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| Donnavin Snowolf04-28-04, 09:54 PM | I thought it'd be interesting to put out an idea I came up with recently for DMs needing a good road-side tavern. The Burning Bar is excellent for a lone, safe Inn in the middle of bandit territory. The Burning Bar The building stands two stories tall. Its brick. The window shutters are open, but the door is closed. A sturdy beer mug painted sign stands to the side of the road with an extra plank nailed onto the bottom reading "Bandits NOT Welcome." The name of the building hangs on another sign above the door, neatly embossed as "The Burning Bar." Inside are seven round tables with five chairs each, the floor is made of wood. Against the far wall is a fireplace with a tiny flame burning happily on a few coals. A tidy bar sits to the left and a bearded, middle-aged man with a gold stud in his right ear leans against the wall behind it. Next to the bar is a door, which from the smell leads obviously to the kitchen. Two barmaids shuffle in and out, bearing good-sized steaming meals. On, an elf, is rather tall and lithe with a pleasant chin. The other, a dwarf, is average size but walks lightly and grins to the Innkeep whenever she passes-by. In the kitchen itself is a third dwarf, slightly ltaller than the first but rounder as well and bears all the signs of being a cook. To the right is a set of stairs an another door, presumabley the bathroom. Upstairs is a hallway ending in a heavy door with two doors on the right and three on the left. The common room sits in on the right side, bearing 12 beds in pairs of 2 and a chest at the foot of each. The three doors on the left lead to private rooms, each with a sturdy lock. The first room is nicely furnished, bearing a soft bed and smooth sheets. The second and third rooms are similar, save that they both have two beds. The room at the end of the hall belongs to the Innkeep and his three servants. It has three beds, one of which is large and similar to the private rooms, while the other two look newer and slightly out of place. Decorations are subtle but pleasant. A desk holds all of Mathias's paperwork (except the deed, which is in the closed) and is topped by a crystal ball and a few books. Two closests hold all four workers personal belongings. The door has two locks, the first of which is solely on the inside, while the second is a deadbolt with room for a key. The Staff Mathias Stormrow maintains ownership of the Burning Bar. He cleans and solely tends to the financial and logistic aspects of ownership. He holds a number of deals with friends in the cities on either end of the road his little Inn lies on. He is for all intensive purposes a well off man. His earing is a magical item which allows him to spot invisible creatures. Mathias is canny and a good judge of people, and well informed of the bandits in the area. Information which he gladly and impunitively shares with all his travellers, offering them good and fair warning before the head out. Mathiais is on excellent terms with all of his employees, and has a semi-regular rotation of who occupies the third bed (besides him). The elven barmaid is Ielenia Amanodel. She is contrastingly dutiful and whimsical, serving tenants dilligently and singing for crowds at Mathias's request. She came under his employment when she could not properly pay for rent and offered to work instead. She has paid off her debt, but remains earning a wage. She enjoys Mathias's and Deisa's company, but rarely gets more than a harumph from Hlin. Ielenia only occupies Mathias's bed every so often and is well informed as to the nature of the Burning Bar. Deisa Ungart shares serving duties with Ielenia. She arrived at the Burning Bar a few days after Mathias took owndership. Looking for work and weary of bandits Deisa took the an open serving position after one barmaid left with her soldier husband. A year later she was the only serving girl, the other driven off by bandits after a return from the city. Deisa is the most attatched to Mathias, privy to his deeper understanding of the Burning Bar and his bed. She is an unusual dwarf, light on her toes, amiable, social, and pleasant to look at. She has something of a halfling's disposition. Deisa is also a dangerous lady. She has considerable skill with blindsiding people, and with her skill and the Burning Bar's innate nature bandits and customers are kept well in check. Deisa keeps a sap hidden in her bra and a knife in both her boots. The kitchen staffed, organized, and run solely by Hlin Holderhek. The dwarf reminds people regularily of the races stereotype. She is dour, grumpy, and fearless. She has worked with Mathias since he took over the Burning Bar, and is fully aware of its workings. She doesn't deal in the financial workings of Mathias, but keeps him fully aware of her logistical needs. Her cooking is admirable, certainly better than normal Inns. Hlin has a permanent bed, much like Mathias, save that it is