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Every city, most towns, and even some villages have a   AD E N T R E S   I N   S H A R N
                                                                    V
                                                                            U
             Gold Dragon Inn, and a large city might boast several.
             Every major road through the countryside has Gold   Chapter 3 describes the city  f  Sharn  n   detail; the
                                                                                             i
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             Dragon Inns along much of its length, spaced roughly a   following sections focus on the adventures that can hap­
             day's travel apart. Sometimes an inn is the nucleus of a   pen there. These adventures can unfold among the tall­
             small community whose industry is focused on provid­  est towers of Skyway, in the deepest depths of the Cogs,
             ing for the needs of travelers. A few Gold Dragon Inns   or anywhere in between. At the end of this chapter is an
             are found in locations that offer no other comforts for   introductory adventure, "Forgotten Relics," set in Sharn.
             the weary traveler-for example, high in a pass through   Sharn can be a grim place that makes good people
             the Byeshk Mountains, deep in the Karrnwood, or be­  bad and bad people worse. In its mean streets, gritty
             neath the surface of the Mror Holds.              detectives contend with corrupt law officers while try­
                                                               ing to foil the efforts of merciless gangs and monstrous
             INN FEATURES AND AMENITIES                        thugs. In the highest towers, wealthy barons from the
             Every Gold Dragon Inn provides a standard menu of   dragonmarked houses make shady deals with crime
             reliable services at reasonable rates. Prices are fixed   bosses, each of them making profits by exploiting both
             (equal to those given in chapter 5 of the Player's H a nd­  the ordinary folk and the well-heeled upper crust alike.
             book), and the quality of services is reliably modest, with   Corruption can be found among the ranks of govern­
             some comfortable upgrades available. Every inn uses   ment, the watch, the temples, and large businesses. This
             one of a small number of possible floor plans, and every   atmosphere makes Sharn a perfect location for adven­
             inn's restaurant offers the same menu.            tures inspired by the noir genre.
              The size and number of guest rooms can vary from   Sharn can also be a place of unrelenting action, rang­
             inn to inn: a small roadside inn has four rooms and a   ing from soarsleds speeding between the towertops to
             moderately sized common room, while a thriving inn in   confrontations in the dungeon depths far beneath the
             a large city has forty rooms, a restaurant, and a sepa­  city's lowest tier. Fallen angels, sinister shapeshifters,
             rate common room, with two stages for entertainment.   and monstrous mercenaries do battle with heroes from
             Because the inns are owned by House Ghallanda, the   all walks of life, while unscrupulous collectors and
             buildings all include accommodations for halfiing-sized   smugglers carry on a brisk trade in artifacts brought
             guests as well as taller folk.                    back from the cyclopean ruins of Xen'drik. All these
              Because travelers often carry valuables with them,   factors make Sharn an equally ideal location for adven­
             each inn has a heavy strongbox secured with an arcane   tures inspired by pulp action.
             lock spell. To make a traveler's stay more enjoyable,   You can use the Life in the City table to generate ideas
             perhaps even memorable, House Ghallanda has ar­  for adventures set in Sharn.
             ranged with House Thuranni and House Phiarlan to
             employ guild-licensed entertainers at almost every Gold   LI F E   I N   TH E CITY
             Dragon Inn.                                        d6  Adventure Seed
              To populate an inn with some distinctive individ­
             uals, you can use the Mysterious Passengers ta­        A homicidal changeling has killed two members of
             ble (page 237).                                        different dragon marked houses, and doesn't plan to
                                                                     stop until one heir from each of the  r agonmarked
                                                                                              d
             INN ATTRACTIONS                                        houses is dead.
             The Inn Attractions table offers some ideas for unique   2   A jeweled statuette has fallen into the hands of House
            twists on an inn's character or atmosphere.
                                                                    Tarkanan, and a powerful member of the Au rum will
                                                                    stop at nothing to obtain it. The statuette's real worth
             I N N   ATTRACTION S
                                                                    lies in the secret plans  i dden inside it.
                                                                                     h
              d6   Attraction
                                                                 3   A Karrnathi undead soldier troubled by sporadic
                   The bartender is a changeling who  is always mimick­  memories of his former life is trying to locate his
                   ing the patrons for a laugh.                     wife and family, who have fled Karrnath and now live
               2   The innkeeper is  7 feet tall, claiming to have grown 2   somewhere in the lower districts of Sharn.
                  feet after venturing into the mist of the  Mournland.   4   A shifter shopkeeper in  Lower N o rthedge is being ha­
               3   Rumor has it that the innkeeper here is a gold dragon   rassed by ruffians who believe that she and her family
                  cloaked in a humanoid guise.                      are lycanthropes.
               4   This inn is haunted by a ghost who loves to sit by the   5   A dragonmarked baron is found dead in her Upper
                  fireplace and tell stories-but it has been accused of   Central mansion, seemingly a victim of some sort of
                  more sinister activities once the fire burns down to   ritual slaying. Outside help is needed to solve this
                  embers and the guests are in their beds.          delicate matter.
               5   The inn has a blink dog that wanders around with her   6   A radiant idol  (see chapter 6) has formed a cult that
                  five pups, all of them eager for attention and treats.   attracts professors and staff of Morgrave University,
               6   This inn offers "the true Talenta experience"-the   promising them knowledge beyond imagining in ex-
                  halfling family that runs it keeps pet dinosaurs.   change for their worship.




                                                                       CHAPTER 4  I  BUILDING EBERRON ADVENTURES
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