Drunken Treasure Building / Landmark in Toriel | World Anvil

Drunken Treasure

The Drunken Treasure makes an impression, it is almost as luxurious as the average noble's castle, fitting, as it is a castle from the Orrin era. Frequented by both oceanic travelers and occasional surface-dwellers.  

Description

The tavern's primary structure is a castle with one large central tower and four smaller, slimmer tower at each corner. Many of the guest rooms are shown as being self-enclosed on the map. Rather than havving traditional doors or passageways leading from within the main structure, all are accessible by exterior windows or portholes. Some guest rooms have attics, allowing more room for larger parties.    

First Floor

A0. The Open Ocean

The first place visitor arrives at is, naturally just outside the Drunken Treasure's walls. Stationed around the main entry to A1 are two Merfolk scouts. The merfolk are always watching for larger threats. If need be, they can also make quick contact with Gergi, the healer-on-staff.  

A1. The Tavern Area

THe searing and service of the Drunken Treasure is cunningly designed to resemble surface-dweller tavern, without having things floatting willy-nilly throught the room. The tables and chairs are either carved entierfly from stone, or, if they are made from wood, have weighed legs to ensure they stay put. Every dish comes covered with a weighted lid to keep food from floatting away and being scooped up by the wild sea life that is constantly swimming about. There is not much in the way of silverware, as merfolk tend to tear into their food with their teeth of beaks, but knoves are tethered to the table and heated at each place setting if needed. Sep Zittel, the Triton bartender, will eagerly great any newcomers. He is accompanied by a mix of merfolk and intelligent sea creatures. who act as servers.   Since all the food at the Drunken Treasure is served raw, food preparation mainly consist of cutting and arranging. Most of the food is delivered fresh each day through a window by the bar. Cabinets keep the various covered plates and serving dishes from floating away. Guests are permitted to go fishing during their stay, and then their food can be prepared fresh for them for a small fee.  

A2. Coral Chamber

The coral chamber listed on each floor are all part of one enormous tower room stretching from ground level to the very top of the tower. There are mechanical apertures that can separate each segment of the chamber. Creature can swim through the chamber freely. There are ledges around each floor's aperture, allowing for the staff to conduct business in them.   Located on the base of the Coral chamber, this room contains the bulk of the spongy coral.   Any fire released in the chamber will rapidly consume flammable objects, deal double the normal fire damage, and potentially kill the coral.  

A3. Vacant Guest Room

One of the many, many perks of staying at the Drunken Treasure is the private entrance to most of the guest rooms. Fitted with lockable (DC 15 to pick) porthole-style doors as well as reinforced windows, they offer a lovely view of the sea outside, while providing a secure place to rest. The rooms are all circular and spacious, as furniture can be spread over multiple levels, notjust on the floor. The focal point of the room is a large clamshell bed, which can be left open or closed, depending on the inhabitant's preference for floating or not while asleep. There are also netted hammocks available to attach to the walls and ceiling of the room. Pets are welcome, with various nook available for different sizes, from lobster to large octopi.  

A4. Restroom

While using the facilities underwater can be unerving at first, the restrooms at the Drunken Treasure are similar to those on land. One must be prepared not to be alone, as various bottom-feeding fish skim about constantly, keeping the area immaculate. Soapstones are available for scrubbing, and there's no shortage of water.  

A5. Dolores' Room

As elaboratly embroidered sign on the door reads "I LOVE DOLPHINS". Entering the room reveals that this is indeed the case for its resident. Paintings and figurines of dolphins abount in this room, all brought by Dolores Artio. There are plenty of live dolphins milling around, coming in and out of the open windows at all hours.   Dolores claims to be able to talk with them as easily as any humanoid, but she prefers to translate in the privacy of her own room, as most merfolks believe dolphins (like other non-humanoid creatures) only communicate in images and feelings in place of a spoken language. A trink (with pictures of dolphins carved all over it) contains 3d8 gold coins, travelers clothing, and 2d8 botles labeled "Dolphin Chat" Consumming the liquid in one of these bottles grant the effects of speak with animals for 1 hour. Dolores is unsure if it works for other animals, but from her perspective, who would want to talk to another animal if there are dolphins around?  

