The Final Adventure Inn

Overview

The Final Adventure is a tavern in Aunnofrfell’s old business district, nestled between an old storage hovel and a bookseller. It is one of the favorite drinking establishments of the Adventurer’s Society, and it is owned by Derrog Foamstout, a former member of the guild. Boisterous cheering, song, and pounding noises can be heard from the inside at all hours of the day, and this is often accompanied by the sounds of musical instruments or the current act on stage.

It is not uncommon for multiple barfights to occur in a single day at The Final Adventure, and because of this, members of the Fourth Guild wait outside to round up any patrons taking the fighting too seriously or too far. They make it a point to not try to interrupt the festivities in the tavern. The atmosphere could easily become very dangerous, and it is an extreme oddity for the fights within to be anything more than consensual roughhousing.

Adventurers are not the only Mortalkind to frequent the bar. The Final Adventure is an excellent place for clients to find groups of willing adventurers, guild contracted or otherwise, to aid them in tasks. Negotiating terms consists of shouting over the ruckus of the atmosphere while drinking oneself stupid often. This can either be a great discount on services or a drain on the unwary businessman’s wallet as he drinks himself into a poor deal.

Floor Plan

The Final Adventure is a three story establishment that includes a cellar and reaches close to forty feet into the air. The tavern’s exterior looks simple enough, rough wood losing its stain from age and gaining new stains from age. A swaying, creaking sign, hangs at the main entrance. Emblazoned on this piece of wood is the logo of the tavern, an eclipsed sun above a pair of crossed arms; one holds an axe, the other a foaming mug. A hitching post stands to the right rear of the inn, and a watering trough sits nearby. Few people use this though, as community stables are many, and who knows what a drunken adventurer may do to a horse unattended.

An exterior wooden staircase runs up the left side of the inn. A small landing roughly twenty feet up allows access to the owl’s nest of the bar through a door. The stairs then continue to the only path to the third floor private inn rooms.

First Floor

The interior is just as lively as one would imagine from the exterior noise. Close to 15 feet in height, the main room is as lively as any. A bar rest in the back left corner, filled to the brim with patrons. People run to and fro from it to refill tankards. In the middle of the first floor is a large pit penned in by 5 foot walls. Blood and beer stain the thin dust carpet inside the brawling arena, but it is a rare occurrence for the fighting to stay in the confines of the pit. Inevitably, betting turns to brawling if brawling hasn’t already swept the bar already. Patrons have to truly work for a seat as the bar is always overflowing with adventurers.

In addition to the bar and pit, a stage occupies a space on the left wall. Most hours of the day, this stage provides space for musicians and bards to entertain the crowd. Comedians, speakers, and other novelty acts also use this place to their advantage. Two large hearths are located in the back of the first floor common room and to the left of the entrance, near the staircase leading to the owl’s nest.

A door behind the bar and another in the right rear of the inn allow access to the backrooms of the tavern. A small hallway through the rear door leads to the public privies on the right and a rear exit at the back. The other rooms connecting to this hall are strictly off limits to the general public. Two doors are on the left of the small hallway. The first is a cleaning closet. Going through the second door to the left leads to another hallway. This hall leads to the live-in staff quarters to the north (rear of the entrance), the kitchen in the back (This is left of the entrance. This is also accessed by the door behind the bar as well from another angle), another privy on the right, and a single door to the left. The door on the left leads to a storeroom, and a pulley and stairwell there provide access to the cellar.

Second Floor

The upstairs of the tavern is an owl’s nest which overlooks the common room. It is 10 feet tall, and the three foot thick platform it sits on drops into the first floor area. Frequently, slooshes of beer rain down on the ground floor from above, showering those on the bottom.

The owl’s nest in accessed through two staircases. The first is to the right of the main entrance, past the hearth. The second entrance is a door on the left side of the overlook. This door leads to a small landing on the exterior stairwell.

Third Floor

A person can reach the third floor rooms by the outside staircase, past the owl’s nest of the bar. A door on the second floor allows for patrons to access this outside staircase as well through the upper level of the bar itself. This third floor is seven feet in height, and contains the rooms of the inn, a scant six rooms with a second common room above for those hoping for a cheap rest away from the trampling boots of drunken adventurers. The six rooms are named by the owner of the bar as a way to draw in more patronage, and give each room a distinct feel. A single communal privy is used by all but the room named Stern Brow, which has its own.

The room named Stern Brow is the best room in the inn, and it is usually held in reservation for either nobles or highly regarded adventurers. Even if a rich and haughty merchant were to frequent The Final Adventure (and they managed to not be ejected onto their rear over the course of a night without their coin purse), Derrog would not allow them the room. The room gets its name for the hard wood, curved bas reliefs that run the upper circumference of the room. Inside is a grand bed adorned with fox fur covers and sheepskin blankets, an ornate desk, some padded furnishings, a hell hound fur rug, and a standing armoire. The private privy of the room also contains a tub for bathing. This room is rented out to appropriate people for 10 gold pieces a night, with food and ale included. Wine and specialty drinks are extra, and Derrog will suggest finding appropriate stabling for horses.

