The Sweet Hag?s Bosom
The Sweet Hag?s Bosom
The Sweet Hag?s Bosom
by
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1
Tavern!
Table of Contents
Tavern Rousings! … 3
Drunking & Drinkenness …5
Ye Adventurer’s Olde Favourite Dive Drunken Feats … 7
& Tavern NPCs … 8
Sample Tavern: The Sweet Hag’s Bosom …11
Sample Tavern: Free Sample Maps …15
2
Tavern
Part 1
Rousings!
Part 1: Tavern Rousings! for Small or Medium creatures as clubs, but they are also fragile and
may break on a successful hit (with hardness 0 and 5 hp; they suffer the
Everyone needs a good barroom brawl scene now and then, and prefer- same amount of damage they inflict). Storage containers, such as smaller
ably one with a lot of fun and interesting highlights. Introduce the following ceramic amphorae and casks, are somewhat sturdier; they deal damage
features of the tavern encounter to make it more distinctive and action- like clubs but have hardness 5 and 1-5 hp. Larger amphorae or kegs could
packed, without unduly slowing down combat. also be available, but only the strongest brawlers can even lift them
(requiring a DC 15-25 Strength check), but they deal significantly more
Dynamic Action damage (2d8 hp).
When a fight breaks out in a bar, it can be more complicated and inter- Mugs & Steins: Mugs of ale make memorable thrown weapons, shattering
esting than combat in an open field, and a chaotic tavern fight offers many upon impact and inflicting damage comparable to a sling. A bowl of piping
tactical options. Consider the battlefield and select one or two special hot soup or a pan fresh off the fire is even better and add 1d3 fire damage.
features from this material to use each round; your players will quickly Table Flatware: Treat knives as daggers (not improvised), and forks as
follow your example and no doubt develop ideas of their own. Use these improvised daggers, and they both suffer as much damage as they deal.
guidelines to encourage them – especially in a non-lethal brawl, most Spoons can only be used for Dirty Trick combat maneuvers (see below),
players will be happy to follow your judgment. usually to temporarily blind or deafen opponents.
Bull rushing: Few players will forget being bull rushed into a wall, window, Tapping Kegs: Kegs of ale can be shaken and tapped (usually with a
or fireplace. Each 5-ft. square that a character would be pushed beyond hammer and a spigot, but a dagger will do in a pinch) as a full-round action.
what is sufficient to place him next to a wall inflicts 1d6 points of nonle- With a ranged touch attack, a keg can then be pointed toward a character
thal damage (plus Strength or other bonuses). Also, allow the attacker within 10 ft., who must succeed on a DC 10 Concentration check to cast
to make a free Strength check against the wall’s break DC (20 for normal spells and suffers a -2 penalty on attacks and skill checks. Small kegs can
wooden walls) to send the victim crashing through to the other side. With spray an opponent for five rounds. Characters drenched in alcohol receive
glass windows, the impact is less forceful (causing 1d6 less nonlethal a -2 circumstance penalty on Stealth checks.
damage), but the glass shards deal 1d6 points of lethal slashing damage. (Note: Heavily carbonated beer—and, thus, pressurized kegs—are a
Ending in a large fireplace inflicts 2d6 points of fire damage and requires modern invention and are not appropriate for worlds hewing closely to
a DC 15 Reflex save to avoid catching fire. Pushing a victim’s head into historical realism. Anything is possible in fantasy worlds: if an explana-
an aquarium filled with water deals 1d4 points of slashing damage from tion is required, blame it on the gnomes!)
the glass, plus an additional 1d4 points of damage each round
that attacker successfully pins the victim with a grapple check,
along with possible rounds of suffocation, and the immediate
Table 1a: Improvised Weapons
release of whatever creatures were inside. Str DC
Nameless Combatants: The following system accounts for Item Damage Hardness Hp to lift
many people in a chaotic brawl. Of course, never use these rules Amphorae, Small 1d6 1 5 10
to describe the PC’s principal opponents.
1. First, assign a rough area to the mob and assume that
Amphorae, Large 2d8 3 10 20
every square is either occupied or threatened by a Bench 1d12 2 8 10
combatant. Moving through these spaces inflicts 1d3 Cask, Small 1d6 2 6 10
points of non-lethal damage per 10 ft. of movement; a Cask, Large; or keg 2d8 5 15 20
DC 15 Reflex save halves this damage. Alternatively, a
character can avoid any damage using Acrobatics (as Chair 1d6 0 5 —
if to avoid attacks of opportunity) or by moving their Fork or Knife 1d4 8 3 —
speed as a full-round action. Mug 1d6 — shatter on impact — —
2. At the end of each character’s turn, determine the
number of adjacent squares occupied by these nameless
Soup, boiling hot 1d6 + 1d3 fire — shatter on impact — —
brawlers. Roll 1d4 for each such square; the character Broken glass or 1d3, or 1d6 if — — —
suffers one attack, which is considered to be flanking, for mugs falling or tripping
each 1 rolled. If the mob has reason to dislike a particular
character (e.g. the party rogue whose cheating triggered
the fracas), increase the odds of targeting that character by also T
errain &H azards
including each 2 rolled. From fireplaces to toppled furniture, the inside of a fantasy tavern is never
3. Assign a total hp to the mob (rather than track individual a stranger to hazards.
members). To resolve area spells, estimate the number of affected Brewing Vats: Many taverns brew their own beer in large fermenting
brawlers and apply the results proportionately. As the mob’s hit vats, in a side room or cellar. Such vats occupy a 5-ft. square and are
points fall, reduce its size; most mobs will disperse when reduced 5-8 ft. tall. Small pubs have freestanding vats with makeshift stairs to
to half their hit points. their tops; larger taverns might have platforms built around a set of them
(effectively putting their tops at floor level). The earthenware or wooden
I mprovised W eapons vessles are sealed or loosely covered at the top.
Drawing blades or other heavy weaponry on others in public can have Brewing vats are sturdy, with Break DC 23 (20 at the tops), AC 2,
legal repercussions in most any urban center, while other implements used hardness 5, and 150 hp: 15 hp damage suffices to cut a hole from which
during a breakout of tavern violence can be easily justified or negated with beer will flow into the room, coating two 4-ft. squares per round (and
simple denial of committing hostilities. Use the following stats for common eventually even filling the room with a shallow sea of yeasty ale).
tavern items, and treat all items are improvised weapons unless specifically Characters can push each other into the vats (or, alternatively, throw
noted otherwise. grappled characters into them); again, allow a free break check with the
Chairs, Crates & Casks: Treat crates, or chairs appropriately sized bull rush. Characters inside full vats must make a DC 10 Swim check to
3
Sample Tavern: The Sweet Hag’s Bosom
reach the lip and breathe, plus a DC 10 Climb check to Table 1b: Chandeliers
pull themselves out—especially difficult for those in
armor. Swinging On Check Type DC
Broken Shards: Sprinkle squares with broken glass To grab Str or Dex 10
or ceramic as windows and trays of mugs are smashed
during the combat. Treat these as caltrops for those
On a failed grab Reflex save 15 to avoid fall
without shoes, and even well-shod characters suffer Damage Escape
1d6 points of damage from a fall (or trip) into such Falling per 10 ft. Artist DC Str DC
a square and another 1d3 points when exiting or Chandelier, Small 1d3 10 10
standing up (unless they expend a full-round action).
Chandeliers: Prosperous establishments may C handelier, L arge 1d6 15 15
have a hanging light fixture, which can be tempting Removing Supports AC Hardness Hp Break DC
during combat. Swashbuckling rogues may leap to the
chandelier and swing to someone’s rescue.
