Showing posts with label Hubris. Show all posts
Showing posts with label Hubris. Show all posts

Monday, February 9, 2026

A Tavern North of Meredune

 Another excellent tavern randomly rolled up using the Hubris tavern tables!  I'll refer you back to this post that shows two earlier taverns for the Ox--->Tiger Campaign I rolled up using Hubris.  

The second job of the children turned to stone ended up leading the game in the direction of investigating that.  You'll find the Solo Grinder Campaign actual play write-ups over on my Substack;)

The Rabid Maiden north of Meredune

 

 

 

The Rabid Maiden


Lit by 

     Candles only

Patrons

5-10

Smell

Sweat and licorice

Games/music

Lone minstrel

 Barkeep

Missing one eye and all teeth

Interesting features

Long feast table

Interesting patrons

High Priestess of Kega the Green Goddess

Jobs

Help the ghost of a woman who passed from suicide after she was spurned by her lover

Food

Bone marrow suckles

Interesting feature 2

Bar is on stilts over a stream

Side business

Collector of rare books and manuscripts

Random event

Fighting match to death

Second job

The children of a nearby village have all been turned to stone

Drink

Minotaur Rush



Sunday, September 29, 2024

A Tale of Two Hubris Taverns

 

Welcome to The Dead Fox Tavern & Inn

A Tale of Two Hubris Taverns


I finally got around to dipping into HUBRIS A World of Visceral Adventure by 

Mike Evans (I’ve had it on my shelf for awhile).  Several months ago, while 

preparing for the next session of my LotFP campaign which would be taking 

place in the city of Oberstdorf, I knew I would need one or more taverns or 

inns for the events that might be unfolding.  For whatever reason, I pulled 

 HUBRIS off my shelf and flipped through it, and voila! Chapter 6: GM Tools 

and Tables contained a Tavern and Inn Generator.  Perfect!  I bookmarked that 

section and followed through on other aspects of my game prep.

 

During session #115 of my campaign, the PC Fecus was lying to a magistrate 

about his current lodgings in the city and when the adventure party decided to 

visit it and start covering their tracks, I used the Tavern and Inn Generator to

 create The Dead Fox Tavern & Inn on the spot.

 

Session #116 required another tavern, this time in the town of Muntburg, and 

again I pulled out Hubris and rolled up the details of The Broken Twig Tavern.

 

My players and I enjoyed the results rolled for both locations, so I thought I 

would share them with you.  

 

If the result is highlighted yellow, it became known or relevant during the game 

session.  In some cases I’ve embellished or added to the result rolled on the 

table.  The Broken Twig was named before I decided to use the Hubris tables, 

so I didn’t need to roll on that particular table.



The Dead Fox Tavern & Inn

  • D24 Tavern Name 1

    • Dead

  • D24 Tavern Name 2

    • Fox

  • D3 Lighting

    • Candles

  • D4 Number of Patrons

    • 20-30

  • D5 Place Smells Like

    • Vomit/Sickly sweet candles

  • D6 Games/Music

    • Lone minstrel

  • D7 Barkeep

    • Missing one eye and all teeth

  • D8 Interesting Features

    • Central pit of refuse

  • D10 Interesting Patrons

    • Hunted man seeking refuge

  • D% Jobs

    • Story: Woman committed suicide after spurned 

      lover left her for another person.

  • D12 Random and Strange Food

    • Basket of Fried Goblin fingers

  • D14 Interesting Feature 2

    • Bar rotates like a carousel

  • D16 Side Business

    • Apothecary

  • D20 Random Event

    • Food poisoned at feast, several dead. Unknown 

      perpetrator.

  • D24 Second Job

    • Ever since the wizard went into the Aldleigh 

      Forest 2 days ago, the sky has been blood red.

  • D30 Specialty Drink

    • Boiled Egg and Whisky



The Broken Twig Tavern

  • D3 Lighting

    • Several torches

  • D4 Number of Patrons

    • 20

  • D5 Place Smells Like

    • Sweat and licorice

  • D6 Games/Music

    • Dice and cards

  • D7 Barkeep

    • Young and naive.  Belgra

  • D8 Interesting Features

    • Long feast table loaded with rotten food

  • D10 Interesting Patrons

    • Decorated war hero, Old Krink

  • D% Jobs

    • Barmaid fainted and is having violent 

      convulsions (older sister of current barkeep).  

