Chap 5: Tavern Town, Lore
Located close to the shores of Lake Froget, the town of Tavern Town holds itself as a safe haven against the perils of the Edelwood forest, if not the Beast himself. The town lies beyond the shadow of the Elder Edelwood on its Thronestone and doesn't, at first blush, seem as opressed as the village of Adelaide farther east. Those who spend time in Tavern Town, however, quickly realize all the happiness here is but a strained and fragile false hope.
Tavern Town was founded by the Brown-Dam families not long after the caretaker of the Unknown became the Beast. The Brown-Dams, however, splintered into factions after the despair induced by the Beast, his mists, and his songs. The Dams all but died out, survived only by their distantly removed and related cousins, the Watts.
The current burgomaster, Baron Brown Dam, has retaken the Dam name in the hopes of mending relations between his business rivals and extended family, the Watts. He stages one "togetherness" festival after another, but neither the Browns nor the Watts can bare to drop their cutthroat taverning practices.
Only the Blue Tavern dares to openly defy the monopoly of the other two by calling itself a tavern. But it cannot compete with the the prices or amenities of the Burgomaster Tavern or the Watter Tavern.
Every business and occupied building in Tavern Town, however, serves as a tavern on the sly, though many are lacking such basic facilities as spare rooms or beds. This common idiosyncracy is, for better or worse, unique to Tavern Town.
Approaching the Town
Text: 'Worthwagon Road meanders into a valley watched over by dark, brooding mountains to the north and south. The woods recede, revealing a moutain burg with a wooden palisade festooned in layers of colorful banners, all reading "It's Time to Celebrate Togetherness."
The dirt road ends at a set of sturdy gates with a pair of shadowy figures obscured by fog standing behind them. Planted in the ground and flanking the road outside the gates are a dozen, giant paper lanterns, their light turned to a soft glow in the mist. Each bears one painted letter from the word "TOGETHERNESS".'
A 15-ft-high wall encloses the town, its vertical logs held together with thick ropes and black sap mortar. THe top of each log has been sharpened to a point, on which the many twines of the banners are looped. Wooden scaffolding hugs the inside of the palisade 12 ft off the ground, enabling guards to peer over the wall there.
Town Gates
Three tall gates made of metal bars lead into town:
--The north gate is called Froget Gate or the gate to the lake because it leads to Lake Froget (Chap 2, area L).
--The west gate is called Failure Gate and a few abandoned cottages/failed taverns line the road outside this gate.
--The east gate is called Cloud Gate after the Queen of the Clouds, the benevolent deity.
Heavy chains with metal padlocks keep the gates shut at night. During the day, the gates are closed but not typically locked.
Two town guards (LG male and female, any race) stand just inside each gate. Instead of spears, they carry pikes (reach 10 ft, 1d10+1 piercing damage on a hit). These weapons are long enough to stab creatures through the bars of the gate. The guards greet all visitors with desperate, face-straining pleasantry, unless the visitors are openly hostile.
If trouble breaks out at one of the gates, the guards cry out, "Not again! Code XX!" (The DM may choose the alphanumerical combination to replace the XXs.) Their shouts are echoed across Tavern Town, putting the entire town on alert and on the verge of barely-contained violence in minutes. The town as 24 guards (any race), half of whom are on duty at any given time (six stand watch at the gates and six patrol the walls). The others can be found at various taverns. The town also musters a mob of 50 able-bodied commoners, any race, armed with clubs, daggers, and torches.
House Occupants
If the characters explore a residence other than Burgomaster Tavern (area N3), roll a d20 and consult the following table to determin the house's occupant.
d20 Occupant
1-3 1d6 giant goats
4-5 2d4 swarms of rats
6-18 Tavern Town folk
19-20 Black Turtle cultists
Giant Goats
A building housing giant goats appears abandoned at first but filled with wreckage and smelling of acrid goatshit and gamey goat oils. The goats are half-starved and attack with the desire to eat.
The cultists of Tavern Town have been using these giant goats as sacrifices for years to maintain secrecy. This has impacted the efficacy of certain rituals, but not enough for them to risk exposure by murder.
Rats
A house infested with rats appears abandoned at first. The rats are servants of the Beast and attack if the characters explore the interior of the house.
Tavern Town Folk
A house of townsfolk contains 1d4 adults (LG male and female commoners, any race) and 1d8-1 children (LG male and female, any race, noncombatants). Anyone who listens at the door hears chatter from within. Townsfolk politely but consistently refuse to invite strangers into their homes unless the characters bring up the possibility of renting a room as per a tavern.
Cultists
A Black Turtle cult haven contains 2d4 adults (LE male and female cultists, any race) and one cult fanatic (LE male or female, any race) who leads them in prayer or orchestrates ritual sacrifices. These cultists worship the Beast as the successor to the Black Turtle mantle and consider Fiona Watt (see area N4) to be their spiritual leader.
