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The Broken Coin Inn Game accessory

Editor: THE FORGE ® Interior artists: Maciej Zagórski Descriptions and stories: Axel Carlsson DTP: The Forge Contact: www.theforge.pl [email protected]

The and D20 System Logo are trademarks owned by and are used under the terms of System Refer- ence Document, the D20 System Trademark License, and the D20 System Trademark Logo Guide. This product requires the use of Dungeon and Dragons ® Player Handbook, Third Edition, published by Wizards of the Coast® Inc. under version 1.0a of the License found on the last page of this document. Dungeon and Dragons ® and Wizards of the Coast® Inc are registered trademarks of Wizards of the Coast, Inc. and are used with permission. “The festival had arived at the small town, and then maybe earn a little money on his own? and with it, the peddlers from the southern cit- He could take it down the river to the greater ies. Jokan sat on the bench out side the Bro- cities, and sell if for a large bag of gold. This ken Coin and watched them. They carried large had always been Jokan’s problem, but as he en- bags and some, the more clever amongst them, tered the inn, he thought that maybe he would do had mules and horses. They had not been the as he always did. Remain loyal to the guild.” most expensive animals either, by the looks of them. He smiled. There would be a lot of work in the coming days, and the guild would be busy. Jokan had almost decided to return to the guild quarters below, when something caught his eye. It was the faintest glimpse of something valuable. An amulet that hung around the neck of one of the merchants. The thief could barely contain himself, but then he saw that the person carrying the amulet had noticed it too. The mer- chant quickly hid the amulet behind the thick robe and hurried inside the Broken Coin. Here was a dilemma. Was Jokan going to tell the guildmaster about this, or was he going to keep the secret to h i m s e l f Description

From the outside, this inn looks much like any corner of the building, where the road turns, other inn of the town. The stone walls are a dark and a large man even needs to bend down so grey and the wooden frame is beginning to show as not to hit his head. Above the door hangs a its age. The main building has two storeys and round sign, well almost round, anyway. A small three large chimneys breaking through the tiles piece has been broken off in the bottom, giving on the roof. The front door is located in the right the inn its well-deserved name. The sign looks much like a coin of the realm; with a Dragon on one side, and a picture of the king on the other. The observant onlooker will notice that this is actually a mock depiction of the king, display- ing him as a fool. On the left side is the entrance to the stable and the backyard, and in the hours around midday, exhausted voices can be heard as the young men are training to become able caravan guards. Inside the inn

This inn has two large halls, one where the can be seen. More is kept in the back. Daylight wealthier merchants dine and another where he shine from the windows, in the hours during more rugged bunch sits, gambling and drinks the day, and in the evening, both lamps hung their ale. As one enters by the corner door, it on the walls are lit, as well as large candles on becomes clear that this first room is meant for the tables. The first hall has a large fireplace, those less fortunate. The room has five round where a pig could easily be roasted over a spear, tables, and a small trail runs between them, to and sometimes there is a bard who sits near the the bar, where stands a large man. Each of the fire and relates stories from a lost time. There round tables has five chairs around them, and is just over 6 feet to the ceiling, and sometimes some of these chairs have certainly seen better dust and filth creeps through the boards from days. Nothing covers the floorboards, and they the sleeping chambers upstairs. The other hall is have been worn thin over the years. On most almost a different world. There is three long ta- days, around midday or in the evening, these ta- bles and high-backed chairs, where a tired mer- bles are all filled, often with more chairs than chant can sit among his friends and drink a cup of tea or perhaps share a bottle of Elderberry wine. A woven carpet line the floor, and each table has coppery candlesticks, which offers a cozy light in the evening tide. This other hall has a fireplace as well, though smaller. Above it hangs the head of an , stuffed and reminding the caravan guards of some of their adventures. Beside the bar, in the first hall, is a door that leads to the hallway, which has three doors and a stairwell. This is where one can reach the kitch- en, the backyard, the private parlour or perhaps the rented rooms upstairs. The hallway is broad

first floor and a few barrels can be found here, alongside a DMs Note: couple of large sacks and a bucket. The Broken Coin is a real inn, but it also serve Upstairs another purpose as the entrance to the Thieves The rented rooms looks much the same. They Guild. To enter the quarters below, one must are simply furnished, with a bed, a small table first pass through the kitchen and then into the and most of them even has a small window. At pantry, where a small trapdoor is hidden un- the end of the hallway, the is a large door, derneath a large, but empty, barrel. One of the on the other side is a dormatory, where the cara- wenches who work in the kitchen is also an as- van guards and poor peddlers sleep. There is no piring thief, and while she is in the kitchen, she secrets to be found up here, which is why most keeps an eye on the pantry door. She is only a people stay in the common room most of the novice and does not know all the secrets, only time. that she is to report to Enddom if someone un- known walks into the pantry. The Thieves Quarters consists of a couple of rooms where the young novices can sleep and stay, and a hallway which leads to the Guildhall, a larger chamber with a coule of long tables and some kegs of ale. This is where the guildmaster can be found, with his right hand and his lover. There is two secret doors, one which leads to the quarters of the guildmaster, and the other one which leads to the sewers. Currently there are 1d6 + 4 thieves to be found in this place, but at least twice that is a part of this guild, some of which never show their faces.

