As described in Chapter 2 of Dragon Heist, before the PCs can reopen Trollskull Manor they first have to first get it fixed up and ready for business again. The following events should be intermixed with the PCs’ first faction missions and similar activities. Adding one or two additional urban adventures into this time frame can also be an effective way of pacing this material.
A CONSOLIDATED REFERENCE OF THE MANOR’S HISTORY
- Owned by Ulkoria Stonemarrow. She sold the tavern to go adventuring.
- Sold to a family of shield dwarves. They fell on hard times and sold it to a woman named Arissa Mirthkettle.
- Mirthkettle converted the building into an orphanage. She turned out to be a hag who was cooking and eating the children.
- The building was then abandoned for several years, haunted by its horrible reputation.
- A half-elf named Lif took over the building and converted it back into a tavern.
- Lif was killed in a terrible accident 40 years ago when one of the support beams on his ale casks broke and collapsed on top of him.
- A couple named the Morleys bought the property and attempted to reopen it, but the haunting of the property combined with the economic recession which preceded Lord Dagult becoming Open Lord saw them go bankrupt.
- The property changed hands several times, but with no serious efforts to occupy it.
- A small halfling clan named the Curlbottoms bought the property around 1476 DR. They didn’t reopen the tavern, using the property exclusively as a residence for until 1484 DR when they moved to Neverwinter, caughter in Lord Dagult’s dream of rebuilding the city.
- Most recently, Emmek Frewn attempted to purchase the property at public auction, only to be outbid by Volothamp Geddarm (who was interested in researching its “haunted history” for his next book).
FIRST TIME AT TROLLSKULL
The first time the PCs show up Trollskull Manor, the Three Urchins are playing inside.
- Nat is a lanky, 10-year-old deaf Illuskan girl with a wooden toy sword. She is the leader of the group and communicates using a sign language that she invented and taught her friends.
- Jenks is a portly 9-year-old Turami boy with a cloak, a toy wand, and a stuffed owlbear “familiar”. He’s shy around strangers but brave when it comes to helping his friends.
- Squiddly is a slim 9-year-old tiefling boy with an eye patch, a small bow, and a quiver of toy arrows. He rarely thinks before he talks or acts.
They’re rampaging around, playing some sort of fencing/tag game with swords.
TALE OF THE TROLL SKULL: They claim the mansion is haunetd by the ghost of a troll skull.
DURING RECONSTRUCTION:
- If friendly, the urchins will help sweep up. Holler on street corners to attract customers. And so forth.
- If hostile, they’ll break windows (20 gp each) and cause other mischief.
THE POLTERGEIST
LIF: Half-elf, former bartender. Haunts the building now.
- Objects levitating or thrown
- Disappearing objects
- Knocks, rappings, footsteps
- Message written in the dust: “CLOSING TIME”, “LAST CALL”
- Physical attacks
APPEASING: Fixing the building up to become a tavern slowly wins Lif over. (Eventually starts helping out.) If not, Lif becomes increasingly hostile.
GUILD VISITS
In place of the one-time expenses found on p. 41 of Dragon Heist, the PCs will be approached by an endless array of guild representatives. Roleplay out as many of these encounters as seems entertaining. Not all of these guild services are required, and others can be negotiated.
REPAIRS | |
---|---|
Carpenters’, Roofers’ and Plasterer’s Guild (Soukaev, repair roof and walls) | 250 gp |
Cellarers' and Plumbers' Guild | 100 gp |
Guild of Glassblowers, Glaziers, and Spectacle-Makers (Colera) | 250 gp |
Guild of Fine Carvers (make a new sign) | 50 gp |
SERVICE DEPOSITS | |
Launderer's Guild | 100 gp |
Dungsweepers’ Guild (Gassan; clean up dung on the streets) | 25 gp |
Loyal Order of Street Laborers (clean up everything else) | 50 gp |
Stablemasters’ and Farriers’ Guild | 10 gp |
SUPPLIERS | |
Fellowship of Innkeepers (Broxley Fairkettle, p. 41) | 25-100 gp |
Vintners’, Distillers’, and Brewers’ (Hammond Kraddoc, p. 41) | 50-1000 gp |
Guild of Butchers (Justyn Rassk, p. 41 – threatens them without bribe) | 3 gp per delivery |
Bakers' Guild | 25-100 gp |
During this time, also mix in the first visits from Emmek Frewn (Dragon Heist, p. 42) as he begins plotting against the PCs.
