7. LARGE BUILDING WITH SIGN


 
The square wooden sign shows a buxom
and smiling girl holding a flagon of beer.
This must be the Inn of the Welcome
Wench, a place renowned for its good
food and excellent drink! Passing merchants
make a point of stopping, as do
many other sorts of wayfarers, and it is
said that the place is always filled with
patrons.

The three levels of this place are shown on
Map 3, and the building is described in
detail under "The Inn of the Welcome
Wench."

A young stableboy and a groom handle the
draft and riding animals, and themselves live
in the stables. The innkeeper is Ostler Gundigoot,
always found bustling about the place
along with his goodwife, their two daughters,
a serving wench or two, and a pair of potboy
apprentices. Several customers (4-16) are in
the main room most of the time.
The host talks freely but says little. He
has a sharp eye and a good sense for judging
character. He serves all comers, and will
rent a room to anyone who is not causing
trouble.

Ostler is the sergeant of the militia, and
the stableboy and groom are also members.
The first potboy is an aspiring druid, and he
serves as the courier to the druid of the
grove, bearing messages of interesting data
to him.

Ostler the Innkeeper: AC 6; Warrior (F2);
hp 17; #AT 1; D 1d8+3 (sword); XP 62
S 16 I 10 W 13 D 10 Co 18 Ch 17
Specialist with long sword.
THACO 18
<altruist. egoist. morose, dreaming, soft-hearted, scrupulous, energetic, saintly>

<stableboy: Krebs>
<groom: Lakofka>
Stablemen (2, stableboy and groom): AC 9;
Level 0; hp 3 each; #AT 1; D1-6 (spear or
club); XP 16
<stableboy: servile>
<groom: malevolent>

Menu and Drinks:

The cost of food and drink at the Welcome
Wench is higher than usual. It is the
only inn for many miles, the place is
renowned and its food better than average,
and the area is prosperous. Choice venison,
mutton, poached salmon, trout stuffed with
specially prepared mixtures, goose roasted
to a golden brown, pork, steaming sausages,
steak and kidney pie with mushrooms
or truffles, squab stuffed pheasant,
and boiled crayfish in drawn butter are just
a few of the epicurian delights which are
expected and served here. The locally
brewed ale and beer is supplemented by
brews from other sites, and wine, mead and
brandy from all over the Flanaess make
their way to the boards of the Welcome
Wench.

Meals are served on pottery, pewter, or
copper services, according to the order. Various
leather jacks, pottery mugs, wooden
tankards, pewter steins, glass flagons, crystal
goblets, or silver chalices are used for
potables.

Meals
    Breakfast, plain 5 cp
    Breakfast, elaborate 2 s
    Dinner, plain 5 sp
    Dinner, elaborate 1 ep
    Dinner, 7 course 2 gp
    Supper, plain 3 sp
    Supper, elaborate 7 sp
Common Drink(per pint)
    Ale 2 sp
    Ale, special 1 ep
    Beer, small 5 cp
    Beer, heavy 1 sp
    Mead 1 ep
    Mead, special brew 15 sp
Wines(per pint)
    Table, local 1 ep
    Keoish golden 15 sp
    Sundish lilac 5 ep
    Urnst white 1 gp
    Celene ruby 2 gp
    Furyondian emerald pale 4 gp
    Velunan fireamber 1 pp
Brandies(per gill)
    Local 1 ep
    Keoish 1 gp
    Urnst(special aged) 3 gp
Liqueur
    Ulek Elixir, 1/2 gill 5 gp

(1 gill = 4 liquid ounces || 142 mL. Thanks to: Jeff Mabry.)

Rooms:
The upper rooms are very clean, and all
except the common dormitory are heated.
Each has a fine bed, many covers, wash
stand, chamber pot, towels, pegs for garments,
and several chairs and stools. The
larger rooms have arm chairs, tables, footstools,
bed warmers, curtained beds, and
good rugs on the floor and wall hangings as
well. The cost of each is shown in the key to
the second floor.

FIRST FLOOR

I 1.Common Room
 
This large place is bright and cheerful. It
contains several rough-hewn tables and
chairs, boards, and benches. Natural
tree trunk pillars support the ceiling
overhead, all dark with smoke and age.
A motley group of people is here.

In the daytime, half of the 4-16 customers
in the place are travelers (merchants, tinkers,
peddlers, etc. ), and half are local folk.
In the evening, double the number rolled,
with a 50% chance that the NPCs who have
chambers above (areas 1, 5, and 9) are in the <Zert, Spugnoir, Furnok of Ferd, Kobort, Turuko>
common room. Roll for each NPC once per
hour. Several barmaids and potboys circulate,
bringing viands and drink, taking
away the empty plates and flagons, stoking
the fire if the day is chill, and so forth.

