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Part 1: The Gilded Goose tavern

Writer's picture: Pekka MarjamäkiPekka Marjamäki

Updated: Oct 28, 2023


It is a sunny day on Otha, a bustling trade hub on the coast of the Solor Sea. Otha is a relatively small town compared to the other coastal towns. Still, it is essential as it provides passage to the south and inland.


The city's streets are filled with people of various races and origins. The aroma of street vendors' food wafts through the air, tempting the senses. The sounds of merchants haggling, street performers playing lively tunes, and the general buzz of city life fill the air.


In the Crafters' Alley, a shadowy network of narrow alleys known to be the territory of the Merchant Guild, lies a nonchalant tavern. The Gilded Goose.


The dimly lit interior is bathed in the soft, golden glow of hanging lanterns and the flickering candlelight at each table. The walls are adorned with worn yet charming wooden panels that have seen countless tales spun within these walls.


The tavern is packed with patrons, its popularity evident in the lively and animated crowd. Tables and booths are filled with people from all walks of life, huddled together in conversation or sharing hearty laughter. The raucous noise of chatter, clinking mugs, and the occasional bard playing a spirited tune on a lute creates a vibrant symphony of sound.


A long wooden bar stretches along one side of the tavern, manned by a bartender deftly pouring drinks into frothy mugs. Shelves behind the bar are lined with bottles of various shapes and sizes, promising an array of libations to suit every palate.


A party of three is seated at a sturdy wooden table. Each member engaged in conversation with their own drink in hand. The atmosphere of The Gilded Goose wraps around them as they discuss the boisterous drunkard causing a scene in one of the nearby booths.


Seated on one side of the table, Nida's muscular frame is immediately noticeable, and her striking black and blue hair contrasts with her light skin. She listens intently to the discussion, her sharp eyes scanning the room for potential trouble, her calloused fingers idly tracing the patterns etched into the table.


Nida leans in towards Seraphina, her voice a bit raised to be heard over the increasing clamor caused by the drunken commotion nearby. "Lady Seraphina," she begins, her tone calm and measured, "what are our plans?"


On the opposite side of the table, Lady Seraphina's regal presence stands out even in this lively tavern. Her golden hair gleams in the ambient light, and her piercing blue eyes show a mix of concern and curiosity.


Lady Seraphina Cassalanter takes a sip of her drink, her expression thoughtful. "Nida," she replies, "I think we should collect our bounty from the smithy."


The three of them apprehended two robbers earlier that day on the outskirts of town. They brought them to the authorities and came for a short rest in the tavern.


Nida nods. "Aye. You think Lorett is ready to go?"


Nida nods thoughtfully and glances at Lorett, nursing an injured thigh. "I think Lorett deserves a bit more time to rest that injured leg. He did quite a number on himself during that chase. Let's finish the drinks, and then we can head to the smithy to collect our reward."



Lorett sits between Nida and Seraphina, his dark skin and nimble figure lending him an air of mystery. With a grateful smile, he raises his mug in agreement. "I appreciate it, Nida."


Having finished their drinks and determined to collect their hard-earned bounty from the smithy, the party rises from their seats at The Gilded Goose. While still nursing his injured thigh, Lorett pushes through the pain, resolved to see the task through.


Exiting the cozy confines of the tavern, they step out into the lively streets of Otha. The city's energy and bustling activity continue, with people going about their business and the setting sun casting a warm, orange glow over the cobblestone roads.


The walk to the smithy takes approximately 20 minutes, leading them closer to the edge of town. As they approach the establishment of Maurize, the red-haired dwarf smith, the rhythmic clang of hammer striking metal echoes in the air.


Maurize, a stout and weathered dwarf with a fiery mane of red hair, is hard at work at his anvil, forging a new piece of armor. He looks up as the party approaches, and his eyes narrow in recognition. Setting down his tools, he walks over to greet them.


"Greetings, adventurers," Maurize says in a gruff yet friendly tone, wiping sweat from his brow with a soot-covered hand. "I gather you dealt with those bastards."


Nida steps forward, a confident look on her face. "Aye, it's true. We tracked them down and brought them to the city guard. We've come for the reward you promised."


Maurize grins, revealing a row of sturdy dwarf teeth. "Well done, well done indeed," he exclaims. "You've saved me quite the headache you have. Come inside, and I'll fetch your reward. A job well done deserves fair payment."


With that, Maurize leads the party into his bustling forge. The air is thick with the scent of heated metal, and the rhythmic clang of hammer meeting anvil reverberates through the workshop. The dwarf smith rummages through a wooden chest, then turns to present the reward: 25 gold pieces and 20 silver coins, clinking together in a small pouch.


"There you go, adventurers," Maurize says, handing over the pouch of coins with a satisfied grin. "Fair payment for your fine work. Thanks to you, those thieves won't be troubling me or anyone else in Otha again."


As Seraphina takes the pouch of coins, considering the weight of the reward in her hands, Maurize leans in a bit closer, his eyes narrowing as if assessing their potential. "I've got another task for you," he says, his voice low and confidential. "A bit of work that needs doing, and it pays well. You've proven your skills, and I could use capable folk like you."


All inputs not made by AI are written in brackets.

[Seraphina adds 25 gp and 20 sp to inventory.]