R ope 11 0 2 23
Reaching a chandelier requires a standard action to Chain support 11 10 5 26
jump and grab it: a DC 10 Strength or Dexterity check
(player’s choice). The chandelier doubles the horizontal Tables & Benches: Tables may be meant for eating and card-playing,
distance of the jump, and the PC may also drop to a lower floor (decrease but they also offer numerous options to enterprising combatants.
the effective distance fallen by 10 ft. with a DC 15 Acrobatics check). Standing on one grants higher ground (+1 to attack rolls) but also leaves
A PC who misses the chandelier can make a DC 15 Reflex save to dangle a character vulnerable to being thrown off (inflicting 1d3 points of nonle-
awkwardly before falling (reducing falling damage by 10 ft.). thal damage and leaving the character prone unless they succeed on a DC
And few events will energize a combat more than a well-placed arrow 20 Acrobatics check) either because of a bull rush or because the table
dropping the entire chandelier (see Table 4 for chandelier hp, hardness, collapses following a well-placed strike. Typical tables have AC 2, hardness
and AC). Smaller chandeliers may be held up with a single rope or chain 5, and 10-15 hp (or break DC 18-23).
secured to one side, making them vulnerable. Large chandeliers have Old or poorly made tables have weak spots to be exploited. A creature
multiple supports; give them a chance to fall equal to the fraction of next to such a table may notice that it is rickety; as a move action, it
support missing at the beginning of each round. A character may untie a can make a Craft (carpentry), Knowledge (engineering), or Disable Device
secured rope with a DC 15 check (Craft [knotwork] skill check, an appro- check (at DC 15) to identify the weak point, or a DC 20 Perception check.
priate Profession skill check, or an Intelligence ability check). Chandeliers That character then ignores hardness, automatically scores a critical hit
and their supports are immune to bludgeoning damage, and ranged on any successful strike, and receives a +5 circumstance bonus on break
weapons do half damage to objects. attempts.
A large iron chandelier (200 lbs. or more) deals 1d6 points of damage Characters can flip tables over; always a dramatic way to start a fight.
per 10 ft. of falling distance to all those below it. A smaller one (100-199 This requires two free hands and a DC 5-8 Strength check (depending on
lbs.) deals half that. Characters under the chandelier must make a DC 15 sturdiness) if the table is empty. Raise the DC by 10 for each Medium size
Reflex save or be pinned (failing by 5 or more also grants the entangled creature standing on it (or +5 per small creature; +15 per large creature).
condition until the chains and supports can be unwound and pulled off); Once flipped on its side, any substantially sized table can provide a +1 or
escaping a pin requires a DC 10 Strength check as a standard action (and +2 shield bonus to AC (depending on the table’s size and sturdiness) while
leaves the PC prone). performing a full-defense action.
Slippery & Elevated Surfaces: Areas covered in spilled ale or greasy
food pose special challenges. Treat them as difficult terrain, requiring a DC D T
irty ricks and O ther M aneuvers
10 Acrobatics check to run or charge or after suffering damage, adding 2 New combat maneuvers originally presented in Pathfinder
to the DC of any other Acrobatics check, and rendering creatures without Roleplaying Game Advanced Player’s Guide (dirty trick, drag, reposition,
at least five ranks in Acrobatics flat-footed. More importantly, such and steal) are all appropriate for tavern encounters, and are included in the
terrain can easily be used for cinematic effect in combat. If a creature full version of this document for GM/player convenience.
is bull rushed along such a surface, the pushed distance is doubled and
the character must make a Acrobatics check or fall prone (DC = 10 + the
difference in the bull rush checks).
Creating these conditions is not difficult: small kegs or casks cover a
single 5-ft. square while larger ones cover substantially more. Slicks can
be produced during melee, by characters intentionally smashing stacked
kegs, or even by ranged attacks that miss their targets but instead
puncture a barrel (imagine the burly fighter’s surprise when his own impro-
vised weapon trips him!). This can also be accomplished with a table full of
wet/greasy foods.
For a high fantasy setting, a waxed bar also provides a slippery surface:
the bar’s narrowness increases the Acrobatics DCs to 15 for running or
charging or for taking damage. A fall to the floor inflicts 1d3 points of
nonlethal damage (plus another 1d6 if the character falls in the remains
of shattered mugs). Climbing onto a bar also grants the higher ground
bonus.
The key to using the bar effectively is luring the PCs onto it to set up
a bull rush, either by tempting them with an opponent already atop it or
taking cover behind it (and harrying them with thrown casks of beer).
4
Drunking &
Part 2
Drinkenness
Part 2: Drunking & Drinkenness intoxication effects does
not suffer any hangover
Table 2a: Size Modifiers
to Avoid Intoxication
While the most basic game mechanics for alcohol’s intoxicating effects effects.
and addictive properties are provided in Pathfinder Roleplaying Game Small and Large Creature Size Size Modifier
GameMastery Guide, those mechanics necessary for the more pressing Creatures: While some
Fine -16
matter of the intoxicated opponents encountered in a tavern scene, are GMs may wish to use a rule
presented here. of “half for smaller, and Diminutive -12
double for larger” to account Tiny -8
Intoxication & Drinker’s Fortitude for relative body mass and Small -4
As a general rule, a GM may wish to employ the following simple method consumption of alcoholic
for determining alcohol intoxication effects, or else utilize the more exten- units, this could lead to
Medium +0
sive optional rules presented below. extreme imbalances overall. Large +4
Drunkenness: As creatures consume alcohol, they grow increasingly It is instead recommended Huge +8
more intoxicated. The simplest way to handle a drunken character is to to grant a size bonus or
have them make a Fortitude save against the DC above each time they penalty to checks made to
Gargantuan +12
consume a given unit of alcohol, with failure resulting in them gaining the avoid intoxication of the Colossal +16
sickened condition. If they continue drinking, and fail another Fortitude following amount to smaller
save, they become nauseated. If they decide to keep drinking after this, and larger creatures.
and fail yet another Fortitude save, they pass out and are unconscious.
In general, a character can consume a number of alcoholic beverages equal
to 1 plus double his Constitution modifier; drinks consumed in excess of Table 2b: Alcoholic Units
this total cause the character to become sickened for 1 hour per drink
Alcohol Type 1 Alcoholic Unit Container Size
above this maximum. Particularly exotic or strong forms of alcohol might
have additional effects, or include other drugs or intoxicating ingredients Ale, Beer, Lager, 1 flask, mug or stein (5/ Tiny
Addiction: Consuming alcohol regularly can lead to moderate addiction, or Mead gallon)
as presented below (see Pathfinder Roleplaying Game GameMastery Guide, Wine or 1 cup, double-shot, or Diminutive
Drugs and Addiction). Champagne wine glass (10/gallon)
Hard Liquor & 1 single-shot glass or Fine
Individual Fortitude Spirits vial (15-25/gallon)
By consuming alcoholic units, any creature that is not immune to the
effects of alcohol, or poison, must make Fortitude saves, or gain a higher
Exquisite Liqueurs 1 thimble or single-shot Fine
intoxication level, which grants intoxication effects depending on the
glass (30-50/gallon)
creature’s intoxication level (mildly, moderately, or heavily intoxicated).
A character can consume a number of alcoholic units equal to 1 + her
Constitution modifier (minimum 1) before she must make a successful Alcoholic Beverages
Fortitude save. The DC for this saving throw is 11 + the number of alcoholic As far as intoxication goes, is drinking ale the same as drinking wine?
units consumed in the last hour, and a creature may not take 10 on the What about finer liqueurs, such as minotaur bloodwine, or a double-shot of
save; failure indicates a higher level of intoxication is gained, while success top-shelf gin? Each type of alcohol is different, and the following standards
may convey different results, depending on when the check is made and can help to define how many alcoholic units a creature consumes, in order
the creature’s current intoxication level. This is further detailed, below. to determine the save DC and intoxication level effects. Each alcoholic
Treated as a drug (and outlined here as an affliction), the following base beverage of the size indicated is considered an alcoholic unit, with more
stats can be used for alcohol, especially common ale, beer, mead, or similar potent alcoholic beverages requiring less consumption than others in order
drinks, which are treated as a single alcoholic unit apiece – making save to achieve higher intoxication levels; see the following table for comparison.
DCs and inherited effects easier to calculate. Each alcoholic unit is treated as one dose of alcohol, although some
drinks can contain much more alcohol than this, or even served in filled,
Alcohol over-sized containers. Unless otherwise noted, one alcoholic unit is also
Type drug, ingested; Save Fort DC 11 + the number of alcoholic units a single dose of alcohol (drug); any beverages which function more like
consumed (see below) drugs or poisons should generally be considered one dose.
