TEXT: By Chris Jones
  Volume One
  Volume One
  T
  h
  e
   
  B
  o
  o
  k
   
  o
  f
  SYSTEM 
  NEUTRAL
  
  ISBN: 978-1-62283-946-9 
   PDF
  ©2020 Necromancer Games. All rights 
  reserved. Reproduction without the written 
  permission of the publisher is expressly 
  forbidden. Necromancer Games and the 
  Necromancer Games logo is a trademark 
  of Necromancer Games. All characters, 
  names, places, items, art and text herein 
  are copyrighted by Necromancer Games, 
  Inc. The mention of or reference to any 
  company or product in these pages is not 
  a challenge to the trademark or copyright 
  concerned.
  Author:
  Author:  
  Chris Jones 
   
  Project MAnAger:
  Project MAnAger:  
  Zach Glazar 
   
  editor:
  editor:  
  Jeff Harkness 
   
  Art director:
  Art director:  
  Casey Christofferson 
   
  LAyout:
  LAyout:  
  Suzy Moseby 
   
  cover design:
  cover design:  
  Suzy Moseby  
   
  Front cover Art:
  Front cover Art:  
  Michael Syrigos 
   
  interior Art:
  interior Art:  
  Del Teigeler,  
  Terry Pavlet,  
  and Josh Stewart 
   
  cArtogrAPhy:
  cArtogrAPhy:  
  Robert Altbauer
  NECROMANCER
     Games
  TM
  Volume One
  Volume One
  T
  h
  e
   
  B
  o
  o
  k
   
  o
  f
  
  2|Book of Taverns: volume one
  2|Book of Taverns: volume one
  IntroductIon
  IntroductIon ........................................................................................................
   ........................................................................................................3
  usIng thIs Book
  usIng thIs Book ...............................................................................................
   ...............................................................................................3
  the trIreme
  the trIreme ........................................................................................................
   ........................................................................................................ 4
  Background
  Background ....................................................................................................
   .................................................................................................... 4
  dramatIs Personae
  dramatIs Personae ......................................................................................
   ...................................................................................... 5
  alecko dIakos
  alecko dIakos ........................................................................................
   ........................................................................................ 5
  ZofIa Zavola
  ZofIa Zavola ..........................................................................................
   .......................................................................................... 6
  nIkolas the staBle Boy
  nIkolas the staBle Boy ...........................................................................
   ........................................................................... 6
  helIos PousalakI
  helIos PousalakI ....................................................................................
   .................................................................................... 6
  the estaBlIshment
  the estaBlIshment ......................................................................................
   ...................................................................................... 7
  1. courtyard
  1. courtyard ..........................................................................................
   .......................................................................................... 7
  2. antechamBer
  2. antechamBer......................................................................................
  ...................................................................................... 7
  3. Baths
  3. Baths ...............................................................................................
   ............................................................................................... 7
  4. kaPeleIon
  4. kaPeleIon ..........................................................................................
   .......................................................................................... 8
  5. kItchen
  5. kItchen .............................................................................................
   ............................................................................................. 8
  6. andron
  6. andron .............................................................................................
   ............................................................................................. 8
  7. symPosIum
  7. symPosIum..........................................................................................
  .......................................................................................... 8
  8. small storage room
  8. small storage room ...........................................................................
   ........................................................................... 8
  9. fountaIn
  9. fountaIn ...........................................................................................
   ........................................................................................... 8
  10. staBles courtyard
  10. staBles courtyard ............................................................................
   ............................................................................ 8
  11. staBles
  11. staBles ............................................................................................
   ............................................................................................ 8
  12. staBles storage room
  12. staBles storage room ........................................................................
   ........................................................................ 9
  13. nIkolas’ Quarters
  13. nIkolas’ Quarters .............................................................................
   ............................................................................. 9
  14. alecko & ZofIa’s Quarters
  14. alecko & ZofIa’s Quarters .................................................................
   ................................................................. 9
  15. narrow guestroom
  15. narrow guestroom............................................................................
  ............................................................................ 9
  16. rear guestroom
  16. rear guestroom ...............................................................................
   ............................................................................... 9
  17. storage rooms
  17. storage rooms ..................................................................................
   .................................................................................. 9
  goods & servIces
  goods & servIces ....................................................................................
   .................................................................................... 9
       the trIreme menu
       the trIreme menu .............................................................................
   .............................................................................1010
       the trIreme maP
       the trIreme maP ..............................................................................
   ..............................................................................1111
  vaIn roBert’s gIBBet
  vaIn roBert’s gIBBet ...........................................................................................
   ...........................................................................................1212
  dramatIs Personae
  dramatIs Personae .....................................................................................
   .....................................................................................1313
  elIsBeth talBot
  elIsBeth talBot ....................................................................................
   ....................................................................................1313
  emma & erIn talBot
  emma & erIn talBot ..............................................................................
   ..............................................................................1414
  the sea dogs
  the sea dogs ........................................................................................
   ........................................................................................1414
  servIng maIds
  servIng maIds .......................................................................................
   .......................................................................................1515
       vaIn roBert’s gIBBet menu
       vaIn roBert’s gIBBet menu ................................................................
   ................................................................1515
  the estaBlIshment
  the estaBlIshment .....................................................................................
   .....................................................................................1616
  1. gIBBet and chaIns
  1. gIBBet and chaIns ..............................................................................
   ..............................................................................1616
  2. common room
  2. common room ...................................................................................
   ...................................................................................1616
  3. Quarterdeck
  3. Quarterdeck .....................................................................................
   .....................................................................................1616
  4. ale magaZIne
  4. ale magaZIne ....................................................................................
   ....................................................................................1616
       vaIn roBert’s gIBBet maP - ground  floor
       vaIn roBert’s gIBBet maP - ground  floor ...........................................
   ...........................................1717
       vaIn roBert’s gIBBet maP - crow’s nest
       vaIn roBert’s gIBBet maP - crow’s nest ..............................................
   ..............................................1717
       vaIn roBert’s gIBBet maP - thIrd floor
       vaIn roBert’s gIBBet maP - thIrd floor ..............................................
   ..............................................1818
  5. crow’s nest 
  5. crow’s nest  .....................................................................................
   .....................................................................................1818
  6. ladder
  6. ladder .............................................................................................
   .............................................................................................1818
  7. Poker dogs’ Quarters
  7. Poker dogs’ Quarters .........................................................................
   .........................................................................1818
  8. hearth room
  8. hearth room ....................................................................................
   ....................................................................................1818
  9. sea dogs’ Quarters
  9. sea dogs’ Quarters ............................................................................
   ............................................................................1818
  10. talBot’s Quarters
  10. talBot’s Quarters ...........................................................................
   ...........................................................................1919
  goods & servIces
  goods & servIces .......................................................................................
   .......................................................................................1919
  adventure seeds
  adventure seeds ........................................................................................
   ........................................................................................1919
  aPPendIx: rumors
  aPPendIx: rumors ..............................................................................................
   .............................................................................................. 2020
  tAbLe oF contents
  tAbLe oF contents
  
  The Book of Taverns volume one 
  The Book of Taverns volume one |3
  |3
  By chrIs Jones
  By chrIs Jones
  an adventure suPPlement for characters of all levels detaIlIng two dIstInct taverns!
  an adventure suPPlement for characters of all levels detaIlIng two dIstInct taverns!
  Book of Taverns: Volume One presents two taverns, The Trireme and Vain Robert’s Gibbet. Each tavern is given a full description of its layout, 
  important NPCs, and history. The Trireme is home to lively philosophical debate and epicurean delights. In contrast, Vain Robert’s Gibbet is a 
  scurvy dockside dive bar that is home to a coven of elite seafarers who battle a growing evil from out in the depths of the sea.
  introduction
  introduction
  The tavern is a staple of fantasy literature and even more so of 
  fantasy gaming. How many local taverns do characters visit for 
  information or to seek the seeds of adventure? GMs often rely on the 
  tavern to kickstart stories, using them as convenient starting points 
  to bring itinerant characters together for the first time or even to 
  introduce new characters to an established party. Despite its crucial 
  role in moving a story forward, the tavern is often relegated to 
  nothing more than background scenery.
  This supplement is designed to change all that.
  The Book of Taverns provides an assortment of highly detailed 
  taverns rich in history and character. They can be used on the 
  fly, pulled at random and inserted into a gaming session without 
  forethought and preparation, or employed as foundations for 
  something decidedly more permanent. Each tavern is appropriate for 
  a range of levels.
  These taverns need not be used as written. Feel free to mix 
  and match NPCs, creatures, encounters, and maps. Some of the 
  establishments are designed with a specific environment in mind, 
  such as a city setting or a rustic countryside, but don’t feel limited 
  to these environments. With a few tweaks, any tavern here can be 
  adapted to other locales. 
  usIng thIs Book
  usIng thIs Book
  Each tavern presented is divided into six sections:
  Introduction: A brief overview describing the general atmosphere 
  and theme.
  Background: A detailed description of the tavern’s origin and 
  history, along with the major players associated with it. Each 
  tavern’s background contains numerous plot hooks for creating 
  adventures.
  Patrons & Possibilities: A quick glimpse at some other colorful 
  patrons to be found inside the tavern and events surrounding them, 
  for instances where the GM needs a shadowy figure in the corner 
  who might have much-needed information to pass on. 
  Dramatis Personae: Detailed descriptions of the non-player 
  characters (NPCs) who inhabit or own the tavern. 
  The Establishment: This is the largest section, describing the 
  individual rooms in the tavern and their contents. 
  Goods & Services: A list of available food, drink, lodging, and any 
  other services, as well as prices.
  Adventure Seeds: This section offers ideas to create adventures in 
  and around the tavern. Not all are necessarily related to the tavern’s 
  backstory. 
  the book oF tAverns: voLuMe one
  the book oF tAverns: voLuMe one
  a PuBlIcan’s lIfe
  a PuBlIcan’s lIfe
  Werner Tonk, standing almost 7 feet tall and weighing 
  close to 400 pounds in all that fancy, etched armor he liked 
  to wear, filled the doorframe of The Brass Buckle. The 
  publican looked up at the new arrival, then whipped a filthy 
  rag from his belt and swiped at a puddle of mead on the 
  table near him. 
  “Evenin’, Master Tonk,” he said as he tucked the filthy 
  rag back into his belt. 
  Tonk nodded congenially. “Evening, Ron.” He squeezed 
  through the doorframe, armor and wood scraping against 
  one another quite loudly. “Can I trouble ye for a pint of 
  black?”
  Before Ron could decide if he wanted the man in the 
  pub, the big man made the decision on his own. His boots 
  left gigantic divots in the floor as he strode across it. The 
  publican grimaced. That would be the fifth time in as many 
  weeks that he’d need to replace those floorboards.
  Werner seemed to sense something was wrong. “Come 
  now, Ron. Ye knows I’m good for it. Just a pint, that’s all I 
  ask. A measly little pint.”
  Ron hated when Werner put him on the spot like that. 
  The other patrons in the tavern’s common room, all seven 
  of them, watched with no small degree of amusement. But 
  Ron could not bring himself to tell the disgraced nobleman 
  to sod off. If he’d been any other man … 
  “Sure, Master Tonk. I don’t see why not.”
  Laughing heartily, Werner clapped Ron on the 
  shoulders. “Good on ye, Ron, good on ye!” He reached for 
  his silk coin pouch, mumbling. “Lessee ’ere. I think I’ve a 
  half sovereign. For me tab, ye ken.”
  The ritual was a tired one, but one to which Ron was 
  accustomed. He waited patiently as Werner fumbled for his 
  coin. Embarrassed, the warrior pulled out a dingy copper 
  token. 
  “S’truth, Ron, I’m good for it. Ye knows I am. It’s just, 
  well, I’m having a bit o’ bad luck of late.”
  Ron sighed, resigned to the loss he would take tonight. 
  “I unnerstan’, Master Tonk. This one’s on the house, to be 
  sure.” 
  As he made for the barrel to pour Werner his pint, Old 
  Smey cackled merrily from across the room. “’Ere, now, 
  Tonk! You gonna treat us all to a round or three?” 
  The others laughed, and Werner replied, “Aye! Ron 
  knows I’m good for it!”
  The publican winced. He was definitely going to lose his 
  shirt tonight.
  
