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Contents 2/19
2 Trollskull Tavern
2 Running a Business
3 Renown Table
3 Carousing Table
4 Upgrades
6 Events and Milestone Events
7 Evening Events
8 Business in Rival: Emmek Frewn
8 Rats Job
8 Special Guests
8 Spreading Rumors
8 Rats Infestation
9 End of the Plan
9 Shard Shunners
9 Rats Infestation Consequences
10 Side Quest
10 Lif Portrait
10 Private Bath
11 NPC
11 Haliara
12 Oldrisk
13 Judith Dawkins
14 100 Inn Patrons by dndspeak.com
17 Changelogs
Credits
Text by Ranikirn
Cover Art by Ranikirn
Art by: DMs Guild Creator Resource Packs, various artists
100 inn Patrons by dndspeak.com
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Trollskull Tavern
Trollskull Alley is illed with people who can shape
the characters' day-to-day lives in Waterdeep.
The characters will likely return to Trollskull
Alley many times during the adventure and get to
know their neighbors as time passes.
Four stories tall and boasting balconies, a turret,
and ive chimneys, the abandoned building is one
of the grandest in Trollskull Alley. Characters can refurnish,
rebuild, rename, and otherwise personalize their new
stronghold to their hearts' contenl.
Running a Business
Adventurers can end up owning businesses that have nothing to
do with delving into dungeons or saving the world. A character
might inherit a smithy, or the party might be given a parcel of
farmland or a tavern as a reward. If they hold on to the business,
they might feel obliged to spend time between adventures
maintaining the venture and making sure it runs smoothly. A
character rolls percentile dice and adds the number of days
spent on this downtime activity (maximum 30), then compares
the total to the Running a Business table to determine what
happens. If the character is required to pay a cost as a result of
rolling on this table but fails to do so, the business begins to fail.
For each unpaid debt incurred in this manner, the character
takes a - 10 penalty to subsequent rolls made on this table.
D100 Result
+Days+Renown
01-10 You must pay one and a halftimes the
business's maintenance cost for each of
the days
11-20 You must pay the business's full
maintenance cost for each of the days .
21-30 You must pay half the business's
maintenance cost for each of the days.
Profits cover the other half.
31-40 The business covers its own maintenance
cost for each of the days.
41-80 The business covers its own maintenance
cost for each of the days . It earns a profit
ofld6 x 5 gp.
81-90 The business covers its own maintenance
cost for each of the days . It earns a profit
of 2d8 x 5 gp.
The business covers its own maintenance
91+ cost for each of the days. It earns a profit
of3dl0 x 5 gp.
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Renown
Renown range is -10 to 10 and start at 0. Negative score means
your business is frequented by scums while a positive score
means it is well seen and renowned.
A player can spend 5 days and 1gp to advertise his business.
After 5 days make a Charisma check:
DC Result
5 Advertising attracts scums, roll on the "Carousing"
table and subtract 20
Advertising attracts a large number of unreliable
10 customers roll on the "Carousing" table and subtract
10
15 Renown increase by 1
20 Renown increase by 1+1d4
25 Renown increase by 2+1d4
Carousing
Use this table to determine random events caused by customers.
DM should roll on it at least 1 time per tendays. Roll a d100 +
renown score:
D100 + Result
Renown
A group of Zentharim and Xanathar members fight inside the tavern causing injuries even among customers. The
01-10 tavern lose 2 + 1d4 renown and must pay 10gp for injured and business damage.
11-20 A fight breaks the peaceful evening. Tavern lose 2 renown points.
21-30 A drunk man annoys a group of clients who go away indignantly. The tavern lose 1 renown point.
31-40 The evening proceeds in a calm and festive way. There is a 40% chance that a thief will take advantage of the
confusion, roll a 1d4:
1. Tavern lose 2d6 gp
2. A party member lose 2d6 gp
3. A customer lose his money and the tavern lose 1 renown
4. A party member catch the thief. DM can start a fight or a chase. In any case renown increase by 1.
41-60 Tavern earns 1d6 gp
61-70 Roll on the 100 Inn Patrons by dndspeak.com at the end of the pdf
71-80 A group of City Watchers pauses in the tavern for 1 hour. No crimes will be committed in this time.
81-90 Tavern earns 2d6 gp
91+ A group of noble men leave the tavern satisfied. Your business gains 3 renown points and 5 + 1d10 gp
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Upgrades Girl companion
Upgrades are services that the tavern can provide to customers. You can hire girls to keep company and much more, but this
You can use Broxley Fairkettle (WT:DH page 41) as upgrades path can be hard to handle! This upgrade grants:
manager. He can advise and act as an intermediary with people
that provides the following upgrades Positive renown: 1d12 gp each 10 days for woman
Negative renown: 1d12 gp each 10 days per girl and must
Upgrade Price subtract 10 when roll on the Carousing table
Gambling 1gp of materials
10gp each 10 days d6 Girl Companion events
Girl 20gp each 10 days
companion 1 A customer falls in love with one of your women**
Bards 2 One of your women is a faction spy***
3 Una delle tue donne è una nobile, che si nasconde dalla
sua famiglia
• Poor: 10 gp per room
• Modest: 20 gp per room 4 One of your women claims a raise
• Comfortable: 50 gp per room
• Rich: 100 gp per room 5 One of your women is a thief that steals from your
Rent rooms • Aristocrat: 150 gp per room customers.**
Also you must pay an entry fee of 50 golds to
the Fellowship of Innkeepers and 5 sp per 6 One of your women fall in love with a party member
room each tendays to the Launderers' Guild.
** Might involve a rival (Xanathar's Guide to
Everything page 123);
*** If your BBEG is Jarlaxle, they can be related.
Expert cook 10gp each 10 days Rent rooms
Bouncer 5gp each 10 days
Reinforced Not just a tavern, as inn your business can earn more gold
Doors and 50gp depending on rooms:
Windows
Magic 100gp Poor: 1d6 sp each 10 days per room
5gp per tendays Modest: 2d6 sp each 10 days per room
Illumination Comfortable: 4d6 sp each 10 days per room
Trollskull Free Rich: 2d6 gp each 10 days per room
mascot Aristocrat: 4d6 gp each 10 days per room
Spiritual
Gambling
guided tour
Dice, cards and others games for each table. This upgrade
grants:
Expert cook Positive renown: 1d6 gp each 10 days
Negative renown: 1d6 gp each 10 days and a must subtract
Fine food attracts more customers. You gain a +1 bonus on all 5 when roll on the Carousing table
Charisma checks to earn renown.
d4 Gambling events
Reinforced Doors and Windows
1 A normal game become a brawl (-1 renown)
Afraid of theft? The Carpenters', Roofers', and Plaisterers' Guild
can reinforce your doors and windows, DC to unlock it is 15 2 A player invites a party member to play
now.
