Rooms at the Old Wolf Inn

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Outline

The Old Wolf Inn is a cosy countryside inn situated next to the trade route that leads to Oxgate. It is owned and managed by Inga Broadhammer, who has spent considerable time renovating the shabby tavern, a task that included firmly relocating a family of skunks that had taken up residence under the floorboards in the common room.

Inga’s dwarven heritage and taste can be seen all around the inn: The table lanterns are in traditional dwarven octagonal style, and most of the sturdy furniture tends to be low and wide.

While the storm rages outside, rain lashes against the windows, and the wind howls relentlessly. However, the inn is warm and cosy, with scents of freshly baked bread and long-cooking stews filling the air.

Unless stated otherwise, the ceiling is seven feet on the ground floor and the top floor, and six feet in the basement.

hunting for clues and evidence

Inga allows the characters to search the common areas at the inn. However, many of the guests’ private rooms are locked, and the NPCs might not appreciate having their rooms and belongings examined. Therefore the characters might want to investigate the private rooms discreetly.

shady operations

The Old Wolf Inn is located near Oxgate, an old arched gate in weathered stone that dates back many centuries. This toll gate is manned by guards who collect taxes on the goods of travelling merchants before they are permitted to continue north.

Oxgate is situated on the road in a narrow gorge. The surrounding mountains are often draped in heavy mist, easy to get lost in, and teeming with dangerous beasts. According to legend, the mountains also hide a portal to the Shadowfell whose magic is failing. It is said that strange monsters sometimes slip through to the material plane. However, so far, no one has been able to verify or disprove this hearsay.

More than one shady merchant with dubious morals has decided to risk circumnavigating Oxgate to avoid paying the toll and additional taxes. These merchants regularly make use of local smugglers. One of the smuggling bands is led by Emirys Shadowdusk, who operates in the area around Oxgate and uses the Old Wolf Inn to store contraband in a hidden room in the basement.

ground floor

1. common room

The rectangular common room is warm and welcoming. Sturdy round tables with comfortable horseshoe armchairs are placed haphazardly around the room. There are also several private booths with curtains and leather seats. Opposite the inn’s entrance are two staircases, which lead to the upstairs Landing (8) and the Basement (20).

At one end of the room is a bar, and at the other is a sizable hearth with a crackling fire. Every now and then, the coal hisses as the stormy wind rushes through the chimney.

Near the bar is a written menu on the wall that lists the prices of food, drinks, lodgings and more. Inga keeps a heavy crossbow under the bar, but so far, she has never needed to use it.

room keys

The keys to the upstairs guest rooms hang in a wooden locker behind the bar. It is closed, but not locked. Each guest has their own key, and Inga uses the spare keys when she is cleaning their rooms. Each key has a chain with a wooden tag that is engraved with the room number and a picture of a common forest-dwelling animal.

Both keys to Lieutenant Artemis Nahanna room are missing. Inga carries one of them, while the other can be found in Artemis’ room. The room was locked when the body was found.

2. kitchen

On the worktops in the kitchen lie a roasted lamb’s leg, a string of sausages, and a cutting board with chopped rosemary twigs. Various herbs and ingredients are stored in white porcelain containers with labels in Dwarvish. Pots brimming with different stews simmer slowly on a massive iron-wrought stove. The room smells strongly of cooked vegetables, smoked meat, newly baked bread, and fresh herbs.

Inga spends considerable time in the kitchen as she prepares all the food for her guests. She keeps it clean and tidy, and she can tell the contents of all the jars by heart.

—> On a closer look, DC13 Intelligence (Nature): As you look through the porcelain jars with herbs and dried mushrooms, you realise that some of them can be poisonous if they are consumed in large quantities.

3. scullery

This room contains numerous caskets of ale, wooden crates with carrots, potatoes, and wrapped apples, as well as firewood and coal. A couple of shelves hold loaves of dried dwarven bread and jars with pickled onions and herring. The space smells of vinegar, ale, and damp timber.

—> On a closer look, DC 10 Intelligence (Investigation): While you search the scullery, you lift the round mat on the floor on a whim. Underneath the mat is a wooden trapdoor with a pull ring handle in metal.