I 2. Private Room

This chamber is for visiting noblemen,
rich merchants, and the like. It contains a
long table and comfortable side chairs. It is
also used by those wishing to have a private
meal. It is nicely furnished, with tapestries
and paintings on the walls.

I 3. Private Room

This place is generally kept aside by
Ostler Gundigoot for those of his patrons
who wish privacy to confer, game, or whatever.
It is in a dark and inconspicuous corner.
A secret door, a press and slide upwards
panel, gives way to a narrow stone staircase
leading down to a secret room in the cellar.
This place was used extensively during the
time of trouble with the Temple of Elemental
Evil, but is now in disuse, and few of the village
folk know of it.

I 4. Bar

This is the proprietor's usual station. He
sees to the filling of jacks of ale, tankards of
beer, and flagons of wine. Boiled eggs,
cheeses, and hard biscuits or crackers are
often atop the trestle. Serving girls carry the
food from here to the common room. There
are great barrels of ale and beer, tuns of
wine, and a cask of brandy with spigots
ready at the host's hand. A box under the
bar holds 61 cp, 33 sp, 17ep, 47 gp, and 11 pp in separate compartments.
This ready money is taken upstairs each night.
Gundigoot keeps about 100 gp worth of various coins in his apron pockets. <10 pp, 39 gp, 20ep, 9 gp, 18 sp, 20 cp>

I 5. Kitchen

The huge fireplace usually has various
pots and kettles within, a roast turning, and
several fowl kept warm in its side places.
Goodwife Gundigoot is in charge here,
keeping cook and scullions hopping. At the
west end are the steps leading down to the
cellar and up to the private apartment of the
owner.

UPPER FLOOR

I 6. Private Room

This chamber is rented by Zert, a fighter
who is ostensibly awaiting the return of a
caravan from the south, but who is actually
a Chaotic Evil  spy for the Temple. The traders
(area 13) know who and what Zert really
is, but he does not know that they are also
pawns of Evil. Zert will happily go with
adventurers for an equal share of treasure.
He will as readily betray them, help to slay
them, and take their goods. He has double
the capacity of an ordinary man, able to
drink great quantities without becoming
drunk. He carries 20 gp in his purse. His
medium warhorse and lance are in the stable. <medium lance>
Saddlebags on the table herein hold other garments. <large saddlebags>
A pouch in plain view holds 27 sp, 12 ep, and 40 gp.
Hidden in a
locked coffer under some of his clothing are <clothing: hood, 2 cloaks, linen (drawers)>
265 gp, 100 pp, and 10 pearls, each black
but flawed (worth 100 gp each, but seeming
5 to 10 times that value to the unskilled or
casual observer).

Zert: AC 4 (scale mail & <small wooden> shield); Warrior (F2); hp 12; #AT 1; D 1-8 + 3 (<long> sword) or
1-4 + 1 (dagger); AL CE; XP 52
S 16 I 13 W 9 D 15 Co 11 Ch 10
THACO 17 (long sword specialist)
<sober. abrasive, hot tempered, brilliant, unforgiving, intellectualist, cowardly, spendthrift, iconoclastic, interest: gambling>

I 7. Private Suite

The noble or wealthy rent this suite for 5 gp per night, breakfast furnished. The outer
room is a sitting room with table and chairs.
The inner has a huge feather bed, chairs,
and a closet.

I 8. Private Room

This simple room costs 2 gp per night.

I 9. Private Room

This simple room has an extra table and
chairs, for 5 ep per night.

I 10. Private Room

This place is currently the lodgings of
Spugnoir, an Evoker. He came into the village
with a merchant wagon, and is staying <what kind of wagon?>
in hopes of gathering spells, for he knows
only detect magic, read magic, and sleep. A
large trunk holds his clothing, professional
paraphernalia, and a fair assortment of <clear crystal prism, fine sand> <Book of Cantrips: 45#> <Book of 1st-Level Spells: 45#>
dungeon exploration materials (DM's choice). <Pack C: 51#>
He has learned that a warlock was
housed in the ruined moat house, and plans
to quietly SEARCH it. His garb is nondescript,
as he does not wish to attract attention nor
be recognized as a magic-user. His funds
currently amount to 7 sp, 9 gp, 11 pp, and
three zircons (50 gp each). The coins are in
his wallet, and the gems are secreted in the
hem of his cloak. If approached, he will
claim to be working for a sage, and will go
with the party if offered all the scrolls
found. Otherwise, he will attempt to
shadow the party and glean what he can.