  4|Book of Taverns: volume one
  4|Book of Taverns: volume one
  Set in the quiet wooded hills just outside town, The Trireme is 
  well known for catering to epicurean tastes and serving some of the 
  region’s finest wines. Local dreamers and would-be philosophers 
  constitute the bulk of its clientele. On an average night, the sounds 
  of enthusiastic debate emanate from The Trireme’s common room, 
  with the sudden outburst of raw magic from the overly zealous 
  occasionally punctuating the discussion. Some nights, the party 
  moves to the tavern’s private drinking room; other nights, it takes 
  over the symposium where only the most elite thinkers and drinkers 
  are allowed to “debate” (if they have the coin to afford the tavern’s 
  most expensive wines, that is …).
  Background
  Background
  For as long as anyone can remember, The Trireme has sat on its 
  riverside hill and provided a haven where the intellectual elite can 
  express themselves openly. Burnt down and rebuilt seven times in the 
  last 175 years, The Trireme has changed ownership four times and 
  served many other uses in its extensive history.
  Around 180 years ago, when the city nearby was young and the 
  countryside still untamed, a fleet of warships returned home from 
  war. The admiral of the fleet, Basilarch, a popular sailor but a better-
  loved politician, heard that in his absence his wife, Hippolyta, had 
  died. Shocked and heartbroken, Basilarch returned to his beloved city 
  not in victory but in mourning. Despite the adoration of a cheering 
  populace, the laurels of victory, and a triumphant march to the city’s 
  agora, there was no joy on the hero’s face.
  As soon as he could, the admiral extricated himself from the 
  celebrations and rushed to his estates outside the city to seek out his 
  love’s grave. His household servants could tell him only that she 
  disappeared shortly after Basilarch sailed to war and that despite 
  searching the entire nation for the past five years, no sign of her was 
  ever found save for a bloodstained chiton and a pair of hair pins, both 
  known to belong to her. In the end, she was given up for dead.
  This failed to satisfy Basilarch, for hope bloomed eternal in the 
  wily sailor’s chest. He put aside his armor and left his servants to 
  manage his estate (they had failed to protect his wife, true, but they 
  had done a fair job maintaining and even growing his wealth while 
  he was gone). He then set out to solve his wife’s disappearance and 
  presumed death. Basilarch searched for 10 months, asking questions, 
  spending coin, and even hiring some outlander adventurers to assist 
  him.
  The following spring, a passing drover reported having seen a 
  noblewoman fleeing naked and bloody through the olive groves in 
  the hills west of town. The drover shouted and tried to stop her, but 
  several armed men were also pursuing her. The drover hid, fearing 
  for his life. Later that night, sheep rustlers attacked his camp and 
  killed his two children before being driven off. Basilarch forgave the 
  grieving drover for not intervening; after all, the gods had already 
  punished the rough peasant’s cowardice.
  Using this clue about the tragic day, Basilarch tracked down the 
  armed men, but was surprised to learn that these were no mere 
  bandits. Indeed, they carried hoplons and wore linothoraxes, 
  expensive shields and armor far beyond the means of common 
  brigades. The drover remembered an image emblazoned on one of 
  the shields, and this clue helped Basilarch identify one of the men 
  who turned out to be loyal to Iolaos, Basilarch’s chief political rival.
  trireMe
  trireMe
  the
  the
  
  The Trireme 
  The Trireme |5
  |5
  Armed with this knowledge, Basilarch began a new investigation. 
  The chief questions: What did Iolaos want with Hippolyta and what 
  happened to her in the olive grove? But Basilarch now found himself 
  shut down at every turn. Hippolyta’s tracks were long cold, and a 
  direct approach would serve only to warn Iolaos, so the wily admiral 
  concocted a new plan.
  For two years, he lived recklessly, spending his fortune wildly, 
  buying extravagant gifts, and living the life of the rich playboy. His 
  fellows mocked him; surely a man his age should not be behaving 
  thusly? Under cover of this ruse, Basilarch quietly followed the 
  trail, met with less-than-honest citizens and foreign residents in his 
  city and eventually learned the truth: Iolaos kidnapped Hippolyta to 
  distract and dishonor Basilarch and to get revenge for the admiral 
  beating him in the election to lead the expedition that took Basilarch 
  away from home for so long. 
  But despite learning Iolaos’ role in kidnapping Hippolyta, 
  Basilarch did not know if his beloved wife still lived as his rival’s 
  captive.
  Gathering what loyal hoplites he could, Basilarch silently launched 
  his trireme, the Paralus, claiming he was going to raid the coasts 
  of his city’s enemies. Instead, the ship sailed out to sea and then 
  returned under cover of darkness, slipping up a small river west of 
  town to Iolaos’ estate.
  Basilarch quietly led his small band of armed men on the daring 
  raid. His rival’s household was not expecting an assault, and the 
  guards were quickly overcome. Basilarch stormed the house in one 
  bloody rush, slaying many of the warriors loyal to Iolaos as well as 
  a plentitude of servants. Overcome by bloodlust, Basilarch could 
  not restrain his hand and slew his rival before questioned the man. 
  In the fight, a lantern was knocked over and a curtain set ablaze. 
  Basilarch’s warriors fled into the night as the fire spread through the 
  house and into the stables, then across the courtyard and to the bow 
  of the Paralus. The admiral stayed behind, frantically searching room 
  by room, tearing open walls, and flinging aside chests and furniture, 
  all in a vain pursuit for his wife. But Hippolyta was nowhere to be 
  found; Iolaos killed her years ago and dumped her stone-laden body 
  into the river. Basilarch died that night as the burning house collapsed 
  upon him.
  For years following the tragedy, the city’s more romantically 
  inclined journeyed to the hill to pay their respects to Basilarch 
  and his wife, to the very idea of tragic love and loss. The trireme 
  disintegrated slowly in the water in which it rested, while the only 
  surviving piece of the estate, an ancient oak tree at the edge of the 
  courtyard, became covered in carved poetry and reflections on the 
  nature of love. The tree became such a popular picnic spot that a 
  woman named Meggan of Cypress finally decided to build a small 
  tavern that she called “Basilarch’s Trireme.” Some say Meggan 
  used the tree to make the building’s wall beams, which are extant 
  in The Trireme’s current incarnation. If one believes the rumors, 
  those particular timbers somehow survived every fire that otherwise 
  destroyed the building over the years.
  The tavern has seen many owners in the years since its inception. 
  Meggan owned it for almost a decade before one of Basilarch’s 
  indignant cousins torched the place. The archons ruled the cousin 
  owed Meggan restitution, but she no longer wanted to maintain the 
  tavern and sold it to him for its pre-fire value. He rebuilt it, and his 
  family operated it for the next four generations. It burned down three 
  more times during his tenure, twice by accident and once by arson. 
  Each time, the tavern was rebuilt and restored to normal operation. 
  Twice during war, prominent generals conscripted The Trireme as 
  their headquarters. Forty-five years ago, the Xenethes family bought 
  the tavern. During their ownership, flames destroyed it three more 
  times. Ten years ago, they sold it to Alecko Diakos and Zofia Zavola, 
  a then-recently-married couple looking to settle down and make a life 
  for themselves. Since then, The Trireme has stayed free of the curse 
  of fire that has plagued it throughout its history. Whether this string 
  of luck lasts for Alecko and Zofia remains to be seen.
  dramatIs Personae
  dramatIs Personae
  Alecko Diakos and Zofia Zavola currently own The Trireme. 
  Their adopted son Nikolas, an orphan abandoned by his mother at 
  the tavern eight years earlier, takes care of the stables. Finally, Helios 
  Pousalaki is the resident expert on everything under the sun and the 
  loudest dusty-robed philosopher to grace the tavern. He spends most 
  of his time either in the private andron or the symposium hosting 
  vigorous debates with friends and enemies. As one of the wealthiest 
  and most eloquent patrons, he is unsurprisingly elected “toastmaster” 
  most often.
  alecko dIakos
  alecko dIakos
  Alecko comes from a long line of publicans extending as far back 
  as his great-great-grandparents. His father and mother owned a tiny 
  restaurant in the city’s arena district until he was 14, at which time 
  his father’s gambling problem resulted in the restaurant’s loss. Soon 
  after, Alecko’s mother returned to her homeland, his three older 
  sisters became courtesans at the temple of the love goddess, and he 
  was left homeless and penniless on the streets.
  For nearly four years he wandered from job to job, following 
  the gladiatorial circuit when he could afford travel expenses (the 
  taverns and restaurants always boomed wherever the gladiators 
  went), working as a cook or a serving boy until it was time to move 
  on again. A surly foreigner named Thadeus Oak, the proprietor of 
  a tavern in the political district, took Alecko into his employ as a 
  runner when he was 18. Politicians eating lunch or dinner in Oak’s 
  place hired Alecko to carry messages to other important personages. 
  After a year, he became responsible for taking orders to the wine and 
  ale merchants on the other side of town, for procuring dry goods for 
  the kitchen, and for watching over the place during the afternoon 
  hours when Oak was off visiting his mistress. Life steadily improved 
  for Alecko; at the rate he was going, he figured that he could own the 
  place before he was 25.
  All his plans changed, however, when he accidentally spilled a 
  carafe of wine into the lap of a high-ranking legionnaire. Despite his 
  profuse apologies and offers for remittance, the soldier punished him 
  with conscription, as was his right. Suddenly, Alecko was serving 
  in the city’s military. Word circulated of his publican background, 
  and he was eventually assigned to the quartermasters as a cook and 
  a barrack’s servant. During this indentured servitude, he met Zofia 
  Zavola, the battalion’s commanding officer, and fell hopelessly in 
  love. After two years pursuing her diligently and secretly (lest the 
  other legionnaires lop off his head for mooning over such a high-
  ranking officer), she eventually reciprocated his feelings. They spent 
  many a night in silent, passionate rendezvous in her quarters or in 
  the woods, requiting their secret love. When the time came for his 
  discharge, Alecko was disconsolate. He asked to stay on as a career 
  soldier but was told in no uncertain terms that he was not soldier 
  material.
  Zofia, also unwilling to forego their love, retired early from the 
  military, accepting a complete loss of her future pension and the 
  dishonor of quitting the army before the proper retirement age (which 
  most soldiers never reached anyway.)
  Once they quit the military, Alecko and Zofia married immediately 
  and have lived as a happy couple ever since. They had a rough go at 
  first, but as the years passed, they eventually made enough money 
  to purchase The Trireme, a quaint country tavern where they intend 
  to enjoy life and one another’s company well into their twilight years.
  Alecko has jet-black hair, matching eyes, and swarthy, dark skin. 
  He laughs with great gusto. Honest in every- thing he says and does, 
  Alecko is unwilling to tell lies or exchange empty social pleasantries 
  for the sake of politeness. He regards the stable boy Nikolas as a son, 
  having raised him from the time he was just a babe when his mother 
  abandoned him in one of the guest rooms. Zofia does not regard the 
  child in such a kind light, however, which Alecko cannot understand. 
  Whenever he broaches the topic, she either changes the subject or 
  leaves the room without another word.
  
