Wednesday, March 7, 2012

Encounters from the Grognard: Cock and Crown

So, I promised that I'd eventually be putting up stuff that was reserved for the Grognard (the AD&D magazine I so desperately wanted to get going) to be free for all on this blog. This is the first of those old Grognard articles that I've gotten ready for the public.


This particular piece was part of what was going to be a running article of encounters of various kinds. This "encounter" details a large roadside inn and wayhouse known as the Cock and Crown, which is located in Agstowe along the Gemway. It should be fairly easy to transplant the Cock and Crown to any setting that has a good dose of fantasy just by changing some names and some clerical classes.

Enjoy!


The Cock and Crown

Located on the long stretch of the Gemway between Agstowe and Cymballar, the Cock and Crown is a major stop-over point for caravans, travelers, and adventurers. The inn is owned by a concern of former adventurers who once plied the Gemway themselves in their younger days, slaying orcs, bandits, and other less wholesome things. For that reason, it is a favored haunt for newly minted adventurers, those hoping to become adventurers, and the seasoned veterans of the field.

The inn itself is composed of several buildings that make up a wide protected courtyard surrounded by a high stone outwall. The site was originally a ruined Teralian fort overlooking the road, but has been repurposed in recent years. The most obvious sign of the Cock and Crown is the massive block-tower that was once the keep of the fortress. It is seven stories high and looms over the rest of the buildings like a matron. It can be seen from great distance and appears in view even before the stone walls that surround the complex.

All who enter the Cock and Crown walls are expected to give up their weapons (including spellbooks) at the gate for storage in the armory. Those who do not are turned away. This policy does not limit eating knives or daggers of any kind, and so most people within the grounds do still carry a dagger.

History.
The Cock and Crown was built nearly three decades ago over a period of six years by the Three Kingdoms adventuring company known as the Gower Knights. There were five of these “knights” (only one of whom was actually knighted), and together they traveled the highways of Agstowe, Cymballar, Fegondé, and even deep into Essad and through Dorlan. They have earned themselves an upstanding reputation in the Kingdoms (though they are almost unknown outside of them). There are several Agstower ballads that have been composed to honor them.

The members of the Knights are:

Sieur Edwerd Clane, Agstower human warrior
9th level Fighter; S 13, D 10, C 15, I 12, W 10, CA 16; hp 64; MV 12 (60’ C&T); #AT 2/round (mace), 3/2 (others); THAC0 12 (+2 to-hit with mace); Dmg 1d6+4 (mace), 1d4 (dagger); Speed 6 (mace), 2 (dagger); AC: -5/-2/-2 (field plate of deflection +2 and a Shield of Spell Absorption); Magic Resistance 10%; Magical Items: Mace +1, Field Plate of Deflection +2 (+4 vs. missiles), Shield of Spell Absorption (Magic Resistance 10%), 5 potions of extra healing; Languages: Eylic, High Varan, Dorlish Varan; WPs: mace (specialized), longbow, shortbow, dagger; NWPs: riding (land based), direction sense, fire building, endurance, musical instrument (lute); LG
Sieur Edward Clane was knighted by King Oswald Temulan of Teral and recognition of his deeds have been praised by Queen Aelleflax of Cymballar. He is a middle aged man of broad shoulders and tough build. He looks the part of a warrior-brave, having grown prominent grey whiskers and a jutting grey chinbeard. He favors tunics and gambesons of dark red and cloaks of deep blue to match his blue/black hosen, which he wears in the Milean style. He will rarely be see armed within the walls of the Cock and Crown, preferring instead to stroll around the grounds with his lute amusing the clients.

A humble man, Sieur Clane never sings any of the songs that were written about him and will bumblingly refuse any such request. Clane has no permanent job at the inn other than to amuse guests and make sure the gates get closed every night. He is technically in charge of the gatewatch and the walls, but the Cock and Crown has not been attacked since it was built and he takes that duty rather lightly. He has twelve men-at-arms under his command who watch the walls, serve as guards, and close the gates every night.

