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The Inn of Two Moons

A Scenario base suitable for Tunnels & Trolls,
By AR Holmes.

Map of the Inn; Ground Floor
Map of the Inn; First Floor
To Tavern Menu Player Handout

An Introduction

The Inn of the Two Moons is a lavish establishment just out of the city. It is not a large building by city standards, but has been well designed and built, and features within its walls some of the most beautiful interior decor to be seen. It functions as a hotel and ale house, and has facilities for royalty as well as being able to cater for travelers who can only afford cheap lodging for the night. The Inn also serves as a meeting place for 'The Establishment'.

The Two Moons.

The Inn takes its name from the two marvelous windows at the front, which proudly sit either side of the grand double front entrance. Each window is stained glass and depicts a colourful moon. In the centre of each circular window is a smaller sphere in which the name of the inn has been placed. Each moon has a face depicted upon it. The window to the left of the doors is a visage of contentment, but the one to the right is of anger. These windows are magically protected, and will rebound all projectiles which hit them. They can be broken only by magical damage over 500 hits. The twin moons feature on the Inn's hanging sign also.

The Inn.

The grand double doors providing the main entrance to the inn are made of oak and are 1' thick, though expertly carved and crafted. They glide almost silently open and close without slamming, having been provided with excellently manufactured self-oiling hinges, requiring little or no maintenance. These open into the main patron's area, in which are many tables and chairs, always kept clean and neat. A large ceiling fan hangs over the entrance and there is a large bench to either side of the entrance upon which the 'Helpers' sit. These are bouncers by any other name, and are guards hired by The Establishment. These can be human, troll or occasionally The Establishment will hire a larger non-human type for a change, to impress important guests or if trouble is expected. These are usually minotaur or cyclops who belong to agencies within the city, catering for such needs. A 'Helper' bench is also present to the side of this area near to the toilet facilities. Helpers will stand or sit silently but will talk if spoken to. They are instructed to use violence only as an absolute last resort. The non-human types employed here will be less willing to engage in a conversation, and quite frankly, there are few patrons who feel the need to talk to a minotaur or cyclops whilst enjoying the hospitality of this fine place! The walls feature fine oak paneling.

There is a bar which extends the length of the room, which is 20' high. There are two rooms containing toilet facilities, shown on the map, which contain two toilets each, separated by a curtain, and a sink and towel. These rooms are scented with blossoms changed twice per day, but have no windows. Each room contains several ventilation grilles to keep the air fresh. In the bar are three hatches, kept locked from the bar side by simple bolts. The bar area is large and to the rear there are wall cabinets containing all manner of fine wines, spirits and ale. Glasses and fine goblets are kept beneath the bar on specially designed shelves, whereas ale tankards hang behind the bar both beneath it and behind it, underneath the other cabinets. Beer kegs of the more popular ales are kept on the floor behind the bar, smaller kegs on specially designed stools and tables. There is a large trapdoor leading down to the cellar areas. This is bolted, and padlocked when the bar is closed. There are a pair of doors leading into the bar area from the hallway beyond. One is used for entering the bar and the other for leaving it, to avoid collisions. Each door has a bright painting of one of the two moons upon it. The hall behind these doors is for general use and contains more goblets and tankards and some towels and cloths used for the bar and tables. A single door leads through to the large and well decorated lobby.

The lobby contains two well kept containers of house plants, an impressive stairway leading up to the first floor, and a shelf holding all manner of objects; mainly ornaments and flower arrangements. Beneath the shelf is a long coat rack and dragon's foot umbrella stand. The best feature of this lobby is an impressive stained glass arched window on the stairwell. It depicts a dragon in flight beneath twin moons. It is 8' long and 4' wide. This window gives the lobby a serene atmosphere as the stained glass changes the colour of the light in here. In addition, oil lanterns hang from the ceiling and the floor is carpeted with the best loop-pile available! The handrail of the stairs is expertly carved in all manner of designs, and the carpet continues up the stairs and also covers the landing on the next floor.

