TEXT:  
   
  Also in the Interesting Inns series 
   
  #1 Sail’s End 
  #2 Muddy Boots 
  #3 xxxx 
  #4 The Temple Bar 
  #5 The Green Watch 
   
   
   
   
   
   
   
   
   
   
   
   
   
  Interesting Inns Series  
  Muddy Boots 
  by KEITH DONE 
  For Character Levels 1-3 
  
  Interesting Inns – Muddy Boots 
   
  1 
   
    
   
   
   
  This product makes use of the Pathfinder RPG Core Rulebook. These rules can be found online as part of the Pathfinder Roleplaying Game 
  Reference Document at paizo.com/prd.Paizo Publishing, LLC 7120 185th Ave NE, Ste 120 Redmond, WA 98052-0577 paizo.com 
  Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder Roleplaying Game and the Pathfinder Roleplaying Game 
  Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used under the Pathfinder Roleplaying Game Compatibility License. See 
  http://paizo.com/pathfinderRPG/compatibility for more information on the compatibility license. 
  Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Publishing, LLC. See 
  http://paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game. Paizo Publishing, LLC does not guarantee 
  compatibility, and does not endorse this product.  
  Credits 
  Author – Keith   
  Cartography – Malcolm Owen 
  Editor - Angela Caffery, Keith Done 
  Artwork- Nigel Bell, Adrian Mackay, Bob Jones, Keith Done 
  Layout Artists – Angela Caffery, Keith Done 
  About the Author 
  Keith Done is the head of the ‘Friends of Eldoria’ (FOE) a group of RPG enthusiasts who write modules for the rich 
  world of Eldoria created which he started creating in 1980. Keith has been GMing and designing RPGs for the past 
  30+ years and has been active running and designing competitive games for conventions Australia-wide. Keith 
  Done worked for the Brisbane=based PC games company Auran for two years and has had a number of modules 
  and resources previously published including the Encyclopedia Eldoria, the Dark Awakenings Series, Shades of Grey, 
  Sanctuary and Mindbane. He is currently working on an updated Encyclopedia Eldoria for Pathfinder and the 
  Reliquarium Eldoria, a book totally devoted to the religions of Eldoria. 
  FoE Publishing (Friends of Eldoria) 
  FoE is a group of role playing game enthusiasts who have been playing and designing for the 
  world of Eldoria since its’ first conception. In the early 80s Eldoria was created by Keith Done and 
  this has been developed and added to over the past 35 years. The goal of FoE publishing is to 
  share our ideas with the world, further build the Eldorian gaming community and provide gamers 
  with quality role playing material. 
  
  Interesting Inns – Muddy Boots 
   
  2 
   
  About this Publication 
   
  “It’s getting dark - let’s find an Inn!” 
  Have you ever felt the pressure and frustration when faced with designing an impromptu inn when 
  players are tired of travelling or want to stay in a city?  Then Interesting Inns is the answer to your 
  dilemma. These a very detailed inns that you can drop into your own campaign or use in the world of 
  Eldoria.  
  Each location in the Interesting Inns Series features detailed descriptions of the exterior and interior, 
  customers, goods and services and NPCs who drink there on a regular basis. There are also plot hooks 
  to weave in your own game.  
  Basic statistics and motivations have been given for all minor staff and patrons, with detailed stat 
  blocks and history for major NPCs. 
   
  The Setting 
  This resource has been written for the fantasy world of Eldoria and throughout are explanations for 
  terms specific to that campaign setting. However if you want to use it in your own campaign, the details 
  and statistics can very easily changed to suit the world you are playing in. If you find the world of Eldoria 
  intriguing, more information can be found in Encyclopedia Eldoria and Reliquarium Eldoria 
   
   
   
   
   
   
   
   
   
   
  
  Interesting Inns – Muddy Boots 
   
  3 
   
  Contents 
   
  Credits ..................................................................................................................................................................... 1 
  About the Author ................................................................................................................................................... 1 
  FoE Publishing (Friends of Eldoria) ....................................................................................................................... 1 
  About this Publication ........................................................................................................................................... 2 
  The Setting .............................................................................................................................................................. 2 
  Muddy Boots Inn and Surrounds ........................................................................................................................... 5 
  Prices................................................................................................................................................................... 6 
  Exterior Description ................................................................................................................................................ 6 
  (1) Landing Stage ............................................................................................................................................... 6 
  (2) Veranda ......................................................................................................................................................... 8 
  Interior Descriptions ............................................................................................................................................... 8 
  Ground Floor Rooms .............................................................................................................................................. 8 
  (3) Foyer ............................................................................................................................................................. 8 
  (4) Downstairs Bar-Room .................................................................................................................................. 8 
  Patrons of the Downstairs Bar .................................................................................................................... 10 
  (5) Privy ............................................................................................................................................................. 10 
  (6) Kitchen ........................................................................................................................................................ 10 
  (7) Store-Room ................................................................................................................................................. 10 
  Upper Floor Rooms............................................................................................................................................... 11 
  (8) Balcony ........................................................................................................................................................ 11 
  (9) Upstairs Bar-room ...................................................................................................................................... 11 
  (10) Upstairs Store-room ................................................................................................................................ 13 
  (11) Staff Room ................................................................................................................................................ 13 
  (12) D’miko’s Room ......................................................................................................................................... 13 
  (13) Gambling Den ........................................................................................................................................... 13 
  (14) Moylyn’s Room......................................................................................................................................... 14 
  (15) Treasure Room ......................................................................................................................................... 14 
  (16) Upstairs Privy ............................................................................................................................................ 15 
  (17) Tall B’kar’s Room ...................................................................................................................................... 15 
  (18) Andarra’s Attic .......................................................................................................................................... 15 
  
  Interesting Inns – Muddy Boots 
   
  4 
   
  Secondary Building: Accommodation .................................................................................................................. 17 
  (19) Rope Bridge .............................................................................................................................................. 17 
  (20) Jann Sallaway’s Room .............................................................................................................................. 17 
  (21) Unoccupied Rooms .................................................................................................................................. 17 
  (22) Andarra’s Room........................................................................................................................................ 18 
  (23) P’tars Room and Alchemy Laboratory .................................................................................................... 18 
  (24) Privy........................................................................................................................................................... 19 
  (25) Bath-house ............................................................................................................................................... 19  
  Major NPC Index ................................................................................................................................................... 20 
  A Quick Who’s Who of Muddy Boots ............................................................................................................. 28 
  Plot Hooks ............................................................................................................................................................. 29 
  Maps ...................................................................................................................................................................... 31 
  Bonus Regional Notes........................................................................................................................................... 37 
  Londar’s Land ................................................................................................................................................... 37 
  The Shrouded Swap (aka The Great Swamp) ................................................................................................ 40 
  References ........................................................................................................................................................... 43 
  DriveThruRPG.com ...................................................................................................................................... 43 
  Online Community ...................................................................................................................................... 44 
  Previously Published Modules .................................................................................................................... 44 
   
   
  
  Interesting Inns – Muddy Boots 
   
  5 
   
  Muddy Boots Inn and Surrounds 
   
  Located in the heart of the Shrouded Swamp, south of the port city of Maedori, is 
  the notorious inn called Muddy Boots, where people come to make secret deals 
  far from the prying eyes of the authorities. The inn is owned by ‘Tall’ B’kar, a 
  trader and smuggler. It is a meeting place for thieves and cut-throats and is the 
  main supply point for the drug Illixia. At Muddy Boots shady deals are made by 
  villainous cutthroats and high stakes card games are played; the winner taking all. 
   
  The Muddy Boots Inn (aka Muddies) is a ramshackle building of wood and wattle 
  and daub construction with a high thatched roof. It consists of a three storey main 
  building connected to a separate secondary building by a rope bridge, all balanced 
  on a number of stout stilts, elevated 10’ above the waterline of the swamp. The 
  swamps that surround the inn are, for the most part, quite shallow with the 
  waters being an average of 3’ deep. There are some deeper channels marked out 
  by posts and used by boatmen who traffic in goods with “Muddies” and the 
  hamlet of Peat (which mines Peat). A raised road was constructed between 
  Maedori and Peat 100 years ago but this fell into disrepair when cheap coal from 
  Sard flooded the Londar markets and became the main fuel source of the city. 
  Peat is now only used by the poor. The road begins to break up half way to Peat 
  and becomes a series of small islands. Muddy Boots is situated about 500 yards 
  from where the old roads fall into disrepair and the final stretch of getting to the 
  inn involves using a boat or coracle or wading there.  
   
  The more dangerous denizens of the swamp include alligators, swamp cobras and 
  trapper clams so most people use boats. These can be hired from a man called 
  Quister who has a shack at the road’s end and maintains a small number of 
  rowboat’s and coracles. 
  The swamp is dominated by bulrushes that are cut and dried to make baskets, 
  hats and cheap belts. They are also harvested by locals to make rudimentary flour. 
  Crumbly, sour buns called ‘rushies’ are popular in the poorer parts of Maedori and 
  at the inn. Other food sources in the swamp include mudwinkles, tiger eels and 
  whistler hens (a waterfowl that has the ability to wade on the surface of the 
  water). 
  The swamp is covered in continual thick fog. Visibility in daylight is 2d6 yards. At 
  night this is reduced to 2d4 yards. In winter (or on rainy days) this can be reduced 
  to 1d4 yards. An effect like static electricity, but crimson in colour, is often 
  observed when the fog is at its thickest; occasional small lines of tiny red 
  lightning jump from the bulrushes to those who push through them. There has 
  never been any ill-effect recorded from this strange phenomenon. 
   
  MAEDORI 
  The territories that make up 
  Londar’s Land consist of a 
  group of three islands located 
  at the juncture of the Sea of 
  Souls and the Sea of Five 
  Winds; they are Southwind, 
  Sharruck and Loakiish. The 
  largest 
  of 
  the 
  group 
  is 
  Southwind, where the capitol 
  of Maedori is located. Maedori 
  has a deep water port facility 
  with 
  a 
  fortified 
  harbor, 
  providing a potential berth for 
  a 
  great 
  many 
  merchant 
  vessels. However, the sailors 
  of Londar’s Land care little for 
  trade as most are privateers 
  who 
  prey 
  upon 
  the 
  commercial traffic of the Sea 
  of Souls. 
  Maedori is a strange city; a 
  colorful place, where all kinds 
  of people can be found. 
  Rogues 
  and 
  pirates 
  rub 
  shoulders wealthy diplomats 
  negotiating for the release of 
  hostages. 
  There are several captains and 
  crews who frequent Maedori 
  and have been traditionally at 
  odds with each other for 
  generations. They are required 
  to drink at specific inns and 
  taverns and to keep their 
  hostilities against each other 
  confined to the open sea. 
   
   
  
  Interesting Inns – Muddy Boots 
   
  6 
   
  Prices 
   
   
   
  Exterior Description  
  Muddy Boots rises out of the mists of the Shrouded Swamp on a network of rickety looking stilts. The 
  primary building has two main storeys and a smaller third storey on its southern facing. The overall 
  appearance of the inn is one of disrepair. There are holes in the exterior walls and makeshift repairs to 
  the structure in many places. Rubbish floats in the murky waters that surround the inn.  
   
  (1) Landing Stage 
  A wooden pontoon stands outside the inn, with a long sloping rope bridge connecting it to the inn. 
  Several coracles are moored alongside the pontoon. A one-eyed man sits on a crab pot at one end, 
  carving a piece of wood. Behind him are several tea-chests full of boots and shoes. There is also a cage 
  suspended in the water where agitated serpentine forms coil and writhe. The rope bridge leads up to a 
  large veranda that fronts the primary building. Here tables are set up for patrons to engage in more 
  private conversations, although at night it is usually too cold for such meetings. 
   
  GM NOTE:  
  The game statistics of personalities who work or frequent the Muddy Boots inns are represented in two 
  ways. Minor characters have a basic indication of their race, sex, character class and level. As GM you are 
  free to flesh out the rest of their attributes. Major characters are fully detailed but you are still free to 
  change their statistics to suit your own game, if required. 
   
   
   
  Menu Item 
  Cost 
  Eel Pie 
  1cp 
  Salted Fish 
  2cp 
  Gator Cakes 
  3cp 
  Bread and Chees 
  2cp 
  Muddie’s Brew 
  1cp 
  Northland Brandy 
  1sp 
  Jersal’s Whisky 
  5cp 
  Soul Rum 
  8cp 
  Black Dragon’s Venom  
  10gp a shot 
  Room for one 
  1gp 
  Shared Room (up to 32 occupants) 
  6sp pp 
  Use of Bath House  
  5cp 
  
  Interesting Inns – Muddy Boots 
   
  7 
   
  The man on the landing is Kivv (Male Human Rogue Level 1 NE). 
  Kivv is 30 years old with a slight build and dirty complexion. He has short cropped 
  dark hair and a Tall moustache. His left eye is ruined and covered by an eye-patch. 
  He is armed with a sharp knife with which he whittles at pieces of wood in his 
  down-time.  
   
  Kivv asks people to leave their boots in the boxes if they are muddy and he puts 
  them in the tea-chests on the landing. If you pay him 1cp he will make sure nobody 
  takes the wrong pair when they leave. If someone with muddy boots refuses to 
  leave them with him, Kivv will shout out to the bouncer, Gazma, who is usually up 
  on the veranda Gazmal will insist the guests divest themselves of their boots. If 
  attacked, Kivv will dive underwater and resurface beneath the Inn where a ladder 
  giving access to the 1st floor exists. The cage that is suspended in the water is made 
  of wire and has a hinged lid. It is filled with six Swamp Cobras; a particularly vicious 
  and venomous aquatic snake. A long hook and staff lies on the pontoon next to the 
  cage. Kivv uses this to handle snakes. These are his ‘pets’ and they are used to 
  punish guests of the inn who cheat at gambling or otherwise cross the inn-keeper, 
  Tall B’kar. 
   
  (2) Veranda 
  Fronting the inn on its western facing is a wide veranda that overlooks the landing 
  stage. Small tables, each with two chairs, are spaced around the veranda. This 
  drinking area is frequented by day but usually empty at night, although people who 
  need privacy sometimes will hold meetings here after sundown. Entry to the main 
  drinking room is via a set of double doors, originally painted a dark blue, but this 
  has faded over the years. The bouncer Gazmal sits on a chair by the doors He is a 
  big man with tattoos of naked women on his arms. A great club sits by his side and 
  he wears leather armor. 
   
  GM NOTE: 
  Gazmal (Male Human Fighter Level 2 LE)  
  Gazmal is a hulking man with a shaved head and cruel grin. He possesses great 
  strength but not much skill with a weapon. He is totally loyal to Tall B’kar and is in 
  charge of all of the guards of the Muddy Boots Inn. Gazmal is a major NPC and his 
  full details are provided in the Major NPC Index. 
    
   
   
   
  SWAMP COBRA 
  Swamp 
  cobras 
  are 
  an 
  aggressive species of aquatic 
  snake that  can be found in 
  swampy terrain on Londar’s 
  Land and in parts of southern 
  Elkia and Sard. They are a 
  dark grey in colour with olive 
  diamond markings along the 
  length of their bodies. When 
  they are agitated they will 
  rise up and fan out a wattle 
  of skin that surrounds their 
  head. The inside of this hood 
  is a bright red in colour and is 
  used to intimidate opponents 
  and to attract mates  as part 
  of a courting ritual. 
  Swamp cobras can grow up 
  to 12 ft in length. 
  Use the Pathfinder statistics 
  for a standard venomous 
  snake however a swamp 
  cobra’ s venom is more 
  deadly; use the following 
  data for anyone poisoned by 
  a swamp cobra: 
  Bite—injury;  
  Save Fort DC 20;  
  Frequency 1/round for 6 
  rounds;  
  Effect 1d4 Con;  
  Cure 1 save. 
   
  
  Interesting Inns – Muddy Boots 
   
  8 
   
  Interior Descriptions 
  Ground Floor Rooms 
   
  (3) Foyer 
  Stairs ascend to the second storey. They are carpeted with a threadbare Y’siran 
  rug. Cloaks and coats hang from pegs under the stairs. A man wearing a brown 
  hauberk of studded leather armor and a red jacket and britches is leaning on the 
  stair railing on the landing up above. He brandishes a light crossbow. 
  GM NOTE: 
  The man in red watching from the landing is Molon (Male Human Fighter Level 1 
  N). He is an expert with the crossbow and also carries a dagger. He is tasked with 
  maintaining order on the ground floor and takes orders from Gazmal (although he 
  resents the big man and secretly hopes Gazmal will meet an untimely end so he 
  can be in charge of the inn guards). Gazmal forbids anyone to carry any weapon 
  bigger than a dagger on the second storey. There is a cupboard to put them in. 
   
  (4) Downstairs Bar-Room 
  This area is crammed with all manner of mismatched tables and chairs, including 
  improvised barrels as stools. Pipe-smoke clouds the air and a slide stone game is 
  being played by a few patrons in a clear space beside one wall. Illumination comes 
  from long glass cylinders hanging from ceiling beams; they light the room with a 
  dull, green eerie radiance. Ale is being served in wooden cups from a standing 
  barrel. Next to the ale-barrel is a trestle holding various bottles of spirits and an 
  assortment of metal goblets and heavy glasses. The man serving from the barrel is 
  obese with a bald head. He has a full beard and moustache. An exotic parrot sits 
  on his shoulder, squawking profanities at those who come near. 
   
  One wall has a shuttered hatch and meals are served from a nearby kitchen. 
  There is a set of green double doors on the eastern wall that provide access to the 
  guest rooms in the secondary building. 
   
  An attractive dark-haired woman with a warm smile hands out plates of food to a 
  younger girl who waits the tables.  The girl is quite pretty and engages in banter 
  with the patrons who crowd the tables. 
   
  GM NOTE: 
  The green lamps are squidlights. The glass cylinders are filled with fresh water and 
  a dash of camathene is added every hour or so to maintain the light.  
   
  The man with the parrot is Big Bradden (Male Human Commoner Level 1 LN). 
   
  SLIDE STONES 
  This is a popular game played 
  in drinking establishments 
  across Eldoria. Each player 
  has 
  five 
  stones 
  (usually 
  collected from rivers). There 
  are rules that govern the size 
  of stones used in the game. 
  This is usually self-regulated 
  but the inn-keeper can be 
  called on to make a ruling if 
  necessary. A semi-circle is 
  drawn on the floor next to a 
  wall and a line drawn about 
  10 ft from this. This is the line 
  from which stones are cast. 
  The object of the game is to 
  take turns sliding your stones 
  across the floor and into the 
  semi-circle, 
  knocking 
  out 
  your opponents stones in the 
  process. The winner is the 
  player who has most stones 
  in the semi-circle at the end 
  of a round. Ties are broken 
  by 
  having 
  stones 
  being 
  further away from the wall. 
  The is played over a number 
  of rounds equal to the 
  players 
  with 
  a 
  different 
  player going first each round. 
   
  CAMATHENE 
   
  Also known as squidlight. 
  This is a concoction distilled 
  from the ink of grey-mottled 
  squids of the Emerald Deeps. 
  It provides a dull green 
  phosphorescent light when 
  added to fresh water. It is a 
  cheap source of lighting in 
  places where there is a high-
  risk from fire. 
  
  Interesting Inns – Muddy Boots 
   
  9 
   
   Bradden wears a filthy leather apron and striped trousers. He jokes with the 
  customers and loves telling lewd jokes. Every second word is a cuss and his parrot, 
  Mr. Biscuit, continually joins him in uttering strings of colourful language. 
  Bradden once sailed the high seas as a pirate but gave up that life after 
  witnessing a number of horrific deeds perpetrated by the crew he served with. 
  Mr. Biscuit originally belonged to his old captain. 
   
  The young girl is called Moylyn (Female Human Commoner Level 1 N). 
  Moylyn is seventeen years old with short auburn hair and a rosy complexion. She 
  wears a brown dress and matching corset (with a short dagger concealed 
  beneath it).  She is quite agile and balances several plates and mugs of ale in 
  each hand as she navigates the bar-room. Moylyn is a chatterbox and loves 
  gossip. If she overhears someone telling an interesting tale she will listen in, 
  pretending to be cleaning up nearby tables.  She will sometimes sit down and join 
  in the conversation, asking questions and looking suitably impressed by the 
  stories spun by the patrons. Because of this she is a great source of local 
  knowledge and knows a lot of what deals are going down at Muddy Boots. 
   
  The older woman is Andarra (Female Human Level 3 
  Cleric of Kharic-Ohrm CE) 
  Andarra is a striking woman, with a certain allure; 
  her voice drips with honey. Her dark hair is worn 
  piled up and she dresses in a dark blue skirt 
  decorated with gold trim She gives the impression of 
  being very friendly and will joke and chide the 
  patrons. However she is a most dangerous adversary, 
  being a cleric of the secret cult of Kharic-Ohrm.  
   
  Tall B’kar is unaware of her involvement with the 
  cult. He knows she is not as she appears and is 
  hiding some dark secret but does not pry into her 
  affairs as she in a valuable asset to the inn; she is a 
  skilled healer and has displayed an ability to use 
  magic to help B’kar achieve his goals. About a year 
  ago she convinced B’kar to let her establish a brothel 
  on the third storey of the inn, which is has become 
  known “Andarra’s Attic”. Her motivation in starting 
  the brothel was to secure sacrifices for rituals 
  performed by the local followers of Kharic-Ohrm. 
  Occasionally a girl working in the brothel will go 
  ‘missing’ and Andarra will tell B’kar that the girl 
  didn’t work out and she sent them back to Maedori. 
  Andarra is a major NPC and her full details are 
  provided in the Major NPC Index. 
   
  KHARIC-OHRM 
  GOD OF PAIN AND DISEASE 
  The cult of Kharic-Ohrm is 
  banned in most countries. 
  Fundamental to the religion 
  is the belief that Stavilor (the 
  afterlife) is a paradise that 
  exists in unison with the 
  prime material plane and 
  that the gifts and pleasures 
  bestowed upon the world by 
  the 
  other 
  Gods 
  are 
  a 
  distraction, that prevent true 
  followers 
  of 
  Kharic-Ohrm 
  from seeing and entering the 
  realm of Stavilor. Unless a 
  devotee sees Stavilor during 
  their lifetime, they will never 
  be able to find their way to 
  paradise. Only under great 
  duress can a mortal being 
  hope to glimpse Stavilor. 
  When subjected to intense 
  pain, there is a threshold that 
  is 
  reached 
  whereby 
  the 
  subject 
  will 
  either 
  lose 
  consciousness or transcend 
  their physical limitations and 
  enter the blessed realm.  
  The cult subjects people to 
  horrendous torture to help 
  them find their way to 
  Stavilor and use their victims 
  in a bid to communicate with 
  their deity. 
  The symbol of Kharic-Ohrm is 
  a white rose. 
   
   
   
  
  Interesting Inns – Muddy Boots 
   
  10 
   
  Patrons of the Downstairs Bar 
  There are usually 6+4d6 patrons in the downstairs bar at any one time. These are 
  a mixture of pirates, common-folk and thieves (Levels 1-2).  
  One special patron who frequents this room is Vadamaz (Male Human Wizard 
  Level 1 LN). Vadamaz is a petty Wizard who failed his studies at the College of 
  Arcane Science. He earns his keep reading Nalarian Tiles, a means of divining the 
  future. There is a 40% he is present each day. Vadamaz can be seen in a corner 
  dressed in a shabby grey robe stitched with mystic symbols around the collar. He 
  has slicked back black hair and a forked beard. The wizard is usually practicing 
  reading the tiles, drawing them from a small leather box and carefully placing 
  them on the table and studying them. He charges 1sp for a reading. 
  (5) Privy 
  This room has a battered door with a sign hanging on the outside by a piece of 
  rope. On one side of the sign is a large painted cross (X). Patrons turn this side 
  face up when using the privy. Inside, floorboards have been removed so people 
  can relieve themselves into the swamp. There is a thick cord of rope fixed to one 
  wall, allowing patrons to hang on while they squat. There is basket of dirty rags in 
  one corner for wiping your bum. 
   
  (6) Kitchen 
  This is a smoky room filled with bubbling cauldrons, sacks of vegetables and 
  barrels of eels and fish. The work benches lining the eastern wall are filled with 
  platters, utensils and pottery jars. Moylyn is usually busy here washing dishes or 
  cooking under Andarra’s watchful eye. There is a counter and serving hatch that 
  occupies most of the western wall and a small door in the south wall which 
  accesses the store-room. 
  (7) Store-Room 
  A cramped room full of bulk provisions; barrels of ale, bottles of spirits, sacks of 
  flour and vegetables and the like. There is a trapdoor in the floor with a fixed 
  wooden ladder that extends down into the swamp. The trapdoor can be locked 
  by sliding a wooden bolt into place. There is a block and tackle fixed to a stout 
  beam in the ceiling overhead, with ropes attached to a cargo net. This is used to 
  haul up goods from boats. If you have a copy of the FoE Mundane Items Tables, 
  allow 1d6 rolls to find miscellaneous items amongst the stores.  
   
   
   
  NALARIAN TILES 
  FOTUNE TELLING 
  The image of the Nalarian 
  fortune-teller 
  casting 
  the 
  Tiles became commonplace 
  throughout Eldoria, so much 
  so, that the practice was 
  adopted by the College of 
  Arcane Science and 
  the 
  University 
  of 
  Pharidor’s 
  Watch, 
  in 
  teaching 
  the 
  oracular 
  arts 
  to 
  their 
  Diviners. 
  A set of Tiles always consists 
  of twenty-seven pieces, each 
  representing one of the 
  Gods 
  of 
  the 
  Eldorian 
  pantheon. When performing 
  a prediction of future events, 
  the caster of the Tiles enters 
  a trance-like state, reciting a 
  calming mantra. During this 
  time they stir the Tiles with 
  their left hand, and, upon 
  completion of the ritual, 
  they grasp a fistful of the 
  Tiles. The Tiles are then 
  dropped upon the table and 
  if there are more than three 
  Tiles upon the tablemat, the 
  excess are discarded with 
  the priority being given to 
  face-up Tiles , followed by 
  those closer to the right 
  hand side of the caster. At 
  the end of this process, only 
  a maximum of three tiles can 
  remain for the reading. 
  See the Encyclopedia Eldoria 
  for a full description of 
  Nalarian 
  Tiles 
  and 
  their 
  meanings. 
  
  Interesting Inns – Muddy Boots 
   
  11 
   
  Upper Floor Rooms 
  (8) Balcony 
  The balcony overlooks the foyer (3). Molon is usually on duty here, stopping anyone with a weapon bigger 
  than a dagger access to the second storey. There is a lockable cupboard on the balcony for storing 
  weapons.  
  GM NOTE: 
  Molon has a good memory and remembers who owns the weapons he secures. However he has been 
  known to purloin masterwork weapons, telling the owner of the missing weapon stories like, “Some big 
  guy said it was his; hey who am I to argue with someone that big?” 
   
  (9) Upstairs Bar-room 
  This level is slightly cleaner than the bar below. The tables and chairs all match and the walls are hung 
  with paintings of semi-clad women. They are all small in size and badly painted except for one large 
  painting hung behind a long wooden bar in one corner, where a middle-aged man with curly brown hair 
  serves drinks. The large painting depicts a naked woman lounging beside a pool watching two younger 
  girls who are in the pool, whispering to each other. This painting is well executed and very life-like. It 
  bears an old brass plate which reads, “The Lady Knows”. 
  A young man plays the lute in one corner, entertaining the patrons with his music. He is strikingly 
  handsome and wears an expensive-looking hood and cloak. The patrons sitting at tables in this bar seem 
  better dressed and include a smattering of merchants and middle-class folk, in addition to the usual 
  pirates and rogues. A young lad with long black hair works the tables. 
  A hallway in the north provides access to a number of other rooms. The hall is guarded by a man of 
  Y’siran extraction, wearing colorful clothing and a purple turban. He has a formidable looking scimitar at 
  his side. 
  In the SE corner of this level is a spiral stair case leading upwards to the next storey. 
  
  Interesting Inns – Muddy Boots 
   
  12 
   
  GM: NOTE 
  The bar tender is P’tar Skyver (Male Human Alchemist Level 3 LE). P’tar wears a 
  green shirt and white waistcoat and runs the upstairs bar with aid of the young lad 
  waiting on the tables, who is named Skapper (Male Human Level 1 Commoner N). 
   
  P’tar is an accomplished alchemist and is the go-to person for potions, drugs and 
  poisons. He maintains a small alchemical workshop in the residential building (see 
  entry number). He keeps a small vial of Garridia poison on a shelf under the bar, next 
  to a stiletto dagger. If there is any trouble in the room he will coat the dagger in the 
  poison. The poison will remain potent for 3+1d6 rounds once applied to the dagger. 
  P’tar is a Major NPC and his details can be found in the Major NPC Index. 
   
  Most drinks are purchased by patrons at the bar band Skapper spends most of his 
  time collecting mugs and bringing food orders up from the kitchen below. 
   
  The young man playing the lute is Jann Sallaway (Male Human Bard Level 2 CG).  
  He has shoulder length hair and wears a white lace shirt and striped britches, over 
  which is an expensive-looking hood and cloak made from black satin. He has tracked 
  his missing sister, Starah to Muddy Boots and intends to rescue her from Andarra’s 
  Attic.  Jann Sallaway is a Major NPC and his details can be found in the Major NPC 
  Index. He is also part of the Plot Hooks on page (28). 
   
  The colorfully dressed man is D’miko (Male Human Rogue Level 2 LE). D’miko sports 
  a waxed moustache and eye-patch. He will not let anyone into the corridor leading 
  to the private rooms unless Tall B’kar has personally authorized it. D’miko is a man 
  of few words with a menacing gaze.  D’miko is a Major NPC and his details can be 
  found in the Major NPC Index. 
   
  The painting, ‘The Lady Knows” has a map to a lost pirate treasure hidden beneath 
  its paper backing on its reverse side. It is one of the adventures in the Plot Hook 
  section. 
   
  GARRIDIA 
  AKA GREY DEATH 
  Garridia is a deadly poison 
  which takes the form of a 
  dark, green colored liquid 
  with 
  the 
  consistency 
  of 
  treacle and a sharp, acidic 
  odor. Garridia needs to be 
  introduced 
  to 
  a 
  victim’s 
  bloodstream be effective. It 
  should still be handled with 
  extreme care however, as 
  the smallest cut is all that is 
  required to receive a lethal 
  dose. Garridia attacks the 
  victim’s 
  nervous 
  system, 
  starting with the target area. 
  Death usually occurs from 
  cardiac arrest, when the 
  poison reaches the victim’s 
  heart. This is usually wiTall a 
  minute of exposure. The 
  bodies of people killed by 
  Garridia are often found in a 
  fetal 
  position, 
  displaying 
  expressions 
  of 
  extreme 
  agony.  
  Type: 
  Poison 
  (Animal), 
  injury/Save: Fortitude DC 18 
  Onset: 1 minute/Frequency: 
  1/round for 6 rounds 
  Initial Effect:  
  Death/Secondary Effect: 2d6 
  Con damage 
  Cure: There is currently no 
  known 
  specific 
  antidote 
  other than magic that can 
  help a victim poisoned by 
  Garridia. 
   
   
  
  Interesting Inns – Muddy Boots 
   
  13 
   
  Andarra also frequents this area when the kitchens and attic brothel do not require 
  her attention. She mingles with the richer clients and meets in secret with members 
  of her cult. 
   
  (10) Upstairs Store-Room 
   
  This is stocked with kegs of ale and all manner bottles of spirits. Platters, mugs and 
  miscellaneous pots and pans are kept in wooden crates. 
   
  GM NOTE:   
  If you have a copy of the FoE Mundane Items Tables, allow 1d6 rolls to find 
  miscellaneous items amongst the stores. 
   
  (11) Staff Room 
  The kitchen staff and guards billet in this cramped room. Eight hammocks occupy 
  the area (four lower and four upper hammocks) with little room to maneuver. 
  Between 1-10 staff members sleep here any time between the late evenings and 
  early hours of the morning. There are several footlockers containing miscellaneous 
  clothing (allow 6 rolls on the mundane items table). If you have a copy of the FoE 
  Mundane Items Tables, allow 1d8 rolls to find miscellaneous items amongst the 
  footlockers. 
   
  (12) D’miko’s Room 
  This is a simple bedroom with a comfortable bed and a storage chest. 
   
  GM NOTE: 
  This room is used by D’miko, the chief guard. The chest contains 3 sets of clothing 
  and a pair of tall leather wading boots. There is a cotton pouch of tobacco and a 
  bone pipe, along with a set of gambling dice. A secret compartment hides 250gp 
  and a large ruby (valued a 700gp) 
   
  (13) Gambling Den 
  This room has a central round table and six plush red leather chairs. It is lit by a 
  candelabra made from a ship’s wheel. A small shelf holds several bottles of liquor 
  and silver goblets. Tall B’kar hosts a weekly high stakes card games with an entry 
  fee of 100gp and bests of a minimum of 20gp. The most popular game is Dragons, 
  which is similar to poker. 
   
  D’miko is usually on guard in the corridor outside when a game is in progress. B’kar 
  loves gambling and is an honest man when it comes to a game of chance. However 
  he will deal out harsh punishment to anyone who cheats in his inn (or otherwise 
  proves to be an extreme nuisance). The favorite form of punishment is called Barrel 
  of Woe (see Tall B’kar in the Major NPC Index). 
   
   
   
  DRAGONS 
  A CARD GAME 
  Dragons is a popular card 
  game throughout northern 
  Eldoria and the islands of the 
  Sea of Souls. A typical deck 
  consists of 50 cards. There 
  are 
  nine 
  suites, 
  each 
  represented by a different 
  animal (lion, antelope, bear, 
  serpent, 
  spider, 
  wolf, 
  elephant, boar and monkey). 
  There are five cards in each 
  suite (numbered 1-5). There 
  are also an additional suite of 
  cards 
  consisting 
  of 
  five 
  unnumbered 
  dragons 
  of 
  different colors (black, red, 
  gold, green and white). This 
  is 
  a 
  special 
  suite 
  that 
  operates differently to the 
  others. The game has similar 
  elements to poker. You are 
  dealt five cards and have an 
  option to purchase a new 
  selection 
  of 
  1-4 
  cards 
  (discarding the same number 
  as drawn). 
  You are trying to get the 
  highest 
  score 
  after 
  the 
  second draw. The numbered 
  animals of the same suite 
  add their values together. 
  Only one animal suite can be 
  used in this way. However, if 
  you have one dragon you can 
  use the scores of all animals 
  in your hand. Two dragons 
  allows you to also double all 
  values. Three dragons triples; 
  four 
  dragons 
  quadruples. 
  Nothing beats five dragons 
   
  
  Interesting Inns – Muddy Boots 
   
  14 
   
  (14) Moylyn’s Room 
  This small bed chamber It has a simple bed with colorful bed linen and a wooden 
  chest for belongings. There is a cracked mirror hanging on one wall and a shelf 
  containing a hair-brush and several hair-ribbons, bobby pins and hair-clips. 
   
  GM NOTE: 
  This room belongs to Moylyn, the young woman who waits on tables in the 
  downstairs bar. The chest contains six changes of plain dresses, a corset and two 
  pairs of leather slippers. A small velvet bag contains 6cp and a pair of ivory ear-rings 
  shaped like crescent moons. 
   
  (15) Treasure Room 
  This small room holds the cash from takings and a few other valuables. The heavy 
  door is iron bound and locked.  Tall B’kar keeps the key on a ring round his neck. 
  Inside the room is mostly bare except for a single wide shelf about 4’ above the 
  floor on the west wall. A stout iron chest rests on the shelf. It is locked with a 
  padlock. 
   
  GM NOTE:  
  The door Lock DC is 30 and the padlock Lock DC is 20.The chest is a trap. It is bolted 
  to the shelf and cannot be easily moved (DC20 Perception Check to notice the bolts 
  fixing the chest to the shelf). The real chest is hidden in a secret compartment in the 
  wall behind the fake chest, below the shelf (DC22 Perception Check to discover 
  secret panel). The fake chest is trapped with a device INSIDE it. Detecting traps on 
  the outside will reveal nothing. If opened the chest appears to be brimming with 
  gold coins but this is just a Tall layer of coins sitting on top of a piece of parchment 
  stretched across the top of the chest. Below the paper is a bear trap chained to the 
  inside of the chest.  Players trying to remove the coins without realizing the chest is 
  trapped may activate the trap. 
   
  Bear Trap: Allow a DC 20 Reflex Save to avoid the trap if it goes off. 
  Type mechanical; DC20 Perception; Dc20 Disable Device. Trigger location; Reset 
  manual.; Effect Atk +10 melee (2d6+3); sharp jaws spring shut around the player’s 
  hand(s) and holds the player immobile; the player can escape with a DC 20 Disable 
  Device check, DC 22 Escape Artist check, or a DC 26 Strength check.  
   
  The real chest contains 2000gp, 8 jeweled necklaces, a gold statuette of the 
  Goddess Tiea, 12 doses  of the drug Illixia (in small cloth bags) and a slim +1 
  Ismodian dagger (35 charges).There is also a secret door in the north facing wall 
  that provides entry to the treasure room from Tall B’kar’s bed room. It is very well 
  concealed (DC 25 Perception). 
   
   
   
   
  ISMODIAN MAGIC 
  WEAPONS AND ARMOR 
  In Eldoria there are two 
  distinct types of magic items; 
  Caldarthan devices; those 
  crafted thousands of years 
  ago and Ismodian devices; 
  modern magic items, which 
  are a pale reflection of those 
  ancient creations. 
  All Ismodian weapons and 
  armor start with 50 charges 
  If the weapon inflicts a 
  successful critical hit it loses 
  1d4 charges. If spell-effects 
  have been included in the 
  creation of the weapon, 1 
  charge is used each time the 
  spell-effect is used. When all 
  charges 
  are 
  used, 
  the 
  weapon 
  will 
  lose 
  its 
  enhancement bonus and/or 
  spell effect and becomes a 
  mundane masterwork item. 
  Every time an attempt to hit 
  the armor is unsuccessful the 
  armor loses 1 charge (its 
  magic helped divert or stop 
  the damage. A potential 
  critical hit made against the 
  armor that is not confirmed 
  by the second roll causes the 
  armor to lose 1d4 charges. If 
  spell-effects 
  have 
  been 
  included in the creation of 
  the armor, 1 charge is used 
  each time the spell-effect is 
  used. When all charges are 
  used, the armor loses its 
  enhancement bonus and/or 
  spell effect and becomes 
  mundane masterwork armor. 
  
  Interesting Inns – Muddy Boots 
   
  15 
   
  (16) Upstairs Privy 
  This privy is much cleaner than the one in the downstairs bar. There is a raised wooden sitting area with 
  three holes; below each is a wooden bucket. Sprigs of scented herbs hand from the ceiling and there are 
  clean rags provided in a box along with a lidded box for the disposal soiled rags.  
   
  GM NOTE: 
  The young lad Skapper has the unenviable task of cleaning out the privy. There is a latched door in the 
  front of the raised wooden structure. This can be opened in order to access the buckets inside. 
   
  (17) Tall B’kar’s Room 
  This room is more richly attired and has a canopied bed and small dining table. The table is set with gold-
  edged plates and a crystal decanter of port wine. A decorative carved chest sits in a corner beneath a 
  shelf of colorful potted plants and fungi plants. The chest is locked and contains: 
   
  - 
  A pouch of 235sp 
  - 
  A pouch of the drug Illixia 
  - 
  3x sets of fine clothes 
  - 
  A wooden box containing 2 vials (2x CLW potions/1x Cure Serious Wounds potion).  
   
  GM NOTE:  
  The key to the chest is one of three keys worn on a thong around Tall B’kar’s neck. The Lock DC is 30. 
   
   (18) Andarra’s Attic  
  This is the brothel of Muddy Boots Inn, nestled in a third storey attic w with a sloping roof. It is accessed 
  by a spiral stair from the upstairs bar-room. The foyer area at the top of the stairs is lit with scented 
  candles. There is a table, on which rests a small cash tin and several bottles of liquor. 
   
  A beaded curtain covers the entrance to a corridor where there are doors to three bedrooms. Each room 
  has a locked door and a viewing panel.  
   
  GM NOTE:  
  The brothel is usually only available to patrons late in the evening. At that time, if he is not required for 
  guard duty, to watch over a card game, the guard D’miko is usually sitting here drinking Taak with 
  Andarra. The cash tin holds 50sp and 15cp. It costs 5sp for a half hour session or 10sp to stay overnight. 
  Room 3 is currently off-limits. The key to the rooms is in the cash tin. When nobody is here, the cash tin is 
  kept in the kitchen on the ground floor. 
   
  All bedrooms are similar. The walls are decorated with lewd paintings – more work by the same bad artist 
  who decorated the downstairs bar. There is a single bed next to which is a wash stand. A small chest sits 
  beside the stand. The chest contains basic make-up, paste jewelry and scented oil. 
   
   
   
  
  Interesting Inns – Muddy Boots 
   
  16 
   
  GM NOTE:  
  Andarra procures women to work in the brothel from the 
  Swampnest, the poorer quarter of the city of Maedori. Most 
  come of their own free will but occasionally, someone will catch 
  Andarra’s eye who she wants a sacrifice to Kharic-Ohrm. These 
  are usually women who show that they are more intelligent than 
  usual. Starah Sallaway is such a person. She was kidnapped by 
  the guard D’miko (whose loyalties lie with Andarra) and is due to 
  be relocated soon to participate in rites honoring Kharic-Ohrm. 
   
  Room 1 (Yolarnee) Female Human Commoner Level 1 LN. 
  A curvaceous full-figured woman with brown eyes and short black 
  hair. She has deeply tanned skin and red painted nails. She 
  reclines on the bed wearing a bustier and revealing skirts. She has 
  a vacant expression and simply smiles a lot. Yolarnee  is addicted 
  to the drug Illixia. 
   
  Room 2 (Shallis) Female Human Commoner Level 1 N. 
  A tall lean young woman with a shaved scalp, combined with a 
  very long fall of black hair tied back in a flowing ponytail. Shallis 
  is a favorite of Tall B’kar and he often has her join him at 
  important card games to show her off (and distract the other 
  gamblers!) She wears a revealing jeweled costume and has a 
  dragon tattoos on her right arm. Shallis is looking for someone of 
  means to take her way from this life.She will tell patrons that she 
  knows of the location of a fabulous treasure and can lead them 
  to it if they buy her freedom from the brothel by paying Andarra 
  1,000gp (see Plot Hooks for full details). 
   
  Room 3 (Starah) Female Human Expert Level 1 NG. 
  Starah was kidnapped a number of weeks ago and has been quite 
  vocal and violent about trying to escape. Andarra has told Tall 
  B’kar that she is headstrong and needs to be ‘broken-in’. She is 
  currently secured to the bed by tight ropes and is gagged. She 
  wears a violet shift. Starah has shoulder-length chestnut hair and 
  has a striking face (like her brother, Jann). She is quite learned in 
  many areas of the arts and history and will fight fiercely for her 
  freedom. Starah’s room contains two large vases filled with white 
  roses each side of the bed; the white rose is a symbol of the cult 
  of Kharic-Ohrm. 
   
  
  Interesting Inns – Muddy Boots 
   
  17 
   
  Secondary Building: Accommodation 
  The secondary building that forms the Muddy Boots Inn complex is a single storey structure. Like the 
  main building it is made of wood and wattle and daub and has a thatched roof. It also stands on a 
  network of poles and stumps, above the waters of the swamp. 
   
  These are rooms sometimes rented by guests. Andarra has a permanent room here, as does the 
  Alchemist, P’tar Skyver. One other room is currently being rented to the NPC Jann Sallaway. 
   
  (19) Rope Bridge  
  A rickety rope bridge crosses between the main building and the guest accommodation.  
   
  GM NOTE: 
  The bridge is in ill repair. If there is any weight on the bridge in excess of 150lb roll a d20 (a 10r 2 means 
  that the bridge collapses. 
   
  (20) Jann Sallaway’s Room 
  This room is drab with a smell of mold. It has a small bed and a round table and stool. A leather foot 
  locker is under the bed, beside a chamber-pot. A large melted candle is in the center of the table. 
   
  GM NOTE: 
   In the locker are: 
  - 
   Two sets of basic clothing and leather ankle boots.  
  - 
  Spare lute strings 
  - 
  A small dagger 
  - 
  A leather- bound book (containing lyrics and music to 32 songs). 
   
  Hidden in a corner beneath the bed is an ornate cloak. It is a match for Sallaway’s usual performing cloak, 
  except inside it has a short-sword held in a secret sheath, inside its inside lining and a 20’ length of rope 
  wound about inside and held in place by stitches. Jann plans to use these when he makes his bid to rescue 
  his sister. 
   
  Jann Sallaway is usually here except between the hours of sundown to midnight, when he performs in the 
  upstairs bar-room 
   
  (21) Unoccupied Rooms 
  These rooms are well cleaned. Each contains various configurations of beds, empty storage chests and 
  tables and chairs (refer map). 
   
   
  
  Interesting Inns – Muddy Boots 
   
  18 
   
   
  SARITOL 
  A DRUG 
   
  Type: Drug (Animal), imbibed/Save: 
  Fortitude DC 20 
   
  Onset: 30 minutes/Frequency: 1/4+1d6 
  hours 
   
  Effect: Temporary loss of 2d4 points of 
  Con/Secondary: Boosting of all magical 
  spells of the Divination School (e.g. 
  Clairvoyance, Clairaudience). All such 
  spells are performed as though the 
  caster was ten levels higher than their 
  current level. Side Effect: Saritol’s use 
  does not come cheap. 
   
   It has drastic side effects that heighten 
  the user’s 
  tactile nerve endings, 
  increasing pain dramatically; a breeze 
  upon the skin is like fire, a touch is 
  agony; an open-handed slap can kill. 
  While under the influence of Saritol, 
  this is represented as special temporary 
  Con 
  damage 
  that 
  is 
  completely 
  restored every four rounds, however 
  there is a great danger of exceeding 
  total Con from physical contact and 
  dying from shock.  
   
  Refer following table: 
   
  Type of 
  Contact 
  Effect 
  Temp Con 
  Dmg 
  Slight touch 
  Painful 
  1d6 
  Firm touch 
  Very painful 
  2d6 
  Solid push 
  Unbearable 
  3d6 
  Temporary 
  hp damage 
  Agonizing 
  2d10 
  HP damage 
  Excruciating 
  2d10* 
   
  (22) Andarra’s Room 
  This is a larger room with a goose-down bed, two wooden chests and a 
  small dresser. The dresser contains items of make-up and bottles of 
  perfume. There are several items of jewelry, including two silver rings 
  (one set with a ruby and one set with a sapphire), a brooch shaped like a 
  dolphin and a long hair-pin made of jade with a carved rose as a 
  decoration. 
   
  GM NOTE: 
  There is a 25% chance of encountering Andarra here during the day and a 
  90% chance between midnight and dawn. A successful Appraise check 
  (DC15) will determine the rings are valued at 200gp each. Other jewelry 
  items are worth a few coppers each. 
  Chest 1 
  This contains several sets of female clothing and slippers. If you have a 
  copy of the FoE Mundane Items Tables, allow 1d4 rolls. 
   
  Chest 2 
  This contains several sets of female clothing, beneath which are: 
   
  - 
  Formal robes of a Kharic-Ohrm cleric  
  - 
  Kharic-Ohrm holy symbol (a small rose made from carved bone) 
  - 
  4 x doses of the drug Saritol 
  - 
  A small statuette of Kharic-Ohrm (a bat-like creature) 
  - 
  Necklace of (Type 1 Fireballs) (2x 3d6/1x5d6) 
   
  (23) P’tars Room and Alchemy Laboratory 
  This room is well-appointed with 2x large double beds, a dining table, two 
  chests and a writing table. There is a fireplace in the north wall with a 
  small iron cauldron bubbling away with a foul smelling odor. Every 
  surface is crammed with all manner of alchemical equipment, (even one 
  of the beds);  large retorts, racks of vials, crucibles, a large stone mortar 
  and pestle, piles of books and parchments and  scores of leather pouches 
  and pottery jars. 
   
  There are two shuttered windows either side of the fireplace that are 
  flung wide open to let out most of the fumes. 
   
  GM NOTE: 
  These are the quarters of the P’tar Skyver (Male Human Alchemist Level 3 
  LE). Skyver usually performs his alchemical research between midday and 
  sundown. He works the upstairs bar at night. His full details appear in the 
  Major NPC Index. 
   
  
  Interesting Inns – Muddy Boots 
   
  19 
   
  Amongst the papers and books on the writing table is a journal that contains the formula for Saritol and 
  Garridia. P’tar makes and supplies these drugs to Andarra.  If the other papers and books scattered about 
  the room are searched through, a small red book with a leather strap and lock can be found (DC18 if 
  searched for more than 10 minutes). This contains notes on the utterings of those ‘witnessed’ to Kharic-
  Ohrm and notes that Starah is to be offered up in three nights time at the “shattered tower’. The chests in 
  the room are locked; P’tar has the keys. 
   
  Chest 1 
  This contains: 
  - 4 sets of clothes, pock-marked with acid burns and chemical stains. 
  - A small leather pouch that holds a Cure Light Wounds potion and a Cure                             
  Moderate Wounds potion.  
  - A leather side pouch containing a rough map of the Shrouded Swamp (see Major NPC Index). 
  - A moleskin hood and cloak. 
   
  Chest 2 
  This chest is trapped. There is a loaded crossbow hidden inside, pointing upward with a tripwire set to pull 
  as the lid opens. A catch on the side of the chest disables this.  
   
  Arrow Trap: CR 1 Type mechanical; Perception DC 20; Disable Device DC 20; Effects: Trigger touch; Reset 
  none; Effect Atk +15 ranged (arrow; 1d8+1/×3). 
   
  This chest holds: 
  - 
   A Masterwork Alchemist’s Kit 
  - 
  A hessian bag holding 45gp, 23sp and 88cp. 
  - 
  A hand-crossbow and wallet of 10 darts 
  - 
  2x sets of expensive clothing, belts and boots 
  (24) Privy 
  This is slightly classier than the latrine in the main building. It has an upraised bench to sit on and a 
  potpourri in a mesh bag hanging from the ceiling. The rags for wiping yourself clean are also in a better 
  state. 
   
  (25) Bath-house 
  This contains a wooden tub lined with a canvas. The door is lockable. Several buckets are stacked in a 
  corner. There is a shelf holding a few threadbare towels and a pot of scented tallow.  
   
  GM NOTE: 
  Hot water is ordered from the kitchen for a fee of 5sp. The young lad Skapper is tasked with this and it 
  takes him about 20 minutes to prepare a bath for a paying guest. 
   
   
  
  Interesting Inns – Muddy Boots 
   
  20 
   
  Major NPC Index 
  XP 600 
  Male human rogue 3 
  NE Medium humanoid (human)  
  Init +2; Senses Perception +6 
  AC 13, Touch 12, flat footed 11 (+1armor quilted cloth +2 Dex)  
  hp 20 (+3d8+3)  
  Fort +1, Ref +5, Will +1  
  Speed 30ft 
  Base Melee +2  
  Dagger +3 magic (1d4/19-20x2): Damage bonus +1 magic 
  Short Sword +3 weapon finesse (1d6/19-20x2): Damage bonus +0 
  Special Attacks Sneak Attack at an extra (d6)  
  Str 10, Dex 15, Con 10, Int 15, Wis 10, Cha 14 
  Base Atk +2 CMB +2; CMD +14  
  Feats Canny Observer, Armour Prof Light, Coax Information, Evasion, Skill Focus (Bluff), Weapon Focus (short 
  sword) 
  Skills Acrobatics +8, Appraise +8, Bluff +11, Climb +0, Diplomacy +7, Disable Device +7, Disguise +2, Escape Artist 
  +2, Intimidate +8, Know Dungeon +2, Know Local +7, Linguistics +8, Perception +6, Profession Barkeep +2, Sense 
  Motive +4, Sleight of Hand +6, Stealth +8, Swim + 0, Use Magic Device +7 
  Languages Common, Y’siran 
  Combat Gear +1 dagger (Ismodian magic) 
  Other Gear a pouch of 5gp and 13sp; a skeleton key that opens all locked doors in the Inn; a pouch of snuff 
  Evasion Reflex save no damage instead of ½ Trap Sense Reflex save and AC when dealing with traps bonus 1 
  Trapfinding Can find magical traps; Trapfinding -2 A rogue adds 1/2 her level to Perception skill checks made to 
  locate traps and to Disable Device skill checks (minimum +1). 
  Tall B’kar is a tall lanky individual with close shaven black hair and a trim moustache and beard. He has cold, steely 
  grey eyes. B’kar dresses in expensive clothes, favouring a quilted grey jacket and matching britches. His passion is 
  gambling and he loves organising and playing a high stakes game of Dragons once a week. He detests anyone who 
  cheats in his games or cannot pay their debts and has earned a reputation of dealing out a hideous punishment 
  called “Barrel of Woe”. This involves transgressors being set adrift in a sealed barrel, after Kivv has dropped one of 
  his swamp cobras in with the victim. B’kar met Andarra five years ago and employed her as a cook. As his interest 
  TALL B’KAR  (Rogue)  CR2  
  DEFENSE   
   
   
   
   
   
   
   
   
   
    
  OFFENSE 
   
   
   
   
   
   
   
   
   
    
  STATISTICS 
   
   
   
   
   
   
   
   
   
    
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  Interesting Inns – Muddy Boots 
   
  21 
   
  in gambling increased, he has gradually handed more of the management of the Inn over to her; she is efficient at 
  her job and very reliable. This culminated with Andarra establishing her brothel, “Andarra’s Attic” last year. 
  B’kar knows Andarra has some scheme going and that she vanishes from the Inn once per season but he doesn’t pry 
  into her affairs. He plans to make enough money from gambling and smuggling so he can retire back in his home 
  country. Any scheme that involves making him a pot of gold will be of interest to Tall B’kar. 
   
