Elfsong tavern Building / Landmark in Not Forgotten Realms | World Anvil

Elfsong tavern

Знаменитая таверна во Вратах Балдура

Despite its rough-and-tumble clientele, this tavern is one of the most popular in Baldur's Gate. At infrequent and seemingly random intervals, a disembodied elven voice cuts through the crowd, its song haunting enough to magically dim the room's lanterns and make even the bar's most hardened customers weep.   From time to time, the disembodied voice of a female elf fills the tavern with a melancholy song, giving the establishment its name. The ballad isn’t loud enough to disrupt conversation, but most patrons stop speaking when the elfsong begins, then resume only after it ends. Many customers frequent the tavern in the hopes of hearing it. Those who speak Elvish can understand the lyrics, which lament an unnamed lover lost at sea. No one is sure how the spirit came to haunt the tavern, just as no one can predict when it will sing again.   Alan Alyth, the tavern’s current owner and proprietor, is a neutral half-elf commoner with darkvision out to a range of 60 feet. Alan recently turned seventy-five years old and has run the establishment for decades. His elven blood through his half-elf mother has kept him alive this long, and keeps him looking better than most full-blooded humans his age. He runs a moneylending business on the side, offering loans to customers he trusts. He rarely gives loans to adventurers, knowing how flighty they can be, but he might offer them a free glass of elverquisst wine if he thinks it’ll keep their swords sheathed (see the “Taverns in Baldur’s Gate” sidebar).  

Tavern Patrons

 
  • Skrawldar Fane (neutral human commoner), a punch-drunk shipwright with no eyebrows
  • - Lala Stout (neutral evil lightfoot halfling spy), a scar-faced burglar flipping a coin
  • Oloric Witmirth (neutral good human commoner), an impoverished playwright who scribbles his private thoughts and observations in a small book
  • Whaul Nightley (neutral half-orc thug with darkvision out to a range of 60 feet), a jovial, strong-jawed rat-catcher with a bellowing laugh
  • Rahima Sajiressa (lawful neutral human acolyte of Savras, god of divination and fate), a gregarious astrologer who loves to gamble
  • Willow Brownbug (neutral good strongheart halfling druid), a snooty apothecary wearing a colorful cape
  • Tarina (neutral evil human female bandit), double agent of Flame Zodge in Guild
  • Baldur’s Bones

      Baldur’s Bones is a popular dice game in the taverns of Baldur’s Gate. Each player requires several six-sided dice. The rules are as follows:   Each player puts the agreed ante in the pot.   Each player rolls three dice. Play then proceeds clockwise around the table, with the host of the game going last. On their turn, a player can choose to “stand” or “roll.” If the player stands, the next player can take a turn. A player who rolls takes an additional die and rolls it. If the total of their dice exceeds 21, they “bust” and are out of the game. Otherwise they can keep rolling additional dice until they either stand or break. After everyone has had a turn, the highest point total (excluding players who busted) wins the game and takes the pot.  

    Locations in Tavern

     

    E1. Taproom

      Alan Alyth tends bar while two young men (human commoners) named Falten and Yimiur take orders, deliver drinks and food to tables, and joke with the clientele. Flanking the entrance are two bouncers: a suit of animated armor called Klank and a gruff female half-ogre named Skoona. Both are here to protect the other staff members, not the patrons, and won’t break up a fight unless a staff member is involved.   Well-armed patrons (commoners and thugs mostly) huddle around tables in the main room and in private booths. Three padded chairs are angled toward a fireplace on the east wall, underneath the creaky wooden staircase that climbs to the second floor. Some drunk is usually passed out on the couch against the north wall. Next to the couch sits a wooden sea chest that contains an assortment of games (Dragonchess boards, well-used decks of Three-Dragon Ante cards, and so on).

    E2. Lounge

      Although smoking is allowed anywhere in Elfsong Tavern, this lounge is a favorite hangout for members of a local smokers’ club called the Puffer Fishers. Most of the club members are local fishers and crab catchers.

    E3. Private Dining Room

      This room is called the Green Dragon Room for the mounted head of a young green dragon that hangs on the south wall.  

    E4. Storage Alcove

      Crates of fruit, barrels of fresh water, and casks of syrup and oil are kept here.  

