witch!" |
| Cthulhu-LQ06-29-06, 03:13 PM | 179. A band of wandering male strippers is in town. Tonight the inn will be open to ladies only. |
| metamind06-29-06, 05:52 PM | 180: PCs wake up to find all thier possesions missing, along with at peaceful looking nymph NPC who joined then recently... 181: PCs wake up to find all thier possesions missing, along with the party's rogue... 182: Pcs wake up to find out that they are missing! 183: A patron's oil lamp has spilt! The inn is ablaze! it seems a wealthy merchant is still traped inside, perhaps he will reward whoever saves him. 184: (I have actually done this) PCs hear a strange buzzing coming from under the bed. Its a delayed blast fireball! |
| jolly106-30-06, 06:52 AM | 185) A group of adventurers are discussing the many different things they have encountered in an inn. 186) A little kid thinks hes a mindflayer and jumps on random peoples backs and bites their heads. 187) A mindflayer thinks its a kid and walks around tagging other people and saying their it. |
| Awakened_Gelatinus_Cube06-30-06, 04:14 PM | 188) CF is a vampire waiting for a bar fight, because unconsious people are easy pickings. 189) The bathroom male/female signs are animated, and often swich places after somebody enters. 190) The gum stuck under one side of the table eventually adds up enough to tip the table onto a PC's lap. They now have to buy new pants. |
| Ryusage06-30-06, 04:37 PM | 189) The inn is a gay bar 190) The inn in #189 has a one-way door 191) The inn is made of play-doh |
| RoamingArcher06-30-06, 05:24 PM | 192: A bunch of armed troglodytes burst in. Everyone else ignores them. The PCs attack the trogs, only to find out they're regulars. (that happened to me) 193: A pseudonatural troll falls through the ceiling (that happened as well) 194: Yuan-ti burst in and declare everyone to be slaves. (Same DM, he's more of a hack and slasher a then role player) 195: Whenever there's a barfight, the bartender pulls out the heavy crossbow and fires a warning shot. (Now that's when I DM) 196: The bartender has an eyeball of solid gold that allows him to cast Telekinesis, Shield,and True Seeing at will. 197: It's karaoke night! 198: Nearly everyone in town worships Pelor and doesn't drink alcohol. The inn is built on these weird springs that provide this fizzy water. The barr serves this fizzy water with various flavorings. 199: The inkeeper is an alchemist who has taken the stuff in a lycanthrope's claws, and has isolated the chemicals that cause lycanthropy. He's now putting it in the drinks, putting lycanthropy on the rise. |
| Kraleck07-02-06, 11:14 AM | This is a great thread. It shouldn't die so easily. 200. The town drunks wander in to the bar. After drinking the special ale they are much more sober... 201. The town's so-called drunken master is just the master of getting drunk... 202. A crazy old man speaks in odd riddles. Some are about how everyone is just a pawn in a great game... 203. An odd looking High Elf walks in looking for information about her parents. Confronting her reveals she is 1/4 Drow... 204. Cloaked Figure's right side is bulkier than the left. The head seems too wide for the cloak as well. Talking to CF reveals information about a strange place that blends people together (Diplomacy DC 30 reveals an orc-elf with separate heads and a short temper about their condition)... 205. The room at the inn has a second door that leads to the same room. If you poke your head in, you can see your butt has gotten bigger, despite what the guys travelling with you said in the bar. |
| metamind07-03-06, 08:37 PM | This is a great thread. It shouldn't die so easily. I agree. None of my other threads lasted this long. 206: The doors are locked. The inn keeper will only open the door if you knock, and announce who you are and what you need. 207: Cavalier challenges PCs to horse back drag race. 208: Dragon rider challenges PCs to dragon back drag race. |
| Archmage_Vall07-03-06, 10:05 PM | 209. The bartender is Pun-Pun, who looks a lot like Yoda. He says he chose this form because it allows him to use the Force, in addition to his other abilities. |
| TheMeanOne07-03-06, 10:41 PM | 210. Someone refuses to pay the 2sp to stay at the only place in town. He sleeps in the Alley out back and is robbed in his sleep. When he wakes up and finds his pouch missing he burns down the Tavern with his party inside. 211. The tavern has recently decided to be a "non-smoking" establishment. Someone starts smoking a pipe and a riot breaks out. |
| Whisper_Swiftblade07-04-06, 01:15 AM | 212)the party walks into the bar where as luck would have it, a large group of drunken masters who insist on teaching their ways to one of the party members, who they say is the "chosen one". |
| Evil Wizard07-04-06, 02:42 AM | 213) A PC gets the wrong change back from the bartender. Except, the wrong change is platinum coins instead of silver. 214) There's a wrinkly old man in the middle of the room, who looks so old he'd fall to dust the first time someone sneezed on him. He's been beating the burliest warriors in the bar at arm-wrestling all night. 215) The innkeeper has secretly been kidnapping various vagrants, undesirables, and lone travellers, killing them, and serving them up as delicious meat pies. Except he's starting to run short of victims, and getting a little desperate for 'supply'. 216) When the PCs wake up, they all find themselves in someone else's bed. The other patrons experience the same thing save for one, who is missing. An empty bed is later discovered covered in blood. 217) When the PCs enter the inn, it is inexplicably run and frequented entirely by monsters, who are all behaving exactly like normal patrons. The monsters pay no heed to the PCs. The city is otherwise a "normal" D&D city, and the townspeople claim to have no idea what the PCs are talking about if asked about the monster inn. 218) The inn is much larger on the inside than the outside, thanks to the use of extradimentional magic. Unbeknownst to everyone else, however, this is a lie. The tavern building is an empty shell, and the doorway a gate to another plane. 219) The inn uses magic similar to a decanter of endless water to provide hot and cold running water to all its guests. Except one day, the water supply suddenly starts spewing out filthy green muck instead. 220) The cloaked figure in the back is just a prop; the innkeeper is a sorcerer who uses the ventriloquism spell to screw around with adventurers. 221) The cloaked figure is the king, who has a secret love for slumming it with the commoners. His face is known all throughout the land, thus the all-concealing hood. His attendants and magistrates have no idea where he goes or why, but keep his random disappearances under wraps as best they can. 222) The cloaked figure is nothing more than the skeleton of a long dead patron. He apparently died of natural causes one night, and nobody ever checked up on him. The innkeeper will note that the smell was overlooked on account of a tribe of smelly barbarians frequenting the inn that summer. But if the cloaked figure has been dead all this time, who's been paying for and drinking all his ale? |
| Kraleck07-04-06, 08:07 AM | Holy crap it's Sweeney Todd, the Demon Barber of Fleet Street (#215)! 223. When the PCs want to go upstairs to their room, they find there are no stairs, just permanent teleport circles. Unfortunately when they use the circles they wind up in an alternate dimension where they see six of themselves. After a little diplomacy, they find out that their other selves went to similar inns and saw construct copies being made in the next room... 224. The inn is serving live food (such as eels, beetles, and worms) for meals... 225. The innkeeper is stuck in a time loop where he dies at one minute to midnight. He asks for the PCs' help to end his suffering. Even if they refuse, they are now stuck in the loop too... 226. The bar is serving fresh exotic foods from lands too far away to transport and keep them fresh... 227. The innkeeper and bartender are feuding twins. Their older sister asks the PCs to end the feud peacefully... |
| metamind07-05-06, 04:31 PM | :bump: |
| KurenaiYami07-05-06, 04:39 PM | 228. The tear in the fabric of dimensions within the bar that was used to obtain an unlimited amount of free beer finally becomes unstable and unleashes a ravaging horde of beer demons! You know what you must do to defeat them, but you may need pretzels... |
| Whisper_Swiftblade07-05-06, 05:19 PM | 229) the night the party spends at the inn something that was never ment to happen happened (someone who was destined for greatness died before his time and the gods want this fixed for example) and the party must relive that day until they find a way to fix it. For example saveing who they think is mr. destined for greatness's life by stoping him and several others from getting hit by a carrige, this is fun because what the players don't know is that the guy who was going to get hit was actuly an assassin who was later going to kill the guy in the carrege (who as it turns out is the father of the still unconseved destined for greatness guy) who would have later been killed for killing three peaple in a carrege accedent, but now that the party stoped that, the assasin will just kill him, leaving the party to try and figure out what they did wrong. the best part of this is if you want you can make it go as long as you want. |
| Hariman07-06-06, 01:25 AM | 230: Death walks in and is treated like a regular. 231: Call for about a dozen spot checks during an important conversation with an NPC. After the conversation is over, have an NPC say. "Hey everybody, look up." or something to that effect. When the PCs look up, they see as many pairs of underwear hanging on the rafters as there were spot checks. There is also a note from a "Legendary Thief" among the underwear. (The legendary thief is an epic NPC who spends most of his time wandering from bar to bar removing the underwear from the patrons for fun.) |
| Evil Wizard07-06-06, 02:17 AM | Holy crap it's Sweeney Todd, the Demon Barber of Fleet Street (#215)! Hey, if you're gonna steal, steal from the classics. :D Extra bonus points if anyone can guess the inspiration for 218. I'll do some more, this is fun. 231: The serving ladies/ladies of the evening are all vampires. Everyone knows this; apparently they are really good at their jobs, despite taking a couple points of constitution as a tip. The city council would really like to do something about the situation, but the law protects the vampires as long as they don't kill anybody. 232: A standard, all 10s, level 1 commoner picks a fight with one of the PCs. 233: The commoner in 232 turns out to actually be a Commoner 1/Survivor 5 (from Savage Species), and isn't going to be knocked out so easily. 234: The tavern is secretly owned by moon rats, who have no qualms about involving random visitors in their machinations. 235: The owner is a necromancer, and uses animated skeletons as cheap labor. 236: Assassins come in the night and kill 1d6 patrons. 237: Somebody dropped their coinpurse on the floor. The barkeep has no idea who lost it, but the owner was loaded. 238: The bartender seems to change appearance every time you look at him. He is not an Eberron changeling, and nobody else seems to care. 239: The PCs arrive just in time to see a famous magician performing! He's actually a mid-level bard making heavy use of illusions to put on a fantastic stage show. At one point he even appears to be brutally murdered right on stage by a hooded figure. After several minutes, somebody checks back stage, discovering that the murder wasn't part of the show after all. |
| coppro07-06-06, 02:22 AM | 240. The barkeep has a suspiciously well-placed antimagic field, such that the massive stone building is entirely protected except for the locks on the doors, specially crafted to become arcane locked whenever the barkeep touches them, and then the next time the become unlocked. Good luck getting out. 241. A diety arrives in disguise. |
| Kargush07-06-06, 03:12 AM | 242: The party arrives at a large inn. The inn has ben hired by a strange noble for some festivities. Think Rocky Horror Picture Show. |
| thetoastman07-06-06, 03:48 AM | Here's a few more. 243: The inn is actually hanging off the edge of a cliff, overlooking the ocean. When it was built, the land extended farther, but it has since eroded. Now two-thirds of the foundation sits over open water, and the structure is supported by strong magic. But as the PCs are sitting down to mugs of ale, the magic suddenly begins to falter... 244: As the PCs are relaxing in the tavern, screams are heard around the small village, as well as war drums. A local tribe of bugbears thought driven off years ago suddenly invades the down in droves. The defenders soon hole up in the inn, the town's last surviving bastion, and prepare for a seige... 245: The bar is quiet until the clatter of hoofbeats betray a slew of unexpected visitors. A division of the King's cavalry has just arrived, soundly battered from a raging, far-off war against an Orcish empire... 246: Like 245, except it turns out that the Orcs are advancing, and have followed the broken riders to this very town... 247: Just as the PCs are sitting down to enjoy some ale, they notice that the some of the other patrons' limbs are dropping off, while others have patches of rotting flesh that have just appeared. As the PCs edge away from their suddenly fizzing drinks, the first of the now-zombie patrons round on them with hungry gleams in their eyes... 248: The tavern at this inn is famous for a well carved from the center of the room, which always supplies hot water, for it is warmed by underground volcanic activity. But when a nearby volcano begins to erupt, the pit of the well starts to glow red as liquid-hot magma quickly ascends... 249: A famine has seized this area and the barkeep has been forced to resort to hiring armed guards to keep the starving peasants away from his food stores. When a nearby rebel group acquires a catapult, they begin to hurl living cows into the town in an attempt to incite anarchy. One splatters through the wall of the inn and punctures the grain stores, and wheat grain begins to spill out onto the street... 250: Oddly enough, etiquette in this particular tavern states that it is impolite not to be somehow rendered invisible at all times while inside. 251: It's late in the summer, and a devastating drought has wracked the land. The PCs notice that after downing a pint from a certain tavern, they have a strong urge to urinate. The proprietor has even set a barrel out outside that patrons can pee into, and which must be refilled hourly because of the growing line waiting to relieve themselves. But no one knows exactly where these barrels are being emptied... 252: Somehow this bar is run by a staff of what appear to be either somehow programmed or extremely intelligent ducks that manipulate glasses and plates with their beaks, and teamwork for more difficult tasks. |
| Amon_WinterfallIV07-06-06, 05:40 AM | 253: Instead of barmaids, this tavern has modrons serving the customers. And doing an interesting job of it, as they seem to keep moving in the same circle repeatedly, over and over again. 254: A rowdy dwarf challenges another patron to a drinking contest. Unbeknowst to the audience, the Dwarf has 120 proof Red Dragon Liquor on his person... 255: Jack of Diamonds, and his bardic colleagues are playing an excellent performance in the tavern, and the whole place is dancing that night. 256: Goblin workers are building an extention to the tavern. The Tavern is abuzz with metal whirling and things dropping. 257: The tavern owner, long known as a petty jerk, has become suddenly much more benevolent and compassionate of others. He's being influenced by a guardinal, who he took as a "business partner" when he ran low on funds. 258: Three priests of St. Cuthburt are protesting the sale of alcohol right outside the tavern. 259: The Hooded figure in the corner is a woman with a crush on one of the PCs. 260: The hooded figure in the corner is the nations best chess player, and he's sizing up tonight's players. 261: When the player characters talk directly to the hooded figure, it explodes a pile of milk, molasses, and grain at them. It was a prank pulled by halfing and gnome students at the local university. 262: One of the tavern patrons has misplaced his wallet. It wasn't a big deal, until he bought a drink and found he could not pay for it. If nothing is done, he will be spending the night in debtor's prision. |
| Terraneaux07-06-06, 05:47 AM | 263: A group of spellcasters teleport in, kill the hooded figure in the corner, and teleport out. |
| Kargush07-06-06, 07:33 AM | 264: A group of shadowy persons in black robes, equipped with daggers, skulls, and pentagrams walk into the bar, looking threatening. If the PC's press them, they discover it's a bunch of poser who think they're cool playing at being daemon worshippers. |
| Kraleck07-06-06, 08:08 AM | Wow, some very interesting ones since I last posted... 265. A rival adventuring party is found beaten and/or dead in the PCs' room at the inn. The survivors (if any) say they were assaulted by pixies...thousands of them... 266. The innkeeper has a no-tolerance-take-a-bath-in-the-hot-springs-or-else policy. The PCs later find the hot springs aren't separated by genders... 267. The innkeeper and bartender employ capitalistic elementals to work for them. Fire elementals cook meals, Water elementals wash everything, Air elementals sweep up dry messes, and Earth elementals act as servers and security. Later the PCs find their bath water is a Water elemental with a bit of soap added. Unfortunately, the elemental dies mid wash and the PCs are blamed for its death... 268. The innkeeper and bartender have big crushes on each other but are too afraid to come out with their feelings. Perhaps the PCs can help get them together... 269. After completing #268, the PCs find them murdered. They are impaled on a bloodthirsty cursed spear that now follows the PCs from inn to inn... 270. The innkeeper and bartender think their spouses have been cheating on them and ask the PCs to investigate. It turns out that their spouses have been sneaking away to pray to (insert evil deity here)... |
| Dragons_Shadow07-06-06, 09:32 AM | 2??) All the animals can talk, but all the people can only make animal noises. |
| Mr_Hackman07-06-06, 07:52 PM | Hey, if you're gonna steal, steal from the classics. :D Extra bonus points if anyone can guess the inspiration for 218. Howl's Moving castle? or that one book in the M.y.t.h. inc. series. 271) Upon entering the tavern everyone is polymorphed into a random creature from the monster manual. Upon leaving you shift back. Everyone thinks the new form is their normal one. Will save to notice everyone else has changed, slightly higher will save to notice YOU have changed. This affects everyone not just the PCs. This only takes affect if you enter or exit through normal means (front/back door = normal, thrown through wall/ climb through window = not normal). Inanimate objects such as corpses or food is not affected, except for armor or clothing to allow for extra limbs, tails, wings etc. 272)The owner accidentally put a potion of polymorph into a beer bottle, and dosen't know which one. 273) as 272 but person who drinks the potion gets a free stay at the inn as the inneeper tries to spin it into a publicity stunt |
| CryoSilver07-06-06, 07:57 PM | 274: Absolutely nothing, and the PCs are stranded with no plot hook :evillaugh |
| Trobon the Orange07-07-06, 05:03 AM | 275: The CF is your average level 1 Commoner 276: Random PC wakes up and finds he has switched places with said CF (Cloak and all) and must find himself in order to switch back. 277: As 276 but change places with a devil and must find a way to switch back and not be killed by Paladins 288: CF Knocks on PCs door in the middle of the night. He grabs whoever anwers the door and says, "I know what hunts you. I know their number." After which he looks at the players closer, states he has the wrong room and leaves. 289: A patron ends up dead. The patron happens to be Pun-Pun. But who or what could have killed him? |