The kitchen is well stocked with herbs and spices, used in the exotic meals prepared for the patrons willing to pay the price. Large cupboards store all manner of goods and this room is well equipped with a pair of double sinks and a large water heater stands between the two. There is a wood burning stove and clay oven present in here also, and another tall cupboard stores cooking equipment. Herbs hang from the ceiling to dry out, and there are shelves and baskets of fresh fruit and vegetables in here throughout the day, stored in the base of the large cupboards. There is a rear exit from the inn in here, securely locked by 3 bolts and a complex lock through the night and when the inn is closed.

The storage room contains numerous sacks of produce, barrels of salted meat, cupboards of equipment and everything required for the daily running of the inn, to prevent constant trips into the cellars during opening hours. There is a trapdoor in here leading down to the cellars, which has two large bolts to lock it from this side. It too is padlocked out of hours. There is an exit door to the tiled yard in here, as secure as the one from the kitchen.

The office is very comfortable, sporting a large leather chair and desk. There are personal effects of the owners in here also, and a pair of ornate oil lamps. The exit door is strengthened and has a pair of complex locks as well as 3 bolts.

The private room is a living room for the owners, and has a large book case, several comfortable chairs and 4 oil burning lamps. It has been lavishly decorated and is always kept spotlessly clean. Contains many relics and souvenirs from adventuring missions.

The back room is a utility room, complete with a large sink, table and a pair of benches. There are some stools and a couple of chairs in here also. The rear door is suitably secured with a large lock and 3 bolts. In here also are coat racks and various personal items of the owners. Always present in here is Rakis, the resident hound. Rakis is a small trollhound, with an MR of 50. It is a lazy beast but looks fearsome. It serves as a guard dog, and will 'sniff-out' anyone it does not know. If its keepers are present, it will accept strangers.

The Owners

The current owner of this inn is Barrad Rake. Barrad is a seasoned warrior who has owned this inn for the last 4 years. having made a fortune in his adventuring days, he has made this inn one of the most well respected and talked about for miles around. Barrad lives here with his partner Loris, who is a fine female swordswoman and a mighty beauty as well.

Both Barrad and Loris are werewolves.

Barrad Rake, owner of the Inn of the Two Moons, fighter, and werewolf.

ST: 26 (75) CON: 30 (90) IQ: 12 (6) DEX: 19 (3) LK: 21 (14) CHR: 16 (64)
PERSONAL ADDS: +30 (+59)
HEIGHT: 6'2" WEIGHT: 250lbs.
LEVEL: 9
LANGUAGES: Common Tongue, Elven, Dwarvish, Pidgin Hobbit, Pidgin Trollish, Canine. WEAPONS: Barrad carries a magic broadsword, 10+20, always poisoned with spider venom. He also carries a pair of sax daggers (2+5 each).
ARMOUR: Barrad wears a hand crafted, tailored to fit suit of quilted & studded leather, which takes 10 hits.
ITEMS: Barrad carries a Crystal Imp Charm which will become hot if the wearer is lied to. This is on a leather thong around his neck, the charm resting on his chest next to his skin.
He also carries a Ring of Babel which allows him to speak and understand any High Tongue.
Barrad also wears a Ring of Missile Warding which will cause any missile fired at him to miss.

Barrad was bitten by an undead wolf during one of his dungeon adventures years ago, and over the years has become a werewolf. He must change fully into a wolf, with an MR = his current level x 100, at every full moon, for 12 hours. He will become ill for the two days leading up to this event, and this amuses Loris, who calls it his 'time of the month'. He will often leave town for this period and a few days either side. He can become a werewolf at will up to 3 times a month in addition, but this will leave him with a ST of 2 for 2 full days afterwards. He can remain in werewolf state for up to his level number in hours. He has the attributes in brackets above whilst in this state. During his monthly change, he will be unable to communicate and have only his MR.

Loris, partner to Barrad Rake, fighter and werewolf.

