TengYt
2009-06-13, 02:08 PM
Taverns are essential for most campaigns. Many start off in inns and pubs. Others use taverns as a place for PCs to rest after an adventure or to gather information. What do you think are the most important aspects for a quintessential D&D Tavern? The more cliched and over the top the better.
My ideas so far:
1) Multiple races mingling with each other even if normally they would be mortal enemies. Kobolds sharing a drink with dwarves, and elves discussing politics with orcs, that sort of thing.
2) Barstools and tables made to suit different sized races. There can be smaller seats for gnomes, and huge tables for any giants that have popped in for a pint.
3) There should always be a small group of halflings hanging around trying to convince the staff they are in fact NOT underage human children.
4) A hardy, ex-adventurer for an owner with high levels a +5 crossbow above the bar in case anyone tries to leave without paying for their drink.
5) "Regulars". These are (mostly) old, local men from the surrounding houses they seem to spend their entire day in the pub. Have their own seat next to the bar and get cranky anytime anyone else tries to sit on them. Know all the barstaff by name, and have a "usual" drink.
6) A quiet, very weak and weedy looking guy who drinks alone on a table neat the bar. No one speaks to him and everyone avoids eyecontact. Drinks nothing but fruitjuice, nothing alcoholic. Occasionally, tough and rude travellers make fun of this man. None have survived. Turns out he happens to be a Level 20 Barbarian who doesn't take crap off anybody.
7) Dark corners occupied by solitary men in equally dark clothing. Mumble to themselves, and exist only to offer plothooks to low level adventurers. Each one of these men holds a "darkest secret that threatens the fate of the entire world", and under their cloaks are countless MacGuffins. For bonus points, the tavern is designed in a way to create as many dark corners as possible, each with it;s own "mysterious stranger with a black cloak".
8) Busty barmaids/wenches who are very open and friendly. Many of them exist only to get seduced by wandering bards and other adventurers. One barmaid is younger than the rest, and is newly hired. She is clumsy and inexperienced, and doesn't seem to fit in. She is actually a runaway, rebellious princess in disguise.
9) A plothook involved "rats in the wine cellar". No matter how many times these rats are killed, they seem to return every time a new level 1 party enters the tavern.
10) Speaking of new parties, every single day the tavern is occupied by new parties gathered around their tables discussing their first adventure. These are usually made up of individuals who don't seem to know how they got together in the first place and certainly don't fit in with each other. Regardless, they all seem to have unfathomable loyalty for each other and will all happily leap in when the CN Rogue of their group sets fire to the table and picks a fight with the toughest guys in the pub.
11) The pub's kitchen is off limits to everyone, including the bar staff. Woe betide a cocky traveller who wanders in...
12) A captain of the town guard who seems to be permenantly drunk, head over the bar, day and night. Is very willing to tell complete strangers secrets about the local baron, provided they buy him a drink.
13) Secret passageways. In actuality, the bar has so many secret passageways they're hard to keep track of and are not secret at all. Most lead to nowhere.
14) A toothy, crooked looking merchant who sells junk at high prices to any gullible adventurers that walk in.
So, any suggestions/additions? :smallbiggrin:
My ideas so far:
1) Multiple races mingling with each other even if normally they would be mortal enemies. Kobolds sharing a drink with dwarves, and elves discussing politics with orcs, that sort of thing.
2) Barstools and tables made to suit different sized races. There can be smaller seats for gnomes, and huge tables for any giants that have popped in for a pint.
3) There should always be a small group of halflings hanging around trying to convince the staff they are in fact NOT underage human children.
4) A hardy, ex-adventurer for an owner with high levels a +5 crossbow above the bar in case anyone tries to leave without paying for their drink.
5) "Regulars". These are (mostly) old, local men from the surrounding houses they seem to spend their entire day in the pub. Have their own seat next to the bar and get cranky anytime anyone else tries to sit on them. Know all the barstaff by name, and have a "usual" drink.
6) A quiet, very weak and weedy looking guy who drinks alone on a table neat the bar. No one speaks to him and everyone avoids eyecontact. Drinks nothing but fruitjuice, nothing alcoholic. Occasionally, tough and rude travellers make fun of this man. None have survived. Turns out he happens to be a Level 20 Barbarian who doesn't take crap off anybody.
7) Dark corners occupied by solitary men in equally dark clothing. Mumble to themselves, and exist only to offer plothooks to low level adventurers. Each one of these men holds a "darkest secret that threatens the fate of the entire world", and under their cloaks are countless MacGuffins. For bonus points, the tavern is designed in a way to create as many dark corners as possible, each with it;s own "mysterious stranger with a black cloak".
8) Busty barmaids/wenches who are very open and friendly. Many of them exist only to get seduced by wandering bards and other adventurers. One barmaid is younger than the rest, and is newly hired. She is clumsy and inexperienced, and doesn't seem to fit in. She is actually a runaway, rebellious princess in disguise.
9) A plothook involved "rats in the wine cellar". No matter how many times these rats are killed, they seem to return every time a new level 1 party enters the tavern.
10) Speaking of new parties, every single day the tavern is occupied by new parties gathered around their tables discussing their first adventure. These are usually made up of individuals who don't seem to know how they got together in the first place and certainly don't fit in with each other. Regardless, they all seem to have unfathomable loyalty for each other and will all happily leap in when the CN Rogue of their group sets fire to the table and picks a fight with the toughest guys in the pub.
11) The pub's kitchen is off limits to everyone, including the bar staff. Woe betide a cocky traveller who wanders in...
12) A captain of the town guard who seems to be permenantly drunk, head over the bar, day and night. Is very willing to tell complete strangers secrets about the local baron, provided they buy him a drink.
13) Secret passageways. In actuality, the bar has so many secret passageways they're hard to keep track of and are not secret at all. Most lead to nowhere.
14) A toothy, crooked looking merchant who sells junk at high prices to any gullible adventurers that walk in.
So, any suggestions/additions? :smallbiggrin: