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Blue Flame Inn

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City Guide I The Blue Flame Inn

The Blue Flame – Inn

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Shop Exterior:

Standing as a quiet monument to the obvious wealth of its owner and proprietor, the building before you sits at the corner of two intersecting streets. It stands three story’s high and is made of strong gray/white stone. Heavily shuttered windows face out onto the streets providing a glorious over-view of the city from the vantage-point of a row of balconies. Slanted roofs could provide a quick route to the city’s upper runs for a dexterous set of fingers and someone who’s fleet of foot. Black tiles against the gray/white stone and lacquered black wood. The main door is a solid oak one and flanked by a carving of a dragon either side. The claws of the dragons meet at the top of the arch and seem to be holding a ball of black marble. A large sign swings softly backwards and forwards oiled enough as to not make a sound. It reads. “The Blue Flame Inn.” Around the back you can see a walled courtyard with generous stables and a few outhouses.

1) Reception:

A bright and clean atmosphere greets you as you enter this hall, you can see it’s lavishly decorated with fine tapestries and pictures. Many different statues and statuettes line the walls. The floor is covered with a rich burgundy carpet and makes a soft swishing noise when someone walks on it. At the far end of this fairly large hall is a small booth with a table. Obviously a reception area of some description, manned by a soft-spoken aristocratic man. A set of stairs heads off up into the shadows of the second floor and a large pair of doors set to the North beckons you onwards, further into the Inn. Receptionist, Arden Mhall

Arden Mhall, Human Male, Nob1: CR 1; Medium-sized humanoid (5 ft., 4 in. tall); HD 1d8-1; hp 7; Init +1 (+1 Dex); Spd 30 ft.; AC 11 (+1 Dex); Attack +0 melee, or +1 ranged; AL LN; SV Fort -1, Ref +1, Will +3; Str 10, Dex 12, Con 9, Int 11, Wis 12, Cha 11.

Languages Spoken: Common.

Skills: Hide +2, Knowledge (heraldry) +4, Listen +4, diplomacy +6, Sense motive +5, Spot +4

Feats: Point blank shot, Skill focus (diplomacy).

Possessions: noble’s clothing, silver dagger, silver ring set with black onyx (50gp value), 25 gp, 13 sp.

Description: There is nothing that can be described as handsome on this hook-nosed and eagle-eyed individual that is sat before you. He has a pair of wire-rimmed spectacles on the end of his nose and a thin face and features. He is dressed in a lavish tailcoat and white ruffled shirt, breeches and polished black boots. His dark gray hair and flinty gray eyes mark him as a man of some breeding. His voice is soft yet has an almost nasal quality as he speaks to you. Personality: Arden Mhall is a pragmatic and dedicated individual, he brooks no argument from anyone and will happily tell the most noble of adventurers or royalty that they are wrong and he is right even when he’s wrong himself. His voice has a whiny quality to it, and he’s very English in his mannerisms, loving nothing more than a good book and a cup of tea.

2) Tap Room:

The sound of soft, sweet music is the first noise to greet you in the taproom of the Inn, it seems to come from all around, yet no one can be seen to play it. The next sensation is the smell of a fine roast upon an open fire, spitted and turning, again with magic. The lighting within this place is soft and demure, hushed talk goes on in here, as many people gather at all times of the day to discuss

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City Guide I The Blue Flame Inn

many things, seated at the oak tables. At the far end of the room is a crescent moon shaped bar, tended by a woman of beauty, dressed in armor and obviously armed. Three large fireplaces provide much warmth in this place. But the most startling feature about the Flame’s taproom is the centerpiece of the room. A large circular well of black and silver marbled stone stands in the center of the room and from it pours a wreathing mass of blue magical flames. It provides a strange and eldritch glow to the proceedings. It seems to cast no heat or cause flammable objects to catch fire. While you watch someone demonstrates and puts their hand into the mass of flames. The Tap Room serves a fine selection of fine wines and ales from across the city, it’s said that Ellana can get any particular wine to order. From the faewines of the elven peoples, hardy beers of the dwarven clans. Perhaps even the drow wines that are favored in dark caverns and deep mountains.

Drinks and Meals List:

All beers and Ales are served in tankards, all spirits in tall glasses or goblets.