Spugnoir: AC 9; Evoker (MU2); hp 4;
#AT 1; D 1-4 (dagger); XP 36;
S 11 I 15 W 11 D 15 Co 14 Ch 7
THACO 20n
<note that Spugnoir does not have the STR to carry all of his equipment>
<inquisitive. aloof, morose, vengeful, covetous, truthful, reverent, interest: history>

<Cantrips:
Useful: sprout, chill, cut, freshen, wrap, color, tie, warm, clean, gallop, salt, spice, exterminate, shine, gather.
Reversed: dusty, ravel, wilt.
Legerdemain: mute, palm, present, change.
Person-Affecting: cough, twitch, giggle.
Personal: bluelight, spider, smokepuff, spark.
Haunting-Sound: moan, groan, rattle, creak, tap.
>

I 11. Private Room
This simple place has an extra table and
chairs, for 5 ep per night.

I 12. Private Room
This sparse room costs 1 gp per night.

I 13. Private Room

This comfortable room is the quarters of
one Furnok of Ferd, a 'treasure finder'. He <where is Ferd?>
loves to gamble, in part since he knows how
to nick cards and has a pair of loaded
knucklebones. (This gives him a 60% probability
of winning at cards, and 75% at
dice.) He is careful to play so as to not be
caught cheating, and makes a modest living
thus, mostly skinning passing merchants.
If offered a chance to adventure, Furnok
is willing to go along for an equal share (plus
all he can surreptitiously lift, particularly
magic items, which he covets). To show his
good faith, however, he will put up a scroll of protection from magick, hoping to parlay
it into far more. If the worst should come,
he has a dagger +1 hidden in his boot.
Furnok's funds consist of a small hoard of
37 gems worth 50 gp each (three bloodstones,
eight carnelians, four chalcedon,
four citrines, six onyx, and nine zircons),
and 12 sp and 12 gp for gambling. He also
has a ring of invisibility and the aforementioned
scroll and dagger.

Furnok: AC 4 (leather); Robber (T4); hp
18; #AT 1; D 1-6 (shortsword) or <baselard>
2-5 (dagger + 1), AL N; XP 207
S 8 I 14 W 10 D 18 Co 15 Ch 13 <Com 14>
THACO 20n (+1)

<careless. friendly, even tempered, active intellect, hard-hearted, covetous, foolhardy, spendthrift, virtuous, interest: gambling>
 

I 14. Private Room

This place houses a strange pair—a hulking
fighter, Kobort by name, and his associate,
a small and thin fellow called Turuko, a
Bakluni from unknown parts. Kobort carries
a longsword and dagger, and keeps his
lance, flail, and battle axe in the stables with <heavy lance> <horseman's flail> <note that Kobort is only proficient in 4 out of his 5 weapons: assume non-proficiency in dagger>
his heavy warhorse. Turuko keeps his two
daggers and quarterstaff handy at all times. <OA monks cannot use quarterstaves: replace this with a naginata>
They currently have only 40 cp, 5 sp, and 12
gp between them. 'Something must be done
soon!' says Turuko.
Kobort was passing through when he fell
in with the monk. Turuko convinced; he
huge fellow that he could make them
wealthy and famous. The monk believes
himself to be highly clever. His plan is to
waylay and rob adventurers returning from
a successful expedition to the ruined moat
house, for he knows that there are monsters
and treasure there.
The pair will try to accompany a small
party, hang back during fights, and then
slay the characters when they are weakened.
They will otherwise spy on a large
group, and attack only if it is reduced by
deaths and wounds.

Kobort: AC 0 (splint mail & <small> shield); Warrior (F2); hp 20; #AT 1; D by weapon; AL
N; XP 60;
S 18/10 I 6 W 8 D 17 Co 16 Ch 11
THACO 18 (-2 to hit with dagger)
D (longsword) : THACO 17, d8 +5 / d12 +5 (long sword specialist)
D (dagger) : d4 +3 / d3 +3
D (heavy lance) : 3-9 +3 / 3-18 +3
D (horseman's flail) : 2-5 +3
D (battle axe) : 1-8 +3
<cautious. overbearing extrovert, cheerful, active intellect, vengeful, aesthetic, energetic, spendthrift, immoral, interest: politics>

Turuko: AC 8; Brother (M3); hp 11; MV
17"; #AT 1; D 1-6 (hand or <naginata>)
or 1-4 (dagger); AL LE; XP 113;
S 15 I 9 W 15 D 15 Co 11 Ch 5
THACO: 20n
D (hand): 1-6
D (naginata): 1-6 +1
D (dagger): d4 +1 / d3 +1
<callous. arrogant, even tempered, brilliant, forgiving, avaricious, scrupulous, slothful, virtuous, zealot, interest: fishing>

Kung-fu: 2/1 ; 1-6 ; AC6 ; Hand ; Missile Deflection, Choke Hold, Locking Block, Iron Fist <Use Kung-fu until a MA style is created, as per OA>
Religion, calligraphy, naginata, dagger, heraldry.