The trapdoor opens to a narrow ladder that leads down to the Root Cellar (18).

4. larder

The stone walls in this small room feature built-in wooden shelves that run from floor to ceiling. The shelves hold dozens of glass jars filled with preserves and jam, waxed-sealed cheeses, cured meat, and vegetables. The air is filled with different scents from the various goods stored here.

Inga uses this space for storing foods that need low temperatures. The thick stone walls keep the room cool all year round.

5. outhouse

A narrow path leads from the inn to a simple outhouse built in weathered grey timber. Its roof looks more recently constructed and is made of oak shingles.

Inside the outhouse is a practical compost toilet with a wooden lid, a basket with hay and soft moss, and a bucket of clean water. Bundles of dried lavender and woodworm hang from the ceiling.

The outhouse’s ceiling was recently replaced by Inga, but the furious storm is doing its best to rip it off.

the stables

6. stables

The stables is a stone building next to the inn. Its robust double doors are closed, but not locked. A pony trap stands in the courtyard just outside the entrance.

Inside the stables are five stalls that are occupied by a large black warhorse, two sturdy military riding horses, an elegant grey mare with a silver mane, and a piebald pony.

A rickety-looking ladder that leans against the wall leads up to a hayloft. There is a door to the left of the stable entrance with a sign that reads Tack Room.

The warhorse belonged to Artemis Nahanna, and the military riding horses belong to kara-tanner and Jon Callion. All three are marked on their hindquarters with the symbol of Winterhold: Two crossed pickaxes over a snowflake. The grey mare belongs to cael-thraelive, and the piebald pony is owned by Hugo von Silverton.

If the characters climb the ladder to the hayloft, they find an unrolled bedroll and a scruffy leather backpack that smells intensely of herbs.

The bedroll and the backpack belong to Enoch the Birdwhisperer. Inside the backpack are a mess kit, a red-brown feather, three rations of food, a waterskin, and a satchel full of various herbs.

—> On a closer look, DC 10 Intelligence (Nature): As you go through the satchel of herbs, you find several herbs that are used for cooking: Thyme, winter peppercorn, wild garlic root, and a few frog leaves.

Enoch collected frog leaves earlier for Inga, which she used to make Artemis Nahanna nauseated.

who is there?

If one or more characters enter the stables, the character with the highest passive Perception hears noises from the tack room after a short while:

Read Aloud

You hear a low thump from behind the slightly open wooden door that leads to the tack room. The sound is followed by a pained yelp and muffled cursing.

The noises come from william-fastfinger, who decided to hide in the tack room when he saw the characters approaching the stables. However, curiosity soon got the better of William. He tried to steal a glance through the partly open door from his hiding spot, but accidentally bashed his head against a wooden saddle holder.

7. tack room

This room contains a range of saddles, bridles, harnesses, blankets, and other equestrian gear. There is also a pile of old buckets, a couple of hay bales and sacks of grains. The space smells sharply of leather oil and hay.

the fast-talking would-be bard

William Fastfinger is currently trying to hide behind a sack of grain. If he suspects that his presence has been noticed, he addresses the characters in a cheerful manner.

Read Aloud

“Ah, well! Hello there, fellow travellers.” A male gnome with a stylish haircut and a short, immaculately trimmed beard stands up behind a grain-filled sack. He wears traveller’s clothes, studded leather armour, and a fine black-and-red chequered cloak.

“We’re having a dreadful spell of weather tonight, aren’t we?” The gnome continues without pause, “I was…just searching for some horse oil in here, as I have lost mine at the, eh, last inn where I was staying.”

William Fastfinger proceeds to jovially present himself as William the Bard, a travelling minstrel from the south.

—> On a closer look, DC 8 Wisdom (Insight): You have a strong feeling that “William the Bard” isn’t telling the whole truth. In fact, every other word that passes his lips rings false!

top floor

8. landing

The landing is a larger room with a round oak table and four matching rustic chairs. There are also two wooden wardrobes and an oaken chest.