Onset 2 rounds; Frequency 2/hour for 1 hour per each alcoholic unit
(see below) Intoxication Levels
Effect increased intoxication level (see below); Cure see below The following rules can be used if you’re looking for a more in-depth way
Drinking a single alcoholic unit grants intoxication effects which last for of handling alcohol than the general rules presented above. A character’s
one hour per unit (maximum 12 hours after the final alcoholic beverage is first failed Fortitude save results in them gaining the light intoxication
consumed, plus any applicable hangover period), and a creature must make condition (below), which progressively worsens as they continue drinking
two Fortitude saving throws each hour after consuming a single alcoholic and failing their saving throws. In addition, drinking too many alcoholic
unit to avoid higher intoxication level effects. The effects from multiple drinks may also cause hangovers, alcohol poisoning, and addiction.
units stack (certain drinks may have other effects, or last longer than Intoxication levels may affect the effective Challenge Rating of a
these maximums), and success on a second consecutive save in a given creature, depending on its total Hit Dice. This optional mechanic is
hour after consuming an alcoholic beverage can even lessen the intoxica- best used when a creature is first encountered in any potential combat
tion level by one step (minimum no intoxication). Following the duration of encounter, and applied prior to combat; otherwise, the CR may remain
intoxication, a “hangover” period is possible, lasting one-half, to the entire unchanged (intoxication being treated as a story-based effect, and
duration of the character’s intoxication effects, at the GM’s discretion; a creative means of solving the problem of potential conflict). When a
any creature that succeeds on the final saving throw to avoid or lessen creature’s CR is modified by intoxication levels in this way, the effective
5
Sample Tavern: The Sweet Hag’s Bosom
intoxication level is used to determine the creature’s starting CR, after a DC 15 Linguistics check (can be made untrained) or they are unable to
all abilities and feats are taken into account (such as the Drunken Feats understand the drunken character. Failing this Linguistics check by 5 or
presented below, which can alter how a creature’s total intoxication level more results in misunderstanding the drunken creature. Failing by 10 or
is treated effectively as a lower intoxication level). Use the guidelines more and you need to make a Will save (DC 10 + how much you failed the
listed below for determining a creature’s CR based on its effective intoxi- Linguistics check) or you attack the drunken creature, as you are offended
cation level at the start of any potential combat encounter. by what you mistakenly believe they said.
Light Intoxication: A lightly intoxicated creature is dazzled. In combat, If the drunken creature speaks incoherently while attempting to cast a
there is also a 50% chance each round they are staggered. Any spell- spell with a verbal component, their total spell failure chance is doubled
casting, not just arcane, suffers from a +15% spell failure chance (stacking (maximum 99%), but others suffer a -10 penalty to Spellcraft checks to
with spell failure chance from armor and shield worn, if applicable) if the indentify the spell cast, assuming the intoxicated creature successfully
spell the intoxicated creature is attempting to cast. Creatures that casts their spell.
successfully save against initial alcohol intoxication effects are only Each hour they continue drinking, a moderately intoxicated creature
dazzled, and take no penalty to spellcasting. When a lightly intoxicated has a cumulative 5% chance they “black-out” until they rest for 8 hours.
creature speaks, there is a 5% change their speech is incoherent, and While in this state, they suffer a -10 penalty to all Intelligence-, Wisdom-,
listeners which know the language spoken must make a DC 10 Linguistics and Charisma-based skill and ability checks. If they have Skill Focus in
check (can be made untrained) or they are unable to understand the an Intelligence-, Wisdom-, or Charisma-based skill, they instead gain a
drunken character. Failing this Linguistics check by 5 or more results in +10 bonus to such checks, but they require twice as long to perform. A
misunderstanding the drunken creature. If a drunken character speaks character doesn’t recall their actions while “blacked-out.”
incoherently while attempting to cast a spell with a verbal component, Addiction Variant: A creature who becomes moderately intoxicated at
their total spell failure chance is doubled (maximum 99%), but others least once per week risks gaining a minor addiction to alcohol consump-
suffer a -5 penalty to Spellcraft checks to identify the spell cast, tion; a creature which becomes moderately intoxicated 4 or more times
assuming the intoxicated creature successfully casts their spell. per week risks moderate addiction to alcohol consumption; becoming
Addiction Variant: A creature who becomes lightly intoxicated 3 times moderately intoxicated at least once per day can lead to severe addiction.
per week or less generally does not risk becoming addicted to alcohol Challenge Rating: Moderately intoxicated creatures with 4 or less
consumption; becoming lightly intoxicated 4 or more times per week can Hit Dice are treated as CR -2; creatures with 5-10 Hit Dice are treated
lead to minor addiction; becoming lightly intoxicated at least once per day as CR -1; otherwise unchanged.
can lead to moderate addiction. Heavy Intoxication: A heavily intoxicated creature is confused, dazzled,
Challenge Rating: Lightly intoxicated creatures with 4 or less Hit sickened, and staggered. Any spellcasting, not just arcane, suffers from a
Dice are treated as CR -1; otherwise unchanged. +35% spell failure chance (stacking with spell failure chance from armor or
Moderate Intoxication: A moderately intoxicated creature is both shield worn, if applicable) if the spell the intoxicated creature is attempting
sickened and staggered. Any spellcasting, not just arcane, suffers from to cast has a verbal or somatic components. Heavily intoxicated creatures
a +25% spell failure chance (stacking with spell failure chance from that successfully save against the initial effects of heavy intoxication
armor or shield worn, if applicable) if the spell the intoxicated creature are only dazzled, nauseated, and staggered, and gain only a +20% chance
is attempting to cast has verbal or somatic components. Lightly intoxi- of spell failure during spellcasting. When a heavily intoxicated creature
cated creatures that successfully save against the initial effects of speaks, there is a 25% chance their speech is incoherent, and listeners
moderate intoxication are only dazzled and staggered, and gain only which know the language spoken must make a DC 20 Linguistics check
a +10% chance of spell failure during spellcasting. When a moderately (can be made untrained) or they are unable to understand the drunken
intoxicated creature speaks, there is a 15% chance their speech is character. Failing this check by 5 or more results in misunderstanding the
incoherent, and listeners which know the language spoken must make drunken creature. Failing by 10 or more and you need to make a Will save
(DC 15 + how much you failed the
Linguistics check) or you attack
the drunken creature, as you are
offended by what you mistakenly
believe they said.
If the drunken creature speak
incoherently while attempting to
cast a spell with a verbal compo-
nent, their total spell failure
chance is doubled (maximum
99%), but others suffer a -15
penalty to Spellcraft checks
to identify the spell being cast,
assuming the intoxicated
creature successfully casts their
spell.
Each hour they continue drinking,
a heavily intoxicated creature has a
cumulative 20% chance they “black-
out” until they rest for 12 hours.
While in this state, they suffer a
-20 penalty to all Intelligence-,
Wisdom-, and Charisma-based skill
and ability checks. If they have Skill
6
Part 3 New Feats
Focus in an Intelligence-, Wisdom-, or Charisma-based skill, they instead
gain a +15 bonus to such checks, but they require four times as long to Part 3: New Feats
perform. A character doesn’t recall their actions while “blacked-out.” The following feats allow creatures to better tolerate the harmful effects
Addiction Variant: A creature who becomes heavily intoxicated at of alcohol intoxication.
least once per month risks gaining a minor addiction to alcohol consump- Drunken Feats: You gain a +1 bonus to all saves against intoxication
tion; a creature which becomes heavily intoxicated at least once per week effects for each Drunken feat you possess.
risks moderate addiction to alcohol consumption; becoming heavily intox-
icated more than 4 times per week can lead to severe addiction. Black-Out Blowhard (Drunken)
Challenge Rating: Heavily intoxicated creatures with 4 or less Hit You don’t know how you stay out of trouble while blacked-out.
Dice are treated as CR -3; creatures with 5-10 Hit Dice are treated as CR Benefit: While in a state of black-out you are treated as having Skill
-2; and creatures with 11 or more Hit Dice are treated as CR -1. Focus when making Charisma-based skill and ability checks to get and
Hangover: When a creature consumes a number of alcoholic units keep yourself out of trouble.
over their Constitution modifier (minimum 2 units), or fails their saves
as noted above, they can experience a ‘hangover period’ of 4-12 hours Drunken Caster Adept (Drunken)
(usually 50-100% of the original duration actively spent intoxicated and/ Unlike most, alcohol can actually improved your spellcasting.
or consuming alcoholic units), following a period at least 8 hours of rest. Prerequisites: Lightly Drunken Caster, able to cast spells.
During this hangover period, creatures are dazzled, fatigued, sickened Benefit: If Lightly Drunken Caster reduces your spell failure chance to a
and staggered; a successful Fortitude or Will save reduces this condition point where it doesn’t bother you, you gain a +1 bonus to your caster level,
to being dazzled and staggered for a duration of 1d6 x30 minutes (this but must make a Fortitude save (DC 10 + double spell level) or your intoxi-
save DC is the same as the final previous saving throw made to avoid the cation level increases by one step (light to moderate, moderate to heavy).
intoxicating effects of alcohol).