Drinks: Cp=Copper Sp=Silver Gp=Gold

Ale 1cp Beer 1cp Black Beer 2cp Cider 2cp Whiskey 5cp Rum 5cp Brandy 6cp Port 6cp Mead 8cp

Wines (Red, White, Golden) (Still or sparkling) By glass or goblet: 1sp By the bottle: 3sp Elven wine 5sp glass, bottle 1gp Dwarven beer 6sp glass, bottle 1gp 6sp Underwine 8sp glass, bottle 1gp 8sp

Blue Flame (Blueberry and a clear vodka-like liquid called Sesalch) Glass only: 2gp Milk 1cp Tea 1cp Hot Cocoa (Exotic) 1cp Hot Posset (Honey, Milk, Nutmeg, Cinnamon) (Warmed or hot milk) 1cp

Meals: Bread and cheese selection: A selection of cheeses and bread from across the disc. 2cp per person. Freshly caught prawns on a bed of greens, covered in a seafood sauce. 3cp per person. Fish and vegetables: Your choice of fish, and lavished with greens and vegetables. 5 cp per person.

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City Guide I The Blue Flame Inn

Roasted or Cooked meats: With vegetables and salad. 8cp per person. Chef’s Specials: Use your imagination and concoct some interesting dishes.

Varies 1sp up to 1 or 2 gold. Per person. Soups and Broths: Served with garnish herbs and bread. 1-2cp per person. Salads: For the elven palate. 1-2cp per person. White meats: Again good for elves. 3cp per person.

Various banquet prices can be set, always remember to charge per head and cover your costs of the set up, you could say charge, 1-5 gold per head or even more.

These are just a few samples of what you could come up with, you’re encouraged to find new and inventive dishes, the master cook is able to come up with almost anything, you want Pizza, then add Pizza, it’s your world, have fun with it.

Ellana Greymane, the proprietor and owner of the Blue Flame Inn.

Ellana Greymane, Female half-elf, Fighter5: CR54; Medium Humanoid (5 ft. 9 in. tall); HD 5d10+10; hp 44; Init +4; Spd 30 ft.; AC 14 (+4 Dex); +5 melee (1d8/crit 19-20/x2, bastard sword); SQ half-elven abilities; AL CG; SV Fort +6, Ref +5, Will +3; Str 15, Dex 18, Con 15, Int 16, Wis 14, Cha 15.

Skills: Climb +7, Handle animal +7, intimidate +5, Jump +5, Listen +6, Ride +9, Swim +5, profession (innkeeper) +5.

Languages: common, dwarven, elven, orc, undercommon

Feats: Exotic Weapon ( sword, bastard), two-weapon fighting

Description: Long snow-white hair cascades around this gentle faced woman's shoulders; her eyes are cool blue like a deep lake. Her skin is almost the color of the snow and the lines of her face are angular and her lips thin and smiling. She wears chain mail armor and a black and white tabard, emblazoned with a wolf's head, covering her figure and hiding her gentle curves. Her shapely legs are encased in chain and she wears dark leather boots and a wide belt. Crossed across her back are two curved swords with sharp thin blades, they have small silver wolf head pommels and golden cross-guards. Around her neck is a white wolf-head pendant and around her wrists are small silver bracers. Her ears are slightly pointed. Personality: Ellana is a soft-spoken yet hard woman who has seen a long time on the face of the world, while not wholly elven she has half of the blood in her and that’s enough to have given her an advantage in her dealings with folk in the city. She is bright and cheerful, but not overtly so. She loves stories and tales of any kind and could well be swept off her feet by a hearty romantic. She won’t hesitate to use her formidable skills in the defense of the bar and her friends.

3) Kitchen:

Day or night it seems there’s always something going on in here, the room is at a high heat, many stoves and ovens line the space in almost regimental symmetry. Cooks move around in practiced ease, and fluid grace taking dishes to serving hatches to feed the ever-hungry clientele. You can smell a glorious aroma of many subtle fragrances. Meat, Bread, Cheese, Spices and herbs, all enough to make your mouth just water.

Like the Tap Room, the Kitchens are capable of providing for the most discerning palate, the Master Cook can whip up any dish that the PC’s are likely to want to order, usually with the minimum of fuss. This includes any strange habits that non-human guests might have, for example one Tanari stopping at the Blue Flame ordered a plate of Carceri Snails; they were there within the allotted time. No one knows how he does it.