Tavern Town Lore
In addition to the info known to all denizens of the Unknown (see Chap 2), Tavern Town folk know the following:
There are three official taverns in town, Burgomaster Tavern, Watter Tavern, and Blue Tavern. Blue Tavern offers the lowest quality food and amenities of the three, but it's the only one with a stable.
The burgomaster, Baron Brown Dam, has decreed that the next togetherness festival will be held in the town square (area N8) in three days. The previous togetherness festival was held less than a week ago.
Tavern Town has endured at least one festival every week for the past several years. Some townsfolk believe that the festivals keep the Beast at bay. Others claim they provide general but unspecified protection or benefits.
None dares to speak ill of the festivals, though speaking of them at length tends to cause facial strain and elevated blood pressure.
The burgomaster's righthand man, Hothand Zeb, got his name for his ability to conjure fire, but only in one hand.
No one hates the burgomaster more than Fiona Watt, who still goes along with the festivals. She owns the old but lavish Watter Tavern (area N4). Her two sons, Nicolas and Carl, are cutthroat promoters of the Watter Tavern. She's also been rumored to have a daughter but no one has ever seen her if she exists.
Purple flashes of light have been seen emanating from the attic of Burgomaster Tavern, but that's part of the property off-limits to patrons.
Dogs and dire dogs prowl the woods and aren't afraid to attack travelers on Worthwagon Road. Well-armed groups of hunters and trappers have managed to kill several of the dogs, but more keep coming.
It's too dangerous to go fishing on Lake Froget (Chap 2, area L) because of all the roaming packs of dogs, but they haven't seemed to bother any members of the Frogfolk colony that lives under the lake waters.
There have been no recent sightings of the Weird Elk (Chap 2, area M) on Mount Barking. Folks used to see it skulking along the north shore of Lake Froget, sometimes on two legs. If the characters seem interested in this wildlife attraction, the locals recommend using a fishing boat on the south shore to cross the lake, because it's shorter and less dangerous than walking around.
There's a Fungai camp in the woods southwest of the town (area N9), but none of the tavernkeepers like them because they refuse to stay in a tavern when they come through.
West of the town is the Inn of Whispers (see Chap 7) that nobody goes to because it's too far for any sort of convenience and therefore lumped together with the failures of Failure Gate.
South of the town is a village that's been abandoned for decades. They believe it was long ago cursed by the Beast, though for what crime has been lost to the mostly unrecorded history of the Unknown.
Located close to the shores of Lake Froget, the town of Tavern Town holds itself as a safe haven against the perils of the Edelwood forest, if not the Beast himself. The town lies beyond the shadow of the Elder Edelwood on its Thronestone and doesn't, at first blush, seem as opressed as the village of Adelaide farther east. Those who spend time in Tavern Town, however, quickly realize all the happiness here is but a strained and fragile false hope.
Tavern Town was founded by the Brown-Dam families not long after the caretaker of the Unknown became the Beast. The Brown-Dams, however, splintered into factions after the despair induced by the Beast, his mists, and his songs. The Dams all but died out, survived only by their distantly removed and related cousins, the Watts.
The current burgomaster, Baron Brown Dam, has retaken the Dam name in the hopes of mending relations between his business rivals and extended family, the Watts. He stages one "togetherness" festival after another, but neither the Browns nor the Watts can bare to drop their cutthroat taverning practices.
Only the Blue Tavern dares to openly defy the monopoly of the other two by calling itself a tavern. But it cannot compete with the the prices or amenities of the Burgomaster Tavern or the Watter Tavern.
Every business and occupied building in Tavern Town, however, serves as a tavern on the sly, though many are lacking such basic facilities as spare rooms or beds. This common idiosyncracy is, for better or worse, unique to Tavern Town.
Approaching the Town
Text: 'Worthwagon Road meanders into a valley watched over by dark, brooding mountains to the north and south. The woods recede, revealing a moutain burg with a wooden palisade festooned in layers of colorful banners, all reading "It's Time to Celebrate Togetherness."
The dirt road ends at a set of sturdy gates with a pair of shadowy figures obscured by fog standing behind them. Planted in the ground and flanking the road outside the gates are a dozen, giant paper lanterns, their light turned to a soft glow in the mist. Each bears one painted letter from the word "TOGETHERNESS".'
A 15-ft-high wall encloses the town, its vertical logs held together with thick ropes and black sap mortar. THe top of each log has been sharpened to a point, on which the many twines of the banners are looped. Wooden scaffolding hugs the inside of the palisade 12 ft off the ground, enabling guards to peer over the wall there.
Town Gates
Three tall gates made of metal bars lead into town:
--The north gate is called Froget Gate or the gate to the lake because it leads to Lake Froget (Chap 2, area L).
--The west gate is called Failure Gate and a few abandoned cottages/failed taverns line the road outside this gate.
