Hole in the Wall is a weird, magical tavern filled with the potential for opportunity, tragedy, and fun that you can drop into any fantasy RPG. It's a location particularly suited to adventures featuring weird magic or extraplanar campaigns, and fits best in a city.
Overview
The Hole in the Wall is a medium-sized single-story tavern situated between two much larger and more imposing buildings in one of the less-reputable neighborhoods in the city. From its dingy exterior to its sign painted in muddy brown and garish pink to the windows clogged with grime, The Hole in the Wall lives up to its moniker by its facade.
Inside, the tavern is simple but well-maintained. A dozen tables line the walls and a long, polished bar runs across the back of the main hall. The seats are all cushioned and in good repair. The bar serves local ales and wines, imported rums and whiskeys, and a smattering of small plates. The place is often busy--its clientele are adventurers, gamblers, criminals, and anyone with something to gain or something to lose--and sometimes there is a wait on the table.
The bar is overseen by a stern, efficient dwarven bartender named Orsin Coppergut (m) and a sharp-tongued elven server named Zeni Quirona (f). A well-dressed, middle aged human with one arm and a wistful gaze is often seen drinking alone or making idle conversation with patrons. This is the owner, Niall Corston (m).
At first glance, it appears to be a fairly ordinary tavern. Except for the fact that there are dozens of mysterious holes in the walls.
Rumors
PCs might hear about The Hole in the Wall at other taverns or while gathering rumors. Here are six rumors about The Hole in the Wall:
1) There's a bar in the lower city where you can stick your arm in a hole and pull out a bag of gold for the price of a beer. (True, if you get lucky)
2) Got something to hide? There's a bar in the lower city where you can stash anything. (Partially true)
3) There's a sod in the lower city who lost his wedding ring in a magic portal. Strangest thing, he built a bar on top of it. (Partially true)
4) I met this bloke missing an arm once. Said he visited some strange bar and put his arm in a hole in the wall and it got chopped off, if you can believe it. (True)
5) Oh, these magical goggles? I found them in a hole in the wall in a bar in the lower city. (True)
6) I lost my glass eye in one of those holes in the wall in that bar down in the lower city. When I went to get it back, the iris had changed color. (True)
The Holes
The walls in The Hole in the Wall are covered in small holes which open into random extradimensional spaces which can be accessed once per day. The holes appear to be cloudy and gray on the surface; nothing can be seen within. The holes vary in diameter but all are large enough to insert an arm. (A notice posted behind the bar warns patrons that inserting your head is banned by the management and is cause for immediate removal... assuming your head isn't removed in the attempt.)
There are a sixteen tables in the bar, each one situated next to 1d6 holes. Being seated at a table and ordering a full round of drinks earns the patrons the right to 'seek their fortune' in the holes. A patron reaching inside a hole may take something or leave something. There is also a chance for a hole hazard.
Each extradimensional hole can be accessed only once in a 24 hour period. After that, it ceases functioning until the bar is re-opened the next day and becomes a normal hole in the stone wall about 8 inches deep. The Hole in the Wall opens in the early afternoon and closes in the middle of the night. When PCs arrive, determine the time of day: afternoon, evening, or late night. If afternoon, there is a 5-in-6 chance of finding a free table with unused holes. If evening, there is a 3-in-6 chance of finding a free table with unused holes. If late night, there is only a 1-in-6 chance of finding a free table with unused holes. If the PCs are seated at a table with unused holes, roll 1d6 to see how many holes are present.
When a PC reaches into a hole, that PC should state whether they intend to take something or leave something. The PC must insert at least their entire hand up to the forearm into the hole. If leaving something, they must have in hand whatever they intend to leave. Regardless of the player's choice, roll on the hole experience table below to determine what sort of experience the character has, and if they experience a hole hazard. Then consult the guidelines for take something or leave something below.
Hole Experience (1d20)
1-10) A puff of smoke emerges from the hole when the character inserts their arm. No other effect.
11) Inside the hole feels viscous and sticky, like honey, but when the PC removes their arm, it is perfectly dry.
12) The PC's arm feels wet, and when removed is soaked with cool spring water.
13) Beer, wine, or iced tea sloshes out onto the table when the PC inserts their arm. An enterprising adventurer might catch some in their mug.
14) The PC's arm is covered in glitter when removed from the hole. It gets on
everything. 15) The PC's arm has grown an extra finger. It allows the PC to wear an extra magical ring but otherwise offers no mechanical benefits.
16) A blast of noxious-smelling air emerges from the hole. The PC makes a saving throw vs Poison. On a failure, they fall unconscious. If they were trying to
take something, it is lost.
17) The PC experiences a sensation of agonizing pain, as of being stabbed repeatedly. The PC must immediately remove their arm, losing the opportunity to
take something or
leave something unless they pass a successful Wisdom check. In any case, their arm is uninjured.
18) The PC's hand is cleanly severed, causing 1d4 damage. If they were trying to
take something, it is lost, along with the severed hand.