ST: 20 (50) CON: 28 (84) IQ: 14 (7) DEX: 24 (3) LK: 28 (9) CHR: 20 (80)
PERSONAL ADDS: +36 (+32)
HEIGHT: 6'1" WEIGHT: 200lbs.
LEVEL: 8
LANGUAGES: Common Tongue, Elven, Dwarvish, Pidgin Orcish, Canine.
WEAPONS: Enchanted Falchion, 20+8, also double against undead and ethereal.
ARMOUR: Leather, tailored to fit, figure hugging... Takes 6 (x2) hits.
ITEMS: Loris wears an Amulet of Speed, allowing her to get two combat rounds to opponent's one, for a maximum of her level number combat rounds per day.
She also wears a Dragon horn Ring, which allows invisibility for any 1 hour in any 1 day.

(Her werewolf details are identical to Barrad, but without the monthly ritual)

Inn of the Two Moons, brief tour: First Floor

The stairs lead up to a large landing area, which is richly carpeted, and well decorated. A large circular rug depicting two moons overlapping is present here, as well as several containers of ferns and potted plants. A large circular mirror in an ornate frame is at the far end of the landing and there are a few chairs and a tall bookcase. There is an old rocking chair present in the corner beneath the window, next to the bookcase. A low table is also present, upon which are various items; a book, candle holder, flowers etc. The landing is lit by oil lanterns fixed to the walls. The mirror is magical, and will reflect invisible objects, people etc.

Hallways

These contain contained plants, flowers, lanterns & candle holders etc. There are always fresh flowers adorning the hallways, in beautiful vases. The hallways are carpeted and there are paintings on the walls, mostly outdoor scenes, mountains, dragons etc, painted by Loris. She is a reasonable painter, and occasionally will advertise the paintings for sale, starting at around 50 GP up to 250 GP for her latest work. The hallways are wood paneled, and serve to hide the two secret doors into the private quarters very well, requiring 5th level saving rolls on LK for anyone specifically looking for such things. Both secret doors can be opened only from the inside.

Storage

This room is used to store all manner of goods, e.g. rope, lantern oil, candles, towels, chairs, tools etc. Usually kept locked. Anything required for the daily running of the inn can be found in here. At the discretion of the GM there may be unusual items in here, e.g. stuffed animals, mysterious boxes, old dusty potions, the occasional minor magic item etc.

Room A

This is a general room in which are two large book cases, a writing bureau and chair, and container plants. Used by anyone who wishes to spend a little time by themselves. The twin book cases can be easily slid to hide the doorway to guest room 4, which is not generally used. The book cases have been designed specially to perform this function. In one corner is a padded box. This is where the resident cat sleeps. He is called Whisper, and is an albino. Whisper is very friendly, and very keen to greet strangers with a quiet 'meow'. Whisper has the run of the place, but this room is his favourite. The window overlooking the paved yard in here is usually kept open for Whisper to enter and leave when the doors are closed. He can climb down the trellis work into the yard and back up again. It is very comical to watch him perform this delicate act!

Guest 1, 2 & 3

These are excellently decorated guest rooms able to sleep 2 people. There is a bed and a bench which also doubles as a chest. There will be a lantern and oil in each and maybe other items specially requested by the guest. There are usually fresh flowers kept in each room, and maybe a book or two.

Guest 4

This contains a large chest/seat and a bed. It is sparsely furnished, being rarely used. It is a pleasant room, having 4 windows. This room can be hidden from view by the twin book cases in room A. Occasionally it is used to hide important guests should they require protection, but this practice occurs only very rarely. Members of The Establishment sometimes stay here.

WC

A good sized bath, toilet and bench are in here, and there is always a supply of towels etc. kept in here. The room is kept fresh by vents in the windows. This room is used by all, and there is a bolt on the inside. There is a large window above the bath, and there are shutters on the outside. The window overlooking the yard is coloured blue glass.