Alcohol Poisoning: When a creature consumes a number of alcoholic Drunken Caster Mastery (Drunken)
units over their Constitution score (minimum 3 units), they risk A well lubricated mind is an amazing thing.
overtaxing their internal organs from too high a blood-alcohol ratio. Treat Prerequisites: Drunken Caster Adept, Heavily Drunken Caster, Lightly
as the following poison. Drunken Caster, Moderately Drunken Caster, able to cast spells.
Alcohol Poisoning: Type poison, ingested; Save Fortitude DC 11 + Benefit: While intoxicated, if you don’t suffer any spell failure chance, you
alcoholic units consumed in the last hour; Onset 1d4 hours; Frequency gain a +2 bonus to your caster level, but must make a Fortitude save (DC
1/hour for 4 hours; Effect 1 Con damage and 1 Cha damage; Cure 1 save. 10 + double spell level). Failure results in increased intoxication if already
lightly or moderately intoxicated, or with passing out for 2 rounds per
Drugs and Addiction spell level (minimum 1 round) if already heavily intoxicated.
While the main focus of this material is the tavern and alcoholic bever-
ages, this environment is also conducive to the use of other illicit substances Drunken Toughness (Drunken)
– see Drugs & Addiction (Pathfinder Roleplaying Game GameMastery You can take a beating while intoxicated.
Guide) for more information, including stats for dealing with alcohol addic- Benefit: You gain resistance to nonlethal damage depending on how
tion. Typical alcoholic addictive drugs include Dwarven Fire Ale, and Elven intoxicated you are. Light intoxication grants you nonlethal resistance 5.
Absinthe, but many others are also possible. Moderate intoxication grants you nonlethal resistance 10. Heavy intoxi-
cation grants you nonlethal resistance 15.
7
Sample Tavern: The Sweet Hag’s Bosom
Fortified Drinker (Drunken) Patrons: Drunkards
When you can hold your liquor, you can really hold your liquor. As ubiquitous as the barkeeps and serving wenches who serve them,
Prerequisite: Con 13. drunkards may be found in almost every tavern in every town. Drunkards
Benefit: When you make a successful save against intoxication effects are wine-sodden louts who frequent pubs far too often, sousing away their
when gaining a higher intoxication level, you instead treat your intoxica- meager earnings and often becoming surly and belligerent, especially
tion level as being one step lower (minimum, light intoxication). against those from outside their home community. These are the men who
leap up to start or join bar brawls, provided they’re not passed out in the
Hearty Drinker (Drunken) corner, sleeping off their latest binge.
You can drink an ogre under the table. Drunkards might be used as common sailors on shore leave, young
Prerequisite: Fortified Drinker, Con 13. country boys visiting town for the first time who can’t hold their liquor, or
Benefit: When you make a successful save against intoxication effects drunk and disreputable off-duty guardsmen. A drunkard could even be
when gaining a higher intoxication level, you instead treat your intoxica- used as a surly barkeep who samples his own wares a little too often. Most
tion level as being two steps lower (minimum, as though not intoxicated). drunkards have a starting attitude of Indifferent or Unfriendly of unfamiliar
faces, depending on their mood.
Heavily Drunken Caster (Drunken) A drunkard may be found alone, or a pair of down-on-their-luck drunk-
There isn’t much you can drink which will bother your spellcasting. ards might try to mug lone vagabonds for coin for their next drink (CR
Prerequisites: Lightly Drunken Caster, Moderately Drunken Caster, able 3). A table of four drunkards might be sitting in a tavern (CR 5), possibly
to cast spells. with a barkeep (below), or perhaps listening to tales from a performer or a
Benefit: While intoxicated, you reduce any spell failure chance you have resting adventurer. A drunkard’s alternative feats might replace the above
by 5% per caster level you possess (minimum 25%). selections with the new Drunken Feats: Blackout Blowhard, Drunken
Toughness, and Fortified Drinker.
Improved Drunken Toughness (Drunken) Boon: A drunkard (or impressive drinker) can be persuaded to make a
Your liters of drinking has made you tougher. loud, obnoxious disturbance as a distraction, imposing a –2 penalty on
Prerequisite: Drunken Toughness. opposed Perception checks (as against Stealth or Sleight of Hand) for up
Benefit: Your resistance to nonlethal damage while intoxicated to 1 minute for any NPCs who can see and hear them.
increases by the number of drunken feats you possess.
Tavern NPCs
Languages Common
Part 4: Gear leather armor, club, dagger, gallon jug of ale
Although the full variations on these staff NPCs are presented in
TAVERN!, a few examples that have been slightly reworked from their
original core-rules versions are presented below, along with common Staff: Servers & Bartenders
drunkards. For full NPC variations, random encounter tables, and ideas on Tavern staff members are often called barmaids, barboys, servers,
how to make better tavern/inn encounter, please see the full version of this wenches, or dancing girls, and these often include even the harried
content for more information. cooks and cleaners of inns and taverns throughout the cities and towns
The following NPC stat blocks and background information can be used of the world. Although usually young, some barmaids are older goodwives
for your staff members of the Sweet Hag’s Bosom, or any other tavern. working in the family business; a barstaff member is someone who serves
Personality and character traits are given for staff NPCs, as well as a few food and drink in a tavern.
different stat blocks for each – this way, your tavern is sure to be well- Barstaff might also be used as a farmer’s, fisherman’s, or shopkeep’s
prepared for adventurers of most class levels. Any NPC that features new husband/wife, or any type of sociable servant, whether in an inn or a
Drunken Feats includes those feats notated with an asterisk (*), as above. noble’s manor. Changing a barstaff’s Profession skills can create any
8
Part 4 Tavern NPCs
type of servant needed. Profession (courtesan) creates an inexperienced private guards or hired street thugs working as bouncers, since they rarely
prostitute, or simply a server who works in a brothel. Replacing Perform do the hard security work for the establishment in addition to their other
(dance) with Sense Motive allows a more quiet and reserved server to duties. A barkeep might also be found swapping stories over a pint with any
listen to the subtle behaviors of patrons, and hearty staff members with number of locals and adventurers alike, of any CR.
ranks in Survival and other physical skills used in the wild could provide Boon: A barkeep can arrange free room and board for PCs for up to a
helpful information to local hunters and other wilderness enthusiasts. week. He can also share local rumors and customs with PCs, granting a +2
Barstaff who are terrible at cooking might forego Profession (cook) in favor circumstance bonus on Diplomacy and Sense Motive checks in his commu-
of something more useful such as Knowledge (local) or Linguistics, to be nity for 1 day.
able to converse more thoroughly with scholarly or well-traveled patrons.
While skilled in improvised weapons, changing a barstaff’s feats can
create a servant with other useful skills. Alertness or Skill Focus (Perception) Barkeep CR 3
make barstaff good at overhearing conversations, while barstaff working in XP 800
a dangerous dive might carry a concealed dagger and have the Improved Human expert 4/warrior 1
Unarmed Strike and Weapon Finesse feats. They typically will not replace N Medium humanoid (human)
selected feats with new Drunken Feats, however advanced barstaff may
choose to take Drunken Feats to help them endure the drinking games and Init +0; Senses Perception +10
challenges of boisterous patrons. Defense
A typical small tavern may have only a barkeep and a pair of barstaff AC 13, touch 10, flat-footed 13 (+3 armor)
(CR 4), while a large inn might have half a dozen barstaff serving with the hp 23 (5 HD; 4d8+1d10)
barkeep, and additional hired bouncers for protection. Fort +5, Ref +1, Will +6
Boon: Barstaff can get PCs a free round of drinks or whisper the local Offense
gossip (granting a +2 bonus on the PCs’ next Diplomacy check to gather
Speed 30 ft.
information in that community).
