The House of the Three Squires

The House of the Three Squires
The House of the Three Squires is a wayhouse – a fortified royal inn where travelers may rest and take a hot meal – along a lonely stretch of the Post Road. Though a day’s travel from the nearest town (Skogenby), the Three Squires is famed for its sour beers, making it a destination for travelers and locals alike.
Skills: Cook, Haggler, Laborer
Traits: Early Riser, Curious
Available LocationsInn, Shrine, Stables, Tavern
Alignment: Unaffiliated
Note: The House of the Three Squires does not have a Guild Hall. However, facilities exist for a number of trades (as per Using Facilities on page 91): Blacksmiths, Farriers, Brewers, Butchers, Wheelwrights and Weavers.

Unlike more populous settlements, The House of the Three Squires has no guilds to serve as militia. However, Ronwald the Innkeeper has a sword, crossbow, shield and helmet stored away for use in defending the House. He can call upon Ansvar the Blacksmith, Fleinn (Ansvar’s apprentice) and his adopted daughter Elsa (who is determined to become an adventurer) for aid.

Entering TownDisasters (2d6)2 Poison! – The House’s well has been poisoned, blighted with fungus or similar. The wayhouse doors are locked and the inhabitants are too sick to provide services. Remain in the adventure phase until the blight is cured or you move on to another town.
3 Tax Collectors – The House is shut up by the king’s tax collectors as the assay the levies. Remain in the adventure phase until they have collected all the taxes or you move on to another town.
4 Wedding – Ronwald is hosting a wedding for a cousin. It’s a rather mad affair and the wayhouse is closed to travelers. Remain in the adventure phase until you scheme your way into the party, the festivities end or you move on to another town.
5 Besieged – The House has been besieged by monsters, bandits or the like – the stockade is keeping the attackers out for now, but no one can get in or out. Remain in the adventure phase until you help the attackers overcome the defenses, help the defenders drive off the attackers, or until you move on to another town.
6 Under Assault – The House has been attacked by monsters, bandits or the like – the inhabitants cut down, scattered or captured. Remain in the adventure phase until the assault has been repulsed or you journey to another town.
7 Raging Fire – The House is going up in flames! Remain in the adventure phase until the fire is put out and the House repaired, or until you move on to another town.
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9 Murder! – Someone prominent has been slain at the House and no one may rest until the killer is discovered. Everyone is under suspicion. Remain in the adventure phase until the murder is solved, the investigation concluded or you flee to another town.
10 Hostile Takeover – A band of adventurers have taken up residence in the House, turned out the guests and made the House into their base of (nefarious?) operations. Remain in the adventure phase until the band is defeated or you move on to another town.
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Minor Inconveniences2-3 Nobles on Promenade – the House is overfull with a billet of rather raucous knights or other nobility. Only the Stables are available for accommodations.
4 Rivalry – Someone recently stole into the storeroom at night, emptied every keg and smashed every wine bottle. The Tavern is closed.
5 Conscription – A lord or lady is sweeping up vagabonds for service in a war, raid or other dangerous scheme. Buy off the press gang with an Ob 2 Resources test or be prepared to serve.
7 Drunken Brawl – Adventurers are tearing up the joint! Test Fighter to join in (and alleviate the Angry condition for free) or Orator to stop the mayhem (if successful, a grateful Ronwald will reduce the price of accommodations by 1 Ob)
9 Overshadowed – A more charismatic, higher-level band of adventurers is already carousing at the House of the Three Squires, celebrating their latest successful adventure. Increase the Lifestyle cost of the Inn and Tavern by 1.
Peaceful TownMinor Break2 Accident on the Road – A cart bearing half a dozen barrels of beer for a nearby lord has broken its axel just as it was leaving the House. Test Carpenter (Peasant may help) to repair the cart. If successful, gain +1D to next Lifestyle test at the House of the Three Squires.
3 Glib Barkeep – Ronwald is in a good mood! He’s probably been dipping into his own casks again. Get one free rumor.
4 The Tale of the Three Squires – A traveling troupe of actors have pushed a few tables together to stage a special performance of a play about a local legend. Watch the performance and alleviate the afraid condition, or take the afraid condition and alleviate one point of taxed Nature.
5 Patron – A merchant visiting the House has had an especially good journey and buys everyone in the tavern a round to celebrate her good fortune. Anyone who visits the Tavern may have a free drink.
Lucky Break2-4 Feast Day – It is the holy day of a Young Lord or Lady. Take an additional +1D bonus to recover from Angry, Afraid and Exhausted
5 Redecorating – Out with the old and in with the new! Ronwald is redecorating the House of the Three Squires. Sell one piece of furniture, rug, tapestry or objet d’art for double its value (Market is not required to make this sale).
6 Forgotten Goods – Discover a precious signature item that seems to have been left by a previous guest. Roll once on Loot Table 1. Keep the result or turn it over to Ronwald, who rewards your honesty by lowering the price of your accommodations by 1 Ob. If you keep what you found, the previous owner may come looking for it…
7-8 Traveling Peddlers – The equivalent of a Market is available. However, the House’s charter does not allow for a fair or market, so all sales are technically illegal; the price of all goods is increased by 1 Ob.
9-10 Tinkers – Traveling tinkers will repair your broken and damaged gear for an Ob 1 Resources test.
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(There shouldn’t be a 1 on the 2D6 table).