never occupied by the other three workers of the Burning Bar. Hlin is dutiful, hardworking, and focused. The Building The Inn itself is a magical building, constructed by a Sorcerer with an affection for fire. Seeing his opportunity to own the only safe haven on a dangerous road he set to work, building, supplying, and enchanting the building. Its magical properties remain and are a sufficient deterence to banditry and outlaws. The Burning Bar is similar to a Magical item and carries magical enchantments that benefit both the owner of the building and the building itself. Burning Bar -At will the owner may activate or deactivate two fires and control their temperature within 10 degrees Celsius (to a max of 140) . These fires are in the fireplace and in the Kitchen fireplace. -2/day the Legal Owner of the Burning Bar may use Burning Hands as a 3rd level caster originating anywhere inside the building with the following modifications. The effect is a cylinder instead of a cone, Ref save 18 for half, and the effect does not damage the Burning Bar or its furniture (the furniture or belongings of tenants is still vulnerable. -1/week the Legal Owner of the Burning Bar may activate a Fireball that fires from the exterior of the building as a 10th level caster. As with the Burning Hands effect, this Fireball cannot damage the Burning Bar (or its sign). -The Burning Bar (and it's sign) has Fire Resisitance/13 and cannot be ignited by mundane fires (that, and its made of brick). -The Crystal ball in Mathias's room can scry at the behest of the Legal Owner of the Burning Bar anywhere within the Inn and 60 feet away from it without making any check or requiring any spellcasting ability. -To anyone viewing the Burning Bar under the effects of Detect Magic the building appears to be completely aflame. Moderate Evocation and Conjuration, CL 13th, Craft Wonderous Item, Burning Hands, Fireball, Resist Elements [Fire], Scry, 35,000 gp, 400 XP. Mathias also paid to have a Permanent Alarm (Mental) in a 10 foot radius surrounding the Inn. NPC Stats Mathias Stormrow Neutral Good Human Exp6/Rog 1 Str 12 +1, Dex 9-1, Con 12+1, Wis 15+2, Int 15+2, Cha 14+2 Attacks: Dagger +5, 1d4+1 Init +3 AC 9 Saves: Frt +3, Ref +3, Wil +7 Skills: (Expert Skills: Appraise, Bluff, Diplomacy, Gather Information, Knowledge: Local, Listen, Profession, Search, Sense Motive, Spot) Appraise +6, Bluff +11, Diplomacy +18, Gather Information +15, Knowledge: Local +11, Listen +10, Profession: Innkeeper +12, Search +11, Sense Motive +14, Spot +10 Feats: Improved Initiative, Investigator, Negotiator, Skill Focus: Profession Innkeeper. SA: Sneak Attack +1d6, Trapfind Possessions: Deed to The Burning Bar, Earing of See Invisibiliy (9,000gp), Dagger, Various Papers and Forms, 650gp, 200sp, 350cp (in chest). Ielenia Amanodel Chaotic Good Elf Exp1/Brd 3 Str 8 -1, Dex 16+3, Con 10+0, Wis 13+1, Int 12+1, Cha 16+3 Attacks: Unarmed +1 1d3-1 (non-lethal) Init +7 AC 13 Saves: Frt +1, Ref +6, Wil +5 Skills: (Expert Skills: Bluff, Diplomacy, Escape Artist, Listen, Perform, Profession, Sense Motive, Spot, Use Rope) Bluff: +10, Diplomacy +14, Escape Artist +5 (+2 to escape ropes), Listen +10, Perform: Song +13, Perform Dance +13, Perform: Wind Insturments +8, Profession: Barmaid +4, Sense Motive +8, Spot +5, Use Rope +5 (+2 to bind someone) Feats: Improved Initiative, Skill Focus: Perform: Dance, Skill Focus: Perform: Song SA: Bardic music, Bardic knowledge, Countersong, fascinate, inspire courage +1, Inspire Competence SQ: Spells Spells Known/Day: 0th3/1st1 0th Dancing Lights, Lullaby, Mending, Message, Prestidigitation, Summon Instrument 1st Charm Person, Hypnotism, Sleep. Possessions: Dagger, Performer's (dancing) clothes, Flute, Leather, 35gp, 10sp, 10cp. Deisa Ungart Chaotic Good Dwarven Rog 6 Str 11 +0, Dex 16+3, Con 12+1, Wis 14+2, Int 14+2, Cha 14+2 Attacks: (MW) Dagger +5 1d4+1, Sap +4 1d6+1 (Non-lethal) Init +7 AC 13 Saves: Frt +3, Ref +8, Wil +4 Skills: Bluff +11, Climb +5, Diplomacy +15, Hide +11, Intimidate +12, Listen +11, Open Locks +10, Profession: Barmaid +7, Sense Motive +11, Sleight of Hand +14, Spot +10, Tumble +8 Feats: Improved Initiative, Weapon Finesse, Quickdraw. SA: Sneak attack +3d6, Trapfind, Trapsense +2, Evasion, Uncanny Dodge (Dex to AC) Possessions: Sap, Dagger x2, Lockpicks, Studded Leather, 2 Fine Locks, 56gp, 20sp, 5cp. Hlin Holderheck Lawful Neutral Dwarven Com 5 Str 15 +2, Dex 8-1, Con 16+2, Wis 14+2, Int 11+0, Cha 7-2 Attacks: Cleaver (battleaxe) +5 1d8+2 20x3, Frying Pan (light mace) +4 1d6+2 20x2 Init -2 AC 8 Saves: Frt +4, Ref -1, Wil +5 Skills: Profession: Cook +13, Profession: Innkeeper +6, Knowledge: Nature +2 Feats: Iron Will, Skill Focus: Profession: Cook, Simple Weapon Proficiency Possessions: Cleaver, Pans and Pots, Various Spices & Foodstuffs, 34gp, 13sp, 20cp. Let me know if you find anything missing, wrong, or in need of expansion. This is after all merely a place, devoid of plothooks or adventures. |
| Donnavin Snowolf05-02-04, 02:01 AM | bomp |