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The Travellers' Rest

Started by Dragon Lord Jan 27, 2005 1 post Locked

  1. The Travellers' Rest

    #1
    Type: Family Group

    Background: The Travellers' Rest Inn is a large brick building in the centre of town (can be placed in any small market town along an major trading route). It is run by a retired adventurer called Kurtz, his wife Jenna, and their daughter Katelyn. They are assisted by three serving girls and one bouncer.

    Characters

    Kurtz: Human male - age 51 - getting a bit flabby with age. An ex-adventurer and mercenary who settled down with his wife 20 years ago. He can still be a dangerous fighter when the mood takes him, despite his expanding girth. He is well aware that his wife has a short temper but nonetheless tends to intervene on her side in any fight - unless her opponents' actions are obviously and exclusively defensive (e.g. using a shield). Note that parrying with a weapon might well be misconstrued.

    Jenna: Human female - age 46 - highly overweight. Extremely short-tempered and quite likely to attack anybody on the slightest provocation (e.g. criticising her cooking, commenting on her weight, etc). Her weapon of choice is the soup ladle, with which she is high efficient.

    Katelyn: Human female - age 14. Katelyn is just on the verge of blossoming into womanhood. She has a tendency to flirt with any handsome young adventures who enter the inn. This is little more than childish play but does little to calm her mothers' temper.

    Serving Girls: Human females - age early 20s. The serving girls are in the habit of leaving heavy wooden trays scattered around the bar room (for customers to use as shields). This makes the place look untidy but Kurtz turns a blind eye (it avoids misunderstandings).

    Bouncer: Human male - age 27. The bouncer is in the habit of asking visitors to surrender their weapons. This is not compulsory but most of the locals and regular visitors comply (to avoid trouble).

    General Notes: OK there are several characters here but their unique identity comes from the interactions of the group, particularly their response to Jenna's temper.

    Roleplaying Notes: The locals and regular visitors are well aware of Jenna's temper and how to avoid misunderstandings but occasional visitors (like the PCs) may not.

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