King's Chamber/Queen's Chamber

These connecting rooms are the grandest lodging for miles. Each is lavishly decorated and fit for royalty. Corner wardrobes have been fitted into each, and there are King & Queen sized beds. There is a bench in each, and a large chest in the Queen's Chamber. Each room is furnished with all manner of niceties. The double doors separating the two rooms can be fully opened and folded to make one large room if necessary. The windows in here are leaded and contain small coloured sections of stained glass. These rooms are carpeted in the finest floor carpets available, and contain ropes which, if pulled, alert the staff. The bells ring in the kitchen, bar area, private room 1 and the master bedroom. Above each bed is a large mirror in an antique frame, and there are miniature paintings placed here and there, painted by Loris naturally. In the Queen's Chamber there are various perfumes and powders for the guests. These will be removed if not required. The GM is encouraged to add any other details to these rooms that he feels appropriate.

Master Bedroom

This is where the owners sleep, and it is also furnished very well. In here is a large bookcase, large chest and bedside cabinet next to a double bed. Both the large windows in here can be fully opened, should the occupant require a quick exit, and beneath the bed Barrad keeps a Magic Scimitar, which does 10+20 and will glow in the dark. In here at the moment Barrad & Loris keep another magic item. It is a hideous skull, discovered in one of their many dungeon adventures. It sits on a shelf above the chest. When the room is entered by anyone other than Barrad or Loris, it will scream, loud enough to be heard throughout the inn. Barrad and Loris know a secret password which they can utter when entering the room to prevent the skull from screaming, should they wish to entertain guests in here. The password is 'Wolfbane'.

Barrad & Loris keep the majority of their personal effects in here; clothing, footwear etc. Again, they may keep one or two minor magic items in here if the GM wishes it.

Private 1

This is used as a living room by the owners, and contains a safe in which all valuables are kept. A secret door leads into the hallway. This door cannot be opened from the hall side. It is very cleverly disguised and requires a level 5 saving roll on LK to find.

Private 2

A private bathroom, very comfortable and well decorated. There is a large ottoman in here which doubles as a storage unit and seat, as it is padded on top. At the bottom is a secret compartment, in which is a magic stiletto dagger, which does 8D6, a vial of spider & dragon venom, and a Kris dagger. Beneath the tub is a hidden compartment, requiring a level 2 saving roll on LK to find, and is easy to lift open. Currently hidden in here is a small pouch containing 8 diamonds, each worth 300 GP. This belongs to Loris, and is all that remains of a huge treasure hoard the pair discovered in a dragon's lair in their adventuring days. It is kept for emergencies. One of the diamonds is cursed however, and will cause anyone who carries it to fail all their luck based saving rolls until it is dropped. Loris & Barrad are aware of this curse and know which diamond it is, although to the untrained eye all the diamonds look alike.

Private 3

This is used by the owners for council and repose. It too has a secret door which cannot be opened from the hallway and requires the same saving throw to find. Loris keeps her painting equipment in here, and there is always a painting in progress on the easel.

Cellar Area

The trapdoor from the bar leads down to room A, where there are barrels of ale and wine, more storage shelves, a book case and table & chairs. Meetings are sometimes held here. There is a lantern on the table and smaller ones on the walls. The trapdoor can be bolted from this side. This room is often hired by various parties for secret meetings etc. Barrad charges very highly for this favour, and usually brings the party through the secret passage into room B, blindfolded until in the room. He will not offer the services of this room to anyone he does not know or trust. Visitors to this room will spot a large water dish in a dark corner, and will later see the reason for this. Barrad has another pet lurking in here. It is an old Salamander lizard, about 2 ½ foot long and with some fire breathing ability remaining. It has no MR as it is too old to fight, but can generate 4D6 of fire breath at will. It sleeps most of the time. Barrad calls it 'Firebrand'. It feeds on mice and small insects found in the cellars. Occasionally Barrad will treat it with a slice of meat.

Room B is the main cellar area and is reached from the storage room above. It contains many barrels of ale and wine, has an extensive wine rack and bottles of spirits, and 3 very large chests. There is also a large safe, a few folding tables and chairs and a couple of benches. A wine rack in the west wall is false, and opens to reveal a passage beyond. All the bottles on this rack are empty, although dusty and authentic looking. Turning a fake bottle on the second row from the top will cause the secret door to open. In here also are spare lanterns, oil supplies, food, rope, tools and much more equipment gathered over the years. The room can be lit by lanterns placed on the walls and hanging from the roof. The trapdoor can be bolted from this side. There is a special lock on the secret door which will prevent the door being opened from the other side, as will placing several large barrels in front of it!

