TEXT: Night at the 
  Green goblin 
  5 
  
  Night at the  Green Goblin
  Rumours & Hooks 
  The Green Goblin Inn & Taphouse? Yeah, I 
  ‘eard of it, down on Cinder Street if I 
  remember right. What are you after the 
  Goblin for? Not peace and quiet I hope. No? 
  Didn’t think so. Well, luck o’ the Silver Wolf to 
  you my friend. You’ll be needin’ it.  
  Green Goblin Inn & Taphouse 
  The Green Goblin Inn & Taphouse (typically 
  shortened to the Goblin) is one of those 
  establishments many have heard of, but few 
  actually frequent, on account of its reputation for 
  shady deals, questionable clientele, and regular 
  rough housing.  
  But when the party needs to find someone, 
  gather scuttlebutt and rumour, fence reclaimed 
  goods, or procure gear frowned upon by 
  members of the guard, the Goblin is open for 
  business twenty four hours a day, seven days a 
  week.  
  Night at the Green Goblin is a flexible, one night 
  adventure site as opposed to an overarching plot 
  scenario. Being a tavern, most PC activity 
  involves interacting with NPCs, including: 
  gathering information or rumours (Area 10), 
  fencing goods or acquiring illegal equipment 
  (Area 7), gambling (Area 14), recruiting hirelings 
  (Area 15), drinking contests (Area 13), duelling in 
  the street (Area 6), or good old fashioned bar 
  brawls. The adventure also includes three set 
  hooks however, as follows:  
  1.
  Tracking down Vinceri for her bounty (a
  spy of merchant house Lorca, carrying
  stolen accounts and schedules; Area 20),
  2.
  Deciding what to do with the Amulet of
  Agometh, palmed off to them by Kya
  when the party first enters the Goblin
  (Area 1).
  3.
  Dealing with an enraged, uncontrolled
  Void Drifter demon that is inadvertently
  summoned by Federgeist late in the
  night (Area 8, 23).
  Staff, Menu & Environs 
  By and large the inn is constructed of stone and 
  timber, with plastered walls and mixed floors. 
  Natural light enters via shuttered windows 
  during the day, and there are candles, lanterns, 
  the hearth, etc to provide illumination at night. 
  Unless noted otherwise all characters are  
  2
  
  Map by Ross McConnell at 2minutetabletop.com used with permission 
  
   
   
   
  human and all guest rooms have locks (one key 
  for the tenant, otherwise the staff have keys).  
   
  Drinks at the Goblin run the gamut, from ales to 
  meads to wines to whiskeys to cloudy, suspicious 
  looking water. Their best brew is Ironhook Ale; 
  (dark & bitter, full bodied). The menu choice 
  tonight is:  
   
  1. Bison Stew with Tough Rind. 
  2. Back Alley Sausage & Greens. 
  3. Chary Cheese Pie. 
  4. Lucky Pigeon in Onion Broth. 
  5. Spicy Meatish Balls. 
  Bishop (40s, male, blonde moustache, twin gold 
  earrings) is proprietor, an affable if sly fellow with 
  more connections this side of town than a 
  centipede’s legs (inc the guard, thieves guilds, 
  mercenary companies, information brokers, 
  fences, etc). As manager, Bishop puts up with a 
  lot, and keeps a cudgel behind the bar in case 
  things get really out of hand. He has a soft spot 
  for red heads and southern wines.  
   
  Bishop, AC 11, HD 4 (22 hp), Club 1d6+1, 19: 
  target prone, S13 D13 C10 I14 P13 W12 Ch16 L7, 
  Mv 30 ft. Bishop has advantage on social checks 
  and may use the Bard ability Inspire Greatness 
  twice per combat.  
   
  The other wait staff operating under Bishop’s 
  direction are:  
   
  • 
  Cylia (female, 40s, dark hair, shapely, 
  calls everyone “my love”). 
  • 
  Cassie (female, 20s, red hair, slender, 
  mouth like a sailor).  
  • 
  Creya (female, 20s, 6 ft pale skinned 
  Varnori with blonde hair, boisterous). 
  • 
  Copelan (male, 30s, dark hair, athletic, 
  chef’s apron with food stains, dry 
  humour, sarcastic).  
  As the party explores the Goblin, GMs might 
  make use of the Rumours Table, Tavern Events 
  Table and Tavern Brawl Table. A list of random 
  entertainers appears at Area 6, and barflies at 
  Area 10. The Area 10 list might also be used for 
  random passers-by, or small groups of drinkers 
  standing about in huddles. Otherwise each of the 
  tables and rooms has their own Area description.  
   
  Rumours 
  PCs hunting for information or rumours are 
  bound to pick up any number stories, some of 
  which might even be true. Roll 1d10 and consult 
  the table below (or insert your own rumour, 
  adventure hook, etc).  
   
  1d10 
  RUMOUR 
  1 
  Did ya hear about old 
  Bengart’s 
  mill 
  on 
  the 
  outskirts o’ town? His fields 
  are awash with rats big as 
  your arm. Scary blighters! 
  (True). 
  2 
  Thing about Bishop, ya 
  unnerstand, is he’s a wicked 
  cruel son of a bitch. Loves 
  nothin’ more than beatin’ 
  honest folk with that soddin’ 
  club he keeps behind the 
  bar. (GM’s call; perhaps 
  Bishop is overeager to lay 
  about with his cudgel?). 
  3 
  Some say there’s a warlock 
  hiding out here in the 
  Goblin. Baal’s Balls! Imagine 
  it! We’d have ‘im trussed up 
  and tossed into the hearth 
  quicker ‘an you can say 
  Argona protects. No wizards 
  here sister, I assure you.” 
  (False: see Area 23). 
  4 
  Lookin’ for a good time, ye 
  say? Speak with Hannah 
  4
  