2: House is shut up by the Lord’s tax collectors as they assay the levies.
3: The House is overfull with a billet of rather raucous knights/cavalry.
4: Ronwald is hosting a wedding for a cousin. It’s a mad affair and there’s no room at the inn.

Yeah, I noticed that, but there’s something wonky with the edit function since the last upgrade. It doesn’t actually show the existing text. Had to overwrite it completely.

Anyway, I’ve updated the tables with your ideas and some thoughts from folks on G+

This is awesome! I find specially funny the fact that the wedding is under the Disaster table :smiley:

How about something like “An evil adventuring party led by a powerful wizard have taken residence in the House, turning it into their base of operations. Remain in the adventure phase until the wizard is defeated or you move on to another town.”

Stay cool :cool:

Edited to fill out the tables with more contributions from both here and G+

Minor Inconveniences:
A raucous party keeps you up all night. No recovery from Exhausted.
Dry run: the inn is out of beer and wine.
Overfull: the rooms are all full, there’s only room in the common room (as flophouse).
Pilgrim trouble: the common room and stables are both full, the only space available is in the expensive rooms (counts as hotel).

Peaceful Town:
A young girl or boy sings sweetly, gathering flowers by the road.
A bard holds a merry court by the fire, taking requests from travelers.
Ronwald seems to know you by name.

Luke, your minor inconveniences sound suspiciously like a recent trip to Indianapolis.

Maybe the House gets haunted somehow? It can be really vague, as to let the GM interpret the true source of the haunt.

How about something like “Kobolds break into the cellar, capturing all the guests and start preparing for a feast”… wait…

Stay cool :cool:

Lucky Break
12 Hero’s Arrival — A lone, wandering, actual real-life Hero stops by on his or her way to a great adventure. The Hero will tell tales of thrilling adventure to anyone who cares to listen. Get a free roll on the Tavern Rumors table. On a result of 2, the Hero passes out from drink or exhaustion and tells no more tales this eve.

Was riding the N train and thought of a minor inconvenience:

Infested - Pernicious little bugs seem to have taken over the house. You may rest here if you wish, but the little critters find a home in your: D6: 1-3, backpack or satchel; 4, pouch; 5, helmet or other headgear; 6, shoes. Suffer a +1ob evil GM factor at the GM’s discretion until you throw out the infested item or test Peasant ob3 to get rid of the bugs.

I haven’t forgotten about this…work has just been very busy this week. Will update as soon as I have time.