  XP 600 
  Female human cleric 3 
  NE Medium humanoid (human)  
  Init +5; Senses Perception +5 
  AC 11, Touch 11, flat footed 10 (+no +1 Dex)  
  hp 20 (0d8+3d8+3) 
  Fort +3, Ref +2, Will +5  
  Speed 30ft 
  Base Melee +2 
  Dagger +3 magic (1d4/19-20): Damage bonus +1 magic 
  Str 10, Dex 12, Con 11, Int 13, Wis 14, Cha 14 
  Base Atk +2 CMB 2; CMD 13 
  Feats Alertness, Armour Prof Light, Armour Prof Medium, Improved Initiative, Self Sufficient, Shield Proficiency, 
  Simple Weapon Proficiency 
  Skills Appraise +1, Diplomacy +7, Heal +8, Know Arcana +6, Know History +1, Know Local +1, Know Nobility +1, 
  Know Religion +6, Know the Planes +1, Linguistics+ 5, Perception +5, Profession Cook +3, Sense Motive +9, 
  Spellcraft +1, Survival +4  
  Languages Common (Sardellan) 
  Spells Prepared (CL 3 Concentration +5) 
  Level 0 (4) DC 12: Bleed, Create Water, Inflict Minor Wounds, Light 
  Level 1 (4) DC 13: Old Wounds, Comprehend Languages, Forbid Action, Protection from Good 
  Level 2 (3) DC 14: Cure Moderate Wounds, Death Knell, Instrument of Agony 
  Combat Gear +1 dagger (Pre-Redemption magic), Necklace of (Type 1 Fireballs) (2x 3d6/1x5d6) 
  Other Gear 4 x doses of the drug Saritol 
  GM NOTE:  
  Unless specifically prepared for trouble, Andarra normally keeps the Fireball Necklace and Saritol in her room. 
  Channel Negative Energy 3+ CHA mod / day in 30ft burst. DC 10 + 1/2 level + CHA mod, number of d6 = 2 
  Touch of Evil Melee touch sickens creatures for 1/2 level rounds. Per day = 3 + WIS mod 
  Oblivious to Pain Cult initiation rites of Kharic-Ohrm provide a high tolerance for pain. All non-lethal damage 
  inflicted by each attack is reduced by 1. You are not unconscious when you go below 0 hit points. You may still 
  function as normal for a number of rounds equal to half your Constitution (rounded up). You are still dying and 
  lose 1 hit point per round. 
  ANDARRA (Cleric) 
  CR2  
  DEFENSE   
   
   
   
   
   
   
   
   
   
    
  OFFENSE 
   
   
   
   
   
   
   
   
   
    
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  Interesting Inns – Muddy Boots 
   
  22 
   
  Bonus Religion Specific Spell 
  Clerics  in Eldoria have access to certain spells that can only be cast by members of their religion.   
   
  OLD WOUNDS 
  Level cleric 1 (Kharic-Ohrm only) 
  Casting Time 1 standard action 
  Components V, S 
  Range touch 
  Target living creature touched 
  Duration instantaneous 
  Saving Throw Will (negates) 
  Spell Resistance yes 
   
  Priests of Kharic-Ohrm are masters at inflicting pain. This is a touch attack that causes the target to immediately 
  receive damage equal to half the total damage sustained over the past 24 hours. 
  Andarra is a calculating and totally evil character. The religion of Kharic-Ohrm has been banned in most places and 
  she has been forced to flee to the backwater of the Shrouded Swamp to avoid the authorities. She comes across as 
  intelligent and caring; always ready to listen to someone’s troubles and lend a helping hand. But this is a mask 
  which she expertly uses to lure people into her service or to deflect unwanted attention. Andarra is most 
  convincing at procuring young women from the poorer district of the nearby city of Maedori for employment in 
  her brothel; telling them how she will care for them and how they will gradually earn enough gold to allow them to 
  escape from their life of poverty. This, of course is all a lie.  
  Andarra has made a deal with Tall B’kar. She ‘rents’ the old upstairs attic and provides the inn-keeper with 
  entertainment for his rich gambling associates and a 20% cut of profits. Her real interest in running the brothel is 
  to provide her with a source of sacrificial victims for a rite she performs every 40 days. One of her ‘employees’ 
  simply goes missing; the explanation that is given is that they became homesick, or had earned enough money to 
  strike out on their own. She is assisted in her activities at Muddy Boots by the alchemist, P’tar Skyver and the 
  guard, D’miko. She is quite fond of Skyver and finds his alchemical skills very useful. She has asked him to formally 
  be indoctrinated into the cult at the next sacrificial offering. Of course, if he refuses, he cannot be allowed to live 
  and will be offered to Kharic-Ohrm. 
  While Andarra is usually cold and calculating, she is a passionate woman and is fond of companionship (she is 
  currently romantically interested in P’tar Skyver). But she is unhinged and can change her disposition in a 
  heartbeat if a person thwarts her plans or otherwise does not do as she wishes. This does not mean that she will 
  fly off the handle – she will always strike in a deadly and unlooked for manner, taking adversaries by surprise 
  In addition she has created a local following of the cult amongst 15 other people in Maedori (none are clerics but 
  there are 10x Lv1 commoners; 1x Lv 1 Fighter; and 3x Lv 1 Rogues). The next sacrifice is due in three days, when 
  the NPC Starah (sister of Jann Stallaway) will be’ persuaded’ to seek enlightenment from the God Kharic-Ohrm 
  before she joins Andarra’s deity in the afterlife. 
   
   
  PERSONA 
   
   
   
   
   
   
   
   
    
  
  Interesting Inns – Muddy Boots 
   
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  XP 400 
  Male human fighter 2 
  LE Medium humanoid (human)  
  Init +1; Senses Perception +0 
  AC 13, Touch 11, flat footed 12 (+1armor leather +2 Dex)  
  hp 23 (+2d10+6+2)  
  Fort +6, Ref +1, Will -1  
  Speed 30ft 
  Base Melee +5 includes STR bonus 
  Warhammer +6 weapon focus (1d8/20/x3): Damage bonus +3  
  Dagger +5 (1d4/19-20/x2) 
  Str 17, Dex 13, Con 16, Int 10, Wis 8, Cha 10 
  Base Atk +2 CMB +5; CMD +16  
  Feats  
  Cleave, Throw Anything, Armour Prof Heavy, Armour Prof Light, Armour Prof Medium, Martial Weapon Prof, 
  Power Attack, Shield Proficiency, Simple Weapon Proficiency, Tower Shield Proficiency, Weapon Focus 
  (warhammer). 
  Skills Climb +7, Intimidate +5, Ride +1 Profession: Sailor +1, Ride +1, Swim +3 
  Languages Common (Sardellan) 
  Combat Gear warhammer and x2 daggers 
  Bonus Martial Feats 
  Gazmal is a hulking brute of a man. He is tall well-muscled and often goes about bare-chested. He has a closely 
  shaved skull and dark brown eyes, with a jutting jaw, which is covered by a beard and moustache. Gazmal is quick 
  to act if a patron of Muddy Boots breaks any rules of the house – in fact he goes out of his way to find people who 
  ‘may’ be out of line. He enjoys intimidating and ejecting those he personally does not like. He particularly likes 
  dealing out the infamous punishment known as the ‘Barrel of Woe”. He does not drink and cannot abide drunkards. 
  He spends most of his time guarding the entryway to the inn, or addressing problems that arise in his own brutal 
  manner. He sleeps most of the morning in the upper floor staff room (11). Gazmal is totally loyal to Tall B’kar and 
  resents that D’miko is the head of the Muddy Boots guards. He has been keeping an eye on the activities of D’miko 
  and his clandestine meetings with Andarra and Skyver. He is aware that women from “Andarra’s Attic” have been 
  going missing on a regular basis and that the trio often travel into the swamp in a boat in the dead of night. He 
  plans to follow them next time this happens and uncover what is going on. He believes they are operating a slave 
  trade and selling prostitutes to the Iron Ring, a criminal organisation that is rumoured to have taken an interest in 
  the region lately. D’miko and his co-conspirators are selling the merchandise that belongs to the Muddy Inn and 
  tall B’kar is being cut out of the profits. Once Gazmal has evidence, he will approach Tall B’kar and expose them, 
  and hopefully become head of the Muddy Boots guards.  
  DEFENSE   
   
   
   
   
   
   
   
   
   
    
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  STATISTICS 
   
   
   
   
   
   
   
   
   
    
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  GAZMAL (Fighter) 
  CR2  
  
  Interesting Inns – Muddy Boots 
   
  24 
   
  XP 600 
  Male human alchemist 3 
  NE Medium humanoid (human)  
  Init +2; Senses ; Perception +4 
  AC 14, Touch 13, flat footed 11 (padded armor)  
  hp 23 
  0d8+3d8+3+3 
  Fort +4, Ref +5, Will +1   
  Speed 30ft 
  Base Melee +2 
  Club +2 (1d6/20/x2): Damage bonus +0 
  Bomb +5 (2d6): Damage bonus +3 (INT modifier) 
  Ranged 
  Hand Crossbow +4 (1d4/19-20/20): Damage bonus +0 
  Special Attacks 
  Bomb (Su) Number of bombs each day equal to his class level + his INT mod. No of d6 damage = 2. Add INT bonus 
  to damage. Splash Damage = Min damage, Reflex 1/2 DC 10+1/2 level + INT mod.  
  Swift Alchemy (Ex) Half the normal time to create alchemical items, and apply poison to weapon as a move action 
  Str 11, Dex 14, Con 13, Int 17, Wis 11, Cha 8 
  Base Attack +2 CMB +2  CMD +15 
  Feats Acid Bomb, Armour Prof Light, Brew Potion, Dodge, Point Blank Shot, Simple Weapon Proficiency, Exotic 
  Weapon Profciency,, Weapon Focus (Ranged) 
  Skills Craft Alchemy +9, Disable Device +8, Fly +7, Heal +6, Know Arcana +9, Know Nature +8, Perception +4, Sleight 
  of Hand +7, Spellcraft +9, Survival +4, Use Magic Device +3 
  Languages Common (Sardellan) 
  Spells Prepared (CL 3 Concentration +6) 
  Level 1 (4) DC 14 Anticipate Peril, Endure Elements, Fool’s Gold, Identify 
  Combat Gear Small wooden club, x3 vials for bombs, hand-crossbow (this is usually in a chest in Skyver’s room, 
  unless he is prepared for trouble in advance 
   