A6. Kernel

The Drunken Treasure is a pet-friendly tavern and this provides space and care for undersea friends.. common companions including crabs, lobsters, sea horses and quippers here are given top-notch care, and are heavily monitored to make sure they are not eaten by another pet or a tavern guest. The kernel keepers, two merfolk men, adore their charges. However, they have recently noticed the creatures becoming upset and anxious in the hours leading up to a large creature being spotted in the vicitnity of the tavern.  

Second Floor

B1. Light Theater

This room houses the main entertainment of the Drunken Treasure, an aquatic light and Illusion show. Here, various sea creatures, humanoid and otherwise, come to display their bioluminescent talents to the patrons so they may marvel at the amazing abilities. Regular displays involve complete darkness, followed by faint lights that are soon revealed as either small frys or large deep-sea hunters. Others feture contests of agility lit by glowing coral, or equally vibrant storytelling.   Guests who like a challenge or pride themselves on their observational abilities can try their luck spotting the various creatures before they are revealed. Other guests enjoy betting on the outcomes of contests.  

B2. Coral Chamber, Research Lab

This room is devoted to Malah's coral experiments. She often has quesitons about land plants and how they clean air for humanoids and animals.  

B3; Polyp and Plankton's Room

The room houses the seahorse wranglers, Polyp and Plankton. It is filled with the trappings of those more accustomed to staying in the open sea, as well as plenty of equipment for riding and aiming giant seahorses. A loose ledger in the room can be found, which reveals with frequently charged for the medical care of people injured during giant seahorse lessons.  

B4. Observatory

This repurposed guest room offers an astounding view behind the Drunken Treasure. It has one particularly lare, convex window made from reinforced glass that enables one to see more of the ocean than anywhere in the tavern. From here, guests can sometimes see a very large, multi-tentacled shadow far away.   This room is most often empty, save for the occasional guest calmly enjoying the view.  

B5. Jake Redbeard's Room

Jake Redbeard has been staying continuously at the Drunken Treasure longer than anyone, and this room shows it. More like a hime than a tavern room, it is filled with various trunks of clothing and souvenirs from his life of sailor. There is a set of carving tools on the table and other things of the sea. The largest work in progress show the Drunken Treasure itself, with a very large octopus-like creature attacking it.   There is an unlocked trapdoor in the ceiling that leads to the attic room (C5).  

B6. Vacant Guest Room

One of the many, many perks of staying at the Drunken Treasure is the private entrance to most of the guest rooms. Fitted with lockable (DC 15 to pick) porthole-style doors as well as reinforced windows, they offer a lovely view of the sea outside, while providing a secure place to rest. The rooms are all circular and spacious, as furniture can be spread over multiple levels, notjust on the floor. The focal point of the room is a large clamshell bed, which can be left open or closed, depending on the inhabitant's preference for floating or not while asleep. There are also netted hammocks available to attach to the walls and ceiling of the room. Pets are welcome, with various nook available for different sizes, from lobster to large octopi.   There is an unlocked trapdoor in the ceiling that leads to the attic room (C6).  

Third Floor

C1. Room of Lost Treasures

This room is dedicated to artifacts of the Orrin era and of the humans that once inhabitated this castle. It is filled with display cases and frames showcasing the items. Small plaques by each one list their hypothesized uses, which are often humourously incorrect, both in name and function. There are musical instruments filed as medical implements, precious jewels described as children's toys, armor as dishes... the list goes on and on. There are two historians (merfolk) who work in the tavern with an interest in correctly labeling all these items, and they often request help from visitors from the surface. THe treasures range from the completely mundane (which are often locked up the most securely) to the rare and valuable that may not be recognized as such by the owners. There are 3 (1d4+1) trained reef sharks patrolling this area, so thieves may want to reconsider liberating any of the items.  

C2. Coral Chamber

In addition to the mass of coral that grows through out the chamber tower, Malah has small potsof new types of coral growing here under special lights provided by bioluminescent plant life. This chamber is devoid ofseaweed, and guest are checked beforebeing allowed to enter.The Electric Eel Security Team - 6(2d4+2) electric eels, patrols this area, watching the experimental corals very closely. If anyone other than Malah touches them,on purpose or accidently the electric eels will attempt to deal a "warning shock"/ If attacked, they will swarmthe offender.  

