Conversations near the entryway go quiet a many patrons in the common room look you over. Few of the faces seem welcoming, and most that do look hungry or insane. Dusky dwarves, wild-eyed derro, slim drow, and stranger creatures sit of stand in the dozen or so lantern-lit niches scattered about this large, high-ceilinged chamber. A central bar is stuffed with bottles, casks, pipes, vials, cigarillos, and less familiar paraphernalia. Cloaked in white linen, a humanoid figure stands behind the bar. Four servers move about the room, similarly shrouded. A side door apparently opens into a busy kitchen that is alive with the sounds and scents of cooking. From a great stone chair across the common room, a humanoid figure observes, wrapped in and hooded by a crimson robe that has a complex pattern of eyes on it. Whatever this creature is, you sense that litle escapes its notice.
The current patrons of the inn include 5 drow, 7 duergar, 6 derro, 2 grimlocks, 3 kuo-toas, 2 svirfneblin and a dwarf.
Including those working in the kitchen, there appear to be approximately 15 servers. All are dresses in white and appear to be gaunt and almost skeletal. It is difficult to tell one apart from another. The only member of the staff that appears to speak is Barkeep. He speaks only in a husky wisper and only when required. The rest appear to communicate only with waves and gestures. As the group walked in, one gestured to an open table. Shortly after taking seats, a mute server brought menus and waited expectantly to take your orders.
Everything on the menu has a price of 5 SP. Typical food items include mushroom soup, cheese and curds, dried or cooked fish of many varieties, marrow and liver stew, Spicy lamprey soup, cockroaches in gold green sauce, roasted meat of many varieties, and sweet blood jellies. If the kitchen does not have the requested item, a suitable substitute will be supplied instead. Almost any drink can be accommodated as can calls for cigars and pipe leaf. Rooms at the inn go for 5 GP per night.
The results of your investigation so far:
Banjo discovers the following:
- Protection from Evil scrolls, among many other items, might be found at the Bazaar (area P11) near the East Gate (area P14).
- Approaching Barkeep and asking about Es Sarch and Fadheela got the response, “See the man in the red robe.” He pointed to the shadowed rear of the bar indicating the figure on the stone chair.
Clint discovers the following:
- The Assassins’ Guild is an efficient and powerful criminal organization. Many of the city’s residents pay the Assassins’ Guild protection money. They are currently allying with House Dusklorn to seal their bid for power over Pedestal.
- Anyone can take out a contract with the Assassins’ Guild by dropping an order in the drop box on Skull Avenue (area P10). How it works is a mystery because no one has ever been seen emptying the box.
- The drop box is a convenience for the guild since the location of the guild’s headquarters is a closely guarded secret.
- The assassins’ leader is named Fluid.
- Fadheela, a mysterious woman, is the guild’s most infamous enforcer. She lives in the Necromancer’s Spike and she is a medusa.
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