The Seeker's Guide to Twisted Taverns - Flip eBook Pages 1-50 (2024)

2 The Seeker’s Guide to Twisted Taverns Introduction Greetings, and welcome to The Seeker’s Guide to Twisted Taverns! This book is a collection of fantastical locations that can be used in any 5th Edition setting. Each tavern features its own story, cast of characters, a collection of side quests, unique areas, and a number of secrets. You may use any or all of the contents to provide players a place to rest and recoup from their grand adventures, or explore the taverns as their own adventures! The total of 17 taverns range from levels 1-20, in no particular order, and have suggestions as to where they might be located. They are intended to serve as starting points, rest stops, or anomalies to use at times when writer’s block or schedule conflicts are ever-present. Running the Taverns “To run these taverns, you need the 5e System Reference Document or similar material, as many of the monsters and items contained therein are referenced throughout this book.There are also several mentions of creatures found in the first of Eldermancy’s books, Stibbles Codex of Companions. All other necessary stat blocks are included at the end of each tavern’s entry. When a creature’s name or type appears in bold, it implies that you may find their abilities in the related stat block section, Stibbles Codex or the System Reference Document. The rest of the mentioned items, including spells, magic items and equipment may be found in the in the System Reference Document or similar material as well.” World Travelers In addition to the taverns, this book also contains a group of enigmatic NPCs called “World Travelers.” These figures can appear at any of the taverns, be met on the road, or be played as characters in some of the more challenging taverns. For further direction on role-playing as the world travelers, read their descriptions in Chapter 18. Consider the following notes when using the contents of this book: • These taverns are designed to be added to any world and any cosmos, which leads to a lot of optional diversity. Because of this, the book accounts for the GM’s authority when deciding certain event outcomes, locations, and options for involvement in the existing adventure. The contents of this book are meant to be creatively inspiring, and are built with the intent of letting players and creators mix their own ideas with the stories. • It is highly recommended that the GM read through the tavern they wish to include before involving it in their game, as certain rooms feature secrets and mechanics in their descriptions. • Due to the size of the book, numerous items and characters involve stat blocks that are available in the 5e Systems Reference Document. Some content in this book implies and specifies the use of alcohol. Before consuming this content, please remember do not drink if you’re not of legal age in your country of residence. Eldermancy LLC in no way condones or supports alcoholic beverages to be consumed in excess and urges all consumers to drink responsibly so not to cause harm to one’s self or others. Credits Lead Design: Logan Reese Art Direction: Ona Kristensen Writing: Amie Rose Rotruck, Ben Sandfelder, GM Tim, Joe Raso, Kimberly Pauley, Logan Reese Editing: Cordon Fuller, Logan Reese Proofreaders: Kathryn Griggs, Tyler Kempthorne, Hannah Peart, Simon Sherry Maps: Made using Dungeon Scrawl Playtesting: All of the wonderful backers who were kind enough to help us out! Graphic Design: Martin Hughes Interior Illustration: Amalas Rosa, Ana Fedina, Cynthia F.G., D.Cybele, Emanuel Silva, James, Patel, Kme, Lina (Softlywool) Andersson, Marilyn Brackett, Martina Levrini, Maxime Bocquier, Nahuel Insua, Noel Hansson, Ona Kristensen, Paulo Loveranes Galamgam, Tijana Janković, Wesley Phua, Yara Abril Cover Art: Kme Product Design: Matthew Witbreuk, Martin Hughes, Simon Sherry, Ona Kristensen, Seng Hong, Joshua Orchard, Jeff Todd, Joseph Chan Fulfilment: Matthew Witbreuk, Simon Sherry, Rosa Man Marketing: Kathryn Griggs, Tyler Kempthorne, Hannah Peart Collaborators: Red Dragon Inn, Hexbound Special Thanks: Binary, Mariosack, Tyler Williamson, VitaminDitter and Wizards of The Coast! Ownership & Copyright This product is compliant with the Open Game Licence and is suitable for use with the 5th Edition rules system. Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version 1.0a, Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper names (characters, deities, etc.), dialogue, plots, storylines, locations, characters, illustrations, and trade dress. (Elements that have previously been designated as Open Game Content or are in the public domain are not included in this declaration.) Open Content: Except for material designated as Product Identity (see above), the game mechanics of this game product are Open Game Content, as defined in the Open Game License version 1.0a Section 1(d). No portion of this work other than the material designated as Open Game Content may be reproduced in any form without written permission. The Seeker’s Guide to Twisted Taverns © 2021, Eldermancy LLC. All rights reserved. Reference to copyright material in no way constitutes a challenge to the respective copyright holder of that material. Eldermancy LLC, the Eldermancy logo, The Seeker’s Guide to Twisted Taverns and The Seeker’s Guide to Twisted Taverns logo are trademarks of Eldermancy LLC. Made in China

The Seekers Guide to Twisted Taverns Contents Introduction ......................................2 Ch 1: The Wizard’s Watering Hole.....4 Introduction........................................... 5 Areas of the Tavern ............................... 5 The Tavern’s Operators.......................... 7 The Tavern’s Guests............................. 11 Menu.................................................... 14 The Quest Board.................................. 16 Tavern History ..................................... 17 Stat Blocks ........................................... 18 Ch 2: Rail-Away..............................20 Introduction......................................... 21 Areas of the Tavern ............................. 21 The Tavern’s Operators........................ 26 The Tavern’s Guests............................. 28 Menu.................................................... 30 The Quest Board.................................. 32 Events................................................... 34 Tavern History ..................................... 36 Stat Blocks ........................................... 37 Ch 3: Wildaback Tavern ..................38 Introduction......................................... 39 Areas of the Tavern ............................. 39 The Tavern’s Operators........................ 42 The Tavern’s Guests............................. 48 Menu.................................................... 50 The Quest Board.................................. 52 Tavern History ..................................... 54 Stat Blocks ........................................... 55 Ch 4: The Bloated Bounty...............56 Introduction......................................... 57 Areas of the Tavern ............................. 57 The Tavern’s Operators........................ 60 The Tavern’s Guests............................. 65 Menu.................................................... 66 The Quest Board.................................. 68 Tavern History ..................................... 70 Stat Blocks ........................................... 71 Ch 5: The Dancing Horse................72 Introduction......................................... 73 Areas of the Tavern ............................. 73 The Tavern’s Operators........................ 75 Menu.................................................... 80 The Tavern’s Guests............................. 82 The Quest Board.................................. 83 Tavern History ..................................... 84 Stat Blocks ........................................... 85 Ch 6: Poor Larry’s...........................86 Introduction......................................... 87 Areas of the Tavern ............................. 87 The Tavern’s Operators........................ 89 The Tavern’s Guests............................. 93 Menu.................................................... 94 The Quest Board.................................. 96 Events................................................... 97 Tavern History ..................................... 98 Stat Blocks ........................................... 99 Ch 7: Treetop Tavern.....................100 Introduction....................................... 101 Areas of the Tavern ........................... 101 The Tavern’s Guests........................... 109 The Tavern’s Operators...................... 110 Menu.................................................. 112 The Quest Board................................ 114 Events................................................. 116 Tavern History ................................... 116 Stat Blocks ......................................... 117 Ch 8: Spring of Peace ....................118 Introduction....................................... 119 Areas of the Tavern ........................... 119 The Tavern’s Operators...................... 124 Menu.................................................. 126 The Tavern’s Guests........................... 128 The Quest Board................................ 130 Events................................................. 132 Tavern History ................................... 133 Stat Blocks ......................................... 134 Ch 9: The Grand Shanty ...............136 Introduction....................................... 137 Areas of the Tavern ........................... 137 The Tavern’s Operators...................... 140 Menu.................................................. 146 The Tavern’s Guests........................... 148 The Quest Board................................ 149 Events................................................. 150 Tavern History ................................... 151 Stat Blocks ......................................... 152 Ch 10: The Drunken Treasure.......154 Introduction....................................... 155 Areas of the Tavern ........................... 155 The Tavern’s Operators...................... 157 The Tavern’s Guests........................... 163 Menu.................................................. 164 The Quest Board................................ 166 Tavern History ................................... 169 Stat Blocks ......................................... 170 Ch 11: Fungal Grotto ....................172 Introduction....................................... 173 Areas of the Tavern ........................... 173 The Tavern’s Operators...................... 175 The Tavern’s Guests........................... 178 Menu.................................................. 182 The Quest Board................................ 184 Tavern History ................................... 186 Stat Blocks ......................................... 186 Ch 12: Ironstein Mine ...................188 Introduction....................................... 189 Areas of the Tavern ........................... 190 The Tavern’s Operators...................... 191 The Tavern’s Guests........................... 197 Menu.................................................. 198 The Quest Board................................ 200 Tavern History ................................... 201 Stat Blocks ......................................... 202 Ch 13: The Dungeon of Darkness..204 Introduction....................................... 205 Areas of the Tavern ........................... 205 The Tavern’s Operators...................... 207 The Tavern’s Guests........................... 215 Menu.................................................. 216 The Quest Board................................ 218 Tavern History ................................... 219 Stat Blocks ......................................... 219 Ch 14: Teapot Temple....................220 Introduction....................................... 221 Areas of the Tavern ........................... 221 The Tavern’s Operators...................... 223 The Tavern’s Spirits........................... 229 The Tavern’s Guests........................... 229 Menu.................................................. 230 Events................................................. 232 Tavern History ................................... 233 Stat Blocks ......................................... 233 Ch 15: By the Frost.......................234 Introduction....................................... 235 Areas of the Tavern ........................... 235 The Tavern’s Operators...................... 237 The Tavern’s Guests........................... 241 Menu.................................................. 244 The Quest Board................................ 246 Tavern History ................................... 248 Stat Blocks ......................................... 249 Ch 16: The Tavern at Death’s Door.250 Introduction....................................... 251 Areas of the Tavern ........................... 251 The Tavern’s Operators...................... 253 The Tavern’s Guests........................... 256 Menu.................................................. 258 The Quest Board................................ 260 Events................................................. 260 Stat Blocks ......................................... 261 Ch 17: The Daydream ...................262 Introduction....................................... 263 Areas of the Tavern ........................... 264 Menu.................................................. 274 Tavern History ................................... 276 Stat Blocks ......................................... 277 Ch 18: Extras World Travelers.................................. 278 The Critic .......................................... 278 The Gambler...................................... 279 The Old Lady..................................... 280 The Seeker......................................... 281 Emit William Saps, the Tinkerer....... 282 The Three Hexbound Sisters............. 282 Trail Seeker (Card Game)..............284 Map Index .....................................286 OGL Licence .................................320

4 The Seeker’s Guide to Twisted Taverns The Wizard’s Watering Hole

The Seeker’s Guide to Twisted Taverns 5 Areas of the Tavern This tavern has four stories, three of which are above ground. The ground level and basem*nt are designated for guests to enjoy the atmosphere. The second above-ground story is for housing guests, and the uppermost story is sealed off. A1. The Main Hall When the players enter, they will notice several key features: • There are tables and booths scattered around the main hall, all of which are animated. Any creature sitting in a chair can use their action to direct the chair’s movement, with a flying speed of 20 feet. The chairs and tables are unable to leave the tavern, and will lose their magic if forcibly taken. • Sitting at various tables are the other patrons, listed in the Tavern’s Guests section. Standing three stories tall and surrounded by dancing lights and illusory spectacles, The Wizard’s Watering Hole beckons any and all outsiders to visit. This widely renowned tavern has established a reputation for excitement and arcane strangeness. The tavern seemingly runs itself, conjuring all its goods and services from powerful and permanent magics. Player characters of any level can visit the tavern, but it is optimised for players level 5-10. This taven works best in a high magic setting, and is best placed either in a large town, in a city, or at a frequently used crossroads. The Wizard’s Watering Hole should be presented to the characters as a place of unrealistic enjoyment, suspiciously low prices, and visual spectacle. The Wizard’s Watering Hole

The Wizard’s Watering Hole The Tender • The bar against the back wall is stocked with an array of strange bottles, keg faces, and other barware. Looking across shelves and tables, the players will quickly notice dozens of awakened mugs dashing around, helping serve guests and mix drinks. When the players enter, several mugs will approach them and attempt to lead them to the bar. • The bar is run by a modified suit of armor called “The Tender.” It has two additional arms that protrude from its back, and it wears a top hat (animated headwear) that allows it to speak, an ability it uses to take orders and conduct small talk. The Tender operates the bar, mixes drinks, and will leave briefly to gather ingredients in order to create meals at the counter. It works best as a listener, and is capable of answering follow-up questions on a topic, but otherwise has very little information to offer outside of the menu. It has an intelligence of 10 and can attack four times on its turn, but it otherwise has the same statistics as animated armor. • A thin layer of fog looms overhead, seeming to ebb and flow at random intervals. This fog is actually sentient, and works to keep the peace within the tavern. It will intervene when a fight threatens to become lethal, or when it notices petty crimes being committed. It does so by forming a large, featureless humanoid from the fog, or by using telepathy to defuse situations. When manifesting the fog, use the Ethereal Guardian stat block. • Dancing lights and minor illusions drift through the fog, illuminating sections of it with different colors. The lights appear as colorful glowing orbs, occasionally crossing over each other to briefly form dancing humanoid figures. The minor illusions constantly reshape to take the form of various small creatures, cartoonish faces that resemble guests, and arcane symbols. A2. The Showroom This room is attached to the main hall by an open doorway. Inside is more seating, and a large segmented stage. The main platform is designated for guest performances, and a circular section of the stage is full of self-playing instruments. Among them are drums, a flute, a lute, a horn, and a viol. If anyone plays alongside them, their song changes as the instruments attempt to create a shared melody with the performer. Trying to steal the self-playing instruments risks invoking the attention of the ethereal guardian, as the instruments will create loud noises in panic. If a creature manages to successfully steal one, the instrument can be attuned to. Each of the instruments is secretly imbued with the soul of a dead bard, whose personality and helpfulness are determined by the GM. A3. Potion Room The Potion Room is open to all guests for both study and recreational purposes, but can only be operated by up to four creatures at a time. This room is heavily stocked with potion ingredients, all placed in various containers on the shelves that line the walls. Below the shelves are tables covered with empty bottles, vials, burners, and other tools for potion creation. A creature who is proficient with brewers supplies may use these tools with a cauldron. Potion Grab Bag. Potions made in this room can be consumed on the property, but are confiscated by the Ethereal Guardian by guests leaving the tavern. As a variant rule, players can purchase their own concoctions for half the normal price of the potion. Cauldrons. There is a stream flowing into this room from the garden, ending in a pool of water in the center of the room. A circle of four cauldrons surrounds this pool, and a book lies on a pedestal facing the doorway. Guests can use buckets found around the room to fill the cauldrons, which will magically begin to boil. The book is an enchanted catalogue of the ingredients in this room, and when the name of an ingredient is read from the book, the ingredient is magically summoned from the shelves. Are all gods avatars of the same force?

The Seeker’s Guide to Twisted Taverns 7 The Tavern Operators Admindium This alien creature resembles a spindly purple humanoid with six boney appendages that protrude from its back. These appendages resemble the limbs of a spider, and end in pointed tips. Its head is featureless, save for a large grinning mouth. It wears a white three-piece suit, and carries nothing other than a wand of wonders. It will greet the party as if they were old friends, and welcome them to what it calls “the tavern’s greatest secret, its hidden administrator.” Admindium tells the party that it is a unique creature that feeds on emotions which come from revelry and enjoyment. This statement is actually true, but the rest of the creature’s story is a clever lie. It claims that The Wizard’s Watering Hole is not entirely independent, but is an extension of Admindium itself. After congratulating the adventurers, it will offer a trade: if they leave the tavern and never mention their discovery, they will be given 1,000 gold pieces and an awakened mug as a companion. If the party has discovered the wizards in D3 prior to their meeting, and questions Admindium about them, the creature will firmly suggest they leave the tavern and summon the Ethereal Guardian to escort them out. If the party asks about the contraption in D5, Admindium will try to explain that the machine powers the tavern’s operations, in spite of it being dormant. Unless the wizards are set free, Admindium has very little interest in fighting. It will instead try to defuse arguments, or make fraudulent threats that make it appear unkillable. However, if forced into combat, it will summon all of the tavern’s constructs to help it fight. The Dealers The Dealers are detailed in the Casino (C2) section. Similarly to The Tender, if they are destroyed, new constructs will replace them 1d4 hours later. Ethereal Guardian The Ethereal Guardian was created by Admindium solely to keep the peace inside the tavern. It prefers to stay on the main floor, but will occasionally visit the Parlor (C1) or the Casino (C2) to check on guests. When settling disputes, it will communicate telepathically with a calm and soothing voice, urging guests to deal with their issues outside. If forced into combat, it will only act to remove hostile creatures from the tavern. The spirit that governs the fog’s actions is tied to the Ethereal Plane. If a creature enters the ethereal plane, they will clearly see the spirit as a large, pale man with a muscular build and a forlorn expression. Communicating with the spirit will reveal that it loathes violence and petty disputes, and it expresses great pain when dealing with aggressive guests. It has no intention of leaving the tavern or its responsibilities, regardless of its pain. The Wizards Resting eternally in their chambers (D3) are six humanoid figures, four of which are female and two of which are male. All of the wizards lie dormant inside their crystal prisons, dimly lit by the magical glow that the crystals emit. They each wear robes of the archmagi and have their faces obscured by magical darkness. They will only speak once they have all been freed, and any threats have been dealt with. One of them will then ask the party about the time, location, and current chapter of reality they are in. The rest of them will spread through the tavern and clean out the changes brought on by Admindium. Once this is accomplished, they will escort the party out of the tavern before vanishing in the blink of an eye. If the party is respectful and informative, the wizard will offer them additional robes of the archmagi as thanks. If asked about their history, they will explain the true purpose of the tavern as stated in the Tavern History section. If asked what they mean by “chapter,” they will describe reality as a series of books that are separate but intertwined. The tavern is a vessel meant to traverse these “chapters” of reality and uncover the truth about their existence. The Tender The Tender was created by Admindium to deal with the tavern’s day-to-day operations. It is equipped with refined culinary skills, a catalogue of co*cktail recipes, and the ability to recall anything a guest tells it. This construct’s personality was meticulously designed to be approachable and respectful, as not to insult any guest. It will never ask anything of the party, outside of its riddles detailed in the Quest Board section. If a guest orders a meal that includes ingredients not readily available at the bar, The Tender will leave for 1d6 rounds to quickly collect what it needs from other rooms. If The Tender is destroyed, a new construct emerges from the top floor 1d4 hours later to replace it.

8 The Seeker’s Guide to Twisted Taverns The Wizard’s Watering Hole Ulrich Magnes Creatures can create potions using the materials found in this room. To do so, they must spend 10 minutes and expend a spell slot of the required level. They must also succeed on an Intelligence (Arcana) check whose difficulty is 12 + the level of the desired spell. On a success, the creature creates one potion of a known spell that they choose. On a failure, the GM may cause one of the following effects to occur: 1d10 Result 1 The contents of the cauldron suddenly explode, dealing 1d6 fire damage and burning away the eyebrows of any creature within 5 feet of it. 2 The contents of the cauldron suddenly turn into snow. 3 The contents of the cauldron become thick like cement. After 10 seconds, the mixture becomes a grey ooze. 4 The cauldron erupts in a flash of light. Every creature inside the room becomes blinded and deafened for 1 minute. 5 1d8 cats pour out of the cauldron and race around the room for 1 minute, frantically knocking over glass containers. The cats then explode into small puffs of smoke. 6 The contents of the cauldron rapidly evaporate until only 6 ounces of fluid are left. If a creature consumes this, their movement speed and jump distance are doubled for 10 minutes. 7 The contents of the cauldron explode into a foamy mixture, sending a cloud of bubbles into the air. If a creature pops one of these bubbles, they become invisible for 1 round. 8 The contents of the cauldron thicken, and chunks of what looks like fish meat begin to appear in the mixture. If consumed by a creature, this soupy potion causes patches of fish-like scales to appear on the creature’s body. This effect grants them +1 to their Natural AC, and lasts for 1 hour. 9 The contents of the cauldron becomes a multicolored fluid. If consumed by a creature, the creature’s speech and actions are enhanced by minor illusions. For example, gold coins circle the head of a creature talking about gold, or a creature throwing a punch is accompanied by a cartoonish “WHAM!” sound. This effect lasts for 1 hour. 10 The contents of the cauldron pour out a thick fog that covers the floor, before turning bright red. If a creature consumes the red liquid, it gains 1d8 temporary hit points for 8 hours. A4. Garden The Garden provides guests a peaceful location to lounge, enjoy the fresh greenery, and gather herbal ingredients for personal endeavors. This room contains a never-ending waterfall, which waters a large garden of herbs, fruits, and vegetables. The water comes from several spouts on the wall in the back, which function as decanters of endless water. The plants in this garden are unnaturally healthy, and are used to create the dishes offered by The Wizard’s Watering Hole. Outlets. The water from this room flows into several other rooms in the tavern, through grate-covered magical portals in the corners of the garden. Players can remove the grates with a DC 14 Strength (Athletics) or Dexterity (Sleight of Hand) check. These outlets lead to the Potion Room (A3), Storage (A7), the Casino (C2), and the Restroom (A6). A5. Private Parlor This room is designated for private conversations, but because of its enigmatic nature it can be used for a variety of activities. The door handle has a dial surrounding it, marked with the numbers 1 through 8. When turned, the dial summons a pocket dimension behind the door, using the number as a power word tied to it. If the room is occupied, the handle glows red and acts as an immovable rod keeping the door shut. Otherwise, the door can be opened to reveal a 30-square-foot room obscured by magical darkness. While inside the room, creatures cannot be located or spied upon by divination magic, and they can communicate with each other telepathically. A6. Restroom This Restroom consists of a washroom and seven stalls. The toilets are flushed by pressurized water from the garden, which sends waste into a 1-foot-wide portal connected to the elemental chaos. A7. Storage This backroom lies behind the bar, and is kept behind a locked metal door. The Tender has the key on its waist, but the door can be unlocked with a successful DC 15 Dexterity (Thieves Tools) check. If guests are caught trespassing by any of the operators, the Ethereal Guardian will be alerted to remove them from the tavern for the evening, accompanied with a strongly worded warning. Repeated entry can lead to banishment from the tavern. Crates and Barrels. The main storage room is piled high with various crates and barrels. These containers each house an extradimensional space capable of holding up to 100 gallons per barrel, and 5 cubic feet per cubic foot of each crate. They contain various goods like flour, potatoes, oil, and other ingredients. Coop. There is a small room on the left side of the storage room labeled “Fibbona.” The room is roughly 10 feet by 10 feet, with a 15-foot-high ceiling. Inside is a red-feathered, two-headed creature that resembles a giant chicken, and a recently laid egg. The creature is a Fibbona Chicken, which creates infinite eggs through the following process: 1. The Fibbona Chicken lays an egg. 1a. The egg can be broken and eaten normally at this stage. 2. The egg grows to three times its original size over the course of an hour. 2a. The large egg can be broken; it contains 2 new eggs. 3. The egg grows wings and legs, becoming a fibb. 3a. If the fibb is killed, it cracks open and releases 2 new eggs. 4. The fibb slowly grows feathers and skin over the course of a week, becoming an adult fibbona chicken. 4a. If the fibbona chicken is killed, 4 new eggs fall out of its chest. The Fibbona Chicken lays one new egg every week. If a creature attempts to steal an egg, and is unaware of

Trail Seeker Rules

10 The Seeker’s Guide to Twisted Taverns The Wizard’s Watering Hole this process, they risk introducing an impossibly invasive species into the local environment. Their reproduction can only be stopped by destroying every egg from every Fibbona Chicken within the hour that it is laid. Meat Locker. A larger room in the back of the storage is labeled “Meat Locker.” Inside this room is a water trough, a bin filled with grain, and “The Cow.” The Cow is cursed with immortality, and has been alive for far longer than it can remember. It is incapable of feeling physical pain, and regenerates from its wounds moments after being cut. The Wizard’s Watering Hole gets most of its meat from various parts of The Cow. The cow has developed intelligence over time, and can be communicated with using magical means. If a creature successfully communicates with The Cow, they will learn that it has named itself Beafy. It is tired of being eaten, and simply wishes for a change of pace. The players have several options for changing the cow’s life. It can be carried out inside of a crate, given to another patron, killed using fire, etc. The Cow was originally a fearsome troll named Buefo, who was captured by wizards during their adventuring days. As punishment for the destruction it caused, Buefo was transformed into a cow through true polymorph. If the players dispel this effect using dispel magic, it will either attack them or exit the tavern peacefully, depending on whether or not the players communicated with The Cow first. B1. Hallway This L-shaped Hallway leads from the Main Hall into the guest rooms. There is an additional spiral stairway that leads to the top floor. The Hallway is lit by illusory candles and ribbons of light that float through the air. Portal Mirror. At the end of the Hallway is a magical mirror. While staring into the mirror, a creature can speak the name of a room they have previously visited in the tavern. The mirror will show a reflection of the named room, teleporting the creature into the reflection before appearing to “shatter” in front of them. This effect should be described as jarring. Animated Paintings. Lining the Hallway’s walls are a series of animated paintings that tell repeating short stories. Some of them are comic, others tragic, and a few adapt to show recent historic events. B2. Guest Rooms These guest rooms vary in size, with larger rooms accommodating up to four additional guests. The rooms’ purple wooden doors can only be opened with a command word chosen by the guest. Inside each room is an empty desk, two chairs, a chest, and a Stasis Chamber in place of a bed. Most rooms have one or two windows that allow guests to enjoy the outside view, or shut them with leathery drapes. Stasis Chamber. This floating, oval-shaped object appears to be made of a light blue gelatin. Each stasis chamber can fit up to one large creature, two medium creatures, or four small creatures. Creatures that enter the stasis chamber feel a sense of peace and restfulness. Sleeping inside of the chamber allows creatures to shape their dreams, and awaken fully rested at the time they choose. Chest. The chest’s mouth is 3 feet wide and 2 feet long. Inside the chest is an extradimensional space capable of holding 20 cubic feet of material no heavier than 800 pounds. A magical, invisible barrier prevents other dimensions from disrupting the extradimensional space. B3. “Empty” Guest Room This guest room appears identical to other guest rooms (B2) upon entry. However, there is an invisible humanoid living in this room. It is harmless; it has 10 AC, 5 hit points, and immunity to force damage and damage done by nonmagical weapon attacks. A creature that tries to sleep in the stasis chamber here will suddenly be embraced by the invisible humanoid. King’s Clothes. The only belongings the invisible humanoid has are a set of invisible clothing at the bottom of the room’s chest. A creature that steals them can choose to wear the clothes. Wearing these clothes grants unarmored creatures +1 to their Armor Class, and resistance to cold environments. B4. Olin’s Room This guest room is occupied by Olin Wiscard, a human commoner. Its doors command word is “open.” The walls are covered with papers and string. Player characters can make a DC 12 Intelligence (Investigation) check to

The Seeker’s Guide to Twisted Taverns 11 The Tavern Guests interpret the notes, which imply the tavern isn’t actually a tavern, but instead some sort of “vessel.” The chest in this room contains 2d8 gold coins and Olin’s spare clothes. Desk. Olin’s desk is covered in loose papers and notes. Searching through them, players will find several denied applications to various wizard colleges. The only thing of value is a scroll of identify buried under the papers. B5. Ulrich’s Room This guest room is occupied by Ulrich Magnes, a halfelf woman. Its command word is “damn.” The room is a wreck, with the floor covered in bottles and unfinished meals. The chest has been moved under the desk, and the two chairs appear to have been thrown at the back wall. Shrine. The desk is the only part of the room that appears intact, decorated with used candles and a large 20-sided die. In place of the die’s “20” face is a glass panel. If the die is rolled and lands on a 20, a fortune appears behind the glass. The specifics of the fortune are up to the GM, but what it describes will eventually come to pass. Chest. Under the desk is Ulrich’s chest, which contains the terms of her contract and a painting of her son, Torrel. Pinned to the back of the painting is a scroll of sending. B6. Bathroom This sectioned room features a pair of toilets, a sink, and a large bath. The water that fills the bath is prepared with a mixture of herbs and salts, and is enchanted to constantly emit illusory bubbles. B7. Balcony This simple balcony provides guests a place to watch the surroundings and have discussions with other visitors. The Wizard’s Watering Hole is a large tavern, and should be popular in the area that you place it. The number of guests can fluctuate at the GM’s discretion, but listed below are a number of sample NPCs that can be included during the player’s visit. Olin Wiscard A male human commoner, Olin is an aspiring wizard. He is a regular at The Wizard’s Watering Hole, and spends most of his time researching the inner workings of the tavern. He carries a cluster of loose papers with unreadable notes scribbled on them, and constantly mumbles to himself. When interacting with the players, Olin heavily implies that he’s on the verge of a breakthrough, but is unable to fully explain what he’s after. Olin expresses a strong interest in the top floor, but will only mention it in a hushed tone. If the players accept his quest to explore upstairs, he will join them until they unlock the door. Once the area is open, he will head toward the Cosmovect (D5) and spend the rest of his time inside that chamber. Ulrich Magnes A female half-elf cult fanatic, Ulrich can be found several drinks under in the Main Hall (A1). Ulrich made a pact with an outsider in her youth, but has long since given up on fulfilling her end of the deal. The terms of the pact demanded that Ulrich sacrifice her first child, Torrel, or lose her own wealth and soul. Unable to face her child, Ulrich spends her mortal days in a drunken stupor. Thrag the Devourer A male half-orc berserker, Thrag the Devourer can be found eating in either the Showroom (A2) or the Parlor (C1). Thrag is passionate about well-made meals, and has an incredibly keen sense of taste. Thrag visits The Wizard’s Watering Hole because he loves the meat they serve, but is happy to discuss his life with anyone who buys him food. An otherwise simple-minded man, he earned his title in a meat pie eating contest. Hrogar Spellgut A male dwarf traveler (use the bandit captain stat block), Hrogar can be found gambling in the Casino (C2). Hrogar is a large-bellied, jovial man who believes luck is always on his side. He will challenge player characters to win a gamble three times in a row, rewarding them 25 gold pieces if they succeed. Cothadius Barethamule A flesh golem, Cothadius believes itself to be a great wizard. It wears long blue robes and a large hat, both of which are covered with star patterns. This delusional construct spends its time smoking in the Parlor (C1), deepening its confused state. Discussions with Cothadius are difficult to follow, as it will stop abruptly before changing the topic at random. In its pockets are a steel key that resembles a tiny wizard, and a wooden stick that it believes is a wand. If Cothadius becomes sober, it will leave the area and stand guard at the Locked Vestibule (D1).

12 The Seeker’s Guide to Twisted Taverns The Wizard’s Watering Hole C1. Parlor This underground Parlor offers guests a place to lounge in peace, with wide round tables accompanied by C-shaped booth seating. The floor is covered by a red velvet rug, and the walls are decorated with various replicas of magic items, dimly lit by ever-burning torches. Wizard’s Smoke. A number of the tables have a cluster of magic pipes displayed in circular cases. A creature can use these pipes to cause mind-altering effects. Drawing wizard’s smoke from a pipe forces the subject to make a DC 14 Constitution saving throw. On a failure, the creature gains 2d8 + 4 temporary hit points, but is unable to focus on concentration spells and loses any skill proficiencies. These effects last for 10 minutes. C2. Casino The area just beyond the Parlor is better lit, with glowing orbs that accompany the wall-mounted torches. Here, guests can gamble against constructs called “Dealers.” There are 6 dealers that run different tables, all stocked with various dice sets and card games. Dealers. The dealers resemble men in tailored suits, with oversized dice in place of their heads. They use the statistics of animated armor with the following changes: they have 12 AC, 7 (2d4 + 2) hit points, a passive perception of 14, and a CR of 1/2. If a Dealer catches a creature cheating at one of the games, it will alert the Ethereal Guardian to move a portion of itself downstairs and deal with the cheater. The Dealers are unable to speak consciously, but will respond to inquiries with predefined explanations using magic similar to magic mouth. These responses include game rules, comments on outcomes, and warnings. Dice Duel. One game the Dealers run is called Dice Duel. To play the game, have a player bet any amount of gold. The player chooses one die to roll, from the table below. The Dealer will then add to the pot, with an amount corresponding to the player’s choice, as detailed in the Dice Duel Table. After the player rolls their chosen die, the Dealer will roll a d20. If the Dealer’s outcome is less than the player’s, the player wins the pot. A player can attempt to increase their odds of winning by making a Dexterity (Sleight of Hand) check against the Dealer’s passive perception. On a success, the player rolls their die with advantage. Dice Duel Table Die Type d20 d12 d10 d8 d6 d4 Payout 1:1 1:1.5 1:2 1:2.5 1:4 1:6 Variant Game. In addition to standard games and Dice Duel, the party can also gamble by playing Trail Seeker, a card game detailed at the end of this book. C3. Cellar This stone cellar is stocked with several small kegs and a wide variety of different taps. Each of the kegs is enchanted, and converts any liquid placed inside to a variety of ales. A set of six circular vats rest one foot above the floor on one-foot radius wooden rings. These vats appear to be filled with wine, but are actually open portals that lead to a dimension composed entirely of fermented fluids. Ladle. Sticking out of one of these vats is an oversized steel ladle. A creature wielding the ladle can use it as a magical improvised weapon that deals 1d6 bludgeoning damage plus 1d4 acid damage. In addition, using the ladle to stir up to 5 gallons of a liquid causes the liquid to boil (if possible). C4. The Rifting The tavern’s surplus of interdimensional magic has made it unstable. As a result, a dangerous tear in reality has opened below the tavern’s location. This room’s entrance has a 50% chance of being replaced with a wall at any given time. The wizards built this room to contain any monsters that leak through, and stationed four paradox guardians here to deal with them. These guardians use the statistics of a shield guardian, with the following changes: • The guardians are bound to the rifting instead of an amulet. • Instead of spell storing, the guardians can cast banishment once per day. At irregular intervals, one or more monsters leak into the room to fight. These monsters are most often celestial, fey, fiends, or undead, but it is ultimately up to the GM to determine what is assailing the tavern. If players enter and help the guardians, there is a 50% chance that one of the guardians will become bound to a random player instead of the rift. After 1d6 days, the guardian spontaneously ceases to exist. True Paradox. As a variant rule, the GM can roll percentage die before players enter the room. On a 50 or below, the guardians have been killed by a currently present monster. If the players exit the room and enter again, reroll to potentially change the outcome.

The Seeker’s Guide to Twisted Taverns 13 D1. Locked Vestibule The stairway leading up to the top floor ends at a large, wrought iron door. The door is engraved with images of six wizards, all connected by threads that lead to a large orb in the center of the engraving. The door is protected by the arcane lock spell, as well as a steel lock. The steel lock can be opened with a successful DC 20 Dexterity (Thieves’ Tools) check, or a key carried by Cothadius. The Vestibule. Beyond the locked door is a completely empty room with another steel door on the other side. The walls of this room are covered in an immaculate mural, depicting the six wizards building a massive tower. Further along the mural, the same wizards are seen opening a portal that resembles the open pages of a book. Finally, around the door on the far side, the wizards are depicted fighting a giant creature whose name is written in Celestial as “Darene Wreth, Angel of Lies.” D2. Upper Hallway Beyond the second door is a wide hallway, with symmetrical doors on both sides (D3). At the end of the hallway is an ornate wooden door (D4) that stands out among the otherwise metallic features in this chamber. The entirety of this floor seems much more advanced and alien than the rest of the tavern. Player characters who enter this hallway will be greeted by the wooden door at the end of the hallway flying open, and a deep voice from beyond the door saying, “Welcome, dear guests. Come speak with me for a moment.” D3. The Wizard’s Chambers These two parallel rooms are the best kept secret by the tavern. Inside each of them are three giant crystals, each crystal housing an ancient wizard kept in stasis by the imprisonment spell. The two rooms contain six imprisoned wizards in all. Their combined arcane power acts as a battery for the rest of the tavern’s functions. The wizards have the stat blocks of archmagi, with the spells dispel magic and plane shift added to their prepared spell list. If one wizard is set free, the following events occur: • Admindium will notice and enter the chamber to fight. • After being set free, each wizard will take their first action to set another one free before fighting. • The Ethereal Guardian will arrive to help Admindium fight in 1d4 rounds. If all the wizards are freed, the Ethereal Guardian dissipates. If the player characters manage to free all of the wizards, refer to the text under the Tavern’s Operators section. If more than half of the wizards are slain, the surviving wizards will teleport the party out of the tavern and relocate it. If all the wizards are slain, everyone inside takes 4d8 force damage and the tavern loses its ties to the material world, launching into the Astral Plane along with everyone inside it. If the party is inside, they can use The Cosmovect (D5) to return to the Material Plane. If they cannot understand the controls, Olin can operate them after studying the controls for 8 hours. D4. The Administrative Chamber This chamber resembles a luxurious office space, with a large, C-shaped desk against the back wall. Sitting in a large chair behind the desk is Admindium, the current owner of the tavern. It will greet the characters kindly, and may discuss whatever they wish with them. Refer to the Tavern’s Operators section. The Desk. The desk has seven drawers, all of them locked with unique locks that Admindium has the keys to on it’s keyring. Each drawer can be opened with a successful DC 15 Dexterity (Thieves’ Tools) check, or with the keyring. Inside them are thousands of papers that describe every guest that has ever visited the tavern, including what they enjoyed most about the visit. The party can find their own names among the papers, including remarkably accurate details about their visit. Aside from these papers, the following items can be found: • 6 golden figurines depicting robed figures, with moonstones in the place of their heads (worth 250 gp each) • 1d10 potions of greater healing • An amulet of proof against detection and location • A steel box containing a large, glowing sphere. See The Cosmovect for its use. D5. The Cosmovect The door directly across from the player characters when they enter bears a label written in Celestial, which reads “Extra Storage.” Inside the room is a massive contraption that defies logic. It resembles a giant combustion engine with hundreds of chambers laced throughout its workings. It currently lies dormant, but there is an empty slot for a large sphere near what appears to be a control panel. The missing sphere is kept by Admindium. The Control Panel. This ornate control panel confounds even the brightest of individuals. Player characters can make a DC 25 Intelligence (Investigation) check to understand The Cosmovect’s function and how to operate it. A creature that understands how to operate this control panel can spend 1 hour to input a specific location on any plane of existence. If The Cosmovect is powered, the entire tavern, along with anyone inside, instantly teleports to the designated location as if affected by the gate spell. SFUVSO UP U IF MJOF

14 The Seeker’s Guide to Twisted Taverns MENU Food Forever Steak - 4 sp This crowd favorite dish features a bottomless steak entree, grilled to your preference, and a side of hearty seasoned potatoes. 3d6 Cheese Omelette - 3 sp This towering omelette stack comes with enough eggs to feed a young hill giant. This delicious meal is packed with a magical cheese that changes flavor every few seconds! Evergreen Salad - 3 sp This meal is served as a bowl of dirt, which quickly grows into a number of crunchy greens, hearty tubers and fruiting vines. Server will provide a sauce filled-boat enchanted with flavor changing through prestidigitation. Everything Sandwich - 5 sp This sandwich isn’t for the faint of heart. Its massive girth is prepared with 40 different cuts of monster meat, 10 types of secret sauces, a medley of the fabled two dozen master herbs, and 20 different vegetables. Mystery Chicken and Eggs - 4 sp This breaded and grilled meat is served under a blanket of soft-boiled eggs. Topped with various spices, each bite will be a confusing mix of a flavor you’ve never tasted, and just chicken. Jellyfruit Medley - 3 sp This deep bowl of sugared and candied fruits rests under a large jellyfruit. Popping the fruit causes its unimaginably sweet insides to coat the rest of the dish. Enjoy losing your teeth! The Wizard’s Watering Hole

The Seeker’s Guide to Twisted Taverns 15 Curdled Night Hag Evergreen Salad co*cktails Wizard’s Wine - 2 sp This sparkling red wine is mixed with warm milk, cocoa shavings, sugar cane, and finally a hint of mint. You’ll find the rich flavor, sparkling fizz, and cold biting mint battling to dominate each sip. Curdled Night Hag - 1 sp To say this co*cktail’s texture is an “acquired taste” might be an understatement to some. Layering blue liquor under a layer of lime juice, and topping the mixture with a creamy liquor leads to a rather off putting appearance. Finish off with an injection of cherry syrup and take with closed eyes. Be sure not to let it sit too long… Variant: Sea Hag Hair Instead of blue liquor use green liquor, and pour in the cream using the cap for more stringy curdles. Seasonal Shift - 4 sp This co*cktail begins with sweet green liquor, layered under strong clear spirits and chilled tea, peach syrup, finally disturbed by frozen cubes of grape juice. As the drink sits, the seasons slowly change. Smoking Citrus - 2 sp The smoking citrus is a mixture of spiced rum, pineapple juice, orange juice, lemon, and lime, finished with smoking ice to bubble. Avoid actually eating the ice, but enjoy everything else! Dark Spirit Calling - 4 sp Combining a tall stout with a dose of dark red wine and dark molasses spirits leads to overwhelming richness. That or a blackout.

16 The Seeker’s Guide to Twisted Taverns The Wizard’s Watering Hole The Quest Board Next to the entrance of the tavern in the Main Hall (A1) is a quest board made of purple wood. There are several listings that stand out to the party. A Mysterious Request Quest Giver: ??? Description: Take this message off the board, and wait outside for 5 minutes. I need help with something that may be dangerous. If the party follows the instructions, Olin Wiscard will exit the tavern to meet them. He explains that he has been doing research on the secret nature of The Wizard’s Watering Hole. Having stayed here for over a week, he has noticed that the locked door upstairs has gone completely unvisited. He believes that the magic in the tavern is unexplainable, and the answer has to be behind the door. He offers the party 25 gold up front, and a small crystal worth 75 gold once he has his answers. “Meat Too Good” Quest Giver: Thrag the Devourer Description: Thrag want to know how tavern keep meat fresh always. See Thrag for details. If his quest is taken, Thrag will explain that he’s eaten here every few days for the past year. He always gets the same cut of beef, and is confused by how consistently delicious it is. If the party demands payment up front, Thrag will offer a filthy sack that contains 15 copper, 8 silver, and 20 gold coins. Characters who investigate will eventually find The Cow in Storage (A7). If Thrag is given The Cow, he will give the party their reward and offer to help them in their next fight. If The Cow is killed or freed, Thrag will attack the party once they leave the tavern. He will fight them to the death, believing he cannot live without the meals they took from him. N̵ ̰͒ e̴͔ȇ̵̜d̾ ̶̛̞ ̵̬͘B̵̥̈́ a̦ć̸ ̴̾ ̪k̞u̸̾ ̷͓p̍ ̵̀͜ Quest Giver: A temporal rift Description: Head downstairs quickly, while the door can still be opened. The guardians in The Rifting (C4) are currently fighting two ghosts that appear identical to two of the party members (or two of the tavern’s other guests). Anyone possessed by the ghosts during the fight will continue to attack, but will frantically ask how they died. Once the fight is over, one of the guardians will offer the living form of their foe a lotus flower before becoming bound to them (as described in C4).

The Tender’s Riddles Quest Giver: The Tender Description: The Tender has a few riddles for new guests. See if you can win some drinks! The party can mention this listing to The Tender, who will give them the following three riddles. If they answer incorrectly three times overall, The Tender will give them a shot glass with the words “Clever I am not” etched into it. What lives for but a moment, From birth knows how to fly? By breath it’s given life, By earth it soon shall die. The answer: A bubble I come from cloven parent, Then worked for ages yet. I’m known by brick and wheel, My scent you shan’t forget. The answer: Cheese The best among me is not known by you. I choose a life of freedom, my digits out of view. The answer: A thief After the third riddle is answered correctly, all four of the Tender’s arms clap in approval. It will then give the party a free round of drinks, and a potion of healing to whoever answered the last riddle. Tavern History The Wizard’s Watering Hole was originally designed as a travel vessel for a team of scholars to visit other chapters of reality. The vessel was fitted with self-sustaining magic, so that the team would be able to survive any complications during travel, and the spacious compartments were meant to store information and treasures. The main aspect of the project, and the most powerful device in the vessel, was The Cosmovect. It was designed to be capable of sinking and rising through chapters like a bubble in an ocean, guided by a gravity-like force that it could manipulate. Eventually, the project failed and the wizards were captured by Admindium. Floating in a state of entropy, The Seeker was eventually drawn to the high concentration of magic, and met with Admindium. The Seeker coaxed Admindium into repurposing the structure and creating a tavern for adventurers to enjoy. Admindium agreed, reforming itself to become the Administrator, and harnessing the wizard’s magic to reshape the tavern. If the Administrator is asked about the history of the tavern he will lie, simply saying it was created to provide everyone with a good time. If he is killed or banished, the tavern will teleport into the Astral Plane along with everyone inside. If The Seeker is asked about the history of the tavern, they will act as though they never thought about it. If the Administrator is killed while The Seeker is inside, The Seeker will offer to assist the party in finding a way back, and pretend to stumble upon The Cosmovect. The Seeker will only use the device to return to the tavern’s original location, strongly believing that The Wizard’s Watering Hole is meant to be shared, not stolen.

18 The Seeker’s Guide to Twisted Taverns The Wizard’s Watering Hole Admindium Large aberration, lawful evil Armor Class: 18 (natural armor) Hit Points: 228 (24d10 + 96) Speed: 30 ft., climb 60 ft. STR DEX CON INT WIS CHA 16 (+3) 17 (+3) 18 (+4) 19 (+4) 14 (+2) 23 (+6) Skills: Deception +11, Perception +7, Persuasion +11 Damage Resistances: bludgeoning, necrotic; piercing and slashing from nonmagical attacks Damage Immunities: psychic Condition Immunities: charmed, frightened Senses: darkvision 60 ft., passive Perception 17 Languages: Common, Deep Speech, telepathy 60 ft. Challenge: 14 (11,500 XP) Legendary Resistance (3/Day). If Admindium fails a saving throw, it can choose to succeed instead. Special Equipment. Admindium carries a wand of wonders, which it uses in combat. Magic Resistance. Admindium has advantage on saving throws against spells and other magical effects. Actions Multiattack. Admindium uses its Frightful Presence, expends one charge of its wand of wonders, then makes three attacks with its Impaling Arms. Impaling Arms. Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 24 (4d8 + 3) piercing damage and the target is grappled (escape DC 15). Until this grapple ends, the creature is restrained. Admindium can use a bonus action to move an impaled creature up to 30 feet to another location within range. Frightful Presence. Each creature of Admindium’s choice that is within 120 feet of Admindium and aware of it must succeed on a DC 15 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to Admindium’s Frightful Presence for the next 24 hours. Read Thoughts. Admindium magically reads the surface thoughts of one creature within 60 feet of it. The effect can penetrate barriers, but 3 feet of wood or dirt, 2 feet of stone, 2 inches of metal, or a thin sheet of lead blocks it. While the target is in range, Admindium can continue reading its thoughts as long as Admindium’s concentration isn’t broken (as if concentrating on a spell). While reading the target’s mind, Admindium has advantage on Wisdom (Insight) and Charisma (Deception, Intimidation, and Persuasion) checks against the target. Legendary Actions Admindium can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Admindium regains spent legendary actions at the start of its turn. Climb. Admindium moves up to half its climbing speed. Fling. Admindium targets one creature it has grappled, and flings them up to 20 feet away from itself. If the target hits an object, it takes 9 (2d8) bludgeoning damage. Impale. Admindium makes one attack with its Impaling Arms. Admindium This alien creature resembles a spindly purple humanoid with six boney appendages that protrude from its back. These appendages resemble the limbs of a spider, and end in pointed tips. Its head is featureless, save for a large grinning mouth. It wears a white three-piece suit, and carries nothing other than a wand of wonders. Stat Blocks

The Seeker’s Guide to Twisted Taverns 19 Ethereal Guardian Huge elemental, lawful neutral Armor Class: 10 Hit Points: 85 (10d12 + 20) Speed: 0 ft., fly 60 ft. (hover) STR DEX CON INT WIS CHA 17 (+3) 10 (+0) 14 (+2) 6 (-2) 10 (+0) 10 (+0) Skills: Perception +3 Damage Resistances: acid; bludgeoning and slashing from nonmagical attacks Damage Immunities: cold, lightning, piercing, psychic Condition Immunities: charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained Damage Vulnerabilities: fire, thunder Senses: passive Perception 13 Languages: Telepathy 120 ft. Challenge: 6 (2,300 XP) Ethereal Sight. The ethereal guardian can see 60 ft. into the Ethereal Plane. Incorporeal Movement. The Ethereal Guardian can move through other creatures and objects as if they were difficult terrain. Actions Multiattack. The Ethereal Guardian makes two crush attacks. Crush. Melee Weapon Attack: +6 to hit, reach 15 ft., one target. Hit: 9 (1d12 + 3) force damage and the target is grappled (escape DC 16). Until this grapple ends, the creature is restrained. The Ethereal Guardian can have up to 8 creatures grappled at a time. Fibbona Chicken Large monstrosity, unaligned Armor Class: 9 Hit Points: 42 (5d10 + 15) Speed: 30 ft., fly 15 ft. STR DEX CON INT WIS CHA 10 (+0) 8 (-1) 16 (+3) 2 (-5) 12 (+1) 7 (-2) Skills: Perception +3 Damage Vulnerabilities: bludgeoning Senses: passive Perception 13 Languages: -- Challenge: 1 (200 XP) Actions Multiattack. The Fibbona Chicken makes two attacks; one with its beak and one with its talons. Beak. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 4 (1d8) piercing damage. Talon. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 2 (1d4) slashing damage. Fibb Small monstrosity, unaligned Armor Class: 10 Hit Points: 13 (2d8 + 4) Speed: 30 ft., fly 15 ft. STR DEX CON INT WIS CHA 7 (-2) 11 (+0) 12 (+1) 2 (-5) 12 (+1) 8 (-1) Damage Vulnerabilities: bludgeoning Senses: blindsight 40 ft. (blind beyond this radius) passive Perception 11 Languages: -- Challenge: 1/8 (25 XP) Actions Talon. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) slashing damage. The Cow Large beast, neutral Armor Class: 10 Hit Points: 152 (16d10 + 64) Speed: 30 ft. STR DEX CON INT WIS CHA 14 (+2) 10 (+0) 18 (+4) 10 (+0) 8 (-1) 8 (-1) Damage Immunities: poison Damage Resistances: bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities: exhaustion, frightened, petrified, poisoned Damage Vulnerabilities: fire, radiant Senses: passive Perception 9 Languages: understands Common and Giant but can’t speak Challenge: 3 (700 XP) Magic Resistance. The Cow has advantage on saving throws against spells and other magical effects. Regeneration. The Cow regains 15 hit points at the start of its turn. If The Cow takes acid or fire damage, it regains only 5 hit points at the start of its next turn. The Cow dies only if it is hit by an attack that deals 10 or more acid or fire damage while The Cow has 0 hit points. Actions Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage. Hooves. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.

RAIL-AWAY

The Seeker’s Guide to Twisted Taverns 21 I s it the destination or the journey that’s more important? On the Rail-Away, the industrial crew have decided to offer both! This traveling tavern’s tracks can run through any number of locations to suit your campaign—above ground and below, between cities and towns, through the countryside, over the mountains, or along the coast. The track can be circular for an infinite loop to bring you back to where you started, or an end-to-end journey with adventure along the way. As a variant way to play using this book, the Rail-Away can serve as a cruise vessel that visits all the other taverns in order. The adventures found on the Rail-Away are intended for characters level 5 to 10. The tavern can be played as a temporary location, serving as a respite from dangerous adventures. Alternatively, you can play through its combination of quests and a murder mystery event using the NPCs provided. While how frequently the Rail-Away stops at stations is at the GM’s discretion, some quests require at least a day of travel time between stops to allow player characters time to adventure. Stops can also be instigated by refueling, passenger transitions, or the addition of cargo carts. Areas of the Tavern The Rail-Away carriages are connected in the order listed, but additional cars can be added as necessary at the GM’s discretion. Unless otherwise noted, each train carriage has a small platform on either end to facilitate moving between the cars while the train is in motion, as well as a ladder to provide access to the top of the train. The party can board the Rail-Away from their departing station onto any sleeper or amenities car, with or without a ticket, as Prim the Ticketmaster will be moving through the cars after departure. Anyone who has traveled the train before knows not to be caught out without buying a ticket. If the party attempts to do so, they will quickly learn Prim’s nickname (see the Tavern’s Operators), and be kicked off the train. Note. squares are actually 2.5’ not 5’. GMs using minis are recommended to treat the squares as if they were 5’, and ignore any combat restrictions this size would impose. 1. The Steam Engine The Rail-Away’s engine is a technological marvel for the ages, with two towering smokestacks that never seem to stop puffing away. Both the interior and exterior are a mixture of gleaming black iron, silver pipes, and brass fixtures with some painted accents of red and gold. A cow-catcher grille on the front has saved the train more than once from derailing, though only once was the creature it pushed out of the way an actual cow. Only the back half of the engine room is accessible by normal humanoids. The round hatch inset in the middle leads to the engine itself, which is powered by a fire elemental and a number of steam mephits, all controlled by the engineer, Brandr Fintan. RAIL-AWAY

RAIL-AWAY Raivo Sevara 2. Cargo / Livestock Car This multi-purpose carriage is one of the smaller of the Rail-Away’s cars but serves three purposes: an area for livestock such as guest’s mounts, a cargo bay for supplies and larger guest items that won’t fit into their room, and a small bedroom with a private washroom for the engineer. While the outside of the carriage is of the same standard as the rest of the train, the inside is bare bones and undecorated. The floors are all plain wood, and some areas are noticeably damaged by the livestock’s “proceedings.” There are no windows, except on the door to the engineer’s room that leads to the engine. There are working lights in the livestock area, but the cargo bay has no built-in lighting. The engineer’s room is spartan, containing only a double bed, a locked chest, a wardrobe, and a writing desk. A small stack of books and ledgers are piled on the desk, but they are covered in a fine layer of dust. The only concession to comfort is that the bathroom includes a claw foot bathtub and an extensive collection of scented soaps, quick-foaming bubble bath, and essential oils. If Lord Gammon is aboard, a large locked chest belonging to him will be located in the cargo bay. It contains 2,000 gold, five diamonds (worth 75 gold each), a supply of fine clothing, and a coded ledger that details Lord Gammon’s illegal business dealings. It is a simple “Caesar Shift” code utilising Undercommon and Thieves’ Cant, and can be cracked with a DC 16 Intelligence (Investigation) check. Anyone with knowledge of Thieves’ Cant has advantage on the check. The most repeated code in the ledgers is “Bpm Svqnm.” 3. Staff Sleeper Car The Staff Sleeper Car outwardly appears the same as the rest of the Rail-Away’s carriages, but the interior has significantly simpler (though still comfortable) decorations and furnishings. Rather than keeping with the opulent tones of the other interiors, the colors here are more muted and earthy to save on upkeep expenses. There are two bathrooms on either end of the carriage, with a toilet, sink, and shower for staff use. There are five bedrooms, each containing four twin-size beds (stacked like bunk beds), a chair, a chest, and two small closets to hang uniforms so they don’t get wrinkled. A storage closet is located near the center of the carriage and is where staff know to go looking for Prim the Ticketmaster if she’s had a hard day, as that is where she keeps her hanging punching bag. Hidden inside of this worn-out sandbag is a broken pickaxe and a pair of shackles. 4. The Saphire, Emerald, and Ruby There are three standard sleeper cars, which each contain: • Four shared bathrooms with toilet, sink, and shower: two on one end and two in the middle of the carriage • Two large rooms with a double bed, a chest, small

The Seeker’s Guide to Twisted Taverns 23 armchair, and a small wooden desk with a straightbacked chair • Five small rooms with a twin bed, a chest, and a chair • Two large rooms with a double bed, chest, small armchair, and a small wooden desk with a straightbacked chair, plus a private washroom with toilet, sink, and shower While not spacious, the rooms are all comfortable and more than generous for a train. The Rail-Away prides itself on being more accommodating than many stationary inns, a title that in many ways has been rightfully earned. The only way to tell the sleeper cars apart is by color and name, with each being decorated in a different color: royal blue (The Sapphire), deep green (The Emerald), and dark red (The Ruby). 5. The Silver Piece The dining car, also known as The Silver Piece, is a comfortable space full of inviting smells and sights, with the grand red velvet window curtains always pulled back so guests can enjoy the passing scenery as they dine. The galley-like kitchen is located within the car, allowing the guests to enjoy watching Somen Gilrona, the halfling chef, prepare their food. Somen’s fast-paced proficiency with her knives (and her cute little stool) are a means of entertainment in their own right. Meals are served throughout the day and can also be ordered directly to a room or a table in the other entertainment cars. There are seven tables that seat up to four, and four tables that seat two. The far right corner holds a table for condiments and utensils as well as pitchers of water and juice. Each table holds a small brass bell that can be rung for service. The tables are always set with crisp linen tablecloths, fine silverware, and a lit candle for atmosphere. 6. The Gold Coin The gaming car is called The Gold Coin, and aptly so; many a coin is lost and won here on any given day on both the card and dice tables. However, games of chance are not the only ones on offer here. You can also find guests playing games of Chess, Trail Seeker, Go, Nine Men’s Morris, Knucklebones, Checkers, and Fox and Geese. The entire carriage has an open plan, with tables of various sizes scattered around. Plush carpets layer the floor. Like its name, the color scheme is garishly gold and practically glitters when the sun comes in the windows in the late afternoon. A cupboard holds a supply of games and cards, though guests can also bring their own. However, any playing cards used for gambling tables where coin is on the line must be staff-provided due to cheating issues in the past. The Gambler is known to frequent this tavern the most, either lounging here or in the Copper Penny. He’ll always be somewhere near a bottle of whiskey, and takes to smoking out of a small pipe when the room’s less populated. He’ll be unusually interested in the party’s intentions, and give them advice regarding how to play the games. 7. The Copper Penny The bar car, known as The Copper Penny, is the heart of the Rail-Away. It features a long wooden bar with a rich, smooth patina that comes only with age and the constant mopping up of spilled drinks. Comfortable leather bar stools line the counter, which is where most regular guests prefer to sit, as they are the best seats if you want to talk Raivo the bartender into free or special drinks. Raivo behind the bar is, in fact, what immediately draws anyone’s eye the first time they enter The Copper Penny, as his flaming hair is impossible to ignore. This car is by far the most popular carriage on the Rail-Away and a good place to meet any of the tavern’s guests. There are three four-seater tables and four twoseater tables, one being located in the corner for privacy. Alongside the same side of the carriage as the bar is an open area used for entertainment or dancing. For boarding purposes, and to accommodate the loading and unloading of supplies, an additional door is located across from the stage area.

RAIL-AWAY Prim AKA “Knuckles” 8. The Platinum and the Mithril There are two luxury accommodation sleeper cars for wealthy passengers to take advantage of: The Platinum and The Mithril. There are two suites in each carriage, which each include a private washroom (toilet, sink, and shower with brass fittings), a large bedroom (king size bed, wardrobe, desk and chair, two armchairs, and a small table), and an additional small bedroom (double bed and a chest). The small bedroom is most often used by children, retainers, or servants. Many wealthy visitors to the Rail-Away will rent an entire carriage so their important staff are near them, while others have their underlings stay in one of the normal sleeper cars. In keeping with the guests, these cars are sumptuously appointed with comfortable furnishings and many small touches that showcase the Rail-Away’s attention to detail: fresh flowers, a turndown service, and complimentary chocolates. Upon first check-in, guests are treated to a complimentary beverage. 9. The Mercury Observatory The Mercury Observatory car is one of the highlights of the Rail-Away. A raised open-air oval platform takes up the entire back end of the carriage, surrounded by iron railings with spear-shaped finials. A large brass telescope is affixed to the platform, providing guests with an opportunity to see the stars—or simply take a closer look at any towns or scenery the train is passing. A number of comfortable deck chairs and small tables are scattered around. Drinks can be ordered directly from any passing staff, or through a communication pipe in the wall. The other half of the carriage is enclosed, but it still offers excellent visibility as it resembles a glass greenhouse with a tri-peaked roof. This way, guests can enjoy the view even in inclement weather. Couches and chairs with plump cushions are available, as well as some potted plants, which adds to the greenhouse atmosphere and lends a sense of privacy for late-night assignations.

The Seeker’s Guide to Twisted Taverns 25 Trail Seeker Rules

26 The Seeker’s Guide to Twisted Taverns Brandr Fintan Verity Billett The staff of the Rail-Away come from across the land but have managed to form the close-knit bonds of a found family. Tarmo Warberry Tarmo is a male high elf, and serves as the Rail-Away’s conductor. Tarmo very much enjoys his job, though everyone knows that Prim is the one that really gets things done on the Rail-Away. Tarmo is more of a scholarly figurehead, opting to spend his time chatting amiably with the tavern’s guests or studying history and languages. He is always particularly excited when someone speaks a rare language, and enjoys learning new words and phrases. (He endeavors to know how to say “hello” and “thank you” in every known language, and has a large collection of swear words written down in a leather-bound journal.) He wears spectacles and has never been seen dressed in anything other than his conductor’s suit: a buttoned-up formal waistcoat with stiff lapels and gold braiding on the shoulders. Tarmo uses the mage statistics but also knows the spells alarm and unseen servant. As an elf, he doesn’t require sleep and often chooses to spend his time in trance in a quiet corner of the bar car, though he has a room of his own in the staff sleeper car. A student of languages, he can comfortably speak Common, Elvish, Dwarven, Giant, Halfling, Gnomish, and even a smattering of Infernal. He has a wand of magic missiles but will only use it as a last resort. Secrets: He knows Verity’s true form but has kept it secret, partly because she is the best entertainer the Rail-Away has ever had. He also trusts her to use her hidden abilities as crowd-control in unruly situations. She is teaching him how to speak Sylvan, but only the more vulgar terms. Bartender Insights: Tarmo knows that Raivo hates bats due to an unfortunate incident where one flew into his hair and burned to a crisp. He has also learned that the bartender loves cinnamon-based sugar sweets. Prim, a.k.a. “Knuckles” Prim is a young goblin woman who serves both as the authority figure on the Rail-Away and as its ticketmaster. Anyone who underestimates “Knuckles” does so to their detriment. Prim is on the smaller side, and coupled with the Rail-Away’s standard starched and pressed uniform, she somewhat resembles a child’s doll one would buy from the tavern’s gift shop. However, besides her iron will, she carries with her a set of magic brass knuckles that she likes to refer to as “One-Two Punch.” Prim can be found on any carriage of the Rail-Away, as she makes continuous rounds. Her sudden appearance may surprise some guests due to her remarkably silent stride. Secrets: Long before she was known as Knuckles, Prim was a slave in a goblin mine owned by Lord Gammon. While digging one day, she uncovered a small treasure box containing a set of magical brass knuckles and a small bag of gems, all of which she carries to this day. They enabled her to escape and have served her well. The items hidden in her punching bag help fuel the force behind her punches. If questioned about them, she may cave and explain a small portion of her history. Bartender Insights: Prim knows that Raivo finds people trying to touch his hair annoying, but he falls victim to almost any form of flattery. Brandr Fintan Brandr Fintan is a human male nearing the end of his middle age, and is the engineer for the Rail-Away. A large, solid man, Brandr has a full beard and a wild mane of redhair. He wears thick, protective gear even in the sweltering heat of the engine room and does not appear to be affected by the temperature at all. A man of few words, he spends most of his time in the engine room or the bar car. He has a hearty laugh and a certain magnetism about him that seems to attract women of all races and types. Once a proud soldier of fortune, he found work on the Rail-Away after he grew tired of mercenary work. Brandr uses the veteran statistics, but has a flame tongue sword. Secrets: Brandr has a ring of fire elemental command which allows him to control the fire elemental that powers the engine. In addition, he can speak Ignan while wearing the ring. In the most dangerous situations, he will use this in combat. He has a weakness for fancy bath products and his room has the only tub on the train. Bartender Insights: Brandr knows that Raivo is annoyed by boring conversation about the weather, but he enjoys talking about Verity’s lovely singing voice. Kogan Hamfist Kogan Hamfist is an old hill dwarf who works as both the head porter and lead attendant. Kogan is an unusual dwarf who keeps a clean face (requiring shaving twice a day to keep up with his beard growth) and has unusually high charisma. Approaching old age, he is wise even beyond his years and knows how to keep his own counsel, an ideal trait for his job. He is in charge of all the standard sleeper cars and also manages the Copper Penny bar car and the Golden Coin gaming carriage. If questioned about his pride as a dwarf, he will calmly say,“I am myself, not what you expect me to be.” He only ever acts courteously, even in tense situations, and is quick to provide any service he and the other porters are capable of. He uses the commoner stat block. Bartender Insights: Kogan knows that Raivo hates it when someone insinuates he looks sloppy, but that he has a soft spot for drinking songs and will give free drinks to those who sing well or sing new songs. Porters A porter is assigned to each sleeper car. They are responsible for making sure everything is in order, keeping the area clean, and seeing to the needs of the guests. They generally endeavor to keep out of sight but will converse with the guests in a friendly fashion if engaged. The porters are a mix of halflings, gnomes, and humans. Any interactions with them should be short and uneventful. THE TAVERN OPERATORS

The Seeker’s Guide to Twisted Taverns 27 Verity Billett Verity is a gorgeous elven musician, and is the stationary bard for the Rail-Away. Tall and shapely, with long black hair all the way down her back, Verity commonly wears form-fitting dresses that can best be described as evening wear (even to drink her morning coffee). She has been the Rail-Away’s resident performer for a number of years, resulting in many repeat guests who stay simply to appreciate her singing… and perhaps her features. She has a low, husky voice even when conversing normally, and people find themselves leaning in to catch every word she says. Verity stays in one of the double rooms in the Ruby sleeper car rather than the staff car. Secrets: Verity is actually a chaotic neutral night hag in disguise. Verity worked for Lord Gammon many years ago, during his openly criminal dealings. She reveled in captivating crowds en masse, while Tav and his subordinates robbed them blind. While initially happy to earn her coin in this way, she was completely discarded by Gammon once he purchased his way into false nobility. Verity has all the normal skills and proficiencies of a night hag, in addition to the following ability: Enchanting Song. As an action, Verity can begin singing a haunting melody. Every humanoid within 300 feet that can hear the song must succeed on a DC 18 Wisdom saving throw or be charmed until the song ends. While charmed this way, targets are entirely entranced by the performance, gaining the Blind and Deafened conditions. Verity can continue this song on each of her turns as a bonus action. The song ends either after 1 minute or if she takes more than 10 damage from a single attack, she cannot use this ability until the next nightfall. Bartender Insights: Verity knows that Raivo doesn’t like pipe smoke, but he greatly appreciates a generous tip. Raivo Sevara Raivo is a handsome young half-elf with outstanding features, and is the Rail-Away’s bartender. A particularly hot-headed youth with an anger problem, Raivo was cursed by an ancient and powerful efreeti during an argument (one that he has forgotten the cause of, so frequent and inconsequential were his disagreements). The most prevalent effect of this curse is Raivo’s hair, which acts like opaque fire. When his mood is good, the “flames” are low lying, barely flickering, but as his anger grows the flames grow stronger and gain real heat. Touching his hair when he is noticeably angry deals 1d8 fire damage. As an attractive and confident bar host, the flaming hair has done nothing to curtail his popularity (and, in fact, has likely increased it among a certain crowd). Still, those who know him well take cover if he’s looking particularly fiery. Raivo uses the gladiator statistics, with a few additional abilities. He uses empty bottles and glasses in the place of spears, and a steel serving tray instead of a shield. Raivo also knows the cantrips mage hand and minor illusion, which he learned from his elven mother. He has proficiency in Herbalism, Brewing, and Alchemy, all of which assist him in creating his sometimes magical co*cktails. The curse placed on him by the efreeti is so powerful that it cannot be removed by a normal remove curse spell. Casting remove curse on him will instead have a rebound effect where Raivo and the caster both feel sweltering heat for the next 24 hours, suffering from a level of exhaustion that cannot be removed by magical means. There are rumors that a greater restoration spell would work, but Raivo—concerned about possible counter-curse effects—has not tried it. Depending on his anger level, Raivo can create different special co*cktails (see the co*cktail Menu). However, there is a danger that, if provoked enough, he will vault over the bar and attack. He avoids outright killing people, but some bar-goers need to be taught a lesson. Secrets: Raivo and Verity are romantically involved. He knows her secrets and her past, but doesn’t care. They met at a tavern after Verity saved him from a 20-to-1 brawl by charming the crowd with her Enchanting Song. He’s the one that got her the job on the Rail-Away. Alen Trismys Alen Trismys is a pretentious high elf who serves as a butler for the most esteemed guests. Alen is in charge of the luxury carriages, and rarely leaves them unless by request. Considering his job to be “above” the rest of the employees of the Rail-Away (other than Tarmo as the conductor), he chooses not to associate with anyone he considers beneath him. He embodies the epitome of the “high elf” with a long, aquiline nose, high cheekbones, and piercing eyes. He looks down upon guests who stay in the standard sleeper cars and isn’t all that fond of non-elves in general, regardless of stature. Alen uses the noble stat block, but lacks a breastplate and instead has an AC of 11. Secrets: Alen is actually not a pureblooded high elf, as his father was half human. Lord Almanor knows this tidbit of potential blackmail, and uses it to stay for free in the luxury carriage whenever he travels on the Rail-Away. Alen would very much like to be rid of this troublesome guest, but has never made a move on his own. Bartender Insights: Alen knows that Raivo is annoyed when someone doesn’t finish a drink, but loves it when someone orders a full round. Somen Gilrona Somen Gilrona is a middle-aged lightfoot halfling, and is the lead chef on the Rail-Away. She has brown hair, a number of freckles, and is decently plump (“Never trust a skinny cook,” she likes to say). While Somen is average height for a halfling, it makes cooking in a standard kitchen a bit of a challenge. She uses a stool on a track operated by a lever to move back and forth along the counter, and somehow manages to keep everything fully operational. Somen is an expert with knives and carries them with her at all times on a special belt she had made for the purpose. She uses the thug stat block, but instead attacks with daggers (dealing 1d4 + 2 damage each). Secrets: Somen, having no children of her own, feels protective of all of the staff of the Rail-Away, but very motherly towards Prim in particular, as she knows the little goblin’s entire history. If Prim is threatened or accused, Somen will be the first to defend her. Bartender Insights: Somen knows that Raivo can’t stand the smell of mushrooms, but he loves freshly cut fruit. Restaurant and Bar Staff There are two kitchen assistants, one of whom doubles as a backup bartender. An additional six staff are engaged as servers and work in all of the entertainment cars of the Rail-Away, including the gambling car. They all wear a standard uniform with white button-up shirts, brocade vests, and tailored trousers.

28 The Seeker’s Guide to Twisted Taverns Not everyone is what they seem on the Rail-Away, in more ways than one. The number of guests on the Rail-Away can fluctuate after every stop and at the GM’s discretion, but listed below are a number of sample NPCs that can be included during the player’s visit, many with accompanying quests. A number of guests and tavern operators are also an integral part of the murder mystery event: Accusations Fly. GMs who include that event should make sure everyone listed under the event is on board once the event begins. Hammond Axman Hammond Axman is a cunning human man, who spends his time gambling and cheating other guests. Hammond has light, sandy blonde hair and watery blue eyes. His most pronounced feature is a scar that runs across his forehead. The unfortunate angle of the cut gives Hammond a comical look of surprise, instead of granting a rakish charm. A habitual liar and cheat, only his silver tongue has allowed him to survive this long. His games of choice are Knucklebones and Poker. He has a stone of good luck (luckstone). Hammond is a commoner, with a base Charisma score of 17. Secrets: Hammond has worked in the past for Lord Almanor, but has not seen him in some years. After he skipped out on his last job, he is not keen on bringing attention to himself, though he is primed to earn back what he has lost on the tables before he leaves the Rail-Away. If Lord Almanor is on the train and the events of Accusations Fly are underway, it is important to note that Hammond knows very little about the situation. He is, however, fully aware that Lord Almanor is not a nobleman. If pressed for information, he will try to talk his way out of the situation by making up lies and trying to sound like he knows more than he does. Unless persuaded through magical means, he will either say he does not know Lord Almanor or bluntly state that he’s a “well-respected nobleman.” If his ties are ever revealed, Hammond will beg the party for their silence on the matter. Dretin Dalmura Dretin Dalmura is a female drow, an avid black market fence. Dretin wears a hooded cloak, possibly to conceal her heritage from prying eyes, or to protect herself from the sun. Her build is slim and wiry, accented by leather armor dyed black underneath her cloak. Her hair falls in two braids. She has a small scar at the corner of her mouth, but smiles pleasantly if spoken to. She mostly stays in her room in the Ruby Sleeper Car and takes her meals there as well. If Dretin is brought out for questioning, she is sure to keep her room locked. Her answers are brief but honest, and it should be clear that she wants nothing to do with the ordeal. Her business relationship with Gammon is so distant that she isn’t aware of his identity. The exact contents of her room are determined by the GM, but should not exceed a value of 150 gold. Lord Tavarious Gammon Lord Tavarious Gammon is an obese human noble, whose form hides experienced muscles. Lord Gammon dresses extravagantly even by noble standards: silks, satins, brocades, and the like. He wears his hair slicked back and tucked behind his ears, giving him a slightly oily appearance. While his expression is haughty, there is something rough around the edges about him, notable due to a few scars on his hands and face. He fancies himself a ladies man and, if the players’ party includes a woman, he will likely flirt with her if his wife and mistress are not around. He spends most of his time in the bar car, or in his luxury room. Secrets: Lord Gammon was not born a noble and purchased patents of nobility from Lord Darus Almanor some years back. Before then, he was a massively successful criminal, running a number of scams and utilizing blackmail to manipulate victims. Over the course of his career, he expanded from theft to greater gambits. He was known as Tav “The Knife” Gammon in those early days. After purchasing his title he “went straight”, which is to say he only operates lucrative and distant schemes, some of which include black market dealings, bootlegging, seeding slave markets, and financing crooked merchants. He has amassed himself a dragon’s fortune. Important Note. Lord Gammon does not board the train until a point after the party has boarded, unless the GM avoids the events of Accusations Fly. Lady Ulume Gammon Lady Ulume is a half-elf noble woman, and Lord Gammon’s wife. She dresses conservatively but richly, preferring dark colored gowns. She always wears a wrap, even when it is warm, and keeps her arms covered. Her hair is silver-blonde and she wears it in an elegant up-do. For a nobleman’s wife, she does not wear a lot of obvious jewelry, though anyone paying attention might hear a distinct jingle of coins when she walks by. Lady Gammon boards the Rail-Away at the same time as Lord Gammon. Secrets: Lady Gammon met Lord Gammon only after he had taken on his title. However, it wasn’t long before she discovered the extent of his depravity, wealth… and cruelty. They have been married for seven years, but he’s stayed promiscuous. She recently overheard him mention he was ready to “rid himself of the hassle” so he could properly enjoy his tendencies. Determined to survive and escape with some wealth, she contacted her half-sister Esthene (who Lord Gammon had never met) and devised a plan to get rid of him. Uneasy about her husband, Lady Gammon always carries a good deal of wealth on her person: 2d6 bags of gold and assorted gems worth 1,500 gold, including a diamond worth 300 gold. THE TAVERN GUESTS

