• Fezziwig's Inn

    From The True Melissa@thetruemelissa@gmail.comNOSPAM to alt.games.adnd,rec.games.frp.dnd on Sun Jul 26 09:14:21 2026
    From Newsgroup: rec.games.frp.dnd

    I'm designing a large, complex module called Fezziwig's Inn. It's based
    on 1e/OSRIC but I hope to make it compatible with other editions. Alert
    people may recognize the name "Fezziwig" from Dickens and the phrase "Fezziwig's Inn" from a Styx song.

    The inn is in the middle of nowhere, in the mountains where highways
    from three kingdoms connect. The owner, Fezziwig, is a dwarf who is
    secretly a paladin of Sharindlar, and a few other staffers are also more
    than they seem.

    The inn itself has a first-floor tavern, a second floor with six two-
    room suites and one grand suite, a third floor with sixteen rooms, and
    an attic where travelers can sleep on a floor pallet for one copper
    piece. The tavern serves food and liquor, hosts traveling entertainers,
    and is also a rumor hub. The staff and three permanent guests are always present.

    There is also a two-level basement. It has Fezziwig's home and four two-
    room suites for the senior staff, as well as storage of many casks and bottles. A very large steel door is held shut with three very large
    steel bars. This can lead anywhere the DM wants. I think I'll have it
    lead to a Land of the Lost where I can finally use all those dinosaurs
    someone took the time to codify. There is another secret tunnel from Fezziwig's quarters, which goes for some distance and then connects to a dwarven town.

    Outbuildings include a kitchen, brewery, and laundry -- mostly pretty straightforward so far, though I may add more tunnels and secret doors.
    There is a small stable for Fezziwig's holy steed, with a single large
    stall and private paddock. There's a large barn for guests' horses, with
    42 stalls, and staff quarters for 26 over it, as well as some attic
    storage. The last major building is the guardhouse -- stone warehouse
    rooms off of the guards' common room, with guard quarters over it.

    A random guest system determines who else is currently staying at the
    inn and how many rumors each person knows. Creation of each day's roster
    takes a few minutes, so I'll also have some premade parties who can
    arrive when they dice say. Some guests only know rumors, and some have
    quest hooks of their own. The staff have at least one quest hook each,
    some large and some small.

    Small quest hook example: Teryl, one of the barmaids, is educating
    herself on wine and wants a particular book she hasn't been able to get
    from book vendors. She has heard that the Comte du Lac, in the Eastern kingdom, has a copy. The party can fight a few guards, pull a cat
    burglar operation, or even just offer the Comte enough money.

    Large quest hook example: Grimshaw, a blind man, who lives at the inn,
    wants someone to clear out the eldritch ruins where a gibbering mouther
    took his sight. The current party is not high enough level for this one
    yet.

    My hope is that the party will pick up quests from guests and staff, and
    then when they're higher level, they can explore the deeper quests tied
    into the inn itself. When it's done, I'm thinking of submitting it to a publisher as a commercial module.
    --
    The meek shall inherit, we're told,
    But I'm not so easily sold.
    For supposing they should,
    It would do them no good --
    They'd lose it at once to the bold.
    --- Synchronet 3.22a-Linux NewsLink 1.2