C3. Hansca's Room

Hansca always requests this room during her stays, as it connets by a small bridge to the Room ofLost Treasure. She often will borrow item from the Roomof Lost Treasures to make notes and sketches to further study of humans. Her room is filled with the usual furniture, as well asnumerous trunks and bags filled with personal items, clothing, notebooks, and a few human artifacts that have, for the most part, incorrect descriptions.She has one particularly thick book, decipherable with a DC 14 Intelligence (Investigation) check, that implies that her favored theory is that the castle was from a land called "Atlantis".   There is an unlocked trapdoor in the ceiling that leads to the attic room (D3).  

C4. Vacant Guest Room

One of the many, many perks of staying at the Drunken Treasure is the private entrance to most of the guest rooms. Fitted with lockable (DC 15 to pick) porthole-style doors as well as reinforced windows, they offer a lovely view of the sea outside, while providing a secure place to rest. The rooms are all circular and spacious, as furniture can be spread over multiple levels, notjust on the floor. The focal point of the room is a large clamshell bed, which can be left open or closed, depending on the inhabitant's preference for floating or not while asleep. There are also netted hammocks available to attach to the walls and ceiling of the room. Pets are welcome, with various nook available for different sizes, from lobster to large octopi.   There is a hidden trapdoor in the ceiling, revealed upon a successful DC 15 Intelligence (Investigation) check. It is locked from the other side, but can be opened with a successful DC 16 Dexterity (Thieves' Tools) check. Itleadsto the attic room (D4)  

C5. Attic of Second Level Guest Room (B5)

This attic is connected to Jaked Redbeard's room. It is filled with numerous trunks and a hodepodge of various personal items, many of them looking rather the worse for wear after a long Time underwater (hiw copy of Bounty Isle is in a very sorry stateĆ . Upon a thorough investigation (DC 12), the party will find several maps and documents describing and ancient empire.  

C6. Attic of Vacant Guest Room (B6)

Accessible only from the Vacant Guest Room (C6).  

Top Floor

D1. Menon's Office

Menon is usually milling around the tavern, making sure things are working smoothly and the guests want for nothing, but he sometimes likes to retreat to his office. This fascinating room contains various sketches of the castle during its excavation, row upon rows of floor-to-ceiling cabinets on one wall, and an elaborate rolltopdesk with numerous compartments. A successful search of the filing cabinets yields information on the tavern employees,regular guests, and a very thick file with two works on the label"LURKING SHADOW". it details all the encounters the Drunken Treasure has had since its launch with a large beast. Reading through it one realizes the Drunken Treasure has being stalked or, in rare instancees, openly attacked, by a monster. These attacks have been harrowing, yet oddly uneventful with a total Death toll of three offer the tavern's entire history.   The office holds records from the original excavation of the castle. There are stone tables that, judging by the notes, Menon was unable to decipher, but a DC 20 Intelligence (History) check shows that the castle was once owned by a lord named Atlas. A small bag in the room contains 3d8 ancient silver coins, deemed worthless by Menon because they have tarnished with time.  

D2. Coral chamber

This coral chamber extends up two more stories beyond level 4, but the only thing of interest here is more of the spongy coral growth, so thick there is barely room to enter the chamber. People are discouraged from going up into this area, as that is where the newest coral grows, and it can be very sensitive. The smallest touch can disturb the coral and set back anticipated growth for years. Malah has an alarm set that will call the electric eels that frequent C2, if anyone enters the room, and a single eel will attack anyone who touches the coral via shock. Refusal to leave after an initial shock will result in full combat, until the eels are defeated or the intruders are unconscious.  

D3. Hansca's Attic Room

Accessible only from Hansca's guest room (C3) below, this room is crammed with various artifacts from the human world that have not yet made it to the Room of Lost Treasures. Some artifact include:
  • A steel tasset
  • A wagon wheel
  • A woooden toy that ressembles a Dragon
  • A drinking horn
  • A rusty oil lamp
  • A petrified monkey paw
Bringing one to Hansca with an explanation of what it is will earn the bearer a cocktail voucher.  

D4. Vacant Guest Room Attic

The attic has a window that looks out behind the Drunken Treasure.  