second floor The Proprietor

Enddom the Pouch

This is the innkeeper and proprietor of this estab- rumors. He lives alone, and has a small house lishment. He is named the Pouch for many good which is located next to the inn. Enddom is not reasons, one being his sacky stomach, another a member of the Thieves Guild, but his daughter being how tight he is with the coins. Enddom is is, and he has sworn an oath to keep the secret an elderly man, who once travelled the northern entrance hidden and will rather give his own life roads as a peddler, and now has settled down than reveal this secret. He is a capable fighter, and runs this inn. A job he does very well. He is and always carry a shortsword on his body. This a friendly spirit, who likes to converse with the is actually a rather special shortsword, and he merchants and travellers who enter the inn, has never told anyone where he got it from. This always asking to the condition of the roads and is a man of secrets.

Enddom the Pouch: Male Fighter3; CR 3; Medium-sized human; HD 3d10+3; Hp 21; Init +6 (+2 dex, +4 improved initiative); Spd 30 ft.; AC 14 (+2 dex, +2 leather armor [masterwork]); Atk shortsword +5 melee (1d6+2, 19-20/x2); SA None; SQ None; SR None; AL Neutral Good; SV Fort +4, Ref +3, Will +4; Str 13, Dex 14, Con 12, Int 12, Wis 16, Cha 11. Languages: Common and halfling. Skills and Feats: Appraise +2, Climb +4, Diplomacy +1, Handle Animal +3, Intimidate +3, Jump +3, Ride +5, Sense Motive +4, Swim +4; Improved Initiative, Skill Focus [appraise], Quick Draw. Possessions: Shortsword +1 “Amrolth”, Masterwork leather armor, daggers, Artisans outfit, pouch [containing 1d10x2 coins, a small key and a broken silver ring].

Amrolth: This is a beautifully crafted shortsword, with a broad crossguard formed like a dragon’s wings. The hilt is simple, yet bound in white leather and the pommel consists of a claw that holds an eye. There is runes carved on the blade, and any who knows the draconic tongue, will know that it reads, Amrolth, which means Dragonfinger. This blade has been worn by Enddom for many years, and no one really knows where he got it, though the story goes that this shortsword was once carried by a famous bard named Elrick R’Linth. This is a shortsword +1 of speed, and it gives the wielder an extra attack at his highest bonus. Caster Level: 7th; Prerequisites: Craft Magic Arms and Armor, haste; Market Price: 32.700gp NPCs seen around the Broken Coin

Bethel Valon Maenyth

She is one of the wenches who works at the Bro- This place is frequented by merchants, yet it is ken Coin. A nice girl, with a comely face, who an old veteran warrior named Valon who organ- is also an orphan whose only family consists of izes the and hire the fighters. Nowa- a ten-year-old boy named Gort. She likes to flirt days, he rarely leaves the town, but will spend with the customers and is looking for a man to his time training the talented fighters who pay marry. She likes bards and is known to have a him. He uses the backyard for this training. He beautiful singing voice. Bethel is very protec- lives above the stable, where he has a small res- tive around Gort, but she cannot control him, idence consisting of a few chambers. The truth which means that he is often found running the about Valon is that he drinks, a lot. Though, streets. never during the day, and he actually fears leav- ing the town.

Adventure Hook

The merchants who stay at this inn, know how Enddom feels about the king, and most of them agree completely. For years, the king has starved the people and filled his own chests with gold, but this is going to end now. The Thieves Guild is planning something, and needs someone to distract the guards at the gate and at the walls. They are willing to pay the party good coin, and how the group complete this assignment is entirely up to the players. The king lives at a castle located on a hill, and there is always 1d4 guards at the gate, and 1d2 guards on the walls. During the nocturnal hours, the guards on the walls will carry torches and spears. They are highly alert and is paid in good coin for their work. The king knows that he is unpopular amongst his people, and actually fear for his life. He also keeps his chests close by, but that is a matter for the thieves, or is it? Maybe the players which to get some of that gold for themselves, especially if there is a thief in the party. 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