The Master Cook: Genren Stonebeard

Genren Stonebeard, Male Dwarf, Rogue4: CR4; Medium Humanoid (4 ft. 5 in. tall); HD 4d6+16; hp 34; Init +2; Spd 20 ft.; AC 12 (+2 Dex); +3 melee (1d8/crit 19-20/x2, waraxe); SQ dwarven abilities; AL NG; SV Fort +5, Ref +6, Will +2; Str 16, Dex 15, Con 18, Int 15, Wis 13, Cha 14.

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Skills: Alchemy +5, Bluff +7, Climb +9, Intimidate +6, Listen +8, Search +8, sense motive +7, spot +7, swim +8, craft (pottery) +6, profession (brewer) +8, profession (cook) +8.

Languages: common, dwarven, giant, undercommon

Feats: Dodge, Exotic Weapon (Waraxe, dwarven)

Possessions: 53 gp, 23 sp.

Description: Dressed in a leather apron and soft shoes, with a mane of shaggy black hair, this short fellow is broad shouldered and wears a dour, but welcoming grin. Eyes the color of shards of jade gleam with some unsaid joke or humor. He moves with a grace not often seen in dwarven kind. Personality: Genren is a cheerful fellow who has a sharp wit and a dry sense of humor; he works his Kitchens like a regimental drill sgt, but usually has time to welcome guests and visitors. If they’re not careful they’ll end up testing one of his latest creations. Woe betide anyone who even so much as calls his cooking to task, he prides himself on his dwarven wheel bread and stone baked biscuits.

4) Cellar

Barrels and more barrels are stacked and carefully placed around the cool, and damp cellar. Thick stone blocked walls provide the perfect atmosphere for the chilling of many of the beverages down below. Stout wooden frames support the beer casks, taps slightly dripping as the valves look to be nearly worn out. A row of spare valves and taps lies on a shelf. All around lighting is provided by a pair of softly glowing oil laps that cast warm circles of light onto the eerie looking room. The smell of beer and wine down here tickles your noses and excites your lips.

The Blue Flame Inn

5) Private: Back Room

This room is ideally suited for privacy and softer dealings; it is lit usually with a few carefully placed lamps at night, or thrown wide to the sun during the day. The décor to your eyes is sumptuous and very classy. Lots of paintings line the walls, and behind glass cabinets can be seen a few interesting things, trophies perhaps and items won on previous adventures. A crystal skull, a finger bone from some sort of large beast, perhaps an Ogre. An ivory wand with many runic writings upon the surface, are a few of the things on display. A burgundy carpet rests on the floor providing soft footsteps as you glance around this room. Off to one side can be seen a simple but effective fireplace and a fresh basket of logs and coals. Finally a few tables are scattered around for guests and patrons alike.

Note: Gamemasters are encouraged to place their own items and ideas into this room, be creative the only limit to all of this is your imagination.

6) Banquet Hall

This Dining room is grand, grand indeed, lit by a huge crystalline chandelier that hangs from the top of the ceiling; the chandelier is made from crystal in places and black iron in others. Around the walls shine the lights of many torches at night, unlit during the day. Rows and rows of long tables are placed into lines in the center of the room, and it could hold quite a few stray children or even a visiting group of royalty. At the far end is a huge oval table with a few highbacked sumptuous chairs. These are usually reserved it seems for the guests of the adventuring owner. Several doors lead off to the Kitchens and various oaken serving hatches provide the quickly scurrying waiters with food and drink.

The Chandelier is DC 15 to break, requires a Combined STR of 60 to move it, and costs over 300,000 gold.

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7) Stairwell:

Read this when the players head upstairs from the Main Hall.

Soft carpets muffle your footsteps as you ascend to the first floor of the building, from the various windows as you pass up to the hall above you can see the streets and city below. Sconces are placed at regular intervals, blazing during the night, sitting in mute silence during the day.

8) First Floor: Hall

At the top of the stairs you can see the hall here spares no expense, just like the lower hall, fine tapestries and artworks line the walls. Oak paneled and full of vibrant color it’s a feast for the eyes. Gilded door-plaques of silver and gold are fastened carefully to thick Oak doors that assure privacy for the Inn’s many visitors. Soft carpets keep the noise of boots muffled as the flooring here is lacquered dark wooden boards. Further on down the hallway you can see that the only other way onwards is up another flight of stairs.