| Kraleck07-07-06, 07:50 AM | 290. Wet tunic night at the (insert high-Charisma race) bar and the PCs (except the Charismatic Rogue, Bard, and Sorcerer) cannot enter. Something about they are not on the list and must find a Mr. Bribeme... 291. A Dwarf enters the bar announcing that he's looking for a fight. Every non-PC gets up from their chairs/stools/etc. brandishing weapons. The Dwarf just replies: "Bring it..." 292. Every PC who shared a single piece of the odd fruit they were served now has their Hit Points combined into a single number. The PCs share one Hit Point pool and act at the same HP level (if the pool reaches -1 to -9 everyone who had a piece of the same fruit is dying). The bartender tells them of their predicament and that they must get a rare artifact for him if they want him to distribute the antidote. He also tells them that Wish and Miracle spells cannot cure the cursed poison. If the PCs do not believe the bartender, he stabs one of the PCs through the hand and they all feel the pain in their hand... (Side Note: All buff spells on afflicted PCs affect them all, but the duration is shorter as it gets decreased by a round for every cursed character's round of actions. i.e. 5 afflicted PCs share a 5-round buff and each only gets 1 round of the buff before it runs out.) |
| Swashbuckler07-07-06, 05:03 PM | 293) PC bard (or other high chr character) is pursued stubbornly by a half-orc prostitute. 294 A) If PC rejects offer from #293, he soon meets her father, a full orc barbarian of higher level than the PC, very drunk and beligerent who is working as her pimp and has come to give the PC one last chance to not insult his daughter before he teaches "mr. pretty face" some manners. Of course cracking knuckles for effect helps the scene immensely. 294 B) As 294 A, but the Full Orc Father now wants retribution for Mr. Pretty Face seducing, debauching, and deflowering his pride and joy. This works espescially well, if the father walks in mid fade to black. Kick the room door in so all the inn can see what is goign on, here the loud shouts, and then have the PC drug out for all to see him getting slapped around. I like the father belt whipping Mr. Pretty Face over his knee for the whole inn to see. 295) The local authorities tend to take a dour view upon strangers who show up in thier town for the sole purpose of debauching young girls. THey can force a marrige on the PC, or more drastic measures best left to a fade to black as the PC begs to be executed instead. OF course the proud papa and his poor daughter will drop the whole thing for a sizable price. 296) The innkeeper is cutting down on costs by using a fleshgolem as his chief cook. The unknowing PCs are just served their fine meal, when one of them, the most squeamish of the players, finds a freshly severed human finger in his/her meal. Just then the gollem realizes that it is missing one of its favorite digits and slips control and goes mad beginning to kill the inkeeper and reak havoc in the kitchen. 297) CF in the corner notices the PCs immeidiately, clumislly stealths his way across the room to sit in a chair at atable adjacent to the PCs, where he immiediately begins whispering over his shoulder to the PCs, "I was told you would be here at 7, I don't like surprises. I have half a mind to just walk out now and take my information elsewhere, savy?!?" OF course the CF has no idea that his contacts are not the PCs, but will be arriving soon. Generally, right after the PCs tunnel in thinking that this is thier next plot hook and they need his information. Of course the information is of something absolutely useless to the PCs. (I like sale of a map to a dungeoun the PCs have already looted. ONce his real contacts arrive, there is a brawl, the PCs get the map and run out of town with the law hot on thier trail. Before they realise that they are going to the dungeon they looted two levels ago.) 298) One of the less than sober patrons mistakes one of the PCs as being a barmaid/innkeeper and begins pestering said PC unceasinly with petty problems. He needs more ale, his food is cold, the prices are usurous, ect. ect. 299) Some beautiful maid is going aroun the inn collecting for some LG charity, the last people she aproaches are the PCs, whether or not they give her some cash, she heads off to her next stop. THe PCs spend the night, next morning they emerge from thier rooms in time to see a squad of the guards and a decent level fighter leader talkign to the innkeeper, who notices the PCs and says, "THem right there, they were the last ones to see that lady!" (Of course she was murdered and robbed after she left this inn. The guards are here to round up the usual, aka the PCs, suspects.) 300) The roof leaks, dripping on the fighter's head. He moves tables, the drip follows. It is not raining outside until he goes outside, then it pours. No reason for it, no else notices, but they ask him why he is all wet. 301) Bar in this inn is actually a magical prison for some fiend. (Sucubbus, Erinyes, ect.) When the PCs sit at the bar have them all make a hearing check. The highest roll only hears the cry for help. After some looking the same character should see the face of an imprisoned entity. Of course the face should be of some sensual and good tendencied fey, a dryad works great for this saying that she was trapped in the bar when the cruel bad guys cut down her grove tree to carve the bar from. Don't show the horns, batwings, flaming irises, ect. Of course the pcs could chop up the bar and set the fiend free. Locals, not pleased. Or they could go on a great and heroic quest to find the secret to freeing the fiend from the prison. Again, locals not happy. |
| Guy Humual07-07-06, 05:42 PM | 302) The Cloaked figure is in a staring match with the other cloaked figure on the oposite side of the bar. A couple of gnomes are egging them on by saying things like: "I think he looks more mysterious." "no, no, I think he looks more mysterious . . ." 303) A big ruff looking sort slams open the tavern door and shouts "I'm here to kick a$$ and chew bubble gum . . . and luckily I've brought a lot! Delicious Hubba Bubba for all!" He then begins offering gum to all the patrons. When he gets to the PCs he only has two pieces left. If one of the PC takes a piece the brawler pops the last piece in his mouth and slugs the next PC. |
| gerbilattack07-07-06, 05:51 PM | 304) as 299 but the fient is used as a barmaid (level drain prevented) 305) CF is someone, normally ordinary, desribed in such a way as to scare your PCs 306) as 305 but CF has blood on them 307) as 306 but the blood is from a nosebleed 308) CF is a Paladin sent to "bring them to Justice" 309) as 308 but "Justice" is the leader of the Order |
| WoT Fan07-07-06, 05:55 PM | Does numbers 306-309 have any inspiration from the doctor on Family Guy? "Hmmm this is not good." "Am I gonna die?!" "No, this painting my nephew drew... It's not good at all" He says stuff like that all the time |
| gerbilattack07-07-06, 06:23 PM | :uh-huh: :bump: |
| darcdante07-07-06, 06:49 PM | 310 )A character is awoken by a tapping at the window. It's his long lost love, beckoning him to follow her. She looks just as he left her - beautiful. He runs down the hall, awakening all the other characters who give chase. She's seen at the front door, but now she is a grotesque image of herself (at this point, I just turned undead...a waste of a nat 20). The party follows her outside where she stands by a man, gaunt, pale, and commanding the woman to his side. A heavy mist rolls in, and we feel as if we're walking on nothing. When the mist fades, we're all in Ravenloft. Stupid DM plot tricks. >: Ravenloft sucks if you're a 6th lvl (7th ECL) LG winged Assimar cleric of Torm. Any idea what my outcast rating is? And I have a celestial bloodline too!!! But yeah, taverns can be portals to other planes...who knows what the Dark Powers ever have planned. |
| metamind07-08-06, 10:36 AM | 311: As the PCs enter the tavern, one of them trips over a dog, flying head first into the cooking pot in the fireplace. |
| Kraleck07-09-06, 10:13 AM | 312. The bar acts as if it had zero gravity and the inn acts as if the gravity was reversed. 313. The bar and the inn both have selective gravity (you choose where you go, how fast (up to your maximum move speed) you go, and direction you go in: up the walls at half speed, across the ceiling in a double move, through the air at 5 feet, your imagination is the limit). Unfortunately, alcohol and aerobatics (not a typo) do not mix too well (Fortitude saves and stat penalties from alcohol are doubled when not on the ground)... |
| debalkez07-09-06, 11:34 AM | 314.We were chasing a wanted man, I was sober, but the two dwarves were drunk off their asses. So, we see him round a corner, and I make a spot check, I succeed, and see that he has vanished into the tavern. So, we all charge in, hip-hopin and a hollering with war cries and such, and we charge right at the man. However, one of the dwarves has an automatic crossbow, so he shoots at him, and the other has a throwing hammer that returns after it hits, so I am the only one charging. They luckily make both of their AC hits and don't crit fail, thus hitting me, however, as the hammer connects with the guy, it sends him plummeting toward a table. Now, the guys at these tables are just genuinely ****** at this guy for winding up on their table, however, they are too drunk to actually connect a hit with him, so they hit someone at another table. Push comes to shove, and there is a huge bar fight, as me, the dwarves, and the unconscious wanted man leave quietly. |
| Venenum07-09-06, 06:05 PM | 298) One of the less than sober patrons mistakes one of the PCs as being a barmaid/innkeeper and begins pestering said PC unceasinly with petty problems. He needs more ale, his food is cold, the prices are usurous, ect. ect. Ohhh... I know this one.... Darn can't think of it. 315) The pcs go to order food at the bar, and guess what the barkeep is a cardboard cutout, made by a gnome the has a spring loaded boxing glove come out, made by a gnome. Plus all the inn serves is knuckle sandwitches, also all the npcs in the bar are eating and drinking. Now i know what 298 is from Icewind Dale II. And from lots of other places too. But thats the the one i remember most. |
| Xzamuel07-09-06, 10:19 PM | Wonderfully useful thread! 316)A stranger walks up to the bar and orders... milk. Just milk. People who drink milk in bars are ALWAYS interesting. |
| metamind07-10-06, 10:22 AM | 317: The inn is the center of a major drug ring. 318: The inn is part of a crime scene, and is temporarily closed for investigation. |
| metamind07-11-06, 12:05 PM | :bump: |
| FearlessLeader07-11-06, 12:42 PM | 319. As 99 but the reason no one can ever check out is because the owner always sleeps in past check out time. He continues to charge every customer he ever had the price of rooms because they never checked out. |
| Kraleck07-13-06, 07:06 AM | :bump: |
| nicholcm07-13-06, 07:30 AM | 320. a man rushes into the in and is totally out of breath and yells (Texas Red is coming). At this point there is a mass stampeed as all the patrons try to get out the bar. If the PCs are still around, a few minutes later a Balor (or other powerful creature) comes in on orders a drink. The Barman, trembling ask the Balor if he wants a room. Balor says no F****** way, Texas Red is coming and proceeds to down his drink and leave. If the PCs are still (foolishly) around have the door burst open and standing there is ..........................a halfling in full formal wear. The halfling says "hi, I'm Texas Red." My players resonse: :rofl: :bigeyes: :uh-huh: :censored: :banghead: :mymy: :help: :shocked: |
| Whisper_Swiftblade07-13-06, 08:26 AM | 321) the party enters the bar which is filled with a pretty tough looking crowd, and are informed by the barkeep the their money is for some reason not exepted there, but they can pay for their drinks by telling him of their adventures. The second the story is over the toughest most battle-scared dwarf in the place walks over and asks "did you say your name was <<insert name>>" when the party responds yes the dwarf them says "just wanted to make shore, you heard him boys!" at that moment each and every patrin in the bar-orcs, half-orcs dwarves, and all matter of bar-gower-- leaps to their feel and in one fluwid motion pulls off their capes and reveles themselves to be a full sized orcestra and quire in matching formal wear (the dwarf who approched the party is the conducter) with instrements you did not see before (who even knows how that grim looking halfling was hiding his grand piano) and as a group the procead to sing/play the epic balled of the story they just herd, and continue to do so for three days over and over again while following the party around preventing the party from getting any sleep, and attracting any/ all enimies int the area. |
| Kraleck07-15-06, 08:40 AM | I just thought of a great character humiliation event for B****** DMs to use against heroes who only get praise from NPCs and against Glory Hound Players... 322. The bar has an extremely expensive alcohol that the drunk millionaire has bought once. The bartender says that if more people bought the alcohol, his competition would be ruined. He tells the adventurers that he provides Decanters of Endless Alcohols (150 proof red dragon wine, dwarven ale, etc. pour (only speed besides stop) on command) that only function in his bar. Strangely, they are only a mere 10,000 Gold Pieces each... 323. #322 followed by: The bartender chuckles at their dismay when they have to pay 1,000 Gold Pieces for each use of the town's privy house...that is all the way across town (which coincedentally has a law about teleportation and public urination inside and within 5 miles of the city having a 10,000 GP fine) and is owned by the tailor, innkeeper, and bartender. If the PCs can't make it (Fortitude Saves that increase by 1 every PC's full action's worth of movement), they get fined and the tailor doubles his prices for the PCs. If they wet their beds at the inn, they get fined and the innkeeper provides soap and makes them wash the sheets in public (add a bribe price to allow them to wash the sheets privately). IMPORTANT NOTE FOR #323: If, for any reason, they cannot pay the fines, they get thrown in the city dungeon (which just happens to be under the privy house) and have to exterminate a set number of the nasties down there (otyughs make good foes down here, just increase the number of foes they face (and their templates) for stronger parties) before they get released... |
| Kraleck07-17-06, 07:48 AM | *mutters something about people letting awesome threads die* :bump: |
| metamind07-17-06, 09:14 AM | 324: Most of the patrons of the inn are gnomes who insist on acting like they are in a musical, and will sing out thier conversations, drink and room orders, and even bar fights (dance offs). If the PCs do not sing, everything stops, and all the patrons, bouncers, barmaids, and the innkeeper gasp, and stare at the PCs. They tell them (in song, of course) that if they want service, they must sing for it. So they spend the night in the inn, singing along with the patrons, and when the PCs are about to leave, a wall dissapears, revealing many rows of people of all races sitting down. Suddenly they stand up, and give the patrons a standing novation, and shower the PCs with roses. |
| TheMeanOne07-18-06, 01:09 AM | 325. A necromancer can't decide what to do with the dead body of her mentor, so she keeps the body in her room at the Inn (it's a while, she makes a checklist to watch for maggots and other signs of decay). After several weeks she becomes ill. The PCs leave in the morning - when they come back later in the day they see a quarantine sign on the door. that was last weeks game (our necromancer player couldn't make it), we're hoping to be able to get back into the Inn this week. |
| Kraleck07-18-06, 08:08 AM | 326. The Arcane casters in the group are mobbed by screaming fans as soon as they enter the bar. The Divine casters are showered in church donations as soon as they enter their room at the inn. The Non-casters are taken to the cellar and are savagely attacked by spellcasters with insane combat abilities. Later they see a sign outside the tavern that says: "No Spells, No Service, No Mercy." 327. The inn is a quiet place that is far from civilization. Later the PCs find that this inn is the best brothel in all the land as they are visited by the lovers of their dreams. These ladies and/or gentlemen seem to know more than they should about the PCs: Who they like, what they want, and what their deepest fears are... (Doppelgangers make very good candidates for this event.) For the Breath of Fire 2 fans: 328. The tavern has strange rituals before serving the meals that include exchanging weapons for cutlery, armor for napkins and bibs, shields for plates, rubbing salt and pepper on their bodies, and stating their preference in how cooked they like their meat before entering (any noncompliance means a tougher fight coming up). If the PCs survive being cooked, they have to fight the fireproof head chef (and an appropriate number and type of lackeys (preferably Fire subtype and Heat special ability) for every noncompliance) to enter the eating chamber. |
| nameless_one_8607-20-06, 12:12 PM | 328. PC's open the Inn dorr in the most respectable part of the metropolis they are visiting only to see a bar fight... Piano playing wildly and all people wear cowboy hats, some have guns, people exchanging fists and hit each other with bottles and chairs. And everything in black/white - of course :D |
| centalian07-20-06, 04:16 PM | or better yet.. ORCUS!!!! There's a rustle in the bushes. Wait, this inn has bushes? :eek: |
| Kraleck07-20-06, 08:30 PM | From the actual numbering (I specifically said 328 after the colon in my previous post and the last person forgot to number) it should be 330, so... 330. The alcohol causes unusually-cheesy-looking-mustache growth. 331. The innkeeper is an insomniac and wants some help getting to sleep...be it bardic lullaby or roguish sap hits, it will take quite a lot to put this guy's lights out. 332. The PCs cannot sleep because of the arguing couple next door. If the PCs enter the couple's room, it turns out that the couple are arguing about who is the coolest one in the PCs' adventuring party. 333. The PCs find out that there is only one bed, but it is big enough for everyone. The PCs (should) eventually get into an arguement over who gets to sleep next to the female PC(s)... |
| Malcaor07-20-06, 11:18 PM | 334: Here is a dirty dirty trick DMs can play on girl obsessed PCs. Have them enter a bar, the PC sees a hot chick. Long story short they end up in a room upstairs, well the chick is a dude. The look on his face will be hilarious! |
| Kraleck07-21-06, 08:27 AM | 335. There is a hook on a chain hanging in midair in the middle of the bar. Pulling on it teleports the party to an empty space where a strange deity called Diem tells them in a booming voice what their next plot of actions is: save someone/something, kill a BBEG, protect a town, start a revolt, see the king, whatever the deity commands. This deity vanishes from their minds as soon as they are teleported back to the inn at the very moment they disappeared, and the hook is gone... 336. The inn is a living thing that generously provides food, beverage, bed, and bath to anybody who drops a coin into its multiple coinslot-like food passages. The PCs find out that the inn-creature is highly intelligent and telepathic, yet helpless against outside attack (aside from a powerful, single direction suction cone attack). It wants their protection from raiders wanting to burn the town down, inn and all. |
| Arctigear07-21-06, 08:47 AM | 337. The inn is a completely normal and utterly boring inn. This really freaked the PC's out. 338. The antagonist happens to pick the same in on the same night. He and the PC's sleep in adjacent rooms but are not aware of each other. The next day comes and they fight over the last complementary shampoo from the maid but nothing more. |
| Kraleck07-23-06, 08:26 AM | 339. The people in the inn are all non-humanoids and the place (which is usually filled with the roar of hundreds of voices) gets completely silent when the PCs arrive. The monsters look at the humanoid PCs like they just assaulted a noble in plain sight... 340. The inn is filled with several tables (which are all fully set with 10,000 gp worth of silk cloths, silver cutlery, and crystal goblets each) and a large cake with nobody around. Disturbing/stealing any of this then walking out the door means a big fight against an entire wedding reception's worth of humanoids (regular receptionists have NPC classes, but treat the wedding party as having PC classes) and the newlyweds (high level fighter-type and high level spellcaster-type). |
| Dale warrior07-23-06, 11:53 AM | 218 comes from Dr who or it is similar to it 341 the patrons(sp) randomly switch places every 20 mins. apparently no one really cares |
