Dwight's Tavern

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One of the most popular locales in Tirist City is Dwight’s Tavern. Located at the center of the city next to the green, the tavern is an invitation to an exciting evening for many in the city. The owner, Dwight Rockbottom, is a gregarious dwarf who built the establishment nine years ago from well earned gold. He was part of a mercenary group hired by city to defend the King’s family vault several miles to the west. Dwight liked the city so much he never left. Once his duty was fulfilled, he found a home and set about conceiving his dream retirement.

His tavern is popular with all citizens and he rarely turns away anyone who is not looking for trouble. Dwight’s offers a variety of stage entertainment and anyone is welcome to take a turn on stage should the mood strike. If the audience agrees, the entertainer drinks for free that night. Dwight’s prices for food and drink are 10% above average values for most items. He does not normally offer lodging, though he has some facilities at the basement level which he favors to adventuring parties or those of his many friends who move in familiar circles. More often than not, these rooms are vacant (75%) though during late Fall and Spring the chance of vacancy decreases to 25%.

Dwight lives in a small house near the tavern with his bodyguards/bouncers. Through his adventuring career and many voyages into the wild, the popular dwarf has generated many odd friends and enemies. The following is a cast of characters for a typical night at the tavern.

Dwight Rockbottom

Male Dwarf fighter6/Expert (tavernkeeper)4
NG Medium humanoid (dwarf)
Init +3, Senses Darkvision (can see in dark up to 60 ft), Perception +4

DEFENSE
AC 17, 13 touch, 14 flat-footed (+4 armor, +3 Dex), +4 dodge bonus to AC against giant subtype monsters
hp 112 (6d10+18 + 4d8+12)
Fort +9, Ref +6, Will +8, +2 bonus against poison, spells, and spell-like abilities.
Defensive Abilities Hardy, +2 racial bonus on saving throws against poison, spells, and spell-like abilities, Stability, +4 racial bonus to CMD when resisting a bull rush or trip attempt while standing on the ground.

OFFENSE
Spd 20 ft.
Melee mwk hand ax +14/+6 (1d6+3/x3)
Melee mwk shield bash+13/+5 (1d3+3/x2)
Ranged mwk hand ax +13 (1d6+3/x3)
Special Attacks +1 bonus to attack rolls against of orc or goblin subtype

STATISTICS
Str 16, Dex 16, Con 16, Int 13, Wis 14, Cha 15
Base Atk +9/+1; CMB +12, CMD 25
Feats Toughness, Weapon Focus (hand ax), Deadly Aim, Dazzling Display, Point Blank Shot, Improved Shield Bash, Vital Strike, Persuasive, Alertness
Skills Bluff +6, Climb +7, Diplomacy +8, Handle animal (dog) +5, Intimidate +14, Knowledge (local) +5, Linguistics +5, Perception +7, Sense Motive +8, Swim +5
Languages Common, Dwarven, Goblin, Giant
SQ Stonecunning (+2 on Perception checks on stonework), Greed +2 bonus to Appraise checks on nonmagical goods that contain gemstones or precious metals,
Combat Gear Small Shield +1, Masterwork Hand Ax
Other Gear Elixir Of Truth (x2), Elixir Of Vision, Candle Of Truth, pouch containing 30 sp, 10 gp.

The happy tavern-owner is extremely popular with the citizens and is well-frequented by off-duty militia and the head Constable as well. He is especially kind to adventurers bound for the Wilds and goes out of his way to give information and services needed for their journey. He is well connected with the local merchants and can even procure most items for the party at –20% the typical sales price.

Dwight hasn’t found the need to defend himself in recent years. He proudly displays his shield in the hall during every evening meal. He dons a beautifully made hand ax on his hip that was made for him by a local smithy.

Tom and Grom

Male Dwarf fighter4 (bodyguards / bouncers)
NG Medium humanoid (dwarf)
Init +1, Senses Darkvision (can see in dark up to 60 ft), Perception +2

DEFENSE
AC 18, 12 touch, 16 flat-footed (+6 armor, +2 Dex), +4 dodge bonus to AC against giant subtype monsters
hp 44 each (4d10+12)
Fort +4, Ref +2, Will +1, +2 bonus against poison, spells, and spell-like abilities.
Defensive Abilities Hardy, +2 racial bonus on saving throws against poison, spells, and spell-like abilities, Stability, +4 racial bonus to CMD when resisting a bull rush or trip attempt while standing on the ground.

