The Rusty Lantern inn
The Rusty Lantern Inn is a lively gathering place for adventurers, travelers, and locals in Ardev. Its sturdy wooden structure is adorned with a rusted lantern hanging above the entrance, casting a warm glow over the cobbled street. Inside, the atmosphere is boisterous, with the hum of conversation, clinking glasses, and occasional bursts of laughter or argument. The inn offers hearty meals, cheap ale, and a few private rooms for those willing to pay. It's a hotspot for gossip, rumors, and job offers, where visitors can easily find a new quest or a dice game to join.
Mara Daskel (Innkeeper): A former adventurer with a scar running down her cheek, Mara is tough and no-nonsense, but she has a soft spot for those down on their luck. She knows all the town gossip and might slip the party a tip or two if they earn her trust.
Grigg Stoneshot (Dwarven Gambler): A regular at the inn’s dice games, Grigg claims to have lost a fortune gambling on a failed mining venture. He’s always looking for the next big bet, and he might have information about hidden treasures or dangerous local rivals.
Elara Ven (Bard): A half-elf bard who sings for her keep at the Rusty Lantern, Elara has a repertoire of songs and tales from all across Khorvaire. Her stories might contain clues about local legends, or she might need help dealing with a stalker who’s become obsessed with her performances.
Karn Duskwalker (Mysterious Traveler): A pale man dressed in dark robes, Karn keeps to himself in a shadowy corner of the inn. He’s rumored to have ties to the Mournland, and his interest in ancient relics suggests he might have hidden knowledge or dark secrets that could be dangerous to uncover.
1. A Mysterious Stranger:
A cloaked figure sits in a shadowy corner, watching the adventurers intently. After some time, they approach and offer a job—investigating a nearby ruin or delivering a package to someone outside of town. They refuse to reveal their identity and disappear as soon as the deal is struck, leaving behind a small down payment.
2. Tavern Brawl:
Tensions run high between Brelish locals and goblinoid visitors from Darguun. One evening, a loud argument erupts into a full-blown brawl. The party might get swept into the fight, need to break it up, or use the chaos as a distraction to follow someone or retrieve an item unnoticed.
3. Rumors of the Mournland:
A veteran adventurer, well into his cups, tells wild stories about what he’s seen in the Mournland—moving shadows, an ancient warforged titan, or a village of ghosts. He might be dismissed as a drunk, but there’s a chance that one of his tales holds a kernel of truth. Investigating the stories could lead to hidden dangers or unexpected treasures.
4. A Job Board:
A board near the bar lists various tasks and jobs for adventurers. Current postings might include:
Escort Needed: "Protect a caravan heading to the border—danger pay included."
Lost Pet: "My blink dog ran off into the woods. Reward if found alive."
Wanted: "Bandits have been harassing trade routes; eliminate or drive them off for a reward."
5. Gambling and Card Games:
Regulars play a dice game called Dragonscales, where travelers and locals bet coin on their luck. Adventurers might overhear a juicy bit of gossip from other players or win (or lose) a significant amount of gold. One of the gamblers might become aggressive if he thinks the party is cheating, leading to a tense confrontation.
6. A Merchant’s Warning:
A merchant, clearly rattled, warns the adventurers about increased bandit activity on the road to the Mournland or Darguun. He mentions seeing strange creatures lurking in the shadows and is willing to pay for an escort back to safer parts of Breland.
7. A Drunk Confession:
A local drunk stumbles over to the party’s table and starts confessing to a crime he witnessed or committed—perhaps something as small as cheating someone out of money, or something more serious, like knowing the location of a hidden grave with a dark secret. His slurred ramblings might point to a larger mystery.
8. A Rival Adventuring Party:
Another group of adventurers arrives at the Rusty Lantern, boasting loudly about their latest success. They may view the party as competition and challenge them to a game, a duel, or a race to recover a local treasure. Alternatively, they might be sources of information, willing to trade knowledge about the region for a price.
9. Poisoned Drinks:
A shadowy figure slips something into the party's drinks when they aren’t looking. If the adventurers fail to notice, they may start to feel woozy or pass out, waking up later in a storage room with their valuables missing. This could lead to a chase through town to recover what was stolen.
10. A Local Celebration:
The inn is unusually festive, celebrating a local holiday or successful trade season. Games, music, and dancing fill the Rusty Lantern, and locals share stories with the party. Amidst the celebration, a thief or assassin might try to blend in with the crowd, targeting the adventurers or someone else at the inn.
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