  (Area 
  10), 
  she’ll 
  sort 
  something out for you, I 
  expect. 
  <knowing 
  wink> 
  (True). 
  5 
  Poor Rivertop, eh? Lost their 
  barbarian friends, now they 
  want sellswords to defend 
  their shanty town against the 
  Skorn. Hahaha! Ah good 
  luck to ‘em, says I. Crazy 
  scobs the lot of ‘em. (True). 
  6 
  Just 
  ain’t 
  right, 
  what 
  happened to old Dunky (a 
  dog). Eaten by giant leeches 
  down 
  by 
  the 
  docks. 
  Horrifyin’! (True).  
  7 
  <Whispered> 
  Cassie’s 
  a 
  sludding witch! Red hair ye 
  know - that’s the sign. See ‘ow 
  she’s lookin’ at Gerbert just 
  now, all squinty like. She 
  looked at Suza just like that 
  last week. Ain’t no-one’s seen 
  Suz since. (False, Suza is 
  playing cards in Area 14). 
  8 
  Some say the Goblin was 
  built 
  atop 
  an 
  ancient 
  graveyard. (False). 
  9 
  I was just saying to m’ wife 
  the other day, not a good 
  time for travel is it? Not with 
  Pentegast and her brigands 
  prowling 
  the 
  mountains. 
  Hiding in the caves, I heard.  
  (True). 
  10 
  I heard Cole and friends 
  (Area 9, 25) got chests full of 
  rich folk clothes stashed in 
  their room upstairs. (True). 
  Tavern Events 
  At any stage the GM may call for a roll on the 
  Tables Events table to decide what happens next. 
  Roll 1d8, plus 1 per hour that has passed. If an 
  event has become impossible, roll again.  
  1d8 
  TAVERN EVENT 
  1 
  Cylia hand delivers one of 
  the PCs a drink, courtesy of a 
  potential hireling (Area 15). 
  2 
  One of the Slap the Hog 
  players (Area 14) is caught 
  cheating, causing Bryce to 
  flip the table. Unless he is 
  calmed, a Tavern Brawl 
  erupts. 
  3 
  The 
  prostitute 
  Hannah 
  (Area 21) propositions one 
  of the PCs (male or female). 
  4 
  Hangrief (Area 7), upset at 
  the 
  attention 
  Cassie 
  is 
  showing the bard Artur  
  (Area 6) declares him a 
  “filthy horse scrotum” and 
  demands a duel in the street! 
  Artur might ask one of the 
  PCs to be his “champion” 
  (he can’t risk marring his 
  face, or injuring his playing 
  hand, you understand). 
  5 
  Two antagonistic inebriates 
  throw ale on each other, 
  which swiftly escalates into  a 
  Tavern Brawl (random table 
  or main bar).  
  6 
  The Kribb Twins (Area 3) 
  finish up their meal and 
  approach the PCs with an 
  offer about Vinceti’s bounty 
  and location. 
  7 
  Vinceti (Area 20) appears 
  from her room, looking for a 
  meal and/or a quick drink.  
  8 
  Federgeist (Area 23) gets part 
  way down the stairs, sees 
  Inquisitor Avernus (Area 8), 
  and swiftly returns to his 
  room. Moments later, the 
  Void Drifter is unleashed! 
  5
  
   
   
   
  Tavern Brawls  
  If a tavern brawl erupts (if, LOL, when), it engulfs 
  everyone in the immediate vicinity and the next 
  closest table. Each round the fight spreads to the 
  next closest table, until eventually the whole 
  tavern is in uproar.  
   
  PCs in the brawl must face off against 1d3 
  patrons each round for approx 2d6 rounds (if a 
  PC knocks out all opponents, another 1d3 accost 
  him next round). Additionally, have one random 
  PC roll on the Tavern Brawl table below. 
   
  Brawling Patrons AC 10, HD 1d6 hp, Fist 1d2 or 
  chair 1d4, 19: grabbed, tripped or pushed, S10 
  D10 C10 I10 P10 W10 Ch10, L3, Mv 30 ft. 
   