OFFENSE
Spd 20 ft.
Melee mwk warhammper +8 (1d8+3/x3)
Melee sap +7 (1d6+3/x2, nonlethal)
Ranged hand ax +5 (1d6+3/x3)
Special Attacks +1 bonus to attack rolls against of orc or goblin subtype

STATISTICS
Str 17, Dex 12, Con 16, Int 10, Wis 10, Cha 9
Base Atk +4; CMB +7, CMD 17
Feats Alertness, Persuasive, Power Attack, Weapon Focus (warhammer)
Skills Handle animal (dog) +1, Intimidate +3, Swim +5, Survival +2
Languages Common, Dwarven,
SQ Stonecunning (+2 on Perception checks on stonework), Greed +2 bonus to Appraise checks on nonmagical goods that contain gemstones or precious metals,
Combat Gear Masterwork Chaimail, Masterwork warhammer, Sap
Other Gear pouch containing 2 gp, 12 sp.

The nephews of Dwight, these twin dwarves have found a home with their uncle. As the city grew and his tavern became frequented with more and more travelers, Dwight saw a need for additional security. The twins work well for while they lack their uncle’s charisma, they make up for it with strong bodies and very capable hammers.

Mandy and Sandy

N Medium Animal (guard dogs)
Init +2, Senses low light vision, scent, Perception +8

DEFENSE
AC 13, 12 touch, 11 flat-footed (+2 Dex, +1 natural)
hp 18 each (2d8+4)
Fort +5, Ref +5, Will +1

OFFENSE
Spd 40 ft.
Melee bite +3 (1d6+3 plus trip)

STATISTICS
Str 15, Dex 15, Con 15, Int 2, Wis 12, Cha 6
Base Atk +1; CMB +3, CMD 15 (19 vs. trip)
Feats Skill Focus (Perception)
Skills Acrobatics +6 (+14 jumping), Perception +8, Survival +1 (+5 scent tracking), Racial Modifiers +4 Acrobatics when jumping, +4 Survival when tracking by scent
Other Gear Gold embroidered collar (25 gp)

Mandy and Sandy came with Tom and Grom and were welcomed by Dwight as any other patron. They are rather large mutts (70 lbs), but are not overbearing. They are docile unless commanded by any of the dwarves. The two brothers have tried to work on their ferocity, but they are too well fed and liked by the town to attack for other reasons. They mingle with the crowd every night and the bouncer brothers never have to spend money on feed.

Typical Barmaid

Female Human Commoner 1
NG Medium human
Init +1, Perception -1

DEFENSE
AC 11, 11 touch, 10 flat-footed (+1 Dex)
hp 4 each (1d6)
Fort +0, Ref +1, Will -1

OFFENSE
Spd 30 ft.
Melee fist (1d3, nonlethal)

STATISTICS
Str 10, Dex 12, Con 10, Int 9, Wis 9, Cha 14
Base Atk +0; CMB +0, CMD 11
Feats Pesuasive, Deft Hands
Skills Diplomacy +4, Disable Device +3, Intimidate +4, Sense Motive +0, Sleight of Hand +3
Languages Common
Other Gear purse containing 2d20 cp and 1d8 sp.

Dwight employs a total of 12 different barmaids at various times during the week. They are either hand-picked by Dwight or referred by other barmaids. Dwight has certain standards with his barmaids and discriminates horribly. As a result, all of the barmaids are pretty and buxom. On any given night there will be 4-8 barmaids working, the number depending upon the pace of the night’s activities.

