Wizard's Watering Hole

Standing three stories tall and surrounded by dancing lights and illusory spectacles, the Wizard's Watering Hole beckons any and all outsiders to visit. This widely renowed tavern has established a reputation for excitement and arcane strangeness.  
Type
Inn

Description

This tavern has three stories, two of which are above ground. The ground level and basement are designated for guests to enjoy the atmosphere. The second above-ground story is for housing guests, and the uppermost story is sealed off.    

Ground Floor

 

A.1 The Main Hall

There are table and booths scattered around the main hall, all of which are animated. Any creature sitting in a chair can use their action to direct the chair's movement, with a flying speed of 20 feet. The chairs and tables are unable to leave the tavern, and will loose their magic if forcivly taken.   Sitting at various tables are patrons.   The bar against the back wall is stocked with an array of strange bottles, keg faces and other barware. Looking accross shelves and tables, the players will quickly notice dozens of awakened mugs dahsing around, helping serve guests and mix drinks. When someone enter, several mugs approach them and attempt to lead them to the bar.   The bar is run by a modified suit or armor called "The Tender" who has two additional arms that protude from its back, and it wears a top hat (animated headwear) that allow it to speak, an ability it uses to take orders and conduct small talk. The tender operates the bar, mixes drinks, and will leave briefly to gather ingredients in order to create meals at the counter. It works best as a listener, and is capable of answering follow up questions on a topic, but otherwise has very little information to offer outside the menu. It has an intelligence of 10 and can attack four times on its turn, but it otherwise as the same statistics as animated armor.     A thin layer of fog looms overhead seeming to ebb and flow at random intervals. This fog is actually sentient, and works to keep the peace within the tavern. It will intervene when a fight treathens to become lethal, or when he notices petty crimes being comitted. It does so by forming a large, featureless humanoid from the fog, or by using telephaty to defuse situations.   Dancing lights and minor illusions drift through the fog, illuminating sections of it with differents colors. The lights appears appear as colorful as glowing orbs, occasionally crossing over each other to briefly form dancing humanoid figures.
The minor illusions constantly reshape to take on the form of various small creatures, cartoonish faces that ressemble guests, and arcane symbols.  

A2. Showroom

This room is attached to the main hall by an open doorway. Inside is more seating, and a large segmented stage. The main plateform is designated for guest performances, and a circular section of the stage is full of self-playing instruments. Among them are drums, a flute, a lutem a horn and a viol.   If anyone play alongside them, their song changes as the instruments attempt to create a shared melody with the performer. Trying to steal the self-playing instruments risks invoking the guards, qs the instrument will create loud noises in panic. If a creature manage to successfully steal one, the instrument can be attuned too. Each of the instruments is secretly imbued with the sould of a dead bard.  

A3. Potion Room

The potion room is open to all guest for both study and recreational purposes, but can only be operated by up to four creatures at a time. This room is heavily stocked with potion ingredients, all placed in various containers on the shelves that line the walls. Below the shelves are tables covered with empty bottles, vials, burners, and other tools for potion creation. A creature proeficient with alchemists tools or brewers supplies may use the tools with a cauldron.   Potion Grab Bag. Potion made in this room can be consumed on the property, but are confiscated by the guards by guest leaving the tavern. Guests can pruchase their own concoctions for the normal price of the potion.   Cauldrons. There is a stream flowing into this room from the garden, ending in a pool of water in the center of the room. A circle of four cauldron surround this pool, and a book lies on a pedestal facing the doorway. Guests can use bucket from around the room to fill the cauldrons, which will magically begin to boil. The book is an enchanted catalogue of the ingredients in this room, and when the name of an ingredient is read from the book, the ingredient is magically summoned from the shelves.   Creatures can create potions using the materials found in this room. To do so, they must spend 10 minutes and expend a spell slot of the required level. They must also succeed on an Intelligence (Arcana) check whose difficulty is 12 + the level of the desired spell. On a success, the creature creates a potion of a known spell that they choose. On a failure, the GM may cause one of the following effect to occur:  

A4. Garden

The garden provides guests a peaceful location to lounge, enjoy the fresh greenery, and gather herbal ingredients for personal endeavors. This room contains a never-ending waterfall, which water a large garden of herbs, fruits and vegetables. The water comes from several spouts ont he wall in the back, which function as decanters of endless water. The plant in this garden are unnaturally healthy, and are used to create the dishes offered by the Wizard's Watering Hole  

A5. Private Parlor

This room is desgined for private conversations, but because of its enigmatic nature it can be used for a variety of activities. If the room is occupied, the handle glows red and acts as an immovable rod keeping the door shut. Otherwise the door can be opened to reveal a 30-square-foot room obscured by magical darkness. While inside the room, creature cannot be located or spied upon by divination magic.  