  1d20   
  TAVERN BRAWL 
  1 
  Break it up. 3d6 guards enter the tavern, 
  putting an end to the brawl. 
  2 
  KO! The PC is knocked out by a lucky 
  haymaker for 2d6 rounds (Luck (Con) save 
  resists). 
  3 
  Wear the Chair. A brawler breaks a chair 
  on the PC (roll on the Injuries & Setbacks 
  table, ignore permanent results, Luck 
  (Con) save resists) 
  4 
  Pile on! 2d4 brawlers pile onto the PC, 
  pinning them down (helpless, Str contest vs 
  Str 16 to resist). 
  5 
  Merrub, one of the Kribb Twins (Area 2) 
  skirting the edges of the brawl, yells out 3 
  to 1 odds on the PC being the last to be 
  knocked out. 1d6 brawlers take up the 
  wager and converge on the PC. 
  6 
  Bloody ruffians! One of the bar staff 
  whacks a PC on the head with a skillet, 
  stunning them (lose next action). 
  7 
  Where’d you come from? A small, old, 
  grey haired dog, Limpy (Area 13) suddenly 
  scuttles out from under a table, about to be 
  crushed by a toppling brawler! (Dex check 
  to intervene).  
  8 
  Fire! A shattered lantern flares in some 
  spilt alcohol, setting part of the tavern on 
  fire! 
  9 
  Looters. The PC glimpses Bishop (the 
  proprietor) unconscious on the floor, being 
  looted by an opportunistic brawler.  
  10 
  Cat Projectile! A flying feline (Ratsack, 
  tabby, grumpy)  rockets across the tavern, 
  claws outstretched, latching onto the PC’s 
  head (blind, spend an action to make a Str 
  check to remove). 
  11 
  Duck! A shower of mugs, bottles and plates 
  hurtle across the tavern. All PCs must 
  make a Dex check or suffer 1d8 damage.  
  12 
  Gummy the Horn (Area 13) yells above the 
  din of the brawl: “Hey! I’m tryin’ ta drink 
  here! Stop this ruckus and shut the hell 
  up!” Curiously, half the fighters pause to 
  listen to her. If the PCs seize the 
  opportunity, they might be able to end the 
  brawl early.  
  13 
  The bard Artur Excelsior begins beating on 
  a drum and shouting encouragement, 
  inspiring the brawlers.  All fighters gain 
  advantage on their next attack. 
  14 
  Kya (Area 1) has snuck back into the tavern 
  and attempts an opportunistic pick pocket 
  (ideally against the PC she planted the 
  amulet on, assuming that occurred (Perc 
  (Detection) contest vs Dex 15)).  
  15 
  Hard Steel. One or more of the PC’s 
  opponents turns serious, pulling a knife.  
  16 
  The hulking Hangrief (Area 7) cracks the 
  head of his current foe before pointing at 
  the PC and nodding enthusiastically. 
  17 
  Bitey. An old man with crazy eyes suddenly 
  bites at the PC from under a nearby table, 
  causing 1d4 damage and tripping them 
  (Dex check resists). 
  18 
  Bar Slide! The PC is grabbed by three 
  brawlers and thrown across the bar, 
  knocking off mugs and plates (1d6 damage 
  and lose 1 Dex, Luck (Con) save resists).  
  19 
  Window exit! The PC is hurled out the 
  nearest window into the street (Str contest 
  6
  
  vs Str 15 resists). 50% chance of being 
  knocked out for 1d6 rounds. 
  20 
  Surprise Refreshment. In the rafters, a 
  mischievous child pours a pitcher of ale on 
  the PC, along with a cheeky grin. The PC 
  restores 1d6 hp (regains consciousness if at 
  zero hp, or if otherwise knocked 
  out/incapacitated). 
  Drunk & Disorderly 
  PCs that drink too much during the night risk 
  becoming overly drunk. At the GM’s option, after 
  consuming a large quantity of alcohol, a PC must 
  make a Con check or roll for a Drunk & Disorderly 
  event. If the check is successful, any future d&d 
  checks are at a cumulative -2 penalty. If 
  unsuccessful, roll on the table below. Being 
  drunk generally imposes a -2 penalty on combat 
  actions (might provide a small bonus to social 
  checks; GM’s call).   
  1d12 
  DRUNK & DISORDERLY 
  1 
  Dance Off. The PC takes a shine to one of 
  the Varnori sisters in Area 12, asking one 
  of them to dance. In fact, all four get up to 
  dance, and end up fighting over the PC; 
  lose 1d4 hp in the fisticuffs.  
  2 
  Hug It Out. The PC is swept up by feelings 
  of comradery and begins hugging their 
  party members.  The hugs soon expand to 
  nearby “fellow drinkers!” and “fellow 
  tavern lovers!”  There is a 50% chance they 
  attempt to embrace Hangrief (Area 7), who 
  punches them instead (1d4 dmg). 
  3 
  That Floaty Feeling. The PC is feeling 
  rather floaty for 1d2 hours, slurring their 
  words and swaying gently in place as they 
  concentrate to maintain balance. A Con 
  check is required to avoid falling over if 
  they have to fight or move quickly. On the 
  plus side, if a bar brawl erupts, no-one 
  pesters the PC once they fall over (Will 
  check to get up). 
  4 
  Rounds. The PC becomes fast friends with 
  the textile merchants in Area 9, with whom 
  they begin shouting rounds (deduct 5 gp). 
  Learn two rumours. On a successful Cha 
  (Persuasion) check, Cole accidentally lets 
  slip about their smuggling operation. The 
  PC must make a Will check or give up a 
  secret of their own (or of another party 
  member perhaps; GM discretion). 
  5 
  Gangway! The PC is suddenly overcome 
  by waves of potent nausea. Projectile 
  vomiting is inevitable in 1d10 seconds. A 
  successful Con check doubles the time. 
  Might precipitate a tavern brawl. 
  6 
  Fancy Meeting You Here. The PC ends up 
  under the stairs in a passionate tryst with a 
  random tavern goer (50% chance it is 
  Gummy the Horn, Area 13, otherwise 
  Area 10 list or random table). 
  7 
  Merry Making. The PC has a merry old 
  time, making many new introductions and 
  friendly acquaintances. Gain adv on social 
  checks for the rest of the night.  
  8 
  New Allies. The PC has a grand time for 
  1d2 hours, making new friends amongst 
  the regulars and potential hirelings in Area 
  15. In fact, by the end of it, the PC has
  signed up Grogran, Samwick, Red & 
  Raquel for their next adventure! (11 gp/day
  for all 4).
  9 
  Party Time. The PC parties for the next 
  1d3 hours, making friends with half the 
  patrons (learn two rumours). Bishop and 
  the staff take a liking to them (adv on social 
  checks with staff). At some point they make 
  an enemy of Inquisitor Avernus (Area 8), 
  declaring that he “smells like turnip” and 
  “has a head like a bison’s sack”.  
  10 
  Side Alley Shenanigans. The PC somehow 
  ends up in a side alley with Hannah (Area 
  10) for a brief intimate encounter (Will
  check to resist, deduct 1 gp). Add Hannah 
  as a future street contact.
  11 
  Arm Wrestling. The PC ends up in an arm 
  wrestling contest with 2d4 regulars (Str 1d4 
  7
  