It is here on the First Floor that the Common to Medium rooms can be found, GM’s are encouraged to be creative in the design of the various rooms but can use the following two templates for the Common to Medium rooms as they see fit.

9-28) Common Room: (3 Copper’s/Night)

It’s a simple room with a washbasin, dresser and a single bed. The floors are clean, the walls have one or two pictures on them, and a tiny fireplace sits to stave off winter chills. The bed has clean sheets and linen, with soft pillows. The whole room is clean and there is a soft smell of jasmine from a tiny burner on the windowsill, strong shutters keep out the cold and unwelcome guests.

For the price of a few coppers a night you can stay in this room, it’s not the most grand of places but it certainly cannot be described as shoddy. 29-38) Medium Room: (2 Silver’s/Night)

Not as grand as the deluxe rooms nor as expensive, but you can see why they are a little more costly than the standard common rooms.

The level of décor here is grander and more sweeping, the walls have alcoves and carvings, simple and effective. A dresser and a bedside table for convenience. A wardrobe and a single door leading to a small but functional en-suite bathroom. Rich velvet carpet and another, larger, more shuttered window. Light is provided once more by a couple of lamps or windows thrown open to the daylight. A large double bed with carved oak head and footboards dominates the room, covered in silky sheets and with soft fluffy pillows. The word is enchanting bliss.

Guests can expect on this floor to have a visit from the maid during the morning when they rise from bed, they are also expected to vacate their rooms no less than two hours before their time of departure, due to the popular nature of the Inn.

The rooms on this floor vary with style and design but are on the basic template, you’re encouraged to have fun, add things, tweak things and most of all just go wild. The only thing that can hold you back is you, if you think that there should be a door onto the roof in one of these rooms, then as the GM you can do that. Don’t be afraid of making changes, small or large to what’s set out here, it’s a sketch of someone’s reality. In the end, it’s yours to play with.

39) Stairs to Second Floor:

Read this when the players head up to the Second Floor from the First.

A smaller flight of stairs leads up into the top floor of the Blue Flame, these are oaken, and covered in another soft carpet, matching perfectly with the hall and blending into a softer richer red near the top. Only two sconces provide light here, as the top floor is a much smaller and cozier place to be.

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40) Second Floor: Hall

A place of muted shadows and quiet reflections, torches burn here with soft glimmering yellow flames day or night, the second floor has no shuttered windows in the hall. The torches sometimes flicker with a strange motion as a wind passes down the hall, perhaps driven by an unseen hand or just truly an errant breeze. In all other cases it mirrors the rest of the Inn, beautiful and sumptuously decorated.

There is a secret door that can be found with a decent spot roll or search roll tucked away into the North corridor right at the end, it leads to a narrow staircase that winds up onto the rooftops. Spot DC: 20 Search: DC 25

As the players search or spot read this.

You catch a flicker of the torchlight near the north corridor wall, it moves away from the wall as if blown by an invisible force. Further examination reveals that a small wind sneaks from a tiny crack imperceptible to a cursory glance. The torch sconce turns when gripped and smoothly a passage opens to reveal stairs leading upwards onto the rooftops.

From here the rest of the Cityscape can be reached, roofs being a prime place for fun and dangerous chases, perhaps someone has stolen something from the Tavern and Inn at Dinner, a Maid is found unconscious in a room, and a shadow is seen heading through that passage. Have fun.

The Blue Flame Inn

42-51) Exotic or Exquisite Rooms: (3 Gold’s/Night)

The top floor is home to the really classy rooms these rooms are the crème of the Inn and have top quality Maid service and all the trimmings. Bathrooms, Sunken baths and even magical lighting.

Here is just an example template for one of the more exotic rooms.