  6|Book of Taverns: volume one
  6|Book of Taverns: volume one
  Two years ago, he finally grew large enough to work in The 
  Trireme’s stables, a job he enjoys immensely. He loves animals, and 
  horses in particular, and decorates his room with all manner of clay 
  statues depicting them. When he grows up, he hopes to become a 
  ranger or cavalry soldier in the military. Oddly enough, the only time 
  Zofia actually shows much interest in him is when he talks about 
  these hopes.
  helIos PousalakI
  helIos PousalakI
  One cannot say anything about Helios other than he knows 
  everything about everything. In his 60s, Helios has silvery-white 
  hair and beard and a portly figure. He speaks with an air of great 
  dignity, severity, and authority, as if every single word he utters is of 
  immense importance. He typically wears either red or taupe robes 
  trimmed with black and gold embroidery, and expensive leather 
  sandals that exude a truly awful odor in the spring and summer when 
  his feet sweat.
  Helios spends almost every night at The Trireme engaging anyone 
  whose ear he can bend in conversation and debate. He fancies 
  himself as something of a professional philosopher and is always 
  ready to take issue with every utterance he hears, no matter how 
  ridiculous or tenuous his position may be. When deep into the 
  wine, he finds a comfortable couch to lounge upon in the andron. 
  No one lounges as well as Helios. Once a week or so, he hires out 
  the symposium and invites those whom he thinks own the cleverest 
  minds and sharpest wits to engage in dialogue about current events or 
  the latest fashionably elite philosophical maxims.
  Some say that Helios was once a great politician in his youth. If 
  so, no one has yet located his marble bust in the great governing halls 
  of the city. Others claim he is a legendary wizard living incognito, 
  and should anyone discover his true identity, Helios will turn the 
  unlucky snoop into a toad forevermore. Neither rumor is true, 
  however. Helios is just a simple man who made a fortune in his youth 
  importing foreign wines and foods.
  ZofIa Zavola
  ZofIa Zavola
  Before she met Alecko, the only life Zofia ever knew was that of 
  a solider. Both her parents were lifelong legionnaires, and she spent 
  her entire childhood in the barracks with the soldiers. On her 12th 
  birthday when she came of age, she enlisted. The next 10 years were 
  some of the hardest of her life as she endured relentless training and 
  participated in countless battles against neighboring city-states. Yet 
  in that time, she became a capable leader and an ideal warrior.
  During her tenure as the battalion’s commanding officer, she met 
  Alecko Diakos, a likeable chap despite the patina of gravy, grease, 
  and onion odor that perpetually clung to him. His gap-toothed smile 
  and honest, no-nonsense demeanor turned her on. He seemed so 
  decidedly genuine that she could not resist him. Their relationship 
  thrived for three years. When the time came for Alecko to be released 
  from his sentence, she was suddenly torn between the only two 
  things in life she had ever truly loved. In the end, she realized that 
  the military only offered her an ignoble death upon the battlefield 
  for a cause she did not care about or (the gods forbid!) retirement 
  due to old age. She chose the dishonor of early retirement to spend 
  her days with Alecko and harbors no regrets. She enjoys maintaining 
  The Trireme with him, finding comfort in the simple pleasures, 
  experiences she never knew as a soldier. Under Alecko’s tutelage, 
  she has even become a capable cook in her own right. Still, a small 
  part of her misses the excitement of the battlefield, and the feel of a 
  weighted spear and shield. Occasionally, she catches herself gazing 
  at her old gear where it hangs on the back wall of the andron.
  Free of military regulations that she cut her hair short, Zofia now 
  wears her gray-streaked red hair long and braided into a ponytail. 
  Adjusting to society’s typical “female” role has been difficult. Since 
  she is very muscular, dresses do not fit her body or her personality 
  well, so she tends toward more masculine attire such as loose-fitting 
  robes belted at the waist or tunic and trousers. Like most people in 
  the region, she wears sandals because the climate does not lend itself 
  well to shoes or boots. On her left shoulder is a black tattoo of a skull 
  pierced by a gladius, indicating the Death’s Head legion, which she 
  commanded, and its motto: “Kill Them All. The Gods Shall Know 
  Their Own.”
  While the love she feels for Alecko is boundless, the same cannot 
  be said for the boy, Nikolas. Something about him makes her 
  exceptionally uncomfortable — namely, the fact that he is a child. 
  Zofia utterly lacks any inkling of maternal instinct. Her interactions 
  with Nikolas are always curt and to the point, almost as if she were 
  dealing with a legionnaire. When he was abandoned eight years 
  earlier, she urged Alecko to take him to one of the temple orphanages 
  in the city, but for whatever reason he refused. She realizes now that 
  Nikolas represents the child she and Alecko will never have, yet no 
  matter how hard she tries, she just cannot find any emotion inside 
  herself for the boy other than annoyance. She does not even like 
  him, even though his personality takes after his adoptive father. This 
  thought gives Zofia tremendous discomfort because it makes her 
  doubt her love for Alecko.
  nIkolas the staBle Boy
  nIkolas the staBle Boy
  Nikolas’ mother abandoned him as a babe in one of The Trireme’s 
  guest rooms almost eight years ago. Alecko and Zofia waited nearly a 
  week for her to return, but she never did. Before Zofia could “dispose 
  of” him in town at one of the numerous temple orphanages, Alecko 
  adopted the boy and raised him like a son.
  He loves both of his adopted parents, even though he believes his 
  mother does not like him so much. Being eight, he senses this on 
  a subconscious level rather than knowing it for a fact; as such, he 
  constantly seeks her approval for everything he does. In Alecko’s 
  eyes, he apparently can do no wrong. Nikolas definitely takes 
  advantage of this attitude, manipulating Alecko to get away with 
  practically everything short of murder.
  
  The Trireme 
  The Trireme |7
  |7
  Patrons & PossIBIlItIes
  Patrons & PossIBIlItIes
  The following table includes some interesting patrons and events to be found in The Trireme. Roll randomly or select one of the unique 
  individuals to fill out the tavern’s nightly clientele. Rumors can be sprinkled into conversations as needed.
  1d6
  Patron or Event
  1
  The Philosophers’ Consortium, a gathering of often likeminded, very stuffy, and usually bald patricians, rents The Trireme for their 
  monthly get-together. The meeting is going as usual — grandstanding, theatrics, and ranting — when one of the participants decides 
  he’s had enough the pompous, old windbags. Atticus Gorneck, a young follower who hopes one day to speak his mind, drips a few 
  drops of a root extract into their mead. He was told the root extract will send them racing to the chamber pots. However, the liquid 
  instead lowers their intelligence while boosting their muscles and rage. A bunch of scrawny debaters went into the room; a group of 
  boisterous, ready-to-brawl musclebound fighters emerge.
  2
  Abron Chock, a young intellectual of the Eternal Scholars of Darkness and Deceit, hopes to find converts to bring into the burgeoning 
  order. Any who join him are promised safety in what comes next. He plans to raise a demon inside the tavern this very night, a foul 
  beast from the deepest pits to do his bidding. To that end, he has surreptitiously been drawing a chalk outline around the room, hoping 
  no one will notice, to contain the creature when it arrives. The unsuspecting patrons will serve as his first sacrifice to the beast.
  3
  A traveling priest named Heronius Macomb enjoys the finest wines but pays with coins stolen from his god’s tributes. The coins are 
  perfectly fine while in the priest’s possession but explode in fiery blasts 1d4 days after he uses them to pay for his vices. Who knows 
  where these fiendish coins might end up?
  4
  A group of barely 3-foot-tall bipedal frogs enters the tavern bearing a palanquin upon which sits another of the green-skinned race 
  wearing bejeweled robes. The carried frog demands the finest bottle of rum the tavern has to offer as a “tribute to the Frog God.” If 
  the “Frog God” is refused, 4 giant frogs leap through the window to back up their smaller brethren.
  5
  The violinist Tomasi Vitali offers to play for the crowd, but his mournful dirge brings tears to the eyes of everyone in the tavern. Once 
  he starts playing, the lighthearted revelry of the place grinds to a halt. Morose patrons wander away, and the owner realizes he’s losing 
  his nightly take. But Vitali keeps playing because he has a mission: Send as many drunken patrons into the night where his two thief 
  partners can rob them of their gold.
  6
  A grand but down-on-her luck lady sits at a table, dabbing at her eyes with a lace handkerchief. She openly weeps whenever anyone 
  approaches her table. “Lady Andress McIvers” is a professional grifter and hopes her show of sadness will at least net her a free 
  meal and maybe some coins for the evening. Characters might meet the lady again in a different disguise some other night. She has 
  hundreds of stories she can choose from to pluck at the heartstrings of anyone who will listen. 
  the estaBlIshment
  the estaBlIshment
  The Trireme overlooks a gentle, languidly flowing river. Standing 
  two stories high, a rather plain khaki daub coats its walls, and ochre-
  colored ceramic tiles cover its roof. Two walled-in courtyards are at 
  the front entrance, one for patrons and one for their horses, both open 
  to the sky above and the whims of the elements. The second floor’s 
  two balconies overlook the tavern’s courtyard and the stables. The 
  Trireme’s windows are all shuttered and contain neither glass nor 
  oiled parchment. During operating hours, Alecko keeps the first-floor 
  windows open to allow fresh air to flow into the kitchen, common 
  room, and andron. Only wealthy or especially honored guests, the 
  staff, and deliverymen use the back entrance. Along the outside back 
  wall, behind the kitchen and stables, a tall wooden rack runs the 
  length of the wall where empty amphorae and extra dry goods are 
  kept. Inside, the building’s walls are painted a deep red with black, 
  white, and yellow baseboards. Candles and lamps illuminate the 
  rooms, except for the symposium, which uses torches.
  A frieze painted on the wall just above the front entrance depicts 
  a trireme broken in half and the words “Basilarch Was Here” in the 
  region’s classical dialect. Zofia painted it one night in a moment of 
  whimsy.
  1. courtyard
  1. courtyard
  A six-foot-high wall hides the ground floor of the courtyard from 
  the outside, although The Trireme’s second floor balcony and the 
  stairs climbing up to it are visible just above the wall. The front door 
  is narrow and short, set into the wall about one foot off the ground 
  and still only then rising to a person’s nose; needless to say, most 
  people must duck their heads when entering the tavern.
  White ceramic tiles cover the courtyard floor. Because this area of 
  the tavern lacks a roof, black seams of mold caused by accumulated 
  rainwater rim many of the tiles. Zofia spends at least one day a week 
  scrubbing them, cursing up a storm the whole time. Alecko has 
  placed potted plants in the corners, but they are almost always brown 
  and on the verge of death. For whatever reason, nothing seems to 
  grow in the courtyard.
  2. antechamBer
  2. antechamBer
  Thin, cushioned benches line the walls of this narrow room. Guests 
  remove their footwear here before entering the baths or parts of The 
  Trireme other than the kapeleion. Pegs stick out of one wall so people 
  may hang clothes or travel cloaks.
  3. Baths
  3. Baths
  This room contains numerous terracotta hip baths, benches, and 
  even a small furnace for heating stones should anyone feel the urge 
  to take a steam bath. As with the antechamber, pegs jut from one wall 
  for clothing. Zofia’s polished brass shield hangs on the opposite wall 
  and functions as a mirror, a reminder of her days in the army.
  A doorway in the north wall leads directly into The Trireme’s 
  kitchen. An opaque cotton curtain usually hangs from the upper 
  doorjamb, giving the patrons in the bath a small amount of privacy 
  from the nonstop flurry of activity going on in the other room.
  Alecko lets it be known that anyone who mistakes the hip baths for 
  vomitorium troughs answers to his wife and the business end of her 
  longspear.
  