A6. Restroom

This restroo; consist of a washroom and seven stalls. The toilets are flushed by pressurized water from the garden which sends waste to a 1-foot-wide portal connected to the Elemental Plane of Fire.  

A7. Storage

This backroom lies behind the bar, and is kept behind a locked metal door. The tender has the key on its waist, but the door can be unlocked with a successful DC 15 Dexterity (Thieves Tools) check. If guests are caught trespassing by any of the staff, the Ethereal Guardian will be alerted to remove them from the tavern for the evening, accompanied with a strongly worded warning. Repeated entry can lead to banishment from the tavern.   Crates and Barrels. The main storage room is piled high with various crates and barrels. These containers each house an extradimensional space capable of holding up to 100 gallons per barrel, and 5 cubic feet per cubic foot of each crate. They contain various goods like flour, potatoes, oil and other ingredients.   Coop. There is a small room on the left side of the storage room labeled "Fibbona." The room is roughly 10 feet by 10 feet, with a 15-foot-high ceiling. Inside is a red-feathered, two-headed creatures that ressembles a giant chiecken, and a recently laid egg. The creature is a Fibbona chicken, which creates infinite eggs through the following process:  
  1. The Fibbona chicken lays an egg. The gg can be broken and eaten normally at this stage.
  2. The egg grows to three times its original size over the course of an hour. The large egg can be broken; it contains 2 new eggs.
  3. The egg grows wings and legs, becoming a fibb. If the fibb is killed, it cracks open and releases 2 new eggs.
  4. The fibb slowly grows feathers and skin cover the course of a week, becoming an adult fibbona chicken. If the fibbona chicken is killed, 4 new eggs fall out of its chest.
  The Fibonna chicken lays one new egg every week. If a creature attempts to steal an egg and is unaware of this porcess, they risk introducing and impossibly invasive species into the local environment. THeir reproduction can only be stopped by destroying every egg from every Fibbona chicken within the hour that it is laid.   Meatn Locker. A lrger room in the back of the storage is labeled "meat locker." Inside this room is a water through, a bin filled with grain and "The Cow." The cow is cursed with immortality, and has been alive for far longer than it can remember. It is incapable of feeling physical pain, and regenerates from its wounds moments after being cut. The Wizard's Watergin Hole get smost of its meat from various parts of The Cow. The cow has developped intelligence over time, and can be communicated with using magical means.   If a creature successfully communicate with The Cow, they will learn that is has named itself Beafy. It is tired of being eaten, and simply wishes for a change of pace. The players have several options for changing the cow's life. It can be carried out inside a create, given to another patron, killed using fire, etc...   The Cow was originally a troll named Buefo, who was captured by wizards during their advneturing days. As punishment for the destruction it caused, Buefo was transformed into a cow through true poymorph. If the players dispel this effect using dispel magic, it will either attack them or exit the tavern peacefully, depending on whether or not the players communicated with The Cow first.  

First Floor

 

B1. Hallway

This L-shaped Hallway leads from the main Hall into the guest rooms. THere is an additional spiral stairway that leads to the top floor. The Hallway is lit by illusory candles and ribbons of light that float through the air.   Portal Mirror. At the end of the Hallway is a magical mirror. While staring into the mirror, a creature can speak the name of a room they have previously visited in the tavern. The mirror will show a reflection of the named room, teleporting the creature into the reflection before appearing to "shatter" in front of them. This effect should be described as jarring.   Animated Paintings. Lining the Hallway's walls are a series of animated paintings that tell repeating short stories. Some of them are comic, others tragic, and a few adapt to show recent historic events.  

B2. Guest Rooms

THese guest rooms vary in size, with larger rooms accommodating up to four additional guests. The rooms' purple wooden doors can only be opened with a command word choosen by the guest. Inside each room is an empty desk, two chairs, a chest and a large bed. Most rooms have on or two windows that allow guest to enjoy the outside view, or shut them with leathery drapes.   Chest. THe chest's mouth is 3 feet wide and 2 feet long. Inside the chest is an extradimensional space capable of holding 20 cubic feet of material no heavier than 800 pounds. A magical, invisible barrier prevents other dimensions from disrupting the extradimensional space.  

B3. "Empty" Guest Room

This guest rooms appears identical to the other guest rooms (B2) upon entry. However there is an invisible humanoid living in this room. It is harmless, it has 10 AC, 5 hit points, and ummunity to force damage and damage done by nonmagical weapon attacks. A creature that tries to sleep in the bed here will suddenly be embraced by the invisible humanoid.   King's Clothes. THe only belongings the invisible humanoid has are a set of invisible clothing at the bottom of the room's chest. A creature that steals them can choose to wear the clothes. Wearing there clothes grants unarmored creatures +1 to their Armor Class, and resistance to cold environments.  

