Taverns and Inns built in a Dungeon

A 1d6 list of Taverns and Inns built into the Dungeon for Katabasis. Or where ever. 


The Bearded Wench: While not exactly "dwarf only" the physical structure of the place makes anyone taller than a dwarf uncomfortable, as they must bend or squat to fit. Rooms are tight and small, just the way Dwarves like them. The Inn also offers equipment repair services. The cook is famed for his Rat Bisque. 

McCarlin's Hearth: Built in the upper level of a dungeon, the interior has been completely remodeled from the former vile temple it once was. Stone floors have been refitted with hardwood floors and thick rugs. The sacrificial alter is now the bar. The blood pit has been reworked into a large, welcoming Hearth in the common room. Guests are waited on hand and foot by the fancified staff, and the rooms are plush and impeccable. This is, of course, reflected in the bill. 
Trouble is, the cult that ran the temple never actually left. They just became wait staff. Sacrifices of blood are made over the bar, guests are kidnapped from their rooms in the night via secret passage, and old chants are given to pacify old, insane gods. That delicious three course meal you just had? Was probably a person at one time. Although, no one knows this. Yet. 

The Accords: Largely a "self service" establishment. Numbered room keys are given with little more than a grunt from the keeper. The bartendress pours and serves drinks at the bar, refusing to carry a tray. "If you're too lazy to get up and get it yourself," the Keeper points out, "you're free to leave." Despite the gruff exterior, the staff are friendly enough, to the Usuals at least. While mage folk are the primary customers, magic is frowned upon (or rather sneered at) with the walls of the inn, and the layout and furnishings reflect this. Thirteen tables fill the tavern, as nine stools line the bar, each lined and decorated with iron. Doors, as well, are banded and knobbed with iron. Also of note is the room-sized, silver summon circle in the common room. No one is sure which accords the inn is named after.

The Malicious Mallard: A foul stank hole of a place, built in the old prison area. The walls are damp, cold, and grow strange mushrooms. Rented rooms are old cells, separated only by prison bars. The drinks are swill (but cheap!) and brewed in jugs that have never known cleaning. The staff are just as likely to cut your purse as the patrons are. Bar fights are often and, should they become lethal, the bodies are dumped in a "bottomless" pit under the trap door behind the bar before they rise again. Yes, that does mean there's a room full of wraiths somewhere. A secret switch in the backroom leads to the Thieves Guild lounge.

The Gilded Pentacle: Built in the ruins of a long abandoned vault, the inn also offers secure storage in addition to room and board. Also uniquely, the guards of the City tend to drink in the bar once off duty. The interior is as gilded as promised, including a bartop inlaid with gold. Some of the more illiterate of the City come to the Gilded Pentacle looking for a guild to apply for. 

The White Hart: Built in the remains of a long ago looted library, the inn caters to a more scholarly crowd. Large shelves that once held uncountable scrolls containing long forgotten lore, now hold codecs of various topics. Guests are encouraged to share their knowledge through impromptu lectures around the fire.  Most rations available are melted cheese based. For some reason. 



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