  8|Book of Taverns: volume one
  8|Book of Taverns: volume one
  4. kaPeleIon
  4. kaPeleIon
  This is The Trireme’s heart and soul, the “common room” where 
  everyone eats, drinks, and enjoys one another’s company. Triangular 
  three-legged and square four-legged tables and their associated 
  stools crowd the room. Along the west wall are darkly stained wood 
  racks as tall as the ceiling and filled to capacity with wine vessels 
  and clay amphorae. In the northwest corner is a chest-high marble 
  counter used by whoever is serving patrons and taking their coin. No 
  serving girls or boys work in The Trireme, so customers must get 
  their own wine. Behind the counter is a tiny clay oven and grill for 
  cooking quick snacks with which the kitchen cannot be bothered. The 
  ceiling and its support beams are darkly colored and decorated with 
  indecipherable graffiti, epithets, and “business” propositions. Anyone 
  caught carving the wood must buy a round for the entire house, 
  including the private drinking rooms in the back.
  While The Trireme certainly caters to the more argumentative and 
  philosophically minded, the patrons of the kapeleion also come from 
  the ranks of everyday, ordinary folk. Most of the highbrow patrons 
  tend to isolate themselves in either the andron or outside in the 
  symposium.
  A sturdy strongbox rests on a narrow shelf below the countertop. 
  It contains the day’s profits and is emptied by either Alecko or Zofia 
  when The Trireme shuts its doors for the night. Coins taken from the 
  box are placed in a second, sturdier box hidden in the floor of the 
  stables. The active use of magic in the common room is expressly 
  frowned upon and is viewed as uncouth and tacky by the owners and 
  patrons alike. A permanent variant of detect magic has been placed 
  on a central ceiling support beam that runs the length of the room. It 
  glows white-hot when anyone in the room casts magic. Those who 
  violate the taboo against magic use must buy a round of drinks for 
  every patron. A modification of this particular detect magic spell 
  allows magic items on a person’s body to remain undetected.
  5. kItchen
  5. kItchen
  This is a decently sized kitchen outfitted with practically every 
  implement a cook could ever need for preparing dishes. Wood tables, 
  cupboards, a small fireplace, and a grilling brazier are the main 
  items found here, along with an uncountable number of utensils and 
  other tools. The brazier and the fireplace release their smoke into 
  ceramic flues that extend up through the roof of the second floor. The 
  chimneys are disguised as columns where they pierce the balcony 
  overlooking the stables.
  6. andron
  6. andron
  This private drinking room has comfortable chairs and left-sided 
  couches placed strategically around the room, as well as comfortable 
  benches and a table or two. A worn bronze-tipped longspear, a 
  legionnaire’s helmet, and a matching leather-skirted commander’s 
  tunic decorate the north wall. The west wall displays a pleasing 
  pastoral painting. Beautifully decorated vases are in the room’s 
  corners.
  Patrons who use the andron must pay a flat fee of 10 gp per night 
  per person, which gives them an unlimited quantity of second- 
  and third-tier wine. If they want first-tier wine, they must pay the 
  standard price per trikotylos in addition to the room fee. (For more on 
  the wines served in The Trireme, see the Goods and Services section 
  of this chapter.) Food is not included in the price. Anyone can enter 
  the andron as long as he or she pays the fee and observes proper 
  decorum.
  When certain meetings are held in this room, a cloth privacy 
  curtain is hung from the door to block the view of those in the 
  common room. The curtain obviously does not block much sound, 
  but then again, a meeting requiring such secrecy should perhaps be 
  held elsewhere.
  7. symPosIum
  7. symPosIum
  This outdoor portico has a marble floor and ceiling supported 
  by matching columns but no walls. The roof is domed, with the 
  inside painted with beautiful frescoes depicting mythical scenes. 
  The view overlooking the river from the symposium is inspiring, to 
  say the least. Unlike other areas of The Trireme, the potted plants 
  here are vibrant and green. As with the andron, comfortable left-
  sided couches, padded chairs, and sturdy tables are spread around it, 
  though they are much more lavish. Like the andron, this portion of 
  the tavern is reserved for those who can afford to rent it
  Any party wishing to use the symposium must include a minimum 
  of five patrons, with each person paying 20 gp for the evening. They 
  are allowed as much wine (any tier) and food as they can consume. 
  Regardless of how drunk they become, patrons are naturally expected 
  to behave themselves and to never forget their manners. While 
  arguments are inevitable with so many drunken “philosophers” all in 
  the same room, direct verbal or physical assaults on other symposium 
  patrons are absolutely forbidden, and assaults directed at the owners 
  are enough to warrant a lifetime ban from the establishment. The 
  symposium is intended as an outlet for the “intellectual elite” but 
  if patrons feel threatened by cutting loose in it, then its purpose 
  is defeated entirely. Of course, this all sounds quite reasonable in 
  theory; in practice, Alecko and Zofia are hard-pressed to turn away 
  anyone with 20 gp to burn regardless of prior unbecoming behavior.
  Sometimes, one person is elected the symposiarch, or “toast 
  master,” of a symposium drinking party. This great honor affords 
  one much status and prestige among the resident philosophers 
  and drunkards. A symposiarch’s duties include selecting the most 
  appropriate wines for the occasion (usually this means paying Alecko 
  or Zofia extra for wines taken from their private reserve) and keeping 
  the party dialogue interesting and entertaining. On a typical night, 
  the symposiarch usually spends an additional 30–50 gp on top of the 
  fee for the room. Fortunately for many people, just because one is 
  elected symposiarch does not mean he or she must accept the duty. 
  No shame comes with admitting that one is not worthy of such an 
  honorable role.
  8. small storage room
  8. small storage room
  Spare stools, empty amphorae, and other assorted knickknacks are 
  kept here.
  9. fountaIn
  9. fountaIn
  This ornate, marble fountain is fed by the river nearby by means 
  of a complex series of pipes and water locks located deep below The 
  Trireme and the hill upon which it sits. The fountain is ornamental 
  and practical, supplying the tavern with a constant supply of fresh 
  water for the kitchen, the kapeleion, and the baths.
  10. staBles courtyard
  10. staBles courtyard
  Like the courtyard to the tavern, this area is also open to the 
  elements and hidden behind a wall. The double gates are usually left 
  open to allow patrons to easily come and go. When Nikolas runs out 
  of room inside the stables, he sometimes tethers horses to hitching 
  posts found here.
  Fresh hay is delivered once a week and stacked along the east wall 
  until it is used. Finding especially drunk patrons passed out atop or 
  behind the bales (or in them, if collapsed from their antics) is not 
  unusual.
  11. staBles
  11. staBles
  The stables contain five stalls capable of holding 10 riding horses 
  or five workhorses. Halfling and gnomish riding dogs stay in the 
  two courtyards. Six inches of dirt, musty hay, bits of leftover feed, 
  and other detritus litter the ground. Stall walls are about 6-1/2 feet 
  
  The Trireme 
  The Trireme |9
  |9
  goods & servIces
  goods & servIces
  The Trireme is first and foremost a drinking establishment, so the 
  goods and services it offers primarily reflect this focus. It does offer a 
  pretty-adequate food menu, however, and two guest rooms that may 
  be rented, as well as a few other services.
  adventure seeds
  adventure seeds
  The following ideas can be used as seeds for adventures set in or 
  around The Trireme:
  The Legionnaire Who Loved and Lost: Before Zofia knew 
  Alecko, her lover was a prominent commander from another 
  battalion. Recently, he started coming to the tavern once a week 
  to woo her, much to Alecko’s chagrin. Unfortunately, Alecko can 
  neither say nor do anything; if he offends the legionnaire in the 
  slightest, he could find himself back in the military as a conscript or 
  worse. Zofia has rebuffed the legionnaire’s advances, but her patience 
  is wearing thin while Alecko’s jealousy continues to grow. One day, 
  he wishes aloud that someone would rid him of this pest, and the next 
  night the legionnaire is found dead in the river. Now under suspicion, 
  Alecko needs help clearing his name.
  Fiery Return: The spirits of Basilarch and his wife are 
  manifesting in The Trireme, sometimes appearing in the upstairs 
  rooms, other times materializing in the andron or stables. With each 
  new appearance, increasingly larger and more dangerous fires erupt 
  in their wake. The first time, a potted plant in the narrow guestroom’s 
  corner began smoldering; the second time, a chair leg in the 
  kapeleion caught fire. Fires generally break out in other rooms, not 
  necessarily those Basilarch and his wife haunt. Alecko fears that soon 
  the entire tavern will burn to the ground as has happened so many 
  times in the past. The spirits may be appeased if their remains can be 
  found and reunited.
  The Wine Thief: Alecko owns an amphora of ancient wine 
  that is more than 1,000 years old and was owned by a legendary 
  personage. He kept its existence secret this entire time, but now 
  someone has found out about it. That person, a wealthy politician 
  from the city, desperately wants the wine. Alecko is not willing to 
  sell it, as it possesses a curious enchantment: Some who drink it 
  become more intelligent, while others lose their memories. To sell it 
  would be irresponsible. The politician won’t take no for an answer, 
  however, so he hires someone to steal it for him. Unlike the rest of 
  Alecko’s private reserve, the magical wine is hidden in a secret, 
  locked chamber built into the base of the fountain at the back of the 
  tavern. Drinking the wine might have mystical effects such as raising 
  the intelligence of the fortunate, or lowering it for the unlucky. 
  Enough wine is left in the amphora for 3 more cups, and it is worth 
  approximately 12,000 gp.
  Faerie Prince Found: A visiting wizard recognizes Nikolas as 
  the heir to the throne of Faerie, that mystical otherworld from where 
  all fey creatures originate. The boy is a changeling child — he was 
  stolen from the Faerie Queen shortly after birth by one of her ladies-
  in-waiting, brought to this world, and exchanged for a mortal baby. 
  The fate the lady-in-waiting had in store for Nikolas is unknown, as 
  she disappeared eight years earlier and was never heard from again. 
  The wizard hopes to claim a reward for finding the Faerie Prince, but 
  Alecko desperately does not want that to happen. He loves Nikolas 
  more than life itself and should he lose his son, he would be utterly 
  devastated. On the other hand, Zofia is glad for the opportunity to 
  finally be rid of the boy. She secretly plots with the wizard to deliver 
  Nikolas to the queen’s retinue when it arrives on midsummer night, 
  keeping her husband in the dark about her true intentions. If she is 
  lucky, Zofia will also claim part of the reward, which she hopes to 
  use for building an addition onto the tavern.
  high and thick enough to allow saddles, saddle blankets, and other 
  gear to be hung over their upper edges. The door in the north opens 
  into a storage room while the one in the west wall opens into a small 
  hallway that leads to the kitchen and Nikolas’ room.
  A heavy, locked trapdoor is set in the ground beneath the hay. 
  Under the trapdoor is a 10-foot-square cavity approximately 4 feet 
  deep where the tavern’s most expensive and rare wines (worth a total 
  of 3,625 gp) are stored. A very secure strongbox found here contains 
  the following items: 1,465 gp in coin, 206 gp in gems, 400 gp in 
  jewelry, and a suit of Death’s Head legion magical plate armor.
  12. staBles storage room
  12. staBles storage room
  This storage room contains tools for maintaining the stables 
  and includes pitchforks for throwing haybales around, brooms for 
  sweeping, and shovels for cleaning up horse manure, as well as 
  brushes for rubbing down the horses and iron picks for scraping dirt 
  from their hooves and shoes.
  13. nIkolas’ Quarters
  13. nIkolas’ Quarters
  Nikolas lives in the smallest room in The Trireme. Located next 
  to the stables, it is also the noisiest. The room has a small bed with 
  a hay-stuffed mattress, a childsized wardrobe, and a footstool. 
  Numerous clay and wooden horses litter the floor and sit atop the 
  wardrobe.
  14. alecko & ZofIa’s Quarters
  14. alecko & ZofIa’s Quarters
  As one ascends the stairs to the second floor, the door to the 
  proprietors’ quarters is on the left, just opposite the balcony and first-
  floor courtyard. The room is very spacious; in fact, it is the largest 
  room in the tavern. It contains its own stone hearth, a very expensive 
  double-sized bed with cotton sheets and a down-filled mattress, an 
  equally expensive mahogany writing table, three chamber pots, and 
  an ample wardrobe. Along the west wall is a cushioned bench where 
  a person can sit and enjoy the view out the window. A beautifully-
  appointed dowry chest filled with fresh linens sits at the foot of the 
  bed. An exotic folding screen with four panels, each one illustrating a 
  different legendary battle, stands in one corner.
  The table drawers contain 36 gp in coin; an inkstone; a writing 
  quill and an ink bottle (worth 4 gp); 6 sheets of parchment (worth 5 
  sp); a bound parchment book with 45 pages filled with accounting 
  records and notes for running the tavern; and an ancient, yellowed 
  piece of whalebone with black scrimshaw artwork etched into it that 
  bears a fanciful likeness of a kraken attacking a trireme (worth 125 
  gp).
  15. narrow guestroom
  15. narrow guestroom
  This room is longer than it is wide and contains two plain beds 
  with hay-stuffed mattresses, a wardrobe, two chamber pots, an end 
  table, and a stool.
  16. rear guestroom
  16. rear guestroom
  This room is the larger of the two guestrooms. It has two beds, one 
  a single and the other a double, both of average quality and with hay-
  stuffed mattresses. The room also contains a very large wardrobe, 
  two end tables, four chamber pots, and two footstools. A cushioned 
  bench is along the west wall below the window.
  17. storage rooms
  17. storage rooms
  These two storage rooms contain barrels and washboards for 
  cleaning clothes and linens, extra soap stones, extra sheets for the 
  guest rooms, brooms, and three small strongboxes with their keys in 
  the locks (rented to customers who wish to store their valuables).
  
