Green Dragon Inn
The Green Dragon Inn is more than just a tavern—it is a crossroads of adventure, danger, and opportunity. A night spent within its walls may bring you fortune, ruin, or a dagger in the back. But no matter the outcome, you’ll always have a story to tell.
A legendary den of scoundrels, sellswords, and adventurers, the Green Dragon Inn is a place where fortunes are made, secrets are sold, and blood is occasionally spilled. Located on Blue Boar Street, just off the Strip in Greyhawk’s River Quarter, the inn is a haven for those seeking work—legal or otherwise.
Weapons and armor are permitted (and often worn), making it one of the most dangerous yet welcoming establishments in the city. Fistfights are common, but lethal violence is discouraged—unless you’re willing to face the wrath of Ricard Damaris, the inn’s formidable proprietor.
The Atmosphere
- The dimly lit interior is illuminated by iron sconces and low-burning lanterns, casting long shadows over the scarred wooden tables and benches.
- Smoke from pipes and cheap torches creates a hazy mist that lingers in the air, adding to the inn’s ever-present sense of mystery.
- The massive bar top, thick and sturdy, bears countless carvings—some in Thieves’ Cant, some just the initials of long-dead drinkers.
- A large stone hearth dominates one wall, its flickering flames casting eerie light over the massive dragon’s skull mounted above it. Ricard claims it’s real—but his story changes every time.
The Clientele
- Adventurers fresh from the wilds, boasting of riches earned and comrades lost.
- Mercenaries and sellswords eye the notice board, seeking work that pays well and asks few questions.
- Thieves and cutthroats whisper in shadowed corners, their fingers weighing stolen coin.
- The Rhennee riverfolk treat the inn as a second home, their loud voices and wilder tales adding a dockside energy to the place.
- The occasional University student, either slumming for excitement or too lost to know better.
- City Watch patrols pass through only in groups, well aware of the dangers of the River Quarter.
Notable Features
- A rickety stage near the back hosts minstrels, bards, and drunken fools alike.
- A well-worn notice board by the entrance, filled with job postings, cryptic messages, and the occasional bounty.
- The back rooms—locked and heavily secured—are available for private meetings, but at steep prices and with absolute discretion.
The Sounds of the Green Dragon
- Tankards slamming against wooden tables, spilling ale with abandon.
- Dice rattling in shadowed corners, followed by groans or cheers.
- Laughter, boasting, and whispered deals, punctuated by the occasional thrown chair.
- The ring of steel—sometimes a warning, sometimes a promise of blood.
The Unspoken Rules
- You don’t ask too many questions. Talk only on your own terms.
- If you start a fight, you finish it. Ricard allows scuffles, but steel or magic will bring his wrath.
- Gold talks louder than honor. If you want help, pay for it—one way or another.
- Respect the staff. Any harm to them is a death sentence.
Ricard Damaris – Proprietor of the Green Dragon Inn
Age: 36
Height: 6’3”
Weight: 236 lbs.
Appearance: Thick black hair (shoulder-length), brown eyes, a triangular scar on his chin, and a missing fourth finger on his left hand.
Personality & Reputation
- Gruff but sociable, a devout follower of Olidammara, and a firm believer in boisterous but non-lethal brawling.
- Fistfights don’t concern him, but serious violence or magic use will make him personally intervene.
- If his staff is attacked, or he himself is threatened, he will not accept surrender easily.
- His wife, Florence, manages the books and food preparation, while his nine-year-old daughter, Clarissa, is a known terror with a penchant for screaming fits.
Adventure Hooks
Ricard as a Contact:
- Knows Greyhawk’s underworld better than most.
- Has connections with the Rhennee, thieves, and riverfolk.
- Might let slip a rumor about zombies being smuggled out of the city.
- Could hint at strange dealings in the sewers, overheard from drunken workers.
Possible Hooks:
- Ricard’s bratty daughter is kidnapped, and he needs the PCs to rescue her.
- A Rhennee noble holds a grudge against a PC after his wife flirts with the wrong adventurer.
- An NPC adventurer offers the party a mission tied to Lady Valderesse Sham of the Shield Lands .
The Staff
Gulthen (Evening Bartender)
- A bald, muscular man with an open ear and a heavy pour for good tippers.
- Likes to point out attractive patrons or warn about tough customers.
Dendra (Day Bartender)
- A thin, sarcastic woman with gray hair tied back in a multicolored cord.
- Doesn’t care for small talk and is growing tired of the job’s chaos.
Tolenn Tolan (Night Cook)
- A dark-skinned refugee from the fallen Duchy of Tenh.
- Fiercely proud of his cooking and quick to berate disrespectful patrons.
Mevissin (Day Cook)
- An older woman, fiercely loyal to Ricard.
- Lost a nephew in Castle Greyhawk and warns adventurers against going there.
Barmaids:
- Bethel – Young and hardworking, always dreamed of being an adventurer.
- Birgit – Chatty and friendly, remembers every regular’s name.
- Lindara – A beautiful former brothel worker, not afraid to slap an unruly patron.
- Evessa Gale – A sharp-witted half-elf, beloved by all and highly paid for her charm.
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