The Seeker’s Guide to Twisted Taverns 29 Esthene Moonshadow Esthene is quite the beautiful half-elf, always dressed in shimmering, form-fitting clothes. She giggles excessively and seems to be unaware of personal space, often putting her hand on her conversation partner’s arm or shoulder. She has silvery-blonde hair that she wears loose. Her features are delicate and her skin is the color of ashy porcelain. She wears a fine silver chain with a black gem about her neck. Esthene can board the train either before, during, or soon after Lord Gammon. Anyone seeing them together should quickly assume that they are well acquainted friends (See Events: Accusations Fly for more). Secrets: Esthene is Ulume’s younger half-sister and quickly became Lord Gammon’s mistress, though she does not love Lord Gammon in any sense. She and her sister are manipulating Gammon’s habits with a plan to kill him using poison, before Gammon can kill Ulume. For the specific details, refer to the event Accusations Fly. The necklace she wears is a periapt of proof against poison, which can be discovered with an identify spell. Detect magic will only reveal an aura of Divination. Lord Darus Almanor If the idea of peaco*cking were to become personified, it would be Lord Almanor. While only average height, this human noble manages to appear taller, perhaps because of the long, flowing, fur-trimmed silk capes that he wears. He wears a number of ornate gloves, and has a pair to match every outfit. Lord Almanor’s neck is wreathed in multiple bejeweled golden chains and his ears are studded with gems. His manner is high-handed and there is a cruel cut to his face, even when he is smiling, as his smile never reaches his eyes. The great Lord Almanor is always looking for ways to fleece his fellow man, and openly makes grandiose offers to guests aboard the Rail-Away. In most contracts, he requests suspiciously personal information… almost as if he’s searching for means to blackmail everyone he deals with. Secrets: Darus Almanor is actually a rakshasa in disguise. Darus originally sold Lord Gammon the forged patents of nobility. (His own lordship is also fake, as is everything about him other than his haughty attitude.) He has made a fortune through forgery, dishonest contracts, and embezzlement. Trackle Trackle is a noticeably unfortunate goblin girl who serves Lord and Lady Gammon. Trackle walks with a limp, and does not speak unless spoken to. She carries her dark wispy hair in a ponytail and wears a simple but clean linen shift in the Gammon’s livery colors. Her face generally betrays no emotion, though a Wisdom (Insight) check of 14 or higher reveals glimmers of resentment and despair in her eyes. Secret: Trackle is cousin to Prim, who escaped their ore mine after Lady Gammon had requested a servant. While Lady Gammon’s treatment is much better than what she experienced working in the mine, she holds no love for either of her “employers.” Trackle harbors a strongly negative opinion of Lady Gammon’s intellect. As Lady Gammon often speaks freely in front of her, Trackle knows vague details about the women’s plan to escape Lord Gammon’s intentions. She chooses to stay silent, knowing that if Lady Gammon fails all three of them will suffer. She is astounded to find that Prim is aboard, believing Prim to have perished in a mine collapse that occurred shortly after her escape. Bishel Voss Bishel Voss is an unremarkably bland woman (human commoner), and the direct underling of Lord Almanor. Where Lord Almanor always wears colorful and exuberant clothes, his closest servant fades into the background in comparison. Bishel’s wardrobe consists entirely of muted gray and brown clothing, with no jewelry or adornment save for a simple leather choker. Characters with a Passive Perception of 17 or higher will notice there is a strange symbol burned into the leather. She has the kind of face that you forget the moment she’s turned away, accented by her habit of keeping her eyes downcast. Those who pay any attention to her will notice that she does not speak, but seems to know what her employer wants without him even asking. Secret: The choker she wears around her neck is, in fact, a collar of domination (Very Rare Wondrous Item, requires attunement. When worn by a humanoid of CR 1 or less, it acts as a permanent casting of dominate person. In addition, it grants a telepathic communication between the target and the attuned creature). Bishel is a former street urchin who was kidnapped by Lord Almanor over fifteen years ago after a failed pocket-swipe. Bishel knows everything about his business dealings, as he does not hesitate to speak in front of someone who can’t object. If a player character uses a detect magic spell in her vicinity or notices its symbol, they will become aware of it. However, it will take the casting of identify or an Intelligence (Arcana) check (DC 18) to puzzle out its properties. If the player characters free her from the collar by casting remove curse, destroying it, or killing Lord Almanor, she will declare herself eternally grateful, telling the player characters everything she knows about Lord Almanor (and/or his dealings with Lord Gammon), and offer to serve them as repayment. Ryman Thorn Ryman is a fleetfoot halfling gentleman (commoner). Ryman lives life with a jaunty smile on his face. Older than he looks, people tend to underestimate him. He keeps his dark, curly hair short and his face clean shaven. He has been mistaken on more than one occasion for a human child. Born in a small town, Ryman decided at a young age that he wanted to travel the world. Secrets: Ryman is an overexcited eavesdropper. Having a talent for moving around unseen, he recently overheard an interesting conversation between Lord Almanor and Lord Gammon. The details are fuzzy, but he heard the details “goblins” and “another cave-in.” Since then, he has tried to learn more, but with little luck. Preston Hillmore Preston Hillmore is a rough but honest half-orc (commoner with a strength of 16). Preston is not the sharpest nor most charismatic tool in the shed, but he is earnest and hardworking. He keeps his black hair in a tidy man-bun and wears clean, well-worn leathers. Preston is a metalwork salesman who specializes in supplies like anvils. He takes the Rail-Away whenever he can, as he enjoys both the gaming car and the bar. He does not take kindly to cheats (and, if Hammond Axman is on board, there is a good chance he will have lost to him in cards). If engaged in conversation, at some point he will attempt to sell an anvil.

30 The Seeker’s Guide to Twisted Taverns Roast Beast Appetizers Oysters on Ice - 5 sp Fresh oysters on the half-shell with lemon verbena ice, chopped shallots, and a dash of hot pepper sauce. Devils on Horseback - 5 sp Crispy bacon wrapped around baked dates stuffed with a butter and almond mixture. Toad in the Hole - 5 sp Bite-size sausages baked in a black pepper batter and served with caramelised red onion marmalade and apple sauce for dipping. Entrees Roast Beast - 5 gp A succulent and generous portion of roasted red meat of the day served with a gravy boat full of piping hot drippings and a heaping platter of roasted vegetables. Usually beef, but if the Rail-Away’s cow catcher has caught any game of a more interesting variety, Chef Somen will work her magic. Glazed Duck Breast - 3 gp Pan-fried duck breasts drizzled in molasses, served with roasted figs and spiced rice. Jugged Hare - 3 gp A savory stew cooked in a clay pot of freshly caught hare, red wine, vegetables, and flavored with juniper berries and garlic. Farmhouse Tart - 1 gp Layers of slow-roasted seasonal vegetables baked in a butter pastry crust and sprinkled with grated cheese. Includes a small side salad of fresh greens. Special Brunch Menu Afternoon Tea - 4 gp A chef’s selection of finger sandwiches, tea cakes, and petite desserts served with your choice of elven tea or a co*cktail from the bar. MENU The Rail-Away does not skimp on comfort or luxury, providing guests with tasty meals and drinks fit for the finest of inns. The menu is often seasonal, with fresh ingredients picked up from different stops along the way. The following is a sample menu, but other dishes related to the locations the train is passing through could be added for extra flair and flavor. RAIL-AWAY

The Seeker’s Guide to Twisted Taverns 31 The Flaming Hairy Eyeball co*cktails While the Rail-Away serves all of the standard ales, wines, and meads you would find at any tavern, there’s also a special menu with drinks only available based on Raivo’s current anger level. Roll 1d4 to determine Raivo’s starting attitude. It is important to note that, while you may wish to increase Raivo’s anger level (using any information you may have learned about him from other staff) to get the drink you want, it is equally important that you not make him angry at you or else a fight may ensue when he can’t control his anger. In other words: don’t make it personal. The Misty Morning - 6 sp Attitude: Calm (1) A tranquil blue and only lightly alcoholic co*cktail, the misty morning works well as a palate cleanser, leaving a refreshing minty taste behind. Any character who drinks this co*cktail will feel a general sense of well-being and will lose 1 level of exhaustion. The Smoking Gargoyle - 8 sp Attitude: Slightly Annoyed (2) Wisps of steam waft off the top of this swirling, murky co*cktail, and specks of gold dust float inside it. After drinking, some will find that steam escapes their ears and nose. The Bugbear - 1 gp Attitude: Annoyed (3) Barrel-aged malt grain spirits provide the base for this stout co*cktail, mixed with a splash of orange juice and bitters. A cherry stabbed through the center with a toothpick is the only decoration. The Steam Engine - 3 gp Attitude: Agitated (4) A bubbling, burbling drink served hot in a rounded glass, perfect for warming your hands on a cold day. Tarmo Warberry’s favorite co*cktail. The Executioner’s Axe - 5 gp Attitude: Angry (5) A drink with a bite, this co*cktail contains no fewer than six different flavored alcohols that somehow combine to make something that tastes of nothing more than the sharp tang of steel. Any character who drinks the axe will be filled with confidence and receive +4 to any Charisma checks made within the next 8 hours. The Flaming Hairy Eyeball - 10 gp Attitude: Incandescently Angry (6) Served in a highball glass, this co*cktail actually has an illusory, unblinking and flaming eyeball hovering over it which seems to stare straight into the soul of the drinker. Hot and spicy, it contains clear spirits, red pepper syrup, and Raivo’s special touch. Any character who successfully drinks (and keeps down, with a DC 12 Constitution check) this concoction will be filled with a surge of strength and receive +3 AC. This effect lasts 1d8 + 1 hours.

32 The Seeker’s Guide to Twisted Taverns RAIL-AWAY THE QUEST BOARD A chalkboard is located in the dining car and bears some scrawled requests for help from either tavern operators or guests. Some handwriting is very fine and cultured, while some is barely legible. The Cheat Undercover help wanted. Discretion is a must. See Kogan Hamfist for details. Quest Giver: Kogan Hamfist, Head Porter Kogan Hamfist has been receiving troubling reports of possible cheating in the gaming car, mostly in certain Poker games. While cheating is definitely not allowed on the Rail-Away, he also doesn’t want to accuse anyone falsely. He asks that you investigate and report back to him. He offers a reward of 100 gold, so long as the problem is taken care of quietly and with no disruption to the guests. If the party investigates the card tables and plays a few games, they will soon find that Hammond Axman seems to win a disproportionate amount of the time, though he doesn’t seem to be counting cards or working with anyone else. If they discover that he carries a Luckstone, that will be sufficient evidence for Kogan Hamfist to throw Hammond off the train. If the Gambler is on board, he’ll bet against the party to potentially inform them of Hammond’s treasure. Alternatively, they can interrogate Hammond or otherwise get him to admit his wrongdoing, or set a trap for him with a rigged game of their own. If confronted, Hammond will try to talk his way out of trouble. The Delivery Courier needed for a simple delivery job. Please see Dretin Dalmura, the Sapphire car. Quest Giver: Dretin Dalmura Note: This quest is intended to be used if the Rail-Away travels underground for any distance but can also be used in general with no restrictions. If the train does not have any underground destinations, it will just be that much stranger to see a drow traveling on it. If the party meets with Dretin Dalmura, the drow will explain that she is uncomfortable going out in the sunlight, but needs an important package delivered at the next stop. She tells the party that the shop it needs to be delivered to is quite close to the station. They are to take payment of 250 gold from the merchant, of which Dretin will offer 50 to the party as payment for the job. If they take the job, she cautions the party against opening the package, saying the contents are fragile. If the player characters take the quest, they can simply deliver the package and return to the train as requested and be paid for their trouble. The merchant they are delivering to, a certain Nebble Grimmfolk, seems rather slimy, but he will promptly pay up, as will Dretin upon their return. However, if the player characters open the box, it will first appear to be full of squirming centipedes, but the centipedes transform into 2d4+2 quasits. As quasits prefer to be invisible and are not fond of daylight, they will likely vanish and attempt to scatter. Depending on

The Seeker’s Guide to Twisted Taverns 33 RAIL-AWAY where the box was opened, this could mean that a small horde of quasits have been unleashed upon the Rail-Away or on an unsuspecting town. The players must then clean up their mess by either re-capturing or killing the quasits. If the quasits are killed and Dretin finds out, she will attack unless convinced otherwise (e.g., by the players paying her the 250 gold owed or through a DC 16 Intimidation check). Rusted! If you’ve a weapon handy & don’t mind getting your hands dirty, see the engineer. Better yet, know some spells. Quest Giver: Brandr Fintan If the PCs visit the engineer, he will explain that he’s been warned of a rust monster infestation on the tracks ahead and he’d like some assistance dealing with it. He warns them, that while rust monsters aren’t particularly tough individually, they’d best be prepared when dealing with them without magical weapons. If the party takes the job, soon an alarm klaxon will sound and the train will slow to a stop. Ahead, about to attack the tracks, are 2d4 + 2 rust monsters. The party has 1d4+1 rounds to dispose of the pests before they destroy the track, leading to repairs and a delay. If the party manages to save the tracks in time, Brandr will add 2d8 supply of +1 ammunition to his reward. Completing this quest successfully will also provide a relationship boost with Brandr and give advantage in any interactions with him. Once the problem is resolved, Brandr offers his flame tongue sword as thanks. The Stowaway Help Wanted. See Prim. Quest Giver: Prim, a.k.a. “Knuckles,” the ticketmaster Prim prides herself on a tight ship, and successful stowaways on the Rail-Away are quite the rarity—the more common case being a brutal beating and expulsion. But recently, Knuckles has heard rumors of disappearing food and moving items. She’s searched the train repeatedly but is at her wit’s end. Where is the stowaway? She needs them found and now before word gets out that she’s lost her touch—she can’t punch someone she can’t find. She offers 200 gold if the party can solve the mystery and help her oust the stowaway, if there is one. If the players investigate, they may catch glimpses of someone who appears to be a child in places no child should be (as there are likely no families aboard the Rail-Away). While moving between cars, they may notice (with a Passive Perception of 14) a noise from above or the smell of food where there shouldn’t be any. If they use one of the ladders to climb to the top of the train, they will find that someone has made what appears to be a small camp on top of one of the sleeper cars, which includes a bedroll and baggage. If they manage to locate Ryman, or wait at his camp, he will surrender. Ryman will beg that the party allow him to stay, pledging to share interesting information with them and that he will stop stealing food if they bring him meals. He says that he just wants to travel and means no one any harm. If Lord Gammon and Lord Almanor are on the train, he will indicate that he knows something very juicy is going on and he doesn’t want to leave because he wants to find out what happens. If the player characters turn him in to “Knuckles” and take the reward, Ryman will be “apprehended” and kicked off the train at the next stop. Or they can choose to help Ryman, in which case he will share information with them. At the GM’s discretion, Ryman may learn additional details to help them during Accusations Fly. However, they will need to come up with a reasonable story for “Knuckles” explaining why they didn’t find a stowaway (DC 16 Persuasion or Deception check). Dinner’s On You Experienced Hunters Needed Immediately! See the Chef before our next stop. Quest Giver: Somen Gilrona, the Chef Important Note: This quest should only appear on the Quest Board once both Lord Almanor and Lord Gammon are aboard, preferably the second day after they board. Player characters might witness the halfling chef post it on the Quest Board after speaking with Lord Almanor. However, it can be used as a quest even if the GM is not running the event Accusations Fly, with Lord Almanor being replaced by any generic nobleman with a demanding appetite. Under this variant, this quest can be played any number of times. Somen is in a panic, explaining that Lord Darus Almanor has demanded an extravagant feast with an unusual main course as the center attraction. Roll on or choose from the table below to determine which environment the Rail-Away will visit next. Then, roll or choose a monster that you feel is appropriate for the encounter either from those listed or another large, potentially edible creature of the GM’s choice. Forest Lake/River Underground Wyvern Unicorn Dire Wolf Giant Crocodile Giant Scorpion 2d4+1 Giant Toads Hellhound Purple Worm Minotaur Plains Hills/Mountains Seashore 1d4 Bullette 2d4 co*ckatrices 1d4 Giant Bore Abominable Yeti Young Dragon (any type) 1D4 Giant Goat Giant Shark Giant Octopus 1d4 Giant Crab If the party accepts the quest, at the next stop Somen will give directions to where the prey can be found nearby. Time is of the essence as the train will be leaving again in 1 hour and she must start cooking the meal. If the party is successful in bringing back the game, they will be rewarded with 300 gold and an invitation to the feast, where they will be seated at Lord Almanor’s table along with Lord and Lady Gammon.