Juliet, Head Cook

Female Human Expert2
NG Medium human
Init +0, Perception +4

DEFENSE
AC 10, 10 touch, 10 flat-footed
hp 9 (2d8)
Fort +0, Ref +0, Will +3

OFFENSE
Spd 30 ft.
Melee fist +1 (1d3, nonlethal)
Melee rolling pin +1 (club) (1d6/x2)

STATISTICS
Str 11, Dex 10, Con 11, Int 12, Wis 11, Cha 9
Base Atk +1; CMB +1, CMD 11
Feats Alertness, Skill Focus (cook), Throw Anything
Skills Appraise +3, Bluff +1, Craft (pottery) +3, Diplomacy +1, Intimidate +1, Perception +4, Profession (cook) +5, Sense motive +2
Languages Common, Dwarven
Other Gear rolling pin, necklace of pearls (25 gp).

Juliet is a heavy set woman that runs Dwight’s kitchen and directs the barmaids with tenacity. Though rough at times, she can be very kind and all like working for her. She has a soft spot for the tavern-owner, though he has little or no clue to her affections.

Typical Cook

Female Human Commoner 1
NG Medium human
Init +1, Perception -1

DEFENSE
AC 11, 11 touch, 10 flat-footed (+1 Dex)
hp 4 each (1d6)
Fort +0, Ref +1, Will -1

OFFENSE
Spd 30 ft.
Melee fist (1d3, nonlethal)

STATISTICS
Str 10, Dex 12, Con 10, Int 10, Wis 9, Cha 10
Base Atk +0; CMB +0, CMD 11
Feats Skill Focus (cook), Skill Focus (appraise)
Skills Appraise +4, Profession (cook) +3
Languages Common
Other Gear cooking utensils

Dwight has 4 full-time cooks. They are fond of Juliet and Dwight and very loyal to his service.

Milford, Stable boy

Male Human Commoner 1
NG Medium human
Init +1, Perception -1

DEFENSE
AC 11, 11 touch, 10 flat-footed (+1 Dex)
hp 3 (1d6)
Fort +0, Ref +1, Will -1

OFFENSE
Spd 35 ft.
Melee club -1 (1d6/x2)

STATISTICS
Str 9, Dex 12, Con 10, Int 10, Wis 9, Cha 12
Base Atk +0; CMB -1, CMD 11
Feats Fleet, Skill Focus (handle animal (horse))
Skills Handle Animal (horse) +5, Ride +2, Stealth +2
Languages Common
Other Gear branding iron (club)

Milford is a local boy whose parents were killed in the Kablon War, only a few cycles hence. Dwight took the boy in and gave him a job of handling the horses of any patrons who happen to partake of the Tavern. He lives in hayloft above the main stables.

Dwights

The Tavern

1. Main Room
Most of the activity in the tavern happens here. The Main room holds 112 seated or double that amount with standing room only. A typical afternoon has 2d12 patrons present while the dinner rush has 100 patrons at a minimum. A large 30’ x 10’ stage sits at one end of the tavern and is rigged for curtains and other stage props.

2. Barmaid drink room
The barmaids use these rooms to serve drinks to the patrons.

3. Privy
These two areas are the restrooms for the patrons.

4. Kitchens
Juliet and the other cooks prepare food in these areas. During the day, the east kitchen is used while at night they utilize both areas.

5. Pantry
The pantry contains food storage and general cooking utensils. Stairs descend into the basement.

6. Guest chambers
These guest chambers house 8 people comfortably on 4 bunkbeds. These rooms go for 8 sp/night

7. Deluxe guest chambers
A nicer version of the guest chambers with larger beds and more furniture. These may house 4 people comfortably on two double beds. These rooms go for 1gp/night.

Adventure Hooks

  1. Milford has found something left behind by a very discreet visitor. It is a small rod with three colored balls attached. He thinks one of the characters from the party can help him figure out what it is. Unfortunately, the former owner wants it back…
  2. Dwight has a dart throwing contest. The prize is a date with the prettiest of his barmaids, and 10 gp to spend on their first date.
  3. An old man begins a tale during the late evening activity at one of the hearths. It begins with tale about odd looking wolves with crimson fur and ends with a map leading into the Wilds.
  4. Tom and Grom want a night away from the Tavern. Dwight is looking for bouncers for the night, pay is a week’s lodging in the deluxe room below and a steadfast friend. Fortunately, several tavern folk have lost their jobs and are looking for some brawling.