A King sized four poster bed dominates this large room, gray/silver drapes fall like misty water on all sides of the canopy. Soft and downy pillows stand against a blackened wood headboard carved with nymph like figures and images. All four posts are cut to resemble twined and vine covered leafy trees. The floor is carpeted with a rich, deep wine-red carpet that is soft and fluffy underfoot. A large fireplace stands against one wall, in regimental stature, marble and gray stone. The walls are home to fine works of art and tapestries. As it gets dark or upon a command word the ever-burning torches in the room light and provide a gentle glow to the evening or when the shutters are drawn. Off to one side, through a door can be seen another room, a bathing room. Two wardrobes and three tables along with at least two more dressers with fine mirrors dominate other walls. A few chairs are placed around the room so visitors might enjoy a rare moment to sit and just relax. This room has full maid service and a bell-rope for service.

Read this when the player’s enter the bathroom.

Through the door in the main room you can see the silver and white tiles of a bathroom, resplendent with gilded taps and marble surround. The type of bath is the sunken variety and quite deep, it could take a group of around six to eight people depending on race. All around the room are bottles of oils and perfumes, soaps and towels. Luxury is the keyword here.

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52) Back Courtyard:

Stable Master: Herrad Kuln

Surrounded by a decent sized wall of stone this courtyard is both functional and provides perfect protection against unwanted guests, it stretches from one wall of the Inn to the other and runs in a square, with the low roofs and gables of the stable buildings at the far end. The ground is gravel and kept clean, the marks of many coaches and carts can be seen dug into it as ruddy tracks, like wounds in the fresh scraped chippings. A few rakes stand around idly here and there ready for stable-lads and lasses to come smooth the night’s traversing over with a practiced touch. The door to the stable master’s office can be seen clearly marked and set back a little to the back of the courtyard, to one side an ornate coachman’s lamp affixed to the wall.

53) Stables:

Herrad Kuln, Human Male, Rgr3: CR3; Medium-sized humanoid (5 ft. 10 in. tall); HD 3d10+6; hp 31; Init +3; Spd 30 ft.; AC 13 (+3 Dex); AL CG; SV Fort +7, Ref +4, Will +4; Str 16, Dex 16, Con 15, Int 17, Wis 16, Cha 14.

Skills: Animal Empathy +4, Climb +5, handle Animal +6, Heal +4, Intuit Direction +6, Ride +6, Swim +4, wilderness lore +4, craft (blacksmithing) +5, profession (stablehand) +4.

Languages Spoken: Common, Dwarven, Gnoll, Elven.

Feats: Great Fortitude, Dodge, toughness.

Possessions: Explorer’s outfit, blacksmithing toolkit, longsword, dagger, shortbow, quiver w/ 20 arrows, 15 sp, 25 cp.

Description: Dark glittering eyes set in an almost soulful face, slightly rotund and fatty cheeks always red with mirth. This is the expression that greets you as you gaze upon Herrad Kuln the stable master of the Inn. He is dressed in a baggy white shirt and loose tunic; his breeches of brown leather are slightly oversized and flow out near the bottom. Soft riding boots encase his feet protecting them from the sharp stones of the courtyard. A large broad leather wide-belt wraps around his middle and has the emblem of a horse head upon it. The buckle made of brass. Personality: Kuln is a friendly sort, loves horses, he could speak for hours on that subject, and he’ll take the greatest chunk of the player’s time in explaining all the various pictures and bits and bobs he has in his office, the GM is encouraged to be creative in this. He is very slow to anger, but once he is, he’ll let rip with a torrent of gruffly spoken curse words that could make a barmaid blush.

Ah the smell of horse dung, not what you really wanted to smell as you enter this place, fresh hay lies piled around the back of the spacious stable room, along with various bits of tack and harness. Feed bags on one wall, brushes and all sorts of equipment to keep a horse in prime condition. Lamps for cold dark nights and a few jars of lamp oil, kept in a metal box, to ward from the risk of fire. The floor is hard stone and strewn with hay, the stalls stand further in blocked with stout split doors, upper and lower. Another door in here leads to the stable master’s office as well.

54) Stable Master’s Office:

When you enter this office you get the immediate feeling that the owner is a man who is fond of horses, pictures of various thoroughbreds and fine toned beasts line his walls. There is even a horseshoe above the door as you enter. He has several riding crops and harnesses on the walls as well. A large oak table sits back close to one wall, with a nice comfortable looking chair to the back of it. Parchments and quill pens are strewn over the surface; organized chaos is a good word to describe it. Secrets and Rumours:

What is the Blue Flame? Where does it come from?