    E5. Storeroom

      This room contains crates of foodstuffs and spices, in addition to cleaning rags, brooms, broken chairs, and tools for repairing furniture.  

    E6. Kitchen

      Alan Alyth employs three cooks (commoners) to prepare meals: a cheery strongheart halfling executive chef named Chenna Fatrabbit, a testy human sous chef named Azar Valsheem, and a blind human pastry chef named Klav Martilmur. They work from highsun to midnight. Their specialties are fish cakes, crab cakes, a thick cheese-and-potato soup, and loaf pudding soaked in syrup and decorated with lightly salted almonds.  

    E7. Upstairs Dining Room

      Lit lanterns hang from the rafters in this windowless room. Rugs cover the wooden floor and help dampen the noise from drunken patrons gathered around two large tables, eating and playing games of Baldur’s Bones.  

    E8. Private Dining Room

        This room is called the Umber Hulk Room after the mounted head of an umber hulk hanging on the east wall.  

    E9. Fancy Guest Suite

        This room is currently unoccupied, and its door is locked. In addition to a key he loans to guests, Alan has a master key that unlocks the door. Picking the lock requires thieves’ tools and a successful DC 10 Dexterity check.   The richly appointed room contains velvet curtains, framed paintings of ships, a canopied bed, a night table, a sea chest, and a wardrobe. The door to the west opens up to a private dining room.  

    E10. Private Dining Room

      The mounted head of a displacer beast hangs on the east wall near a small armoire to inspire this area’s name: the Displacer Beast Room.   E11. Large Guest Room   This room contains an unusual guest: a sahuagin priestess named Oshalla. She wears a cloak made from fishing nets, and speaks Common and Sahuagin. She was exiled from the depths for plotting a coup against her king.   Oshalla keeps to herself and has her meals brought to her three times per day. The door to her room is locked, and she wears the key on a cord around her neck. Alan has a master key that also unlocks the door. Picking the lock requires thieves’ tools and a successful DC 10 Dexterity check.   In addition to a bed, night table, and chest, this room contains a desk, a chair, several paintings of coastal and underwater scenes, a portable bathtub, and a ten-foot-long, eight-foot tall bookcase that holds Oshalla’s collection of trinkets collected from the ocean (shells, barnacle-covered skulls, and the like). Oshalla doesn’t allow the tavern staff to clean her room or refresh the water in the tub, so both are filthy.   Treasure. Characters who search the desk drawer find a sharkskin pouch containing 66 gp and 49 sp, which Oshalla uses to pay for food and shelter. Resting against the south wall is a small wooden chest that contains a shrine to Sekolah, the shark god worshiped by sahuagin. The chest’s interior is lined with shark teeth and contains a 5-pound coral sculpture of Sekolah with red pearls for eyes (worth 250 gp as an art object).  

    E12. Plain Guest Rooms

          The doors to these two rooms are locked. In addition to keys he loans to guests, Alan has a master key that unlocks both doors. Picking either lock requires thieves’ tools and a successful DC 10 Dexterity check.   Each room contains a cozy bed, an empty wooden chest, and curtains on the window.  

    E13. Alan’s Bedroom

        Alan carries a master key that unlocks the door to his private bedroom. Picking the lock requires thieves’ tools and a successful DC 15 Dexterity check.   Alan’s room contains a bed with an ornate iron frame, a claw-footed chest, a night table, and a wardrobe. Splayed out on the floor in front of the wardrobe is a rug of smothering that attacks anyone other than Alan who steps on it or opens the chest.   Treasure. The chest’s interior is divided into three equal-sized compartments containing 91 gp, 176 sp, and 288 cp, respectively. Alan uses this money to pay his staff and maintain the tavern.

     
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    Owner

      Alan Alyth, half-elf, seventy-five years old 

    STAFF

      Falten   Yimiur   Skoona, half-ogre female neutral bouncer   Klank, suit of animated armor   Chenna Fatrabbi, cheery strongheart halfling executive chef    Azar Valsheem, a testy human sous chef,    Klav Martilmur,a blind human pastry chef.    Chefs work from highsun to midnight. Their specialties are fish cakes, crab cakes, a thick cheese-and-potato soup, and loaf pudding soaked in syrup and decorated with lightly salted almonds.
    Тип
    Pub / Tavern / Restaurant
    Является частью

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