The Den is the room for families and groups of travelers. It contains five beds, and extra bedding is stored in a trunk in the room for particularly big groups. It has little furniture, but plenty of room to move about in. It is decorated with bear fur rugs and wolf fur blankets. The room costs 2 gold pieces each night, with food included.

The room Fortune is often used by the few merchants that do stay at the inn. Inside, it contains three beds with dressings spun in gold threaded, ivory linen. A hard wood desk accented in gold sits in the room, and drawing utensils and paper sit at the ready for use. Pyrite decorative reliefs encircle the room. These had previously been true gold, but over many stays, the occupants of the room would often chip off pieces of the precious stuff. This is usually well and good for people staying in the room until Derrog discovers the theft, and the whole of The Final Adventure gives the former guests a thrashing. This room costs 2 gold pieces to stay in, and it includes food. Ink and paper used are charged upon vacating the room.

The remaining three rooms, Strongback, Hunter’s Shack, and the Princess Room, are all similar in construction and furnishing. All have two beds and two chairs for furnishings. Strongback has stone beds and chairs, and it is a favorite of dwarves and bargfolk. Hunter’s Shack is adorned with multiple taxidermy pieces, and has beaver and stag fur blankets.

The Princess Room is of particular note in The Final Adventure, and every true regular of the tavern knows about it. It is adorned in pink, with silk bedsheets. Frilled drapes fall over the walls, and doilies cover a small end table. The room is, in fact, a joke. Four types of people stay in the Princess Room: spoiled noble daughters who insist on it rather than Stern Brow because they see the name and don’t know about it (and are quickly indignant and disappointed at seeing it), women who want “cute” furnished rooms, people that don’t know the tavern well, and adventurers that were too drunk or without foresight to book a different room. Many regulars use the Princess Room when the common rooms are full and they are too drunk to stumble to the next inn without being picked up by the Fourth Guild. Inevitably, their patronage of the room is discovered, and then they receive the privilege of being mocked and ridiculed for sometimes months on end. All three of the smaller rooms cost 5 silver pieces a night to stay in, and food must be bought in the common room.

If a person wishes to sleep in either of the common rooms of the inn, it will cost them 2 silver pieces. Regulars to traveling and those who know The Final Adventure well understand this should only be a last resort. Often, the bottom common room is active at all times, and thus, quite hard to sleep in. People are often picked on and accidentally kicked or hit while resting, and many people do not rest well. The upstairs common room, while quieter, is smaller, and the premise of sleeping next to dirty, sick, and/or thieving people is disconcerting to most people. Many are those who have caught illnesses, fleas, or lice in this room (let alone those who are thrown up on by people rushing to the nearby privy.

The Celler

The cellar of The Final Adventure is a special place that not many people know of firsthand. Under the storeroom of the inn lies an area accessed by a stairwell. The roof of this area has a hole cut into it where a pulley system hangs down. This mechanism is to hoist up the barrels that are stored in the cellar. Besides these casks, bottles of the inn’s most expensive wines and spirits sit in the cool, mostly dark room. What makes the cellar so special then?

The cellar is furnished with a scant few tables, and it is here that Derrog allows for high risk gambling between trusted friends and patrons of the bar. While it is not unheard of for people to become rowdy and angry in this cellar, it is usually quickly dealt with, and this area is monitored heavily by Abernathy. The buy in to enter this area is 500 gold pieces, and betting is in increments of 100 gold, making this a very steeply priced game.

To the back of this area, a passage is somewhat concealed leading to another area. In this small space, a table sits with chairs and simple furnishings. This room is known to even fewer people than those who know of the cellar gambling hall. In this area, guild leaders and truly special friends of the guild are allowed a private place to drink and recant their adventures. Though people cannot sleep in this area to keep it open for guests, individuals allowed in this area are well cared for. Food is brought to them, they are checked on by Abernathy, and drink is freely acquired by going into the cellar and grabbing some. It is considered a great respect to be allowed into this room, and guests here give honor to and receive honor from The Final Adventure Inn.

The Staff

Derrog Foamstout is the night bartender and owner of The Final Adventure. The Annskr sports a thick mustache accentuating the scruffy surface of his face. An eyepatch is slung around a head of short, slicked back, brown peppered hair. He speaks in a rich, bellowing voice practiced over years of yelling over the noise of his famous tavern.

Abernathy is the bouncer of the bar.

The Final Adventure Inn

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