3 A player uses magic to win almost all rounds
4 Patrons asks for new games
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Bards Trollskull Mascot
Alcohol and music is the basis for every self-respecting tavern. You can hire a cute little boy dressed as a troll to advertise your
Hiring a band of the Council of Musicians, Instrument-makers, tavern as explained at page 3 ( Renown ). Roll a 1d4 to generate
and Choristers gives you a +1 bonus on all Charisma checks to his Charisma modi ier. Roll on the following table each 5 days:
earn renown.
d4 Event
d4 Event 1 Other boys bully him and steal part of his costume. Roll
the Charisma check with a bonus of -2
1 One of the bard has no license to do his job! The tavern
must pay a pecuniary of 5+2d12 gp to the guards 2 Roll the Charisma check
2 The tips request from one of the bards annoys the 3 The passage of a carriage on a puddle stains the
customers (renown -1) costume. Roll the Charisma check with disadvantage
3 One of the bards try to seduce a little too much (might 4 Roll the Charisma check
involve a brawl)
A bard makes jokes about party members. Although Spiritual guided tour
4 annoying, it seems to work. (you get +5 bonus on the
A group of grave clerics want to rent a room for their seances,
next Carousing table roll) in return they organize guided tours for customers. This
upgrade is possible only if Lif is "alive".
Bouncer
d8 Event
Hiring strong people can prevent brawls and problematic
customers. You gain a +1 bonus when you roll on the Carousing Clerics litany frightens neighbors who call the City
table for each bouncer 1 Watch who break into the tavern to arrest these
d4 Event asmodeus worshipers
1 Your bouncer is beaten by some thug, he won't be able 2 Lif gets angry during a spirit guide and scaring a
to work for a while customer (-1 renown)
Your bouncer is a thug, he has no problem in letting 3 One of the clerics is possessed by Lif or another ghost
2 scums enter in (you get -5 bonus on the next
4 The clerics' seances attracts an evil ghost. Roll for
Carousing table roll) initiative!
3 Your bouncer is so order oriented that he also 5 The clerics' seances attracts a ghost with an unfinished
reproaches party members business (100 Ghost’s Unfinished Business )
4 Your bouncer defeats 2 thugs alone! (renown +1). If 6 Clerics manage to make Lif visible, but still a ghost
you roll this result again, the bouncer ask a raise.
Lif gives a list of unwelcome things in his tavern to the
7 clerics. If ignored, he behaves badly
Magic Illumination 8 Clerics attract a large group of fanatics of the
otherworldly. You earn 2d6gp
A group of wizards enchants some candles or wall torches with
perpetual lames to create a good atmosphere. You also choose
the lames color you prefer! (renown +1, this bene it can be
obtained only once).
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Events Milestone Events
A list of renown based events. DM can use these events when he Max renown score is 10 (or -10) but DM can track it even if goes
want, party’s choice will determine consequences: further. These events can be used only once when renown reach
certain level.
Renown Event
There is a 25% chance that a group of food or Renown Event
Positive alcohol merchants will give their product to the A group of young nobles daily visit your tavern.
party to advertise it. The tavern earns 2d6 gold You gain a +5 bonus when roll on the Carousing
coins 15 table. This Event persist while your renown score
15% chance that a reporter will visit the tavern to is positive.
talk about it in his next article. The tavern renown
The tavern receives a financing of 300gp from a
increase by 1. 20 nobleman who has the interest in the security and
10% that clerics of a cult ask gold for poors of commercial growth of Waterdeep.
the Fields District
Volothamp Geddarm write an article on the
Trollskull tavern to include in his next Enchiridion
5% chances that a customer want to rent the 25 publication. Renown score can no longer be
tavern for a private fest. You earn 30 + 2d6gp
negative.
Negative There is a 25% chance that a faction ask 5 + 1d4 A group of Zhentarim or Xanathar members
gp per tendays as “business protection”. becomes regular customers, unless they are
15% probability that a drug dealer settles near -15 driven out (might involve a rival) the tavern has a
the tavern or inside permanent penalty of -10 when rolls on the
Carousing table. This Event persist while your
10% probability to suffer a theft and lose 2d10 renown score is negative.
gp
The party is forced to give one of the tavern
5% chances that a faction want to use your rooms as deposit for illegal material from the
basement to hide a wanted member or a -20 Zenths or Xanathar. The party earns 50 gold coins
kidnapped man. You earn 50gp and renown with every 10 days.
that faction increase by 1.
Xanathar’s guild forces the party to create a sewer
-25 connection that leads to the tavern basement.
Renown score can no longer be positive.
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Evenings events How to play
Party can organize events to shake things and attract new If someone of the party play this game, it must succeed on 3
customers and each game should have at least 1 irst prize. Each Costitution saving throw, each one for a mug of beer. The irst
events table (except concert table)has the following rules: who fail 3 saving throws loses the game.
If tavern's renown is negative, each roll has a penalty of -1; Concert
1 roll for event should be enough.
One of the following groups can perform in the tavern.
Arm wrestling d6 Group
d6 Event 1 Masters of Valor: A band of bards performing some sort
of rap songs
Zenths and Xanathar's members challenge each other 2 Passive Strength: A group of retired adventurers
1 in your tavern. There's about a 60% chance that a fight performing rock songs
ensues (renown -2) 3 Feeling of Zombies: a grunge band of tieflings
A bunch (1+1d4) of thugs joins the event. Others 4 Human Banshees: a famous band of elves performing
2 customers are intimidated by this group. (renown -1). epic songs, the singer is a female soprano
Only one way to drive them out: arm wrestling!
3 One of the tables brokes Knights of Stars: evil is also fought with music! A group
5 of paladins of Lathander performing a sort of white
4 Someone challenges a party member! (renown +1 if he
wins) metal
5 Someone challenges Lif! People start betting, if Lif wins 6 Secret Dreamers a tribal music performed by a strange
you earn 4d6gp (if Lif is dead reroll on this table ) wanderer group of turtle men, tabaxi and lizardfolk
An almost endless challenge between two very strong Profits
6 men keeps everyone in suspense for almost an hour!