--The east gate is called Cloud Gate after the Queen of the Clouds, the benevolent deity.
Heavy chains with metal padlocks keep the gates shut at night. During the day, the gates are closed but not typically locked.
Two town guards (LG male and female, any race) stand just inside each gate. Instead of spears, they carry pikes (reach 10 ft, 1d10+1 piercing damage on a hit). These weapons are long enough to stab creatures through the bars of the gate. The guards greet all visitors with desperate, face-straining pleasantry, unless the visitors are openly hostile.
If trouble breaks out at one of the gates, the guards cry out, "Not again! Code XX!" (The DM may choose the alphanumerical combination to replace the XXs.) Their shouts are echoed across Tavern Town, putting the entire town on alert and on the verge of barely-contained violence in minutes. The town as 24 guards (any race), half of whom are on duty at any given time (six stand watch at the gates and six patrol the walls). The others can be found at various taverns. The town also musters a mob of 50 able-bodied commoners, any race, armed with clubs, daggers, and torches.
House Occupants
If the characters explore a residence other than Burgomaster Tavern (area N3), roll a d20 and consult the following table to determin the house's occupant.
d20 Occupant
1-3 1d6 giant goats
4-5 2d4 swarms of rats
6-18 Tavern Town folk
19-20 Black Turtle cultists
Giant Goats
A building housing giant goats appears abandoned at first but filled with wreckage and smelling of acrid goatshit and gamey goat oils. The goats are half-starved and attack with the desire to eat.
The cultists of Tavern Town have been using these giant goats as sacrifices for years to maintain secrecy. This has impacted the efficacy of certain rituals, but not enough for them to risk exposure by murder.
Rats
A house infested with rats appears abandoned at first. The rats are servants of the Beast and attack if the characters explore the interior of the house.
Tavern Town Folk
A house of townsfolk contains 1d4 adults (LG male and female commoners, any race) and 1d8-1 children (LG male and female, any race, noncombatants). Anyone who listens at the door hears chatter from within. Townsfolk politely but consistently refuse to invite strangers into their homes unless the characters bring up the possibility of renting a room as per a tavern.
Cultists
A Black Turtle cult haven contains 2d4 adults (LE male and female cultists, any race) and one cult fanatic (LE male or female, any race) who leads them in prayer or orchestrates ritual sacrifices. These cultists worship the Beast as the successor to the Black Turtle mantle and consider Fiona Watt (see area N4) to be their spiritual leader.
Tavern Town Lore
In addition to the info known to all denizens of the Unknown (see Chap 2), Tavern Town folk know the following:
There are three official taverns in town, Burgomaster Tavern, Watter Tavern, and Blue Tavern. Blue Tavern offers the lowest quality food and amenities of the three, but it's the only one with a stable.
The burgomaster, Baron Brown Dam, has decreed that the next togetherness festival will be held in the town square (area N8) in three days. The previous togetherness festival was held less than a week ago.
Tavern Town has endured at least one festival every week for the past several years. Some townsfolk believe that the festivals keep the Beast at bay. Others claim they provide general but unspecified protection or benefits.
None dares to speak ill of the festivals, though speaking of them at length tends to cause facial strain and elevated blood pressure.
The burgomaster's righthand man, Hothand Zeb, got his name for his ability to conjure fire, but only in one hand.
No one hates the burgomaster more than Fiona Watt, who still goes along with the festivals. She owns the old but lavish Watter Tavern (area N4). Her two sons, Nicolas and Carl, are cutthroat promoters of the Watter Tavern. She's also been rumored to have a daughter but no one has ever seen her if she exists.
Purple flashes of light have been seen emanating from the attic of Burgomaster Tavern, but that's part of the property off-limits to patrons.
Dogs and dire dogs prowl the woods and aren't afraid to attack travelers on Worthwagon Road. Well-armed groups of hunters and trappers have managed to kill several of the dogs, but more keep coming.
It's too dangerous to go fishing on Lake Froget (Chap 2, area L) because of all the roaming packs of dogs, but they haven't seemed to bother any members of the Frogfolk colony that lives under the lake waters.
There have been no recent sightings of the Weird Elk (Chap 2, area M) on Mount Barking. Folks used to see it skulking along the north shore of Lake Froget, sometimes on two legs. If the characters seem interested in this wildlife attraction, the locals recommend using a fishing boat on the south shore to cross the lake, because it's shorter and less dangerous than walking around.
There's a Fungai camp in the woods southwest of the town (area N9), but none of the tavernkeepers like them because they refuse to stay in a tavern when they come through.
West of the town is the Inn of Whispers (see Chap 7) that nobody goes to because it's too far for any sort of convenience and therefore lumped together with the failures of Failure Gate.
South of the town is a village that's been abandoned for decades. They believe it was long ago cursed by the Beast, though for what crime has been lost to the mostly unrecorded history of the Unknown.
Comment