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View Full Version : [Tavern]Beelzebub the Fourth's Tavern of Hell



Beelzebub1111
2006-02-22, 02:25 AM
"You push open the rotted wooden doors and instantly the smell of Devilweed and Sulfur wafts into your nostrils. The room is lit by various torches in the shapes of clawed hands. To your right is a stage with blood red curtains. To your left just as you walk in are the is a rustic wooden plaque with the rules:
'1. No Barfights, we won't be held responsible for what the bouncers do to you.
2. No Barsongs, we won't be held responsible for what the bouncers do to you
3. When the show starts, shut up, we won't be held responsible for what the bouncers do to you
4. Pay your tab the second you're done, we won't be held responsible for what the bouncers do to you
5. Two drink minimum'
There is alot of backround noise, mumblings of the patrons who glance menicingly in your direction as you walk by. Some you notice have horns, while others have wings. In the dark corners fly what seem to be bats, but upon closer inspection it seems to be tiny humanoids with bat wings. A sence of dread fills this place, as does the stench of blood and death."

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Physical description of the inside and outside of the bar:
Outside it seems to be a run down saloon with heavy wooden doors. The wood is rotten. Heavy shutters block any light or sound from the inside. Only a thin flickering glow can be seen from the crack in the door.
Inside is a dimly lit smorgasbord of seedy characters. There are several round tables and on the far end is a bar, to the right of the front door is a stage with red curtains. There is a room behind the bar and there is obviously a room not accesable from the main area, given the size of the outside compaired to the size of the inside.
((I will make a map later))

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Additional background & history (in particular, include DCs for Knowledge (local)) -
DC 10: You have heared that this place is a wretched hive of scum and villiany. You don't know its location but you know that it is an unmarked building
DC 15: You know the aproximate location of it in the town. It is known that many shady deals have been conducted there. It is a hangout for devils but humans are welcom as long as they can pay.
DC 20: You know the location of the building. You know that some outsiders congrigate there. They have one live show each night at midnight.
DC 25: You know that the bar was started 50 years ago by a devil named Beelzebub the Fourth, he is said to still run it but he mostly stays in the back and no one sees him.

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A brief description of the proprietor and other NPCs of note

Beelzebub the Fourth
Outsider 16
Abilities: Str 18 Dex 20 Con 16 Int 26 Wis 24 Cha 30
Notable Skills: +29 Bluff, +31 Diplomacy
Spell Like Abilities: At Will: Flare, Burning Hands, Flaming Sphere, Pyrotechnics, Scorching Ray. Twice per day: Fireball, Wall of Fire (CL 16)

A 'hadsome devil' he looks mostly human exept for the two small horns jutting out from his head a long barbed tail and two red membranous wings from his back that seem to be too large for him when unfirled, but when closed they are supprisingly compact. His eyes are crimson and he always has a smile on his face that seems sinister yet somehow comforting. He tries to keep his bar secret so the local paladins and do-gooders call for a raid of his club.

Crystal Dream
Female Erinyes (same stats as in MM, except replace Hide and Move Silently with Preform (Dance) and Preform (sing))
This beautiful lady puts on the show of your life. She dances with grace and sings like a siren calling you out to her. She always attracts the men and almost hypnotises them into leaving big tips. She dosn't fight and would much rather preform. She is rumored to be with Beelzebub, but it is unknown if this is true

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At least one plot hook related to the tavern in some way.
For an evil or dark campaign:
A shady character in a cloak hands you a card with some sort of code writen on it. Deciphering the code reveals the location of the Bar and a time to meet the person there. He may have a job for you such as an assassination, or a drug parcel.

For a neutral campagin: You find yourself with a load of money after your last quest, it's late and you want to get back to the inn. You happen past the building and see the light through the door and hear some cheering and whistling. You walk in to see that the midnight show is going on.

For a good campaign:
The local paladins tell you that they are looking for a place where devils congrigate, but are unable to find it. After gathering information from/Bribing/Strongarming the locals of the backallys you find out about the club and decide to go there to find more information, if this is the place or if there is an even bigger place.

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A signature item:
The Burning Death:
This is a popular dring among the diabolic patrons and the brave mortal ones. It is a pint mug that's
3 parts Dwarven Ale
2 parts Malt Whiskey
2 parts Potato Vodka
1 part Acid
1 part Alchemist's Fire

Needless to say, it's a strong drink. It is supposed to be taken in one chug, otherwise you will be laughed out of the bar. Drinking it you take 1d10 acid damage and 1d10 fire damage. If a mortal drinks it and survives he instantly earns the respect of everyone watching. If he dies, he was weak.

Beelzebub1111
2006-02-22, 02:33 AM
((Map will go here when I am done))
I'm open to comments

Blue_C.
2006-03-05, 08:39 PM
[i]If a mortal drinks it and survives he instantly earns the respect of everyone watching. If he dies, he was weak.

Nice touch.