Melee sap +3 (1d6–1 nonlethal) or dagger +3 (1d4–1/19–20)
R anged mwk heavy crossbow +5 (1d10/19–20)
Barstaff CR 1/2 Statistics
XP 200 Str 9, Dex 11, Con 10, Int 12, Wis 14, Cha 10
Human commoner 2 Base Atk +4; CMB +3; CMD 13
N Medium humanoid (human) Feats Great Fortitude, Quick Draw, Rapid Reload, Skill Focus
Init +1; Senses Perception +4 (Profession [barkeep])
Defense
Skills Bluff +8, Handle Animal +5, Intimidate +5, Knowledge (local)
AC 11, touch 11, flat-footed 10 (+1 Dex) +9, Linguistics +6, Perception +10, Perform (comedy) +6, Perform
hp 7 (2d6)
(oratory) +6, Profession (barkeep) +13, Ride +5, Sense Motive +10,
Fort +0, Ref +1, Will –1 Sleight of Hand +5
Languages Common, Dwarf, Halfling
Offense Gear +1 leather armor, mwk heavy crossbow with 10 bolts, +1 human
Speed 30 ft. bane bolt, dagger, sap
Melee serving tray +1 (1d4) or frying pan +1 (1d6 plus 1 fire [if hot])
R anged drinking glass +2 (1d4 plus dazzled 1 round [drink in eyes])
Statistics Innkeeper: Solece Lovanse
Str 10, Dex 12, Con 11, Int 10, Wis 9, Cha 13 Like the barkeep, Arlidan Rugavello, this innkeeper focuses on the
Base Atk +1; CMB +1; CMD 12 management of the establishment, and especially the organization and
Feats Catch Off-Guard, Throw Anything renting of rooms and other services the tavern and inn offers. Aside from
Skills Perception +4, Perform (dance) +3, Profession (barstaff) +4, her specialties, she acts in all ways like Arlidan for the staff and patrons,
Profession (cook) +3, Sleight of Hand +2 despite being a bit less brusque with people. As an avid firearms hobbyist,
Languages Common she can be a helpful contact or appraiser for the exotic weapons and their
paraphernalia, and can even give seasoned bow-hunters tips for transi-
Combat Gear antitoxin (2); Other Gear serving tray or frying pan, tioning from traditional ranged weaponry to the thunderous pistols and
drinking glasses (2 to 4) rifles she has come to love so much.
Boon: This specialized innkeeper is an avid gun collector, amateur
Barkeep: Arlidan Rugavello restorer, and firearms memorabilia fanatic. She can provide a free firearm
A barkeep is the proprietor of an alehouse, saloon, or tavern, often with cleaning or simple repair, appraise a collectible or usable item, or help
an inn attached. While some are sly, weasel-like, and unfriendly, most are show a PC the proper methods and etiquette for firing, maintaining, and
garrulous raconteurs, seeking to entertain their customers with a story or carrying firearms. If a PC brings in a firearm she has never seen before
joke and keep them happy and drinking. With patrons from across the world and allows her to inspect it fully (including possibly deconstructing and
visiting their taverns, most barkeeps know a smattering of other languages reconstructing some of its unique component pieces), she will give them
to communicate with foreigners from far-away lands. free firearm cleanings for a year, and help them get started at her favored
Barkeeps are used to trouble in their establishments, for drink often firing range, introducing them to other gun hobbyists.
brings out the worst in their customers, and most barkeeps are used to
facing down and intimidating drunks and bullies. For times when words fail,
a good barkeep keeps a weapon beneath the bar, and is not afraid to use it.
An average barkeep has several barmaids on staff, often with a few
9
Sample Tavern: The Sweet Hag’s Bosom
Armed Innkeeper CR 3 to his dear friend who originally helped him graft them into his flesh in the
hopes of discovering these additional powers.
XP 800
Half-elf expert 4/warrior 1
N Medium humanoid (elf, human) Retired Tomb Raider CR 5
Init +0; Senses Perception +10 XP 1,600
Defense Middle-aged human rogue 6
AC 13, touch 10, flat-footed 13 (+3 armor) N Medium humanoid
hp 23 (5 HD; 4d8+1d10) Init +3; Senses Perception +14
Fort +5, Ref +1, Will +6 Defense
Offense AC 17, touch 13, flat-footed 14 (+3 armor, +3 Dex, +1 shield)
Speed 30 ft. hp 45 (6d8+18)
Melee sap +3 (1d6–1 nonlethal) or dagger +3 (1d4–1/19–20) Fort +6, Ref +8, Will +2
R anged mwk heavy crossbow +5 (1d10/19–20) Defensive Abilities evasion, trap sense +2, uncanny dodge
Statistics Offense
Str 9, Dex 11, Con 10, Int 12, Wis 14, Cha 10 Speed 30 ft.
Base Atk +4; CMB +3; CMD 13 Melee short sword +7 (1d6+1/19–20)
Feats Amateur GunslingerUC, Exotic Weapon Proficiency (firearms), R anged mwk shortbow +8 (1d6/×3)
Quick Draw, Rapid Reload Special Attacks sneak attack +3d6
Skills Appraise +6, Bluff +8, Craft (gunsmith) +6, Diplomacy +5, Statistics
Handle Animal +5, Knowledge (local) +9, Perception +10, Profession Str 13, Dex 16, Con 15, Int 15, Wis 11, Cha 9
(firearm restoration) +8, Profession (barkeep) +8, Profession Base Atk +4; CMB +5; CMD 18
(innkeep) +10, Ride +5, Sense Motive +10 Feats Great Fortitude, Skill Focus (Disable Device), Stealthy, Weapon
Languages Common, Dwarven, Elven Finesse
SQ deed (quick clear), grit (1) Skills Acrobatics +12, Appraise +11, Bluff +5, Climb +10, Disable
Gear +1 leather armor, masterwork heavy crossbow with 10 bolts, +1 Device +20, Escape Artist +14, Knowledge (dungeoneering) +11,
human bane bolt, dagger, sap Knowledge (local) +6, Linguistics +6, Perception +14 (+17 to find
Special Abilities traps), Sleight of Hand +12, Stealth +14, Swim +5, Use Magic Device
Deeds: An armed innkeeper has the following gunslinger deed from +8
her Amateur GunslingerUC feat. Languages Aklo, Common, Terran, Undercommon
Quick Clear (Ex): As a standard action, an armed innkeeper can SQ rogue talents (fast stealth, rogue crawl, trap spotter), trapfinding +3
remove the broken condition from a firearm, as long as that Combat Gear antitoxin; Other Gear masterwork studded leather,
condition was gained by a firearm misfire. She must have at least masterwork buckler, masterwork shortbow with 20 arrows, short
1 grit point to perform this deed. Alternatively, if she spends 1 sword, eyes of the eagle, magnifying glass, masterwork thieves’
grit point to perform this deed, she can perform quick clear as a tools, sunrod, unique grafted ioun stones, 18 gp
move-equivalent action instead of a standard action. Grafted Ioun Stones (Ex): This retired tomb raider has two special
ioun stones grafted into his flesh, granting him a permanent +2
Owner: Gaderov Lovanse, Retired Tomb Raider enhancement bonus to his Strength and Constitution scores. These
Not your average manager, this tavern owner is a retired adventurer, a ancient and mysterious stones also purportedly have additional
tomb raider of some renown. Tomb raiders are cunning explorers of ruined powers which have not been correctly identified or used, and the
delves and trap-haunted dungeons and daring looters of ancient, treasure- tomb raider is unaware of what special circumstances will activate
laden crypts. They are invaluable allies, helping any would-be explorers these additional effects, if any.
get in and out without falling prey to lurking death and hidden danger. Of
course, if a tomb raider should happen to find and keep the choicest bits
for himself, who would know? He would never tell. Replacing his Sleight of
Hand skill with Craft (trapmaking) makes him an even more dangerous foe.
A tomb raider often works alone, but he may also cooperate with an
archaeologist and a pair of burglars, or any other adventurers he confi-
dently feels are capable of helping fulfill his own personal goals. In the
tavern, his other normal staff is present, but if he does make the choice
to go out of town on what seems like a last-glory exploration, he rarely
travels without other willing and able explorers, and the staff is well-trained
to operate without his daily presence. If the tavern owner does go missing
for some reason, the other lead staff members will agree to pay for his safe
return from the establishment’s coffers.
Boon: This retired tomb raider could agree to appraise the PCs’ goods,
or to travel with them and disable a trap. He will agree to introduce any PC
that correctly identifies, activates, or otherwise helps the retired adven-
turer understand the additional powers his grafted ioun stones may hold,
10
The Sweet
Part 5
Hag’s Bosom
Part 5: The Sweet Hag’s Bosom suites, and amenities related to stables, the Sweet Hag’s Bosom can offer all
other listed amenities, or point patrons in the right direction. Some possible
Located in the city of Imperion, on the island nation of Mirande (and easily limitations also exist due to reserved rooms, limited or damaged resources,
placed in any fantasy community of your choice), this high-/middle-class, or other restrictions. All inn amenities found in Pathfinder Roleplaying Game
two-story tavern and inn combination is a well-known hangout for adven- Core Rulebook equipment list will also suffice, on short notice.
turers, aristocrats, influential nobles, and renowned local hunters and Staff: The bar and kitchen employs nearly a dozen skillful serving
performers alike. However, unlike many other high-class establishments, staff, including men and women, all of them having at least a single talent
there is no limitation or boundary on who can occupy or partake of offerings beyond their ability to serve food with a smile, rent out a room, or make a
in the Sweet Hag’s Bosom; all are welcome within its walls, so long as no good drink. Most of these are performers who can dance, sing, or play an
trouble is started. instrument, while a talented painter named Reynaldo can create realistic
Aside from its locally famous menu offerings and the tales of adventurers portraits of any patron, usually in a half-hour or less. Several of these
which often draw local attention, the Sweet Hag’s Bosom tavern & inn is employees are working at all times, and the main floor usually has the
also well-known for being the one of its level of quality in the area to openly following staff on hand: 1-2 bartenders, 1-5 servers/barmaids, 1-3 kitchen
welcome people of all walks of life, background, and social status as equal staff, 1-3 cleaning staff, and on busy evenings there is usually a single
patrons, so long as they abide the rules, and don’t cause fights or damage person or group performance.
the property. Barstaff NPC names, personalities, and other traits (including any
Features: Outside the tavern & inn, several fruit trees grow in the front veteran or masterful barstaff NPCs) are left for GMs to name, consider,
court; these are mostly a bittersweet pear-like fruit, but there is one fragrant and flavor according to their own personal choices. If management NPCs
tree with an extended flowering season called the Sweet Hag’s Apple are not around, all activity would be largely left to these generic staff NPCs
Tree–superstitions abound regarding what happens to those that pluck to manage and deal with any potential problems that occur. If a skilled NPC
or eat the fruit, including all manner of nightmarish attacks and magical hireling is not on hand at the tavern/inn, one of the lesser staff members
affronts by hags and witches. Youngsters can often be seen picking the can be sent to locate one for them.
fruit from the ground or tree, before a furious mother or sibling smacks it Management: In addition to the constantly changing staff for the bar,
out of their hands, and dashing away while telling them the stories. Inside, kitchen, and cleaning crew, the establishment is run by a group of three
a beautiful mural of the ports in a previous generation adorns one of the individuals: the retired adventurer, Gaderov Lovanse, and his wife, Solece
main walls, and all manner of wall ornamentation adorns the rest, with the Lovanse, and brother-in-law, Arlidan Rugavello. More information about
hearth walls being the most decorated in mounted trophy heads and sculp- them can be found below, and additional/NPC character stat blocks for
tural works of them all. them can be found in TAVERN!.
Menu Offerings: The Sweet Hag’s Bosom is a high-/middle-class tavern Gaderov Lovanse (owner): While this retired man now stays close to
which serves every item listed in the Common Menu Items table, as well the establishment he built and managed in the later years of his adven-
as a variable selection of additional food and drink items (see TAVERN!, turing career, he still tells stories while looking back on his past, or silently
menu items). Most food items are less than a single gold piece, and the dreams of long-lost days of his adventuring youth while speaking with
most expensive items are generally 2-3 gp maximum – a single character others. He would love to find an expert on ioun stones to help him identify
can order a veritable feast for 5 gp, which is the maximum one person can the secret properties of his grafted ioun stones, and often tells the story
order in food alone on a busy night (excluding alcohol, which is only limited of how he found them and had them unwilling grafted into his flesh during
by the supply held in the tavern). This tavern & inn combo is most well the early days of his adventuring youth, long before he met Solece and
known for the quality and variety of its food & drink menu, far more than its founded the Sweet Hag’s Bosom tavern & inn.
inn rooms and amenities, which are menial in comparison to some more Appearance: Gaderov is somewhat short and stocky, with a growing
luxurious establishments. “beer belly” in recent years. His dark auburn hair is streaked with gray,
It can be noted that, without all the conveniences of the modern world, and facial scars from his early adult years still show. With very little facial
serving alcohol over something like juice, milk, or even just water has hair, he never shaves his scant stubble. Two dusty-looking stones are
always been a practical decision: local ground water can be plagued protruding from the flesh on the backs of his wrists, dark blue and gray in
by bacteria and other parasites, sometimes even if its boiled, and other color, permanently grafted into his flesh.
beverages quickly spoil in less-than-perfect conditions. Alcoholic drinks, Personality: Cracking his knuckles often during conversation, Gaderov
on the other hand, do not spoil, and only get better or ‘more refined’ with is easily moved to tears by many performers, and considers himself a
time, under the proper aging conditions (which are much easier to achieve connoisseur of fine food and drink (insisting on lecturing about it). He is
with minimal effort). Even something like pure seltzer water could serve very superstitious (and a tad paranoid at times), and insists on carrying
as an alternative, but few taverns will keep ingredients like this on hand, out elaborate but silent practices to attract good luck and avoid misfortune.
especially if they can make more money another way. Thus, even children Background: Having once passed a thieves’ guild test, Gaderov was
can be often found drinking mild ale and mead, or even a super-sweet “root too erratic in his early years, and refused to practice or meet many other
beer” with the proper aging ingredients. Fermented drinks of any sort are necessary requirements, instead setting off as a solo tomb raider for
common in many lands. ancient artifacts (hoping to sell them on the markets). He once attempted
Luckily, the Sweet Hag’s Bosom keeps even some of the most uncommon practicing magic before a traumatizing accident with an unstable magic
ingredients on hand (including bubbling seltzer water), and all one has to item left him badly scarred.
do is ask if they have it! Alcoholic beverages include both low-grade and Goals & Secrets: Gaderov would like to capture and train a monster pet
high-grade versions of some of the most well-loved ales, beers, meads, (an exotic magical beast, or even a strange or ancient animal, such as a
wines, liqueurs, and exotic or particularly potent liqueurs (like dwarven dinosaur or sabre-tooth cat), although he isn’t willing to acquire it himself.
spirits, elven shay, and bloodwine); they possess several fine vintage years He is a member of a local secret society formed to stand vigilant against the
of many of these. Simple beverages like boiled water, tea, and coffee are establishment of evil cults/religions, and knows the secret location where
also available. the meteor once landed that the Old Ones hold sacred.
Stay & Amenities: For inn stays and other amenities (see TAVERN!, Additional Boons: As the owner of the establishment (and a happily
amenities), many common amenities listed are possible, at the GM’s married man), Gaderov may choose to reward PCs by paying for their
discretion. These generally exclude on-site companionship, luxurious meals, or even buying them a reasonable gift if they have shown loyalty to
11
Sample Tavern: The Sweet Hag’s Bosom
the protection and success of the business. Background: Arlidan is the estranged member of a notorious family, and
N middle-aged male human; Examples Retired Tomb Raider (rogue 6, a former sickly child who tends to overcompensate as an adult, and while
CR 5), Veteran Retired Tomb Raider (rogue 9, CR 8), or Masterful Retired he is the half-brother of Solece, he was raised by a very different family,
Tomb Raider (rogue 12, CR 11). See TAVERN! for more NPC variations. and doesn’t speak of it openly.
Goals & Secrets: Always good at numbers, Arlidan would love to partici-
Solece Lovanse (innkeeper): This chocolate-skinned half-elven woman pate in professional poker or other gambling tournament. He secretly
fell in love with Gaderov much earlier in his adventuring career, when her wishes to impress a disapproving estranged parent, but rarely speaks to
younger human half-brother, Arlidan, was still an infant. During the last few anyone about it. He knows the underground crime organization who really
years of exploration in which Gaderov took part, Solece stayed on hand at runs the neighborhood, and is secretly wanted for a crime in the community
the growing tavern and inn to manage the site, staff, local involvement, and of his youth (although it’s not clear if he was ever guilty of anything).
profits for Gaderov—with astounding and remarkable results. Additional Boons: Arlidan is not easy to appease or befriend, but once
Appearance: As the child of a dark-skinned human and an elven hunter he discerns a truly loyal and trustworthy companion or hero, he might
from the wild southern jungles, Solece has features that stand out in nearly agree to pay for your lodgings, or gather supplies for you or an exploratory
any crowd. Dazzling eyes that change colors easily with her mood, vibrant mission.
red-orange colored hair that practically burns the eye, and multiple ear N male human; Examples Barkeep (expert 4/warrior 1, CR 3), Veteran
piercings line her stunning features. Barkeep (rogue [thug] 4/warrior 3, CR 6), or Masterful Barkeep (fighter
Personality: Despite her stunning beauty, Solece is soft-spoken even [lore warden] 5/rogue [thug] 5, CR 9). See TAVERN! for more NPC
when upset, and has very little command over others, relying instead on variations.