Each band ask a fee before performing, your pro its are 5gp plus
People will talk about this event for days (renown +1) result of the following roll:
How to play Band Positive Negative Fee
Masters of Valor renown renown 10gp
If someone of the party play this game, it must win 3 Strength Passive Strength 1d12gp 2d12gp 10gp
checks in a row contested by his opponent. 2d12gp 3d12gp
Feeling of 15gp
Drinking game Zombies 1d12gp 1d12gp
Human Banshees 30gp
d6 Event Knights of Stars 3d12gp 2d12gp 25gp
Secret Dreamers 3d12gp 1d12gp 15gp
1 A bunch of drunker annoys customers or the party 2d12gp 2d12gp
itself (renown -1)
2 Too many shouts annoyed the neighbors. The vigilance
forces the party to close for tonight
3 A round of beers falls on the ground! Tavern lose
1d6gp
4 A drunk man fall asleep and no one can wake up him.
He will sleep in the tavern if leaved
5 Some (very) drunk man challenges Lif! Obviously Lif
wins, no one will bet against him.
6 At the end of the tournament, winner pays a round of
drinks for all! (renown +2 and 2d6gp)
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Business Rival: Emmek Rats Job
Frewn
Four gang members have been assigned to work with Emmek:
Emmek Frewn, a salty northerner (NE male Illuskan two males named Kelso Fiddlewick and Dasher Snobeedle. and
commoner), recently tried to buy the tavern in Trollskull Alley two females named Danika Fiddlewick (Kelso's younger sister)
but was outbid by Volothamp Geddarm. Stung by the loss, he and Brynn Hilltopple.
bought a smaller, less impressive building in the same alley and The hal lings shows themselves in couple, max 2 at time. If any
turned it into a pub, which he calls Frewn's Brews. If you decide hal ling runs the tavern they’ll try to speak with him:
to introduce Emmek as a business rival, choose an unmarked
building on map 2.1 to serve as the pub. Emmek's family Day one: Brynn and Danika looks for job as maids or
migrated to Waterdeep after its holdings in Neverwinter were cleaning ladies;
destroyed by the eruption of Mount Hotenow in 1451 DR. The Day two: Kelso and Dasher looks for job as chimney
family struggled to make ends meet by tanning leather in the sweepers, warehouse managers or dishwasher. Alternatively,
Trades Ward. After Emmek's parents died, his sisters took over they offer their keen sight to catch pickpockets.
the business and bought him out. He never liked the work
anyway, and he particularly hated dealing with the League of Special Guests
Skinners and Tanners. Emmek is on shaky inancial footing
because he has sunk most of his wealth into this latest endeavor. Depending on job position the hal lings will plant morsel of food
He's also in trouble with two of the guilds. First, he tried to save and holes in the followings places:
coin by ixing the roof himself. In de iance of the Carpenter's,
Roofer's and Plaisterer's Guild. Then he offended a member of Chimney Sweeper: chimneys;
the Cellarer's and Plumber's Guild by comparing the dwarf's Warehouse manager: tavern basement;
beard to barnacles on a ship. Dishwasher: Chicken;
Maids: Common room and kitchen;
Emmek's Plan Loot Reference Cleaning Lady: rooms on the upper loors and common
room.
Element
A player can spot holes if succeed on a DC 15 Investigation
The wererats scope out the character's check.
Event tavern in halfling forms and might try Rats Job
Spreading Rumors
to get jobs there.
Following the chapter Sowing Rumors in the DMG 131, Emmek
Event The wererats plant morsels of food Special spends 2d6 days to spread rumors in the neighborhood about
inside the characters' place and bore Guests rats infestation. The tavern lose 1 renown point each day until
the end of the 2d6 days. Party can try to kills some rats spending
tiny holes in the outside walls to one downtime or calling the right guild for the job. In this way
attract rats, creating an infestation. loss of renown will stop.
Action Emmek spreads rumors that the Spreading Rats Infestation
character's tavern is rat-infested , Rumors
which is why he didn't buy it. Apply a The following morning Trollskull Alley is illed with marks left
-10 penalty on the next three rolls by rats. Many neighbors go to complain at the tavern, a DC 15
characters make on the Running a Charisma (Persuasion) checks will calm the crowd but on a
Business table (see "Tavern Keeping failed check someone recommends calling the Dungsweeper's
Guild to clean the neighborhood. Obviously everyone wants the
Expenses," page 41). party to pay (10golds for the job). To decrease the rat infestation
the party can close the sewer entrance (Zone T7 map 2.1, left
Event The Shard Shunners claim they 've // open by the shard shunners) if it notices. DM can also introduce
done enough for their coin and the 3 urchins.
demand more.
The Three Urchins (WT:DH page 63):
Emmek pays the were rats another 50
gp to creep around the character's The crowd has attracted the attention of 3 young boys unrelated
tavern at night in hybrid and rat form, Rats to the situation, the 3 decides to help the party in exchange of
Action carve rat faces into the doors of Infestation some coins or food. For each day of work, make a DC 12
Intelligence (Investigation) check. On a success the kids kill
neighbors , and otherwise draw some rat and renown does not decrease for that day.
attention to themselves.
Emmek convinces several local
residents to sign a letter he has
drafted, then dispatches it to the City
Action Watch. The letter accuses the End of the
Plan
characters of running a front for a
guild of wererat thieves and urges the
Watch to close their establishment.
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End of the plan Rats Infestation Consequences
Captain Modref Gloskand (L/N Human Illuskan Veteran) and DM can introduce a disease as consequence of the rat
three others guards close the tavern until the end of the process. infestation, it can be introduce freely, rolling the percentile dice
After 2 days the party must go to a court in the Castle District or through a player who came into contact with it (read
and prove their innocence to Judge Waverly (L/N Gnome Noble), Transmission).
because of the Emmek’s local resident letter only a DC 20
persuasion (with disadvantage) can save the day. Party can Origins
nullify the disadvantage providing evidence of his innocence.
The disease has magical origins caused by dirt of the Waterdeep
If any member of the party is an Hal ling with past crimes, sewers. Some rat that visited the Trollskull Tavern must have
the disadvantage is mandatory. eaten the remains of some ooze and developed this disease.
A member well renowed (minimum of 3) to the Lords
Alliance can be helped by Mirt and gain a +5 bonus on the Transmission
Charisma roll.
Party can try to convince local shopkeepers to testify on their The disease spreads on an animal and is transmitted upon
behalf. Make a DC 15 Charisma (Persuasion) check, if contact with it, or upon consumption.
succeed you gain a +1 bonus on the Charisma roll for each
witness. Symptoms
Party can present evidence such their society contribution
(any PC member of a faction such Lords Alliance, Order of Vomit: Whenever you inish a meal, make a DC 10 Con
the Gauntlet, Emerald Enclave and so on) and other to prove Saving Throw. On a fail, you vomit forcefully violet gelatin
their non-membership to the shard shunners. (moving you 10 ft in a random direction). You also feel weak.
Subtract 1d4 on any Con saving throw until a short or long
The Verdict rest.
Anti- pheromones: Your smell makes other not like you.