| Sathery07-24-06, 05:22 AM | (Back to the Cloaked Figure (CF)). 342: Cloaked Figure is actually just a cloak hung on a coathanger. 343: The Innkeeper hires on the weeker of the PCs as a bouncer for a later date. Little does he/she know she'll be bouncing during Half-Orc Ale Drinking Fest. 344: An NPC rogue befriends the PCs in attempts to adventure with them all the while stealing from their pockets. 345: Rogue is actually befriended. 346: Hearing a loud rumble outside of the inn, the PCs rush outside to see escaped cows. 347: A blind man brings in his seeing-eye donkey. 348: All room numbers are the same. 349: The morning they wake up, the PCs find themselves lost in the inn only to discover it is now a maze. 350: The bar is actually the set of Happy Days complete with NPC Fonzie. |
| Kraleck07-25-06, 08:41 AM | 351. The phrase "belly up to the bar" takes on a whole new meaning... 352. The PCs are hired as inn/bar staff, thanks to mistaken identity. Their duties include helping voluptuous, seductive women bathe and bouncing the rowdy, yet weakling, patrons out, plus they get a major cut of the profits. Later they find that the people who were supposed to be hired for the jobs just entered town, but are they any better... (For this one, I would try to make the PCs "battle" the guys whose jobs they stole (that is if they want to keep the jobs) in serving, scrubbing, and bouncing contests, with a really buff orc as the patron that needs to be removed) (If the PCs still want to adventure, have them go on errands to get ingredients (in both legal and illegal manners) from far off places and post advertisements in dangerous terrains) 353. (If the contest used from above swings in the PCs' favor and the PCs go on errands regularly) The guys whose jobs they stole swear revenge on the inn. Later the inn is destroyed by a mysterious fire. When the PCs confront the guys with a vendetta, they reveal that they were only going to deface the bar with graffiti, but something large flew past the full moon and blasted the inn with a jet of fire... 354. The PCs see random killings, big and small time thefts, and a massive orgy at the inn. One of the patrons welcome the PCs to the city of Sodom (Gomorrah works, too)... |
| Tormsskull07-25-06, 10:17 AM | Way to many to read them all, hopefully this one hasn't be said already. 355: An inn out in the middle of nowhere that caters to ALL kinds of creatures (think of the cantina @ Mos Eisley). The Innkeeper is a famous archmage and has incredibly powerful bouncers (like enchaned orge mages or something). PCs run into necromancers and demons chilling with feys, awakened animals, the stranger the better. |
| RoamingArcher07-25-06, 12:11 PM | #356: The inn exists on the Astral Plane. It's location is secret, so you only get there through teleport spells gone wrong and the like. The bartender is a regular person named Jeff, but he has a robotic bouncer. When asked how he built the bar, Jeff says "At the end of time, I grabbed a piece of The Restraunt At the End of the Universe, and traveled back in time." Because you can only get there through spells gone wrong, you can't return twice, unless you know teleport. The bar's regular patron is a clearish gray amorphus blob that can talk. Now the truly bizzare thing about this bar, is that there's so many doors, and each door leads to another plane. And when ever someone starts singing kareoke, a door opens, depicting the song. This scene is best used when you have watched too much Monty Python, and read too much of The Hitchhiker's guide to the galaxy. |
| Hariman07-25-06, 07:43 PM | All of these go together. 357: The bartender is an anthropomorphic cow with fangs that is HAPPY if you call her a fat cow. 358: An odd man of an unidentifiable race sitting at the bar often says things like "Yeah, THAT'S a good idea" or "I'll stand over there while you do that". 359: The bartender/owner has a "Hammer of ejection" (Clouting warhammer, I think) used to eject unruly patrons from the bar. 360: The bartender's brother spends much of his time hanging out at the bar. If much time is spent with him, it is noticed that he only drinks beer. Nothing else. 361: Included in this motley crew is a gnome inventor who makes various forms of hats of disguise that alter a person's race, but not much else. 362: A Fey is friends with the brother and insists on trying to complete her "Things to hug" list. And she curses "Needlefolk and porcupines" for being unhuggable. Now on to the rest. 363: The bartender is a Necropolitan that warns all clerics to not turn anything until he is out of range. (If an undead pops up in the bar) 364: A throng of talking penguins leaves the bar as the PCs enter. 365: The elderly bartender dies in front of the PCs and they find out that the inn will be sold at auction if no one buys it immediately. 366: There is a dancer on the stage named Nancy, and an ugly patron named Marv. 367: There are people sitting on the walls and ceiling, and the patrons/staff walk from wall to floor without any trouble. If asked, the barkeep says that they needed more space and couldn't buy the neighboring buildings. 368: The waiter brings out a platter with an odd cowlike creature that asks how you would like to eat it and it is offended if you don't want to eat it. |
| Whisper_Swiftblade07-25-06, 08:30 PM | 358) every time someone orders the mystery meat, the party hears screams comeing from the kitchin, no one elce seems to care. |
| Master_of_the_Arcane07-25-06, 10:44 PM | 369) The bartender slides you a pewter stein of beer. You make a spot check and notice as it slides by the man next to you that you see the reflection of the back of the bar. Something’s missing. . .. Examining the stein closer, you notice that none of the other patrons of the inn are casting reflections either. 370) Due to the constant bandit raiding, all the bartender can offer you is beer from a moldy keg of light Dwarven ale. 371) The ale that everyone in the inn is drinking detects as evil. |
| Kraleck07-26-06, 08:06 AM | Wow. Some really interesting ones. Let me see if I can squeeze a few more out of my creativity... 372. (If you have seen The Mummy starring Brendan Fraser this and the next will be familiar) There is a war veteran NPC who wishes he could have died alongside his comrades in the last war against (whatever evil army you can think of). 373. The patrons and PCs are enjoying their drinks until they suddenly turn to blood... 374. The PCs go to a strange new bar and order food. When their order arrives, all they have is a strange pill and a small glass of water. If the PCs decide to swallow the pill then take a drink, they must make one or two Fortitude saves (the first to see if they can successfully regurgitate, the second to see if they choke if they cannot (i.e. fail the first)) from the pill suddenly expanding into their meal. (Increase the DCs if they order a meal that has inedible bits, such as meat bones or fruit pits, and decrease the DCs if they ordered something that does not require much chewing, such as "chunkless" soup or broth) |
| Aloki07-26-06, 08:43 PM | 375. While your PC's are in a tavern celebrating their recent victory over a necromancer trying to summon an army of undead, all of the patrons turn into ZOMBIE LORDS!. 376. Have one of your PC's have a bounty on them, and have them make a Fortitude check everytime they take a drink or a bite of food. 377. If you have a spellcaster that is drinking, if they become intoxicated have them cast a random spell every 30 min. until the effects wear off. |
| Isebas07-27-06, 01:36 AM | I have some ideas Part #1 The CF is actually a werewolf and when the PCs talk to him he asks them that he was cursed to being a werewolf and that he bit his wife and she is now a werewolf as well.The only way to break the curse is if the PCs can go into the mountains and find a crystal that has the power to break the curse.He tells the PCs that if they get it for him that he will reward them when they bring it back to him. Part #2 The PCs find the crystal but when(whichever pc touches it) they get turned into a werewolf and the curse is lifted off the cloaked figure. |
| Karn_Maradis07-27-06, 04:32 AM | 380) the group wants a very good meal after a tough journey. A gnome with glasses and curly chaotic gray hair (think Einstein) takes orders. "That will be 1 gp per person." The group decides to do that, but first they fresh up. About an hour later, when they come down they see the biggest best looking meal ever. "Dinner is served," says the gnome, while leading them to their places. When they eat the food it is the best meal ever and they don't seem to get stuffed. After the meal the group is suspicious. Is this a real meal? Is it poisoned? Must be an illusion! They cast detect magic. The remains flow with illusionary and conjuration magic. They still don't trust it. I did this with my group once and they reacted as I described. It was a lot of fun. |
| Amon_WinterfallIV07-27-06, 05:27 AM | 381: Innkeeper has political connections. High level members of the government are having a discussion. 382: this Inn has a mask of Olidimarra on the front door. The Inn is loaded with more alcohol, more gambling, more harlots and more bardic music than can possibly fit in a building of its size. 383: The Inn is on wheels, and drives between towns when business is slow. This is normally Okay, until the Inn on Wheels decides to park across another Inn. |
| Kraleck07-27-06, 08:43 AM | 384. As #383, only the inn is also a ship. 385. The Cloaked Figures in the corner are playing poker. Revealing their faces reveals canine features... 386. The last of the PCs to walk in the door is the 10,000,000th customer and gets free food, ale, and a room with free room service. Unfortunately, the bartender and innkeeper made a Faustian deal with certain fiends to sacrifice ten "millionth customers", 1 on every million. Now they must sacrifice the tenth "millionth customer" to keep their business thriving or lose their souls... 387. The inn is carved out of an enchanted glacier and serves a strange clear alcohol called "vodka"... |
| the_great_mighty_nerd07-27-06, 09:48 AM | 388. the bard is david byrne of the talking heads. insist on playing theme appropriate music really loud. even better if the players listen to metal. dont know who david byrne is? download talking heads music on limewire. ex. lyrics(from wild wild life) Im wearing/fur pajamas/i ride a/hot potata/its tickling/my fancy/speak up/i cant hear you/way up on this mountain top whoah-oh-oh/i got some wild wild life 389. sing along |
| pierow3707-27-06, 12:25 PM | 390[i think]. A chandeleer drops from the cieling, and everyone goes silent. Then people see a monster, hanging from the chain the chandileer hung on. The creature drops down, puts 1gp on the table, and asks for the best the house hsa. But he says it. In COMMON!... dun dun dun dun./ |
| Kraleck07-29-06, 08:14 AM | 391. The PCs get bound by animated ropes and are force fed their meal by Large sized, high Charisma barmaids who act like they are feeding toddlers, baby talk and all. (Great for making the PCs feel uncomfortable and satisfying their dream of being fed by beautiful women) |
| metamind07-29-06, 10:38 AM | 392: a weak-looking commoner keeps bother ing one of the PCs, by touching his weapons, "accidently" drinking his ale, hitting on his girl, ect. Soon the PC decides to beat up the commoner. Turns out he is really a level 20 monk/ 10 drunken master who purposly provokes bar fights in order to perfect is fighting skills. |
| goatman7207-30-06, 10:08 AM | 393: Female charchters being charmed and not allowed to go anywere for nine months ;) |
| Kraleck07-30-06, 10:26 AM | 394. The bartender is a Lumi (Outsider that glows and has no neck but a floating head) that is experimenting with alcoholic concoctions. When (and if) one or more of the PCs try the lemon flavored cocktail called "Luminade," they start glowing like the bartender and must get a seperate room from the group because they will keep their allies up all night. That is, unless they become afraid of the dark from...(see next) 395. The innkeeper says that light-fearing critters swarm and devour people in their dark rooms in the dark of night. Magical light sources are being sold by the innkeeper for a slightly-higher-than-normal price... |
| Kraleck08-01-06, 08:28 AM | *grumble, grumble* :bump: |
| metamind08-01-06, 09:40 AM | Thank you Kraleck for keeping the thread alive. 396: As the PCs are enjoying thier drinks, a man runs in, chased by armed guards. The man grabs a PC, and puts a dagger to their throat, and says "Nobody move or the elf/dwarf/ect. gets it! |
| Daine_Salmalin08-01-06, 01:10 PM | 397. Some random famous person walks in and the PCs have to fight their way out of a stampeding mob of rabid fangirls/boys XD |
| Kraleck08-02-06, 08:40 AM | 398. One of the PCs is mistaken for a famous hero and another PC is mistaken for said hero's arch enemy. |
| Whisper_Swiftblade08-02-06, 08:48 AM | 399) the party discovers that the bar is owned and run entirely by bunnies, not rabbit folk just normal (exept for the hight intelegence and the ability to speak) rabits hopping along pulling little sleds with drinks on them to patruns. also if anyone starts trouble they get to meet the bouncers (pun intended); a large group of a hundred or more bunnies that sworm and attack from every angle with there sharp pointy teeth. 400) pun-pun is in the bar and chlenges everyone there to a X on 1 drinking contest looser becomes winners slave. 401) the party discovers a giant list discusing all the things that can happen in an inn and they can not leave until they contribute to it. |
| metamind08-02-06, 11:14 AM | 402: The bar is filled with dead bodies and the words "Pun-Pun Was Here" are written on the wall. 403: The bar is empty, exept for several mutilated dragon corpses, and Pun-Pun himself lying dead on the ground. The words "Chuck Norris Was Here" are written on the wall. |
| Kraleck08-03-06, 08:25 AM | 404. The PCs are told that they reached a bar that cannot be shown to the public yet and to hit the refreshment stand down the road. |
| Rapidexit08-03-06, 04:54 PM | 405 - The Inn has a 3 drink minimum. Luckly a flamboiant visitor is buying everyone rum and dwarven ale, and when people get excessivly drunk he helps them to their rooms. Unfortunately whenever he "helps" someone to their rooms he actualy takes them out the back door and has them pressed into servace as sailors on board his ship. 406 - Visitors traveling to the town seem to have been going missing lately and the pc's may have been hired to investigate. When they get there everything seems normal untill they enter the inn that seems to be packed with visitors. Anyone the pc's have been told have been "missing" are there, and more visitors seem to arrive more frequently then one might normaly expect. The visitors inside dont seem to have noticed that they had gone missing and and if questioned insist they have only gotten to town recently and just arrived at the inn. Unknown to any of the visitors they are in an area of extreamly slow time. While a patron may spend 1 night at the inn, over a year has passed outside. If the pc's spend the night before returning to inform their employer that no ones missing and everythings fine they will find out that they were reported "missing and presumed dead" several months ago. If the pc's insisted on payment for their work before searching for the missing individuals instead on finishing their job they may find that they have a bounty on their head for abandoning a job. 407 - Make 406 a scam by having the inn foyer a "check in" location, where the innkeeper lets the PC's pay on leaving. This foyer is not part of the time displacement so when the pc's exit one year later the innkeeper expects the pc's to pay for 1 years worth of rent. If the pc's refuse to pay the innkeeper can bring the issue to the local law inforcement and use divination spells to prove that the pc's had spent one year "inside". 408 - The inn has a large number of people visiting, and business seems to be booming. Unfortunately there are only 4 common rooms and 2 lavash rooms for rent. If any of the pc's are paying attention they see that after a person pays for a room and heads upstairs that they come back down a moment later seeming well rested before they check out and go back to drinking. Pc's may think that the innkeeper is using enchaments or such to trick patrons out of their money, but the innkeeper actualy has sped up time in all of his rooms. When a pc enters their room they notice that its oddly quiet, and all procedes as normal though there are no windows to the rooms. When a character leaves the room and heads backdownstairs its only been two minutes or so "real time" from when they went to bed. This is a highly coveted feature by wealthy individuals who like to live in excess. They can party all night, get drunk, sleep it off and return to the party moments later refreshed and set to continue the fun. of course this means the inn charges slightly more then a normal inn may charge for rooms, food and drink. |
| metamind08-04-06, 09:10 AM | 409: As you enter the bar, a halfling, twelve dwarves, and a wizard leave. They are talking about stealing treasure from a dragon named "Smaug". |
| Kraleck08-05-06, 08:20 AM | 410. There is a strange stench coming from the ale. It tastes delicious, but the smell is comparable to heavy amounts of troglodyte stench... 411. The Bartender picks up 2 ringing crystal ball halves, holds one up to his ear and the other to his mouth and says "Information, how can I help you?" 412. The Innkeeper suspects his wife is being unfaithful. Later, a woman enters the PCs' room and offers...services...to the party. In the morning she is gone. The innkeeper and his wife (the woman from last night) greet the party in the morning. When asked what she was doing in their room last night she says she can't remember where she was nor what she was doing, only that some voice in her head said a word she can't remember in a language she can't understand and she woke up on the floor by her bed. The rest is a complete blank (Reading her mind reveals she isn't lying and that there is a gap in her memories. Plus, the voice and word are there...in gruff toned Draconic. Saying the word will make the innkeeper's wife act like she did last night)... |
| Kraleck08-07-06, 08:07 AM | Oh my God, I killed the thread... :bump: All better. :D |
| Calsan08-07-06, 10:37 AM | 413. When the party is entering the inn to meet there CF contact, the bar is full of Cloaked Figures, the owner is having a mystery night to boost his clientel. 414. The Cloaked figure is actualy Ted the mindflayer, giving the tumbs up at all the weird stuff that's happening in the inn. |
| metamind08-07-06, 10:49 AM | 415: Absolutly everything that was said so far happens at the same time. |
| SeventhSun08-07-06, 12:30 PM | 416: The mysterious Cloaked Figure® sitting in the Dark Corner®, hood pulled down, masking his face .... is actually a blind man that had no idea he was sitting in the Dark Corner®. |
| Amon_WinterfallIV08-07-06, 01:24 PM | 417. A trio of rogues are rigging the card games in their favor by colluding against everyone. If they are played against, they seem to have a 20% advantage on everyone else (so they are a bit luckier than they should be). 418. The Inn is closed, the innkeeper is on holiday... 419. The Inn is being conned by a vendor, who is selling flavored water as hard liquor, or worse... 420. The Inn is infested with spiders, particulary in the cellar. The Innkeeper has been badly bitten by a spider of pretty large size. |
| Kraleck08-08-06, 08:14 AM | 421. The innkeeper serves complementary chocolate-covered scorpions (stinger and poison sac removed or not and still alive or not is up to you) on every pillow. 422. The bar is infested with cat sized roaches that can shoot electricity from their antennae. A man the PCs met earlier asked them to capture a live "shockroach" for his collection of rare vermin (among other species). 423. The innkeeper deals in "watchbugs" to guard the patrons' rooms. The bartender seems to hate the idea. 424. The beggar outside the bar has a fly's head and claw. He says "Help me! Help me! Don't drink the beer!" If the PCs do, however, their body changes (allow a Fortitude Save) in different ways to become partially vermin-like. The PCs should be too intoxicated to notice the changes right away. |
| metamind08-09-06, 09:39 AM | :bump: |
| LCD2YOU08-09-06, 09:42 AM | 425: Be attacked by Militia, not in uniform, in the middle of the night. They have manacles, and as your party is hacking them to pieces they never say they are part of the guard. |
| imsh2308-09-06, 03:30 PM | 426: Some guy walks in and sits down for 5 hours the says why did i come here then leaves. |
| metamind08-09-06, 09:20 PM | 427: For the player who hits on everything that moves: As the party enters, they see a high-charisma female elf. Of course, he will immediently start to flirt. Once he asks her for her name, she replies, in a deep masculine voice, "John". |