B4 Tavern owner's Room

This room is occupied by the Wizard owning this tavern. Its command word is “open”.   Chest. the chest in this room contains:  
  • 6 golden figurines depicting robed figures, with moonstones in the place of their heads (worth 250 gp each)
  • 2d8 Platinum coins
  • 1d10 Potions of Greater Healing
  • Thousands of papers that describe every guest that has ever visited the tavern, including what they enjoyed most about the tavern. The party can find their own names among the papers, including remarkably accurate details about their visit.
  • An Amulet of Proof against Detection and Location
  Desk. The owner's desk is a luxurious C-shaped desk against the back wall covered in loose papers and notes. Searching through them, players will find several denied applications to the illusion school of Mirage. The only thing of value is a scroll of identify buried under the papers  

B6. Bathroom

This sectionned room features a pair of toilets, a sink, and a large bath. THe water that fills the bath os prepared with a mixture of herbs and salts, and is enchanted to constantly emit ullusory bubbles.  

B7. Balcony

This simple balcony provides guests a place to watch the surroundings and have discussions with other visitors.  

Basement

 

C1. Parlor

This underground parlor offers guests a place to lounge in peace, with wide round tables accompanied by C-shaped booth seating. The floor is covered by a red velvet rug, and the walls are decorated with various replicas of magic items, dimly lit by ever-burning toches.   Wizard's Smoke. A number of the tables have a cluster of magic pipes displayed in curcular cases. A creature can use these pipes to cause mind-altering effects. Drawing wizard's smoke from a pipe forces the subject to make a DC 14 Constitution saving throw. On a failure, the creature gains 2d8+4 temporary hit points, but is unable to focus on concentration spells and loses any skill proficiencies. These effects last 10 minutes.  

C2. Casino

The area just beyond the parlor is better lit, with glowing orbs that accompany the wall-mounted torches. Here, guests can gamble against constructs called “Dealers”. There are 6 dealers that run different tables, all stocked with various dice sets and card games.   Dealers. The dealers resemble men in tailored suits, with oversized dice in place of their heads. They use the statistics of animated armor with the following changes: they have 12 AC, 7 (2d4 + 2) hit points, a passive perception of 14, and a CR of 1/2. If a creature is caught cheating at one of their games, they will alert the ethereal guardian to move a portion of itself downstairs and deal with the cheater.   Dice Duel. One game the dealers run is called dice duel. To play the game, have a player bet any amount of gold. The player chooses one die to roll, from the table below. The dealer will then add to the pot, with an amount that varies depending on the players choice, detailed in the table below. After the player rolls their chosen die, the dealer will roll a d20. If the dealer’s outcome is less than the player’s, the player wins the pot.   A player can attempt to increase their odds of winning by making a Dexterity (Sleight of Hand) check against the dealer’s passive perception. On a success, the player rolls their die with advantage  
Dice Duel Table
Die Type d20 d12 d10 d8 d6 d4
Payout 1:1 1:1,5 1:2 1:2,5 1:4 1:6
 

C3. Cellar

This stone cellar is stocked with several small kegs and a wide variety of different taps. Each of the kegs is enchanted, and converts any liquid placed inside to a variety of ales. A set of 6 circular vats rest one foot above the floor on 1-foot radius wooden rings. These vats appear to be filled with wine, but are actually open portals that lead to a dimension composed entirely of fermented fluids.  Ladle. Sticking out of one of these vats is an oversized steel ladle. A creature wielding the ladle can useit as a magical improvised weapon that deals 1d6 bludgeoning damage plus 1d4 acid damage. In addition, using the ladle to stir less than 5 gallons of a liquid causes the liquid to boil (if possible).  

C4. The Rifting

The tavern’s surplus of interdimensional magic has made it unstable. As a result, a dangerous tear in reality opened up below the tavern’s location. This room’s entrance has a 50% chance of being replaced with a wall at any given time. The wizards built this room to contain any monsters that leak through, and stationed four shield guardians bound to the rifting, instead of spell storing, the guardians can cast banishmentonce per day.   At irregular intervals, one or more monsters leak into the room to fight. These monsters are most often celestial, fey, fiends or undead, but it is ultimately up to the GM to determine what is assailing the tavern. If players enter and help the guardians, there is a 50% chance that one of the guardians will become bound to a random player instead of the rift. After 1d6 days, the guardian spontaneously ceases to exist.  