Olander ayn Zell, Oprian human thief
10th level Thief; S 9, D 14, C 11, I 16, W 7, CA 8; hp 37; MV 12 (60’ C&T); #AT 2 (shortsword/dagger); THACO 16 (+2 to-hit with shortsword); Dmg 1d6+2 and 1d4 (shortsword + dagger); Speed 2 (enchanted shortsword, dagger); Backstab: x4; AC: 3 (bracers of defense AC 5); Magical items: shortsword +2, dagger of parrying +2 (decreases AC by 2); Languages: Operan, Eylic (R/W), High Varan (R/W); Thieving: PP 90% OL 10% FT 5% MS 90% HS 85% DN 75% CW 90% RL 10%; Backstab x3; WPs: TWF, dagger, shortsword; NWPs: riding (land based), riding (aerial), dancing; CG
Olander is the only member of the Knights who is not originally from Agstowe or the surrounding territory. He was born in Opria and still carries a heavy Operan accent. He is a small slender man with a well-waxed mustache. He wears long dark leather tunics, dark breeches, and dark cloaks. He has no armor, as his glimmering bracers and dagger of parrying protect him better than any leather. He is a cheerful fellow with a sense of personal honor, but with no qualms about relieving goods from those he considers to be cruel, mean, or otherwise evil.

Olander runs the taproom, and is as handy with a towel and a quick word of advice as he is with a blade.

Elysa Ferny, Agstower halfling (harvoet) warrior/thief
10th level Thief/8th level Fighter; S 10, D 16, C 12, I 9, W 10, CA 12; +2 reaction bonus, +3 vs. magic (staves, rods, spells) and poison, +1 to-hit with rocks and slings, surprise bonus when not in metal armor (-4 penalty); hp 46; MV 7 (35’ C&T); #AT 3/2 or 3 (shortbow of speed); THACO 13; Dmg 1d8 (longsword), 1d4 (dagger), 1d6, 1d6+4 (shortbow, fire arrows); Backstab x4; Speed 5 (longsword), 2 (dagger), 4 (shortbow of speed); AC: 5/7/5 (leather armor, buckler of dodging +2); Magic Items: Shortbow of Speed (-2 to speed, 3 attacks per round), 40 fire arrows (+4 fire damage), Buckler of Dodging +2, 1 potion of speed; Languages: Eylic, Walrede (R/W); Thieving: PP 20% OL 90% FT 90% MS 30% HS 20% DN 20% CW 100% RL -5%; Backstab x3; WPs: shortbow, longsword, dagger, single weapon, two weapon fighting; NWPs: rope use, appraisal, sewing, cooking; NG
Elysa Ferny hails from Longlaird and the halfling community there. She grew up in sight of the king’s palace, but like many of the halflings in Longlaird she had very little. However, she started adventuring early and never lost the chipper outlook many younger adventurers have. She is a quick-witted and quick-moving little harvoet and quite pretty by halfling standards.

Elysa runs the brewery and maintains a small shrine to Leesha Roseheart in her room on the third floor of the tavern.

Theodric the Fated, Agstower forest gnome cleric of Fortuna
9th level Cleric of Fortuna; S 7, D 12, C 11, I 13, W 11, CA 12; +3 bonus to saves vs. magic (staves, rods, spells), 20% magic item failure, +1 to hit kobolds or goblins, -4 AC from giantkin, 60’ infravision; hp 33; MV 7 (30’ C&T); #AT 1 (club or staff); THAC0 16; Dmg 1d6 (club/quarterstaff); Speed 4 (quarterstaff), 4 (quarterstaff); AC: 3/5/7 (chain); Magic Items: Luck-coin +3 (+3 bonus to all saves, +1 bonus to AC), Staff of Curing (8 charges); Languages: Eylic, North Varan; WPs: Club, quarterstaff; NWPs: healing, gaming, first aid, ancient history (Fortuna), religion (Fortuna); Spells prayed for (4/4/3/2/1): Bless, Purify Food and Drink, Remove Fear, Command; Enthrall, Hold Person x2, Detect Charm; Dispel Magi x2, Emotion Control; Free Action, Cloak of Bravery; Chaotic Commands; CG   
Theodric follows the goddess of luck and comes from the Dragonfall Upland. He is quiet for a forest gnome, and taciturn. He has the aura of mystery commonly associated with followers of Fortune and the glazed stare of someone resigned to whatever the world throws at him. However, he is a genuinely kind fellow for all that. He wears his brown beard in a sober spade-shape and frequently strokes it while he thinks. Like most Fortunan clerics he has a soft spot for gambling, seeing it as the manifestation of Fortune’s will in the world.