STAFFING
The PCs will also need to hire staff: A bartender, barmaids, and cooks. How many of each will depend on how many shifts they want to remain open each day. (PCs may also be tempted to fulfill some of these roles themselves, but they’ll quickly learn that balancing a regular day job with adventuring is probably an impossible task.)
BARTENDERS
Lif: If the spirit of Lif can be pacified and befriended, he makes an excellent bartender.
- The “Lif” is a custom drink special with some form of liquor (which varies each night) on the bottom and ale on top. It’s not entirely clear how the ghost is achieving this perfect separation.
Mosp: A blue-and-green-scaled kobold. Mosp has a reptilian palette and his drinks don’t always sit quite right in mammalian mouths. If he’s the bartender, however, Trollskull Manor will attract a large reptilian and draconic crowd.
Lillian Haekin: A Zakharan woman, Lillian has a modest command of liqueurs, but her true mastery is in teas. She will arrange with Fala Lefaliir of Corellon’s Crown to supply the Manor with a dizzying variety of foreign teas.
BARMAIDS
Ryba: Ryba is a wererat and a member of the Shard Shunners (see “Emmek Frewn” below). She tries to get hired as a halfing waitress so that she can work mischief.
Althaea, Elthaea, Ulthaea: These mysterious star elf triplets float through the air while sitting in a perfect lotus position. Their silver hair stands upright in a halo around their heads. Likely interview questions include:
- Can you walk on your legs? “We have not in a very long time.”
- Can you serve drinks from that position? [They use telekinesis to deliver a drink to the questioner.]
- Why are they interested in working as barmaids in Trollskull Manor? “We have received a divinatory vision that we are needed here. We shall work for you for a period of twelve months. So it is written. Also, tips are important.”
Patric Nivka: Patric, an Illuskan lad, was kicked out of his parents’ house last week when his parents discovered he was dating a half-elf named Tanya Pav. He needs a job and a place to stay. (Letting him stay in a room upstairs or giving him an advance on his paycheck will help solve the latter problem.)
COOKS
Isgrigg & Dupere: Just ordinary humans. They left their last gig because the bar transformed into a tinker gnome hotspot. “And if you’ve ever seen thirty-five tinker gnomes all working on the same project while drunk… well, I like my jobs to be a bit less explosive if you know what I mean.”
Turgattan Thornhammer: A dwarf chef and former adventurer. He lost his former adventuring companions in the Serpent Hills. He lacks references, but assures the PCs that he handled the cooking for his companions every night for three years, even when that meant boiling things best left unboiled. And if he could do that, then he can certainly handle a night’s shift in a kitchen with a well-supplied larder! If the PCs actually taste his cooking, they may quickly conclude that his former adventuring companions were the ones to lose him. (This is a bad hire.)
Reynardo Greenleaf: A half-elf mage who uses various cantrips to create truly remarkable concoctions. His dishes are marvels to behold; often with their components performing intricate dances across the intricately carved plates and platters and stranger dishware they’re delivered upon. His ministrations earn the Trollskull Manor an artiste reputation, but the problem is that Reynardo “does not work to a clock.” Service is slow, and becomes a serious problem if/when the Manor’s popularity grows.
GRAND OPENING
If you’re using the Alexandrian Remix, I recommend timing the Trollskull’s grand opening for Ches 19th, the Spring Equinox/Fey Day. Taking advantage of the Fey Day celebrations will help propel a large launch, and it will also allow a couple days of normal operation before the Twin Parades on Ches 21st and the fireball on Ches 22nd.
The details of the Grand Opening are heavily dependent on the specific plans made by the PCs, of course. In addition to any specific invitations they may extend, you can randomize other significant guests normally. Or you might want to spend some time customizing a list based on which NPCs the PCs have had good rapport with so far. I recommend that the guest list should include:
- Renaer and Floon, assuming the PCs have not alienated them in some way
- One or two representatives from the other residents of Trollskull Alley, particularly if the PCs have made a point of introducing themselves
- The Three Urchins, whether they’re friendly or not
Give some thought to whether or not Emmek Frewn is in a position to disrupt the Grand Opening. If the PCs have taken precautions, it’s probably better to let the Grand Opening succeed… and then have Emmek Frewn’s bastardy complicate matters on their second night.