Staff and Patrons

Staff

Ethereal Guardian

The ethereal guardian was created alongside the inn solely to keep the peace inside the tavern. It perfers to stay on the main floor, but will occasionally visit the Parlor (C1) or the Casino (C2) to check on guests. ZHen settling disputes, it will communicate telephatically with a calm and soothing voice, urging guests to deal with their issues outside. If forced into combat, it will only act to remove hostile creatures from the tavern.   The spirit that governs the fog's actions is tied to the Ethereal Plane. If a creature enters the ethereal plane, they will clearly see the spirit as a large, pale man with a muscular build and a forlom expression. Communicating with the spirit reveal that it loathes violence and petty disputes, and it express great pain when dealing with agressive guests. It has no intention of leaving the tavern or its responsabilities, regardless of its pain.  

The Tender

The Tender was created to deal with the tavern's day-to-day operations. It is equipped with refined culinary skills, a catalogue of cocktails recipes, and the ability to recall anything a guest tells it. This construct's personality was meticously designed to be approachable and respectful, as not to insult any guest. It will never ask anything of te party, outside of its riddles.   If a guest orders a meal that cinludes ingredients not readily available at the bar, The Tender will leave for 1d6 rounds to quickly collect what it needs from other rooms. If the Tender is destroyed, a new construct emerges from the top floor 1d4 hours later to replace it.  

The Dealers

THe Dealers are detailed in the Casino (C2) section. Similarly to the Tender, if they are destroyed, new constructs will replace them 1d4 hours later.  

Patrons

The Wizard’s Watering Hole is a large tavern, and is popular in Mirage.   Olin Wiscard. A male human commoner, Olin is an aspiring wizard. He is a regular at the Wizard’s Watering Hole, and spends most of his time applicating for the Illusion school. They carry a cluster of loose papers with unreadable notes scribbled on them, and constantly mumble to themselves.  Ulrich Magnes. A female half-elf cult fanatic, Ulrich can be found several drinks under in the Main Hall (A1). Ulrich made a pact with an outsider in their youth, but has long since given up on fulfilling her end of the deal. The terms of the pact demanded that Ulrich sacrifice her first child, Torrel, or lose her own wealth and soul. Unable to face her child, Ulrich spends her mortal days in a drunken stupor.  Churren Halforcen. A male half-orc monk, Churren can be found eating in either the Showroom (A2) or the Parlor (C1). Churren is passionate about well-made meals, and has an incredibly keen sense of taste enhanced by his use of ki. Churren visits the Wizard’s Watering Hole because he loves the meat they serve, but is happy to discuss his life with anyone who buys him food. An otherwise simpleminded man, he earned his title in a meat pie eating contest.  Hrogar Spellgut. A male dwarf thug, Hrogar can be found gambling in the Casino (C2). Hrogar is a large bellied, jovial man who believes luck is always on his side. He will challenge player characters to win a gamble three times in a row, rewarding them 25 gold pieces if they succeed.  Cothadius Barethamule. A flesh golem, Cothadius believes it is a great wizard. It wears lengthy blue robes and a large hat, both of which are covered with star patterns. This delusional construct spends its time smoking in the Parlor (C1), deepening its confused state. Discussions with Cothadius are difficult to follow, as it will stop abruptly before changing the topic at random. In its pockets is a wooden stick that it believes is a wand.  

Games

Dice Duel

One game the dealers run is called dice duel. To play the game, have a player bet any amount of gold. The player chooses one die to roll, from the table below. The dealer will then add to the pot, with an amount that varies depending on the players choice, detailed in the table below. After the player rolls their chosen die, the dealer will roll a d20. If the dealer’s outcome is less than the player’s, the player wins the pot.   A player can attempt to increase their odds of winning by making a Dexterity (Sleight of Hand) check against the dealer’s passive perception. On a success, the player rolls their die with advantage  
Dice Duel Table
Die Type d20 d12 d10 d8 d6 d4
Payout 1:1 1:1,5 1:2 1:2,5 1:4 1:6
 

Pricing

Lodging

1 gp per person for a room  

Food

 
 

Drinks

 

Adventure Hooks

Meat too good

Quest Giver: Churren Halforcen  Description: Churrenag wants to know how tavern keep meat fresh always. See Churren for details.   If his quest is taken, Churren will explain that he’s eaten here every few days for the past year. He always gets the same cut of beef, and is confused by how consistently delicious it is. If the party demands payment up front, Churren will offer a filthy sack that contains 15 copper, 8 silver, and 20 gold coins.   Characters who investigate will eventually find the Cow in Storage (A7). If Churren is given the Cow, he will give the party their reward and offer to help them in their next fight. If the Cow is killed or freed, Churren will attack the party once they leave the tavern.


Comments

Author's Notes

Inspired by the Wizard's watering hole from the guide to twisted taverns


Please Login in order to comment!