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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
o
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