This could be answered in many ways, it’s really up to the GM why that flame exists and what it’s doing there, but here we provide you with a few sample reasons.

Some sort of magical effect creates the flame, this is probably the most realistic idea for the fantasy setting, and it could have

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been built specifically for Ellana’s Inn or discovered on the site of the Inn and exploited.

The flame is natural gas, this wouldn’t work really well since the description of the flame is such that it says, no heat is given. But if you want to alter it, be our guest that’s the idea, change things around, nothing’s set in stone.

Magical stones could create the flame. Like blue crystals or red rubies, anything pretty much can be used, you could have bones, teeth, or no source at all. The flames just exist.

But here’s one reason why the flame exists.

One hundred years ago to this date there was a terrible battle of magic at the site of the Blue Flame, this battle happened deep underground and far from the eyes of others. Two rival magi met in a clashing mighty duel of magery that rocked the very foundations of the ground with terrible quakes and clamours. Both fought until they were exhausted, at the last possible moment the elder of the two used his final spell to attempt to trap the soul of the other mage, but it went wrong, both mages were consumed in an agonising blue flare of light. And from this light sprang forth everlasting blue flames, burning up through the underground and into the light, a pillar that rose several feet from the ground, and extends hundreds of feet below the ground over where the Blue Flame Inn now stands.

It’s said that if a traveler makes a wish over the flame, it can come true, often people hurl trinkets into the fire over the edge of the well, every thousand gold that is thrown in there is a 5% up to a 30% chance of a wish spell activating for that person once only. After this more gold doesn’t increase the chance.

Let your imagination run riot though and think of all the whys and wherefores you can to do with the flame.

There’s really nothing else that special about the Inn, unless you decided it of course, maybe there’s a ghost that stalks the halls at night, maybe the owner isn’t who she appears to be and becomes a murderous werewolf on a full moon, rampaging the rooms of the Inn and using the flame to dispose of the bodies. Or perhaps she fronts a guild of adventurers from the Inn and scopes out the best as potential employees. Background Info on all the NPC’s of the Flame.

Arden Mhall Arden was born to a seamstress and to a librarian in the city; at a very early age he developed a talent for figures and reading/writing, so his parents sent him to a scholar’s school. Later on when he passed his qualifications in those areas, earning high marks indeed, he attempted to open and run his own Tavern, the Wastrel, this proved to be a costly and very ego bruising move on his part. He was fine with the accounts and bookkeeping, but had not got the personality for the tavern bar itself. He would be often snippy and rude to the customers who didn’t match his expectations and very quickly people soured of him. All save Ellana, who took him into her confidence when she planned to have the Blue Flame constructed. He now deals with all her accounts and all her books, without having to be the genial host all the time. He runs the reception and keeps copious notes on guests. That’s all.

Ellana Greymane There’s something unusual about Ellana, so here it is in all its glory; she was born in a small village not far off from the city, to a miller and his wife (She died in childbirth). The father became an alcoholic and left the girl in the care of the villagers. In her life she did nothing pretty much exciting. Until one day she stumbled on an old box floating down one of the local streams, in it rested a beautiful carved wolf ring made out of pure silver. She wanted to give it to her mother and father, but it was so wondrous and she was but a child…so she kept it… All was well and good until her eighteenth birthday when she was in the local village, she showed the ring to a bunch of villagers who recoiled in horror, before she knew what was happening she was struck over the head and locked away in a cold cellar, chained to the wall. The ring’s magic chose that time to manifest as the moon overhead rose, the village heard a shuddering howl… When they got down to the cellar the girl was gone, and most of the cellar was trashed and into the woods ran a very frightened were creature, but because her heart was pure she retained her personality under the beast, this proved to be an important turning point for her and who she was to become.

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Over time she mastered the ring of lupus and turned it to a good cause. She formed the adventuring band known as the ‘Moon’s children’ and made quite a name for herself in the wilds, finally when she reached over one hundred years of age, and still looked spry and sprightly, her family had traceries of elven blood in it, well more than traceries, her mother was elven but because Ellana had never known her, she did not know, nor did her father speak of such, too distraught was he that Ellana had been responsible for the death of his wife, he turned to drink to drown his sorrows. And Ellana looks more human than elven, another strange factor for a half elf. Eventually Ellana used her money to build the Inn over the site of the blue flame, and gathered a few close friends about her, and new ones like Arden. She has far from retired and seeks adventure often when she’s in the mood.