  10|Book of Taverns: volume one
  10|Book of Taverns: volume one
  Menu
  Menu
  T
  h
  e
  trIreme
  trIreme
  Wine, Third Tier
  Cost
  Kippya’s Temple Nectar (white)
  5 cp
  Satyr’s Delight (rose)
  3 cp
  Vulcan Fire (red)
  2 cp
  Wine, Second Tier
  Delilah Hill Gold Seal (white)
  4 sp
  The Gorgon’s Eyebite (rose)
  2 sp
  Vulcan Fury (red)
  1 sp
  Wine, First Tier
  Delilah Hill Platinum Seal (white)
  3 gp
  Satyr’s Rose (rose)
  3 gp
  Vulcan Rage (red)
  1 gp
  Wine, Private Reserve
  Delilah Hill Gold Seal (22 years old)
  16 gp 
  Delilah Hill Gold Seal (31 years old)
  45 gp 
  Delilah Hill Platinum Seal (12 years old)
  21 gp 
  Erinyes Ambrosia (234 years old)
  100 gp
  Praetorian Cellar (1,400 years old)
  900 gp
  Vulcan Fury (42 years old)
  30 gp
  Vulcan Rage (15 years old)
  32 gp
  Other Beverages
  Goat milk
  2 cp
  Olive oil
  5 cp
  Food
  Dried dates
  1 cp
  Fish stew
  2 cp
  Fruit
  3 cp
  Grilled fish
  4 sp
  Lamb tripe
  5 sp
  Olives
  2 cp
  Pecan cakes
  5 cp
  Pita bread
  2 cp
  Preserved fish
  1 cp
  Radish cakes
  4 cp
  Roasted goat hocks
  2 sp
  Roasted sheep legs
  3 sp
  Sour plums
  7 cp
  Other Services
  Bath, per person
  1 cp
  Laundry, per person
  1 sp
  Message running
  1 gp
  Narrow guestroom, per night
  3 sp
  Rear guestroom, per night
  5 sp
  Stables, per horse, per night
  6 sp
  Strongbox rental, per night
  3 cp
  Wine is typically served in an increment called a 
  trikotylos, which equals approximately one and a 
  half pints (literally, “three half pints”). A carafe 
  contains five pints of wine and costs three times as 
  much as a trikotylos of the same type; a small clay 
  amphora contains approximately 20 pints and costs 
  six times as much as a trikotylos of the same type. 
  Amphorae are painted according to the winery 
  from which they come, so that the different types 
  of wine and their prices are easily identifiable. 
  Larger amphorae are used for transporting the 
  wine and never for serving it.
  Most wine contains vine and grape debris and is 
  often strained before serving, though not always. 
  The proprietors often adds herbs, honey, or even 
  bits of dough to the wine, especially third-tier wine 
  on the verge of becoming vinegar.
  Wine at The Trireme is categorized by “tiers.” 
  First-tier wine is the best and most expensive, 
  while second-tier wine is the second best and 
  moderately priced. Third-tier wine is the cheapest 
  and of the lowest quality.
  
  The Trireme 
  The Trireme |11
  |11
  the trIreme maP
  the trIreme maP
  
  12|Book of Taverns: volume one
  12|Book of Taverns: volume one
  Most nights, one can find all manner of sailors in the dock-side 
  pub known as Vain Robert’s Gibbet, named after the pirate whose 
  body was strung from the eponymous gibbet just outside the pub’s 
  front entrance. This is a loud, seedy establishment catering to the 
  lowest common denominator. Those who let their guard down during 
  their visit quickly become the predator’s prey, while those who back 
  their words with sufficiently impressive action get begrudgingly 
  accepted into the pub’s violent, dog-eat-dog microcosm. On the 
  surface, the Gibbet seems to be a smuggler’s outlet for stolen goods 
  and property, with its owner, Elisbeth Talbot, leading the fencing 
  ring.
  vAin robert’s 
  vAin robert’s 
  gibbet
  gibbet
  
  vain roBerT's GiBBeT 
  vain roBerT's GiBBeT |13
  |13
  In truth, the Gibbet is actually much more than it appears: It is 
  home to a unit of elite seafarers dedicated to eradicating a growing 
  evil out in the ocean’s farthest reaches, deep below its surface.
  Background
  Background
  Fifty years before the pub was built, Vain Robert — the dread 
  pirate of the seven seas, the scourge of common decency, and the 
  terror of the 10 tides — was hung by his neck for crimes committed. 
  He swung from the rope until he was good and dead. It took him 
  two days to die, they say. He supposedly had a bull’s neck, thick 
  with tendons and muscles that were impossible to snap even under 
  his own formidable body weight. Two days of hanging there, and 
  he eventually asphyxiated, though not for lack of trying. The story 
  goes that he fell asleep and inadvertently let his muscles relax. When 
  the physicians confirmed the man indeed breathed no more, the city 
  militia wrapped his body in iron chains and hoops, dragged him 
  through the city streets to the docks, and strung him up from a gibbet 
  where he dangled until the ravens picked every scrap of flesh from 
  his bones. He was a warning to others, visible to all ships entering the 
  harbor: Do not even consider following in Vain Robert’s wake or you 
  will suffer the same fate.
  Nearly six months to the day of Vain Robert’s hanging, the dock 
  wardens arrived to cut down his bones and give them a proper burial 
  at sea (the man may have been an extraordinary scoundrel, but he 
  was also a child of Mother Ocean). The pirate’s shade materialized 
  out of thin air, decrying his fate and commanding that they leave his 
  bones alone. He also vowed to get revenge, come hell or high water. 
  The dock wardens fled. Afterward, no one had the courage to risk 
  their immortal souls by retrieving Robert’s bones.
  Late at night, sailors could hear Robert’s groans and his chains 
  clanging all the way out past the harbor walls, so the stories say. 
  On nights when the fog rose so thick that it blinded men, captains 
  used the shade’s agony to guide them into port. Some even claimed 
  Robert’s old ship, the Lady Killer, which had been scuttled after his 
  hanging in accordance with the law, patrolled the sea beyond the 
  harbor walls, preying on those who participated in Robert’s capture 
  with blazing ghostly catapult and harpoon. Finally, the harbormaster 
  hired a famous cleric from a neighboring city to at last exorcise the 
  pirate’s ghost. The pirate’s memory was turning the docks into a 
  ghost town, driving away privateers and trade ships alike. Even the 
  pirates avoided the docks. The cleric, whom the stories name Harold 
  the Sin-Eater, wrangled with the shade over the course of two weeks 
  before he finally banished it to hell. The grateful harbormaster took 
  up a collection amounting to 10,000 gp and paid the man off. From 
  that day onward, the docks were no longer haunted. Vain Robert was 
  gone for good, it seemed.
  Naturally, no one knows if any of the story is remotely true 
  beyond the fact that the pirate was hanged and his body displayed 
  from the gibbet. Nonetheless, the gibbet has stood for 50 years, 
  and none among the harbormaster, the dock wardens, or the local 
  residents have felt inclined to tear it down. Because dock space 
  is at a premium, the lot on which the gibbet stood was eventually 
  purchased by the grain merchant’s guild. They built a tall silo to store 
  incoming and outgoing grain, though they left the gibbet intact. A 
  decade ago, the grain merchant’s guild collapsed in the aftermath of 
  a trade war with another city, and the silo was abandoned. Elisbeth 
  Talbot purchased it from the man whose name appeared on the lease 
  — for a pittance, actually — and converted it into a popular dockside 
  pub frequented by sailors. Despite being an extremely low-class 
  establishment, the pub offers a very good place to go for information, 
  as someone there is always bound to be “in the know” (albeit only 
  insofar as said information concerns the docks, trade, or the high 
  seas).
  dramatIs Personae
  dramatIs Personae
  Vain Robert’s Gibbet is owned and operated by Elisbeth Talbot, a 
  capable ex-navy captain who, for all intents and appearances, runs a 
  large fencing operation out of the pub’s third floor. She also lives on 
  the third floor along with her twin daughters Emma and Erin Talbot. 
  She frequently lets her mysterious and deadly friends — called the 
  Sea Dogs by those in the know — stay there when they need a place. 
  Three serving maids work in the pub’s common room, except during 
  midweek when business is slow.
  elIsBeth talBot
  elIsBeth talBot
  In her youth, Elisbeth Talbot was the proverbial “terror of the 
  high seas.” A merchant, a privateer, and pirate, Elisbeth is a keen 
  negotiator, a savvy diplomat, and a skillful swordswoman. Every 
  sailor worth his salt in this region knows her name. Those who do not 
  soon regret the oversight, for in her pub — Vain Robert’s Gibbet — 
  all manner of information can be obtained, and all manner of goods 
  can be fenced through her copious contacts.
  Standing just under 5 feet tall in her stocking feet, Elisbeth prefers 
  to wear high-heeled, knee-high boots to give herself more stature 
  and, by virtue, more authority. Her black hair, thick with natural 
  curls, hangs down her back to her waist. Her eyes are brown. While 
  not a beauty queen, she is certainly not uncomely, especially when 
  compared to the courtesans working the common room each night 
  (Elisbeth, at least, still has a full complement of teeth). She favors 
  puffy silk shirts and tight, thigh-hugging pantaloons. On most nights, 
  she is visibly unarmed, but she straps on a rapier and a couple 
  of hand crossbows as a warning if patrons become too rowdy or 
  obnoxious. Should a situation get utterly out of control in the pub, 
  she feels no reticence using said weapons … as many sailors have 
  learned to their detriment. Gold bangles jangle around her wrists, 
  and numerous gold hoop earrings swing from each ear. All she really 
  needs to complete the quintessential pirate’s image is an eyepatch 
  and a peg leg. She even has a parrot — a late one nailed to the 
  quarterdeck wall with its equally late owner’s hook. Both serve as 
  a signal to patrons, human and fowl alike, not to get fresh with the 
  proprietor.
  Elisbeth’s background is typical for the town. Her father was a 
  sailor and her mother worked in the dockside warehouses hauling 
  cargo. She was a solid woman, stronger than the men with whom she 
  worked, but her father liked his women husky — and bawdy. The 
  city had never seen the likes of Helen before. Curses flew from her 
  lips in steady, unending streams of pure vitriol capable of shaming 
  the foulest, most unrepentant criminals into redfaced embarrassment. 
  Tall tales of ribald derring-do, both personal and secondhand hearsay, 
  put many a fireside bard into early retirement. To Elisbeth’s father, 
  it was a match made in heaven. He was one of those immensely 
  large human giants who stood well over seven feet tall. Like his 
  wife, he enjoyed the courser side of life, though he was gentle in his 
  own way. For instance, he would never knowingly hurt another man 
  through deed or word unless he himself was slandered or injured 
  first. When his hackles were raised, however, the entire dock district 
  knew better than to get in his way. It came as a tremendous shock 
  then when Elisbeth’s mother announced her pregnancy. Who would 
  have thought those two had parenting in them? Well, they did, and 
  Elisbeth, despite being raised a dock brat, grew into an articulate, 
  intelligent woman.
  Having spent her entire childhood on the docks, Elisbeth 
  learned everything she could about seafaring from the sailors, 
  the shipwrights, the carpenters, and the sail makers. On her 12th 
  birthday, she signed on with Captain Elijah Hood, a privateer in the 
  king’s employ famous for repeatedly routing the empire’s enemies 
  and stealing their bullion. Like every other dock brat who dreamt 
  