  +10). If the PC bests all these, Lord 
  Hargraves (Area 10) gets involved (S16).
  The winner gains 2d6 gp and the grudging
  respect of other contenders.
  12 
  Passed Out. The PC passes out where they 
  are, head down on the table (or slumped 
  against a wall, if not at a table). They 
  awaken in 1d6 x 10 minutes, or if forcefully 
  roused. If no-one is minding them, 50% 
  chance any coins or valuables are stolen.  
  Ground Floor 
  Area 1 – Main Entry 
  After descending some short stone steps, an 
  extra wide door is the main entry to the inn. A 
  sign depicting the face of a green goblin hangs 
  overhead. The smell of pipeweed and sounds of 
  the crowd can clearly be heard from outside.  
  As the party approach to enter, the door slams 
  open and Kya (solid female, late teens, scar on 
  her nose) bursts outward, crashing into the lead 
  PC (or a random PC, if the lead PC is unclear).  
  The collision is a fortuitous accident, and Kya 
  takes the opportunity to plant a metal amulet 
  (stolen from Maldwin, Area 9, only moments 
  earlier) in the PC’s backpack, pocket or other 
  accessible location (Perc (Detection) check vs 
  Dex 15; you might make this check on behalf of 
  the PC so as not to tip off the players if they 
  aren’t already suspicious). Kya mistakenly 
  believes one of the barflies in Area 10 saw her 
  take the amulet, and wants to offload it ASAP.  
  Without a word of apology, Kya beats hasty 
  retreat, pushing her way past the PCs and out 
  onto the street, glimpsing back once as she 
  disappears down a dark lane (she might reappear 
  later in the night, see Tavern Brawl #14).  
  Area 2 – Maris & Grotnik 
  Sitting at this table are Maris (male, scrawny with 
  thin lips, labourer’s garb) and Grotnik (male Barb 
  2, 20 HP, S16 C15) with minimal clothes, sizable 
  biceps and a toothy grin). The two are old 
  buddies, amicably catching up on old times 
  between ales. They might part with a rumour if 
  the PCs are sociable. Grotnik in particular is 
  happy to speak with any female PCs.   
  Area 3 – The Kribb Twins 
  The Kribb Twins (Merrub & Marco, tanned, 
  stocky dock workers with limp hair) are eating a 
  meal, enjoying having just been paid. They eye 
  off any intrusion with disinterest, but might be 
  brought around with free drinks (bottle o’ 
  Bodric’s Finest will do nicely).  
  The twins are here most nights, and keep a sharp 
  eye on comings and goings. They know 
  Federgeist has been living in Area 23 for a week, 
  for instance, and that Vinceri is hiding out in Area 
  22 (they know about Vinceri’s bounty, but aren’t 
  game to claim it. They’ll spill her location for 30 
  gold however).  
  8
  
   
   
   
  Area 4 – Inquisitor’s Lookout 
  A lone female (Afena, tanned, high ponytail, 
  worn travel cloak) is sitting at this table, drinking 
  from a flagon (water). She is one of Avernus’s 
  hired crew (Area 8), keeping an eye on both front 
  doors for Federgeist (Area 23) or any magical 
  happenings.  
   
  Being on duty, she’s unlikely to engage in much 
  chit chat, and will simply say she’s waiting for 
  someone. If pressed or somehow won over, she 
  might discuss a recent rumour she’s heard. Any 
  signs of magic are reported to her boss.  
   
  Area 5 – Common Room 
  The Green Goblin’s “L” shaped common room 
  has a long bar with stools, seven large tables and 
  ample additional standing space. Tonight the 
  tavern is moderately crowded; patrons mill 
  around the bar and tables areas, along with small 
  standing groups. Pipeweed, the clinking of mugs, 
  and general hubbub fills the air.  
   
  Bishop and Creya (p.4) are behind the bar serving 
  drinks at a cracking speed, whilst his other three 
  staff (Cylia, Cassie & Copelan) manage table 
  orders.  
   
  Area 6 – Entertainer’s Stage 
  The raised wooden stage is approximately a foot 
  off the ground, giving patrons a better view of 
  the night’s entertainment. Curtains, screens and 
  other props are available for use by the 
  performers. Roll 1d6 every hour or so to 
  determine which act is up next.  
   
  1. A travelling troupe of 2d4 Mimes hit the 
  stage, pretending to be walking against 
  strong winds, trapped in a box, etc. One 
  of the mimes catches the eye of a PC, at 
  which point they all mimic that character 
  until their session ends. (Random? Part 
  of the act? Something unsavoury and 
  inexplicable? GM’s call).  
   
  2. Wandering bard Artur Excelsior (long 
  hair, handlebar moustache) plays his lute 
  for the crowd, smiling and singing as he 
  goes. He is actually quite skilled, and the 
  crowd seem to like him well enough. 
  Cassie pays him special attention, much 
  to the growing aggravation of Hangrief 
  (Area 7).  
   
  3. Grumpleton of the Seven Suns (70’s, 
  thinning grey hair, jet black robe 
  embroided with seven golden suns) is a 
  theatrical “wizard”, making some extra 
  coin whilst his travelling carnival is on 
  hiatus. He employs a mix of flash 
  powder, rudimentary fireworks and 
  other parlour tricks to achieve his 
  “magical” effects. He carries a curious 
  staff, carved in the likeness of a serpent. 
   