| The_Black_Dragon08-10-06, 12:47 AM | 428) This is a two-parter. The PCs must first come to the inn, and then return to the same inn two or so years later. They haven't been to the inn since the first visit. Visit 1: The PCs meet (it's better if they hit on) one of the waitresses. They meet the innkeeper and his son. A band is playing in the corner (if they ask, they find out that the band has played there almost every day for the past two years). Visit 2: The PCs see the waitress again, only to find out that she has had a baby/is pregnant. Further investigation reveals that she's now married to the innkeepers soon. The innkeeper has died recently. The band is no longer there (if they ask, they find out that the band members were hanged for treason. Apparently, they were spies from an enemy nation.) This is a great way to remind the PCs that while their off slaying dragons and looting tombs, life goes on. |
| Amon_WinterfallIV08-10-06, 02:12 AM | 429. The Inn is being inspected by government officials, looking for some kind of secret passageway to the tunnels beneath the city. 430. The Inn is built double scale--the door is 15 feet tall, the beds are 12 feet long. Inside, Ogres, Half-giants and others of large scale are carousing, in an inn built to accomodate them. 431. Two famous cooks are having a bake off, and they are looking for some very unusual ingredients (Griffon Wing, Treated black pudding, Dire Turkey, etc) 432. Rogues have looted the nearbly alchemical store, but were forced to hide their loot. They put it in the shelf behind the bar. Meanwhile, the nearly blind old Innkeeper is mistaking these potions and alchemical reagents for various beverages and about to let loose wierd quasi-magical effects. 433. The Inn is a front for a small mages' cabal. They use it to gain intelligence about their political enemies. |
| Kraleck08-11-06, 07:36 AM | 434. The Innkeeper and Bartender are unusually cheerful. In fact, no amount of insults, vandalism, nor illegal activities seem to affect their moods... 435. The Innkeeper, Bartender, and Barmaid are siblings of the Queen, but they keep it a secret...going as far as bribing anybody who learns their secret to keep it that way. It seems that the Queen wants her dear brother and sisters rubbed out but doesn't know what they look like. 436. The bar caters to Monstrous Humanoid weddings and has asked the PCs for help hunting and cooking the main course: Barbecued Albino Dire Boar, Monstrous Scorpion on a Stick, and Roc Noodle Soup. |
| X-Codes08-11-06, 09:09 AM | 437: Party Rogue fails at pickpocketing and starts getting wailed on by a pair of Rangers he tried to steal from. He draws a knife and they draw their swords. If it wasn't for that Druid of Mielikki, there woulda been some d6's rolling. :rolleyes: 438: Party Rogue lifts 50 gp off another party member before he formally meets the group. After he formally meets the group, he puts it back. :P 439: Party Rogue sits in the corner with his hands in his pockets. ;) 440: Party is about to be arrested by the Waterdeep Millita when the party Bard currently sleeping in another room transforms himself into an elderly Gnome and proceeds to tell the guards he was up late with the rest of the party drinking instead of killing bad guys in the docks district (thanks to his +50 bluff check and +30 disguise check :D). |
| kicheria08-11-06, 11:41 PM | your in a inn and you are sleeping in you bed late night visitors come to visit guess who? YOU ! you go down stars to see who it is bothering you in the middle of the night while you have a nice little wench in your bed up stairs and you stop when you see the uglest face youve ever seen .......... :censored: :bigeyes: you scream wtf :censored: and pass out :shocked: :OMG! :banghead: :behold: you see your mother in law!!!! :surrender :ahem: :heehee :heehee :heehee :heehee :heehee |
| Kraleck08-12-06, 07:33 AM | 442. The Inn is full of scantilly-clad beautiful women of every humanoid race. They all ignore the PCs when they are talked to. When the PCs try to touch them, they pass through them and the women giggle as they give them that "tsk tsk finger" motion. 443. The Inn is full of badly beaten warriors. When asked how they got so beaten up they assume the fetal position and say: "Please don't hurt me," and/or "I wasn't insulting your kingdom's magic, I swear," depending on the confronting PC's class. |
| Kraleck08-13-06, 08:12 AM | 444. The Innkeeper keeps scaring away business with his special "dream pillows" which encourage dreams, but have a nasty side effect of having the dreamer have to pay extra (while they sleep, their money travels with them into the dream world) to either escape bad dreams or continue good dreams. Apparently, everybody in town has either insomnia or empty pockets. 445. The Bartender is in love with the Lead PC's mother and accidently lets that slip out when asked if there is any information about a quest. 446. The Prince is in disguise at the bar and has been taking on drunken masters in hand-to-hand combat...and kicking their ***es left and right... 447. A chubby, bald Bard says this challenge to his 2 Bard friends: "If the pied piper can lure the rats out sober, then I can lure them out pie-eyed." His friends look like a guy who used a bowl to cut his hair and the other grows his curly hair out to the sides. 448. An Evil Person is drinking his ale at the bar when s/he notices the Paladin and his/her fellow PCs. When the Paladin receives his/her favorite drink (which hasn't been tainted in any way, period) and asks the barmaid why she brought it before it was ordered (works best if in an unfamiliar bar), the barmaid says it is from the lady/gentleman at the bar (who raises his/her drink to acknowledge the Paladin). If the PCs have items that ward Evil, they will alert them if the paladin approaches the Evil One at the bar. |
| Kraleck08-14-06, 05:55 AM | Sorry for triple posting, but it seems the others are low on ideas... 449. The meals at the Inn have an illusion that taunts the patrons as they are consuming them (things like "HA! There is no way you can finish me!"). 450. The ale changes color as the patrons drink. The drinks gradually turn from blue to yellow to red. |
| Kraleck08-15-06, 07:59 AM | Hello? Anyone out there? Sorry for the quadruple post, but... :bump: |
| Kraleck08-17-06, 08:14 AM | Who is this quintuple posting madman?!? :bump: |
| gerbilattack08-17-06, 12:18 PM | 451)The Inn sells only freeze-dried food and 160 proof limeaid 452) The inn serves only dragon meat 453) the inn only has one communal room for sleeping, filled with pillows 454) the inn is full of badly beaten wizards, who only say *whimper* 455) the inn is full of bards, for there is amusical competition for ameteur bards tomarrow 456) The bards are busy beating eachother with there (the person's) instuments |
| Rising_Storm08-17-06, 10:08 PM | 457. The players smell the strong stench of garlic throughout the inn. Upon successful questioning of the innkeeper, the innkeeper says hes had a vampire problem where vampires would come in the middle of the night to suck blood. 458. Its Half-Orc strip night at the bar. 459. The inn is a nudist only inn. 460. The group is questioned three or four times in a night by pairs of inviduals each time that seem to be in some "Amazing Race" for the location for their next clue... 461. The inn has its own dungeon. 462. A CF is sitting in a dark corner... Shining light on the CF shows hes actually wearing a bright pink cloak. 463. Its "family" game night at the bar. No acholic drinks are served. Games include classics such as charades. 464. Players are awakened at 4 in the morning for their daily prayers. 465. Two very powerful wizards have a fight causing many holes from spells such as fireball to be punched into the inn/tavern. The patrons continue on as if nothing abnormal is happening. 466. The Bar and Inn is split in half due to a divorce agreement. The wife runs the Inn and the husband runs the Bar. Both of them try to get the PC group to sabotage eachother. 467. The inn is used as a overflow location for the local jail one night. ... And the PCs are mistaken for wanted criminals. 468. The inn is just a single empty room with the innkeeper there. If the players actually agree to a room, the innkeeper casts the spell Rope Trick. 469. The mugs in the bar are carved out of ice. And the players are charged for breaking them if they allow them to melt. |
| Arn08-17-06, 11:46 PM | #470: Once my PCs were in a bar and these big guys were approaching them (no weapons drawn, just a standard brawl). The sorcerer decides to cast magic missles, prompting the mob to pull weapons. "What? You said unarmed, right? I didn't use a weapon!" They slept on the street that night. #471: Instead of the standard sexy elf or human barmaids, this one is full of half-orc females in the most revealing attire imaginable. Suddenly that half-orc barbarian with a 6 charisma is the best looking one in the party. |
| Kraleck08-19-06, 08:31 AM | 472. The Bar is run by a trio of half sisters and their husbands run the Inn. The PCs learn this fact the hard way when the Half-Orc bartender yells to her Half-Elf and Human sisters that they are running low on ale and need to find adventurers to escort their weakling husbands to the brewery in the next town. The sisters all have an above average Charisma (yes, even the Half-Orc sister is hot :eek: ) and their husbands are human sorcerers who can barely wield a sword (they also have high Charisma and will use it to haggle over the liquor prices, successful or not is up to all you DMs out there). 473. The Inn is full of Doppelgangers. There is a sign outside that has a convention schedule and tonight is the Bar's "Come As Your Favorite Adventurer Night." Apparently there are even fans of the PCs (at least 3 of the fighting-type PC, 2 of the healer-type PC, and no less than 7 of the arcane-spellcaster-type PC). They even offer to pay for the person-they-are-imitating's drinks. |
| Kraleck08-20-06, 09:03 AM | Dammit, I killed the thread... :bump: |
| metamind08-20-06, 10:35 AM | 474: Well, Halloween is only two months away... As the PCs sit around, drinking mead, a priest from the temple of Pelor bursts through the door, and says "The temple is on fire! Its a sign of evil!" The next night, a bunch of young humans wearing black robes and unholy symbols enter the bar and start causing trouble. After the PCs Dispatch of the beings, they find out that they were just a bunch of teenage posers, trying to look cool. 475: as 474, except they only wanted candy. 476: as 474, except they are treated as regulars. |
| Yue Ryong08-20-06, 10:38 AM | 476: as 476, except they do not cause trouble and are treated as regulars.Um... what? :thinks: |
| metamind08-20-06, 11:05 AM | Um... what? :thinks: I changed it a bit, hope it makes sense now. |
| Kraleck08-25-06, 07:19 AM | Geeze...5 days and a new forum and no new posts here? :bump: |
| metamind08-25-06, 09:40 AM | 477: The inn is infested with dire cockroaches! 478: Half-orc bartender refuses to serve elves. 479: Bartender is the Soup Nazi from Seinfeld. |
| coldfire_x08-25-06, 10:04 AM | 480.as the pcs eating/drinking they smell a nice smell{20 DC WILL} after they fail{or does who fail} remove his cloths and start dancing naked infront of everone{if you have women pc it will be better XD} behind the scene: when i was a PC one INN didnt want to reduce the cost{i was poor at the time} so the next day i steal a really funny scroll making everyone do it. XD |
| metamind08-25-06, 02:11 PM | 481: Half orc bartender will gladly serve elves! It also features a large sign at the door saying: Thog's Inn Now Serving Elves!* *for dinner |
| coldfire_x08-25-06, 05:48 PM | 482.as the PCs enter the INN a dragon slipes from the sky{air banana} and fall on the INN and break his teeth 483.as the PCs exit the INN they find tham self in other place 484.as the PCs enter the INN one of the male elf in the party get inloved with the half-orc female bartender |
| Kraleck08-27-06, 10:14 AM | 485. The walls of the inn bleed in several colors depending on what race was buried under that room before the inn was built. 486. The inn has a strange reputation for starting the careers of heroes and their respective villains. Even the innkeeper and bartender are a hero (Innkeepa the Valiant) and his opposing villain (Bartendro the Greedy). 487. The bar has a strange box (about the size of a Dwarf) by the wall. it has a slot and a sign that reads: "One Song, One Silver." If the PCs put a silver coin in the slot, and they just might, the box lights up several colored tubes full of liquid and activates a Ghost Sound spell in the song of their choosing, then deactivates everything. The bartender then tells the PC to kick the side and pound the top with their fist. Doing so will reactivate the box and continue the song. 488. The bar has a strange ritual of throwing plates, breaking them against the wall, and yelling "Opa!" after celebration feasts. If any of the PCs throw a plate, the other patrons stare at them as if they had just made complete ***es out of themselves. 489. The bar cuts the price of drinks for adventuring parties if the group at the table has a beautiful lady (any female with a Charisma Modifier of +2 or better after racial modifiers) among the members. 490. The patrons of the inn are humanoids of Multi-Draconic descent. They all seem to want the PCs to...*ahem* spend the evening with them... 491. The bartender has "accidentally" slipped weird, change-into-an-animal-in-form-only potions into the drinks of the female patrons (they only last a few hours, but the PCs won't know that, plus most of these animal types cannot speak). The innkeeper has offered the male PCs a chance to change the women back into their original states if they will allow their female allies to spend a night with him and his bartender brother after they change back (if the PCs find out about the potions' short durations, give them a chance to confiscate them for their personal use, i.e. slipping them into a foe's drink or changing size and shape to fit into a small space). |
| Kraleck08-29-06, 04:37 AM | 492. The PCs are awakened by screams in the middle of the night and knock themselves out on the bunks above them when they sit up. Nighty-night Mr. Knight. :D 493. The bartender waters down the drinks and jacks up the prices for the PCs. He seems to think they don't tip enough. 494. The bartender is a musclebound meathead who personally ejects rowdy patrons. It is a pity that he's short for a Halfling. 495. The barmaid seems to have a crush on the BBEG. She wants to adventure with the PCs just so she can snuggle with her evilkins. 496. The innkeeper is the BBEG. It is a real pity that being an evil conquerer doesn't even pay the bills these days. 497. The inn is holding a convention for BBEGs. They all talk about the latest evil traps that have claimed heroes (some even talk about ones that claimed the PCs), hold monologing contests, gossip on who's conquering who, and trade blood soaked weapons, but they all agree to play nice with the heroes during the convention. 498. The bartender is standing in front of a painting of a nymph. Unfortunately he won't move for anything. |
| Kimokeo08-29-06, 09:21 AM | 499. "We don't serve your kind, here!" The players look at each other blankly wondering which character they were talking to. The entire room's patrons are standing up, prepared to draw weapons. Which character was meant by that statement, if any. 500. "This isn't an inn. It's an out." Now, everything said by the employees in this 'out' is the reverse. "Would you like to stand here?" says the waitress leading the players to a table with stools. |
| metamind08-29-06, 09:15 PM | Almost half way there! |
| Voran08-30-06, 05:39 AM | This might be a little cliche but... The Party goes to an inn and goes to sleep. And wakes up peacefully the next morning, having experienced no random encounters or assassination attempts or mistaken identities or robberies or fires or floods or demon visits or dragon poopings or cross time parallel universe excursions. |
| Amon_WinterfallIV08-30-06, 05:45 AM | 501 (Halfway Point!) The Inn changes colors daily. This is due to the frequent Slaadi guests, who can't ever seem to leave the inn as it was before. 502. The Barmaids are getting affected by Potion of Love effects, because the Innkeepers son has decided to mix "Love Potion #9" into their drinks. It's going to be a wacky day. 503. The beds in the Inn are animated: Everyone is awakened at exactly the same time by the animated bed, which tickles, pokes, and if necessary, throws them off to awaken them. 504. The Innkeeper is playing triple agent between Devils, Demons, and Angels. Large numbers of disguised outsiders kill each other as the intrigue builds. 505. The Inn was previously a exotic pet shop, and some of those exotic pets are still here, living in the attic, the subbasement, and even in the walls. It makes for very wierd sounds in the night. |
| Kraleck08-30-06, 08:25 AM | Check your numbering and remember to number folks... 507. The Inn is holding a convention of Dragons and dragonblooded beings who adventure into deep dungeons to increase their hoard. 508. The bartender is notorious for being hard of hearing, but he always gets every order right to the last detail even when he cannot hear the order properly. Later the PCs should discover his limited telepathic abilities. 509. The bartender sells special eyewear of sobriety that he has dubbed "Beer Goggles." 510. The innkeeper is famous for his low rates. Unfortunately the patrons have to pay more for blankets, a bed, a mattress, and a pillow (which removes all memory of having to pay extra for the other items). 511. The Inn is run by Mephits. They always argue over what they should call the inn, who should do what at the inn, and how much they should charge. Perhaps the PCs can help make decisions easier. 512. The Inn is the tiniest structure in town. If the PCs enter and ask for a room, they are asked to walk back out the door they came in. This will put them in an unmapped yet secure location hundreds of miles from town. 513. The Bar holds a sundown special that offers free ale to everyone until someone has to leave. Nobody can enter at this time, but if it lasts the entire night, everyone gets a special monetary prize at the crack of dawn. |
| Kimokeo08-30-06, 11:34 AM | 514. Everything in the inn hangs from the ceiling. Tables, chairs are actually swings, lamps. No standing allowed. Makes cleaning the floor easier. 515. The inn's outer doors are locked and trapped. It always resets when the door closes. People are actually sitting outside the door waiting for someone else to open the door. For more fun, lock and trap the door from the inside, too. 516. Before you can stay the night, you must enter the game room and win. When the characters enters the room, they are led to their seats. A hooded person is already seated at the table. When everyone is seated, the hooded person hands a piece of paper to each character. At the same time, each person may read their paper. When they turn the paper over, it's their character sheet. The hooded person places a screen in front of them, begins rolling dice, and speaks, "A mist fills the room and you find yourself in a courtyard ..." In the game room, the room fills with mist and the characters find themselves in this courtyard. You can use this as a dream adventure. When everyone has died or the goal accomplished, they return to the game room, appearing just as they did when they entered. The reward is xp and maybe some item from their adventure. The hooded person is gone. No one in the inn knows what goes on in that room, but they do know that the person the characters are referring to is known as the DM, whatever that means. |
| Rising_Storm08-31-06, 12:07 AM | 517. The Inn is reservations only and turns the players away. 518. Whenever the Tavern closes for the night the items(glasses, chairs, tables, etc) come to life. 519. Similiar to 518, yet the items are intelligent the entire time. 520. Out of various trophies scattered about the inn and tavern, there is a staff of the magi hanging right above the bar. Yet the players do not know that the barkeeper is a retired level 20 adventurer... 521. The tavern and inn is high class and costs several platinum. (I did this for one of my campaigns hehe and two of the players actually payed for rooms :D :rolleyes: :cool: :confused: ) 522. When the players wake up their hands and feet have switched positions. 523. A band of haflings is having gambling games at the bar... And you know how sneaky/clever those buggers are :D 524. The Inn/Bar is the only sane place in town. 525. The inn hasn't been doing well so it has one last celebration night before it goes bankrupt. The owners run off with everyone's most valuable posessions. |