If the cause is won the tavern can open again after 5 days Sexually.
which it must clean by infestation and pay 50 golds for the Skin Recolour: Your whole skin or parts of it may change
job and others 10 gold for administrative practices. colour and become Purple.
If the cause is lost, party lose his sales license and must clean Fungality: Your body is unable to defend itself against
the infestation and pay 50 golds for the job and others 10 growing fungus. Mushrooms and mold grow on your body,
gold for administrative practices altering your appearance and emitting a foul smell.
Shard Shunners Cure
During these events the party could investigate about the A Lesser Restoration spell or Lay of Hands does not eliminate the
hal lings. After work the hal lings returns to his home or at the disease, Heal or Greater Restoration can cure it. DM can
hostel in Spices Street in the Dock Ward (Zone Q12 map 1.2), introduce a member of the guild of Apothecaries and Physicians
however they are careful and party must succeed on a DC 15 or Fala, they can study the disease and create an antidote. The
Dexterity (Stealth) checks to not be seen. If attacked, the antidote needs an ooze part that can be found on the sewers.
hal lings ight until two of them are incapacitated or killed,
whereupon the survivors try to nee. A DC 13 Charisma The Malady Workshop
(Intimidation or Persuasion) check forces captured hal ling to
divulge what they know: This disease was create following the Malady Workshop by
Jason Bakos & Themis Paraskevas
They have been hired by Istrid Horns to work with a sneaky
businessman named Emmek Frewn, recently tried to buy the
tavern in Trollskull Alley but was outbid by Volothamp
Geddarm. Stung by the loss, he bought a smaller, less
impressive building in the same alley and turned it into a
pub, which he calls Frewn's Brews;
The plan is to create a rat infestation in the tavern;
Emmek want to see the Trollskull tavern failing, at any cost.
Shard Shunners (if they are alive) warn Emmek who will
prepare an ambush against the party. Obviously the shard
shunners will do the job while Emmek wait news. The following
morning if none of the hal lings brought good news to Emmek,
he decides to lee from Waterdeep due to his debts with the
Xanathar's guild. The party can intercept it before he goes out
the city (before dawn), otherwise 4 goblins will kill Emmek just
outside Waterdeep.
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Side Quest
Lif Portrait
Aebalar (male elf commoner C/G) is an elf painter full of debts,
he had to sell off all his works but now he received a job that
could lift him from his precarious economic condition. He
promises as reward one of his paintings that portrays Lif, made
many years ago when the tavern was still open. Larcer Amcahtra
is a brazen young Tethyrian nobleman who has hired Aebalar to
portrays himself fearlessly posing in the Three Daggers Alley in
the Port District (Chapter 9, page 184 in WT:DH). Only Aebalar
could be so desperate to accept the job, but now he has some
afterthoughts for which he asks help.
If the party accept the job, they must protect Aebalar and Larcer
against the 3 lying daggers (Flying Swords in the MM).
Aebalar needs 1d4 hours to complete his paint, each our there is
a cumulative 20% chance of an attack. If Larcer is not hit, he
hands 50 golds to any party member for the "impeccable work".
If the job is rejected, Aebalar still try to paint Larcer. Obviously
he fail.
Private Bath
Gelris (female hal ling N/G) visits the tavern as supervisor of the
Cellarer's and Plumber's Guild to talk about a local problem (the
party may have noticed that recently the water from the pipes
had a darker color ). Gelris explain that 24 hours ago they sent 3
member of the guild to inspect aqueducts, but nobody has made
return. The City Watch would never set foot there and since this
problem involves the whole neighborhood, Gelris has decided to
hire the party, which has already explored the sewers and came
out alive. In exchange Gelris ensures 50 dragons and 5g of taxes
discount each tendays (subtracted from 50g of guild taxes).
Gelris provides a map of the local sewers with the 3 aqueducts
marked.
T7 zone (map 2.1) is the nearest entrance to the sewers. While
the party explores DM can introduce various encounters such as
rats, crocodiles and others non combat encounters.
Aqueduct A. The party takes at least 20 minutes to inspect this
aqueduct which appears to be ok.
Aqueduct B. Investigating this aqueduct, the party discover an
opening that allows access to it. Here 5 (or 1+1d4) troglodytes
are blissfully taking a bath and infesting the water with their
excrement. Killing the troglodytes is not enough, the aqueduct
must be cleaned.
Aqueduct C. The party takes at least 20 minutes to inspect this
aqueduct which appears to be ok. A careful investigation (DC
12) allows to ind a speleologist's helmet and tracks (DC 10
Survival check to follow them). The tracks lead to an alley
garrisoned by a group of 4 goblins while they are preparing a
plumber's soup, the 3 victims are bound and gagged.
If the party takes too long to reach this place, they will ind one
of the plumbers boiling in the pot!
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NPC Special Benefit
The followings NPC can be introduced as patrons or employees: Haliara can provide discounted clothes and masks, also she
knows many street artists.
Haliara (patron) Haliara
Haliara is a little drow girl, worshiper of Tymora the goddes of Medium humanoid, Chaotic good
good fortune. She has a sunny personality, loves dialogue, jokes Armor Class 13
and above all makes fun of people. Hit Points 17
Her parents have a modest store of costumes and masks in the Speed 30 feet
Trade Ward, she often wears costumes to scar people or just to
play. STR DEX CON INT WIS CHA
8 (-1) 16 (+3) 16 (+3) 10 (0) 18 (+4) 18 (+4)
Introduction Saving Throws Wisdom +6, Charisma +6
Skills Sleight of Hand +5, Insight +6, Deception +6,
Haliara can be introduced whenever you want causing her to
take refuge in the tavern to escape from someone who has been Persuasion +6
mocked. If you are playing in autumn you can introduce her Condition Immunities sleep
during Brightsword or Reign of Misrules, she takes refuge in the Senses darkvision 120ft., Passive Perception 14
tavern to hide from a guard who has a yellow smile painted on Languages Common
his buckler. If the party help her to hide, she becomes friendly, Challenge 2 (450XP)
otherwise if they help the guard she will follow him for a while
before cast charm person in order to run away. The next day she
returns in order to make some funny jokes against the party.
Events
If Haliara becomes a patron, DM can roll in this table:
d6 Event Fey Ancestry. The drow has advantage on saving
throws against being charmed, and magic can't put
1 Haliara takes over a table to draw or play the drow to sleep.
Sunlight Sensitivity. While in sunlight, the drow has
2 Haliara pranks a customer with a 40% chance that he disadvantage on attack rolls, as well as on Wisdom
becomes upset (-1 renown) (Perception) checks that rely on sight.