  4. The “Four Princes”, a capella quartet, 
  Merek, Vineburg, Arrat and Janice 
  (female, dressed as a male, including 
  false beard, best performer of the night) 
  manage to get the crowd singing along 
  with their bawdy tunes and cheeky 
  lyrics. Crowd favourite.  
   
  5. A pair of athletic gymnasts (Romara and 
  Entigo) dazzle onlookers with their 
  contortions, feats of balance, juggling, 
  and spike throwing. Many a melon is 
  split whilst being held aloft by volunteers 
  (a random PC is asked to assist, perhaps 
  a Luck check is required to avoid an 
  accident?).  
   
  6. “Dragon Born” a dancer and fire eater, 
  with prosthetics/make up to mimic 
  9
  
   
   
   
  green, reptilian scales. Bursts of flame, 
  revealing clothing, and suggestive moves 
  prove distracting to many patrons (at the 
  GM’s option, a pickpocket might take 
  advantage, perhaps in cahoots with the 
  dancer?). 
   
  Area 7 – Lester & Hangrief 
  Hangrief (40s, hulking male, one white eye (prior 
  disease), 
  possessive 
  of 
  Cassie) 
  a 
  local 
  enforcer/bodyguard is sitting with Lester (50s, 
  balding, shabby with a gold tooth), an infamous 
  fence.  
   
  They are here on business tonight, meeting with 
  patrons in the common room before heading up 
  to Area 22 to finalise deals (note also their 
  arrangement with Hannah Area 10). If the PCs 
  are in search of any illegal goods (or want to 
  offload any), chances are Lester can help. 
  Hangrief has a recent failed relationship with 
  Cassie, and has developed an unhealthy 
  obsession/jealousy for her (see Tavern Event #4). 
   
  Lester, AC 13, HD 3, Knife + poison, 19: extra 
  strong dose of poison save at disad, S11 D13 C10 
  I15 P15 W15 Ch14 L9, Mv 30 ft. Lester has 
  Backstab, Skirmisher and Finisher abilities like a 
  3rd level rogue, and may choose from the 
  following tricks twice times per combat: Hidden 
  Blade, Quick Reflexes, Rapid Dose. He has approx 
  200 gp on him (more in Area 22), and 1d4 doses 
  of Fireblood poison. 
   
  Hangrief, AC 13, HD 3, Sap 1d4+3, 19: target 
  hurled through nearby window, S17 D10 C11 I10 
  P10 W12 Ch10 L7, Mv 30 ft. Hangrief has the 
  Fighter Adaptable ability (default Charger). 
   
   
   
  Area 8 – Inquisitor Avernus 
  Inquisitor Avernus (dark skinned Nydissian male, 
  bald head, brightly coloured monk robes) is a 
  burnt out, unstable member of the Ordo 
  Malefactos (witch hunters) come to flush out 
  Federgeist, whom he suspects is hiding at the 
  inn. He is accompanied by three men-at-arms 
  (Tommet, Windle & Mhegan) not particularly 
  loyal to the order, but fond of their coin).  
   
  Unfortunately for Avernus, he gets more than he 
  bargained for (assuming Federgeist sees him first 
  and the Void Drifter is unleashed - see Area 23). 
  If the demon manifests, Avernus finally snaps, 
  suffering a severe madness (homicidal rage) and 
  attacks anyone nearby (including his own men).  
   
  Inquisitor Avernus, AC 13, HD 4, 2 x Cold iron 
  shod staff 1d6+2, 19: target tripped, prone or 
  disarmed, S15 D16 C14 I10 P11 W15 Ch10 L7, Mv 
  30 ft. Avernus has Martial Arts like a 4th level 
  monk, and may choose from the following 
  techniques three times per combat: Formless 
  Water, Moon Shields Sun, Heaven’s Leap, 
  Unchain the Dragon, Fork the River.  
   
  Tommet, Windle & Mhegan (men-at-arms) AC 14 
  (chain & shield), HD 1+3, Sword/Axe 1d8, 19: as 
  weapon, S14 D10 C12 I10 P10 W10 Ch9, L4, Mv 
  30 ft. 
   
  If the inquisitor is killed and his body searched, 
  1x Carry Loot and 1 x Valuables is found.  
   
  Area 9 – Cole, Betheena & Maldwin 
  A trio of textile merchants (Cole, Betheena & 
  Maldwin, 30’s, finely dressed, faint accents) 
  travelling together from a nearby city are eating 
  at this table, enjoying some downtime between 
  trades (and just a hint of smuggling, namely 
  counterfeit coins). They are playing cards in an 
  10
  