The landing offers access to all the upstairs rooms. Each room has a carved sign with a number and a depiction of a forest animal. The wardrobes contain wicker baskets with wax candles, jars of oil, a broken lantern, and cleaning supplies. Inside the oak chest are extra bed linen and spare blankets.

9. Hugo von Silverton’s room

This guest room is used by Hugo von Silverton. Its door (AC 15, HP 12) is locked, but the iron lock can be picked with a successful DC 13 Dexterity (Thieves’ Tools) check.

The room is furnished with a wide wooden bed that is unmade, a round table with two chairs, and a washing stand with a mismatching pitcher and washbasin in porcelain. A large travel trunk in mahogany with studded leather bands stands along one of the walls. There is also a plain chest by the foot of the bed and an open chest by the door. Several colourful shirts have escaped from the open chest. A single candle burns on the writing desk near the window and fills the room with a weak, flickering light.

The open chest is full of clothes that range from linen shirts in various colours, tight trousers, a couple of worn but nicely tailored coats and jackets, and a waxed rain cloak. There are also a few mundane objects: a fine comb, a toothbrush with a bottle of tooth-cleansing powder, and a small vial of floral-scented perfume.

The chest by the foot of the bed is unlocked and empty.

The mahogany travel trunk is locked with a complicated steel lock that requires a successful DC 16 Dexterity (Thieves’ Tools) check to pick.

—> On a closer look, DC 10 Intelligence (Investigation): As you search the room, you find that the windows have been firmly jammed shut so that it is impossible to open them from the outside. Hugo has secured the windows, as he constantly worries that old enemies – or unhappy customers – may catch up with him one day.

—> On a closer look, DC 12 Intelligence (Investigation): When you investigate the clothes in the open chest, you notice that one of the frock jackets has concealed sewn-in pockets along its hem. The pockets can be used to discreetly carry hidden items, such as valuable gems or small weapons.

trap

The mahogany travel trunk is fitted with a hidden trap. If the trunk is opened without using the proper key, a dozen poisoned tiny needles spring out from its lid.

All creatures within 10 feet of the trunk take 1d4 + 1 piercing damage and must make a DC 14 Constitution saving throw. On a failed save, the creature is also affected by a sleeping poison as if they were affected by the spell sleep. As the effect is caused by a poison, it affects creatures who have resistance or immunity to being Charmed.

The trap can be spotted by succeeding on a DC 15 Intelligence (Investigation) check and disarmed by succeeding on a DC 13 Dexterity (Thieves’ Tools) check. A failed attempt to pick the lock or disarm it triggers the trap.

Hugo is well aware that using poison is highly illegal and likely to land him in trouble – or make him a suspect – if it is discovered at this particular time. This is one of the many reasons that Hugo is exceedingly nervous during the investigation.

the travel trunk

The trunk contains an assortment of merchant’s goods, including several bolts of textiles, five bottles of wine, an hourglass, a long rod with a red crystal, several books in a wide range of subjects and fiction, 20 paper sheets, nine parchments, 30 feet of silk rope, a bag with a sealing wax and signet ring in the shape of three circles and an owl, seven individually wrapped soap bars that smell of roses, one leather bag, and four pouches.

At the bottom of the trunk is a dagger in a sheath with embossed climbing ivy. The dagger is engraved with the words “Duty” on one side and “Revenge” on the other side in Common.

The dagger is a Dagger +1 .

The leather bag has several compartments with potions and contains two Potions of Healing , one Potion of Greater Healing , one Oil of Slipperiness , one Poison of Sleep , and one Antitoxin .

The four pouches contain a total of 54 gp, 120 sp, 34 cp, various types of gems (worth a total of 27 gp), and 18 different gold and silver rings (which could be worth a total of 360 gp).

The rod with the crystal is a spellcasting focus.

—> On a closer look, DC 16 Intelligence (Investigation): As you study the rings more closely, you notice that they are unexpectedly light. You realise that the rings are fake and probably worth only around 1 sp each.

key evidence

If the characters have found the empty vial in Artemis Nahanna’s room, they might compare it with the potions in the leather bag.

—> On a closer look, DC 15 Intelligence (Investigation): You compare the empty vial with the bottles in the leather bag. The bottles are similar, but the written text, which reads “Potion of Healing,” is the exact same.

Jon bought a Potion of Healing previously from Hugo, removed the label, and carefully stuck it on a bottle of poison that he gave to Artemis Nahanna. The bottles in the leather bag are from the same maker, and therefore the handwriting matches.

10. linen storage

The small storage room contains built-in shelves with stacks of fresh towels and bed linen. On the bottom shelves is a range of cleaning equipment, including a scrubbing brush, a bag with salt and fine sand, a bucket, and a grey rag. There is also a small bar of soap.

The cupboard smells strongly of lavender and pine soap.

11. unused guest room

This guest room is currently vacant. It is chilly and rests in dim light. Occasionally, a flash of lightning or glimpse of moonlight chases the shadows away before they rush back in. The room is furnished with two beds, a bedside table, and a sturdy wardrobe. There is also a small writing desk with a simple writing set for guests.

The wardrobe is empty, and the stone fireplace has been swept clean.

—> On a closer look, DC 17 Intelligence (Investigation): You search the room and find that it is neat and tidy and appears to have been unused for some time. However, you notice something gleaming in the light between two floorboards.

The item is a silver coin that has slipped between the planks some time ago. It can be fished out by succeeding on a DC 8 Dexterity check.

12. Lieutenant Artemis Nahanna’s room

This room was used by Artemis Nahanna before he met his death. It is furnished with a wide double bed, two bedside tables, a writing desk and a wardrobe in oak. See The Crime Scene for more details about the crime scene.

13. Kara Tanner’s room

This is Kara Tanner’s room. The door is unlocked, as she has forgotten to lock it.

The room is a general mess. A pair of dirty socks have been tossed into a corner. Near the unmade bed stands a bottle of apple brandy and a couple of greasy jugs in dwarven design. A rugged leather backpack and a bedroll have carelessly been thrown on the floor, and an oiled tent has been shoved under the bed.

The writing desk is covered with papers. A short, wooden pen lies next to the documents. The pages on the table form the beginning of a report that Kara began to write when Artemis’ body was discovered. It has been rewritten multiple times with several false starts. On the floor lie several crumpled pages of earlier attempts. The handwriting is cramped and slightly childish.

The backpack holds a range of equipment for outdoor activities, including a mess kit, a tinderbox, 30 feet of rope, a lantern with a flask of oil, five food rations, two torches, and a waterskin. It also includes a spare set of clothes and an oiled loak for bad weather.

At the bottom of the backpack is a small wooden box. It is locked and requires a successful DC 14 Dexterity (Thieves’ Tools) check to pick.

Inside the box is a simple cloth bag and a rolled-up garotte made of a steel string and two wooden handles. The cloth bag contains a set of wooden dice, a deck of cards with dog-eared corners, and a rounded stone with a carved Dwarven rune.

A closer inspection reveal that the dice are weighted prison dice, and that one of the cards is smeared with old, dried blood. Characters who can read Dwarfish also realise that the rune on the stone represents the letter L.

—> On a closer look, DC 15 Intelligence (History): You recall that this type of carved stone is called Dwarven stones or Lovers’ stones. They are commonly exchanged between young couples as a symbol of a secret engagement, for example, if their parents disagree with the match.

Dwarven characters or characters who have grown up among dwarves automatically pass this check.

14. Jon Callion’s room

This guest room is used by Jon Callion. Its door (AC 15, HP 12) is locked. The wrought-iron lock requires a successful DC 13 Dexterity (Thieves’ Tools) check to pick.

The room is immaculately clean, and all items are flawlessly organised. The room is furnished with a narrow bed that is neatly made with its blankets folded to perfection. Next to the bed stands a bedside table, and by the foot of the bed is a large wooden chest. In one corner is a reading armchair, and a soldier’s backpack stands on the floor next to the entrance. There is also a writing desk with neatly arranged ink jars and a row of sharpened pens sorted by size.

The room is lit by a crackling fire that radiates a pleasant warmth, which is in stark contrast to the dreadful weather outside.

—> On a closer look, DC 15 Intelligence (Investigation): When you investigate the open fireplace, you find a small piece of partially scorched paper that has escaped the flames.

The partly burnt paper is the last remnant of the pages that Jon stole from Artemis Nahanna’s report. There is no writing on the page, but if the characters compare the paper with the rest of the report in Artemis’ room, they find that the papers match. However, the same type of paper can be found on Jon’s writing desk and in Kara Tanner’sroom.

The drawer in the bedside table contains a well-thumbed copy of One Hundred Masterful Military Strategies and How to Counter Them: Volume Three , written by Commander C. K. Rosewood.

The chest contains a stack of neatly folded clothes organised by colour and type. Even the socks are placed in impeccable rows. On the other side of the chest are various items, including *a bedroll, an empty map case, a set of fine clothes, a bar of soap, a shaving kit with a foldable comb, a waterskin, and a polishing kit. *

The backpack is empty, as Jon has meticulously unpacked everything for his stay.

—> On a closer look, DC 15 Intelligence (Investigation): You discover a hidden pocket in the backpack. Inside the pocket is a fine golden ring (worth 10 gp) fitted with a hidden spike that can be folded in and out.

This type of ring is often used by assassins. Jon confiscated the ring a few months ago from a group of highwaymen that he and a group of soldiers from Winterhold arrested. Since Jon realised that the ring could be useful in the future, he decided to keep it.

15. Cael Thraelive’s room

This room is currently used by Cael Thraelive. Its door (AC 15, HP 12) is locked with a built-in lock, which requires a successful DC 13 Dexterity (Thieves’ Tools) check to pick.

The room is chilly and rests in complete darkness. It is furnished with a sturdy oaken bed, a chest, a bedside table, and a comfortable reading armchair. A faint smell of fragrant incense hangs in the air.

A pair of unwashed tea mugs stand on a wooden bedside table and have left blemishes on its top. Shelves on the wall hold assorted books for guests to read. Standing in front of the books on one of the shelves is a foldable traveller’s shrine that depicts a paladin riding a dragon.

Inside the chest is a leather backpack. It contains a set of spare travelling clothes, cooking utensils, a small cauldron, a tinderbox, two days’ worth of food rations, and a waterskin engraved with a prancing deer.

At the bottom of the backpack, there is a flat steel box roughly the size of a book. The box is decorated with bronze corner mounts and has a small keyhole in its side.

The steel box is locked with a complicated gnomish lock that required a successful DC 18 Dexterity (Thieves’ Tools) check to pick. Any attempt to tamper with the lock might set off its trap (see below).

—> On a closer look, DC 14 Intelligence (Investigation): You poke around in the ash and charred logs in the fireplace and find a small, scorched piece of bone. It appears to be a chicken bone. The bone was used by Cael during his most recent unholy midnight ceremony.

—> On a closer look, DC 16 Intelligence (Investigation): You study the foldable travel shrine. It is a triptych made in gold-painted wood featuring a depiction of the god of duty riding to battle on his golden dragon. The symbol of the deity, a metal gauntlet, graces the top of the shrine. However, as you turn the shrine around, you find a small, inconspicuous latch that secures a pair of hidden doors. If the inner doors are opened, they reveal an exquisitely and disturbingly detailed carving of a gory scene, which portrays the demonic god Baal in the process of enslaving the world and punishing his adversaries.

peculiar insights

If the characters start to search the room, let everyone make a DC 14 Wisdom (Insight) check. Characters who succeed realise that although Cael claims to be a mage and a scholar, there is a distinct lack of books and tomes in the room except for the assorted books on the shelves, which clearly belong to the inn.

trap

The steel box in the backpack is trapped with an enchantment that strikes potential thieves or snooping busybodies with a lightning bolt. A creature that attempts to open the box or pick its lock without speaking the correct password out loud must make a DC 14 Dexterity saving throw, taking 2d8 lightning damage on a failed save, or half as much on a successful one.