34 The Seeker’s Guide to Twisted Taverns RAIL-AWAY EVENTS Certain events can occur at the GM’s discretion that are either time- or NPC-dependent. Elementally Unsound This optional event can occur at any time and is unrelated to the Accusations Fly event. The player characters are awakened by the train coming to an abrupt halt, accompanied by the ear-numbing sound of the brake being applied with full force. The jolt is enough for the player characters to fall out of bed and be knocked prone unless they make a DC 14 Athletics check. On a fail, they will take falling damage. Confused and panicked shouting is heard from the front of the train. If the player characters make their way forward, they will see staff fleeing away from the engine and one of them will scream, “Brandr’s lost control!” If players investigate the Steam Engine, they will find the hatch door to the engine flung open and a fire elemental and 1d4 steam mephits laying waste to the room. Brandr, the engineer, lies on the floor unconscious. Anyone with a Passive Perception of 14 or higher will notice that a golden ring set with a ruby (a ring of fire elemental command) lies on the floor. If the party successfully contains or destroys the menace, they should be able to revive Brandr, who will ask for his ring back so he can get the train running again. Grateful for saving his life (and the train), he confers with Tarmo Warberry and Prim for a suitable reward. They offer the party free travel on the Rail-Away for life and a ring of cold resistance. The entire party will enjoy advantage on any Charisma- or Intelligence-based interactions with the train staff after this event. Accusations Fly The following lays out a potential murder mystery that can be launched at the GM’s discretion. The tavern operators and guests that are key to the plot (including red herrings) are: Guests Lord Tavarious Gammon, Lady Ulume Gammon, Esthene, Moonshadow, Lord Darus Almanor, Somen Gilrona, Bishel Voss, Trackle, Hammond Axman & Ryman Thorn Operators Prim, aka “Knuckles”, Verity Billett & Raivo Sevara What Happens... At the GM’s discretion, at least one day after the player characters have boarded the Rail-Away, the following occurs: The Rail-Away stops at a normally scheduled station. While passengers are getting off and on, the player characters will be alerted to an unusual commotion outside: A well-dressed nobleman, his wife, and their goblin servant are struggling with their mount, who is refusing to board the livestock carriage. Several Rail-Away staff including Kogan, Brandr, and Prim, rush to help calm and load the horse. Any character with a Passive Perception of 12 or more will note that the two goblins (Prim and Trackle) appear shocked to see each other, but quickly continue their business. A large chest, also belonging to the Gammons, is loaded into the cargo area, with Lord Gammon making a fuss about it. Those observing the couple will learn that their names are Lord and Lady Gammon. Lord Gammon seems very bossy, while his wife seems quiet. Additional new passengers also embark, including another nobleman (Lord Almanor) and his servant (Bishel Voss). The second nobleman is heard to remark “Why, my dear Lord Gammon, fancy meeting you here! I’ve been hearing all kinds of news of your… latest dealings… and have been meaning to look in on you. Perhaps we can discuss some business while we travel?” Lord Gammon, with a look of distaste, responds, “This is purely a pleasure trip, Lord Almanor.” At the last minute before the train is due to leave, one additional passenger shows up: a beautiful half-elf woman (Esthene Moonshadow). Lord Gammon hungrily eyes the new passenger as Lady Gammon is looking the other way. Once the train leaves the station, the player characters may interact with any of the passengers or staff on board as normal, take quests, etc. A number of things happen that first day, which may or may not be directly observed by the player characters, but can be learned by speaking with a witness: Time Event Witnesses Morning Prim and Trackle are seen together exchanging hugs and tears. Somen Gilrona, Ryman Thorn, and Kogan Hamfist Lord Almanor approaches Lord Gammon in the bar car and has a brief conversation. The words “You’ll regret it if you don’t” are heard. Raivo Sevara, Trackle, and Bishel Voss Afternoon Prim asks Tarmo Warberry if there is room for another staff member. Somen Gilrona and Alen Trismys Evening Verity Billett takes up her stage, noticeably flinching after seeing Lord Gammon in the audience. Raivo Sevara, Bishel Voss, Lord Almanor, Ryman Thorn, and Hammond Axman Lord Almanor sends Bishel Voss to Verity with a note. Verity crumples the note and throws it away. Ryman Thorn later on picks up the discarded note and keeps it. It reads: I know what you are. Raivo Sevara, Tarmo Warberry, and Ryman Thorn; Night Lord Gammon meets Esthene Moonshadow in the Observation Car for a romantic tryst. Alen Trismys, Ryman Thorn, and Verity Billett Raivo Sevara is seen going into Verity Billett’s room. Kogan Hamfist and Dretin Dalmura

The Seeker’s Guide to Twisted Taverns 35 RAIL-AWAY On the second day, a number of things occur: Time Event Witnesses Morning Lord Almanor asks Lord Gammon to join him for breakfast, but Lord Gammon refuses. Hammond Axman, Ryman Thorn and Bishel Voss Lord Almanor places a pricey request with Somen Gilrona. Soon thereafter, she posts a notice on the Quest board (See Dinner’s On You quest; it is optional, and will be removed if ignored.) Bishel Voss, Hammond Axman and all Dining Car Staff The Rail-Away stops to retrieve Almanor’s requested ingredients. Afternoon Lord Almanor sends dinner invitations to Lord and Lady Gammon, and the party if they completed his request. The invitation reads “A treat for the senses that only the privileged can enjoy!” Bishel Voss Lady Gammon and Esthene meet in the Observation Car. Lady Gammon gives something to her. Ryman Thorn, Alen Trismys Early Evening Esthene informs Lord Gammon that she will be departing soon. She coyly mentions she will be retiring to her room until then. Alen Trismys, Ryman Thorn, Raivo Sevara, and Kogan Hamfist Dinner Lord Almanor has a hushed conversation with Lord Gammon, which Gammon seems to laugh off. If the player characters are present, they will hear the phrases “Don’t think your secrets are mine” and “a small price to pay”. Lady Gammon, Somen Gilrona, and Bishel Voss Lord Almanor sends a note to Verity. Verity reads the note, adds to it and returns it via Bishel to Raivo, who throws it away. If found later in the bar trash, it reads “I need you to work your magic during dessert. Don’t deny me.” and “Raivo, can you help? I have to sing.” Hammond Axman, Dretin Dalmura, Bishel Voss, Ryman Thorn, Lord & Lady Gammon and Somen Gilrona Just before dessert, Raivo and the staff deliver a special co*cktail to everyone at Lord Almanor’s table, save for Bishel. “A special drink to go with your dessert course,” says Raivo. Lord Almanor, Bishel Voss, Lord Gammon & Lady Gammon After dessert is served, Lord Almanor makes a toast: “To old friends and new!” drinking the co*cktail, and encourages everyone to join him in the toast. IMPORTANT NOTE: The glasses are protected with Abjuration magic to prevent detection. Everyone drinking suffers disadvantage on Wisdom saving throws. Lord Almanor, Bishel Voss, Lord Gammon, Lady Gammon Verity sings. Everyone must make a DC 18 Wisdom saving throw. If they fail, they greatly enjoy the song. During the song, Lord Almanor removes his glove and pokes the entranced Lord Gammon in the neck. Player characters with a Passive perception of 16 or higher will notice this (DC 15 if they are seated at the table). Anyone with a Passive Perception of 20 will notice the odd shape of his hand. Bishel Voss After the song, Lord Almanor tells Lord Gammon, “Perhaps you will reconsider my proposal… after you get a good night’s sleep.” Though polite, it somehow sounds like a threat. Bishel Voss, Lord & Lady Gammon After Dinner Lord Gammon suffers aches and a fever. Lady Gammon requests a remedy of warm honey milk from Trackle. Bishel Voss and Lord Almanor Trackle leaves to retrieve it, interacting briefly with Prim, who hands her something. Somen Gilrona, the Dining Car Staff and Ryman Thorn Lady Gammon leaves to sleep in the small room of their car. She says she did so to avoid Lord Gammon’s feverish complaining Alen Trismys Lord Gammon leaves to visit the Observation Car, inviting the party to join his walk. He takes the warm milk with him, and discusses a potential job for the adventurers. Bishel Voss, Lord Almanor, Dining Car Staff and Somen Gilrona Late Evening Esthene climbs a ladder from her room to the roof, and makes her way to the Observation Car. Ryman Thorn If Lord Gammon brings company into the Observation Car, they will find Esthene waiting in a lacey nightgown. Seeing the company, she will flatly state “I changed my mind, let’s talk in the morning.” After a brief but messy kiss, she leaves. Flustered, Lord Gammon will ask the party if he can trust them (DC 14 Persuasion check). If convinced, he will plan to discuss details over breakfast. If unconvinced, he states he wishes to be left alone to enjoy the remnants of his kiss, along with his honey milk. Ryman Thorn The Next Morning Lord Gammon is found dead in the Mercury Observation car. The cause of death is clearly poison.

36 The Seeker’s Guide to Twisted Taverns RAIL-AWAY What to Do… To get out of being accused and carted off to jail for the murder of Lord Gammon, the player characters must develop and lay out a credible theory of how Lord Gammon died, who did it, and a reason why. They will have until the next stop on the Rail-Away’s journey to complete this and will be allowed to question or talk to anyone on the train, though train staff, including Knuckles, will keep a close eye on them. As Lord Gammon was actually attacked by different people and has many enemies, there are a number of theories the players can lay out in order to save themselves from arrest. Additionally, so long as they lay out a convincing theory with the evidence they have been able to gather even if it is not wholly correct, they can succeed at the GM’s discretion. If they are unable to piece enough clues together, they will be arrested at the next stop. The party can also choose to fight their way to freedom as a “nuclear” option. This choice will prompt Prim, Brandr Fintan, and Tarmo Warberry to fight against them. As a variant, at the GM’s discretion, other passengers or staff may choose to join the fight depending on their current relationship with the party members. If the party members previously freed Bishel Voss from Lord Almanor’s Collar of Domination, she will come forward and tell what she knows, which is enough to place suspicion on Lord Almanor and free the party. What Really Happened… The following is what really happened on the Rail-Away: Plot One (Cause of Death) Lady Ulume Gammon and her half-sister Esthene Moonshadow have been plotting to get rid of Lord Gammon for some time. Rather than murdering him at home, they had decided it would be best to carry out the plot in public, making sure they both had an alibi. They sourced some poison and a periapt of proof against poison and bided their time. Esthene made sure that everyone saw her “break up” with Lord Gammon, while Ulume created her own alibi by snoring loudly in her bedroom. Esthene made her way to the Observation Car that night to poison him via the Rail-Away’s roof. If the player characters went with Lord Gammon, she will be surprised to see them there and will quickly kiss him (depositing the poison via her lipstick, which contains a slow acting Oil of Taggit poison mixed with wax and cochineal dye from crushed fire beetle shells). She then returned to her room via the same route she took before (again witnessed by Ryman Thorn). This is what actually kills Lord Gammon. Plot Two Prim and Trackle are overjoyed to be reunited, as both had thought the other dead. Prim, for her part, is also anxious to release Trackle from her servitude and even speaks to Tarmo Warberry about finding her cousin a job on the Rail-Away. Trackle knows that Ulume and Esthene are planning something, so she wants to get out as soon as possible before things get bad. When Trackle goes to get the honey milk, Prim gives her something: a gem from her stash, just in case Trackle needs some escape funds. This trade acts as a red herring that reveals Gammon’s history. Plot Three Verity is understandably stressed to see her former unsavory boss Lord Gammon aboard the Rail-Away. She doesn’t want her past revealed, nor does she want to get pulled into any further schemes. She likes her life with Raivo aboard the train. Lord Almanor, meanwhile, is very happy to see Lord Gammon. He’d heard much about the fortune that his former client had amassed and was very interested in doing business with him again. If Gammon wasn’t interested in a partnership, Almanor was not above blackmailing him. He attempts multiple times to get Lord Gammon to talk to him—unsuccessfully—and uses the elaborate dinner party as an excuse, knowing that Lord Gammon would not be able to turn it down. The day before, Lord Almanor had noted with interest the interaction between Verity and Gammon and, with his true seeing, had easily penetrated her disguise. When Gammon once again turns him down, Almanor decides to threaten him. He requests that Verity sing her Enchanting Song. Verity does, but not before enlisting the help of Raivo Sevara, who uses his skills to create a co*cktail (the Foggy Mind, whose effects are detailed during day 2’s dinner) to hopefully ensure that no one at the table is able to resist her song. While she is singing, Lord Almanor uses his Rakshasa claw attack discreetly on Lord Gammon, cursing him and causing a small trickle of blood on his neck. The magical curse was meant to take effect when Gammon slept, filling his thoughts with horrible images and dreams. His plan is to force Gammon to capitulate to his demands with the curse. However, Gammon dies before he is able to threaten him again. Tavern History The Rail-Away started small: just an engine and a single cargo car with a few bunk beds inside. Over the years, it grew larger and larger, and more and more grandiose. Under Tarmo Warberry, new destinations have been added and new track laid in his quest to cover more territory (and learn about the languages and people who live there). He has invested all of his considerable (inherited) fortune into the train and considers the staff to be the family he never had, as he has never married. Nearly all of the staff on the Rail-Away were rescued from the life of a vagabond, urchin, or refugee. He enjoys it immensely any time The Seeker visits the Rail-Away and does what he can to get the tiefling to stay and visit for as long as possible. Their incredible stories of otherworldly drama do more than enough to captivate Tarmo, as well attract passengers. To his trivial frustration, The Seeker never “teaches” Tarmo anything, saying that “Learning is a waste of time—why not live instead?” When approached together, Tarmo says that The Seeker is “an old family friend” who was one of the Rail-Away’s very first passengers.

Hic sunt deos, Natus ex verbis. Natus ex scriptis, Hic jacet deos. 37 RAIL-AWAY STAT BLOCKS Dretin Dalmura Dretin Dalmura is a female drow, an avid black market fence. Dretin wears a hooded cloak, possibly to conceal her heritage from prying eyes, or to protect herself from the sun. Her build is slim and wiry, accented by leather armor dyed black underneath her cloak. Her hair falls in two braids. She has a small scar at the corner of her mouth, but smiles pleasantly if spoken to. She mostly stays to her room. Dretin Dalmura Medium humanoid (drow), neutral evil Armor Class: 15 (chain shirt) Hit Points: 19 Speed: 30 ft. STR DEX CON INT WIS CHA 10 (+0) 14 (+2) 12 (+1) 11 (+0) 11 (+0) 14 (+2) Skills: Perception +2, Stealth +4, Insight +4, Persuasion +4 Senses: darkvision 120 ft., passive Perception 12 Languages: Common, Undercommon, Elvish Challenge: 1 (200 XP) Fey Ancestry. Dretin Dalmura has advantage on saving throws against being charmed, and magic can’t put the drow to sleep. Innate Spellcasting. Dretin Dalmura’s spellcasting ability is Charisma (spell save DC 12). She can innately cast the following spells, requiring no material components: At will: dancing lights 1/day each: darkness, faerie fire Sunlight Sensitivity. While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Gray Bag of Tricks. Dretin carries a gray bag of tricks, which she will pull from at the start of combat. Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Hand Crossbow. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the target is also unconscious while poisoned in this way. The target wakes up if it takes damage or if another creature takes an action to shake it awake. Sneak Attack (1/Turn). Deals an extra 7 (2d6) damage when Dretin hits a target with a weapon attack and has advantage on the attack roll. Prim, a.k.a. “Knuckles” Prim is a young goblin woman, and serves both as the authority figure on the Rail-Away as well as its ticketmaster. Anyone who underestimates “Knuckles” does so to their detriment. Prim is on the smaller side, and coupled with the Rail-Away’s standard starched and pressed ticketmaster uniform, she somewhat resembles a child’s doll one would buy from the tavern’s gift shop. However, besides her iron will, she carries with her a set of magic brass knuckles that she likes to refer to as “One-Two Punch”. Prim can be found on any carriage of the Rail-Away, as she makes continuous rounds. Her sudden appearance may surprise some guests due to her remarkably silent stride. Prim, a.k.a. “Knuckles” Small humanoid (goblinoid), lawful neutral Armor Class: 13 Hit Points: 84 (14d8 + 28) Speed: 30 ft. STR DEX CON INT WIS CHA 18 (+4) 16 (+3) 14 (+2) 11 (+0) 16 (+3) 12 (+1) Skills: Stealth +6 Senses: darkvision 60 ft., passive Perception 16 Languages: Common, Goblin, some Elvish Challenge: 6 (2,300 XP) Nimble Escape. Prim can take the Disengage or Hide action as a bonus action on each of her turns. Multiattack. Prim can attack once with a Poisoned Dart and then twice with “One-Two Punch”. Poisoned Dart. Ranged Weapon Attack: +5 to hit, range 30/120 ft., one creature. Hit: 4 (1d4 + 2) piercing damage, and the target must succeed on a DC 16 Constitution saving throw or be poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. One-Two Punch. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 4) bludgeoning damage, and the target must succeed on a DC 16 Constitution save or fall prone. This set of brass knuckles has 6 charges and regains all expended charges at dawn. While holding and attuned to these items, Prim can expend 1 charge to activate one of the following properties: • On a hit with a natural roll of 19-20, Prim can expend 1 charge to knock the target unconscious for 1 minute. • Prim can expend 1 charge after a hit, forcing the target to succeed on a DC 18 Constitution save or be knocked unconscious for 1d4 rounds.