  14|Book of Taverns: volume one
  14|Book of Taverns: volume one
  of someday captaining her own ship, she lied about her age and 
  everyone knew it. No matter, Hood took her on and sent her straight 
  to the ship’s kitchen. She expected no less. Years passed, and she 
  survived (a feat in and of itself, when the average lifespan of an 
  apprentice shipman was two years). Not only that, she excelled, 
  becoming a boatswain by her 18th year.
  Ten more years on the high seas, and Elisbeth became the captain 
  of the HMS Fancy Merchant, a dilapidated wreck with more battles 
  than most ships her age. Elisbeth bought the ship and her letters of 
  marque for next to nothing from Walter Silverhand, its aging and 
  infirm captain. Within six months, she had the ship back in excellent 
  condition and managed to hire a relatively capable crew. Her second-
  in-command was a wickedly scarred, heavily tattooed half-orc from 
  the east named Sugo Irondirk. Where Elisbeth tempered her anger 
  with reason, he fueled his with hatred and loathing for everyone 
  around him. Yet he was an excellent first mate, able to keep the men 
  in line with a glance or well-timed sneer. He served his captain well. 
  She learned to see past his seemingly unapologetic evil exterior, 
  finding an iron-willed, bitterly determined man who managed to 
  find the strength to survive the genocide wrought against his people 
  by an enemy empire. As Elisbeth grew closer to Sugo, she coaxed 
  out a less hateful side of him. He, on the other hand, taught her 
  the virtue of backing her words with force — not indiscriminately, 
  but strategically. Reason rarely works with the pathologically 
  unreasonable, and so one must often resort to calculated violence to 
  make an impression. Together, they ran a tight ship and ruled the high 
  seas for almost a decade, running down the enemies of the empire 
  and defeating pirates at every turn (sometimes becoming pirates 
  themselves). Their personalities complemented one another well, 
  balancing the two different extremes they leaned toward. In the end, 
  while not becoming lovers exactly, they were best friends and, to 
  hear some tell it, soulmates despite their refusal to commit fully to a 
  relationship.
  Elisbeth became pregnant with Sugo’s twin girls two months 
  before he fell overboard and disappeared from her life. More 
  distraught than she believed could be possible, she sold the HMS 
  Fancy Merchant and her crew’s work papers to a rival captain in the 
  royal navy and retired to land. She bought an old grain silo — with 
  the sole distinction of sitting on the spot where the corpse of Vain 
  Robert was strung from a gibbet — and turned it into a pub. The girls 
  were born, and Elisbeth told no one who their father was because in 
  the end it never really mattered. Besides, it was no one’s business. 
  While not entirely suited to a boring land-locked lifestyle, she 
  has managed to get by. Fortunately, the regional governor came to 
  her two years ago with an offer that made her life more interesting: 
  Lead a group of ex-pirates, rangers, and rogues who informally call 
  themselves the Sea Dogs and who are dedicated to tracking down 
  the minions of the decidedly evil Witch-Queen of Hell Deep. She 
  mostly coordinates the group’s activities, though every occasionally 
  she joins them on missions. She leaves her children with their 
  grandparents, who retired to a quiet life in the aristocratic ward 
  (much to the aristocrats’ horror) using monies given to them by their 
  daughter. As Elisbeth learns more about the Witch-Queen, an abiding 
  sense of dread grows deeper within her, making her unusually quiet 
  and morose.
  emma & erIn talBot
  emma & erIn talBot
  Elisbeth’s twin daughters are six years old. While they share 
  the same features, they could not possibly be more dissimilar in 
  temperament. Emma is quiet and shy; Erin is obnoxious and needs 
  constant attention. Of the two, Emma is more intelligent and cunning; 
  yet because Erin is always the center of attention, she gets in trouble 
  the most (usually as the result of Emma’s pranks, some of which 
  are incredibly clever). Both girls have lustrous black hair and eyes, 
  taking after their mother. The rest they inherited from their father, 
  unfortunately. They don’t have his surly disposition, or at least it has 
  not yet appeared.
  the sea dogs
  the sea dogs
  Many years ago, the earth many months out of port rocked. 
  Tsunamis formed, laying waste to all naval traffic in the region; the 
  weather turned foul and black and remained so for almost a full year. 
  No ships could get near the 1,000-square-mile area without attracting 
  giant, mutated sea creatures that promptly capsized and swallowed 
  the ships whole. Sailors dubbed this area the Black Sea and updated 
  their maps with the notation, “Here be certain death.”
  Eventually, the Black Sea calmed. The weather returned to normal, 
  the constant earthquakes and subsequent tsunamis ceased altogether, 
  and the alien creatures inhabiting the region disappeared. It is widely 
  thought that the famous privateer Jeremiah Blake led a small fleet 
  to the eye of the storm and put its source, the Witch- Queen of Hell 
  Deep, permanently to rest. She is stirring once again, however. Her 
  formerly vast and glorious aquatic empire is rebuilding, reclaiming 
  the miles-deep canyon on the ocean floor where their capital city, 
  Martyr’s Rest, was originally built. The king, fearful of the Witch-
  Queen’s wrath and her growing might, commissioned the formation 
  of 16 elite units of sailors, rogues, and soldiers to intercept her 
  minions at every turn, to sabotage her efforts at expansion and 
  rebuilding, and generally to make life very difficult for her and her 
  people. The units are collectively known as “The Sea Dogs,” its 
  members coming from all strata of seafarer society.
  The unit under Elisbeth Talbot’s control is the smallest, but also 
  the best. Because the Witch-Queen’s minions are expert infiltrators, 
  Elisbeth’s Sea Dogs operate in absolute secrecy and undercover, 
  some working as pirates, others for the royal navy, and yet others 
  as privateers. When they get furlough, they come to the Gibbet 
  to report to her and receive new orders. Many patrons who have 
  obviously noticed the comings and goings to and from the third floor 
  think the woman and her “friends” are black marketeers fencing 
  stolen goods. Elisbeth does not dissuade such rumors, as they keep 
  people from guessing the Dogs’ true purpose. If word reaches those 
  minions whom they are hunting (and those still unrevealed to them), 
  then the Dogs lose their advantage in the shadow war against the 
  Witch-Queen. In fact, Elisbeth does earn part of the unit’s operating 
  expenses by fencing goods, though truth be told she finds the practice 
  distasteful and dishonorable. The regional governor knows of the 
  Dogs’ mission, and so lets her black-market activities go unpunished. 
  He understands as well as she does the need for keeping their cover 
  intact.
  The members of her unit come primarily from the ranks of 
  seafaring rangers and rogues. They tend to possess the knowledge 
  and cunning required to wage a secret war, more so than fighters 
  or spellcasters. Exceptions have been made in the past, and even 
  today Elisbeth is not above making them if the candidate is worthy. 
  Some of her men were once thought to be the worst of the worst, 
  but her exceptional leadership and discipline has managed to keep 
  them solidly in line and make them unquestionably loyal to her. 
  Their fundamental nature has not changed, though, so when patrons 
  encounter them in the pub downstairs, they get a clear berth.
  