I 15. Dormitory Sleeping Room

Here most of the lesser travellers can
spend a warm and a safe night for a mere silver
piece. The place has a dozen pallets, and
in the morning the table in the center is
loaded with hot tea and fresh loaves at no
extra cost. Even these folks receive warm
water and clean towels for morning ablutions;
such is the quality of the Welcome
Wench Inn! There are always 2-12 (or more)
sleeping here.

I 16. Spare Room

This place is rented if the inn is exceptionally
crowded, but it is normally the quarters
for the potboys && scullions, for Ostler
Gundigoot is a very kind master. On cold
nights he will have a fire in the room, too!

I 17. Serving Wenches Room

Though this chamber has cots for 4,
2 wenches currently share the room.
When the season arrives, 1 or 2 likely
lasses will be hired on.

I 18. Gundigoot's Children's Room

The host's 2 young daughters are quartered
here, under the watchful eye of Goodwife
Gundigoot.

I 19. Gundigoot's Chamber

In addition to bed, dresser, and armoire,
Ostler Gundigoot and his wife have a small
side room where accounts are kept and the
riches are stored. A small secret compartment
in the N wall holds a locked iron
box. Inside are 6 pieces of jewelry worth a
total of 16, 000 gp (1, 1, 2, 3, 4, and 5 thousand gp),
    <1000: wrought silver and gold, statuette>
    <1000: wrought silver, comb>
    <2000: wrought platinum, chain>
    <3000: silver with gems, necklace>
    <4000: gold with gems, headband (fillet)>
    <5000: gold with gems, pendant>

and 2 sacks of coins, one of
gold (400) and one of platinum (100).

A ladder leads to the loft over this small
portion of the place, and a concealed door
from there leads to the attic of the Inn
proper. If anyone of highly suspicious nature
appears in the place, Gundigoot will get
the druid of the Grove to spy upon the room
concerned by means of small sliding ceiling
panels.

I 20. Parlor

This is the living and dining area for the
Gundigoot family. It has heavy furniture,
polished brass pieces (candlesticks et al. ),
tapestries, and so forth which show comfortable <value of tapestries?>
affluence.

CELLAR

I 21. Storage Area

Here are sacks of various stuff for the
kitchen, boxes of linens, barrels of flour,
and so forth. Herbs and other items are
hung from the beams overhead. This section
of the basement is kept warm and dry from
activity in area 22.

I 22. Summer Kitchen

In very hot weather, cooking which cannot
be handled on an outside fire is done
here. In winter, additional cooking is also
done here, so the AREA is dry and warmer
than the rest of the cellar. Scullions and
menials sometimes sleep here. Various foodstuffs <greens, pie, soup, cheese>
are stored in cupboards, as are extra
plates, platters, etc.

I 23. Locked Storage

A well and heavy stone wall keep this
room cool, where perishable cheeses, butter, <temperature=x>
meats, and such are kept. Smaller barrels
of ale, beer, mead, and table wine are
also in this room.

I 24. Locked Storage

This is the wine cellar. The rarest wines
and brandies in butts and tuns are along the <see Barrels (Furnishings and Appointments, General), which attempts to define the difference between all of these>
walls. Shelving in the center holds small
casks and pottery jars of the same.

I 25. Main Cellar

Various old furniture and unused items <tapestry, normal staff, urn, charcoal>
are stored here and there, along with empty
crates, hogshead and barrels, rusty tools, an <link to definition>
old wheelbarrow, and miscellany. A large supply
of cordwood is stacked to either hand just <cordwood>
at the entry so as to assure plenty of dry fuel
for the many fireplaces of the hostel.