  amicable way, swapping stories as they whittle 
  away the hours.  
  When the party approaches, Maldwin has just 
  become aware that his eye amulet has been 
  stolen (cut from his belt by Kya (Area 1). He 
  stands up immediately and begins searching 
  about for it, accusing nearby folk of taking it, 
  getting angrier and angrier by the minute.   
  If the amulet is returned to him, things swiftly 
  calm down and he offers the returner a reward 
  (4d6+20 gp, plus he “owes them a favour”). If not 
  returned, Maldwin’s accusations eventually 
  offend several members of the crowd, setting off 
  a Tavern Brawl (p.6). 
  The amulet is in fact a magical talisman, a relic of 
  the ancient Suun people, dedicated to the 
  demon Agometh (Fate Eater). If attuned to, the 
  user may turn back time for a brief moment (1 
  round) by making a Luck check (no action). Once 
  used, the amulet vanishes and does not 
  resurface for 10d10 years. Invoking the amulet 
  ages the user 3d6 years and automatically 
  triggers a Dark & Dangerous Magic effect. 
  At the GM’s option, the amulet might be quasi 
  sentient, with Will 16. If so, it does not wish to be 
  returned to Maldwin and will attempt to 
  influence the PC to keep it (assuming they try to 
  return it), requiring a Will contest. What the 
  amulet might want from the PC is left to the GM 
  to determine.  
  Area 10 – Bar 
  The large “L” shaped is tended to by the 
  proprietor Bishop (p.3) and Creya (the other 
  three staff (Copelan, Cassie & Cylia) generally 
  wait on the tables/floor). 
  Both Bishop and Creya are happy to take the 
  party’s orders or engage in general chit chat and 
  rumours. If the party want lodging, only the bunk 
  room is available (Area 21) for 3 sp per PC/night. 
  Each PC gets a key.  
  The stools around the bar are mostly taken, but 
  someone might leave just as the PCs approach, 
  giving up a seat (50%). Roll 1d10 twice to 
  determine who the PC sits next to (or they might 
  scan the patrons and choose who to approach). 
  The below entries might also be useful for 
  random folk standing around the common room 
  in small groups.  
  1.
  Hannah (30s, athletic, dark shoulder
  length hair, low cut dress, a little
  unkempt), regular prostitute for the
  Goblin, is soliciting patrons. She has an
  arrangement with Bishop, and uses
  Lester’s room for any business (see Area
  7, 22). Will share a rumour or local info
  for a drink. She charges 1 gp for a quick
  tryst upstairs (if she gets into any
  trouble, she seeks out Hangrief (Area 7).
  2.
  Warrick (male, 50s, corpulent, fine
  clothes, 
  drinking 
  away 
  his 
  failing
  marriage woes).
  3.
  Gwendolyn (female, 30s, attractive smile
  that somehow isn’t reflected in her
  eyes). A secret cultist, looking for a
  sacrificial victim to tempt into the alley
  where 1d4+1 accomplices are waiting in
  ambush).
  4.
  One of tonight’s entertainers is eating at
  the bar (Area 6).
  5.
  Saleria (Bard 2, 5’ 9” female, albino
  Karok, hair pulled back in fierce ponytail)
  11
  
  a House Tergoza agent (jewellery, 
  gemstones, mining), accompanied by 
  her servitor dwarf (Mergrim, Fighter 2, 
  24 hp, bald with crown sigil brand). She 
  has a meeting to procure a certain 
  gemstone.  
  6.
  Wester (lanky, fine brown hair in a man
  bun, neatly dressed, finishes every
  sentence with “ay”) a professional
  gossip, is talking up a storm, giving and
  taking stories like a boss. He’s happy to
  share a rumour with anyone who’ll
  listen.
  7.
  Megosh (13 yrs old, curly brown hair, I14,
  D14,  quick witted, stout heart) is a street
  pickpocket in training, hoping to practice
  on some drunkards. He’s not a bad guy,
  and Bishop has a soft spot for his sheer
  gall. Megosh waits till late in the night to
  ply his craft. If he’s successful, he shares
  part of his gains with Cylia (whom he
  sees as a kind of mother figure (and vice
  versa)). In the meantime, he’s happy to
  swap rumours.
  8.
  Farris (5’ 10”, labourer’s garb, stout,
  tattoos), just returned from a long
  voyage, is the unwitting carrier of Simian
  Lumps disease (hair falls out over 1d6
  days, followed by painful glandular
  lumps, 1d3 Cha and Dex loss). Touch and
  fluid vectors. Luck (Con) check to resist
  being infected if shake hands, etc. An
  apothecary might spot tell-tale signs.
  9.
  Lord Hargraves (Fighter 3, 60’s, 6 ft 3”,
  very heavy set with dark eyes and an
  impressive silver beard) infamous for his
  boozy bar crawls, is in full swing this
  evening, partying with local barflies. 
  Lady Hargraves would be mortified.  
  10. Deidra (20s, female, fit, bold, red coat,
  S13, W14) lost her labouring job and is
  looking for better paid work. She
  recently heard about the clifftop outpost
  of Rivertop (Rumour 5), and is keen to
  investigate. She carries her grandfather’s
  cold iron bastard sword, a family
  heirloom.
  Area 11 – Store Room 
  The large storage room is mostly foodstuffs and 
  barrels of ale, whiskey and wine. The back door 
  is kept locked at night, each of the staff members 
  has a key.  
  Area 12 – Haldi, Ragna, Asgrid & Yyrsa 
  The four Varnori (viking) sisters, Haldi, Ragna, 
  Asgrid & Yyrsa (each 6 ft, athletic, pale skinned, 
  12
  
   
   
   
  blonde) are eating roast chickens, washing them 
  down with flagons of ale. They are quite 
  intoxicated and looking for a bit of fun. All four 
  women are keen dancers and might grab hold of 
  a PC or two for a dance when Artur or the Four 
  Princes are playing (Area 6). Refusing a dance 
  won’t go down well, perhaps precipitating a 
  tavern brawl.  
   
  Area 13 – Gummy the Horn 
  At the GM’s option, this table becomes free just 
  as the PCs approach (Gummy finally passes out 
  (see below), and is dragged away by one of the 
  wait staff, who lay her down under the table on 
  her “resting matt”). She is accompanied by 
  Limpy, her small, grey muzzled hound (old, 
  friendly but protective, vicious 1d8 bite).   
   
  Alternatively, Gummy the Horn (elderly female, 
  thin, pale translucent skin, with few teeth, 
  always carrying her drinking horn) is drinking 
  here and heavily intoxicated. Despite the table 
  being very large, she won’t let anyone else sit 
  unless they either (i) pay for her drinks, or (ii) 
  best her in a drinking contest.  
   