diplomacy and business negotiation. She tends to ask for advice or opinions
about very unlikely situations, and is often seen checking items off a list on General Information
almost any project. She tends to question people about their background, This sample material covers only the first and second floors, as well
silently determining if they are “suitable” to teach her as a master gunsmith. as the immediate outdoor vicinity; it does not include details about any
Solece often quotes proverbs, or says things in a profound way. possible cellar, sub-basements, additional floors, roof space, or nearby
Background: Solece grew up among her human family after her elven stables or other buildings/locations nearby—these details are left to the
father left her mother, and was the childhood playmate of the current GM’s imagination.
duchess of the elven nation to the south, as well as several now-ambas- Exterior walls and all support pillars are metal-reinforced wood 1-ft. thick
sadors and liaisons to the elven royal family. Once left at the altar by her (AC 3, hardness 5, 120 hp, Climb DC 25), while interior walls are half that
former husband, she ended up marrying him anyway, then divorced him thickness (60 hp). All exterior doors are strong wooden doors (hardness
again only a year later, before marrying Gaderov and taking his last name 5, 20 hp, Break DC 23), which can be barred and locked with superior
(maiden name, Obsaelo). locks during any possible severe incursion; interior doors are good wooden
Goals & Secrets: Solece would like to visit many villages along the doors (hardness 5, 15 hp, Break DC 18) with variable locks. Windows are
countryside and detail their local history and customs, but her highest generally 3-1/2 ft. by 4 ft in size, 3-1/2 ft. above the floor, with two window
goal is to train under a master gunslinger. She is the half-sister of Arlidan panes, but larger windows sized 4 ft. by 6 ft. which are composed of many
Rugavello, although they often behave as simply co-workers, and do not smaller panes (including stained glass art panes) are also present on the
discuss their relationship. She was beaten by her previous spouse before second story. The first floor ceiling height is 12 ft., and the chandeliers hang
she fled him, divorcing him under religious authority. down 6 ft. from the rafters, while the second floor ceiling is 10 ft. high with
Additional Boons: Solece easily befriends adventurers, often forming chandeliers hanging 4 ft. down. Chandeliers are large iron chandeliers with
deep and lasting bonds with those who have the courageous hearts of chain supports (AC 11, hardness 10, 5 hp, Break DC 26), as detailed in
explorers. If trusting towards PCs, she could agree to organize a festival or Tavern Rousings.
other public event for them, or if they were extremely trustworthy, she might
write a letter or make some other sort of appeal to an elven royal authority A. Outdoor Areas
figure on their behalf. Grounds Features: Several fruit trees are located on the grounds, one
N female half-elf; Examples Armed Innkeeper (expert 4/warrior 1, CR of which gives the establishment its name and local notoriety, and an
3), Veteran Armed Innkeeper (expert 3/ranger [trophy hunter] 4, CR 6), entrance to a storm cellar (A1) can be used in times of dire weather to
or Masterful Armed Innkeeper (expert 4/ranger [trophy hunter] 6, CR 9). shelter patrons and locals from danger. This underground space would
See TAVERN! for more NPC variations. also be where the toiletry depositories (T) empty to the aqueducts below
the basement/cellar: this elaborate system is among the only one of its kind
Arlidan Rugavello (barkeep): As the lead bartender, Arlidan to be used locally, allowing increased sanitation in public restroom spaces
oversees the duties of all barstaff except the other management members. for the tavern and inn’s patrons. Both floors have lavatories equipped with
He is gruff and seemingly cold, but he is not heartless by any means, and windows and wall-hung pulleys to allow quick and clean removal of the
can always offer helpful advice to respectful patrons who are experiencing waste, dumping it into toiletry depositories with a simple rope catalyst into
hardship in their everyday lives. the underground outlets with very little handling or unwanted odors. The
Appearance: Arlidan can often be seen working up a sweat on his brow, depository portholes are surprisingly well-maintained and relatively odor-
however he always seems to look as though he has been working hard. He free, allowing first-floor patrons to not be blasted with noxious putrescence
has brown eyes of two slightly different color tones, and his left eye (slightly upon arrival or departure.
lighter than the right) also has a slightly elongated pupil shaped more like Patios: A fine stone-laid patio which rests outside the entrances to much
an ellipse than a real circle. He is slightly tall and broad-shouldered, with a of two sides of the tavern (A2), and tables and chairs are often pulled out
heavy beard and mustache he always keeps well-groomed. here during the warmer months. A stairwell (A3) leading up to a wooden
Personality: Arlidan is orderly, determined, and rational, with a light terrace overhanging this stone patio is an outdoor access route to the
but easy-going sense of humor. He enjoys counting things and having fun second floor terrace (A4)–located on the second floor map, it is described
with numbers, and gives people nicknames or uses terms of endearment. here.
While working on a persistent problem, he easily gets angrier and more Wooden Terrace: On the back side of the tavern, a large wooden terrace
determined with each setback. (A4) extends off the second floor, with access to the second floor common
12
The Sweet
Part 5
Hag’s Bosom
an array of shelves packed with necessary goods and ingredients.
Kitchen Storage I (B6): This small room has a narrow half-stairwell
leading upward to the second floor, and is also used to store certain goods,
such as stored firewood for the oven/fireplace which is placed under this
narrow stairwell. Many various goods can also be found dispersed on small
shelves, and a hanging rack on the door which holds items on both sides
of the door.
Kitchen Storage II (B7): This adjacent kitchen room has a low ceiling
in one corner, where the narrow kitchen half-stairwell leading up to the
second floor occupies the space. This room defaults as a storage room of
no real complexity; alternatively, it could feature a similar stairwell leading
downward to a basement, wine cellar, or storm cellar space below, along
with its storage capacity similar to area B6.
Bar Storage (B8): This large storage area contains mostly beverages
and ingredients for the bar, including alcohol in large casks and barrels,
and many shelves worth of other tavern goods that the bar wishes to keep
close at hand for themselves or barstaff. A central set of shelves situated
in a cross creates four distinct sections of the same shelving rows, packed
full of aging liquids and other dry/canned goods.
Lobby Stairwell Den (B9): This small room which houses the main
interior stairwell to the second floor also features a single table that is
usually occupied by several chess players wishing to have some relative
quiet, as well as the stairs leading up to the second floor. Below the stairs
is a stack of firewood for the nearby fireplace in the main floor; alternatively,
there could be a second stairwell leading to the basement, in the same
vicinity as the storm cellar entrance outside.
Lobby Rooms (B10-B12): These first-floor rooms can be rented out for
private meetings, or to groups looking to utilize them for a temporary period.
During busy times when the main room floor is packed, area B12 is used
for storage of unused tables and chairs from the main floor; otherwise, it
hallway area (C1) and room C6 in the Honeymooner’s Suite. This is directly can be rented out to any patron in the same manner as rooms B10 and
accessible from the first floor below, by way of the exterior stairwell (A3). B11. Card players, who tend to come in together in large groups, often use
room B10 as their favored gathering spot, filling all three tables (or more).
B. First Floor Interior
With few rooms, the first floor of the Sweet Hag’s Bosom is primarily the C. Second Floor Areas
Main Room, sometimes called the “lobby,” “restaurant,” or simply “the Main Hallway (C1): Along with the many rooms of varying shapes,
tavern,” along with the kitchen and a few rooms used for private meetings, sizes, and amenities included, the Sweet Hag’s Bosom’s second floor has
game nights, and other tavern-related activities. a common sitting area in the central hallway, including several shelves full
Main Room (B): Most of the first floor area is an open tavern space, with of books, board games, and other items of interest for patrons to enjoy by
all of the rest of the first-floor adjoining rooms leading out from this central fireside, along with two chandeliers. The two fireplaces (F) are situated in
space, split up only by the other many features of interest. Along with many hearths extending from the first floor, and a few chairs are usually placed
dining tables placed around the floor, there is a bar (B1), and an aquarium in the central hall, some of which are comfortable cushions like those in
(B2), along with two fireplaces (F), one of which is also used as an oven in area C7.