  vain roBerT's GiBBeT 
  vain roBerT's GiBBeT |15
  |15
  This unit of Sea Dogs has two ships in its “fleet”: The Dark 
  Warrior and Queen Astrid. Only one ship is used full-time, with 
  the other in dry dock receiving repairs and improvements. Both 
  ships operate under the pretense of being privateers, with letters of 
  marque allowing them to engage the kingdom’s enemies (which is 
  mostly true — the ships are used exclusively in the Dogs’ war against 
  Hell Deep, though they can be used against the kingdom’s more 
  conventional enemies should the need arise).
  servIng maIds
  servIng maIds
  Three girls work the common room, serving ale and other alcohol 
  and the occasional bowl of taupe-colored fish stew. They are all local, 
  having grown up on the docks, and are not strangers to the gruff, 
  rough demeanor most sailors exhibit. Anyone whose hand strays 
  is prone to having it pinned to the table with a razor-sharp dagger 
  swiftly drawn from a girl’s bodice laces. The serving maids are savvy 
  enough to know when the sailors are just being themselves and when 
  they are really being lecherous, so most of the banter directed at the 
  girls is tolerated, unless it comes from outlanders, obvious land-
  lovers, or both.
  Men, especially inebriated men, think that buying drinks for the 
  girls will earn their favor; they could not be more wrong. Yet Elisbeth 
  gives the girls 30% of the price of drinks bought for them as a tip. 
  As such, the girls are more than happy to take drinks — particularly 
  expensive liquors, not ales — from generous patrons, watering them 
  down with tea and honey so as not to get so drunk that they cannot 
  work (which, of course, they never tell the patrons). When business is 
  slight, the girls often resort to heavy flirting, stroking the men’s egos 
  to ply as many drinks from them as possible to earn greater tips.
  Patrons & PossIBIlItIes
  Patrons & PossIBIlItIes
  The following table includes some interesting patrons and events 
  to be found in Vain Robert’s Gibbet. Roll randomly or select one of 
  the unique individuals to fill out the nightly clientele. Rumors can be 
  sprinkled into conversations as needed.
  1d6
  Patron or Event
  1
  A warrior stumbles into the tavern, his legs failing 
  him as he falls into table after table, spilling drinks and 
  annoying the other patrons. If helped, he says his name 
  is Roysh Shaw and claims he was attacked by a group 
  of ruffians at the dock. He asks for help stopping them, 
  as they stole his favorite blade. Any characters who 
  accompany him to docks find out the truth as he pushes 
  them into the sea — to feed the sharks that follow him as 
  pets.
  2
  Captain Ikas Storn, a retired pirate, is making a 
  farewell visit through the bars of his past before he 
  settles down in retirement. Unfortunately, a few of the 
  bars remember his original visit — and the speed with 
  which he ran out on them. But just recently, Captain 
  Storn has been rethinking his retirement, at least for a 
  while. He’s heard rumors about a lost treasure in the sea-
  serpent infested Skullridge Breakwaters; he just needs 
  enterprising crewmembers to sail with him. 
  3
  An emaciated seaman dressed in dark leathers stands 
  in the middle of the common room and announces loudly 
  that this property now belongs to the infamous Gray 
  Otter! He is met with gales of laughter from the sailors. 
  They’ve all heard tales of the Gray Otter, but he’s mostly 
  a mythical bogeyman used to scare the wee ones. Except 
  the old sailor is indeed the first mate on the Gray Otter’s 
  vessel, which even now is sliding into the harbor. Soon 
  after, hordes of skeletal pirates burst into the bar, ready to 
  stake their claim to the place.
  4
  The beleaguered Captain Cor Balt and his crew sweep 
  into the tavern and rush the bar. They demand food and 
  drink as quickly as possible and bustle about the place 
  with a growing sense of unease. Many look out the 
  windows at the harbor where the Helene’s Grace floats 
  at the dock. Every ripple in the waves brings a gasp from 
  the assembled sailors. Something is following them, and 
  they’ll need to move on quickly. Any who might want to 
  go with them need to make up their minds — and settle 
  their affairs — quickly.
  5
  An old sailor named Elijah sips at his whiskey but is 
  eager to tell his story. He sailed with the famed Captain 
  Melvilic (may he rest peacefully under the waves in the 
  belly of the leviathan) and has many stories to share of 
  the Razor Coast and even the Reaping Sea. 
  6
  An assassin named Kareon Blackblade is on the run, 
  wrongfully blamed for the death of an Alantyr family 
  nobleman in Bargarsport. She is a capable killer, but 
  knows she is overmatched by the men searching for her. 
  She is looking for protection, a thought that until now 
  would never have been an option. But strange times make 
  strange bedfellows, and she is willing to throw her lot in 
  with any adventurers powerful enough to keep her alive 
  (although she’ll dish out as good as she gets to anyone 
  who comes after her).   
  Ale & Mead
  Cost
  Forecastle Pilsner
  1 cp
  Forecastle Stout
  1 cp
  Gutochek’s Blood Mead
  3 cp
  Pegleg’s Lusty Mermaid Pale Ale
  2 cp
  Smuggler’s Gold
  4 cp
  Other Beverages
  Five Stanzas of Lust & Beauty
  2 sp
  Harrington’s 10-Year Whiskey
  3 sp
  Harrington’s 20-Year Whiskey
  9 gp
  Harrington’s 30-Year Whiskey
  27 
  gp
  One-Eyed George
  5 sp
  Spiced apple brandy
  6 cp
  The Queen’s White Bloomers
  1 gp
  Food
  Fish stew
  1 cp
  Bread, day old
  1 cp
  Other Services
  Courtesan, low-ranking
  3 sp
  Message running
  5 sp
  Menu
  Menu
  vaIn roBert’s gIBBet
  vaIn roBert’s gIBBet
  
  16|Book of Taverns: volume one
  16|Book of Taverns: volume one
  the estaBlIshment
  the estaBlIshment
  Vain Robert’s Gibbet is a three-story octagonal structure, the 
  legacy of originally being a dockside grain silo. Windows are all 
  shuttered and hollow, kept closed during all but the summer months 
  to keep out the wind and chill drifting in from the harbor. Its slates 
  and floorboards are severely weathered. The gibbet out front, with its 
  jangling chains constantly swaying in the breeze, is well maintained 
  since it represents the establishment’s claim to fame. The pub’s 
  location right on the docks makes it the ideal place for sailors to 
  visit when they get shore leave or some spare time. The clientele is 
  therefore appropriately unpolished.
  1. gIBBet and chaIns
  1. gIBBet and chaIns
  This is a tall, inverted L-shaped pole and beam with chains 
  dangling from it. Vain Robert the Pirate was strung up here after 
  being hanged for his crimes as a warning to all who would follow 
  in his footsteps. The gibbet and chains were placed here originally 
  because incoming ships could see them from the harbor mouth. 
  Nowadays, the harbor’s break walls lie farther out, and so the gibbet 
  is no longer visible until the ships drift in closer. During the winter 
  months when the fog rises like a thick blanket of wool, Elisbeth 
  hangs bright orange lanterns from the gibbet to make it easier for her 
  patrons to find the pub. The lights also keep them from accidentally 
  falling off the docks into the cold waters below, especially when they 
  are drunk and doing the traditional, nightly wintertide pub crawl.
  2. common room
  2. common room
  The entire first floor is called the common room, but it is split 
  into two parts: the ground floor and the quarterdeck. The ground 
  floor is very large and crowded with numerous tables (most of 
  which are nothing more than converted barrels), stools (again, 
  converted barrels, albeit of a smaller variety), and chairs. Embedded 
  in the south wall is a great hearth worthy of a king’s parlor — the 
  fire blazing within does an admirable job of warming the room, 
  especially during the icy winter months. Stewpots hang from iron 
  rods in the hearth’s corners. When she can manage it, Elisbeth hires 
  bards and troubadours to perform, giving them the prized hearthside 
  spots. Her patrons tend to be a very rowdy bunch, so she won’t 
  begrudge the performers any concession. While the crowd is a tough 
  one to please, those bards with the fortitude to withstand the verbal 
  (and occasionally physical) abuse can make good coin from Elisbeth.
  The walls of the common room are decorated with trophy fish (and 
  a few other strange sea creatures), tattered nets, a bent trident or two, 
  whaling spears, pieces of masts taken (supposedly) from famous 
  ships, narwhale horns, and other similar “works of art” of interest 
  solely to seafaring folks.
  3. Quarterdeck
  3. Quarterdeck
  The quarterdeck is the elevated section of the common room and is 
  built four feet off the floor. A railing runs the length of it, terminating 
  at each step. At the far west end, steep stairs climb up to the second 
  level, which is popularly known as the Crow’s Nest. As with the 
  ground floor, tables and chairs crowd the quarterdeck. A plain door 
  set in the short, waist-high wall supporting the floor opens into a 
  hollow space beneath it, which is used strictly for storage. Spare ale 
  barrels and goods are kept here.
  4. ale magaZIne
  4. ale magaZIne
  This section of the common room contains all the ale barrels, 
  liquor bottles, and miscellaneous bric-a-brac (such as empty 
  stewpots, flagons, wooden bowls and spoons, and so on). To the west 
  of the big barrels is a wobbly table on which ingredients for the stew 
  are prepared. One serving maid always works in the ale magazine, 
  tapping barrels, making fresh stew, and generally keeping the patrons 
  from swiping free samples.
  The pub favorite — though not by consensus as much as by 
  availability — is a brand of ale called Forecastle that is brought in 
  on the weekly trade ships and brewed by a former naval captain 
  whose distinguished service to the throne brought him much fame 
  and fortune. Both varieties of the ale — the lighter, golden pilsner 
  and the thicker, heartier stout — are always in stock. The other drinks 
  are only intermittently available on any given night, depending on 
  the whether the ale merchants supplying the pub received any that 
  week from their brewers. Gutochek’s Blood Mead originates from 
  a drow recipe and is made, as its name implies, with blood (though 
  whose blood is unknown); it has a very dense, coppery flavor. 
  Lusty Mermaid is popular, selling out faster than the others, as it is 
  inexpensive and very easy to drink. In fact, one patron claims it is the 
  “brew with the taste for food,” because people who drink it get really 
  hungry afterward. Smuggler’s Gold is a rich ale, more expensive 
  than the others and well worth the price according to its aficionados. 
  The pub also offers a nice selection of liquors, but they cost much 
  more than the ales. As such, only the well-to-do or those trying to 
  make an impression by showing off tend to order them. The sailors 
  patronizing the pub usually view people who order such fancy drinks 
  to be “hoity-toity,” land-loving bluebloods — or naval officers. Of 
  course, if the drink is intended for a beautiful lady-friend, then all is 
  forgiven.
  
  vain roBerT's GiBBeT 
  vain roBerT's GiBBeT |17
  |17
  vaIn roBert’s gIBBet maP - ground  floor
  vaIn roBert’s gIBBet maP - ground  floor
  vaIn roBert’s gIBBet maP - crow’s nest
  vaIn roBert’s gIBBet maP - crow’s nest
  
  18|Book of Taverns: volume one
  18|Book of Taverns: volume one
  vaIn roBert’s gIBBet maP - thIrd floor
  vaIn roBert’s gIBBet maP - thIrd floor
  5. crow’s nest 
  5. crow’s nest 
  The “second-floor” consists of nothing more than a balcony 
  overlooking the common room. The great hearth opens onto it, 
  providing light and warmth. The Crow’s Nest affords some privacy 
  since the majority of the patrons prefer the ground floor. As such, the 
  majority of the courtesans ply their trade up here when not plying it 
  at the nearby inns.
  6. ladder
  6. ladder
  At the northeastern end of the Crow’s Nest, this flimsy wooden 
  ladder ascends to the third floor through a narrow trapdoor in the 
  ceiling. Most times, the ladder is raised, and the trapdoor shut to 
  prevent access to the third floor. The average patron is categorically 
  not welcome up there, so those who get the idea in their heads to 
  climb the ladder find themselves tossed over the railing by those 
  patrons in the know.
  7. Poker dogs’ Quarters
  7. Poker dogs’ Quarters
  This open space used to serve as spare storage, but in recent years 
  it has been converted into a gambling den affectionately called the 
  Poker Dogs’ Quarters. Two octagonal poker tables and their chairs 
  are placed here. On most nights, pipe-smoking gamblers, all close 
  friends of Elisbeth Talbot, occupy at least one of the tables. Uninvited 
  guests who poke their heads up through the trapdoor in the floor get 
  a swift kick and a stern warning: “Piss off and die, and we bloody 
  well mean it, you sodding stupid bastard!” or something similar. The 
  wide shuttered window in the northeastern wall also has a pulley, a 
  winch, and three stories’ worth of thick rope, all of which are used 
  for hauling furniture and other goods up from outside.
  8. hearth room
  8. hearth room
  This is a very comfortable room. Expensive embroidered rugs 
  cover the floors. Fancy tapestries adorn its walls. The furniture 
  is very opulent, made from exotic hardwoods, stained leathers 
  riveted with polished brass tacks, and generously cushioned. Tall 
  bookshelves stand on the east and west sides of the room, while a 
  great hearth occupies the southern wall. Books, scrolls, maps, brass 
  compasses, an ancient telescope, and a globe displaying the known 
  world may be found here.
  Elisbeth uses the room as a private study and a meeting place 
  when her Sea Dogs are in port. An ornate locked chest (which can be 
  picked with thieves’ tools and a DC 13 Dexterity check) sits next to 
  the hearth, containing 6,000 gp, 735 gp in jewelry, 120 gp in gems, 
  a tarnished silver hook, a pearl-handled adamantine dagger, and 12 
  sheaves of encoded correspondence from the regional governor. 
  Decoding these reveals the truth about Elisbeth and the Sea Dogs, 
  and reveals details about their most recent covert operations.
  9. sea dogs’ Quarters
  9. sea dogs’ Quarters
  These two rooms are empty except for four pairs of bunks beds, 
  their associated linens, and chamber pots. The Sea Dogs use these 
  rooms for their quarters when they are in port. Otherwise, they 
  typically remain empty unless a close, trusted friend of Elisbeth’s 
  comes for a visit.
  