I 26. Huge Casks

In addition to a number of empty kegs,
barrels, hogsheads, pipes, butts, and tuns, <see Barrels (Furnishings and Appointments, General), which attempts to define the difference between all of these>
3 great casks are here.  2 have dregs of
wine in them, but the 3rd is empty.
A portion of its side swings up to allow entry into the interior,
and a hidden catch allows the far end to swing inwards if triggered by insertion of a dagger blade in the proper crack in the fieldstone wall. <dagger or knife>

I 27. Ashpit

The sweepings from the fireplace above
are dumped down here from a chute above.
They are gathered periodically for use in
soap making or for fertilizer. Ashes from the
other fireplaces in the inn are stored here as
well, since a grinder and separator mechanism
are here—and without fire hazard,
since the place is entirely made of stone and
iron.
Inadvertently discarded valuables are sometimes present. <50% to find something on SEARCH> <the treasure table for ant lion can be used>

I 28. Disused Secret Room

When evil held sway in the territory, this
place served as the meeting room and headquarters
of the folk opposed to the Temple.
It still contains many bunks built along the
walls, several tables and benches, stools,
and carefully stored arms, their metal
greased against rust. Held here against
future bad times are:
7 battle axes
1 bardiche
2 bill-guisarmes
7 light crossbows
12 daggers
3 glaive-guisarmes
20 javelins
3 maces <2 horseman's maces> <1 footman's mace>
2 morning stars
4 partisans
130 quarrels <light crossbow quarrels> <4 Quivers, 2 score bolts cap. - 1 gp, 3# : 3 are full, one has 10 light quarrels in it>
8 spears
12 longswords
12 shortswords
Food, clothing and bedding are easily
moved to the place from the Inn. Some 10
bucklers and 17 shields are hung on the <4 small wooden, 5 small, 4 medium, 4 large>
walls. Helmets and leather jacks (12 of each)
are kept in a great wooden chest. The ceiling
of this room is very low compared to the
rest of the cellar. A false crawl space,
flagged with stones and a layer of earth, is
between it and the inn floor above. The
room is thus nearly soundproof.
 

THE INN OF THE WELCOME WENCH

Quote:
Originally Posted by tintagel
Ok Mr. Gygax, this isn't as much of a question as it is a request for you to review my work - work that's a tribute to the Temple of Elemental Evil. Please don't be turned off - this is serious work that I hope you will find interesting - if not a bit nostalgic.

I'm running the Temple now for the 4th time since I purchased it as a kid. For the first time, however, we are converting it to 3.5E and using a virtual tabletop software (www.d20pro.com). This software lets us play directly on the maps, even over internet, and use the software to track initiative, hp, and effects. Well, I started mapping some with Dundjinni, and I got really into the artistic process of creating vivid and highly detailed maps.

I mention this only because it's what prompted me to start my project... To render the entire Temple of Elemental Evil module maps in high resolution (100 pixels / 5 ft), with details matching the Boxed text of the original module. To put things into perspective - the 1st Dungeon Level is 7,000 x 9,000 pixels in size. If printed at miniature scale, it would be 5' 10" by 7' 6" in size. Luckily, we project the image digitally, so we don't have to use that much ink... 

These maps follow the original boxed text in the module pretty faithfully, even including small details like footprints in the Moathouse courtyard, the hidden broadsword behind a shelf in one room, and even items on tables. If the text has it, I try to include it. Our group has had a great time, and they love the details, but I thought you and Frank might be particularly interested. So far, I've mapped Nulb, the Moathouse, the Inn of the Welcome Wench, the broken tower, and the 1st dungeon level. I have also created a 3D model (& animated flyby) of the temple itself. Oh, and we also have put together a wiki for our campaign (warning: this is NOT canon!!).

Please take a moment to view my work and know that your work inspired a young kid to play this amazing game in the first place. I'm still playing, and revisiting my favorite childhood module in a new light.

My maps: http://www.danielrivera.org/maps.htm

Thanks for your consideration. This has made my day, week, and probably month. 


Well...not to disappoint you, but there is no way that I will actually review such a project in depth.
I did have a brief look at the maps--very nice indeed!
Note that old taverns in Europe did and still do not have seating at the bar.
The bar is a plank that keeps the customers away from the liquor supply and provides a place where the barkeep can place drinks ordered.
So do get rid of the barstools in the Welcome Wench 

I have no idea where that map purporting to be of Nulb came from BTW.
It is not one that I did, nor do I believe that Frank did it.
He did only the 3rd and 4th levels of the ToEE to the best of my knowledge, stepping in to complete the place when I was too busy to get to the project in a timely manner.
Of course after more than two decades I could well be wrong.
I'll have to ask Frank about this.

Your project is ambitious and certainly worthwhile.
I congratulate you, and it is certain that your players will very much benefit from your considerable efforts.

Cheers,
Gary

>> 8.