Innate Spellcasting. The drew's spellcasting ability is
3 Haliara use thaumaturgy to violently open or close all Charisma (s pell save DC 12). It can innately cast the
the windows! The noise sounds like an explosion... following spells, requiring no material components:
At will: dancing lights 1fday each: darkness ,faerie
4 She talks with customers and it looks like they are fire , levitate (self only)
having fun with her (renown +1) Spellcasting. Haliara is a 2th-level spellcaster. Its
spellcasting ability is Wisdom (spell save DC 14 , +6
5 She plays a flute (+1 on the next Charisma checks to to hit with spell attacks). Haliara has the following
earn renown) cleric spells prepared:
6 She draws a party member caricature on the wall
Cantrips (at will): Sacred flame , thaumaturgy, guide
1st level (3 slots): Disguise self, charm person,
sanctuary, bane, heal wounds
Actions
Blessing of the trickster as an action Haliara touch a
willing creature other than herrseif to give it
advantage on Dexterity (Stealth) checks. This
blessing lasts for I hour or until she use this feature
again.
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Odrisk (employee) Cook's Utensils DC
10
Odrisk is a refugee from the northern swamps, he comes from a Activity 10
small clan that escaped the wrath of the dragon cult and the Create a typical meal 15
bullywugs who bullied them. Previously he worked for the cult 15
(like many lizardfolk) in the kitchens, and cooked everything. Duplicate a meal
Even kobolds! These survivors have taken refuge in the Spot poison or impurities in food
Waterdeep sewers, and now they try to survive as they can.
Create a gourmet meal
Introduction
Events
Odrisk wander through Waterdeep in search of job. He isn't a
good crafter like his similars, still a strong creature but he likes If Odrisk becomes an employee, DM can roll in this table:
to cook! If the tavern is open or going to, he offers to work as
cook. d6 Event
1 He creates new chipped cutlery
Odrisk 2 Odrisk cooks some good fish hunted by him (Tavern
earns 2d6gp)
Medium humanoid (lizardfolk), neutral
Armor Class 15 (natural armor, sh ield) 3 Odrisk cooks food that is edible for its race like insects
Hit Points 22 or frogs
Speed 30ft., swim 30 ft.
4 Odrisk eats ingredients he likes from the pantry( party
must buy 1d6gp extra food the next delivery
5 Odrisk decorate the kitchen with skulls and strange
kitchen tools he crafted
STR DEX CON INT WIS CHA 6 Odrisk asks the party to tast his new meal (roll on the
Cook's Utensils Create a gourmet meal )
15 (+2) 10 (0) 13 (+1) 10 (0) 12 (+1) 7 (-2) Special Benefit
Skills Perception +3, Stealth +4, Survival +5
Senses passive Perception 13 There is no trace of insects, rats or other dirty animals with him.
Languages Common, Draconic Odrisk can help against the rats infestation by killing all rats by
Challenge 1/2 (100 XP) itself.
Prepare Meals. As part of a short rest, Odrisk can
prepare a tasty meal that helps your companions
regain their strength. Odrisk and up to five creatures
of his choice regain 1 extra hit point per Hit Die
spent during a short rest, provided Odrisk have
access to his cook’s utensils and sufficient food.
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 5 (1d6 + 2) piercing damage.
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Judith Dawkins (employee) Judith
Dawkins
Judith Nellie Dawkins is a well renowned madam that has
worked in many richest taverns and inns. Her personality is Medium monstrosity (shapechangerj, chaotic-neutral
mysterious, she knows how to charm every man and woman, at
the same time peoples don't knows anything and know Armor Class 14
everything about her. An expert deceiver and charmer, in fact Hit Points 52
she is a doppelganger named Amalia. Amalia meets with some Speed 30 ft
friends in a secret tavern where she shows the face of Amalia
(not her real form). Haliara knows who is Amalia in fact they are STR DEX CON INT WIS CHA
friends, but she don't know who is Judith. 10 (0) 18 (+4) 14 (+2) 11 (0) 12 (+1) 18 (+4)
Introduction Saving Throws Charisma +7
Skills Deception +7, Insight +3, Persuasion +7
If the tavern renown is 5 or less, Judith won't visit it. If she asks Condition Immunities charmed
for an employment, she want to be in charge above each women Senses darkvision 60ft., passive Perception 11
along with a good pay. Her purpose is to have fun and make fun Languages Common
of haughty nobles, put them in hot conditions or just rob. If one Challenge 3 (700XP)
of the party member has the noble background, she could
victimize him. Shapechanger. The doppelganger can use its action
to polymorph into a Small or Medium humanoid it
Special Benefit has seen, or back into its true form. Its statistics,
other than its size, are the same in each form. Any
The tavern is always full of fragrant lowers! And angry jealous equipment it is wearing or carrying isn't transformed.
women. It reverts to its true form if it dies.
Ambusher. The doppelganger has advantage on
Events Event attack rolls against any creature it has surprised.
Surprise Attack. If the doppelganger surprises a
d6 creature and hits it with an attack during the first
round of combat, the target takes an extra 10 (3d6)
1 Judith victimize a young noble, there is a 30% chance damage from the attack.
that renown decrease by 1
Actions
2 People are attracted by Judith! Tavern earns 2d10 golds
3 A young noble pay the party to furnish an aristocratic
room in her name ***
4 Judith find a better place where to work. A CD 15
Persuasion can convince her to stay
5 Judith's arrogance makes one of your women fired
A Judith's victim finds her in the tavern and warns all
6 about her misdeeds (renown -1). She could ask the
party to help her silence these voices. ***
*** If your BBEG is Jarlaxle, it could be him.
Multiattack. The doppelganger makes two melee
attacks.
Slam. Melee Weapon Attack: +6 to hit, reach 5 ft.,
one target. Hit: 7 (1d6 + 4) bludgeoning damage.
Read Thoughts. The doppelganger magically reads the
surface thoughts of one creature within 60 feet of it.
The effect can penetrate barriers, but 3 feet of wood
or dirt, 2 feet of stone, 2 inches of metal, or a thin
sheet of lead blocks it. While the target is in range,
the doppelganger can continue reading its thoughts,
as long as the doppelganger's concentration isn't
broken (as if concentrating on a spell). While reading
the target's mind, the doppelganger has advantage
on Wisdom (Insight) and Charisma (Deception,
Intimidation, and Persuasion) checks against the
target.