  vain roBerT's GiBBeT 
  vain roBerT's GiBBeT |19
  |19
  10. talBot’s Quarters
  10. talBot’s Quarters
  Elisbeth Talbot and her twin daughters reside here. Like the Hearth 
  Room, it is very well appointed. She sleeps in a comfortable double 
  bed, while her girls share a nice pair of bunk beds. A wardrobe 
  contains all their clothes. On one side of it is a very ornate, gold-
  trimmed mahogany writing desk and chair, while on the other side 
  is a dressing table and silver mirror. Toys are scattered all over the 
  floor, which is covered in a wall-to-wall rug custom tailored for the 
  room. The relics from Elisbeth’s days as captain of the HMS Fancy 
  Merchant hang from the walls: a high-quality rapier, two dwarven 
  handaxes, an elven stiletto, and her captain’s hat and coat, the latter 
  decorated with insignias of rank and medals for valor, courage, and 
  conduct.
  A lockbox beneath the bed contains 48 letters written on fine 
  parchment with black and gold ink and scented with expensive 
  cologne. The last letter is dated two months ago. In addition, the 
  chest also contains an elegant gold medallion and chain worth 82 gp, 
  emblazoned with the royal seal on one side and her family crest on 
  the other.
  goods & servIces
  goods & servIces
  Vain Robert’s Gibbet is a pub and nothing more. It serves ale, 
  mead, and other liquors but really is not equipped for serving food 
  or hiring out rooms. If patrons want something other than the pub’s 
  meager comestible fare, then they can go outside and purchase it 
  from the vendors and hawkers roaming the docks. Elisbeth allows 
  some courtesans to work in the pub, collecting 70% of their take 
  in exchange for use of the Crow’s Nest and a warm place from 
  which to work (walking the docks during most seasons can be very 
  uncomfortable — and dangerous — to say the least). Higher-class 
  courtesans would not be caught dead in the establishment, so patrons 
  must go out and find them.
  adventure seeds
  adventure seeds
  The following ideas can be used as seeds for adventures set in or 
  around Vain Robert’s Gibbet:
  The Witch-Queen’s Wrath: One night while the adventurers are 
  in the Gibbet, someone reports hearing muffled thumps coming from 
  the third floor. Elisbeth and her “friends” have been gone for the past 
  week, with only three remaining behind to watch over the tavern (her 
  children were sent to their grandparents’ house across town). Upon 
  investigating, the trapdoor entrance leading to the third floor is sealed 
  with magic and the men stationed upstairs unresponsive. Should 
  anyone manage to get in (perhaps through a window from the roof), 
  they find a minion of the Witch-Queen named Razorfin Jackspike 
  performing a horrid ritual of sacrifice on the last surviving Sea Dog. 
  The priest intends to summon doppelgangers to replace the men. 
  The other two Sea Dogs have already been eviscerated by the proto-
  doppelgangers clawing their way from the men’s chest cavities as 
  the adventurers arrive. Can they put a stop to Jackspike or will they 
  become victims of his infernal magic?
  The Reaping Spirit: The latest shipment of Gutochek’s Blood 
  Mead arrives infected with a nefarious fungus known as reaper moss. 
  Everyone in the pub who drinks the mead risks death. The victims 
  are not an everyday ordinary sort of dead, however. Rather, their 
  corpses slip into a kind of ice-cold torpor and their spirits become 
  disassociated from them. In essence, they become ghosts. In the 
  incorporeal world the ghosts now inhabit, the shade of Vain Robert 
  still exists and still craves vengeance. Once he discovers the new 
  ghosts, he stops at nothing to eradicate them, feeding on their souls 
  (subsequently killing them for good) in order to gain more spiritual 
  might. When Vain Robert feeds on at least five souls, he manifests in 
  the corporeal world and causes untold havoc. Reaper ghosts (those 
  created by the reaper moss) are bound to the area immediately within 
  300 yards in all directions of the pub.
  Murder in the Air: The harbormaster comes to the tavern to 
  confer with Elisbeth Talbot about the fencing of smuggled goods. Ten 
  dock wardens — burly, bull-necked young men eager for a fight — 
  accompany him. During his conversation with Elisbeth in the Crow’s 
  Nest, a bolt of blue flame materializes out of thin air and strikes the 
  man dead. The chief dock warden, Gregor Zurdanov, orders the pub’s 
  doors sealed. No one may leave until he and his nine thugs find the 
  murderer. If this means cracking a few heads in the process, then they 
  are more than happy to do so. Their primary suspects are Elisbeth 
  and her friends. In truth, Gregor hired a sorcerer named Jarlene 
  Frostkell to kill the harbormaster that night so he could pin the crime 
  on Elisbeth, whom he absolutely detests, and inherit the job. He 
  wants more than anything to shut down her operation and hang her 
  cold, dead corpse from the gibbet outside.
  Taking out the Vermin: Wererats have built a nest in the storage 
  space below the pub’s Quarterdeck. Late at night, when the pub is 
  empty and locked up tight, they come out to steal food (such as it is) 
  and drink. Elisbeth has neither the time nor the energy to deal with 
  the vermin, so she hires the adventurers to take care of them, through 
  hook or crook, bribery, force, she does not care. She just wants them 
  gone. None of her Sea Dogs are in port; otherwise, she would assign 
  them to the relatively simple task. Making an enemy of the wererats 
  could conceivably be very bad for business if their society in the city 
  is fairly well developed and cohesive. Killing those living under the 
  Gibbet could inadvertently start a small war.
  
  20|Book of Taverns: volume one
  20|Book of Taverns: volume one
  NECROMANCER
     Games
  TM
  APPendix: ruMors
  APPendix: ruMors
  Need a few extra rumors to sprinkle into tavern conversations? The following rumors are good for any tavern the characters visit. Use 
  them to spark new adventures, tailor them to fit your ongoing adventure, or simply offer them up as red herrings.
  d20
  Rumor
  1
  “You look an awful lot like someone who owes me gold.”
  2
  “I saw someone disappear down that well on the south side of town. Went right over the stone rim and vanished. I looked for them, but not even a 
  ripple in the water that I could see.”
  3
  “I seen the man runnin’ on the rooftops. He jumped … and then just kept going into the sky over the trees. He’s a demon, I tell ya!”
  4
  “The barman waters down the wines here. And puts vinegar in the drinks of those who stiff him one too many times.” 
  5
  “Thar’s a bounty hunter in town lookin’ for someone looks just like you.”
  6
  “You go out ta the woods under that full moon, and you’ll see that tower just appear. I was out there with mah dogs and they ran right into the 
  dark. I lost my wineskin, too!”
  7
  “I hear tell of a monster livin’ under the old Tamerkel Bridge down on the water. Keep away from that ol’ bridge if ya wants to keep on livin’”
  8
  “Thieves are working the room tonight. I think one just took your gold.”
  9
  “It’s the wrens during the day going crazy. And the bats at night. You can see them flying in wide gyres over the cemetery.”
  10
  “The Marstel family farm burned down last full moon. And the Gilluts farm on the moon before that. We all better watch out in three days.”
  11
  “Someone keeps lookin’ in the windows round town. You can just see the eyes. Like burning gold, they are, and wide. They just stare and stare 
  until you blink and then they’re gone.”
  12
  “There’s a secret altar in the church’s basement. That greedy holy man don’t want you to know about it, but I seen it with my own eyes. It’s black 
  rock and bleeds when it gets dark.”
  13
  “You see the symbols carved into the trees? That cult we got rid of years ago is back, I tell you.”
  14
  “Cold is coming, I can feel it in my bones. Gonna be a bad one. Cold so bad your spit’ll freeze on your lips.”
  15
  “You hear those howls? Those ain’t wolves. Somethin’ else is walkin’ the hills tonight.”
  16
  “I just came for the music, my friends. I just can’t get enough of it. Makes me want to dance!”
  17
  “If you pay for the round, I’ll tell you what you need to know. And a few things you won’t want to hear.”
  18
   “I seen the little people dancing down in the mushrooms the other day. But I swear, I thought they had that missing girl with them. And then I 
  woke up. Don’t remember fallin’ asleep in the woods, though.”
  19
  “Me and Beryllic saw the Gray Man walking up the hill through the ruined mausoleums. He was going slow, so me and Beryllic took off running. 
  Only … Beryllic never made it home.”
  20
  “Someone’s putting up those posters for that circus, but no one ever sees them.”
  
  NECROMANCER
     Games
  TM
  Your heroes are going to be stopping at a tavern sometime, 
  right? All adventurers need a drink every once in a while, 
  and with this book it’s not hard to turn a pint of the local 
  ale into a memorable gaming experience! Book of Taverns 
  One  gives you a choice of two exciting places to stay the 
  night, find adventure, and (let’s face it) probably burn the 
  place down. Both of these taverns offer NPCs for the char-
  acters to interact with (or slay), a diverting history, and 
  convenient descriptions, as well as adventure hooks that 
  will be so irresistible to the greedy characters that the cler-
  ics and paladins will have no choice but to tag along like 
  always.
   The Trireme is a quiet tavern just outside of town, dedicat-
  ed to philosophical debates, epicurean delights, and a pri-
  vate drinking room. Local philosophers are welcomed here 
  as long as they can pay their tab, and visitors to the tavern 
  can expect to be embroiled in some lively debate as to the 
  nature of the world and the soul. Try the pecan cakes, but 
  save some money for the extensive wine list. Or burn the 
  place down - it’s always an option.
   Vain Robert’s Gibbet is a scurvy dive bar on the docks. 
  Those passing by usually speed their steps, for only the 
  lowest class of sailors stop in for a drink here. The tavern 
  keeper doesn’t mind at all, since Vain Robert’s Gibbet is 
  only the front for a coven of elite seafarers who battle a 
  growing evil out in the depths of the sea...
  NECROMANCER
     Games
  TM
  Volume One
  Volume One
  T
  h
  e
   
  B
  o
  o
  k
   
  o
  f
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Necromancer Games/Necromancer Games - The Book of Taverns - Vol I.pdf