Theodric is usually found (in his weapons and armor and all attendant magical items) in the Temple of Fortuna on the grounds.

Asyndara Spellblade, Hidden Kingdom elvish enchanter
10th level Enchanter; S 11, D 14, C 6, I 16, W 12, CA 16; scimitar proficiency, all elvish languages, find doors, 60’ infravision; MV 12 (60’ C&T); hp 24; #AT 1 (scimitar of spell channeling); THAC0 17 (+2 to-hit with the scimitar of spell channeling); Dmg 1d8+2; Speed 5; AC: 8; Magic Items: Scimitar of spell channeling (scimitar +2, does not interfere with two-handed spells, all spells can be cast through the sword as though it were the wizard’s hands), ring of protection +2; Languages: (all elvish tongues), High Varan, Eylic; WPs: Scimitar, quarterstaff, hand crossbow; NWPs: alchemy, scribe, bookbinding, appraise, spellcraft, ancient history (Hidden Kingdom); Spells prepared (4/4/3/2/2): Affect Normal Fires, Cantrip, Hynpotism, Magic Missile; Blindness, Blur, Forget, Improved Phantasmal Force; Dispel Magic x2, Lightning Bolt; Confusion, Enchanted Weapon; Feeblemind, Feeblemind; Spellbook: Affect Normal Fires, Cantrip, Change Self, Color Spray, Friends, Hypnotism, Magic Missile; Bind, Blindness, Blur, Continual Light, Forget, Glitterdust, Improved Phantasmal Force; Blink, Dispel Magic, Flame Arrow, Lightning Bolt; Confusion, Detect Scrying, Enchanted Weapon, Fire Shield, Ice Storm, Magic Mirror; Advanced Illusion, Cloudkill, Demishadow Monsters, False Vision, Feeblemind; NG
Asyndara has a temperament that matches Theoderic’s most of all the other members of the party. She is withdrawn and tends to keep to herself. Still somewhat young for an elf, she has achieved great successes in her studies of magic and helped to bring peace and prosperity to the Three Kingdoms. She is a thin severe looking woman with the classically stern features of her people. She tends to dress in cloaks and robes of various hues of blue.

Helgrind Asvarsdottir, Ormarr Clan Agstower Dwarven cleric of Helden Stonemother
9th level cleric of Helden; S 15, D 12, C 17, I 7, W 13, CA 9; +4 save bonus against magic and poison, 20% magical item failure, +1 to hit orcs, half-orcs, goblins, hobgoblins, -4 AC against giantkin, 60’ infravision, detect passages; hp 75; #AT 1 (Hammer of the Protector); THACO 16 (+1 to hit with the Hammer); Dmg 1d4+1; Speed 3; AC: 0/0/-2 (full plate with shield); Magic Items: the Hammer of the Protector (+1 weapon, all creatures of nongood alignment or less than 3 intelligence suffer a -2 penalty to-hit when attacking the wielder of the hammer. Grants 10% magic resistance to hostile magic); Languages: Orthr, Runic, Eylic (R/W); NWPs: Religion (dwarves), Religion (Helden), Oratory, Healing, Herbalism, Musical Instrument (fiddle); WPs: Hand axe, battle axe, throwing axe, warhammer; Spells prayed for (4/4/3/2/1): Bless, Cure Light Wounds x3; Aid, Flame Blade, Spiritual Hammer x2; Cure Blindness, Cure Disease, Remove Paralysis; Cure Serious Wounds x2; Cure Critical Wounds; LG
Helgrind is a boisterous dwarf who thoroughly enjoys owning and running the Crown. She is the nominal head of the Cock and Crown’s finances, and also the chief cleric of a small group of Ormarr acolytes that service the Cock and Crown’s large temple of the Stonemother. She is a broad-shouldered dwarf who wears her ceremonial vestments rather than her armor; she can often be found in the temple or wandering around the grounds to make sure all is well.