Wildaback

The Seeker’s Guide to Twisted Taverns 39 T he Tavern and the rest of the buildings on this beast are elegant geometric structures with sharp, uniform angles with ancient inlay patterns. Strangely, the natural formations on the surface of the beast are almost identical in substance to the buildings. The material seems to be a soft, burned red marble in some areas and polished limestone in others. Guests can make a DC 16 Intelligence (Investigation) check to deduce that the buildings are made of the same material as the protrusions from the creature’s back. The loose structures have either been fastened with rope, or are held in place by the overgrowth of these bones. When The Wildaback is ready to continue traveling, either on its own whim or as directed by Kem Kasik, it raises its massive head and steps forward. Patrons and guests will soon find the world below them breeze by, almost in a blur. Areas of the Tavern The Main Hall is the most prominent building on the back of the beast, and takes the form of a large ziggurat with a half-domed roof. A similar, smaller structure with a level roof sits atop the crown of the beast. Strong anchor posts secure a stone bridge that runs along the back of the neck, leading from the Main Hall to the crown. Along either side of the beast, newer structures have been added to hang like saddlebags. The crown, the saddlebags, and the rooftop terrace with the Cosmotarius are all well maintained. The rest of the structures on the Wildaback are in a state of semi-decay, crumbling over the tops of ornate humanoid statues. Once serving as columns supporting structures several stories high, now only a few of these indistinguishable figures hold anything at all. The Lift The Lift is the primary transport between the back of the beast and the ground below. Approaching close enough, especially during a grazing period, the party should find the lift currently lowered. A magic mouth has been placed inside this lift, which recites the following phrase in different languages whenever a humanoid comes within 60 feet of it: “Welcome to The Wildaback Tavern, inn and transport. Board at your leisure.” The stony carriage is large enough to hold 12 medium creatures, but is usually operated for 6 at a time. A large pulley is attached to the neck of the beast, so that when it lowers its head, the lift is also lowered. A massive enchanted rope connects the two systems, and is nearly impossible to break accidentally. The Wildaback, King of Travel At first glance The Wildaback appears to be a gigantic, horned beast standing at the height of the horizon—until you realize the horizon is much further away than it appears. This truly colossal creature lumbers gracefully across vast terrains, supported by six towering legs. It consumes entire trees as it walks, grazing as if it were a bison on fields of wheat. While one might expect the very world to shake with each of its steps, the mysterious nature of this beast leaves little evidence of its passage— aside from its ability to nearly block out the sun. Resting snugly on the back of this monster is a collection of structures, which could be mistaken for a carapace of sorts. Upon a closer inspection, observers will see the ruins of an ancient city covering its hide. The Wildaback’s stoney face always appears to be at peace, and creatures who claim to have made eye contact say they felt a profound kindness cast down to them. Its antlers, as well as other areas of its body, seem to be unnaturally uniform, as if grown to resemble architecture. Before introducing The Wildaback, it is suggested that the GM hint at its existence beforehand. Perhaps nearby villages have a legend about it, or maybe the party was given a compass that leads to the beast. Player characters of any level can visit the tavern, but it is optimized for characters level 13-16. Variant Rule. The Wildaback is an incredibly magical creature, and has a degree of authority over its immediate surroundings. With this variant rule, The Wildaback can choose to expand the face of the globe as it walks, creating new horizons in front of it. This way, it always creates new forests for itself to eat while waiting for old ones to regrow. Wildaback Tavern

40 The Seeker’s Guide to Twisted Taverns Wildaback Tavern Amaru Balcony A balcony-like walkway with a waist-high railing connects the structures on The Wildaback. Ever-burning torches are spaced at 10-foot intervals so that the walkway is well-lit, even at night. A few potted ferns in stone planters are scattered around. Shoulder Patio This is a rectangular patio with bench seating and everburning torches, often used by guests to enjoy the night air. A1. Guest Check-In Qinlar Ravengleam is always posted in this small entry room to the main tavern, and is the first face most guests will see. He will ask them simple questions, figure out their room placement, and prohibit any weapons from entry without good reason, though he explains that weapons can be “checked out” under certain circ*mstances, such as taking on a quest for tavern staff. The check-in alcove seems to have been carved out of a single piece of giant bone or limestone, and is attached to the tavern by mortar. It lacks the ornate carvings that seem to naturally form in other rooms. Attached to the check-in desk is a not-very-wellhidden scrap of parchment paper that any character with passive perception of 14 or more will notice. It says, in Dwarvish, “Don’t forget! Barakor!” In this reception area are a set of lockers enchanted with arcane lock (lockpick DC 20), which contain the majority of the guests’ weapons. Qinlar keeps track of each weapon’s place, and has a master keyword (barakor) he can shout to unlock everything in case of an emergency. A2. Main Hall According to Kem, the main tavern hall was once a throne room for a long-gone civilization, and anyone who enters can feel the weight of years. A large staircase leads up to the rooftop garden terrace. A floor-to-ceiling stone doorway leads out to the balcony and shoulder patio, flanked by vaguely humanoid stone statues. The intricate carving around the doorway depicts a long-forgotten creature with multiple heads, but portions of it are worn away. There is a small alcove built into the wall for the guest check-in (A1). Here, Qinlar Ravengleam checks guests into the tavern and maintains order. The main stage (A3) is on the side of the room, with the grand staircase leading up to it. Large stone statues flank either side, holding up the curtain. In front of the stage are a collection of small tables and comfortably padded chairs, as well as groupings of floor cushions in a multitude of colors. Each table has an irregularly shaped bowl-like candle which casts a flickering glow. Opposite the stage is the bar (A5), flanked by the kitchen (A4) and the storage room (A6). Ever-burning torch sconces are spaced regularly around the room, providing additional illumination, the flickering flames adding to the ambience. A3. Main Stage The raised stage is arguably the focal point of the Main Hall, though the entire area has such ancient grandeur that it is hard to tell which part is the most impressive. The stage is big enough for substantial productions but intimate enough that anyone watching almost feels like they are part of the action. Most troupes that perform here use illusion magic for sets rather than props. The stage floor is made of wood and has three trapdoors set in it, though the space beneath is only enough for a gnome to stand comfortably in; anyone larger would have to kneel. A heavy silk curtain, held on either side by large humanoid statues, is rigged to drop to mark the opening and closing of performances. The curtain is usually left closed when the stage is not being used.

The Seeker’s Guide to Twisted Taverns 41 Wildaback Tavern Chef Sarphi A4. Kitchen The Kitchen has a fireplace with a small fire elemental living in it, affectionately called Rapa. The elemental cooks meals—and anything else that gets too close to it. The chef, Sarphi, rewards it with any leftovers from the day, which it burns to ash. A marble-topped table sits in the center of the room and is cool to touch, making it perfect for tempering chocolate dishes. One corner of the room has a small amount of supplies in baskets, enough for the current day, but the bulk of perishable items are kept in the store room (A6) nearby. A5. The Bar The Bar faces the stage and is sandwiched between the Kitchen (A4) and the Storage Room (A6). It is accessible only via doors in those two rooms. It consists of an impressive carved stone slab held up by two detailed statues of bird-like creatures. Lending to the imposing aura of the bar is Amaru, the muscular dragonborn bartender. Five stools sit in front of The Bar, though drink service is available throughout the Main Hall (A2). A few bowls of exotic fruits and other garnishments sit on the bartop, along with complimentary nuts—both salted and caramelized. A6. The Store Room This backroom is large. It houses the most commonly used supplies for the hall and the stage, as well as kitchen and drink perishables. The walls are lined with shelves. Two large stone tables, piled high with a wide assortment of items, are in the center of the room. Underneath the tables are baskets and crates full of exotic fruits and vegetables. There are two doors to The Store Room: one near the Guest Check-In alcove (A1) and the other leading to The Bar (A5). A large glass amphora sits on the corner of one of the tables. It appears to contain a constantly swirling ice storm and is cold to the touch. It is an everlasting cold bottle (Wondrous Item, very rare. When unstoppered, 1d4+1 Ice Mephits appear every other round of combat until the bottle is re-capped. After 3 waves of Ice Mephits have been released, the next creature summoned will instead be 1 Ice Devil). See the event: Who Let the Cold Out for a related happening. Normally, the bottle is uncapped just long enough to let out a couple of Ice Mephits to lower the temperature and help preserve the perishable food. UPPER LEVEL B1. Rooftop Terraced Garden The garden is where much of the food used in the Kitchen is grown. It wraps around the upper level terrace of the Main Hall and is a feast for the senses. There are plant species growing that would make any druid green with envy. Bees constantly buzz from flower to flower. The abundant plants grow in large rectangular planter beds made of carved stone, including some square planters containing fruit trees such as pomegranate and breadfruit. Nora Treeforge, the gardener, keeps everything healthy and pruned and is always looking for new seeds to add to her magnificent garden. She doesn’t mind if the plants are edible or simply beautiful. Treeforge hopes to eventually expand the vegetable garden out into the ruins if she can figure out a way to secure a non-moving plot and a way to easily return to the location. The terrace is accessible via a large staircase from the Main Hall (A2). The lush greenscape makes the roof terrace a spot of particular interest to the flying residents of the ruins and there is a chance that the player characters may encounter such creatures snacking on the produce. (Roll 1d6, and on a 3 select a flying creature from the encounter table in the ruins.) Any such visitors will not attack unless provoked, as they are too busy enjoying their feast, though Nora may enlist help in driving them away if they are consuming too much.

42 The Seeker’s Guide to Twisted Taverns Wildaback Tavern B2. Cosmotarius Part of the terrace is taken up with a large raised dome that holds the Cosmotarius. A single door provides access to the space, which feels larger inside than out. Powerful divination magic continually projects images of the cosmology of the universe on the inside of the dome. Even Kem is not sure how or why the images appear, but they change without warning, showing different areas of the night sky, including constellation maps that are completely unknown. Some theorize, they give a hint about the ponderings of The Wildaback itself. Guests often visit the space to contemplate their own place in the universe, or just to get away. The air inside is cool and lightly perfumed and, with the only light coming from the constantly moving stars projected on the dome, many compare it to entering a dream world. If a player character visits the Cosmotarius for longer than an hour, they will experience a feeling of great tranquility (same effect as that of a sanctuary spell that lasts until the start of your next long rest). THE SADDLEBAGS The Saddlebags look like someone took two buildings and draped them off the edges of the ruins and down both sides of The Wildaback. They are attached to the structure with great stone chains. There are two levels of guest rooms, containing a total of 22 rooms. Kem Kasik Kem Kasik is a young-looking human man with shoulderlength dark hair, dark eyes, and golden toned skin. He wears simple, light clothes, sandals, and a tabard bearing a depiction of The Wildaback’s face. On his head sits an ornate circlet made of what looks like either ivory or stone, a symbol of his authority over The Wildaback, and at his side sits a hooked rope he uses for quick travel around his old friend. He occasionally uses a +3 longbow and a defender (shortsword). Kem shares deep relationships with both his ancient friend The Wildaback, and his romantic partner Sami. He spends most of his time on the Crown (area D), hunting for food during pauses, or venturing into The Ruins. On rare occasions he will settle into the tavern, drinking quietly and asking visitors about their experiences. Once an avid spiritual wanderer, Kem became the immortal caretaker of The Wildaback ages ago. After his years of isolation, Sami’s arrival brought him new life, but with the success of the tavern keeping Sami busy, he sometimes feels alone again. Use the cult fanatic stat block for Kem, with the following changes: • He has 88 (16d8 + 16) hit points • His spell save DC is 16, and his spell attack bonus is +8 • His CR is effectively 5 (1,800 XP) Sami Yanay Sami is a jolly middle-aged man using the noble statistics but with a base HP of 33. He has salt-and-pepper hair, vibrant green eyes, and an even brighter smile. Sami wears relatively wealthy clothing, and a small array of modest jewelry and piercings. He is an avid businessman by experience, and loves nothing more than running such a successful and fascinating operation. Although, you could note that this is a lie he tells himself—in his heart, Sami’s bond to the tavern stems from his love for Kem. Sami spends all of his time running the tavern, checking up on guests, helping the other staff members, and doing loads of paperwork. He can be found anywhere in the tavern, though he almost never ventures into The Ruins. He is also in charge of informing Kem where The Wildaback must go in order to reach the next settlement. He sees most of the staff as his family, which he’s been able to grow thanks to Kem’s support. The Wildaback Only Kem truly knows the inner ponderings of The Wildaback, though he has let a few things slip over the years. According to him, The Wildaback’s overarching goal is to simply travel and witness all that the world(s) have to offer. It is bonded only with Kem and with five other mysterious travelers who visit only rarely. Being truly one of a kind, The Wildaback is a lonely creature at heart and finds it hard to communicate with others, but looks upon those that visit with benevolence and tolerance. If one is able to attract the attention of the gargantuan beast, they will feel as if they have looked into the eyes of a god, suddenly benefiting from the effects of the spell bless. Chef Sarphi Currently on a tour here from the Spring of Peace, Sarphi is the daughter of a noble in the Fadel family. Sarphi is a young pink-skinned, blue haired, tiefling female commoner. As a chef, she wears her hair pulled back under a kerchief. She favors a many-pocketed apron over her multi-colored dresses. She is thrilled to be working here, learning and experimenting with all the cuisines that are brought on to The Wildaback. She spends the bulk of her time in the Kitchen (A4), but also ventures into both the Store Room (A6) and the Rooftop Terrace (B1) for supplies. Sarphi has grown fond of her life on The Wildaback, and quietly wishes not to return home. If the party is able to convince Sami he should stay, Sarphi will be grateful and give them 2d8 platinum pieces as thanks. The Tavern Operators

The Seeker’s Guide to Twisted Taverns 43 Wildaback Tavern C1. Guest Rooms The Guest Rooms are all very similar in shape and contents, with the main difference between rooms being the size and number of beds. Some have a single twin, others a double bed, and some two twin beds. They all contain a small desk with a chair and a lockable trunk for guests to store their items in. While the rooms aren’t large, they are comfortable and clean, and all feature unmatched views. The slight rocking motion of The Wildaback’s stride gives guests the impression that they are riding the waves, and this is most present in the Saddlebags. Many say they have never slept better than when traveling on The Wildaback. For convenience, each room is equipped with a sending stone connected to the front desk. Every room contains a small private bathroom with a toilet, shower, and sink. All the toilets on the beast have create water gems installed with a pull cord. Pipes from the lavatories have control water cast on them to keep the waste moving along through pipes that exit the Wildaback. THE CROWN The Crown sits atop the head of the Wildaback and contains both the area that Kem uses to best communicate with the enigmatic beast and the private rooms of Kem and Sami. Nora Treeforge Nora Treeforge is a halfling druid. Treeforge is stout, with brown hair, hazel eyes, and well tanned skin from working outside. She wears comfortable but sturdy leathers and quite often has vines or leaves stuck in her hair. She can be found at nearly any time of night or day in the Rooftop Terraced Garden (B1), though she periodically takes cat naps with her pseudodragon in the Cosmotarius (B2). She is always looking for new plants to cultivate and will pay for seeds. Sadly, Treeforge is cursed with chronic pain, and is searching for methods to alleviate her daily battle with it. She has a pet pseudodragon named Wiyula that follows her everywhere and assists her as it can. Qinlar Ravengleam Qinlar Ravengleam is a stout male dwarf (veteran, but with a Wisdom of 16), with remarkably chiseled features, a glorious orange-red mustache and short, curled beard, and jaunty demeanor. He wears a clean white shirt and splints on his arms and legs for protection. He serves as the receptionist and bouncer for the tavern checking in new entrants and their belongings. He makes regular rounds, but he can usually be found at the guest check-in (A1). Qinlar is oddly observant and occasionally blunt, able to pick up on incredibly minor details about visitors, such as their relationships or injuries. He was the first hire on The Wildaback, and helped assemble some of its current structure. Amaru Amaru is a male white dragonborn mixologist/bartender commoner (with a base strength of 16 and charisma of 14) who knows his craft very well. He wears a rapier that he also uses to perform bar tricks and remove corks with flair. He might flirt for a tip, especially if he finds the guest particularly interesting; Amaru takes all kinds. He has worked for Kem and Sami for a couple of years now. Amaru is always looking for a new drink to put his own spin on. He often tries to make something described by the patrons who sit at the bar. He created most of the drinks on the tavern menu, and enjoys when patrons know this. Buphagus When not in flight, these bird-like humanoids keep their wings against their back, so they look like they are always wearing a feathery cloak. They have light brown body and chest feathers and darker feathers on their limbs and the tops of their heads. Their beaks are yellow with red tips, and feature a curve that resembles a slight frown. They don’t speak, but they are able to roughly understand all spoken languages. The Buphagus are the servers in the tavern hall, and keep everything clean in functional parts of the tavern. They are employees—paid and treated well. Qinlar defends them fiercely, not taking insults to them lightly. When not performing their duties, the Buphagus can be found in The Ruins, where they live. The Statues These stone golems are bouncers, guards, and protectors of The Wildaback. At the first sign of any fight between guests they activate, end the fight, and hold the fighters to be questioned by Kem, Qinlar, or Sami. Any of those three are also able to call off the golems from attacking. The intact and active stone golems are located in the following locations: • One on either side of the Main Stage (A3) • One on either side of the main stone arch in the Main Hall (A2) • One inside the Guidehouse (D1) on the left side of the balcony • One on either side of the external door leading to the Lounge/Bedroom (D2) • If the missing stone golem is freed from The Ruins, it will take position on the right side of the balcony.

44 The Seeker’s Guide to Twisted Taverns Wildaback Tavern D1. Guidehouse This room shares the same architecture as the Main Hall, and perhaps came from the same ancient civilization. It is only accessible via a locked door (arcane lock - DC 20 Thieves’ Tools) from Kem and Sami’s private bedroom. The walls are lined with shelves that contain Sami’s favorite relics and other artifacts the two of them have collected during their years together. Many are priceless and belong to long-lost civilizations. The side of the room directly above The Wildaback’s head is an open balcony providing a clear view of what lies ahead. A single loveseat with plump cushions is in front of the window and Kem and Sami were often found cuddling there in the early, easy days of their travels. A statue stands at attention on the left side of the open balcony. D2. Lounge/Bedroom The private lounge and bedroom of Kem and Sami is a cozy, dimly lit space of deep, vivid colors and woven fabrics. A painted wooden screen separates a large plush bed from the rest of the room. Intricately woven carpets layer the floor and are so plush that it would be impossible to hear a footstep. Piles of ancient books are stacked between two armchairs, one of old leather and the other covered in the finest silk. A copper tea set sits on a small table. There are two large closets filled with outfits from vastly different cultures. Two carved stone statues stand outside on either side of the entrance door as if they are guarding the rooms. D3. Sami’s Office Sami’s office, where he conducts much of the business of the tavern, lies off the bedroom. A magical fireplace, more for the flickering ambience than the small amount of heat it provides, sits in a corner. The rest of the walls are covered in bookshelves which, in turn, are full of books both rare and mundane. They look as if one more book would topple them, yet Sami somehow always finds room for just one more. An ornately carved wooden desk, however, is the focal point in the center of the room. Scattered papers dealing with the day-to-day running of the tavern are scattered on the desk. A small, magically locked secret door (DC 18 Perception check to locate, DC 20 Thieves’ Tools to unlock) is built into one of the bookshelves. Inside is a bag of holding that contains the once small but now massive fortune that Kem and Sami have accumulated over the years. The bag contains: 10,000 gp, 2,000 pp, bracers of archery, an aquamarine (500 gp), 3blue spinels (500 gp), 4 peridots (500 gp), a topaz (500 gp), a leopard fur vest set with spinel (750 gp), and an ebony idol (of a goddess of drama) (750 gp). THE WILDABACK First time visitors do not know what to expect when stepping onto the surface of The Wildaback, but no matter what they imagine it might be like, it does not compare to the actual experience. The ground—The Wildaback itself— feels both solid and soft at the same time. Anyone touching it will find it warm to the touch and very obviously alive, though it resembles stone or bone more than anything else. Roll Encounter Text Creatures CR 1 This area of The Ruins seems strangely green, with vines and other vegetation growing amongst the stone. There is a slight smell of rot. 1d4 Shambling Mounds 5 2 The light becomes dim as you enter a cave-like structure in The Ruins. You can hear the dripping of water. There is a pervasive, rusty, ammonia-like smell. 4d6 Stirges 3d4 Swarms of Bats ⅛ ¼ 3 Strangely, after walking for some time, you appear to be back where you started, at the base of the tavern. None N/A 4 Oddly shaped trees grow here among small rock outcroppings, their roots twining about the rocks rather than going into The Wildaback’s hide. Suddenly, you hear a screech and something swoops down upon you. 1d4 Vrocks 6 5 You seem to have stumbled upon a small but dense, jungle-like forest. While the greenery is beautiful, the area is neither serene nor lovely; the perimeter is marked by what appears to be brown smears of feces. You can hear the screeching of monkeys. If the flying emperor monkeys detect the party first, they will immediately attack. 2d8 Flying Emperor Monkeys ⅛ The Ruins Descending the stairs off the walkway on either side of the Guest Check-In (A1)to the south leads to The Ruins. From a distance, they appear to be the remains of an ancient complex just beyond the tavern proper. A successful 18 Intelligence (Nature) check reveals that these structures seem to be growing from the creature’s back, and any time spent in them will lead to the discovery that they are constantly changing and reforming. The Ruins have never been mapped as they are never the same, though the creatures that live in them seem to have adapted well to the unstable nature of their home. Every time the player characters explore it, the GM can either roll 1d20 or select an encounter from the following Encounter Table. If the player characters have taken on the All You Can Eat quest for Chef Sarphi, it is at the GM’s discretion whether they immediately come upon the remorhaz burrow (Roll 6) or if they must first explore The Ruins and come upon it randomly.