The trap also emits a mighty thunderclap that echoes through the room and temporarily deafens all creatures within 30 feet of the box for one round. The sound is audible to all guests inside the inn, who will immediately run to find out what happened. Everyone except for Cael will believe that the building was struck by lightning.The password is “I welcome death” uttered in Abyssal. The trap can be disarmed by the spell dispel magic or a similar spell that suppresses or negates magic.

The steel box is large enough to hold the foldable shrine. It also contains a worn prayer book dedicated to Baal, a pack of incense, and a flat engraved steel plate for ritual sacrifices.

16. unoccupied room

This guest room is currently vacant. It is furnished with a sturdy bed in pale oak, a writing desk with a chair, and a massive wardrobe. On the bedside table stand two fresh wax candles that smell faintly of honey. A red oval rug with a simple yet decorative woven pattern covers most of the floor.

The wardrobe is empty save for a layer of dust and a startled spider , which immediately scuttles away into hiding.

17. Inga Broadhammer’s room

This is Inga Broadhammer’s private quarters. She usually leaves the sturdy door (AC 15, HP 12) to her room unlocked, but she has decided to lock it because of recent events at the inn. The iron lock requires a successful DC 12 Dexterity (Thieves’ Tools) check to pick.

The room is slightly cramped but comfortable and cosy. The furnishing consists of a dwarven-sized bed with a matching bedside table, a small sofa, a table, a large wardrobe, and a corner bookcase. There is also a cluttered writing desk that holds a large pile of letters, two quills, three smudged bottles of ink, a carved pipe, and a worn leather pouch filled with pipe-weed.

Standing on the mantelpiece is a collection of oval frames with artistic paintings of other dwarves, many of whom carry a strong resemblance to Inga.

On the bedside table is a half-filled glass of water and a thick book with a brown leather bookmark slipped in between the pages.Several of the letters on the writing desk are written in Dwarvish. Characters who can read Dwarven runes realise that the letters seem to be correspondences with various family members and go back many years. However, a few letters appear to be addressed to Inga’s father. In the letters Inga defends her decision to leave the clan and seek adventure. These letters never seem to have been sent.

The book on the bedside table is written in Dwarvish and features a collection of folktales.

The wardrobe is packed with simple everyday shirts, dresses, skirts, and other clothes. Pairs of practical shoes are lined up on its floor. At the back of the wardrobe hangs a mended travelling cloak, a suit of studded leather armour, and a heavy warhammer.

The corner bookshelf contains various books, most of which are in Dwarvish and feature classic heroic stories and folklore tales. There are also a few titles on cooking and herbalism.

—> On a closer look, DC 10 Intelligence (Investigation): You open the book on the bedside table and find that it is inscribed with the following words: “To my oldest daughter. May you always follow your heart. From your father, Runalf Broadhammer.”

—> On a closer look, DC 12 Wisdom (Perception): As you study the warhammer and the armour in the wardrobe more closely, you notice that the weapon is covered with cobwebs, and the studded leather armour is dry and cracked. Neither of the items can have been used for many years.

—> On a closer look, DC 19 Intelligence (Investigation): When you pull out a couple of the books from the bookcase, you notice that one of them is hollow and features a concealed compartment. Inside the book is a small leather drawstring bag with a label that reads “For emergencies only”. The bag contains 100 gp and a note with what appears to be a secret recipe for how to make apple brandy.

You also find that one of the cooking books has been used frequently. As you flick through it, you find a dog-eared page where the following text has been underlined: “Frog leaves can be used as a delicious and flavourous addition to stews and broths. However, they must be used sparsely, as they are poisonous, and overconsumption might lead to an upset stomach.”

The gold is the last of the money from Inga’s adventuring days, and the apple brandy recipe is a closely guarded family secret. The section about frog leaves in the cooking book prompted Inga to use these for poisoning Artemis Nahanna’s food, in the hope that he would avoid staying at the Old Wolf Inn in the future.

basement

18. root cellar

This room can be accessed by a narrow ladder that leads down from the 3.-scullery.