The Story of the Knights. The Knights of Agstowe began their career near Longlaird seventeen years ago in X485. The land was still poor even generations after the ravages of the Wyrm; banditry was common along the roads to the Upland and the orcish population in the hills had become overwhelming. The Knights made their name by defeating an orcish raid, following the fleeing slavers back to their camp in the foothills of the Serpent’s Tail, and collapsing the tunnel-system where they hid on top of them. Since then, the Knights have been doing good deeds throughout the Three Kingdoms.

The most famous adventure, and the one which earned them the Cock and Crown, was in X492 when they slew a number of trolls and their ogrish servants that were rampaging in the southern tail of the Dragonfall Uplands. After their victory, King Oswald granted them ownership of the ruin on the Gemway which they eagerly transformed into the Cock and Crown.



A) Taproom. This room comprises the heart of the inn. Upon entering, one finds that the room resembles more of a wide corridor than a proper taproom. This is because the front portion of the inn is given over to stabling the horses used to supply it and run messages. About fifteen feet in, however, the room opens up to a 40‘x40’ hall. There is a true bar built into the rear-front corner of the room and a fireplace in the right-rear. Like most buildings in Arunë, the fireplace has no chimney so the smoke must escape through the open doors, the paneless windows, or up near the rafters. There is room for around one hundred people here. Fresh rushes from the nearby stream that feeds the Brewery and bakehouse are strewn upon the floor regularly throughout the night, the old ones swept out.

The taproom opens into a corridor in the right-hand wall which also leads down to the undercroft on one side and up to the inn rooms on the other. There are a few spaces along this hall where further tables can be set up to expand the seating capacity (E and F).

Olander ayn Zell, who works the bar and sometimes feels compelled to grace the folk with his tunes is most commonly present in the taproom. You may decide by fiat what other NPCs are present, or you can roll four times on the list of regulars and twice on the list of travelers located below.

People in the Taproom: Other than Olander, the following people may be present:



Local Farmers. These are folks from around the Gemway. They may have rumors to tell, particularly if there are other adventures that you want to get the party involved with. If not, they will eagerly drink with adventurers and order a few rounds for the PCs.

Local Nobles. These are men of the fighting-nobility of Agstowe. They will attempt to commiserate with warrior PCs, admire clerics of the gods they know (Haeron, Avauna, etc.), and are generally cool towards everyone else.

Local Merchants.
There is always work to be done hiring on with one of these caravans that plies the Gemway. The local merchants will kindly direct the PCs to their guard-captain if they are looking for employment. Otherwise, they know that angry adventurers are dangerous adventurers and will warily buy them a few drinks and then try to go and reserve a private room to get away from them.

Terence Okland. M forest gnome Thief, level 4. Okland is a (forest) gnomish pick-pocket. He wears a short-cut gnomish beard that has been died blue on the ends in the Dorlish style and a brightly colored motley tunic and brown breeches. He has a lot of swagger for a gnome, and loves to discuss adventuring, news in the wider world, really anything he can. This is tempered by the fact that he is extremely irritating. He will case out the PCs when they first enter the taproom and if they appear to be foolish, under-prepared, or otherwise present a weakness he will take no time in exploiting it. He will follow them around all night, making surreptitious attempts to steal from them until he nabs either a magical item or around 100+ gold.