The Seeker’s Guide to Twisted Taverns 45 Wildaback Tavern 6 You find yourself in a large, roughly circular clearing with a burrow of some kind. It feels strangely cold; colder than anywhere else you have been on The Wildaback. You can see the head of a large, icy blue creature with dagger-like teeth. 1 Remorhaz 11 7 You find yourself in a narrow canyon and face to face with an adult brass dragon happily sunning itself on a rock. Note: As with all brass dragons (Nahas, known in some circles as the Eater of Sheep) is particularly talkative. He is especially interested in learning about The Wildaback and any artifacts found on it. He also enjoys playing board games, but any player caught cheating will regret the impulse. 1 Adult Brass Dragon 13 8 You find yourself in a small clearing. A very large nest sits atop a 40-foot-tall outcropping of the strange stone-like substance that makes up the surface of The Wildaback. There is a scattering of bushes around. 1 Roc 11 9 You come upon the incongruous sight of a small, serene pond. A flock of ducks float upon it and you see fish darting to and fro. As you watch, a family of otters breaks the surface, splashing each other as they play. A successful detect magic spell or a DC 15 Investigation check will reveal that the water of the pond has a curative nature. Further investigation will reveal a periapt of health caught in the reeds on the pond’s edge. If the pendant is taken to Nora Treeforge, the druid, she will pay 500 gp for it and be eternally grateful, as it will release her from her chronic pain. 1d8 Ducks 1d4 Toads 1d4 Otter 0 0 0 10 A half-buried stone statue similar to the ones in the Main Hall of the tavern lies in the center of a small clearing. The face of the statue is locked in a permanent grimace. Note: A DC 12 Intelligence (Investigation) check will reveal that the statue is a stone golem. If the players free it, the golem will return to the tavern and take up position inside the Guidehouse (D1). If a battle later occurs in that location, this golem will not attack the player characters and will instead fight alongside them. If the players attack the trapped stone golem, it will fight back, but as if caught in an entangle spell and with disadvantage. 1 Stone Golem (trapped) 16 11 As you enter this roughly square open area, a flock of flying beasts land and squawk a challenge, but do not immediately attack. They seem wary, and one is carrying a half-dead cow, presumably captured from a nearby farm, in its claws. 1d10+1 Griffons 2 12 You enter a large open area within The Ruins. A random assortment of rocks and, strangely, furniture (chairs, tables, etc.) appear to be strewn around haphazardly. Anyone with a Passive Perception of 12 or higher will note that the constant sounds of birds and other small wildlife is absent. If a character attempts to sit or otherwise use a piece of the furniture, the mimic will attempt to grapple them. Note: Once the mimics have been discovered, if a character has eaten from or viewed Chef Sarphi’s menu, they may recall that mimic is one of the dishes offered. If they kill the mimics and bring them to the chef, she will pay 50 gp for each one. 1d10+1 Mimics 2 13 Hearing some scraping noises ahead, you turn a corner and see some bandits attempting, without much success, to dig a hole in the hide of The Wildaback. They are obviously searching for something. Note: The bandit captain has 20 gp, and 2 garnets (100gp). He is carrying a parchment with a scribbled set of four circular objects drawn on them. The word “Omasum?” is written near one. If a bandit is alive to question, they will say that they are looking for the gem hoard they have heard is buried somewhere on The Wildaback. Each of the bandits has 1d10 gp. 1 Bandit Captain 1d8+1 Bandits 2 ⅛ 14 You find yourself in a small “field” with gently rolling hills. A couple of cloud giants are picnicking nearby and have an entire feast laid out upon a very large blanket. 2 Cloud Giants 9 15 You come upon an area with very large rocky formations erupting out of The Wildaback’s hide. One large one seems to have dislodged something that had perhaps been buried. It looks almost like a sarcophagus. 1 Mummy Lord 15 16 It is strangely quiet as you come upon this roughly oval-shaped area. The sun has come out from behind the clouds and the air is pleasantly warm. Sunning themselves amongst the rocks is a pride of chimeras, who will not attack unless provoked. 2d4 Chimeras 6 17 A single large outcropping of rock juts across your path. As you approach, some wyverns land. 2d4 Wyverns 6 18 A mostly eaten corpse of an indeterminate creature lies upon the ground, covered in yetlings. 2d8+1 Yetlings ½ 19 You come upon what looks like the ruins of a very small village; just a few huts, though in a similar architectural style to the Main Hall of the tavern. If the players explore what remains, they can discover (DC 15 Investigation check) a small, mysterious square tablet divided into four equal parts with a diamond shape in the middle. There is a vague green glow along the edges. Casting identify will reveal that it is one of a pair and, if the center is depressed, it can be used to verbally communicate with whoever holds the other tablet, no matter how far apart they are. If the artifact is shown to Urma Oogleback, she will exclaim in surprise and pull a matching tablet out of her pocket. Sami had given it to her when Kem had lost his from the set many years before. They are called tokens of affection (Wondrous Item, uncommon, requires attunement). She will offer to buy the one you found for 100 gp; alternatively, you can convince her to sell hers to you for 200 gp. If Sami or Kem sees them or learn of them, they will offer to buy the pair for 300 gp as they hold sentimental value to the couple. None 20 An anachronistically cozy thatched roof cottage sits in the middle of a small clearing. Puffs of smoke come out of the chimney. A rocking chair and a small pot of cheerful flowers sit on the small porch. If the player characters approach, the door opens and a dapper gnome pokes his head out. “Oh, well you’re not spending your time very wisely,” he says cheerfully. “But, since you’re obviously off on an adventure, I’ll help you out.” He smiles mischievously. “Go that way!” He points off vaguely to the right. As the players look in that direction, they experience a sudden surge of unfamiliar memories (they each gain proficiency in a skill they did not have proficiency in before), but when they turn back the clearing is empty. Note: The cottage and Emit W. Saps will only appear once. Any further visits to this space will reveal an empty clearing with what looks like a faint outline where a cottage might once have stood. Emit W. Saps N/A

46 The Seeker’s Guide to Twisted Taverns Wildaback Tavern Additionally, at the GM’s discretion, roll 1d10 to determine what non-creature items may be found with either a DC 15 Investigation, Nature, or Perception check in an area. Plants and seeds can be sold to Nora Treeforge. Artifacts can be sold to Urma Oogleback. Roll Encounter Text Items 1 You notice a strange and unusual plant in bloom. Harvestable seed pods hang from it. 1d8 Rare Seeds 2 A half-buried chest peeks out from a crevice in The Wildaback’s hide. 4d6 x 100 sp 1d6 x 100 gp 3 You spy something wrapped in a thick blanket and secured with leather straps. 1d4 Artifacts (500 gp) 4 Some interesting blooming vines grow out of a naturally occurring rock formation in the shape of a pot. It looks easily transportable. 1d4 Rare Plants 5 The hilt of a weapon protrudes from the ground and can be easily pulled free. It is unclear how long it has been there, but the edge of metal that can be seen below the hilt is still gleaming and rust-free. -After this has been encountered more than once, reroll on a 5. Roll 1d4 to determine type: 1 +2 Dagger 2 +2 Longsword 3 +2 Rapier 4 +2 Shortsword 6 An ornately carved artifact looks like it has erupted out of the hide of The Wildaback, almost as though it were desperate to be found. 1 Very Rare Artifact (1,000gp) 7 An abandoned rucksack, which still looks to have something in it. 1d4 Common Artifacts (50gp) 8 A small hole with an abandoned shovel sits off to the edge of the clearing. You can see the edge of something glittering in the hole. 1d4 Uncommon Artifacts (150 gp) 9 It looks like someone had fought through this location earlier, though they left in a hurry. A number of arrows, mostly undamaged, can be seen scattered around. 1d10+1 +2 Arrows 10 A leather pouch lies off the path, as if someone dropped it while fleeing. 1d10 Tourmaline Gems (100gp) The Deep There are occasional tunnels that dip down below the ruins, into the magically expanding hide as well as the actual insides of The Wildaback. One entrance into The Deep is located just yards to the left of the stairs down from either side of the Guest Check-In Area (A1). A carved stone hatch covers the entrance and can be easily opened with a DC 15 Strength (Athletics) check. However, once the party steps through, the hatch closes behind them and they feel an almost imperceptible push as they are propelled forward and dropped into The Rumen (E1). None of the rooms within The Deep have any natural lighting, though there are some fungal outgrowths on the “walls” that glow faintly. The environment is considered to be in complete darkness. The “goop” within E1 to E4 is The Wildaback’s digestive fluids. Creatures in contact with the material slowly burn, taking 2d4 acid damage every hour they spend inside. E1. The Rumen This large, irregularly shaped room is knee-deep to waist-deep in mysterious goop, making traversing it difficult. Chunks of things float in the goop, including leaves, branches, nests, and many other unrecognizable bits both large and small. Anyone with proficiency in brewing will recognise a slight smell of fermentation. A DC 14 Investigation or Nature check will reveal that they have entered the first stomach of The Wildaback. Every 3d6 minutes, or as determined by the GM, a 10 foot opening will appear in the center of the ceiling and an amount of vegetation will fall into the room with a splash. Characters underneath the opening will be affected as follows: Roll 1d4

The Seeker’s Guide to Twisted Taverns 47 Wildaback Tavern Kem Kasik Roll Effect Save Result on Fail 1 A blast of air blows through the room DC 12 Strength Knocked Prone 2 A well-chewed amount of leaves and thorny branches falls into the room DC 12 Dexterity 2d6 Damage 3 Half-chewed treetops fall into the room DC 14 Dexterity 6d6 Damage 4 Large, barely chewed trees fall into the room DC 16 Dexterity 10d6 Damage The walls of the room seem to pulse slightly in a regular pattern, and there is a general current in the goop that pushes gently toward what appears to be a membrane on the opposite side of the room, which leads to the Reticulum (E2). The hatch through which the players entered can no longer be seen. A recently swallowed family of 3 (1d6) very confused owlbears are splashing around in the room. E2. The Reticulum Beyond the membrane is the Reticulum. It is much smaller than the Rumen (E1) and feels quite claustrophobic. The air is heavy and damp, though the goop pushed through from the Rumen is only ankle- to knee-deep. If the characters attempt to make their way back through the membrane to the Rumen (E1), they will find that they are unable to move in that direction. If touched, the walls give slightly to the touch but are impervious to damage. As the players walk (or are pushed with the current) through the room, they will stub their toes on a random collection of metal objects lying in the goop. A DC 15 Nature check will reveal that this part of The Wildaback’s stomach collects any swallowed metal objects so they don’t damage other parts of the beast’s internal workings. While most of the detritus is nearly unidentifiable after so much time in the goop, a DC 15 Investigation or Perception check will reveal a rusty iron sphere still enclosed in a leather pouch. (iron bands of binding, Wondrous Item, Rare). A large, valve-like opening on the opposite side of the circular room is the only exit. It opens and closes regularly and is large enough to walk through. It leads to the Omasum (E3). E3. The Omasum The Omasum is like a very twisty tunnel that connects the Reticulum (E2) to the Abomasum (E4). The walls here appear striated and papery, but attempting to push through more than a few inches is impossible. The everpresent goop seems drier and any organic materials in it are more decomposed. Scattered rock-like structures are everywhere, as well as piles of gems and diamonds which are well-polished from the constant rubbing and friction, making it difficult terrain throughout. Another valve-like opening leading to the Abomasum (E4) is located at the end of the pathway. Attracted by the gems, 1d4 xorn are located at various locations within the area, sorting through stacks of diamonds, seemingly unperturbed by their location. If the players attack first or attempt to collect any of the gems, the xorn will attack. If the last remaining xorn is bloodied, it will attempt to flee by diving into a wall and tunnelling out using Earth Glide. The tunnel will close behind it if it escapes. The following intact gemstones can be gathered from the room: • 2d10 50 gp stones • 3d8 100 gp stones • 2d10 500 gp stones • 1d20 1,000 gp stones E4. The Abomasum The Abomasum is roughly the same size as the Omasum(E3). Besides the entrance that the players came through, a number of small waste pipes near the top of the room empty into this chamber from the tavern. The smell is a combination of a lot of things, none of them pleasant. This chamber is filled with 2d20+1 gelatinous cubes that are happily devouring what the pipes are dropping in, as well as anything coming in from the Omasum. The gelatinous cubes are too busy at their job to attack without being provoked, but will react if touched. An exit lies on the opposite side of the room from where the players enter, which, if taken, will dump the player characters out into a random area of The Ruins.

48 The Seeker’s Guide to Twisted Taverns Wildaback Tavern Rimak Chaska Rimak is a male high elf bard currently posing as a wealthy noble. He wears very well-made clothing and silk gloves. He has cuttingly high cheekbones and long blonde hair tied back in a ponytail. If engaged in conversation, Rimak will talk about himself and talk over other people. He spends most of his time in the Main Hall (A2) and is always there when a show is being performed. In reality, Rimak is the leader of the Adventure Belles, a bardic troupe that seeks revenge against the Half’n’Halfs, as the two troupes had both been up for the posting at The Wildaback. When the Belles disbanded shortly after failing to get the job, Rimak swore to destroy the Half’n’Halfs. The rest of the Belles are waiting for him to accomplish the task so they can take the place as runners up. Rimak uses the assassin stat block, with the following changes: Rimak has a Charisma score of 16 Rimak is CR 8 (3,900 XP) Rimak can cast the following bard spells, using Charisma as his spellcasting ability (spell save DC 14, spell attack bonus +6). Cantrips (at will): minor illusion, prestidigitation, vicious mockery 1st level (4 slots): disguise self, sleep, hideous laughter, dissonant whispers 2nd level (3 slots): enhance ability, knock, suggestion 3rd level (3 slots): sending, tongues, major image 4th level (2 slots): polymorph, confusion The Half ’n’Halfs The Half’n’Halfs are a bardic troupe made up of members that all share a common theme: they are all half-breeds (or halflings). They are booked to perform on The Wildaback for the coming year and have only recently taken up residence. The competition for the job was stiff and the first long-term posting the troupe has ever been awarded. They are determined not to mess up this chance, as a good stint aboard The Wildaback can guarantee them long-term success once they disembark. Poma Llulla Poma Llulla is a male high elf archmage of advanced years who has come to the tavern in the guise of a merchant. His clothing is of the highest quality and the latest styles. He is short for an elf, but not unduly so. He keeps his dark black hair short on the sides but longer in the back, where it is pulled into a short ponytail tied back with a silk ribbon. If engaged in conversation by someone or asked about what wares he has for sale, he will murmur vaguely about “not having much stock on hand” and being too busy to chat. However, if Sami is in the room, he will be all smiles, though he seems to avoid Urma. He can usually be found lounging in the Main Hall (A2), where he likes to sit near the Kitchen (A4). Emed Emed is a shy young male human acolyte. He wears very simple clothing and will only speak if spoken to, never volunteering to start a conversation. He has reddish-brown hair and a thin face. He only recently left his small village in order to find himself and has been wandering without direction. He has not been staying on The Wildaback for long and seems to be in awe of everything. Emed never seems to sit still and can be found walking the balcony and shoulder patio, in the Rooftop Terrace (B1), and pacing in the Main Hall (A2), though he also retires promptly to his room every night not long after he has taken his evening meal. Sinchi Sinchi is a male red dragonborn traveling knight who recently arrived at the tavern. He had heard rumors that great treasure can be found aboard. When not wearing his armor, he wears a long silk robe over leathers. He keeps himself in good condition, waking up early every morning to exercise on the shoulder patio. If engaged in conversation, he speaks in a friendly and boisterous manner and will regale listeners with hard-to-believe stories of his exploits in battle. He can usually be found chatting with Amaru at The Bar (A5) or relaxing in the Main Hall (A2). He sometimes explores The Ruins on his own. Chance & Choice Whisperbeam Chance and Choice are identical lightfoot halfling female twins that both use the commoner statistics. It is impossible to tell them apart, from their matching wildly curly brown hair to their petite feet clad in pointed shoes. They even wear similar clothing—silken vests over billowy white blouses—and small diamond stud earrings. They founded the Half’n’Halfs and are sometimes referred to as the “dynamic duo” by their fellow members as they seem endlessly energetic. They can often be found puttering around at the Main Stage (A3). Urma Oogleback Urma is a middle-aged female rock gnome historian, using the commoner statistics with a base Wisdom of 15 and Charisma of 12. She knows the identify spell. She frequently visits The Wildaback to explore the exotic locales it travels to and to catalogue the creature itself (or the things found on it). Over the years, she has developed a good friendship with Sami and Kem both, but particularly with Sami over their shared love of antiquities. Urma likes to dress appropriately for whatever area The Wildback is currently traveling in, so her clothing can range from very elaborate and ornate ceremonial garb to everyday wear. She has a wide, friendly face usually wreathed in smiles, and wears her hair in a long braid that wraps around her head like a crown. If engaged in conversation, she will be happy to regale anyone listening (or not) with detailed descriptions of her favorite finds. She can usually be found hanging out near The Bar (A5) or with Sami in his office (D3). The Tavern Guests


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