  If the party pay for her drinks, they get Gummy’s 
  interjections from time to time (“Ya know, you 
  look like an old flame of mine, Jerrack 
  Highbottom. Any relation?”). If challenged to a 
  drinking contest, despite her inebriated state, 
  Gummy still has a ways to go before passing out. 
  Winning best of five rounds (Athletics (Con) 
  check vs Con 10) will put her off to sleep (the PC 
  becomes inebriated either way, -2 penalty on 
  most checks (Con check for -1 instead).  
   
  Area 14 – Slap the Hog 
  Four people (Larkan, Greeble, Renee and Suza) 
  are gambling at this table, watched over by 
  dealer Bryce “stab ‘em twice” Furlong (tonight’s 
  agent of the Brewbakers, a local gang running 
  gambling, protection and house breaking 
  operations – they have an arrangement with 
  Bishop who gets a cut). 
   
  They game is Slap the Hog, a local variant of 
  blackjack with a house rule as follows. Anyone 
  who scores 20 on their cards is the Hog for that 
  hand. If the Hog wins, the player on their left may 
  slap them while the other players make pig 
  noises (snorting, squealing, etc). Players that 
  refuse to participate must drink a whiskey shot 
  instead, or retire for the night. 
   
  Bryce only allows four players at once, so if PCs 
  want to play, they’ll have to wait their turn. There 
  is a 50% chance one player retires every half 
  hour, increasing by 20% each interval.  
   
  If the PCs become involved, GMs might play out 
  the game using a standard card deck, allocate a 
  percentile chance of winning or require a Luck 
  check. Cheating requires a successful Dex 
  (Sleight of Hand) check vs the other players (plus 
  Bryce). Anyone caught cheating is ejected from 
  the game, and might suffer a public reprisal from 
  the gang at some later time.  
   
  At the end of the night, 1d6 other gang members 
  attend to escort Bryce and any winnings to their 
  guild house.  
   
  Bryce “Stab ‘em Twice” AC 11 (leather), HD 3, 2 x 
  Knife 1d4+2, 19: target prone, S15 D10 C10 I10 
  P13 W10 Ch11, L6, Mv 30 ft. Bryce carries 3d6 x 
  10 gp in winnings.  
   
  Brewbakers, AC 11 (leather), HD 1, Knife 1d4, 19: 
  NA, S10 D13 C10 I10 P11 W10 Ch10, L4, Mv 30 ft.  
   
  Area 15 – Potential Hirelings 
  Four ambitious hirelings (Grogan & Samwick, 
  mercenaries, and Red & Raquel, porters etc) are 
  13
  
  sharing a large chicken interspersed with mugs of 
  mead. They just finished up a job with another 
  adventuring company (most of whom died) and 
  are looking for more work.  
  One of the four takes an shine to one of the PCs 
  (determine randomly), and sends the PC a drink 
  via the wait staff (Tavern Event 1). 
  Grogan & Samwick (mercenaries) AC 14 (chain & 
  shield), HD 1+3 (10, 8 hp) Spear 1d6+2, 19: NA, 
  S14 D10 C12 I10 P10 W10 Ch9, L4, Mv 30 ft. 
  Spear grants 10 ft reach. 
  Area 16 – Alternate Front Entry 
  This secondary storage area contains crates and 
  shelves with blankets, foodstuffs, candles, 
  crockery and other inn keeping paraphernalia. 
  The single door is usually left open but does have 
  a lock (and bar).  
  Upper Floor 
  Area 17 – Hall 
  The upper hall is quieter and more dimly lit than 
  the common room. On hot nights the east and 
  west shutters are left open for a cross breeze. 
  Area 18 – Reading Desk 
  A large reading desk and sitting bench. A number 
  of books belonging to the inn are stacked here, 
  including 
  Twelve Signs 
  of 
  Witchcraft, 
  A 
  Halfskorn’s Tale, Coves of the Pirate Kings, and 
  Musings Beyond the Borderlands.  
  Area 19 – Bennin & Rogar 
  A pair of elderly men, Bennin & Rogar, are 
  playing cards and drinking fortified wine. Non-
  guests are usually not permitted upstairs, but 
  Bennin & Rogar are old friends of Bishop, so he 
  makes an exception. The two are chatty enough, 
  happy to discuss rumours or the people they’ve 
  seen tonight. When the Void Drifter is loosed, 
  Bennin and Rogar make a run for it downstairs, 
  but get eaten halfway down. 
  Area 20 – Vinceri 
  Vinceri (Female, 30s, athletic, hood, leather 
  armour) is a spy for House Lorca (a mercantile 
  noble family of the Mountain Fortress Dol-Karok, 
  specialising in weapons and armour). She 
  recently 
  acquired 
  accounts 
  and 
  shipping 
  schedules of a major rival which she intends to 
  hand off to a messenger later in the week. 
  Unfortunately for Vinceri, one of Lorca’s many 
  enemies recently ousted her, and set a bounty on 
  her head (150 gp dead, or 250 gp alive, to be 
  delivered to the Rinwolde estate in Crow’s Keep). 
  Vinceri has been around a long time however, 
  and is no slouch when it comes to quick getaways 
  and desperate melees. If pressed in her room, 
  she uses her grapple line to escape out the 
  shuttered windows to the street below (or to the 
  roof, or an adjacent building). 
  14
  