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Meng (patron) Meng
Meng Oratorys is a 55 years old Shou human who has always Medium humanoid, Lawful Good
lived in Waterdeep with his wife and his 10 children. Meng's
philosophy of life is that even the sharpest glass shard can Armor Class 16
become a harmless and beautiful piece of art, in fact he has been Hit Points 60
a glassblowler for over 30 years, a passion and philosophy of life Speed 40ft
handed down from his father who moved to Waterdeep from the
eastern lands when he was only 3 years old. Moreover, he is a STR DEX CON INT WIS CHA
skilled poet who loves to share his works in his own way, 10 (0) 14 (+2) 12 (+1) 10 (+0) 16 (+3) 14 (+2)
throwing glass balls into the sea in which he leaves a poem in a Saving Throws Wisdom +5
parchment. Skills Insight +5, Sleight of Hand +4, Investigate +2
At irst glance, Meng appears as a loyal, severe and inscrutable Senses Passive Perception 13
man, a life coach who likes sharing aphorisms and life lessons, Languages Common
but also loves drinking without exaggeration and spending Challenge 3 (700XP)
hours listening to other people's stories. After drinking, Meng
bets to be able to guess what a glass object once held. Actions
Introduction Multiattack. Meng makes three unarmed strikes.
Meng può essere introdotto come semplice cliente, come
venditore di vetro o al contrario, come acquirente per vetro
rotto.
Glassblowler's Tool DC
Activity
Identify source of glass 10 Unarmed Strike. Melee Weapon Attack: +5 to hit,
Determine what a glass object once held 20 reach 5 ft ., one target. Hit: 7 (1d8 + 3) bludgeoning
damage. If the target is a creature, Meng can choose
Meng's quotes one of the following additional effects:
• The target must succeed on a DC 13 Strength
Quotes saving throw or drop one item it is holding (Meng's
Today light is a lemon peel on the air glass choice).
People think that I must be a very strange person. This is • The target must succeed on a DC 13 Dexterity
not correct. I have the heart of a small boy. It is in a glass saving throw or be knocked prone.
• The target must succeed on a DC 13 Constitution
jar on my desk. saving throw or be stunned until the end of Meng's
Only the weak are cruel. Gentleness can only be expected next turn.
from the strong.
Whatever you do in life, surround yourself with smart
people who'll argue with you
Progress does not happen without change and change
doesn't happen without an open mind.
Even the sharpest glass shard can become a harmless and
beautiful piece of art
Goodbye, word of glass. Poets are glass vessels, beautiful
to see but delicate in breath. Someone took your breath
away, someone touched your heart.
Luck is like glass, just as it can shine, so it can break
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100 Inn Patrons by dndspeak.com 23. Two young giggling high elf women sipping red wine, seated
at a table, guarded by three bored looking local Lords
One hundred different people you might ind in your local guardsmen.
tavern.
24. A member of the town council sits at the bar. Other patrons
1. A mysterious man sits in the corner of the bar wearing keep trying to bring up council business, but the councilman
temple robes. He looks worried. If asked why, he will tell you just wants to have some food and a drink in peace.
that he saw an omen this morning that signi ies the end of
the world. 25. A limping old woman with a cane, called “Grandma Maggie”
by everyone. Nobody knows whose grandmother she
2. A popular local bard just got done playing on the stage. He is actually is, they’ve always called her that. She doesn’t
surrounded by beautiful women and is having the time of his hesitate to give out spankings for bad behavior, but she has
life. to brace herself since she’s not as stable as she used to be.
3. A igure sitting in a more shadowy part of the bar. When the 26. A constantly-drunk young man with a fancy sword, who was
players ask about them, they’re given a different name from supposed to be a particular “Hero of Prophecy”, except that
every person they ask. someone else took care of that problem irst.
4. Contrary Charlie – a patron who, whenever the players state 27. A woman in leather armor with a scar across her face. She
anything, will either instantly take the opposing view to quietly drinks from a lagon of ale on the far end of the bar.
them, deny what’s being said, or claim that the players are An especially large sword rests on the loor next to her travel
misinformed. sack.
5. Hesjing, a kobold bard with a strange-looking lute way too 28. A duck sits at the bar with a lagon of ale and a bowl of stale
big for him, humming a familiar song while tuning it. bread crumbs in front of it. When the inn keep notices you
looking quizzically at the duck he says “that’s philbert, Inn
6. Mmmjimmy : a long bearded redneck wizard sitting in the security, so watch your P’s and Q’s or he’ll be given ya what’s
corner and chuckling to himself. for!” Philbert looks at you dead in the eyes and lets out a
mighty quack with a +10 to intimidate.
7. Otto the Miserable- a very dour-looking gnome with a sign
next to him reading “make me laugh for 10 gp”. He is immune 29. A tall, portly man who smells strongly of garlic sits to one
to Tasha’s hideous laughter. side of the bar; he is very interested in any conversations
about undead. If engaged in conversation, he introduces
8. A heavily veiled woman in a very low-cut and tight dress himself as Marit Clovenhill, a garlic merchant and part-time
makes eyes at men as they walk by; she is in reality the wife vampire hunter.
of a local noble looking to catch her philandering husband,
who unbeknownst to her is involved in something far 30. A large fat woman sits on a specially made wooden chair by
different than simple adultery… the ire pit. She is covered head to toe in tattoos.
9. Hoid. A half elf bard who uses a magical lute to animate the 31. A dwarf ighter (e.g. Orik). He is best friend with the human
smoke from the ireplace to make visuals for his stories. He barkeeper (e.g. Castor). They chat very loud. Whenever they
tells only children stories, fairy tale style that all end in moral start a sentence they say the name of the person they talk to
lessons (similar to how real life fairy tales do). irst (or end the sentence with it). When they don’t know the
name they use stranger or friend. Apparently the dwarf
10. Durog: the Half-Orc bard. His singing is notoriously bad. never gets drunk.
11. Felsa: A female Tabaxi Ice Wizard that serves as a fence for
32. A cursed witch. She was transformed into a cat. Still able to
stolen goods. talk and to use magic. Comes by everyday for her milk served
12. Htrog: A Firbolg warrior for hire. Loves mead. He is the last in a golden bowl with her name on it.
of his clan. 33. A wiry, elderly man sits at the bar talking to the barkeep.
13. A beastmaster who keeps his pet owlbear with him at all He’s asking what needs cleaned or doing as he is taking the
next shift soon.
times. Will feed it whatever food he gets from the inn.
14. A common speaking mimic that wishes to live in human 34. A young, attractive couple who are looking for a 3rd person
to take up to their room to have some bedroom fun.
society.
15. An unknown humanoid who snores extremely loudly at 35. A man who drank far too much and vomited all over himself.
The barkeep is trying to get him to leave but he has passed
certain times in the night. His door is always locked and has out.
“DO NOT DISTURB” painted on it in black letters.
16. A giant rat that speaks common as well as elven. Will buy 36. A cigar smoking old woman who asks for her food extra
pieces of cheese from the party for 2-3 gp per piece. cooked. She refuses any meal that isn’t blackened and burnt
17. A kenku that offers tips for successful adventures for the completely.
price of a small amount of food from the party.
