14. Inn: Sign of the White Knight
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This large, 2-storied building is constructed 
of oak and limestone. Above the
door is a wooden sign with a painting of
a knight in gleaming white armor on a
white stallion, with a pennon on his
lance trailing in the wind. The inn is open
for business, and the sounds of people 
eating and drinking come from within. <Effects of Alcohol and Drugs, DMG>


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The door opens onto the dining room of
the inn. A stairway on the north side
appears to lead to the private rooms on the
upper story. There are many sets of tables
<round table, trestle table>
and benches, 1/2 of which are occupied by
normal human travelers and merchants,
busily engaged in having their dinners. On
the east side of the dining room is the bar
counter, behind which works an overweight,
sweating bartender. If the bartender
is given 10 GP (or more) he will
smile, and with a wink say, "Not all who
recline may be resting:" for 50 GP or
more he will add, whispering, "Learn from
the knowledge that never dies:" If he is
offered more than 60 GP and
pressed for more information he will glance
about worriedly, then whisper, "Listen! The
Nine have ears everywhere! All I can say is
that sometimes they've been seen going into
places where you wouldn't expect them and
they don't come out! Now good evening
to you, and be off!"

The bartender's various clues refer to the
bawdy house (area 13) in the Thieves' Quarter
and to the sage and his books (area 29) in
the Official Quarter. He will actively
encourage bribes if possible.

>>15.