Numerous crates that contain root vegetables, apples, and pears are stored in this room together with half a dozen wooden barrels that hold apple brandy and various ales. The basement room also contains a small woodworking bench. The walls are made of crudely cut stone blocks, and the floor consists of packed dirt. The chilly air smells of earth and damp stone.

This room is used for storing goods and food used at the inn. The workbench is used by Inga for repairs and crafting wooden furniture.

—> On a closer look, DC 15 Wisdom (Perception): As you look around the basement, it strikes you as odd that there are no crates or barrels stored near the western wall. You also notice a small puddle on the floor, which has formed from water that drips from a crack in the wall. Your gaze traces the outline of the crack, and you realise that it forms a rectangular shape –rather similar to a low door.

The concealed door is an expertly crafted pivot door. It can be opened by pushing a specific area on one of its sides. The door opens to the 19.-hidden-room.

19. hidden room

The ceiling in this narrow room reaches only three feet. Inside the room are several crates, a couple of chests, and an empty wooden barrel.

The crates and chests contain various high-quality merchant’s goods: Bottles of fine wine from distant regions carefully packed in layers of hay and wood shavings, iron ingots stamped with Hammersong’s sigil, bolts of fine textiles, wrapped furs, and elegant glassware for alchemy purposes.

**—> On a closer look, DC 10 Wisdom (Perception): ** You notice that the wine bottles are labelled with the letters O.I.

The label stands for Outer Islands. The bottles are similar to those found at the glade where the stenbumling troll clashed with the smugglers.

This room was originally built long ago as a secret space for the inhabitants to hide in if the inn was attacked by marauding monsters or overrun by bandits. It is currently being used by Inga, who helps local smugglers hide their contraband before it is moved through the mountains to avoid the toll at Oxgate.

20. basement room

This room can be accessed by the stairs that lead down from the Common Room.

The room is simple with stone walls and a well-scrubbed floor. It is furnished with a wardrobe and a cleaning closet. The air smells of pine and drying laundry.

The wardrobe contains fresh soap and clean fluffy towels for guests using the Bath. The cleaning closet contains two brooms, three buckets, a mop, a brush, a dustpan, and a jug with homemade soft soap.

The smell from the drying laundry comes from the nearby Laundry Room.

21. bath

A majestic bathtub in gleaming copper with golden griffon’s claws for feet immediately steals the attention of those who enter this room. In front of the bath lies a welcoming plush round rug. There is also a changing area with a hanging sheet that offers privacy, a rack for hanging clothes, and a shelf with stacks of clean towels, bars of soap, and a small selection of scrubbing brushes with long and short handles.

The bath can be used by guests for a small fee. The bathtub is a magic item called Zacki Buttercup’s Magnificent Bathtub, and it can bestow a range of different magical effects upon creatures who bathe in it. See chapter 11 for more information about this wondrous item.

22. laundry room

This room contains a long wooden tub filled with water, diluted lye, and pine soap. On a table are several washboards and scrubs. A rack of shelves holds clean and ironed sheets, towels, and customers’ clothes. The air smells strongly of fresh pine soap and drying laundry.

Inga uses this room for laundering the inn’s bed linen, tablecloths, the clothes of her guests, and other items. The wooden tub is used for soaking particularly dirty textiles.

::: columnbreak
:::

table-of-contents

Introduction

    - Mysterious Clues

    - Arriving at the Inn

    - Solving the Murder

    - Interviewing the Suspects

    - The Crime Scene

    - Rooms at the Old Wolf Inn

    - Unfolding the Mystery

    - Rewards and Aftermath

    - Appendix

NPC’s

    - Artemis Nahanna

    - Cael Thraelive

    - Enoch the Birdwhisperer

    - Hugo von Silverton

    - Inga Broadhammer

    - Jon Callion

    - Kara Tanner

    - Vittra Northdaughter

    - William Fastfinger

Monsters

    - Stenbumling Troll

Link to original

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Previous: [[plots/murder-at-the-old-wolf-inn/the-crime-scene|The Crime Scene]]
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Next: [[plots/murder-at-the-old-wolf-inn/unfolding-the-mystery|Unfolding the Mystery]]
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