THE ESTABLISHMENT

The Establishment is a secret society which has its base here at the Inn of the Two Moons. It was founded by Barrad and Loris and has only 8 members, including Barrad and Loris. It exists for the benefit of 'were-types' in the city. The other members are all weres of some form or other, all have businesses in the city, and all keep their 'special gift' secret from everyone, the other members of The Establishment being the only people to share their secret. They meet once a month (not at the full moon!) at the Inn to discuss business propositions, events, city rumours and that sort of thing. They collectively hold a sum of gold, currently totaling 6500 GP, which is kept in the large safe in the cellar. All the members of The Establishment know the code to open the safe, and all know of the secret entrance to the cellar and where it emerges in the city (left to individual GMs) and will share this knowledge with no-one. The members of this secret group look-out for one another, and will recommend their partner's businesses to people in the city that they interact with. Again, the exact members of The Establishment, the businesses they own and their individual stats. can be tailored by the GM, but here is a sample collection for quick use, fitting into your own city, or whatever.

1) Peregrine Rouge

He is a hobbit werewolf, and he runs a small bathhouse in the centre of the city called "Peregrine's Pamper Palace". Peregrine is a jolly character, and met Barrad and Loris 10 years ago during an adventure.

2) Royton Douglass

He runs a small mercenary hiring business, and currently has 15 warriors on his books,
from level 5-10. Royton is a large, red-faced man and is also a werebear.

3) Lyndsay Silk

Lyndsay is a beautiful woman, half elf werewolf. She has a small jewellery shop (Silk's Ornamentation & Adornment) and is a level 3 warrior-wizard.

4) Maxol Tubbs

He is a dwarf with a small weapon & armour repair business. He is a weretiger.

5) Count Sefton III

The Count is the owner of a small shipping company, and owns and runs 4 small merchant vessels. His business is doing quite well, and he is a likeable gentleman, always very well dressed and with a charming eye for the ladies. He is of course a vampire, but is allowed to be part of the Establishment. He benefits from the safety the group can offer, and the group benefit from his lucrative shipping business.

6) Warren Blackman

He is a were-troll, very rare! He has a small weapon shop. Warren is a large, dark skinned man, who speaks with few words. He is the latest member of the group. Warren came into the city upon one of Count Sefton's vessels, and was soon introduced into The Establishment.

These people will strive to keep their secrets hidden from anyone else in the city. They exist for each-other's protection as well as for business reasons. A scenario idea could arise if a were-type sets-up in the city but refuses to join after being approached....

A PRICE GUIDE FOR THE INN OF THE TWO MOONS

The Inn caters for those with gold to burn and for those who just wish to try a meal and an ale in this famous Inn. Here is a brief guide to the prices found in here. All soft drinks are 1 SP and include juices, milk, sarsaparilla and spiced fruit punch, non-alcoholic, made on premises).

Ale

House Ale (4%) 1 GP per half-tankard
Grog (Common ale, 3.5%) 1 GP per tankard
Dragonsfoot (Speciality ale, 4.5%) 2 GP per half tankard
Full Moon (Speciality ale, 5.5%) 4 GP per half tankard
Goblin's Lantern (Speciality ale, 6.5%) 5 GP per half tankard

Spirits

Mead 1 GP
Applejack 1 GP
Brandy 2 GP
Rum 2 GP
Vodka 4 GP
Gin 4 GP
Karrulla (Dark liqueur) 5 GP

Wines

House wine, white or red 1 GP per goblet, 3 GP per bottle
Eastern Red wines 5 GP per goblet, 15 GP per bottle
Eastern White wines 6 GP per goblet, 20 GP per bottle
Elven wines 10 GP per goblet, 30 GP per bottle
Best wine available 30 GP per goblet, 100 GP per bottle