| Slightly_Unscrewed08-31-06, 03:03 PM | 526: The tavern is a favorite of many wizards, therefore at least two spells are cast in an average bar fight. 527: A very mad looking Druid bursts in and attacks the owner. |
| Kraleck09-01-06, 09:05 AM | 528. A man walks in and orders an ale. When the bartender turns around the man says "We're not done ordering" in a woman's voice. The woman's voice orders a glass of wine. When the bartender turns the second time a young boy's voice says "Can I have a glass of milk" from the man's mouth. The man asks the bartender in his own voice to "Just mix the three drinks as [he] will be drinking them all anyway." 529. The man from #528 asks for a room with three different accommodations: a large hard bed, a very soft pillow, and a stone with continual flame cast on it. 530. The PCs encounter the man from #528 and #529 in the middle of the night when he tells them that he's a werebear who killed his wife and son under mind control and wants to travel with the PCs to "Slay the fiend who forced [him] to kill so that [his] family can finally rest." 531. The PCs enter the bar and are greeted by warm hellos followed by hard kicks to the groin. When asked why they just got shots to the family jewels, the patrons say that "It is town tradition to greet newcomers to town with low blows ever since the town founder, Burt the Lecherous, greeted a well-endowed woman from the next town over with a warm hello and got a shot in the pills. They were married and the tradition was born." Just wait until the PCs say goodbye (I'll leave that to your imagination). 532. The bar has no seats inside. The bar patrons wear black-and-white-striped shirts, white face paint, black pants and suspenders, are sitting in midair, and are under a permanent silence effect. If the PCs say anything, the nearest patron covers the offender's mouth and motions them to not say anything. The PCs must make Will saves (from the abundance of mimes all around them) or start a massacre filled with silent screams. 533. The PCs find the town, especially the inn and bar, full of people who have been slaughtered where they sat, stood, or slept. The bartender is slumped over the bar with a sword sticking through him into the bar. The innkeeper looks as if he was running from someone before his head was cut off. A message is written on a scroll in blood: "Gronk was here, But never fear, For you buffoons There's Explosive Runes." Which sets off a huge alchemical fire that consumes the entire town in a mere 20 rounds. After the town burns, Gronk (an Orc Barbarian/Eye of Gruumsh) and his raiders (a Sorcerer/Barbarian/Rage Mage (and Gronk's little brother) lieutenant and 3 to 6 lesser raiders (depending on how challenging you want the fight) composed of Barbarians, Rangers, and Rogues) rush out of the woods and down the hill to the north into town screaming along the way (gives the PCs three to five rounds to prepare for an attack). |
| Kraleck09-02-06, 09:12 AM | 534. The PCs are approached by a doppleganger couple who want to experience as much as they can on their vacation. They ask if they can come with them on their next quest and would be willing to do anything for them...and they do mean anything. 535. A disgraced paladin (but not fallen from paladinhood) has become the bar's most recognizable drunk. He rambles on about how some new dragon called a Brute Drake slaughtered his childhood home village and nearly killed him. Apparently it is much stronger physically than the average ancient wyrm, has hooked claws that are unusually sharp with razored edges, has a tri-element breath weapon, and withstood several thousand bloodshedding blows, but is too physical-combat-minded to use magic. He wants some help from powerful adventurers to end its reign of terror. (The Brute Drake is something I came up with. Usually has a Strength and Constitution roughly 10 points higher than most Dragons, but has Mental Scores only as high as 5. Breathes every 3d8 rounds a Line of simultaneous Cold, Fire, and Lightning that is weaker than most breath weapons, but additionally damages all of the victim's Physical Scores by 1d2. Meant to be a very difficult fight for multiple PCs who expect cunning but get brute force instead.) |
| Kraleck09-04-06, 08:40 AM | Dammit! Why do I keep killing this awesome thread? :bump: As you were folks, nothing to see here. Just keep on posting. |
| Kraleck09-06-06, 08:22 AM | I'm still 18 minutes early for this, but... :bump: |
| Moon-Lancer09-06-06, 12:27 PM | 536. You get drunk and meet a dwarf. Your so drunk that you insult the ribbin in his hair. Then you puke on him... Your so ashamed that you try to clean it up with soap applied directly to the dwarf and lather it with your alcohlic drink. The dwarf gets really angery and punches you. Then both you (a lawfull paladen) and the samuri (CW) do drunken battle and slay the dwarf. It then happens that the chaotic good party member sees this as a greaves wrong and does all he can to later reserect the dwarf fighting the many protests that if he does, vicias dwarf will kill you on the spot becuse he is evil. :rolleyes: |
| ferretferret09-06-06, 07:06 PM | 537. when all of the other Pcs have gone to bed exept for one an old man comes and sits next to him, claiming to be his bets friend and buys him a drink. after the whole mistaken identity problem is fixed up the man reviels that he has a friend who looks alot like him but that he hasent seen for years. the next day (and from then on) he must make a fort. save or fall into a strange sickness. later it is reveiled that the old man had been brutily murdered years ago by the cleric of eyrthnul whom he called his best friend, and the player looks almost just like him! |
| Amon_WinterfallIV09-07-06, 04:27 AM | AW is back again. Onward to quad digits! 538. The Inn is a franchise: The words "Top Hat Inn" are spreading throughout the world, as everyone wants to go to a big black and brown Inn known for its steak sauce. 539. A mysterious curse has turned the Inn into a 1,000,000 piece jigsaw puzzle that will return to form when it is reassembled. The PCs return to find half the town working on a massive puzzle; and its about a third done. 540. The Inn is actually a front for a rather nefarious project: while patrons rest; members of the staff bring out Mirrors of opposition and duplicate their customers. These sleeping duplicates are then sold into slavery for massive profit. So far, its worked well. 541. Inn has subjective gravity to the walls. Patrons wander up and down the walls and around the ceiling. 542. A little kid's lost cat runs into the Bar, knocking over several bottles or liquor. In minutes, the scene turns into a confrontation between the kids parents and the owner of the Inn/Tavern. 543. The Inn is invisible; only the best people can see it and eat there. The owner gives beds so soft that only the best can feel them; food so good that only the best can even taste it. It's a variation on the Emperor's New Clothes routine; but no one wants to admit that they were played for a fool at a big tent with no food, no alcohol and no rooms. |
| Krompt09-07-06, 04:48 AM | This one I know no one has ever witnessed, 544: Party recuse a Drow Priestess of Lolth (our party had a Drow Rogue in it who didnt wanna **** Loth off), but to keep her under control hog tie her arms behind her back and actually spread her fingers so she cant cast spells. The Drunk Master/monk of the party is chosen to stay with her while the others go out for their usual stuff of resupplying and everthing. The Drunken Master gets the Priestess of Lolth drunk, severally drunk, along with himself and 9 months later out pops a Half Drow baby Girl! (give ya a cookie if you can guess who the Drunk Master was :) ) |
| Kraleck09-07-06, 07:49 AM | 545. The alcohol changes color with the imbiber's mood. The bartender has a keen eye and knows when to throw the potentially rowdy drunks out because of it. Unfortunately the latest drunk to throw out turns out to be a drunken master. |
| xlivid09-07-06, 08:09 AM | .546 The menu has explosive ruines casted on them. .547 The PCs got in to the wrong inn where only epic heroes are welcome. Some of them even try to pick fights with the NPCs and PCs. The bartender is an avatar of Kelemvor. .548 The inn resides in the stomach of an Tarrasque. .549 Some famous party of kobolds built traps traps througout the entire inn. |
| Kraleck09-08-06, 07:24 AM | 550. The bar does not cater to the likes of heroes. To get service, they must commit an Evil deed of at least "Medium Evil," which is equivalent to killing a low level paladin's horse, stealing from a beggar, and donating money to an Evil aligned church. The bartender is actually the BBEG (who has knocked out the real bartender) in disguise. 551. The bartender has a curse that causes his voice to deal (# of words spoken)d4 of sonic damage. Because of this, he writes everything down that he wants to say on a tiny chalkboard. Unfortunately, part of the curse involves his business attracting mostly the illiterate. |
| babysamurai09-08-06, 07:31 AM | 552.) Your mother is the barkeep. |
| Kraleck09-09-06, 08:04 AM | 553. The bar is serving some strange patrons. They are slightly transparent, yet completely solid. They look just like the paintings of the PCs' dead ancestors back at their homes. 554. When the party tries to do something remotely Evil at the bar (cheating at cards, stealing from others, farting and blaming it on the Barbarian, whatever you decide), a large Bigby's-like hand appears and gives the potential offender a card that reads itself out loud: "Do it and I'll ****ing smack you." 555. The town was hand carved out of a single mountain by blind monks. The buildings look like colossal statues. The inn is inside a statue of two unknown dragons sleeping in a ring formation around a pillar. One of the local drunks says that "those dragons were there in a buried cavern before the monks started carving the town." He also says that "[he] has been bound by the monks to prevent them from ever becoming flesh again, lest they obliterate the world, or something like that..." Then he rambles on about how the village was attacked by a dragon when he was a boy and he has been scared of them ever since. 556. The inn is on top of the mountain in the center of town. The PCs will know this from the drunken avalanche that hits them. 557. The inn is a doorless building near the town square. The PCs will have to ask around to find out how to get inside. They will have to draw a door in chalk and cast a Knock spell on it. The better they draw the door, the better their accomodations will be. Better doors require lots of chalk. (This was inspired by one of my best friends other friends who had a character who obsessively/compulsively collected chalk.) |
| metamind09-09-06, 08:55 AM | 558: The bartender has a uranium sword mounted on the wall, which is currently being dusted by his level 40 wizard maid.;) |
| metamind09-10-06, 08:38 PM | My thread just can't survive without Kraleck. 559: The PCs are woken up in the middle of the night by members of the thieves guild. The thieves try to bribe the PCs into not telling anyone. they were there. If the decline, the thieves attack the PCs. |
| Kraleck09-11-06, 08:37 AM | Thanks, metamind. My head has just started to swell with pride...or ideas...something like that. 560. A faceless, monocromatic (primarily black and white in coloration for those who don't know what that means), humanoid-shaped figure materializes out of thin air in the PCs' room. It has a color-shifting jewel in its forehead that scans the PCs with a strange light then turns into an eye. It takes out a red, featureless mask and starts scribbling details on the inside. After putting the mask on and pulling it off, it has a face and asks the PCs for protection. (That creature is something I am trying to flesh out stats for. It also uses my forum ID, Kraleck, as its name.) 561. As #560, only it has been sent to kill the PCs instead of asking for help. 562. The bartender has the patrons roll 6-sided dice for added luck to his business. Unfortunately one of the dice has fallen into evil hands. 563. The barmaid is an old friend of the unicorns in the nearby forest. She asks the PCs to find out why one of them has started to attack the others. She says that it was black with a gold horn and appeared about the same time as the neighboring town's well becoming contaminated, the town's farms being destroyed by a blight, and the night the moon glowed blood red. 564. The undrunk alcohol bursts into flame when a large, fully armored stranger walks into the bar. A second, equally large, armored man follows him in and the flames die out. A Halfling follows the two armored men in and stomps his foot twice. The first armored man kneels down and the Halfling climbs aboard. the armored men approach the bar and the Halfling hops onto it. He announces that the bar is closed until further notice. The armored men pull everybody out of their seats and proceed to toss them out the door. When they get to the PCs, the Halfling says: "Leave them. They need to be here for this." He has the armored men eject the bartender and guard the door as he tells the PCs of his business proposal. 565. The PCs wake up hung over with no recollection of what they did last night. (Feel free to insert cliches from "Dude Where's My Car?") |
| oxybe09-11-06, 09:00 AM | 566) ah the inn... where an elf and a human come in, and a half-elf come out! |
| metamind09-11-06, 04:54 PM | 563: The PCs enter the inn and find a buch of mages around a man looking like nothing more than a commoner. You hear gasps of amazment coming from them, as the man casts strange and complex spells with no magic components, gestures, or even words. All of the mages attemps to detect magic show no signs of any magic being used. The perfect plot hook for a psionic campaign. |
| milkjug09-11-06, 06:03 PM | 564. There is always a PC that will stay up later than the other PC's to drink and fight. During his many drinks he is slipped the date rape pill :embarrass and wakes up in a tree fort filled with Harpies. When the other PC's find him (after defeating the harpies) they find him naked and tied to the ground...spread eagle. |
| speedy5509-11-06, 09:30 PM | 565. "You all get drunk and lose constitution steadily... oh wow, it just went to 0. You die." |
| Kraleck09-12-06, 10:30 AM | Please be careful with your numbering folks, oxybe messed up the numbering (sorry for singling you out). The next is actually #570. |
| oxybe09-12-06, 11:25 AM | oops! that was a brainfart on my account... many apologies. there... fixed |
| Witchcraft09-12-06, 11:23 PM | #570: The inn is actually a modern day hotel, complete with magnetic key cards and cable TVs. |
| Amon_WinterfallIV09-13-06, 12:24 AM | 571. The Inn has a huge box in the middle of the room, used as a centerpiece. No one ever opens it, for fear of what could be inside. 572. Two Modrons and Two Slaadi have gotten rooms at the Inn for an extended stay. The Modrons are getting on the sensitive nerves of the Slaadi, and the Slaadi are beginning to impair the long term function of the Modrons. 573. A Frenzied Bezerker somehow armed with Fast Healing 3 has killed the entire staff of the Tavern, as well as most of the Patrons. Someone's going to have to deal with a FB that never quits. 574. The Inn is actually a cave under the city; the dwarven proprietor prefers it that way. 575. The Owner decided that it would be a good idea to hire really easy barmaids to make things more appealing to patrons. If any male in the party has a CHA above 12, at least one barmaid starts hitting on him. |
| speedy5509-13-06, 07:40 AM | 576. "You see a Kobold..." 577. "You see a barmaid who winks at you, and motions for you to enter the back..." Then, just to be cruel, "The barmaid pulls out a longsword and attacks you." |
| Kraleck09-13-06, 08:27 AM | 578. The inn is holding a surprise family reunion for the leader PC. It turns out that one of the obscure relatives (like a very distant uncle), who just happens to be that PC's favorite relative, is a BBEG. 579. The PCs wake up from a rowdy night of drinking in awkward situations (such as the two PCs that hate each other waking up in the same bed with wedding rings on, the macho half-orc waking up with a guy in his bed, the paladin waking up with red stains all over his clothes (which later turns out is just cherry pie filling), or whatever you can come up with in your twisted little DM minds). 580. The bar is holding a dancing marathon. First prize is a boat trip to a far off land. (Have the PCs easily win. Later the PCs get shipwrecked on an island full of giant vermin. The island should turn out to be a Colossal+ Sized, Intelligent, Magical Turtle asking for some pest control.) 581. The inn has a "No Pulse, No Service" policy. The innkeeper tells the PCs that the town has been overrun by Undead posing as the living, so they cannot be too careful. |
| Kimokeo09-13-06, 10:15 AM | 582. When people enter the inn, they become two-dimensional. People standing perpendicular to you can't be seen, except with a keen eye for the straight line. 583. All the exterior walls of the inn are illusionary. Makes windy, rainstorms a nuisance. 584. The inn is two-stories. All the rooms are above the common room on the first floor. The common room ceiling is transparent (hence the second floor's floors are also transparent. Whole lot of nothing goes on in these rooms! 585. The inn has room - as you exit the backdoor you enter an fenced area OUTSIDE. You pay for space to set-up your tents. Just like you do everyday while adventuring. 586. A familiar's inn. Only familiar's allowed. Some really interesting things are said about their masters here. 587. One young boy for every two horses runs up to the characters from the stables. "Sir, would you like me to take care of your horses?" The boy doesn't work in the stable. He works in the kitchen. 588. Some strange guy walks with around the inn with a platter yelling "Albatross". 589. Some handsome human fellow is sitting around a table with lots of nice, young female elves. You overhear him say, "it's called a centerfold." |
| Kraleck09-14-06, 07:18 AM | 590. The bartender is highly allergic to dungeon mold (which the PCs should be covered in after travelling through so many damp dungeons). They get arrested for attempted murder when they nearly kill the bartender. 591. The inn is located inside a Colossal+ Sized tree in a forest at the base of Mount Draco that holds the entire town. Green and Red Dragons are becoming increasingly violent and it is only a matter of time before Tree Town is destroyed. 592. The PCs find the inn sunk far enough in the nearby swamp to bring in *hillbilly voice* "new critters to eat" and cause Small Sized beings to be submerged to mid-chest. It has caught the attention of the Black Dragon whose swamp has expanded into town. 593. The inn is run by orcs who just might be rednecks. They all tell the smallest PC that he's "got a purty mouth." 594. The inn is run by a single Gnome. The PCs may want to keep an eye on him...he vanishes as soon as they take their eyes off of him. He instantly goes from innkeeping to bartending as soon as they turn to the bar. He even becomes the obligatory sexy barmaid. Detect Magic/Psionics/Anything reveals nothing. Mages and Psychics alike are completely baffled. 595. The bar caters to the little folk. Everything is built for Small Sized Humanoids: Beds, mugs, stools, doors, and rooms. The Medium Sized PCs will suffer a -1 penalty in the morning. The alcohol, on the other hand, is powerful enough to knock a Drunken Master Ancient Dragon out cold if consumed without food. 596. The bar is built like an Escher painting. There are stairways that lead to practically anywhere and thousands of doors that are connected in strange ways. 597. The bar is holding a sobriety contest. The most sober person after 5 pints of increasingly stronger alcohol is the winner. A scrawny Halfling has won the last 7 competitions. He seems to stay completely sober no matter the strength of the alcohol. (He is actually cheating...magically. A delayed action potion he drinks an hour before keeps him sober through 5 pints worth of alcohol.) 598. The inn is holding a convention for monks. They all demonstrate exotic weapon styles and flashy, yet effective, martial arts techniques. Anybody willing to become the Monk class could learn quite a bit from these wise men and women. 599. The inn has a pest problem. An annoying, overweight, pimple-faced, nasal-voiced, rapidly speaking Halfling bothers adventurers with how big of a fan he is of adventurers. The Halfling will only shut up when he is taken on an adventure and learns that he hates adventuring. Cutting his head off doesn't stop his babbling...it only p***es him off and causes him to whine, b****, moan, and complain about how mean some adventurers are. 600. The PCs find the bar empty, despite the sound of a bustling inn from the outside. Apparently the patrons and workers can make insane Hide checks. |