Item: Ring of Lupus

The Ring of Lupus: Silver and pure at that, carved to resemble a wolf’s head in a snarling fashion it once belong to an evil cult of wolf worshipping beast-men, who used the power of the ring to commit terrible acts of violence and cruelty. It pulls forth the animal from the being that slips it on, in the form of a werewolf. Usually it also pulls the cruel heart from inside as well, but in Ellana’s case it failed and she mastered it. At first the ring gifts the owner with the curse of lycanthropy, becoming useless until worn by a new owner, this only achieved at the death of the old one. After this they change every full moon. Unless the owner masters the ring, usually giving of it their evil heart, or in Ellana’s case, being so innocent and pure that the ring bent to her will…easily.

Powers: Transform Ellana into Werewolf form, in this form she has the stats of a Werewolf as detailed in the Monster Manual, with the exception of the alignment, CG and the Mental Stats. See NPC stats. This is at will and has no restrictions. Control Animal, Wolves, like a spell this allows a single Wolf /3 levels of the ring holder to fall under a spell. They can be used to protect and attack, it lasts for 1 hour per level of the ring holder, can be broken if the ring is taken off, and requires the ring holder to make eye contact with one of the Wolves. The Ring does not harm the holder being silver, and confers on them an immunity to all but holy Silver weapons, this is why it is such a sought after item. Clever GM’s might decide to use the ring as part of a subplot or story where it is stolen and the PC’s might wish to get it back. Genren Stonebeard Born to a smith and a warrior Genren was never a typical dwarf, he spent all his time down in the Kitchens of the hold and talked with all the cooks, cleaners and caterers he could find, he was fascinated by the various smells and flavors that could be obtained with a simple garnish and a lot of spices. From bread to stew anything that could be made he tried to make, pancakes and spiced rolls, at a young age he began to show aptitude for anything culinary. And forsook the arts of smithing and war upsetting his father and mother a great deal. But he left the hold and the warlike dwarves and began a serious quest, to find out information on cooking from all across the disc. He began to follow adventurers and various travelers for protection, the price for his services in keeping their bellies full and lips moist for the next tasty morsel. And of course it was on such a journey as this that the dwarf found the Blue Flame, Ellana and his life long dream to become a master cook, it only took her one taste of his delicious spiced apple pie to convince her letting Genren go would be a costly mistake, so she employed him, and here he has been ever since.

Herrad Kuln

Herrad was born to a noble and his wife, part of the countrified elite, raised and brought up around horses all his life, he shares a deep fondness for them and a consuming passion to the exclusion of all else. He grew up in the noble part of the city and had very little contact with common folk, like most nobles he had a haughty demeanor and manner. He wanted for nothing, and as long as he had his horses he was fine, he would spend days at the stables learning all he could about them, how to ride and how to care for them. In some ways he relates better to horses than he does real people. He first met Ellana when she had an injured horse, bringing it to him for care and treatment, the man showed a great care for the animal and Ellana noticed this immediately. She watched how he was able to treat the injury and how he knew a great deal of how horses worked, this prompted her to hire him as the stable master at the Inn. A position to which he is suited, feels comfortable in, and can go on for hours about, but she loves him dearly and he keeps things on the coaching side of the Inn running as smoothly as he can.

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City Guide I Open Game License

OPEN GAME LICENSE Version 1.0a

The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved.

1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have contributed Open Game Content; (b)"Derivative Material" means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) "Distribute" means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)"Open Game Content" means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) "Product Identity" means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) "Trademark" means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) "Use", "Used" or "Using" means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) "You" or "Your" means the licensee in terms of this agreement. 2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License. 3.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License. 4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royaltyfree, non-exclusive license with the exact terms of this License to Use, the Open Game Content. 5.Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License. 6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder's name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute. 7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity. 8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content. 9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License. 10 Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute. 11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so. 12 Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected. 13 Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License. 14 Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable. 15 COPYRIGHT NOTICE Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc. City Guide I Copyright 2001, Dark Quest, LLC.

This material is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a.

THE D20 SYSTEM® LICENSE VERSION 1.0

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