Medieval Inn III
- Details
- Category: Maps & Encounters
- Published on Friday, 03 September 2010 11:37
- Written by Dave Couture
The Maudlin Maul is a well-know inn located in the city of Westcrown.The innkeeper, Jared Redland, loves hearing good music and listening incredible tales.
He invites all minstrels and bards to give performances in his establishment. Since he pays them well (3 gp), he gets the best ones for the pleasure of his clients. Jared is also a fierce guild master. He built a secret room in the roof of his establishment to hold secret meetings. Reunions are held late at night. During the meeting, all participants are requested to whisper so their voice could not be listening. The inn has 4 rooms to rent (5 sp per day). 
1st Floor
A1. Entrance
In the entrance there is a target to throw knifes. The rules of the game are easy. Each participant has 5 knifes to throw; magical knifes are prohibited. The thrower is placed behind a white line on the ground standing away from the target by 10 feet. The center of the target, the red zone (AC 30) gives 10 points and a free throw, the yellow zone (AC 25) gives 5 points, the green zone (DC 20) gives 3 points, and the white zone (AC 15) gives 1 point. The participant who gets the more points wins the game. The record of 215 points is held by Jared himself.
A2. Main Room (called the feast room) A large room where people could eat or just drink while listening good music or stories. The inn has beer (4 cp), hydromel (2 sp), hippocras (spicy wine; 4 sp), wine (2 sp) and fine wine bottles (10 gp). There is always a beef stew on fire (1 sp) and the innkeeper could also prepare good meals as deer (5 sp).
A3. Stage
The greatest bards and minstrels have taken place on the stage. Everyone will remember Farendel telling the amazing troll king story. He got more than 40 gold pieces from the crowd for that single performance.
A4. Bar
A5. Innkeeper’s Dining Room
A6. Kitchen
The cupboard contains a secret compartment under the stairs (Perception DC 20). The compartment contains 2 guild medallions.
A7. Well
A8. Stables
A secret door is located in the south-west paddock (Perception DC 20). This is the main entry of the guild secret room.
2nd Floor
B1. Corridor
B2. Bedroom
B3. Bedroom
B4. Bedroom
B5. Bedroom (called the haunted room) Someone already complained that he heard the voice of a ghost during the night. It only took that complain to give the "haunted room" nickname to that bedroom. The guild member who spoke to loudly that night was executed without any warning.
B6. Innkeeper’s Boudoir
B7. Innkeeper’s Bedroom The innkeeper’s room has a secret access to the guild meeting room (Perception DC 20).
B8. Corridor The small corridor has a secret access to the roof (Perception DC 20). This access could be used in case of troubles. 
3rd Floor
C1. Guild Meeting Room
The entrance of the meeting room is protected by a magical trap. If someone is entering the room without the guild medallion, the trap is activated.
Ligtning Bolt Trap
Type Magical; Perception DC 28, Disable Device DC 28; Trigger location (by entering the room); Duration instantaneous; Reset none; Bypass wearing the guild medallion; Effect lightning bolt spell, damage 5d10, Ref saves DC 20 for half damage.