Terence Okland. Agstower Forest Gnome Thief
4th level Thief; S 6, D 15, C 10, I 13, W 8, CA 8; +2 bonus to saves vs. magic (staves, rods, spells), 20% magic item failure, +1 to hit kobolds or goblins, -4 AC from giantkin, 60’ infravision; hp 13; MV 5; #AT 1; THACO 19 (-1 to-hit); Dmg 1d4/1d3 (dagger); Speed 2; AC 10; Languages: Malic, North Varan, Eylic; WPs: dagger, shortbow, throwing dirk, short sword; Backstab x2; Thieving: PP 90% OL 90% FT 25% MS 15% HS 10% DN 25% CW 45% RL 0%; NWPs: Cooking, Sewing, Cobbling, Herbalism; CE; XP Value: 175
Clerence of High Hill. M Human merchant, Level 0. Clerence of High Hill is a human (level 0) merchant from that town and often visits the Cock and Crown to get local news and discuss things with merchants from abroad. If there are other merchants in the inn he will be chatting with them; if there are not, a caravan will arrive in 1d4-1 days (if 0, 1d6 hours) and he will meet with them. Clerence is a friendly overweight fellow who dresses in subdued browns and greens like most Agstower. He wears a sturdy gambeson that might have actually seen combat and, if the PCs get to know him and impress him, he will gladly refer them to the caravan he’s waiting to meet in order to hire on as guards.

Lord Waleran. M Hum Fighter, level 3. Lord Waleran of High Hill is a frequent guest in the Cock and Crown. He dresses simply but retains his longsword, even on the grounds. He has been granted this privilege by Sieur Edwerd. Waleran is a distinguished looking man with slate grey hair and a mustache. He wears the traditional clothing of Agstower nobility: a brown gambeson and breeches as well as a cloak with the badge of High Hill adorning it. Waleran does not generally like to talk to people uninvited, so if the PCs approach him without first having one of the Knights talk to him he is likely to be cold and formal. He is a good character for adventure hooks, as he is the Erl of High Hill and many problems fall under his purview, particularly those in maintaining peace on the Gemway.

Symon Walker. M Hum Ranger, level 5. Symon is a dark-haired and dark-eyed wanderer who keeps an eye on the region surrounding the Gemway. He often spends several nights in the Cock and Crown every month, as his circuit takes him close to it anyway. He is very knowledgeable about the wilderness in these parts and will gladly part with it in exchange for a tale or two. Most of the other locals give Symon his space, and he is not known to be silver-tongued (indeed, he is quite dour).

Andrew Stumpwater. M Half Farmer, level 0. Andrew is a farmer from just down the way. He has very little to say of interest to adventurers, but he will tell PCs about any other locals in the taproom and give his best surmises about travelers (eg, “Oh that fellow? Shady and unpleasant looking,” in reference to Mirnos).

Mirnos the Mad. M Human Wizard, level 5. A dangerous psychopath, Mirnos the Mad is undoubtedly unhinged beyond the dreams of the people of the Cock and Crown. He appears as a slender youth dressed in ratty gray and black robes. He is a minor magician, capable of summoning some potent necromancies in his own defense. He also bears a horrible magical item on his person which commands the grotesque magic of Shadows, an amulet he discovered in a ruin. He is currently seeking to steal some of the spellbooks belonging to Asyndara Spellblade to complete his meager but growing collection. He will approach any unpleasant, infamous, or otherwise notorious PCs in order to hire them to do this.

Mirnos the Mad. Solothian Human Wizard
5th level Wizard; S 6, D 6, C 8, I 10, W 10, CA 10; hp 13; MV 11 (55’ C&T); THAC0 20; Dmg 1d3/1d2 (dagger); Speed 2 (dagger); AC 6 (armor spell 13 hp left); Magical Items: Amulet of Shadow Command; Languages: Dorlic Varan (R/W), Eylic, Mäidic, Night Tongue; WPs: knife; Spells (4/2/1): Sleep, Read Magic, **Tharos’ Siphon, Paleth’s Coercion, Comprehend Languages, Armor, Grease, **Magic Missile, Spider Climb; *Spectral Hand, *Invisibility; *Vampiric Touch; NWPs: Spellcraft, Research, Thaumaturgy, Tattooing, Mental Resistance
Amulet of Shadow Command. This necklace is an ugly bronze thing, cast in the shape of an elongated and distorted human skull. The amulet can summon up a 3 HD shadow once per day (as per the entry in the MM). It does not work in darkness. The shadow follows the commands of the bearer of the amulet. The command word is “issë,” which is darkness in elvish and Mäidic.

