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Haarculaneaum
2006-03-10, 04:24 PM
You were looking for a place to buy potions. You found so much more. Enter Haarculaneaum's Volcanic Magic Inn. The walls are covered with swords and sheilds. Racks of wands and bows shelter shoppers like glittering trees. Mountains of shining bottles filled with swirling liquids speak of ineffable power. Behind the counter, manned by a sharp-eyed mage, you see magical items that you thought existed only in legend. Once the shock of seeing so many magical items wears off, you hear music coming from your left. The most beautiful music in the world.
Ignoring the treasures before you, you enter the tavern. It matches the magesty and power of the magical shop in gluttony and vice. Bards are playing on the stage. A thief is rifling through a passed-out patron's knapsack. Barbarians are drinking from steel volcanos while a bookie takes bets. Someone calls out "Dead Orc!" The band is amazing. You may never leave.

Haarculaneaum's Volcanic Magic Inn is a triple threat. It is an Inn to rest your soul, a magic shop to fulfill your dreams, and a tavern to take all of your money. It was founded by Haarculaneaum, a fifteenth level Gestalt (double class) Wizard/Sorcerer.

The Magic Shop is 75x40 (one[?] basement level), with the Inn (40x80, three story, one basement) on the right and the Tavern (50x70 at least 2 basement levels) on the left. There is an underground passage (7x75) that connects the basements of Magic Shop, Tavern, and the Inn and is how all employees reach the Tavern.

The Magic Shop sells any item that can be created by a 15th level arcane caster. Obviously, the DM would use discretion on this. All items for sale in the store must have a final spell cast on them by Haarculaneaum to become active, thereby greatly reducing the possibility of theft.

The Inn is a general resting place, with costs appropriate to each campaign. There are "better" rooms, however, that range from 100 -- 1000 gp per night. A stay in these rooms is purported to be legendary.

The Tavern is famous for two things: Dead Orc and the band Bardic Knowledge.
Dead Orc is a drink, served steaming cold (20 degrees F) in a 4oz steel container that resembles a volcano. It costs 5gp. It is generally caustic to all material except flesh. Upon drinking Dead Orc, a character must make a Fortitute, Reflex, and Will save against DC 10. Each additional shot of Dead Orc raises the DC by 5. If a character should fail a save, the following happens. Fortitude: the character becomes (often violently) ill. Reflex: the character loses mose of his or her sense of balance (Reflex save DC25 to walk normally, must remake every 5 feet). Will: Roll 1d6. 1 -- The character is sad. 2 -- The character is happy. 3 -- The character is violent. 4 -- The character is sullen. 5 -- The character is randy. 6 -- The character is argumentative. Roll 1d20 to determine the duration of the effects. Note, if character is generally of the disposition rolled, increase effects appropriately. If a character should fail a second save, the following happens. Fortitude: The character passes out (3d8 hours). Reflex: The character cannot move (3d8 hours). Will: The character is under control of the DM for 1d20 hours.
Why would anyone drink the vile liquid? Besides fame and glory? Anyone who can drink 5 shots (without failing twice) gets an "I slew the Dead Orc!" shirt and a potion of sobriety. Anyone who can drink 10 shots (without failing twice) gets a randomly determined magic item from Haarculaneaum's Magic Shop. Anyone who can drink 20 shots (without failing twice) is the new owner of the Tavern. All five tavern owners have acquired the bar this way. Anyone can buy a "The Dead Orc drank me!" shirt for 2gp.
Bardic Knowledge is a musical group of 5 10th-level bards, each with a 20 Charisma and 13 ranks in perform. They each use masterworked musical items and play in harmony for an extra +2 to their perform checks, giving them a check of +20. Bardic Knowledge performs 1/2 hour sets every hour from noon until midnight. Any character hearing Bardic Knowledge perform must make a will save vs DC perform check. A fail means that the character cannot leave the Tavern until Bardic Knowledge plays again (or until midnight, in which case the fascination ends), at which time they can make another save (at a +2, stacking). Characters who fail their saves must spend 1gp for every 2 points they fail the save by. Failing the save by 20 or more means that the character must order and consume at least one shot of Dead Orc. Players who fail their saves but have no money must leave the bar immediately to go find some gold. If they cannot return within 2 hours, they spend the next 1d4 days in a gloomy haze, wishing they could hear more of Bardic Knowledge.

It is well known that theives frequent HVMI. This is tolerated because 1) they must give 1/4 of their earnings to Haarculaneaum and 2) any patron catching a theif in the act is allowed to keep any possessions that the theif may have on him and can also drink free for the rest of the day.

Though gambling is common at HVMI, it generally centers around people drinking Dead Orc and the fun that results.

Knowledge check DC5. If HVMI is in your town, you know it.
1-5. It's a bar, I think. Maybe a magic bar.
6-10. It's a magic shop, bar, and inn. Anything can happen there.
11-15. 6-10 plus it's owned/operated by the most powerful wizard in 500 miles.
16-20. His name is Haarculaneaum and he likes corny jokes, gems, and true stories of harrowing adventures.
21-25. If you tell him a good story, he may send you on a journey to collect magical ingredients or items for the store.
26-30. He gave up adventuring when his family died because he was at a battle.
30+ Haarculaneaum himself has never tried Dead Orc.

21-25 also serves as the plot hook. Haarculaneaum is always looking for people to get things for him, as he has stopped adventuring.

Haarculaneaum
Gestalt Wizard/Sorcerer 15 (if you are unfamiliar with the gestalt variant [thanks d20srd.com!], treat him as Wizard 15/Sorcerer 15).
Str 12
Int 19
Wis 14
Dex 10
Con 12
Cha 20
True N. Not the boring, "I balance all," incorrect reading of TN. The "I don't really care much about anything any more except magic" TN. Spends most of his time chatting, running the shop, and making magical items (though most of the work is now done by underlings). Has on him at all times a Ring of Regeneration, a Ring of Spell Turning, Bracers of Armor +8, a Cloak of Charisma +6, a Headband of Intellect, +6, Amulet of Natural Armor +5, and Gloves of Dexterity +6. Sad and disillusioned because of the death of his family. Deadly in combat. Takes out magic users first with Touch of Idiocy or something similar. Uses any deadly magic available. Don't even think about attacking him. Really.

The bards of Bardic Knowledge
Kevin (percussion)
Devin (wind instruments)
Levin (string percussion)
Sevin (string) (backing vocals)
Antonio (vocals and string percussion) (used to be Vevin, but he died in a Dead Orc drinking contest)
All, as stated Charisma 20, level 10, CG.

Gragg G'Graglok
Half-Orc Barbarian 13, NG.
Gragg was the other part of the contest in which Vevin died. Having drunk 21 shots of Dead Orc, Gragg became the new owner of the Tavern at HVMI. He is fanatically loyal to Haarculaneaum as the owner of the HVMI tavern is always Haarculaneaum's cohort.
Str 20
Int 6
Wis 11
Dex 9
Con 22
Cha 13

Blue_C.
2006-03-12, 12:35 AM
The band is a cool touch.