The Orc’s Tongue is a seedy inn located on a narrow alley in Aranthaes Wynds, catering to adventurers of a darker disposition. The building is made of rough-hewn stone and wood, with a faded sign above the door depicting a crudely drawn orc head with a forked tongue.

Inside, the common room is dark and smoky, with rough wooden tables and chairs scattered around the room. The decor is grim and foreboding, with weapons and torture implements hanging on the walls, and skulls and bones scattered on shelves and tables.

The owner of The Orc’s Tongue is a surly half-orc named Grommash, who is known for his short temper and brutal methods. He runs the inn with an iron fist, and is not above using violence to enforce his rules. The staff at The Orc’s Tongue are a rough-and-tumble bunch of cutthroats and bandits, hired by Grommash for their willingness to do whatever it takes to get the job done.

Despite its unsavory reputation, The Orc’s Tongue is popular with adventurers of a darker disposition, drawn by the promise of danger and excitement. The inn is also popular with criminals and other unsavory types, who use it as a meeting place to arrange shady deals and illegal activities.

Prices at The Orc’s Tongue are high, reflecting the danger and risk involved in staying there. Rooms are available for a few gold pieces a night, and food and drink are available for a few silver pieces. Despite the high prices, many adventurers are willing to pay for the chance to rub shoulders with some of the most dangerous and notorious individuals in Aranthaes Wynds.

Encounters

In Aranthaes Wynds, there’s no such thing as a quiet drink. Roll d10 for possible encounters…

  1. A group of 3 (1d6) shady merchants huddled around a table, trading illicit goods.
    Merchants: AC 12, HP 25, dagger (1d4), leather armor.
  2. A group of 5 (1d10) gamblers crowded around a table, playing a high-stakes game of cards.
    Gamblers: AC 11, HP 15 each, dagger (1d4), leather armor. 72gp
  3. A heavily armed group of 3 (1d4) adventurers discussing their next mission.
    Adventurers: AC 16, HP 40 each, longsword (1d8+3), chainmail armor.
  4. A group of 4 (1d6) halfling thieves quietly plotting a heist.
    Thieves: AC 13, HP 20 each, short sword (1d6), leather armor.
  5. A group of 3 (1d4) smugglers making a deal with a shady merchant in the back room.
    Smugglers: AC 14, HP 25 each, short sword (1d6), leather armor.
  6. A group of 4 (1d6+2) disreputable-looking locals drinking and smoking at the bar.
    Locals: AC 11, HP 15 each, club (1d6), no armor.
  7. A pair of bounty hunters discussing their latest quarry in hushed tones.
    Bounty hunters: AC 13, HP 25 each, hand crossbow (1d6), leather armor.
  8. A group of 3 (1d4+1) thieves discussing a recent heist they pulled off.
    Thieves: AC 13, HP 25, short sword (1d6), leather armor
  9. A lone bard performing for tips in the corner of the inn.
    Bard: AC 10, HP 8, lute (1d4), common clothes
  10. Kallista, collecting an overdue payment from the landlord.
    See Major Character page.