Staff and Patrons

Staff

Most of those who work at the Drunken Treasure are merfolk. Any guest capable of casting speak with animals finds that most animals at the Drunken Treasure are wildly intelligent, mainly working out of ccuriosity about those who visit from the surface. WHile the undersea humanoids cannot carry on a conversation with sea creatures, there are some species tht can communicate on a simple level using body language, simple phrases, and (rarely) unconscious forms of telepathy. Some merfolks are remarkably better at communicating with sea creatures than others.  

Sep Zittel

Sep is the Jovial triton host an barkeep of the Drunken Treasure. Sep if fluent in many languages, which, coupled with his easygoing manner, makes him an excellent conversationalist. Sep is fiercely proud of his concoctions' ability to be mixed and consumend even in a watery envoronment.   WOrd is that he is considering taking an apprentice to share his secrets with. The Magic that he uses to mix various drinks underwater is very specialized, and he would love to pass his secret along to one who truly appreciates it. Sep enjoys watching the light show.  

Cephila

It might be tricky to keep an underwater tavern clean, but you'd never think so to look at the Drunken Treasure. Every surgace is kept clean of debris and algae, except in specific garden areas. This is all thanks to Cephila, an exacting octopus who employs a team of various bottom-feeding pets that live to clean. Under her guidance, they keep the Drunken Treasure spic and span.   Cephila says little to anyone other than fellow workers at the tavern, but she does answer requests from visitors, proving she is able to understand Common as spoken by surface-dwellers. Cephila takes her job seriously and often uses her natural camouflage to keep her presence hidden from guests so they aren't disturbed. Because of this, she is a hidden wellspring of information, knowing many things that guests would perhaps like to keep secret.  

Electric Eel Security Team

The Drunken Treasure's calm atmosphere is enforced by the presence of several electric eels of varying sizes. THey patrol most public area of the tavern, watching all the time and always ready to protect the tavern and its people. They do not usually speak to guests, but communicate clearly, if simply, to the proprietors of the tavern.  

Menon Kelpie

Menon, an elderly male merfolk, was a historian on the original team excavating the castle that eventually became the Drunken Treasure. He has now switched his interests to running a profitable inn. While he is all about being a proprietor these days, he still maintains his scholarly interest in history. Menon is quite proud of the display that he and his friend Hansca developed on the third floor and will talk about it for hours. He can be a bit touchy if you find a mistake in the description plaques. Menon frequently visits the busier areas of the tavern, ensuring guests comfort and enjoyment.  

Malah Kelpie

Menon's sister, Malah (merfolk), is an accomplished scientist specializing in oxygen processing in underwater plants. She tends to the coral like a child and can be maternally vicious to those who would threaten it.  

Gergi the Healer

Gergi is a druid from the Circle of the Tides (with goodberry, healing word and lesser restoration prepared in place of his normal spell list) who has a particular gift for the healing and treatment of breathing issues. A good sixty or perhaps even seventy years old. He can be rather brusque, bit is a master of his craft. He is very protective, almost fatherly, towards Sep and Cephila and is not fond of any jokes made at their expense. Gergi has a necklace of adaptation.  

Patrons

Hanska Silverfin

Hanska and Menon were both the original merfolk excavation team of the castle. They began their studies in merfolk hisstory, but they were the only merfolk to become more interested in the castle upon realizing that it was once a human structure. While Menon shifted his focus to making the castle a profitable tavern, Hanska maintained her interest in the humans. She travels widely, but often returns to The Drunken Treasure to organize her thoughts, conduct research in the untouched areas of the castle, and sometimes organize historical conferences. She and Menon are often comparing notes and sometimes arguing over theories of the human civilization that once inhabited the castle.  

Jake Redbeard

A tru human sailor (bandit captain), Jake Redbeard long ago lost his ship (sometimes he says it was a mutiny, sometimes he says it was taken by pirates, most often he says it was dragged to the depths by a fearsome sea monster) and now stays at the Drunken Treasure dreaming of better days. He possess a cloak of manta ray, allowing him to breath and move underwater with ease.   Jake was set to sea in search of Atlas' treasure in the Diver's Grave. he frequently sneak out to dives in search of Atlas' sunken fleet and other lost goods.   He may pursue the party later if he finds them particularly interesting, either as new crew members or as coin-hauling chumps.  