the kitchen (see below). Lavatories (C2-C5): The second floor rooms also includes four lavato-
Kitchen (B3): A full kitchen includes the back half of a fireplace/oven ries for patrons. One lavatory can be used by tavern patrons from the first
(F-O) that extends out to the main floor, and all manner of cooking equip- floor (C5), but the other three are reserved solely for patrons who are also
ment needed to make the tavern’s extensive array of menu items. Every renting rooms or other amenities. One lavatory (C3) is reserved only for the
day, 1d4+1 menu items are chosen to be on sale for between 5% and 50% occupants of the Honeymooner’s Suite (see below), unless the occupant
off the normal price, often to get rid of the last of the old stock after new of that room wishes to allow others common use of the lavatory during their
goods have arrived. A clean washing basin for food workers is present stay. Lavatory C3 has the most complicated and extensive pulley system
(W), to keep all tavern patrons from getting unduly ill. This is situated just for waste disposal outside its window, which spans down the entire wall of
outside the first-floor lavatory (B4) for convenience. The kitchen staff can the second floor, to the first floor several feet away.
use the doorway in and out of the cooking space, or they can serve the food Honeymooner’s Suite #1 (C6): This room is usually treated as a secondary
to the bartender or other wait-staff through the three open windows peering living space, like a den for the Honeymooner’s Suite, but sometimes it is
into the main floor. rented out on its own. This room has direct access to the outdoor patio
Lavatory (B4): This public lavatory is always locked from the kitchen side (A4). See area C7 description for more. Features large couch, two comfort-
to help keep drunken patrons out of the kitchen, but it can be entered from able cushioned chairs, two small tables, medium chest, carpeted floor.
both the kitchen (B3) and the main room (B). Along with all the necessary Honeymooner’s Suite #2 (C7): The main bedroom (C7) of this two-room
items to keep oneself clean while answering nature’s call, a quick reach suite features a lavish bedroom, space with a chandelier and a curtained-off
out through the window gives any patron the ability to empty the lavatory washtub area and a doorway connecting to a second room (C6) that serves
buckets to the toiletry depositories (T) outside, using the simple winch- as a den and gathering space, but which can easily double as a second
pulley system attached to the building’s exterior walls. sleeping room. These two rooms are among the only carpeted spaces in
Pantry (B5): The pantry for kitchen storage has a locked door, along with the inn, and the washtub area in C7 has fine porcelain tiles to help keep
13
Sample Tavern: The Sweet Hag’s Bosom
Room #12 (C10): This minimalist, average inn room has very few items,
but it could simple be due to a shortage of beds/mattresses. Features
cot, straw bedding, small bedside table, medium chest, firewood in hallway
outside room.
Room #13 (C11): This narrow storage closet is used to store firewood and
extra goods (or for a staff member to take a quick nap between shifts), but
it can be quickly prepared as another inexpensive average inn room during
busy times. Features cot, stored items, firewood in room.
Room #14 (C12): This good inn room has few features, and no windows.
Features full bed, medium chest, stand-up cabinet.
Room #15 (C13): This average inn room has few features. Features cot,
straw bedding, medium chest, small bedside table.
Room #16 (C14): This good inn room has two beds, and a nice large
window looking out over the busy streets. Features two full beds, small
bedside table, medium chest, large window.
Room #17 (C15): This is a good inn room. Features full bed, cot, medium
chest, small bedside table.
Room #18 (C16): This is a good inn room with a large window overlooking
the busy streets. Features full bed, cot, two medium chests, small bedside
table, wooden chair.
Room #19 (C17): This good inn room is located directly above the main
interior stairwell. Features full bed, cot, medium chest, wooden chair.
Room #20 (C18): This good inn room is large with enough room for
multiple people to relax comfortably. Features full bed, cot, straw bedding,
medium chest, large window.
Room #21 (C19): This good inn room is large enough for multiple people,
with a large window overlooking the back grounds of the property.
Features two full beds, medium chest, large window.
Room #22 (C20): This good inn room is in the interior of the building, with
no windows. Features full bed, cot, two small bedside tables, medium
the floor from being ruined. Room C6 can be rented out as a room on its chest.
own – this usually happens when someone rents the Honeymooner’s Suite Room #23 (C21): This good inn room is in the interior of the building, with
bedroom, but they have no need for the second room. The bed in the main no windows. It is adjacent to a room with a fireplace with direct access to
bedroom (C7) is the largest bed in the inn, and the renter of this room also it, plus a stack of firewood located in the room. Features full bed, medium
has the privilege to choose to have exclusive use of lavatory C3, or to chest, wooden chair, fireplace access, firewood in room.
allow its use for the other inn patrons. Each of these rooms is treated as Room #24 (C22): This good inn room is located directly across the hall
a good inn stay, or both of them together count as a small suite; inn staff from the fireplace in the main hallway, with no windows, but a full interior
refer to these as Rooms #11 and #12 (see below). Features large bed, closet space. Features full bed, medium chest, built-in closet.
work desk, wooden chair, two small bedside tables, two medium chests, Room #25 (C23): This good inn room has a fireplace and a stack of
stand-up cabinet, chandelier, carpeted floor, tiled/curtained wash area, tub, firewood in the room, but has no windows. Features full bed, small
hot & cold water (buckets), soapy water bucket, small table stand for wash bedside table, wooden chair, fireplace in room, firewood in room.
area, large window. Room #26 (C24): This good inn room is heated by the adjacent fireplace,
Inn Rooms: All other inn rooms of the Sweet Hag’s Bosom are treated as a but has no direct access to it, and no windows in the room. Features full
good inn stay (those which include at least one bed), or average inn stays bed, cot, medium chest, wooden chair.
(which include only cots or straw bedding). Several rooms include inter- Room #27 (C25): This minimalist average inn room doesn’t have much,
esting features, as presented here. Any room which includes a fireplace but is located near the fireplace in the main hallway. Features cot, straw
(F) in an adjacent wall is assumed to have heat vent access in their room, bedding, small bedside table, wooden chair.
with some form of personal controls for increased/decreased heat in their Room #28 (C26): This average inn room could be the janitor’s quarters,
rooms. Note that the first-floor private rooms are notated with single-digit or a maintenance space where inn staff could rest or take up temporary
room numbers within the business, especially for kitchen food orders quarters – it is assumed the person in this space maintains the fireplaces
intended for patrons within a specific room; second-floor rooms begin with when no one else does. Features cot, wooden chair, fireplace access,
Room #10. firewood in room.
Room #10 (C8): This good inn room is one of a few rooms which feature Room #29 (C27): This average inn room doesn’t have much, but it’s
a full work desk, and is often considered the “Artist’s Cave,” which many located near to the main interior stairwell heading downstairs. Features
artists, writers, and painters often prefer for their stay. Features full bed, two cots, small bedside table.
work desk, wooden chair, bedside table, medium chest, firewood in hallway Kitchen Stairwell Room (C28): This small room has a narrow half-stair-
outside room. well leading down to the first floor, to area B6, which is often used by bar
Room #11 (C9): Although this good inn room with two cots and a full work staff to deliver meals up to inn patrons in their rooms, and is also used for
desk can be rented out, it is usually put to use as one of the managing staff storage of certain extra goods. It is usually locked with a good lock from
members as an office for paperwork and resting between shifts or during inside (kitchen entrance), to prevent unwelcome patrons from entering the
slow hours. Features two cots, small bedside table, medium chest, full kitchen.
work desk, wooden chair, firewood in hallway outside room.
14
First Floor
(Furnished)
15
Second Floor
(Furnished)
16
Tavern Notes / Menu Specials / Sales
17
based on material by Jonathon Tweet, Monte Cook, and Skip Williams.
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18
Free Sample Tavern:
The Sweet Hag’s Bosom
Full-Size Vector Map
First Floor, Panel A
A B
C D
Free Sample Tavern:
The Sweet Hag’s Bosom
Full-Size Vector Map
First Floor, Panel B
A B
C D
Free Sample Tavern:
The Sweet Hag’s Bosom
Full-Size Vector Map
First Floor, Panel C
A B
C D
Free Sample Tavern:
The Sweet Hag’s Bosom
Full-Size Vector Map
First Floor, Panel D
A B
C D
Free Sample Tavern:
The Sweet Hag’s Bosom
Full-Size Vector Map
Second Floor, Panel A
A B
C D
Free Sample Tavern:
The Sweet Hag’s Bosom
Full-Size Vector Map
Second Floor, Panel B
A B
C D
Free Sample Tavern:
The Sweet Hag’s Bosom
Full-Size Vector Map
Second Floor, Panel C
A B
C D
Free Sample Tavern:
The Sweet Hag’s Bosom
Full-Size Vector Map
Second Floor, Panel D
A B
C D