Maurize pauses momentarily, allowing the weight of his words to sink in before continuing. "There's a shipment of mining tools that need to be delivered from my shop to a mining outpost in the nearby mountains. It's a dangerous route, plagued by bandits and beasts. I'll pay you 50 gold pieces to ensure the safe delivery of the cargo."


He leans back, studying the reactions carefully. "What say you? Are you up for the task? The gold is good, and I can provide you with a map to the outpost and directions on the safest route."

Decision checks are made bu rolling a d6 for each character to determine their disposition to a subject. Higher indicates positive attitude.

[Decision check (satisfied with the offer): Lorett 6, Nida 4, Seraphina 1]

Lorett and Nida exchange a knowing glance, recognizing the potential for adventure and a sizeable payday. They nod in agreement, eager to accept the dwarf's offer to ensure the safe delivery of the valuable cargo.


However, Seraphina, ever the advocate for fairness and the well-being of her party, raises a concern. "Maurize," she begins with a polite yet firm tone, "while we appreciate your offer, 50 gold pieces for such a perilous journey seems rather modest. We are risking our lives to safeguard your shipment, and we must consider the value of our services."


Maurize listens attentively to Lady Seraphina's plea, his bushy red eyebrows furrowing in thought.

Skill and ability checks, and saving throws are presented like so:
Type of check, person or item, d20 roll and bonuses, and result

[Persuation DC15: Seraphina 7 + 5: Fail]

After a moment of contemplation, he responds, "I understand your concern, Lady Seraphina, and I respect your commitment to fairness. But you see, the road to that outpost is treacherous, and not many are willing to make the journey. The 50 gold pieces I offer are already quite generous, and it's the best I can do."


While genuine, Lady Seraphina's persuasive efforts do not sway the dwarf's resolve. He maintains his offer of 50 gold pieces for the task at hand.


Despite her initial reservations about the payment, Lady Seraphina accepts the dwarf's offer on behalf of the party. She nods and says, "Very well, Maurize. We'll take the job. Now, we'll need more specific details about the task at hand. Can you provide us with the location of the mining outpost, contact persons there, the time frame for the delivery, and any other pertinent information?"


Maurize nods in agreement, appreciating the party's professionalism. "Of course," he responds. "The mining outpost is known as Ironridge Quarry, nestled in the foothills of the nearby mountains to the east. You'll find it marked on this map." He hands over a weathered piece of parchment with detailed markings and directions.

[Seraphina adds "Map to Ironridge Quarry" to inventory.]

"As for contacts," he continues, "you'll want to seek out Foreman Borin Ironhand when you arrive at the outpost. He'll be expecting a delivery."


Maurize's gaze turns toward the setting sun as he considers the timing. "You should aim to depart at dawn tomorrow," he advises. "The journey will take a day's travel, and it's best to avoid the dangers of the mountains at night."


He provides them with a written contract outlining the details of the task, including the agreed-upon payment. He asks each to sign it as a formal agreement.


"Once the cargo is safely delivered," Maurize concludes, "Foreman Ironhand will confirm the successful completion of your task and provide you with a receipt to return to me. I'll have your payment ready upon your return."


As the party bids farewell to Maurize, their steps take them back towards The Gilded Goose. This cozy tavern has become a familiar haven during their stay in Otha. The sun dips lower on the horizon, casting a warm, golden glow over the city streets.


As they approach the tavern, they reminisce about the fateful day when their paths first crossed. Originally berating a child for a pickpocketing attempt, Seraphina drew the attention of Lorett and Nida, who had just arrived from their week-long journey from Ildoren. The trio's encounter led to an unexpected friendship, and they decided to celebrate it with a drink at The Gilded Goose.


Now, three nights later, The Gilded Goose welcomes them once more. The tavern's familiar warmth and the promise of camaraderie beckon them inside. The lively atmosphere remains, patrons enjoying their evening, and the aroma of hearty food fills the air.


As they enter, they're greeted by the sight of familiar faces, including the tavern's regulars, who have come to recognize their presence over the past few days. The bartender, a stocky man with a hearty laugh, nods in welcome, and a group of musicians in the corner begins a lively tune on their instruments.


With a sense of comfort and anticipation, the party takes their usual seats at The Gilded Goose. Lorett, feeling his injured leg slowly but surely improving, exudes a newfound sense of readiness for the journey ahead. As they settle in for the evening, they order drinks, with Seraphina opting for a glass of wine and the others going for stronger stuff. A hearty supper is also ordered, filling the table with delicious aromas and tempting dishes.


As they enjoy their meal, the tavern's lively atmosphere fills the air. The bard, positioned near the hearth, begins to play a song that captures their attention. The bard's melody weaves a tale of heroism and adventure, a fitting soundtrack for the journey ahead. The lyrics speak of ungenerous foes and the determination to overcome them, resonating with their recent triumphs and the challenges that lie in wait.


The song concludes with appreciative applause from the tavern's patrons, and they finish their meal, savoring the last bites and sips of the evening. With their stomachs full and their spirits lifted by the music and camaraderie, they decide it's time to retire for the night and prepare for the journey to Ironridge Quarry.


As they ascend to their rooms, they're filled with a sense of anticipation for the adventure that awaits. The road ahead may be treacherous, but the bonds of friendship and the promise of reward fuel their determination. With preparations to be made in the morning, they each settle into their respective rooms at The Gilded Goose, ready to face whatever challenges Koordhur has in store.



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