Mirnos has a tatty spellbook in his rucksack which is covered in black runes which he placed there to scare off thieves. He also carries a quill and ink, three books on necromantic magic, a book concerning shadows called the Book of the Veil and 853 gold pieces (in Claulan crowns) in his bag.

Lady Lillend the Short. The Lady Lillend is a gnomish knight and lady from Cymballar who is traveling to speak with King Oswald of Agstowe. She is insulated from the other customers by a large group of household knights who will take up an entire corner of the taproom. If the PCs are well-known for their good deeds, Lady Lillend may offer to hire them for any adventures the DM feels are appropriate. She is a good employer for good parties, and has a lot of money to spend.

Rogyr Singer. Rogyr is a bard from the Empire. He has come to Agstowe to get a feel for the local folk so he can compose a ballad about it and bring this work back to the Hearthland. He dresses conspicuously different from the local Agstower, wearing a knee-length tunic of fine cloth and hosen instead of breeches. He also has a cap of soft red felt. Rogyr will eagerly approach and talk to any PCs that look interesting. He may even attempt to tag along (in which case he is a level 2 CG bard without any magical equipment) in order to write a ballad about the parties’ adventures.

Heward of Haeron. Heward is a traveling cleric. He’s come from the Vales to escape the War of the Colorguard (which was last year, in X501). He originally dwelt in Michelstadt at the temple there, but has come to offer his services to the Hierophant of the Dragonfall in Rickton instead. He is a fat, somewhat cowardly man who dresses in the common blue, white, and gold-laced robes of the Hierean priesthood. He is somewhat wary of armed men, but if the PCs prove to be amiable he will offer to hire them to protect him on his journey. He is a level 1 cleric, having gone up from level 0 while crossing the dangerous wilds of Teral.

Frederec Theris. A medicus and healer, Frederec wears the leather headband of a healer trained by the Avaunite temples. He is a thin wiry fellow with a short cut brown beard and light blue eyes. Hailing from Agstowe, he has nevertheless traveled more than most Agstower; he trained in Seagard and works as an itinerant healer. He keeps with him a large pack of healing goods in a huge wooden-framed leather backpack. He is always willing to sell simple salves, poultices, and his own services if someone is injured.

Sieur Alberect the Orcfoe. Sieur Alberecht is a warrior from northern Agstowe who earned his title the Orcfoe from the King himself in one of the innumerable skirmishes against the orcs that live in the Dragonfall Uplands. He is a hard man, perfect for disseminating news or adventure hooks.

Durio di Tyrolin. A Dorlish furrier, Durio is in Agstowe to buy up loads of the famous Agstower furs. For that reason, he is going into the wilds to meet with fur trappers and purchase their goods straight from them, rather than wait for market days where the fur will cost much more. It is possible that he is looking for a guide, or even protection, up in the wilderness.

Reynarius di Llun. The arrogant, puffed up, jackanapes who dares to call himself "a scholar and sage of renown," Reynarius di Llun is a Dorlish patriot, a bard, and a traveling adventurer. The author of hundreds of books, he thinks he knows just about everything concerning everything. He is a wonderful source of news, amusement, and irritation for anyone in the Cock and Crown. A dabbler in magic, certainly a thief, and an adventurer interested in adventure not for its own sake but to record what happens and write a book about it, di Llun will eagerly talk at length about any of his theories, thoughts, or adventures.

   B, C, D) Private Dining Chambers. These rooms are reserved for larger parties that come together and don’t wish to share the taproom (A). Rooms (B) and (C) are smaller, though (B) does have the advantage of a hearth. They are all furnished with trestle tables, cushioned chairs, real tallow candles, and shuttered windows.
    G) Kitchens. The kitchen is attached to the main inn, to help bring hot food to the dormitory, taproom, and rooms above. A small side-entrance on the western side of the building leads to a midden heap and is also where the chamber pots from the inn and privy chute from the dormitory empty.