Food

Standard meal (cheese, bread, ham, fruit) 1 GP (price includes 1 house ale/wine)
Breakfast (sausages, ham, eggs, bread) 5 SP (price includes milk, water or juice)
Steak, served with vegetables and bread 5 GP (price includes 1 house ale/wine)
Cheese platter (6 varieties of cheese) 3 GP (price includes 1 house ale/wine)
Salted fish platter (4 varieties of fish) 4 GP
Vegetable Stew (Large dish & bread) 4 GP
Two Moons Stew (bit of everything) 5 GP (price includes any one ale)
'Snack' meals (small platters) 2 GP
Soup of the Day & bread 5 SP
Fish of the Day (Lobster, shark, squid etc.) 5 GP
Meat of the Day (wild boar, deer etc.) 5 GP
Vegetable spiced stew (curry) 4 GP (price includes 2 house ales)
Mixed meat spiced stew (curry) 5 GP (as above)
"The Two Moons" 20 GP (2 huge platters with a bit of everything from the above menu! Only for heroes!)

SCENARIO IDEAS

The Inn of the Two Moons is a good place for the adventurers to meet, as it provides excellent food and lodging, great choice of ales, wines and spirits, and relative safety from the more dangerous taverns and alehouses throughout the city. However, scenarios could easily spring-up here. Some brief ideas follow;

1) One of the members of the Establishment have had their business vandalised with 'wereist' slogans. As no-one else in the city knows of the were types present, all the members of the secret group are under suspicion. The aggrieved member has not undergone a change publicly, and cannot understand why the aggravation has suddenly occurred. An emergency meeting of the Establishment is called, but one of the members fails to attend. Facing a tricky situation, and the possible exposure of the group, they hire the adventurers (provided they know them and Barrad and/or Loris trust them to a certain degree) to track-down the missing 'committee member' and discover why they have mysteriously disappeared at such a crucial time.

2) An evening in the Inn brings trouble. A fight has started and the bouncers have not been able to contain the trouble to the bar area, and have not been able to prevent one of the antagonists from leaping behind the bar and vanishing into the Inn's inner rooms. Barrad is forced therefore to pursue and during a fight on the first floor landing, Barrad has transformed into a werewolf in his rage and slain the troublemaker. The adventurers may have followed and have witnessed the change, or just arrived after the fight was over; the troublemaker lying dead in the hallway, looking like he was ravaged by a wild beast. If the adventurers saw Barrad change, will he then take them into his confidence? If not, he will require their help to explain the death of the slain person, and prevent unpleasant rumours circulating throughout the city. His is one of the best hotels and alehouses for miles around, and should its reputation be damaged, it could affect his business terribly. Also, how will the rest of the fighting party, thrown out by the 'Helpers', react to the death of their fellow? Complications could arise easily from such a scenario.

3) Loris is attracted to a member of the party, and during an evening 'lock-in' (assuming the party have got to know Barrad & Loris well and have gained their trust) she argues with Barrad and makes her affections clear to the adventurer. Barrad will charge off to bed, putting the events down to the Elven wine Loris has been putting away all evening. However, as the next morning brings hangovers and guilt, the party member begins, over the next few days, to feel like he is being watched. Has Barrad asked one of The Establishment members to follow him and discover if anything is going on with his wife, or is it Barrad, in wolf form, trailing the adventurer, possibly seeking revenge?

4) Royalty are staying at the Two Moons, but one of the party recognizes someone in the retaining party, and feel sure he/she is a thief or assassin. Should Barrad or Loris be told? What if the suspicion is incorrect? Such embarrassment! Perhaps the party should keep the information to themselves and keep a close eye on the Royal Party for themselves, possibly hiring a room in the Inn. However, the assassin may recognize them....

5) One of the party is a were-type. Will they be approached by The Establishment? If so, what will be the outcome? Are they planning on staying in town? Setting-up business? Perhaps another member of The Establishment will pay them a visit....

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