  Alchemy (Ex) Alchemists gain a bonus equal to their class level on Craft (Alchemy) checks when creating alchemical 
  items; additionally, an alchemist can use Craft (Alchemy) to identify the properties of potions as if using the Detect 
  Magic spell (he must hold the potion for 1 round to make this check) 
  Brew Potion (Ex) Brew Potion as a bonus feat. 
  Mutagen (Su)-1 +2 natural armor bonus and+4 alchemical bonus to a selected ability score for 10 mins per level 
  Mutagen (Su)-2 Take a -2 penalty to one mental ability. If STR, penalty to INT. DEX to WIS, CON to CHA 
  Poison Use Never accidentally poison self. Save against Poison bonus = 2 
  Throw Anything (Ex) Gives feat Reflex save no damage instead of ½  
  P’TAR SKYVER  (Alchemist) 
  CR2  
  DEFENSE   
   
   
   
   
   
   
   
   
   
    
  OFFENSE 
   
   
   
   
   
   
   
   
   
    
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  Interesting Inns – Muddy Boots 
   
  25 
   
  P’tar Skyver is a short, this man with a scarred face (as a result of an acid splash which occurred in his earlier studies 
  into alchemy). In his younger days many people would be taken aback or even make jokes about his appearance and, 
  as a result, he has become a recluse and quite bitter about the world. On a few occasions he took to seeking 
  revenge on those who taunted him, poisoning them or setting alight to their homes, using alchemical accelerants. 
  Three years ago he came under the suspicion of local lawmen in the city of Darringmoor and fled south to avoid 
  arrest. Eventually his journey brought him to Maedori and employment in the Muddy Boots Inn. Skyver makes a 
  cheap drug for Tall B’kar, called laarvium. It takes the form of a combustible dry powder which induces a mild feeling 
  of euphoria. It is usually mixed with tobacco and smoked in a pipe. Tall B’kar provides his gambling guests with 
  laarvium  and does a small trade selling the drug in Maedori.  
   
  A year ago Skyver struck up a business arrangement with Andarra, to make Saritol for her cult activities. Andarra 
  provided Skyver with the formula for Saritol and he maintains a supply for her on an ad-hoc basis. He has become 
  quite friendly with her (Andarra knows how to charm and influence people). Skyver has attended the last three 
  sacrificial rituals conducted by Andarra and, while he is not adverse to undertaking dark deeds, he finds the torture 
  and cruelty inflicted by Andarra on her victims to be too much for him to stomach. Although he admits to himself 
  that he once had feelings of love toward her, he has come to the conclusion that Andarra is insane and has been 
  making plans to leave Muddy Boots – and soon! The problem is that, in doing so, he could make enemies of both 
  Andarra AND Tall B’kar (whom he supplies laarvium to).  
   
  Skyver is softly spoken and can be subject to bouts of paranoia. He will always try and back down from a fight but 
  will ruthlessly pursue a path of revenge later. When not working in his laboratory he serves drinks at the bar on the 
  upper floor as part of his arrangements with Tall B’kar. 
   
  XP 400 
  Male human bard 2 
  NG Medium humanoid (human)  
  Init +6; Senses Perception +5 
  AC 14, Touch 12, flat footed 12 (+2 armor leather +2 Dex)  
  hp 9 (0d8+2d6)  
  Fort +0, Ref +5, Will +3  
  Speed 30ft 
  Base Melee +2 includes STR bonus 
  Shortsword +2  (1d6/19-20/x2) Damage bonus: +1 
  Special Attacks Fascinate (can fascinate 1 creature + 1 every 3 levels 
  Str 12, Dex 14, Con 10, Int 13, Wis 10, Cha 15 
  Base Atk +1 CMB +2; CMD +13  
  Feats Armour Prof Light, Improved Initiative: +4 Initiative checks, Shield Proficiency, Simple Weapon Proficiency, 
  Skill Focus (Bluff): +3 Bluff 
  PERSONA 
   
   
   
   
   
   
   
   
    
  JANN SALLAWAY (Bard) 
  CR1  
  DEFENSE   
   
   
   
   
   
   
   
   
   
    
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  Interesting Inns – Muddy Boots 
   
  26 
   
  Skills Appraise +1, Balance +6, Bluff +10, Concentration +5, Decipher Script +3, Diplomacy +5, Disguise +4, Escape Artist +2, 
  Gather Information +3, Listen +5, Perform +7, Sleight of Hand +6, Speak Language +3, Swim +1, Tumble +7, Use Magic Device +7 
  Languages Common (Sardellan), Elven, Y’siran 
  Combat Gear Short sword and 2x daggers 
  Other Gear a cape with secret pockets (to conceal weapons), 20’ rope, lute, lute strings, collection of music. 
  Bardic Knowledge Level + Int bonus 
  Bardic Music Can use songs once a day per level 
  Countersong May use bards perform for save vs sound 
  Inspire Courage Morale bonus on charm, fear, attack, and damage = + 1adds 1/2 her level to Perception skill 
  checks made to locate traps and to Disable Device skill checks (minimum +1). 
  Jann Sallaway is the older brother of Starah Sallaway, who is being held against her will by Andarra. The pair were 
  travelling from their old family home in Jasper to join their father in the distant city of Byalliz (their father had 
  taken up an ambassadorial post there). Their vessel stopped in the port of Maedori and the young Stallaways went 
  ashore to see the sights, accompanied by two bodyguards. While navigating some backstreets they ran afoul of a 
  gang of Andaar’s cultists, on the look-out for new victims. The guards were killed and Jann was badly wounded and 
  left for dead. Starah was kidnapped and taken to the Muddy Boots Inn. Jann was taken in by a kindly family who 
  found him and nursed back to health. He discovered his ship he had passage on had sailed without him and that he 
  was alone in a strange city with limited resources. He set about trying to find out about what had happened to 
  Starah and learned that she had been taken alive by his captors. Subsequent investigations have led him to the 
  Muddy Boots Inn, where he has taken a job as a performer while he formulates a plan to rescue his sister. He 
  knows that she is being kept up in the attic rooms and plans to rescue her as soon as an opportunity presents itself.  
   
  Jann is a handsome young man with blonde hair and brown eyes. He is instantly likeable and has a knack of putting 
  people at ease and gaining their trust. He is a talented musician and favours the lute. Although he has a competent 
  singing voice, Starah has a greater range and often accompanied him in performances for their family and friends. 
  Despite recent events, Jann is an idealistic individual, who sees the good in most people. This is a naïve attitude in 
  a place like Muddy Boots which may lead to his downfall. He is brave but not stupid and will try and get someone 
  he can trust to help him in his rescue of Starah. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
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  Interesting Inns – Muddy Boots 
   
  27 
   
  XP 400 
  Male human rogue 2 
  LE Medium humanoid (human)  
  Init +2; Senses Perception +5  
  AC 15, Touch 12, flat footed 13 (+3 armor studded leather +2 Dex)  
  hp 18 (0d8+2d8+4+2)  
  Fort +0, Ref +5, W ill +3 
  Speed 30ft 
  Base Melee +4 includes STR bonus 
  Melee Cutlass +4 (1d6/19-20/x2) Damage bonus: +4 
  Special Attacks Sneak Attack Sneak attack at an extra (D6) 1 
  Str 17, Dex 14, Con 15, Int 12, Wis 11, Cha 12 
  Base Atk +1 CMB +4; CMD +16  
  Feats Bleeding Attack: 1 point / d6 sneak damage per round bleeding , Armour Prof Light, Evasion: No damage on 
  reflex save, Improved Unarmed Strike: Considered armed even when unarmed, Martial Weap Prof, Simple Weapon 
  Proficiency 
  Skills Acrobatics +6, Appraise +5, Bluff +5, Climb +7, Diplomacy +1, Disable Device +7, Disguise +6, Escape Artist +1, 
  Intimidate +1, Know Dungeon +1, Know Local +5, Linguistics +6, Perception +5, Sense Motive +4, Sleight of Hand +5, 
  Stealth +6, Swim +1, Use Magic Device +5 
  Languages Common (Sardellan) 
  Combat Gear Cutlass, dagger 
  Evasion Reflex save no damage instead of 1/2 
  Trapfinding Can find magical traps 
  Trapfinding-2 A rogue adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill 
  checks (minimum +1).  
  D’miko is the head of the guards at Muddy Boots. He is a tall man with a muscular frame and deep tan. He has 
  prominent nose and angular cheek bones. He sports a trimmed mostache and wears an eye-patch over his left eye. 
  D’miko usually wears an ochre shirt over a jerkin of studded letaher armor and a colorful red bandana. 
   
  He is a confident fighter and is not afraid to confront his opponents quickly and without mercy. D’miko believes 
  that, if you are going to use your sword against someone, aim to finish them off in short fashion. He will always 
  deliver a coup-de-grace to anyone who has been reduced to 0 or fewer hit points. He is loyal to Tall B’kar and hard 
  on the men he commands. D’miko is often at logger-heads with Gazmal who resents D’miko’s position at Muddy 
  Boots. D’miko makes light of the friction between him and the big guard but he is waiting for Gazmal to overstep 
  the mark. When that happens he aims to kill him. 
   
  D’MIKO (Rogue) 
  CR1  
  DEFENSE   
   
   
   
   
   
   
   
   
   
    
  OFFENSE 
   
   
   
   
   
   
   
   
   
    
  STATISTICS 
   
   
   
   
   
   
   
   
   
    
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  Interesting Inns – Muddy Boots 
   
  28 
   
  D’miko was once the first mate on the notorious pirate vessel “The Black Gull” but jumped ship five years ago 
  when he led an unsuccesful mutiny against his captain, Jyrren “Red Hand” Largan. Largen has sworn to find D’miko 
  and hang him from the “The Black Gull’s” yardarm. D’miko has been on the run ever since and chose to hide out at 
  Muddy Boots last year. He has perfect sight in both eyes; the eye-patch he wears is part of a disguise, in addition to 
  staining his skin regularly with a dye. 
   