      Bobila

  • D12 Random and Strange Food

    • Bear Liver Pate

  • D14 Interesting Feature 2

    • The tables are sculptures of humans on all 

      fours with soppy expressions.

  • D16 Side Business

    • Junk collector

  • D20 Random Event

    • Woman pukes up rotten food from the feast table, 

      and prophecies “You’ll all die in Dwimmermount”.

  • D24 Second Job

    • A demon manifests in the center of the inn and 

      threatens to kill all if he isn’t given 3 virgins and 

      a golden apple by the time the sun sets again.

  • D30 Specialty Drink

    • Avarian Deliverance

       

       

       

      9/29/24 Perchance Prompt for The Dead Fox 

      Tavern and Inn dead fox, horror concept art

       

       

Thursday, March 7, 2024

Ox ---> Tiger --->Rabbit --->Dragon Campaign Session #117

 


Session 117-  Wrapping Up in Muntburg, Re-entering Dwimmermount

2/25/2024

  • Geoph is developing some suspicions regarding the Termaxians after 

    talking with Bobila.

  • Bobila decides she must go back to work to relieve young Belgra.

  • “George and Sharon” return to The Broken Twig with Bobila and sit 

    down at the feast table and engage Helgot the Junk Collector in 

    conversation about Dwimmermount.  Bobila buys them 2 bottles of 

    red wine to thank them for healing whatever had afflicted her.

  • Helgot’s rumors as follows:

    • The water in Dwimmermount is toxic.

    • Every door with a lock is also trapped and can only be safely 

      bypassed by someone bearing a special Thulian seal.

    • Dwimmermount was once one of the largest sources of raw 

      azoth in the entire world.

    • An entire brood of dragons nests in Dwimmermount.

    • Anyone who dies within the walls of Dwimmermount can never 

      be restored to life by any means.

  • As “George and Sharon” say their goodbyes to Bobila, she learns they 

    plan to meet Proctor Louys Herint the next morning.  She warns them 

    that he is a racist jerk and that he might give “George” a difficult time 

    (Geoph/George is a gnome).

  • They check into The Green Dragon Inn and set watches; 

    Geoph 1st watch and Shelby 2nd watch.  The night is mostly uneventful, 

    although Geoph hears the inn’s other occupant walk past their door and 

    pause before continuing down the hallway.

  • Waking up early and checking out of the inn, they head over to the 

    Chapel of Tycho and meet Exorcist Emelisse.  She is quite relaxed 

    and welcoming while answering their questions.  She has one 

    Dwimmermount rumor:

    • A secret back entrance leads to the first level.

  • At the Temple of St. George, they meet Proctor Louys Herint, who 

    lives up to his racist and dogmatic reputation.

  • “George and Shelby” thank Corporal Pieru for allowing them to enter 

    Muntburg, and leave the town to go back to the Golden Barge and fill 

    in Team Rams regarding the information they gathered.  Tim and Fecus 

    decide it is time to re-enter Dwimmermount.

  • As Lachada pilots the GB towards Dwimmermount, the GB begins to 

    warn her of a force barrier that might cause the Barge problems if she 

    tries to pass through it.  Tim and Fecus have her find an appropriate 

    spot to park, and take a team on foot the rest of the way to the 

    megadungeon.

  • After entering, Tim casts Wizard Lock on the entrance doors.  The team 

    is directed to pile Room #1 statues in front of the entrance doors.

  • South of the statue of the god Nirval, they encounter a Gelatinous Cube.

  • The kill the Gelatinous Cube and Fecus claims the rusty sword that had 

    been encased within it.

  • Rams enter the Room #56 and Tim casts Wizard Lock on the entrance door.  

    Fecus instructs the team to write taunting and derogatory signs to leave in 

    the room.

  • They use the Termaxian Passkey to call the elevator and everybody gets 

    on the platform.  Up or down?  We’ll all find out next session;-)