| Kimokeo09-14-06, 09:24 AM | 601. There are several inns in town that are interconnected magically. You go to your room. When you close the door you are now in another inn. It’s random so you never know where you’ll end up. If you’re wondering why you didn’t pay for the room first, it’s because you pay when you come out. Better hope you don’t find yourself in the inn of the wealthy or the inn of the scruffy. 602. The only way to get into the inn is through the windows. The doors don’t work. 603. The jails are the only inns in town. Sometimes everyone in jail is innocent. Sometimes, they’re not. Sometimes, you have to share a room. You never know. 604. The inn is for aquatic folk – hope you can swim. 605. All meals are made with spiders as the main ingredient. 606. There are no cemeteries. Menu: The other white meat….Yum. 607. There is an arena in the inn where clerics practice their turning abilities. The local evil temple provides the entertainment for a price. Patrons are to refrain from taking ringside seats. 608. All the chairs are young Gelantinous Cubes. You should pay your bill. The table cloth is an ooze for extra measure. 609. Welcome to Pre-Chew Charlie’s Inn and Restaurant. For adventurers who have had there teeth knocked out – no fear. We chew your food to perfection so you don’t have to (I loved that SNL skit). 610. All rooms and food are paid for in reach weapons. No gp only rw. 611. All the plates, cups, utensils are transparent. 612. The floor is made up of criss-cross beams over molten lava. Balance checks are constantly needed. 613. The entire inn is a druid’s dream – trees, flowers, shrubs, etc. are everywhere. |
| Amon_WinterfallIV09-15-06, 02:41 AM | 614. The Inn is a twenty story skyscraper. A runaway magical enchantment makes it keep growing taller and taller. If nothing is done, it will eventually (around 40 floors) collapse under its own weight. 615. The Inn has a incredible 1st class treatment: The Celestia Suite, Air Elemental Suite, Ysgard Suite and Mechanus Suite all lead to self enclosed areas on those planes with incredible space to relax: and wake up and leave. 616. The King of the country now lives in the INN, after a disaster send thousands of monsters into the royal castle. 617. There is a massive line of Goblins leading out the door to the Inn. When the bugbears decided to steal all of the Goblin tribe's grog, there was only one place to go. 618. The Inn Pillows are extraordinarily powerful-- they grant the ability to explore ones own dreams while sleeping. While dreaming, characters gain no XP points, but they are quite able to take 20 on a single knowledge check of their choice. 619. Followers of St. Cuthburt have added anti-alcohol to the beverages, negating all properties of the drinks. 620. The Innkeeper moonlights as a sculptor. Mice and other vermin that escape are caught, petrified by a medusa, and sold for profit. |
| Kraleck09-15-06, 07:46 AM | 621. The innkeeper comes to the PCs in the middle of the night to ask them to find rare figurines for his collection. He says he will pay handsomely for a Thri-Kreen fighting another Thri-Kreen, one of each Elemental, a Gold Dragon, a Krakken, a Tendriculos, an Inevitable trio, a Balor fighting a Pit Fiend, a Beholder, a Troglodyte loaded down with gems and metal being assaulted by a Folugub and a Rust Monster, and a Tarrasque eating a cow. |
| Kraleck09-16-06, 08:25 AM | Sorry for the double post, people. 622. The bartender and innkeeper are asleep at their posts. They seem to be able to do their jobs while asleep. 623. The bar is filled with a convention of drunken, crackpot fortune tellers. Some of them will reveal dangers the PCs will face while others will reveal false information. The PCs will later be able to find which fortune tellers to go to for information. 624. The PCs hear rumors of Chromatic Dragons painting themselves multiple colors. Apparently these multi-colorations make the Dragons hard to identify since a majority of people have trained themselves to ID them by color alone. These Dragons are wreaking havoc on people and Good Dragons alike in the name of Tiamat. 625. There is a rumor floating about the Celestial-blooded patrons that the Demons and Devils have developed a pact agreement (in Celestial blood) to assault the plane of Celestia with a special weapon that wards off, seeks, and destroys the Good in living beings, turning them Evil. If it doesn't corrupt them, their souls are absorbed into the weapon, making it stronger. They apparently cannot wield this weapon themselves, but have found a Fallen Celestial (should be Neutral Evil) to lead their crusade of blood. |
| Amon_WinterfallIV09-17-06, 02:21 AM | 626. An Epic character runs the Inn. Although he's good natured, the sheer power of this character means that the local government, members of the Army, and other important persons from the entire world are constantly there, trying to get him to support their cause, do something for them, etc. He, though, is waiting for something truly big. 627. The Inn is hit by a earthquake/tornado/hurricane while the PCs are resting up in bed. The Inn itself is not badly damaged, and neither are the PCs, but some of the other patrons are. 628. Orcish paratroopers, backed by mercenary dragons, land on the roof of the inn, intent on sacking the city from an entirely different angle. 629. The Inns cloaked figure, a high level cleric of Olidimarra, enjoys getting stiffneck Cuthbertites drunk and revising their vows. This is leading to Cuthbertite retailiation. 630. In the last adventure, the PCs killed the BBEG. The inn's owner turned out to be either the BBEG himself, or one of his slain lieutenants. The Inn is closed, to be auctioned off to the highest bidder. If the PCs decide to buy it, they discover that it has a hidden basement and subbasement to serve as a hidden base. |
| Saberus09-17-06, 06:08 AM | 631. The inn has no rooms, but instead a wall of oversized filing cabinets, This is where they bed the guests. "Be sure to fill out the tag and tie it to your right big toe...just in case...." |
| Kraleck09-18-06, 08:31 AM | 632. The bar works by handprint. The patrons place their hand on a magical scanner and pay for their meal from a magically automated menu. They decide what they want (3 meal qualities and 3 meal choices per quality) and pay based on quality price. The meals are suited to each individual's race's nutritional needs. But lately the scanner is misreading every patrons' races. |
| BeefotronX09-18-06, 11:37 PM | 633. The innkeeper is the premier fence of the city. For 30 years, he has dealt in questionably acquired items. While he claims to have retired, and is making some genuine efforts at making an honest living, he still practices his old trade, and may offer some of his adventuring guests a peek at his collection. 634. The innkeeper is actually a fence. Or rather, a simulacrum under the control of a fence. Up the street is a rich, powerful wizard, whose experiments over the years have saturated the grounds of his estate with magic. The fence along the southern boundary of the property, already enhanced with anti-trespassing magic, has developed an intelligence and will of its own. Over time, it has acquired levels of wizard, and through simulacra, and possession via magic jar, the fence maintains the inn as a source of income and information. |
| Kraleck09-19-06, 06:10 AM | 635. There are two inns in town. One caters to Spellcasters and hates Noncasters, the other caters to the Nonmagical folk and hates the notion of magic. During the night, the town is attacked on all sides by several of two different types of new Golem: one type immune to physical blows with low HP ("Brutebreaker" Golem), the other completely magicproof but chock full of HP ("Magenull" Golem). 636. The bar serves some kind of homebrewed grog. It tastes like a strange mix of gravy, barbecue sauce, meat, and 'taters. The bartender serves this grog with a glass of milk laced with rum. |
| Kraleck09-20-06, 07:21 AM | Sorry for the double post. This next one is inspired by current events in my household. 637. The inn is being painted and refloored. They'll take any workers they can get and ask the PCs for help. (If they accept, give them a small reward like a point or two added to their Strength/Dexterity (depending on the job they do, 2 to a single score if they stick to a single job (Strength for reflooring, Dexterity for painting), 1 to both if they help with both jobs) and Constitution (depending on how big the rooms are, add 1 point if they do small rooms or 2 points if they do big rooms). 638. The inn has been known for its sexy maids. Unfortunately, the PCs do not understand that even races with Negative Charisma Modifiers can have high Charisma. Yep, Cha 16 Half-Orcs a-plenty among other women. 639. The inn is run by mute monks. One of them is unusually rude towards the PCs. The next morning, he seems to not notice anything and falls down the stairs. But the gaping hole in his chest and the failure to quit moving reveals he was murdered and reanimated in the middle of the night last night. 640. The inn is holding an idiot convention. The bartender is selling signs that read "I'm stupid" for 1gp each or 3 for 5gp. 641. The bartender's son's skin is peeling. The bartender says he suspects foul play from the boy's mother, but trusts her anyway, despite her wandering around the mountains every other day. A few of the patrons at the adjacent table are discussing how to evict the Dragon that has appeared in the mountains recently. 642. The innkeeper has been petrified by one of the patrons. Unfortunately, despite catching the culprit red-handed, he is just a human wildman with no psychic or magical abilities/items. Although, something is up with his eyes. They seem to glow blue. (This is my attempt to help those of you who want to include Incarnum in your game.) 643. The Innkeeper is related to the Blacksmith, the Undertaker, the Captain of the Guards, the Head Librarian, the Royal Midwife, and the town's Priest. They all are at the bar discussing strange death threat notes they have received. They notice the PCs watching and ask for help. The notes are stamped with a strange insignia: that of one of the PCs' father. 644. The bar has runways with poles. The PCs may think this may be a strip bar. They are, in fact, correct. However the strippers are men and one of them is actually an assassin that has been after the PCs for a long time. 645. The bar is full of highly androgynous...er, people...even I can't tell if they are men or women. They are that androgynous. 646. The inn doubles as a massage parlor. One of the masseuses is an assassin that has developed a crush on one of the PCs who also wants to eliminate his girlfriend so there will only be room for her in his life. 647. The inn is holding a convention of Good-and-Evil Twins devoted to the fight between Heironeous and Hextor. Every Good patron in the inn has an Evil Twin sharing a room with them. They don't fight, they just reminisce about all the times they fought each other in the names of their patron deities. |
| chizzad7309-20-06, 01:50 PM | 648. There's a dwarf at a table in the corner of the room and there's a bag of gold in front of him. The party feels compelled to talk to the dwarf. (I got up and left, and never let that guy be the DM again) |
| Kraleck09-21-06, 08:09 AM | 649. The inn doesn't like magical weaponry. They must check-in all magical weapons at the front desk and get a claim tag. Best if followed with... 650. The inn is attacked by monsters that can only be hurt by magical weapons. Unfortunately the innkeeper is the BBEG behind the monster attack and has moved the magic weaponry to his lair. |
| Kraleck09-22-06, 09:01 AM | I am a double posting fiend! WARNING!!!: Long post! 651. The inn is built on sacred Orc burial grounds. The Elf-blooded patrons keep winding up dead before the crack of dawn. They are found near an Orcish warning written in elf blood. 652. The inn is run by elves of all varieties. They seem to hate Half-Elves (but not humans) and the Orc-blooded. 653. There is a drunk with a long beard wearing his pants on his head screaming and raving about an approaching Evil. He spouts other things like certain weaknesses of upcoming baddies in your campaign and phrases such as: "We are just figments of the imaginations of strange, dice rolling gods!" "Praise Diem, lord of the gods, and all of his quests!" "Never question the rulings of Diem!" and "The gods are angry without sacrifices of fried snacks and sugary potions!" (This is even funnier if you act it out, costume and all.) 654. There is a strange, box shaped painting hanging from the ceiling. It constantly shifts images of the ongoing knight's tournaments and produces sound to go along with it. 655. The inn serves complimentary mints on every pillow. Unfortunately, an assassin has poisoned the PCs' mints. 656. The bar serves "anti-Vampire" meals. These include Chicken-With-40-Cloves, Garlicky Greens, Garlicky Pasta, and a strange flat, round bread with a garlic-tomato sauce (heavy on the garlic), lots of cheese, meat, and vegetables that the bartender has dubbed "Piyetsa." 657. The bar is run by Clerics with strange accents. They don't believe in getting drunk. They believe in "Blessing things with sacramental wine until they get verschnicket(sp?)." 658. The innkeeper, bartender, and heads of staff are just mindless husks that serve a single consciousness. 659. The bartender will serve certain foods until the sunlight has passed a certain line on the floor and changes the menu when it passes. There are four lines and alcohol is not served until the sunlight has passed the fourth, but stops being served when the sun passes the first. 660. The bar holds illegal cockatrice-fights in the backroom. The authorities are suspicious, but they are very inept. 661. The bar is a front for the local mafia. Again, the authorities are suspicious, but they are very inept. 662. The inn is having a couple's special. This may be the chance for the charismatic Bard/Sorcerer to make a move on his would-be girlfriend. 663. The inn has a group discount: 10% off for every patron sharing the room. What they don't know is that there is only one bed in the room. 664. The bartender is a very buff looking Human with a Halfling's head wearing a suit of Full Plate without the helmet. The bartender is actually a Halfling like his head suggests. The armor is a magical-meets-mechanical suit designed to make Small sized people Medium sized while adding +6 to their Strength. 665. The bar is frequented by BBEGs. There are wanted posters with the PCs faces on them with rewards written in both Infernal and Abyssal. 666. The inn teleports the PCs to the deepest layer of the Abyss when they enter. They are now the personal slaves of the Demon Lords. That'll teach them to play nice with the DM's plans. 667. The inn has a scheme to rip off the patrons. They have to pay to enter, pay to leave, pay to sleep, pay to dream, pay to wake up, pay to breathe, and pay for paying their payments (if you have to pay for anything, you have to pay again except for paying this second payment). 668. The inn provides pleasurable company for heroes. Unfortunately, the newly hired girls are Evil aligned. 669. The inn has a rat problem. The innkeeper rats out every person who has committed a crime and hasn't payed for said crime (including grave robbing, murder, destruction of endangered species, and anything else that D&D Players are known for doing). 670. The local Bard has lost his voice during a performance at the bar and the local drunks have been frighteningly sober. The bartender wonders if there is a curse on his establishment. |
| sanct_arvin09-22-06, 09:27 AM | 671. a red dragon instantly appears in the inn and smash it to ground zero. the dragon teleported and dice a poor percentile :D and eventually destroy the town |
| Amon_WinterfallIV09-23-06, 01:37 AM | 672: The Inn has a sub-basement. A Massive set of gladitoral arena games (Capture the Flag, Assault the Base, Last Man Standing, and more are in the subbasement. The Inn is always taking bets and hiring contestants. 673: Four years ago, the previous Innkeeper was murdered. There is a rumor that he haunts the place, but no one has ever found him. 674: Eladrins come to the Inn to have a party the good way. 675: Inn is holding a silent auction on government confisicated merchandise. Unbeknownst to the Party, the BBEG's minion has been ordered to buy certain things at any price. 676: Demons are being knocked out and them treated to a helm of reverse alignment. Now a large number of them work in the Inn, as a Paladin friend keeps the plan alive--capture, knock out, forcibly redeem demons. 677: The Innkeeper is narcoleptic; if he stands still for a round, he falls asleep. A little note on the bar reads, "Please do not hesistate to wake the Inn Keeper" |
| Kraleck09-23-06, 07:43 AM | 678. The bartender is a very deep sleeper. So much so that he hasn't woken up for three days. It seems somebody slipped him Drow Knockout Poison as a joke without knowing about his condition. 679. The bartender wears a hood over his eyes until he has to eject rowdy patrons, but he can see what goes on in his bar without his eyes. He apparently has the reflexes and temperment of a hunter's pet falcon. 680. The innkeeper hasn't slept a bit in years. People are too rowdy in their rooms, arguements between lovers, and a loudmouthed lute player in the room above his room who won't stop playing and singing. There is nobody in the room, but there is a lute covered in decades worth of dust. |
| Kraleck09-24-06, 07:32 AM | 681. There is a door that leads to the basement. There are several traps from this thread: http://boards1.wizards.com/showthread.php?t=674705 |
| Kraleck09-25-06, 07:39 AM | Hmm...no takers? :bump: |
| Kraleck09-27-06, 09:19 AM | Why am I always the one who kills this thread? :mad: :bump: |
| razorboy09-27-06, 10:41 AM | 682. An Illusionist competition is held at the local large inn tonight. Fierce warriors, majestic dragon, beautiful birds, and truly fantastic creatures - all less than a foot tall - battle it out among phantasmagoric landscapes and psychedelic skies, while the audience cheers the contestants onward to great feats of imagination. 683. The innkeeper has a problem on his hands as the party enters the inn. A well-dressed, a well-spoken but undeniably well armed and equipped Ogre Mage is demanding a room and he is starting to get impatient. The Ogre Mage has a lot of gold on him, but the innkeeper is torn between greed and being frightened to have him under the roof, and even more frightened of telling the Ogre Mage that there is no room with a bed big enough to accomodate him. 684. A trio of drunken young noblemen are trying to insult and goad one of the PCs into a fight. What the non-observant PCs don't realize is that this is a ruse by the local thieves, designed to distract the PCs, while their accomplice cuts the PCs pursestrings. 685. A shady person with a lot of gold, is offering to pay PCs handsomely for every body that the PCs manage to come upon (or even make ;) ). He doesn't want the bodies' possessions, just the bodies themselves. Regardless of whether or not the PCs agree to the deal, a large number of City Watch guards bust through the door, yelling "Arrest the necromancer and his accomplices"! |
| Kraleck09-28-06, 12:19 PM | 686. There is a large, mud covered man asking for a room. The innkeeper demands that he takes a bath, but Mr. Muddy says he can't because of a powerful curse. 687. There are several large circles within circles within circles. The orc patrons are tossing goblins with spiked helmets at them. 688. The inn doesn't accept coins of any kind. They do, however, accept hard labor, spell components, and gemstones. 689. The inn is built on top of a Colossal Land Tortoise. The Tortoise seems to head towards the Forest of No Return to the Plains of Absolute Terror to the Desert of Doom to Devilbreath Lake to Mount Madness to the Nevermelting Glacier of Sorrow all the way back to Teepeekay City where the inn starts at every day. 690. The inn serves breakfast all day. Seriously, breakfast never ends until the innkeeper feels like it and he doesn't really care about ending anything. 691. The innkeeper is a man named Kraleck who prays every day that he doesn't end the life of a creature called a Thread. |