19) Sudden flames roast the PCs arm, causing 1d6 fire damage.
20) Something moist and leathery grabs the PCs hand. If the PC withdraws their hand, they are scratched for 1d4 damage and lose their opportunity to take something or leave something. If they attempt to pull whatever has grabbed them, the PC must make a Strength check. On a successful roll, they pull free a ring from whatever had grabbed them. (Give the PC a random magical ring.) On a failure, the character's arm is torn from their socket, causing 1d6 damage and the permanent loss of the limb.
Take Something
If a PC wants to take something, determine whether they are trying to take something at random or to recover something that was previously left. If they want to take something at random, roll on the Hole Contents Table below. This is the most common use of the holes and many treasure-seekers and gamblers search the holes in hopes of finding their fortune.
If they want to recover something, the PC must roll a Wisdom check with a -1 penalty for each drink the character has consumed. On a successful check, the PC recovers the item. On a failure, the PC thinks they have found the item, but when they remove their arm, it is no longer there. The hole ceases functioning for the day and the PC can try again tomorrow.
In no case can a PC attempt to grab more than one item. Once one item is collected (or the PC believes it has been collected), they cannot feel anything else present in the hole.
Leave Something
If a character chooses to leave something, they can deposit any random non-living item small enough to fit through the opening by placing it inside. (Living organisms inserted into a hole pop out a moment later, rendering the hole unusable until the next day.) Left items can be recovered later. Once the item is released, the PC can no longer feel anything inside the hole and it ceases functioning for the day.
Hole Contents Table
Roll d66 and consult the table below. Once an entry is discovered, it cannot be collected again (with the exception of coin values and magic items which produce random results). Replace used entries with new ones or roll again. In general, 1# are junk items, 2# are minor treasures, 3# are interesting trinkets, 4# are valuable treasures, 5# are mysteries and clues, and 6# are magic items.
11
|
A dead fish
|
41
|
An opal
necklace (worth 75gp)
|
12
|
A handful of red
sand
|
42
|
A sack containing
1d4x100 gp
|
13
|
A banana peel
|
43
|
A ruby cuff
(worth 250gp)
|
14
|
An
unremarkable stick
|
44
|
A platinum choker
(worth 500 gp)
|
15
|
A dozen
rusted, bent nails
|
45
|
A belt pouch
containing 1d20x10pp
|
16
|
A dented tin
cup
|
46
|
A diamond
ring (worth 1000gp)
|
21
|
A sack
containing 3d6cp
|
51
|
A partial map
of a dungeon
|
22
|
A silver
nugget worth 20sp
|
52
|
A treasure
map
|
23
|
A single gold
piece
|
53
|
A silver key
|
24
|
A broken
platinum piece worth 3gp
|
54
|
A book
written in an unknown language
|
25
|
A sack
containing 2d6gp
|
55
|
A holy symbol
of a forgotten deity
|
26
|
A copper bar worth
1000cp
|
56
|
A finger bone
inscribed with mysterious characters
|
31
|
A tin filled
with glass shards (function as caltrops, sells for 10gp)
|
61
|
A random
potion
|
32
|
A wooden
elephant statue (worth 15gp)
|
62
|
A random
scroll
|
33
|
A beaded
necklace (worth 20gp)
|
63
|
A random
minor magical item
|
34
|
A steel
bangle polished to a mirror sheen (worth 30gp)
|
64
|
A random
magical weapon, rod, staff, or wand
|
35
|
A brass
sundial (worth 40gp)
|
65
|
A random ring
|
36
|
A jade comb (worth
50gp)
|
66
|
A random major
magical item
|
Food and Drinks
Beer - 5sp (mug), 2 gp (pitcher)
Wine - 1gp (glass), 5gp (bottle)
Brandy - 2gp (glass), 10gp (bottle)
Whisky - 5gp (glass), 25gp (bottle)
Cocktails
The cocktails at The Hole in the Wall are composed of spirits and liqueurs found inside the extradimensional portals, and change frequently depending on available ingredients. Each cocktail is 25gp.
The Chartreuse Dream - An unctuous tasting, yellow cocktail with an egg-white foam. When drunk, the PC has a 1-in-6 chance of dreaming of a hidden magical item, treasure, or relic nearby.
The Jungle Flame - A spicy, bitter, red-colored cocktail served with a palm frond. If three or more are consumed, the PC becomes immune to fire until 12 hours pass and the effects wear off.
The Bumbler - A sweet, fruity cocktail filled with cherries and dark fruits. Consuming it causes the PC to stammer, resulting in -1 on CHA tests until 12 hours pass and the effects wear off.
Other Services
There is a 2-in-6 chance for a healer to be present and working at the bar. This is the Hieromonk Lilit, priestess of Shun the Healer. She can provide minor healing services for a fee (25gp for cure wounds) and can arrange for characters to meet with the Arch-hierophant to obtain regeneration magic to recover a lost limb for a very hefty sum.
Comments
Post a Comment