Polyp and Plankton

Twin merfolk Polyp and Plankton are in charge of moving herds of large seahorses from Tidewind Refuge to Kelpheart each season. After they have successfully delivered the herds to their charges, they like to take a holiday in the Drunken Treasure. Sometimes they have seahorses of various size staying with them. THe smaller ones are quite adorable, the large ones less so, especially when they wteal food from patorns.   Polyp and Plankton know the area quite well and are worth talking to if the party needs information for when they depart the Drunken Treasure. They often are in the kernels checking on their smaller seahorses. Very displeased by seahorse thieves, their unrivaled speed and navigation will lead to a swift scolding and a demand for payment. However, if properly convinced, and promised the return of their lot, they will let other guests borrow their seahorses as mounts.  

Dolores Artio

Whispered about as "the Daffy Dolphin Merlady" Dolores loves coming to the Drunken Treasure becausse of their lenient pet policy. She brings her dolphins, all seven of them. She sprends most of her time talking to her pets and taking them out for swims around the Drunken Treasure, but if someone compliment her dolphins she will become very chatty, mainly about her dolphins, but she is also knowledgeable about other sea life, especially old tales of enormous sea monsters. She is also, despite her flaky affect, an accomplished sorceress (use the mage stats, with a merfolk's speedd and abilties).  

Pricing

Lodging

1 gp for a room.  

Food

 

Drinks

 

Adventure hook

One a large, smooth rock wall, various quests are written in a semi permanent chalk, while others are written on large leaves rolled and tucked into crevices.  

Hide and Seek

So you think you're good at finding things? Come to the Light Theeater and try your skills at finding various sea creatures as they show off their natural camouflage.
  In the Light Theater, the characters see a lush invertebrates of every type. Each character may try finding various camouflaged creatures by making a DC 16 Intelligence (Investigation) check. THey may keep playing as they keep finding creatures, buut must stop after three failed attempts. Anyone who find three creatures wins a free meal.  

Surface History Help Needed!

Here at the Drunken Treasure we have the largest collection of surface artifacts from various civilizations, we need help identifying some of these rare items, and perhaps you hold the key to aiding our udnerstanding of the surface culture of years past. Please come to the second floor and ask for Hansca or Menon.
  When the party reaches the second floor, they will find either Menon of Hansca smiling about a room filled with display cases. The merfolk will describe the items listed below. If anyone in the party is able to correctly identify the items, they get a free meal and a cocktail for each item identified.  
We think these items were used for styling hair. The four-pronged structure lent itself well to detangling. This one with the rounded end could be heated and used to culr hair. We think both of them were for hair styling because they are almost always found together along with serrated knives that were likely used for cutting hair (Answer: fork and spoon)
 
THe item was used for containing small pets such as grasshoppers. The small entrance gave the pets a secure entryway, while the lid on top was for easy cleaning by the pet owner. The handle on the side allowed people to carry their pets with them (Answer: teapot)
 

Ride 'Em... Seashorse... Boy?

Seahorse Riding Lessons: Ever wanted to learn how to travel the oceans on seahorse back? We have a bunch of newly-broken seahorsess and need to see how they handle for novices. Come out for a FREElesson and if you enjoy like the experience as a thank-you we'll let you take over seahorses for a day's excursion during your stay. Ask for Polyp and Plankton at the bar.
  Polyp and Plankton take the interested players into an open area behind the tavern. The Players are presented with giant seahorses, each large enough for 2 medium creatures to ride. These seahorses have just been broken for riding; they are still very lively and don't trust new riders, especially surface-dwellers.   Player are instructed first to successfuly mount the seahorse with a DC 16 Wisdom (Animal Handling) check, then stay on it for as long as possible with a DC 15 Strength (Athletics) check every 2 minutes. Anyone who can mount and stay on the seahorse for at least 4 minutes gets the use of a (significantly calmer) seahorse for an excursion out from the Drunken Treasure.ANy timespent on the seahorse beyond 4 minutes earns an extra 1d8 gold from Polyp and Plankton, who more than appreciate the show.

Type
Inn


Cover image: Drunken Treasure by Angevere

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