| Slightly_Unscrewed09-28-06, 03:39 PM | 692: A metor hits the inn during the night. 693: The in provides showers with a room, but an invisable stalker lurks in one of them. |
| thetoastman09-28-06, 11:41 PM | 693: The inn is in an extremely remote area or faraway plane and almost all of its guests are impervious to heat. The PCs want to stay for the night, but all they can get is a 'regular room', with a floor of hot coals, a shower that spews lava out a rusty pipe, and a temperature far hotter than a non-magically-protected human can stand. |
| Kraleck10-01-06, 08:13 AM | 695. The PCs have to perform strange rituals (hopping on one foot while whistling, belching loudly whenever a woman leaves the room, etc.) at the inn. The past patrons were just being messed with by Gnomes and Satyrs, but the rituals stuck. |
| Far_Traveler10-01-06, 02:00 PM | 391. The PCs get bound by animated ropes and are force fed their meal by Large sized, high Charisma barmaids who act like they are feeding toddlers, baby talk and all. (Great for making the PCs feel uncomfortable and satisfying their dream of being fed by beautiful women) One of my party members got a free wish from a wizard who worships Olidamara, with strict instructions to make it frivolous. He wished for him and his companions to be 'fed by beutiful, big women', and our DM did this, only my DM used huge, and I, having a character who detests magically created food (My DM gave me a magic-sensor on my taste buds, random magical ability house rule), refused and got breastfed :eek: She even said that we were wearing daipers and had to get changed a few times after the wizard said he had to go to the bathroom. (normally she doesn't take what we say so literally, but this was just asking for it) Wasn't so bad, my free wish was to have the the next person who wrongs me to have a ironic, prank-laden retribution, and the guy completely forgot any bowel-related conditioning and lost all his teeth, and he got attended to by the half-nymph queen while we took a break living off good times while the lich-king regenerated (we didn't destroy his phylactry), thinking that the world was safe for now, and waiting for the guys teeth to grow back. |
| Amon_WinterfallIV10-01-06, 04:25 PM | 696. The Inn was built by the gods, and is built at a absolutely absurd scale--large enough to be seen at several miles away, large enough to accomdate a colossal creature in every bed, in every chair. At this scale, medium (man-sized) creatures are roughly on the scale of mice, and the Innkeeper and most of the normal sized inhabitants live in the walls of this giant structure. 697. The Inn was built on a magic reagents dump; the foundation of the building is beginning to gain magic powers. If nothing is done, the whole Inn will wind up as a wild magic zone. 698. The Inn is currently hiring, and the new innkeeper had decided to remodel and retheme the Inn. During this time, there is a lot of new staff who don't really know what they are doing, but are determined to do it well. 699. The Inn has a portal to Union, and has access to mega-epic quality stuff. The unsuspecting PC who asks for the best in the house gets stuff in the Hundreds of Thousands of GP. 700! The Inn has been closed by the order of the local government; too many immoral and indecent acts have been committed therein. And yet, the owner, and some of his employees, use a secret entrance through the basement to keep it running illegally. If the PCs will pay a small fee to gain access, they can enter a rather insane Inn. |
| Slightly_Unscrewed10-01-06, 09:16 PM | 701: The innkeeper has a large stockpile of Alchamists fire and other voatile chemicals in the basement, and a pyrokenitist is visting. |
| Kraleck10-02-06, 07:34 AM | 702. The inn hasn't had a customer since the murders started. The innkeeper wishes that someone will stop the murders and bring back good business. 703. The innkeeper and bartender are necromancers. They use the undead as cheap laborers. The local mage guild asks the PCs to show them the Evil of their ways...by any means necessary... 704. The bar has a problem with their new ale shipment. The ale causes the patrons' anger levels to skyrocket. Any repressed rage, fury, disgust, and predjudice to come out ten-fold. Cuthbertites seem to enjoy bringing these drunks to justice...a little too much... 705. The bar is frequented by cloaked Nymphs. They use spells to blend in with the cloaked locals. They approach the PCs asking to save the forest they come from. Apparently, Fiend-Blooded Orcs have set up camp and are immune to most (if not all) magical, psionic, and supernatural effects including the Nymphs' beauty. 706. The inn has several animated and/or awakened trees in the back. Most of the patrons are Dryads who come from forests all across the continent. |
| Torp10-02-06, 09:04 AM | 707. The beverages in the bar are all low- or non-alcoholic versions of normal bar beverages. No dwarves around here. 708. The bar sells beverages that look like, taste like and for all extents and purposes are real. You can even taste the alcohol in their moonshine whiskey. Yet, strangely, you don't get drunk. 709. The inn is two stories tall, with the rooms for rent on the second floor. The building is made of stone, and the ceiling in the common rooms is made of a strange, mirror-like substance. It's a one-sided mirror, and anyone on the second floor can watch what happens downstairs. Very nice if the players expect somebody to come chasing after them. 710. A good-looking young man walks over to the party and invites them over to his friends sitting in the corner. They introduce themselves as a group of fellow adventurers, and invite them on a round of drinks. The charismatic rogue quickly finds the tone with the other partys female sorcerer, the gruff female half-orc fighter ends up charmed by the other partys human barbarian, who seems to be her equal in both strength and mental capacities, and the two wizards have a very interesting discussion about the nature of magic. In the end each of the characters are matched up with somebody of roughly equivilant physical characteristics (though not neccecarily class - there's no paladin in the other group, nor is there anyone looking like a cleric (there's one in disguise, though)). Some leave for their rooms together, other almost doze off at the bar. Separately, each and one of them is offered a sip of a potion their paired person carries with themselves, with whatever reason seems fitting ("My friend, you seem to be a bit too drunk. Here, I have something that should help you", "Do you want to try something? This is a very potent concoction that will give you a high never encountered before", "before we go further, I have this little secret potion. I will assure you that it'll make this the most amazing night you'll ever have"). If the PCs seem suspicious, they will drink half of it first. If not, they will give the PCs half and drink the rest themselves. The potion sends them all into a very pleasurable high (though in exactly what way depends on the stimuli they are receiving :-) ). After some time, they lose track of reality, flowing into a strange yet pleasurable state where they seem to meld with their surroundings. In the end, they fall asleep. The next morning, they wake up alone. Through the clouded, half-awake minds, made more hazy by the potion they drank, they start to realize that they don't really feel like themselves. This is, in fact, because they aren't. The rogue finds he's grown a pair of breasts over the night, the half-orc find she's lost the same, and the wizard no longer has the long, flowing beard he's so proud of. Once they've shaken off the haze, they quickly realize that they have been body-jacked, and that the other party has left them in their bodies, and probably left with most of their equipment. The party quickly gets together, readying to pursue the others, but just then, the local guards burst into the inn, looking for a group of wanted criminals... |
| Kraleck10-02-06, 09:38 AM | 711. The bar serves meals to go and feeds all mounts for the day. The bar serves a cold, flavored, slush-like drink. 712. The inn has a "No Face, No Service" policy. Cloaked figures must reveal their faces to get service. 713. The town has a strange rain cloud hovering over it. The rain is Unholy Water. The inn has a waterrise (an upwards flowing waterfall) flowing from the roof into the cloud. 714. There is an ale shortage at the bar and a Dwarf Drunken Master looks like he is about to start a riot. 715. There is an earthquake with the inn at the epicenter. The inn is completely unaffected, but the town has been almost completely leveled. 716. The town is surrounded by a powerful, yet unmoving, silent tornado. The gatekeeper has people say a password to open a hole in the wall of wind. A wrong password will eject the person violently when they try to pass. Unfortunately, the innkeeper in the only one who knows the new passwords and he hasn't returned in 2 days. |
| Kraleck10-03-06, 07:42 AM | 717. The PCs awake during the night to notice they have been stripped of everything they own (except their skivvies) and have been dumped deep into the wilderness by magic. |
| darkhellion2110-03-06, 08:03 PM | 718. In a case of mistaken identity, one of the PCs is mobbed by the tavern patrons, who believe the PC is a wealthy noble that freely gives away large sums of money. Chaos ensues... ;) |
| Kraleck10-04-06, 08:39 AM | 719. There is a talking ape at the bar. When the PCs confront the ape about his...apeness...the ape just accuses them of being drunk. The ape is actually a Druid with a mean sense of humor. 720. The bar serves fried dough balls in sweet and savory filled varieties. The sweet are filled with custard or jelly while the savory are filled with meat. 721. The innkeeper has a tendency to shout...constantly. He has been cursed by a Sorceress who he made a lewd comment about under his breath that she heard thanks to her magically enhanced hearing. |
| Slightly_Unscrewed10-04-06, 08:28 PM | 722: The everyone is dancing. Apparently, the innkeeper gives half off all drinks if he sees a good dance. 723: A time portal opens up in the middle of the inn, spitting out some very confused D20 modern NPC's (or PC's) 724: A regular brings in a board game he found on a nearby beach. Once play begins, strange things happen... 725: The inn is owned by a near epic ex-adventurer who is capable of single handedly kicking the rowdy PC's butts. |
| Kraleck10-05-06, 07:21 AM | 726. The inn is full of barmaids the PCs have hit on in the past. It turns out they all have children they've given names similar to their fathers. |
| razorboy10-05-06, 08:16 AM | 727. Lightning strikes the inn during the night. Repeatedly. A weird concidence, or a vengeful druid meting out his own brand of justice on the innkeeper, or one of the visiting guests (which may include the party)? 728. The thief leaves his mark a little too permanently. Several guests have been robbed during the last few nights without anyone seeing or hearing anything. The disturbing thing is - the robbed people have woken up to find a strange tattoo (make it whatever you like) on their arm or leg, or even face! And they didn't feel a thing. Now, one of the PCs have woken up with the same strange tattoo, and s/he just heard that one of the other robbed patrons died last night. Is this a mark of death? |
| Raymond_Luxury_Yacht10-05-06, 06:30 PM | 403: The bar is empty, exept for several mutilated dragon corpses, and Pun-Pun himself lying dead on the ground. The words "Chuck Norris Was Here" are written on the wall. 729. The bar is empty, except for Chuck Norris lying dead on the ground. The words " Gandalf the Grey and Gandalf the White and "Monty Python and the Holy Grail"'s Black Knight and Benito Mussolini and The Blue Meanie and Cowboy Curtis and Jambi the Genie, Robocop, the Terminator, Captain Kirk, and Darth Vader, Lo Pan, Superman, every single Power Ranger, Bill S. Preston and Theodore Logan, Spock, The Rock, Doc Ock, and Hulk Hogan Were Here" are written on the wall. |
| Kraleck10-06-06, 08:33 AM | 730. The PCs wake up to find the inn deserted. Not just the inn, but the entire town has been deserted. The PCs find a note daggered to their door. Upside: free dagger. Downside: Explosive Runes. 731. The PCs wake up with their alternate Evil selves in the same cage. The PCs are manacled to the alternate PCs and must fight the one they are chained to in the bar's underground coliseum. They must participate in a thinaun dagger fight to the death (unfortunately the PCs and their alternates are unaware that they cannot survive if their counterpart dies). |
| Kraleck10-07-06, 07:16 AM | 732. The inn has a honeymoon suite that the innkeeper gives to the party's fighter and sorceress. There is complimentary food and drink on the table inside. These two hate each other, but shouldn't give up a free room or free food. The food and drink will cause them to be quite enamoured of each other. The innkeeper is Evil and has cursed the room to cause couples consummating their marriage in the suite that night to become Evil unknowing that his real targets have decided to stay at a different inn. |
| CrystalSeraph10-08-06, 07:53 AM | 733. The inn is full of gnolls, who laugh hysterically at everything the PCs say, including things such as 'hello' and 'I'd like an ale' |
| CrystalSeraph10-08-06, 07:56 AM | 728. The thief leaves his mark a little too permanently. Several guests have been robbed during the last few nights without anyone seeing or hearing anything. The disturbing thing is - the robbed people have woken up to find a strange tattoo (make it whatever you like) on their arm or leg, or even face! And they didn't feel a thing. Now, one of the PCs have woken up with the same strange tattoo, and s/he just heard that one of the other robbed patrons died last night. Is this a mark of death? 734. As above, but the tattoos happen to be curly mustaches and crude genetalia drawn near people's mouthes. These turn out to be the insigna of a bizzare cult that only accepts boys attending barding college. The party can then be drawn into a plot of intrigue and frat parties. |
| Kraleck10-08-06, 07:06 PM | 734. As above, but the tattoos happen to be curly mustaches and crude genetalia drawn near people's mouthes. These turn out to be the insigna of a bizzare cult that only accepts boys attending barding college. The party can then be drawn into a plot of intrigue and frat parties. Cottage cheese nearly shot out my nose when I read that. 735. A group composed of an orc barbarian, a hobgoblin fighter, a goblin rogue, and a kobold sorcerer are telling stereotypical jokes about the PCs. The kobold casts a spell to look like the gnome bard PC and starts singing badly, the goblin and hobgoblin act out a puny halfling monk taking on a shortsighted human paladin in a fight, and the orc says: "Look at me. I hunt all day with a bow thinking people aren't making fun of my pointy ears." They all laugh at each other's acts. When they see the PCs, they stop laughing only to snicker, inhale deeply, and laugh even louder than before. |
| Amon_WinterfallIV10-08-06, 08:45 PM | 736. Inn is now owned by the demon Malwartia, who has decided that barmaids are too expensive, so has replaced them all with animated corpses. 737. In a large room in the back, four epic mages are showing off epic powered magic spells (a great way for the DM to show off the Epic spells he's designed) 738. When the Innkeeper bought the new barrel of endless beer from Jazin Ordunne, the builder-mage, he didn't hear about the pressure setting on the nozzle. While the PCs are walking in the street, they hear glass shatter, and then get doused in beer. 739. This Inn is run by Cuthburtites, as an example of what an Inn is supposed to be like. People are reading prayer books and drinking cold water. 740. In a quiet deal, the town guard, a court mage, and the innkeeper have devised a way to eliminate problems before they begin; use a helmet of reverse alignment to remove unwanted chaotic and evil alignments. Although no one knows this yet, large numbers of people acting unusually in this town. 741. The Inn has discovered a great way to get more money from customers--itemizing all expenses, such as a chair fee, a cup fee, a talking to barmaid fee, and so on. Large numbers of patrons are sick of it. 742. The Innkeeper has gotten sick of his business, so he gives it to the next person who walks through the door. It's one of the PCs. |
| Kraleck10-09-06, 07:56 AM | 743. The innkeeper is a Lumi that tends to misplace his head frequently. His human wife always says to him "[she]'d lose [her] head too if it wasn't connected to [her] neck." 744. The bartender has run low on ale varieties. Now he has to use Prestidigitation spells to keep the customers unaware of it. 745. The bar only serves tea during the daylight hours. The tea leaf reader of the party sees ill omens for him and his friends in his leaves. 746. The bar has had several vermin infestations in the past month. They never appear unless the health inspector is around though. Rumors speak of the health inspector working for and/or being one of the local Cuthbertites. 747. The bar is on a huge airship. The bar serves spit-roasted snake among its other exotic dishes. 748. The inn has a problem with its furniture. Apparently the tables, chairs, and beds have been animated and attack all who approach. |
| PsychicKid10-09-06, 09:34 AM | 749. Attacking a Nymph with a chair. And critting. And killing it. |
| Amon_WinterfallIV10-09-06, 12:59 PM | 750--three quarters done--The Inn is made out of metal and other superior materials. In an emergency, the town is supposed to hide inside. 751--The Innkeeper can't seem to hire people; too much blood had been shed by rowdy sorts. As a result, the inn is now self-serve. 752--The entire Inn is an animated creature. It enforces payment, gets drinks for everyone, and ensures good conduct. Most people aren't out to pick a fight with a gargantuan animated object. 753--The town was invaded by another nation's army, which has decided to make its base of operations the Inn. In this state of affairs, an derelict warehouse now serves as the Inn. 754--The Inn makes offers the incredible "World Class" suite, complete with female companions, MW foods, and beds of lucid dreams. NPC adventurers invariably try it and try to pay for it at every opportunity. 755--The Inn has a 4th class accomdation--atop the roof. It's cold, wet, and only better than the streets because it dodges anti-vagrancy laws. 756--The Inn has made a business deal with Sprinkles the Clown; a small circus is in the front yard of the Inn. 757--The Inn is run by Hextorites, they refuse service to all who they dislike. |
| MichaelSomething10-09-06, 11:15 PM | 758-the inn is hosting an adventurer networking event! Sample finger foods and talk to famous and not so famous adventurers! 789-There is an American Idol type contest at the inn! The PCs could enter and sing their hearts out! Can they impress the judges? |
| Kraleck10-10-06, 10:26 AM | MichaelSomething, I think you mean 759, not 789. 760. The inn has a policy on fighting. No fighting unless you announce it aloud and the bartender gets to throw the first punch. |
| CrystalSeraph10-11-06, 05:39 AM | 761. The PCs walk into a bar to find it decorated entirely in fruit and vegetables, and full of clerics and paladins of Yondalla who are all extremely drunk. The barkeep is looking rather harrassed and the barmaids have gotten sick of having halflings sticking their heads under their dresses. The PCs must resolve this situation XD It could lead to some awesome stuff for an evil campaign. |
| Kraleck10-11-06, 07:19 AM | 762. The inn has single occupant rooms that adjust to fit the patrons. All they have to do is use a key that scans the patrons size and race when used in the corresponding lock. 763. The innkeeper is unusually moody lately. He will act unfriendly towards patrons until the PCs make a Diplomacy check to calm him and learn he just got 2 letters in the mail: One from his wife saying she was leaving him, the second was from his best friend who said he was leaving town with the innkeeper's wife. If the PCs inspect the letter from the best friend, they will notice he has the exact same name as the BBEG. |
| Slightly_Unscrewed10-11-06, 03:11 PM | 764: The inn is run by an epic level rogue with sky high hide and move silently skills. He is never seen by any of the patrons. 765: No one in the inn is one of the standard PHB races. 766: The inn is in a particulary weak section of the space-time continum, which sometimes breaks during fights. Here, you can be literally knocked into next week. |