  Vinceri, Boss Monster, AC 14, HD 6 (41 hp), 2 x 
  Shortswords 1d6+2, 19: target disarmed, S14 
  D17 C10 I14 P14 W13 Ch14 L12, Mv 30 ft. Vinceri 
  is a Boss Monster with Off Turn Attacks, Stronger 
  Luck and Major Exploit Protection. She has 
  Backstab, Skirmisher and Finisher abilities like a 
  6th level rogue, and may choose from the 
  following tricks three times per combat: Cat’s 
  Grace, Hidden Blade, Quick Reflexes, Glue Pot, 
  Rapid Dose, Unseen Whip. 1d4 doses of 
  Ghoulsheen Admixture, caltrops (5 ft area, Dex 
  check or half movement rate until short rest), 
  knives, light crossbow (6 bolts) and grapple line.  
  Vinceri’s shortswords are custom made by House 
  Lorca’s finest smiths, of perfect length and 
  balance for her body type and fighting style. 
  When fighting with them she ignores fumbles.  
  Area 21 – Bunk Room 
  The bunk room is currently empty, should the 
  PCs wish to hire bedding for the night.  
  Area 22 – Business Room 
  Lester (Area 7) the fence is operating out of this 
  room tonight (along with Hannah, see below). 
  Two chests of illegal wares are watched over by 
  Rollo and Nyrden (both pale skinned, 6 ft Varnori, 
  fur cloaks and platted beards). They keep the 
  door locked, Lester has the key. They don’t let 
  anyone in except Lester, Hangrief or Hannah. 
  If the party do business with Lester, he has up to 
  900 gp worth of currency available (mostly in 
  small gems), and a 80% chance of having any 
  illegal items (poison etc) they might want 
  (otherwise he can get it for them, but it will take 
  1d8 days). GM’s call as to how many of each 
  item, but not more than 2d4 doses/object per 
  request.  
  Rollo & Nyrden (muscle) AC 14 (reinforced 
  leathers, shoulder guards), HD 3, Sword 1d8+2, 
  19: disarm, S15 D13 C12 I9 P11 W10 Ch10, L6, 
  Mv 30 ft. Rollo and Nyrden are part of Lester’s 
  regular crew, gaining adv on morale checks. They 
  have the Fighter Adaptable ability (default Two 
  Hander) which they may use twice per combat. 
  Note the prostitute Hannah (Area 10) has an 
  arrangement with Lester to use the room for 
  clients tonight if he isn’t using it. In that case, 
  Rollo and Nyrden wait outside while Hannah 
  conducts her transaction.  
  Area 23 – Federgeist 
  Federgeist (Magic User 2, olive skin with neat 
  dark hair, traveller’s garb, well spoken) is a 
  sorcerer and recent arrival to the region. He is in 
  hiding, masquerading as a reclusive writer, 
  seeking to throw off Inquisitor Avernus (Area 8) 
  who is hunting him.  
  Regrettably for all at the tavern tonight, Avernus 
  has successfully traced the sorcerer to the inn. By 
  happenstance, at some point during the night, 
  Federgeist descends the stairs and spots 
  Avernus’s men before they see him. Retreating 
  back to his room, he attempts a panicked spell, 
  catastrophically summoning a Void Drifter by 
  accident.  
  The demon immediately eats Federgeist (with a 
  horrifying death wail), then rampages through 
  the tavern, slaughtering everyone it can get its 
  claws on before being dragged back through the 
  Veil (after approx 2d4 minutes).  
  Void Drifter, AC 11, HD 8, 6 x Claws 1d4 plus 1 
  Will drain, and 2 x Bite 1d6, 19: the Void Drifter 
  saps 1d4 Luck, S12 D10 C18 I9 P14 W15 Ch4, L9, 
  Mv 30 ft flying. Like all Demons, drifters are 
  15
  
  immune to non-magical weapons except those 
  of cold iron. Major Exploit Protection. 
  The void drifter is a shocking affront to nature 
  and sanity, a demonic fusing of eyes, mouths 
  and spindly, grasp ing limbs. Seeing one for the 
  first time threatens severe madness (Luck (Will) 
  save resists). Beings of manifest hunger and 
  cruelty, drifters seek to inflict as much suffering 
  and pain as possible before devouring their 
  terrified victim.  
  Area 24 – Bishop’s Room 
  Bishop resides here in this spacious room. Things 
  are a little untidy but clean. A safe set into one of 
  the cupboards (Dex (Traps & Locks) check at -3 
  penalty to open, Bishop has the key) contains 1 x 
  Carry Loot and 1 x Valuables.  
  Area 25 – Textile Merchant’s Room 
  The three textile merchants Cole, Betheena and  
  Maldwin (Area 9) are renting this room. Three 
  locked chests contain their trade goods (various  
  silks, clothes, etc) worth 1d100 + 300 gp each, 
  plus 2,000 worth of counterfeit gold crowns. The 
  door has a high quality lock, as do the shutters 
  (disadvantage on Dex (Traps & Locks) checks). 
  The door also has steel brackets and a wooden 
  bar for additional security.   
  Aftermath 
  Depending on how effectively the party is able to 
  deal with the demon (if at all), the PCs might be 
  the saviours of the Goblin. If the demon cannot 
  be contained, it kills anyone who remains and 
  damages the tavern such that the inn is closed 
  for repairs for the next 10 months.  
  16
  
   
   
   
   
   
   
   
  CREDITS 
   
  Author:   
  Stephen J. Grodzicki, Copyright © 2018 Pickpocket Press. 
   
  Layout, Proofing, 
  Stephanie Grodzicki 
  Art Curation: 
   
   
  Artwork: 
  Cover and some other art copyright Dean Spencer, used with permission.  
   
  Some artwork copyright Enmanuel "Lema" Martinez, used with permission. 
   
  Some artwork copyright Daniel Comerci, used with permission. 
   
  Some artwork by Publisher’s Choice Quality Stock Art copyright Rick Hershey / Fat Goblin Games, used with 
  permission. 
   
  Map copyright Ross McConnell at 2minutetabletop.com used with permission 
  Ink splashes copyright 123RF, used with permission. 
   
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