18. Johnny, the local drunk. Of course he’s here again, and drunk. 37. A doll maker who is always tinkering with his creepy dolls.
19. A half orc sitting alone at the bar, drinking from his own
large personalised tankard, which reads Ughurv.
20. Three Dragonborn haggling with a human male who is trying
to persuade them to buy several gold chains at a table in the
corner.
21. A hal ling bard, standing on the end of the bar, singing an
operatic aria that has several of the patrons ighting back
tears.
22. An elderly Tabaxi, seated on a threadbare armchair before
the ireplace, seemingly lost in a personal reverie.
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38. Two old married men, trying to get away from their nagging 58. A group of Kobolds carry around a dwarf dressed like a
wives by coming to the inn and playing checkers. dragon. They adore him and answer to his every command.
He lies to the 3 Kobolds and will pay them in scraps. If people
39. A beautiful young woman in a slightly worn-out green dress. talk to him and try to help the kobolds, the dwarf will pay
She is not interested in any of the men who have approached you off to shut up and let it happen
her, but she seems to have been watching the inn waitress
with a coy smile. 59. A group of rowdy dwarves… they are obsessively talking
about the local sports team (Go Sports!)
40. A fat noble lady who complains loudly but drinks heavily and
soon is undressing herself while singing. 60. A scarecrow dressed like a ranger in all black in the darkest
corner of the inn. The barkeep keeps a tally of how many
41. A pair of twin hal lings stand on a bench playing the piano in people try to talk to him to get a quest or attack it when it
the corner together. doesn’t respond.
42. A medium height igure stumbles into the pub while wearing 61. A young-looking elf woman, who looks almost like a drow,
a long green cloak. It’s actually two hal lings one on the but not quite. She is dark-haired, and has black eyes. When
others shoulders. she moves, her cloak shifts aside to reveal that her arm ends
just above the elbow. She seems to prefer the shadows, and
43. A large silent igure walking into the inn. On her back is a drinks a dark ale most consider too bitter for their tongues.
wicker basket illed with rusted weapons that give off a The innkeeper recommends that, should you approach her,
strong magical aura. you should de initely not call her a drow.
44. Two dwarves arguing over who has the more luscious beard. 62. A slime. A humanoid slime. Looks vaguely female. Is trying
45. A traveling perfume salesman. very hard to get drunk, but its body processes alcohol too
46. Fat John. Sits in the same corner at the same table. Has been fast to get more than buzzed. Has a lot of gold that it is siting
on. The bar tender is starting to get a bit desperate to ind a
there for years. Never seems to not be there. But somehow brew that with actually inebriate the slime, even for a
he knows everybody and everything going on in town. moment. It has threatened to buy the whole stock of alcohol
Secretly he’s a divination sorcerer with subtle spells that and try to down it all at once by looding the basement and
allow him to scry on anyone within a few mile radius. jumping in.
47. An elderly paladin is deep in thought in the back of the
tavern. If asked, he feels he is too old to stop a Lich that he 63. A goblin stripper named Grelka. Grelka tries to steal bedrolls
has been chasing for years. from people she dances for because the de inition of “take
48. 5 whatever race or sex you walk into the bar. They are them to bed” got muddled up with “take their bed”.
bedecked in lashy garb (that doesn’t quite it right, armor
and gear. One of them is boasting about there great deeds. It 64. A cheesemaker, trying to make a business deal with the
starts to sound more and more outlandish if someone owner of the bar. He offers a free sample and if the player
actually decides to listen. In reality they are highway bandit’s tries it, DC 15 Constitution check to see if the player gets
that just ambushed and looted actual adventurers. They can food poisoning
ind the bodies about 4 miles along the road out of the town,
buried in very shallow graves. 65. A shady man who comes in, orders 20 bottles of hard liquor,
49. A young man in the clothing of a lesser noble, quite visibly then pours them all into an Erlenmeyer lask and lights a ire
drunk, is being dragged out of the inn by a woman in similar under it. He proceeds to ill ive of the bottles with the
garb, presumably his wife. substance, stuffs napkins in them, and walks out.
50. A hal ling dances on a table, slips and falls under it. Some
patrons who had been observing the performance gasp when 66. You see a party of visually shaken dwarfs silently drowning
the little man is not under the table, but his sudden and their sorrow in a corner of the pub. Chatting with them
triumphant ‘Ta-Dah’ from the other side of the room merits reveals that they were part of a trade caravan visiting an
some applause. obscure dwarven outpost, only to discover nothing but a
51. Two burly looking men, their uniforms identifying them as deserted fortress of horribly mutilated corpses.
local guardsmen, chug from large tankards of the local brew.
The winner falls over backwards off his stool, prompting 67. Three gnomes in a trench coat.
raucous laughter from those around him. 68. A frantic looking young wizard pours over countless tomes
52. An elvish woman in clothes much too exquisite for an
establishment of this sort sits alone at her table, sipping from and scrolls. She seems to be searching for a particular spell
a glass of wine with haughty countenance and incessantly and when questioned she only mentions that her mentor is
playing with a pendant hanging from her neck. going to kill her if she can’t locate which plane that town
53. An aged priest with a week’s beard and patched robes went soon.
staring mournfully at a glass of water. 69. A patriot veteran of a previous war in the land. Having lost
54. A gnome and a Goliath are arm wrestling. The gnome beats his leg in the war, he now spends most his time at the bar
the Goliath so the Goliath takes out a mechanical contraption telling war stories, or drunkenly singing the national anthem
that freezes the gnome. or some obscure war ballad. Just don’t bring up any battles
55. A man in bright clothing stands in the corner. He’s laughing the nation lost though…
and talking to seemingly no one. When approached he stops
talking and just stared intently, waiting for something.
56. Harth Stonebrew – An ent as “houseplant”/bard.
57. A red dragonborn sits at the bar in ine clothing and is
ordering strange drinks. If talked to enough (and if he’s
drunk a bit too much) he’ll tell you he’s on a quest to prove
himself to the clan.
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70. A jolly half elf named Craig who looks a lot like Patton 82. A middle aged man and his wife. Will hustle her out of the
Oswald. Craig has a list of jobs, personal ads, missed bar at the irst sign of trouble, impropriety or bad language
connections etc. Whenever you ask about work in the Inn, muttering grossly. She seems supremely unconcerned (or
they suggest you check out The list that Craig has made. even interested in anything salacious!).