| darkhellion2110-11-06, 03:14 PM | 764. The inn is secretly a gnomish inventor's laboratory and, in order for them to escape, they have to build a trap capable of capturing a Dire Rat. :D 765. The party has been invited to participate in a festival, only they find out that the festival is simply a gnome-run "AdventureCON" and they are placed upon a panel to answer questions about their chosen profession, most of which are about things other people have done. |
| Kimokeo10-11-06, 03:30 PM | 769: The party enters the inn and sees a lot of people sitting down and there is a conversation going on over at the musicians and everyone seems to be impatiently waiting for the music to start. After the group takes their seats and orders their meals and drinks, everyone in the bar stands up. The party is requested to stand, which they do, and the music starts. Next thing you know, everyone is walking around the tables while the music plays. Abruptly, the music stops and there is a mad fight over the chairs. One of the party members discovers they don't have one. "You're out!" says the bartender, pointing to the doors the party came through... Everyone stands up as the musicians prepare to play again... |
| Wineless10-11-06, 03:35 PM | 9. The inn can burn down. (Seriously, no Inns are safe anywhere NEAR my group) It's amazing how flammable the inn's/bars/taverns/cliched starting locals, burning down the inn is a staple of every game I've ever played in and about half the games I have DM'd. 765. It turns out that the inn is actually the favorite drinking spot of a group of monsters after a long day of guarding artifacts, dark ritualistic sacrifices, and smashing adventurers. They're off the clock though and only attack the party if provoked. 766. Undead *****s. Amazingly well preserved zombies, ghoulish women and much more willing to get alone with an adventurer for the right price. |
| Kimokeo10-11-06, 03:51 PM | 772. The innkeeper can keep count of posts. He watches all the adventurers to make sure that they do, too. 773. The interior of the inn has no chairs, no tables. Nothing. Instead, there are tombstones and pre-dug holes, waitresses carry menus while men sit beside you with a hammers, chisle, and a shovel. The barkeep says his wife isn't a great cook so, one should take precautions... |
| RodinGates10-11-06, 04:25 PM | 774) After a busy day of shopping our heroes turn in for the night and sit at the bar for a drink before going upstairs to sleep. Our Half-Orc Barbarian/ Frenzied Berserker is sitting at the bar not bothering anyone when a hired thug sneaks up and tosses alchemist's fire at him before running away. Needless to say the half orc goes into frenzy while the rest of the party runs the hell away! After the dust cleared eight commoners lay dead and cleaved while the entire establishment was completely evacuated. Needless to say the party relocated to another inn. Good times. |
| Kraleck10-12-06, 10:58 AM | 775. The inn has a problem with thin walls. You can hear couples getting it on next door. 776. The bar has a problem with thin walls. Every barfight involves somebody getting thrown through them. 777. The inn is in a famous gambling town known for its many vices, magical lighting, world famous bards, and exotic shows. There is a construct with one arm in each room that gives random amounts of coins (roll d6, on 6 they win, so roll d% and multiply the result by d10 (treat as 3 slot reels)) for every coin put in. |
| Kimokeo10-12-06, 01:44 PM | 778. A peddler is selling little bags outside the inn. The party takes no notice and enters. The bouncer tells them the elves can stay but the rest of you must go. When you step outside, the peddler is still sitting there. "Care to buy a couple of ears? They'll make you look like elves." After you buy them and attach them to your ears you re-enter the inn and the bouncer lets you go. After sitting with your buddies, you overhear a conversation about the deaf elves of Gnarly Forest near Greyhawk. You examine your phony ears and you get a nasty feeling in your gut. The peddler is gone. |
| Alakar10-12-06, 04:10 PM | 779: The bar is ran by kender! 780: Two words "Silent Hill" 781: Is the regular hang out for all of the characters on the campaign smashers thread. 782: The bar is actauly ran by a group of people who call themselves the wizards of the coast and constantly change reality. 783: The inn is actaully Big T's lunchbox. 784: The CF is Skip Williams listing to adventurers getting ideas for his next adventure release! Thats about all I got right now. Sorry if some of these were already posted. I got to page 8 and stopped. |
| Kimokeo10-12-06, 04:13 PM | 785. A high level wizard owns the place and everything has a permanent Shrink Item cast on it. So, need a table, here child, toss this down. Need a plate, here ya go, wala. Need a couple chairs...bink bink. 786. The inn is filled with steps that go up and down. The people in this town are fit. Stepmaster is a partner in the business. |
| Type2Demon10-12-06, 07:34 PM | 787 Dude where's my gear? A drunk but friendly man buys the adventurers a round of drinks and offers a toast to their skill ...bottoms up! ... and thats the last thing they remember.... The paladin wakes up in bed with a rather smelly 1/2 orc girl sleeping next to him...the are both unclad. The cleric wakes up in the corner wearing only an unfamiliar horned helmet and leather pants with the butt cut out of them. The fighter wakes up in the closet holding a feather duster and is covered in dried blood (not his own). The rouge wakes up in his room with a 7ft high statue of the local hero in his room. The mage wakes up in a pig pen covered mud and clad in full plate complete with sword and shield. The ranger wakes up on the roof of the building wearing clothes too small for him and with a mouthful of chicken feathers. No one remembers how they got here or what happened after they chugged the drinks. Its up to the party to find just what has transpired and where there gear is. |
| Hydryh10-12-06, 08:40 PM | 778 & 787: Beautiful! Alas, Kralek beat me to mine, though in my defense I was going to combine all three... :plotting: |
| Kraleck10-13-06, 08:13 AM | 788. The bar has a strict no magic policy. They can't afford to have any magic interfere with the bar's magical wards, cleaning magic, serving magic, and security magic. Some random mage wanders in drunk and starts chanting and gesturing... |
| Kraleck10-14-06, 07:54 AM | 789. The bartender comes to the fully beered-up male PCs and challenges them to a test of distance and accuracy. He says it will be without weapons though. After curiously accepting he takes them to the roof, faces the street, drops his trousers and says "watch me put out that torch across the street." Watch the PCs try to outshoot him and chuckle when they bull's-eye the town's guard captain. 790. The innkeeper has a 2-for-1 special for couples. He doesn't seem to care about how they couple (race or genderwise). The rooms are built for 2 but have only a single bed. |
| Johnny_Angel10-14-06, 09:16 AM | 791) The PCs enter the inn and find that everyone in the place sings everything like it's a musical. 792) Someone mentioned a Lumi Bartender earlier.... The Inn is owned by a group of Lumi Barbarians who hate lying to the point that they'll rage and slay someone for the slightest fib. 793) The PCs open the door to the inn and then....nothing, they wake up and realize that the whole previous adventure was a dream and they were actually captured by the BBEG. Now they have to escape his prison - Wolfenstein style! 794) The PCs are in need of an item to complete a quest; said quest is the first place prize of a disco dance contest held at the local inn. 795) The bartender/owner is a reformed Infernal. He wears a tuxedo and monocle. Whenever someone asks a question about the unusual artwork hanging on the walls, he responds by pointing at his monocle and saying,"I don't think you realize just how rich I am." 796) The town has recently been taken over by a very strictly moral LG religious group; as such, the town has become a "dry town." No alcohol, no gambiling, no wenches....All of the alcoholic drinks have been replaced by various milks and fruit juices; the only game allowed to be played is hopscotch, and the wenches have all been replaced with very bland looking wooden golems. |
| Kraleck10-14-06, 11:26 AM | Someone mentioned a Lumi Bartender earlier... *Hacks and coughs loudly before subtly raising hand* That would be me. Stupid sickness. 797. The inn is acting as a makeshift hospital. People are sick, dying, wounded, or any combination thereof. |
| Kraleck10-15-06, 08:21 AM | 798. The bar serves Hero's Feasts to anybody who can afford them. 799. The inn has a 2-for-1 group discount. The patrons pay twice as much for a room and their travelling companions get in for free. 800. The inn is leaky. The inn is built for aquatic and non-aquatic folk with salt-, fresh-, and no water accommodations. But lately there have been leaks in the water rooms and aquatic patrons have nearly suffocated in their sleep. Fortunately nobody has died...yet. 801. The inn holds orcish versions of bar and bat mitzvahs. 802. The bar is run by dwarves with fiery red hair who wear green attire. They celebrate everything about life and death with drinking. 803. The bar is run by surly dwarves who wear strange dress-like attire that has multiple multicolor lines running perpendicular to each other. The bar's specialty is... 804. ...saltwater boiled sheep's stomach filled with oats, onions, other sheep organs, and fat. And... 805. ...their local bard is overweight, exceedingly surly, and plays bagpipes. |
| Kraleck10-16-06, 08:06 AM | *Flatline tone* Clear! :bump: |
| darkhellion2110-16-06, 04:47 PM | 806. The PC's discover that everyone who enters the inn becomes child-like afterwards (meaning that they left the inn and reverted to the physical age of children for their respective races, sufferring the physical stat penalties). 807. The party unknowingly enters the "inn" (which is secretly run by Vecna or another evil god of Secrets) and relive their adventures, without gaining XP! (because they already did it, why would they get xp for their own inability to remember these things?) 808. The party's cleric (or druid) develops an incurable fixation with nudism and practices it, even in battle. ;) 809. The party leader becomes obsessed after being the only one to see a white rabbit (via Alice in Wonderland) scream obscenities at the party and the inn patrons. |
| Kraleck10-17-06, 10:47 AM | 810. There is a shortage of chairs in the bar. There are enough chairs for everyone, they have just become shorter. |
| Kraleck10-19-06, 11:06 AM | 811. The inn is full for the night. The PCs can get a room, but must leave before the inn starts eating patrons again (preferably munchkins and other problem players if they do stay). |
| Kraleck10-20-06, 08:46 AM | 812. The innkeeper commits suicide late every night, but keeps coming back to life each morning without the aid of magic. |
| Borne Of Hate10-20-06, 02:49 PM | 813.A bar patron comes up to the PCs table as they share drinks with others about their most recent exploits. The patron smacks the ale out of the hands of the fighter NPC and insights a barroom brawl. Once everything calms down, It is apparent that someone lies in a pool of blood on the ground..... this isnt the first time this month that there has been a casualty at the bar. Through a series of Ancient caverns a group of mind flayers surfaces on particularly busy nights via the cellar of the tavern. Charming NPCs and the bartender, the mindflayers use several methods to hide their tracks, such as telling the bartender exactly what to say: he 'saw' a person stab the dead person in the back of the neck during the brawl. |
| Borne Of Hate10-20-06, 03:02 PM | DM's NOTE: Discourage PCs from buying property in town. They spend a hell of a lot less time at the bar. |
| Amon_WinterfallIV10-21-06, 03:17 AM | 814: The Inn is run by a druid; all metal objects are left outside, including money. The Druid's assistant monkey, scoops up the money and takes it inside. The PCs will be forced to leave most weapons and armor outside. 815. The Inn is the result of a custom designed Epic Spell "Create Inn". The problem is that dispelling or disjuncting near or in the Inn physically damages it, while it repairs normal damage by itself. 816. The Inn doesn't have a door, instead, guests enter the Inn through magical trinkets. This means that the Inn is immediately next to any PC at any time. 817. The Inn is run by Male waiters, who hit on the females in the cantina; this gender reversal should be used sparingly. |
| Kraleck10-21-06, 05:06 AM | 818. The innkeeper and bartender have gemstones where their left eyes should be. These stones allow them to telepathically tell each other who might be trouble, who tips well, etc. Rumor has it that these guys worship Vecna, although they have never served evil causes. |
| Need_A_Life10-21-06, 04:41 PM | 819. The inn is built ontop of a dungeon, entry to the dungeon through the basement. Price for entry must be negotiated on a case-by-case basis. 820. The inn has a voluntary bouncer outside, you can either pay him a one time fee of 20gp and be allowed in at any time, or have him knock your brains out with his club (works great for districts where the law is inactive) |
| Kraleck10-22-06, 09:59 AM | 821. The inn is holding an insomniac contest. Winner receives a lifetime half price discount card. Losers get a half price room at the inn for a night. |
| Kraleck10-23-06, 08:32 AM | 822. The bar has a special on certain alcohols on certain days. The rival bartender from across town wants to know the prices so he can compete with this bar. |
| Kraleck10-25-06, 07:31 AM | Please don't kill this thread... :bump: |
| Kraleck10-27-06, 07:40 AM | This will be my final try, then I'm giving up... :bump: |
| Slightly_Unscrewed10-27-06, 06:04 PM | 823: The rogue's pants could fall down for no apparant reason. |
| Whisper_Swiftblade10-27-06, 08:45 PM | 824: nothing happens, the party goes in has a drink spends the night and leaves. No tricks, no catches and no supprising the players. |
| Grandpa Gamer10-28-06, 03:47 PM | 825. The inn is raided by the evil king's secret police in the middle of the night. |
| Makuya10-28-06, 06:05 PM | 824: nothing happens, the party goes in has a drink spends the night and leaves. No tricks, no catches and no supprising the players. That one was already used. 825 (the real one): A planar gate opens inside the inn, unleashing unusual creatures!! |
| Whisper_Swiftblade10-28-06, 06:13 PM | 236:the party discover that the in is built around a gelatinous cube theim, compleat with speicly made chairs, tables, lights, and just about everything elce that are made to look like gelatinouse cubes, not to mention that a large gcube name Sqishels McSqushieie that resides there it the inn's mascot.:gel: :gel: :gel: :gel: :gel: :gel: :gel: :gel: :gel: |
| Kraleck10-29-06, 05:13 AM | 827. The bar serves drinks in containers that are shaped like monsters. 828. The local bard is unusually shy when she's not performing. 829. Nothing in the bar is moving except the PCs. Upon further inspection, the patrons and bartender are stone statues. The PC bringing up the rear feels a tap on the shoulder... |
| xlivid11-21-06, 05:04 AM | 830. All wooden objects have been eaten away by worms 831. The inn is a place where all deities hang out. Brawls sometimes take place leveling everything within a 10 miles radius. Sometimes the kindom it resides in sends high level officials to cool down any conflicts... |
| Rising_Storm11-21-06, 07:24 PM | 832. The inn is a modern hotel that somehow got sucked through a portal to the astral plane and ended up in the D&D world. 833. A wizard runs the inn and offers several portals to various nice spots to go and relax(such as the beach). Only problem: they are one way portals. 834. Reverse gravity trap affects the entire Inn. Everyone is walking on the ceiling. 835. A group of NPCs are looking to start a game of poker but in advertidly they have a deck of many things... 836. The grim reaper is sitting and having a chat with the bartender... Very shortly the players realize they somehow ended up in the Infernal plane... 837. Lately patrons have been disapearing and the innkeeper doesnt seem too concerned. 838. There is a magical device that plays sounds in the barkeep. A character frequently hangs out leaning on it and once in a while hits it when the magical device breaks down to get it going again. 839. There is a sign outside that reads: Only cliche characters allowed! 840. Once the party has payed for their rooms and retire for the night, they discover that the doors lock inside out. In order to get out of their rooms they must pay for the room again (for the morning rental) or *ahem* do a favor for the innkeeper. 841. All patrons must submit to a proper ****** scrubbing before being allowed to lay down in the beds. 842. The rooms are filled with condiments. 843. It is winter and the windows are broken due to vandals. |
| Adrinor11-21-06, 11:54 PM | these things actually happened in my game, ahh, i'll never forget those nights at the lucky monkey. 844: all of the doors arcane lock themselves and people start dissapearing 845: a monkey takes your drink 846: someone loses all thier gold to the "lucky" rogue in a game of dragon's horde 847: an adventure starts and for my last one da-da-daaa! keep in mind that this ACTUALLY HAPPENED 848: two PC's start making out, for no reason. I guess Eladra was getting a little hot for goldenleaf. |
| syrinth06-09-07, 12:41 AM | *creeps out of crypt, black robes flapping in the winds* Klatu Verata Nicto! 849. The inn is run by a demon, the bars and stools are all made of some strange, organic fleshy matter. No one in the inn seems to mind.... 850. Upon entering the inn, everyone is turned into rabbits, when leaving the inn they regain their former shapes. 851. The inside of the bar has been enchanted with a mirage arcana spell which changes day-to-day to be either a scenic beach or a lush jungle etc. It's baaaaaack. |
| DarkflameX06-10-07, 12:37 PM | 852 bar servers only a new drink called 'red rum' |
| Tylkon06-10-07, 08:56 PM | One of my first real adventures in D&D happened in an inn. The owner agreed to let me (hexblade) and my partner (druid) stay at his inn for free if we took care of the "bug" problem in the basement. Well... My Hexblade was high on Cha and low on Int. Suffice to say, I didn't see the bugs until one fell on my head, taking half of my hp. In a frantic effort to try and kill them, I dropped my unlit lantern, spilling oil all over my feet. Well, the druid wasn't paying attention and set the puddle of oil on fire. As I ran up the stairs, screaming, and leaving fiery footprints on the wooden floors, I quickly caused a fire to rage out of control, causing all sorts of problems for the poor innkeeper as I burned down half of his livelihood. I then proceeded to blame it all on my teammate (rolled an 18 on my bluff!) which in urn got her banned from all of the inns in town... EXCEPT!!! For the cruddy one down by the swamp. In the morning, the druid was poisoned by breakfast. Seeing as how we had fallen into a trap, I proceeded to use "bluff" to make enough noise and talk in different voices, thereby convincing the guys waiting downstairs to kill us and take our stuff that not only were we okay, but we had company who liked to stomp around and yell about how sharp their swords were (nat 20 on that roll!). Ah good times. I'm not allowed in inn's any more. |
| EvanFrostheart07-31-07, 04:17 PM | I have a BBEG who is much like the Half-Life series "G-Man". His name is Hieronymus Sinistra. He does everything left-handed and make semi-frequent appearances. When the party attempts to pursue him he will make a turn into an area out of view then teleport away from the spot. He wears a full length, double breasted, navy coat. The two characters look essentially the same and I always give my party at least one chance to see him in every inn the enter. |
| Forfeit07-31-07, 05:12 PM | 855: An npc asks a player if he wants to do a bet on who can do the best by throwing missiles at a target. The npc lets the player go first, and then the NPC casts Magic Missiles, hit all of them and say: "I win". 856: http://www.deviantart.com/deviation/39361939/ |
| gixanthrax07-31-07, 06:16 PM | 857.) You hear rumbling noises in the cellar. 1 Minute later some goblins apear. followed by orcs. followed by hobgoblins followed by..... 858.) The sorcerer is upset becaus eof the beer-price and fireballs the landlord. 859.) An eldery man of noble appearance approaches you and offersa job. 860.) Some old soldier asks for people to play a game onsisting of on alternate turns taking one of 6 daggers and making a small cut on your forearm. The one being first to refuse taking another dagger has to pay all drinks for the other one... |