If You Like Your Drink Dark

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 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 surprisingly high for outsiders, as Gromesh realised danger-tourism can be capitalised upon. Rooms are available for a few gold pieces a night, and food and drink are available for a few silver pieces. Despite these high prices, many adventurers are willing to pay handsomely for the chance to rub shoulders with some of the most dangerous and notorious individuals in Aranthaes Wynds.

Note: Regulars quietly pay considerably less than the prices displayed. Visitors seeking an “authentic Wynds experience” rarely object to being charged for one.
 

Drinks

Orc’s Ale
A heavy, bitter dark ale served in a thick clay mug. Strong enough to justify the name.
2 sp
Blood Mead
Dark berry mead, heavily spiced and served almost black in the cup.
3 sp
Black Rum
A rough imported spirit with molasses, smoke and enough alcohol to discourage rapid consumption.
5 sp
Goblin Fire
A vicious green-tinted grain spirit served as a single measure. The colour is deliberate. Hot-spiced.
6 sp
Monster’s Measure
A double-measure of whatever strong spirit the bartender chooses.
7 sp

Food

Blackened Boar Ribs
Pork ribs heavily charred over open flame and served with onions, hot spices and dark beer glaze.
7 sp
Orc’s Tongue Sausage
A coarse, heavily spiced sausage of pork and game served with fried onions and black bread.
6 sp
Hunter’s Pot
A thick stew of game meat, root vegetables and dark ale, varying considerably according to what entered the kitchen that day.
6 sp
Red Lantern Meat Pie
A deep-filled pie of seasoned meat, onions and gravy bought in from one of several kitchens nearby.
5 sp
Half a Black Chicken
Chicken roasted until the skin is almost black, rubbed with hot spice and served with potatoes and charred vegetables.
8 sp
Bone Plate
Roasted ribs, sausage, chicken wings and marrow bones piled onto a wooden board with pickles and coarse salt.
1 gp 2 sp
Adventurer’s Dare
A plate of aggressively spiced meat, peppers and onions prepared hot enough to attract spectators. Finish it without drinking and the next ale is free. Anyone attempting the no-drink challenge takes 1d4 fire damage unless they succeed on a DC 12 Constitution saving throw.
8 sp
Black Bread & Dripping
Dense rye bread served warm with seasoned meat dripping and salt.
3 sp

Lodgings

Shared Room
A bed in a six-person room upstairs, with a heavy door, basic bedding and a chest beneath the bed.
1 gp
Private Room
A small lockable room with a bed, chair, basin and shutters thick enough to discourage casual entry.
2 gp 5 sp
Back Room
A more private chamber reached from the rear stairs, with a good lock, heavy shutters and no questions asked about who is staying there.
4 gp
Secure Strongbox
A locked iron box kept behind the bar. Grommash guarantees its contents will still be there in the morning.
5 sp
Stable Space
A guarded stall in the rear yard with feed and water. Particularly nervous animals may cost extra.
8 sp

 

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.