71. A mother and father, and their three kids. Their house 83. An unkempt elven apprentice mage who will enthusiastically
burned down in a mysterious ire and they are sheltering at discuss magic theory and categorisation of cantrips with (Or
the inn until they can ind somewhere else to stay. more accurately at) anyone not fast or savvy enough to get
away. Not particularly interested in whether you have
72. A spellcaster who lost their apprenticeship. The spellcaster magical knowledge and even gets disturbed if you disagree
was a reliable student but was the victim of a covetous rival or try to change topic.
who sabotaged their work and spread rumors. The
spellcaster doesn’t have the motivation to ight back since 84. A Goliath in a dark cloak desperately trying to hide how tall
the rival was better liked and no one wanted to hear the he is by slouching as much as he can.
other side of the story.
85. A human male with an eyepatch and one arm who rents the
73. A local merchant who scored a big foreign contract. S/he and largest room in the inn and leaves.
team are excited about hiring more workers and boosting the
local economy and the town/city’s reputation. 86. An elderly man covered in old tribal tattoos chatting with
three young men.
74. An inquisitor tracking a heinous criminal. The trail has gone
cold and the inquisitor is looking for rumors or sightings. 87. Ambros, a grey bearded dwarf with nasty scars over his face,
hes known for his knowledge of beer, mead and ale.
75. A horse racing team bringing horses to a grand prix in a city
nearby. The coach and an experienced racer are encouraging 88. A trickster mage named Elondur, always surprises his fellow
a nervous irst-timer who is already getting prerace jitters. guests with sleight of hand tricks. Nobody knows if theres
actual magic involved.
76. Gundrick Aleseeker, a brewer of great renown on a test to try
ever beer produced in the land. He sits at a side table with a 89. Welka – An extremely beautiful woman, standing a full 6’6″,
set of the smallest glasses the inn have, studiously snif ing with guinea-gold locks and an ice-blue greataxe. She seems
and tasty one then writing notes for ive minutes. Once he to be waiting for someone, and looks up whenever a man
has tried each if their are no more inns in town he will order walks in the room.
his favourite and sip it contently. Any who approach him
before this will be bluntly asked to leave but after inished 90. Gustav Ironboots- A grizzled Dwarf guard captain, with a
tasting he is an avid conversationalist. kindly eye and a friendly word from half of the patrons.
Gustav has been a guardsman in the area for nearly 150
77. Blart is a bugbear who comes from a far away tribe, that years, and most people know him well. Has a relaxed but
collapsed do to lack of food. Despite the deaths of his people, careful attitude.
Blart is a barbarian of the ancestral guardian path, and the
deaths of his people empower him. He speaks in a loud 91. Gladiolas Doombaker- A high elf with odd magical facial
squeaky voice, and has strange habit of drinking black tar. brands and the look of an archmage offers succulent pastries
to the party. A former Archvillain, Gladiolas was defeated by
78. Wendel Waterweary is a normal human merchant. She is in a party who used powerful divine magic to switch his focus
charge of the towns trade with other towns, and frequently from the arcane to the oven. He now prepares incredibly
leads the trade mission. When not on the job, she can be delicious breads, muf ins, and other doughy goodies.
found in the Inn hosting games where players use strange
polyhedral dice and their imaginations to simulate great 92. Darlan the Human – a swarthy, golden-eyed man with dark
adventures. hair drinks alone at the bar. With very little provocation, he
will inform you he isn’t a Tie ling, and that he was just born
79. Kaza Arbiter, also known by his alias “Luke Warm” is a looking a little different. His grandfather was a priest of the
human arti icer and criminal. Using transmutation magic, he sun god. There is no demonic line in his family, thank you
disguises himself and his inventions (albeit mostly stolen) to very much.
become mundane items when not in use. An astute person
might be able to recognize Kaza by his short stature, young 93. Curtis and Lissandra- a younger-middle aged couple are
appearance, and abnormal love of tea. When not on heists, he holding hands at one of the tables. He is a wizard, and she is
disguises himself as “Luke Warm”, an everyday scholar a paladin. They have left their children with the neighbor’s
studying chemistry. daughter and are having a quiet dinner together.
80. A dwarf, and and elf all enter together, order a drink at the 94. Two rather drunk clerics are performing a raucous and
bar and go upstairs. When they come down shortly after, and somewhat raunchy augury, asking about people in the room
it seems as though they have exchanged clothes. to shouts of laughter from onlookers.
81. Three old geezers sat around a table for four. They won’t let
anyone take the empty forth stool. The barkeep steps in if
anyone objects. They have a tab even if such a facility isn’t
available to all. They never seem to order but the drinks
arrive at a steady rate. Always 4. One each and one in front of
the empty stool. When they inish, the spare is tipped into a
nearby plant, out of the window or otherwise disposed of.
Except the last of the evening when one of the old men will
sometimes pass it to a young’un sat nearby as they all get up
to leave.
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15/5/2019 Trollskull Tavern Management (copyright image) | GM Binder
95. Palwise the Invisible Hand – A hal ling sits on a stool,
enjoying what looks like lemonade. His arms and hands are
completely and permanently invisible, the result of a
misspoken wish. He sometimes wears long sleeves and
gloves, but not today.
96. A group of sopping wet adventurers come slouching in the
tavern, leaving muddy footprints. It is a clear day outside. If
asked, the ighter smacks the wizard upside the head and
mutters about a cooling spell gone wrong.
97. A man (clearly royalty or nobility in disguise) is chatting
amiably with those around him, while his guard, also in
disguise and looking long-suffering, sits close by. The locals
can tell, but are taking it in good grace.
98. Nepason Burke – An Eldritch knight and half of Burke and
Habbes, a famous adventuring duo from twenty years ago.
Eprim Habbes is now a Lord and a General. Burke has chosen
the quiet life, and seems content with his choice.
99. A very drunk doppelganger. His disguise is slipping as he
drinks
100. Garick Jenerick – An odd old man who approaches different
parties and implores their aid. Very wealthy and rather
senile, he has a gruesome ‘hobby’ collecting body parts from
various monsters- goblin ears, rat tails, wolf pelts, etc. What
he does with them no one knows.
Changelogs
3/4/19
Page 6 - Rats Infestation: The Three Urchins (new)
Page 9 - Side Quest (new)
10/4/19
Page 8 - Rats Infestation Consequences (new)
Page 1 - Contents (new)
2/5/19
New cover
Upgrade: Rent Rooms (improved)
Upgrade: gambling table events (new)
Upgrade: Girl companion table events (new)
NPC section (new)
3/5/19 v1.6.2
New upgrades
Upgrades: bard table events (new)
Upgrades: bouncer table events (new)
NPC: special benefits (new)
NPC: Judith (new)
Evening events
Various corrections
14/5/19 v1.6.3
NPC: Meng
Various corrections
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