2) Dormitory Tower. This massive square tower was once the housing of the Teralian garrison that inhabited the abandoned fort. It has been converted for the use of the patrons of the Cock and Crown and now contains mostly servants rooms (first floor) and numerous rooms of both private and common type for those visiting the inn. The entire tower is stone and the walls in every room and corridor are, in the northern fashion, heavily decorated with tapestries. The outer doors (of which there are only two) are fashioned from oakwood bound with iron and the floors are mosaic tile covered with rushes.

There are six floors to the tower; it boasts room to house sixty servants, has five common rooms capable of bedding fifteen each and ten private rooms on every floor other than the first (which has no common room and only five private rooms). The basic layout is the same on every floor:
    A) Common Room (Servants Quarters on the first floor). These large rooms are suited for fifteen or so people. They have a fireplace, shuttered (but not glazed) windows, and fifteen lumpy straw mattresses on the floor.
    B) Large private room (Servants Quarters on the first floor). The large private rooms have canopy beds, fine linen sheets, three trunks or chests for storage, writing desks, ink, several quills, a glass lantern and a cadre of clay lamps and candles.
    C) Room. The private rooms contain a heavily built bed, a chest for storing one’s belongings (comes with a key, which is inside the unlocked chest), and generally a window out of the tower and a small oil lamp. Writing tables are available upon request.

3) Dovecote. The Dovecote is a stone building with a semi-spherical shape. This is where doves, partridge, and other delicate birds are raised to be made into pottage, stews, and kingly dishes in the kitchens.

4) Main Stable. This huge stable is used for stabling guest’s horses. If they also have carts these are kept behind the stable and a special tarp is put out in front of the bakehouse (5) to provide a cover for them in case of rain.

5) Bakehouse.
This large stone building is almost constantly baking breads, rolls, trenchers, and other grain-based food for the main inn. Guests are not expected to enter the bakehouse.

6) Barn. A housing area for uncooked food and unslaughtered livestock, the massive barn can also serve as extra room for stabling horses if the stables are full. Like the bakehouse (5), the barn and brewery (7) are off-limits to customers.

7) Brewery.
Overseen by a mendicant Brother of Heimir named Karl who has settled down to do his god’s work here in Agstowe, the brewery is a busy place. A large low wooden building, it contains space to house its workers as well as produce the ales and wines the Cock brews itself.

8) Devotional Statue of Heimir. This large statue depicts the long-robed monk-god Heimir mounted atop a barrel. All the patrons leave offerings at the statue, for Heimir is the god of hospitality and beer.

9) Roadshrine of Vaela.
Vaela, the protector of roads and pilgrims, has a small roadshrine here where patrons leave offerings before they leave on their journeys. Her statue is weatherworn and dates from the old Teralian fortress.

10) Temple of the Stonemother (and the Temple of Fortune).
This large temple is built from the old barracks building of the fortress. It is a long low structure with rounded archway-niches along the outer walls. These have been decorated with frescoes of the mountains of the Arinfall and the holy symbols of Helden (the axe) and Fortuna (the wheel).

11) Main Gate. The main gatehouse is a massively built building recovered from the old fortress. It is manned by Sieur Clane’s men-at-arms. All travelers coming into the Cock and Crown are required to surrender their weapons, their magical items, and their spellbooks (but not their daggers). Travelers are given clay coins with numbers and unique images stamped into them to designate the lots within the armory (also contained in the gatehouse) where their gear is stored.

12) Postern Gate.
This rear gate in the large outwall was placed during the restoration of the fortress buildings. The original Teralian fortress may or may not have had a postern, but the Cock and Crown definitely does. It is a heavy banded bronzewood door, locked and barred from the inside at all times unless one of the Knights allows it to be opened. The keys are carried by Sieur Edwerd Clane on his person as part of the ring that also can lock and unlock the main gate.

13) Outwall.

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