After a long day on the road, what could be more inviting than a hot meal and mug of ale - just don’t criticise the cook
Squish, Squish. Squish.
The People of Antioch are pretty forgiving. However, when their laws are transgressed, you really do not want to be the person who is caught.
As you are marched towards The Key, you can feel the rickety dock sway back under the weight of the prisoners. The rowing of The Key is slow and deliberate. You see your home for the next few months. You are suprised it is still afloat.
bastille, big cage, big house, big school, black hole, booby hatch, brig, bucket, bull pen, caboose, cage, calaboose, can, cell, clink, concentration camp, cooler, coop, county hotel, death house, detention camp, detention centre, doing time, dungeon, fish bowl, freezer, inside, Jail, Jailhouse, joint, jug, keep, limbo, lockup, mill, pen, penal institution, penitentiary, pokey, pound, prison, rack, reformatory, slammer, solitary, statesville, stir, stockade, tank, there are hundreds of names and hundreds of thousands of different ones. What are yours?
Many think gold and silk are the way to wealth, but people always need to eat and they hate to eat the "same old bland thing". Thus they will always buy herbs, spices, and salt.
The temple/ church in this sea side town is just another one. It is part of the common faith for the region. You might not give it a second glance. But if you are a worker of the sea, it is the holiest of shrines.
This tavern and common house (restaurant) looks like any other quaint building in the area. It is a good sized common house, serving upto 50 people comfortably. The Stinking Rose gets its name by the primary ingredient for its food - Garlic.
The Local Barron does not own this business, but he certain keeps it in business. It was named in his honor by two (now old) men who realized that non wizard generated cold drinks and foods could be profitable. In doing such, they have literally change the country.
The Food Shack is one of those little holes in the wall that you would either miss or want to avoid. It is also “the place” to have Kenditho.
The Returning Gem buys and sells goods, like a good pawn shop should.
Mr Krasnov long ago saw a gap in the market that his bar could fill.It caters for Orcs, Goblins, Lizard People and other races that are seen, not as evil, but as inferior by many people, and has a strict *no humans allowed policy (except for Mr Krasnov himself of course.)
Brownworks is a leatherworking shop and store. It is not much to look at from the outside. You know it is a leather shop the moment you open the door.
The city is large enough, and filled with enough nobles and rich merchants, that it can support a number of "frivolous businesses". Thus Garden in the City is the first Florist in the city (heck… in The Land).
This is your traditional water wheel mill. It is a large grey painted building, next to a river. It has a history though that most people do not know.
Despite the name, no metal working is currently done here. It is a restaurant of some repute.
DiCarrigan’s Den has the appearance of a “common house”, but it is actually a club. Only those who are members (having paid their dues to the house. Their they gamble, drink, and socialize in proper splender.
Since there is only one Glass Works in the city, there is really no need for a name. This seems unimportant to the adventurers, yet it has an impact upon the city.
It is not really a field, but an arena of sorts for local games. It seems to be the most important part of town, at least to some.
It is an unassuming brick building. However, it is made assuming because it is surrounded by more traditional timber and plaster buildings. There are no windows and a very plain door. On the door is incribed the name of the establishment Zenorcans. Almost no one knows what goes on in there.
While setting up camp for the night, the PC's are aproached by another group of adventurers who seem nice enough. The road is somewhat dangerous and the other group suggests camping together. The two bands split watches, one adventurer from each group watching at once. The night goes by without incident, the next day the PC's travel with the other group as they are going the same way.
The group consists of Hordel the ranger, who is skilled with the bow. Hordel is a quiet man who speaks little but appears quite skilled. Dremar is a barbarian who is a little excentric, he seems to be an excasive drinker and thiunk that battle is the solution to everything. He appears to be a stout and powerful fighter with his greataxe. Ferrin is the leader of the group, a rouge by trade. He is daft and witty, speaking with the PCs often and asking many questions. He fights with finesse with his rapier. Preminitat as a cleric but he will not say which god he worships. He uses his spells to empower and heal his party and fights with a club. He sticks close to Ferrin. Ferrin is a great talker and tells much of himself and his party, but asks even more about the history and capabilities of the PCs. He tells of some adventures his party has had, and they seem like an interesting group of mercenaries. Hordel is quite and has little interest in speaking with the PCs, he ignores most questions. He spends a lot of time with Dremar and sometimes Ferrin. Dremar seems to not care about any questions ansked to him, nor does he seem to know the answers. He seems battle hardened and is a simple man. Preminitat rarely starts conversations but will speak with the PCs. However, some of his accounts of the party's history seem to condradict those of Ferrin.
The Party spends another night and day with Ferrin's group. One of four things can happen on the third night.
1: While eating dinner around the fire, Ferrin gets into an argument with one of the PCs when he/she mentions the discepincies between Ferrin's stories and Preminitat's.
2: Hordel gets mad after repeated questioning about his life from the PCs.
3. Preminitat gets mad after repeated questioning from the PCs about what god he worships.
4: One of the PCs rejects the offer of a drink from Dremar and he takes it as an insult.
All of these scenarios result in a battle between the parties. If Ferrin's party is defeated and still lives he swears vengance. His party may then cross paths with the adventurers again.