  D’miko is in the confidence with the cleric Andarra and is aware of her secret clandestine meetings in the swamp. 
  He is not sure what goes on at those meetings but he doesn’t think Andarra’s up to anything good. They just have 
  an ‘arangement’ whereby he covers for her and she speaks highly of D’miko to Tall B’kar. Andarra has told him that 
  she needs his help in a few days time to drug the girl Starah and help get her secretly out of Muddy Boots in a boat 
  in the dead of night. 
   
  A Quick Who’s Who of Muddy Boots 
  Below is a quick summary of ALL the staff of The Muddy Boots Inn 
   
  Tall B’kar 
  Male Human Rogue Level 2 LE 
  Owner of the inn 
  Andarra 
  Female Human Cleric Level 3 NE 
  Cook and chief administrator (secretly a evil cleric) 
  D’miko 
  Male Human Rogue Level 2 LE 
  Tall B’kar’s chief guard. In league with Andarra 
  Gazmal 
  Male Human Fighter Level 2 LE 
  Brutish guard who wants D’miko’s job 
  P’tar Skyver 
  Male Human Alchemist Level 3 NE 
  Makes drugs for B’kar and Andarra. Wants out! 
  Jann Stallaway 
  Male Human Bard Level 2 NG 
  Performing at the inn  but here to rescue his sister 
  Starah Sallaway 
  Female Human Expert Level 1 NG 
  A sacrificial victim imprisoned in Andarra’s Attic  
  Kivv 
  Male Human Rogue Level 1 NE 
  Watchman on the pontoon. Keeps swamp cobras 
  Molon 
  Male Human Fighter Level 1 N 
  Disarms patrons. Expert with a crossbow 
  Big Bradden 
  Male Human Commoner Level 1 LN 
  Lower floor barman. He cusses frequently 
  Moylyn 
  (Female Human Commoner Level 1 N 
  Young girl who provides table service. A gossip 
  Vadamaz 
  Male Human Wizard Level 1 LN 
  A petty wizard who reads patron’s fortunes 
  Skapper 
  Male Human Level 1 Commoner N 
  Young lad who does all the odd jobs 
  Yorlarnee 
  Female Human Commoner Level 1 LN. 
  A prostitute addicted to Illixia 
  Shallis 
  Female Human Commoner Level 1 N 
  A stunning prostitute who wants to leave the inn 
  Franick 
  Male Human Commoner Level 1 CN 
  A fisherman associated with Skyver’s plot hook 
  Dale Trillip 
  Male Human Rogue Level 3 LE 
  A smuggler associated with B’kar’s plot hook 
   
   
   
  
  Interesting Inns – Muddy Boots 
   
  29 
   
   Plot Hooks 
  This section details the major plots and schemes being driven by some of the 
  major NPCs of the Muddy Boots Inn. In addition there are some other plots 
  driven by patrons who frequent the establishment.  
   
  Rescue the Fair Maiden 
  Jann Sallaway approaches the players to enlist their support in freeing his sister 
  from Andarra’s Attic. His father is the Elkian ambassador to Y’sira and will reward 
  them if they help him rescue Starah. 
   
  Yo-ho-ho and a Bottle of Rum! 
  Tall B’kar wants someone who is not a regular at Muddy Boots to steal a cargo of 
  rum. B’kar deals with a smuggler named Dale Trillip who will be delivering a 
  cargo of 200 bottles of the notorious alcoholic drink, “Black Dragon’s Venom,” to 
  Muddy Boots tomorrow night. Trillip has a ship called the “Reaver” which is 
  currently anchored off the coast, near to the swamp. He avoids the tariffs at the 
  port of Maedori by landing his shipments at Muddy Boots and paying a fee to Tall 
  B’kar who arranges for the Venom to filter into the inns Maedori over a few 
  weeks. Tall B’kar wants the players to hijack the shipment and stow the rum in 
  the swamp at an old deserted fisherman’s hut. Trillip will have ten men 
  transporting the goods in two longboats and B’kar will provide the players with a 
  map of the route they usually take. The players will be paid 1,000gp as a group. 
   
  Skyver Makes his Move 
  Skyver wants to employ the players to attack the cultists when they next meet in 
  three days’ time at the derelict tower in the swamp. They all must be killed – 
  nobody is to escape. The players will be paid 300gp each upon completion of the 
  mission. 
   
  GM NOTE 
  Skyver will provide the players with details of the time and place that the cultists 
  will be meeting. When the attack takes place he intends to slip away and return 
  to Muddy Boots. He has secretly arranged for a regular patron of the Inn (a 
  fisherman called Franick) to meet him there. He has promised Franick 50gp to 
  smuggle a package of laarvium out of the Inn to a customer in Maedori. Note 
  that Franick bears a resemblance to Skyver. This is all a ruse – Skyver intends to 
  poison Franick and dress him in his own clothing. He will then set fire to his 
  laboratory and escape into the swamps, using a coracle moored beneath the 
  window in his room. In this way Skyver intends to be free of all his obligations to 
  both Andarra and B’kar. He is a careful man and hopes to cover all bases in case 
  the players fail to deal with Andarra. 
   
   
   
  BLACK DRAON 
  VENOM 
  Black Dragon’s Venom is a 
  notorious drink that is banned 
  in most cities, although it can 
  usually be sourced from the 
  proprietor of an inn by special 
  arrangement. Its recipe is a 
  secret, as is the origin of this 
  potent and poisonous spirit. 
   
  Black Dragon Venom, has the 
  unheard price 10 gold pieces 
  for a shot-glass but there is a 
  tradition in inns across Eldoria 
  that drinks are on the house 
  for everyone, if one hardy soul 
  can down three full measures 
  and walk a circuit about the 
  main drinking room. 
   
  Type: 
  Poison 
  (Unknown), 
  ingested/Save: Fortitude DC25 
   
  Frequency: 1/round for 2 
  rounds 
   
  Effect: 1d6 temporary Int loss 
   
  Side-Effect: 
  There 
  is 
  also 
  chance 
  of 
  permanent 
  blindness for anyone who 
  takes more than 15 points of 
  temporary Int damage from 
  BDV. A separate Fortitude 
  Save at DC 15 is made to 
  check this. 
  
  Interesting Inns – Muddy Boots 
   
  30 
   
  Getting the Dirt on D’miko 
  Gazmal wants someone to spy on D’miko over the next few days and see if the chief guard is up 
  to anything that can be used against him so that Tall B’kar gets rid of D’miko. Gazmal can’t pay 
  players anything but will put in a good word for them with B’kar if they help him. Also he can 
  ‘break the legs’ of someone that the players want dealt with.  
   
  Saving Shallis 
  Shallis is a stunning and ambitious young woman who actually sought employment as a 
  prostitute at Muddy Boots through choice. She was bored with her mundane life in the poorer 
  quarters of Maedori and thought that taking up Andarra’s offer of work at the inn would be a 
  step up on the ladder. She is a favorite of Tall B’kar (which is why she has escaped ending up as 
  one of Andarra’s sacrifices). Shallis has become bored with life at the inn and the ‘attentions’ of 
  Tall B’kar. She can buy her freedom from her contract with Andarra by paying the brothel owner 
  1,000gp. Shallis will use her feminine charms to persuade players to come up with the funds to 
  free her from Muddy Boots. In return she can lead them to a fortune in buried treasure that she 
  says she knows about, after one of her clients bragged to her about its location. This is all false - 
  Shallis knows nothing of a treasure but is very good at making up stories to convince people to 
  help her! If the party does pay for her freedom she will lead them on an endless quest, looking 
  for the opportune time to ditch them. 
   
  The Lady Knows 
  The painting, “The Lady Knows” located in the upstairs bar has a map showing the location of the 
  lost pirate treasure trove of Mad Captain Firebones, reputed to be valued at 10,000gp. The map 
  is concealed; painted on the rear side of the canvas and hidden by covering backing papers. The 
  wizard Vadamaz suspects that the map is hidden there, after researching a number of old diaries 
  and logs in the Maedori city archives. He has taken three years to locate the painting and is 
  frustrated about how he can obtain it. Vadamaz has considered telling Tall B’kar and splitting the 
  treasure with him but he does not trust the man. He has offered B’kar 500gp for the painting, 
  saying that he is  a collector of works of art and that he ‘likes’ the painting. B’kar declined; the 
  inn-keeper said that “The Lady Knows” has become a ‘fixture’ of Muddy Boots. 
   
  Vadamaz has continued to hang around the inn, reading fortunes and looking for an opportunity 
  to acquire the painting. He will approach the players to get them to steal it. He won’t tell them 
  about what “The Lady Knows” conceals but will maintain the ruse that he is a collector of old 
  paintings. He will offer the players the 500gp to be shared by the group. 
   
   
   
   
  
  Interesting Inns – Muddy Boots 
   
  31 
   
  WATERLINE (Ground Floor Level) showing the landing stage (1) and supports 
  MAPS 
  The Muddy Boots Inn (All Levels) Scale 1 square = 5ft 
  The inn is three storeys in height. In consists of the main building and a secondary structure used for 
  accommodation, which is connected to the main building via a rope bridge. The maps presented here 
  show the waterline (ground floor), the first floor, the second floor and the attic. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  1 
  Ladder leads up to Store (7) 
  1 
  
  Interesting Inns – Muddy Boots 
   
  32 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  *the rope bridge connects to the secondary building used for accommodation 
   
   
  FIRST LEVEL (showing the downstairs bar and including the landing stage) 
  Bridge* 
  1 
  2 
  3 
  4 
  5 
  6 
  7 
  
  Interesting Inns – Muddy Boots 
   
  33 
   
  SECOND LEVEL (showing the upstairs bar and including the landing stage below) 
   
   
   
  10 
  1 
  8 
  9 
  11 
  12 
  13 
  14 
  15 
  16 
  17 
  Spiral stair leads to Andarra’s Attic (18) 
  
  Interesting Inns – Muddy Boots 
   
  34 
   
  THIRD LEVEL (showing Andarra’s Attic and including the landing stage and roof of second level below) 
   
   
   
  18 
  Room 1 
  Room 2 
  Room 3 
  Spiral stair leads down to Upstairs Bar (9) 
  1 
  
  Interesting Inns – Muddy Boots 
   
  35 
   
  SECONDARY BUILDING (connected to the First Level of the main building by a rope bridge 
   
   
   
  19 
  20 
  21 
  21 
  21 
  21 
  21 
  22 
  23 
  24 
  25 
  
  Interesting Inns – Muddy Boots 
   
  36 
   
  ENTIRE COMPLEX (First Level View only)  
   
   
   
  
  Interesting Inns – Muddy Boots 
   
  37 
   
  Bonus Regional Notes 
  Londar’s Land 
  The Muddy Boots Inn is located in the fantasy role-playing world of Eldoria, on the island nation of 
  Londar’s Land. This section provides a summary of that region and, if you are interested in what you read, 
  you can learn more by purchasing “The Encyclopedia Eldoria”  and its companion book, “The Reliquarium 
  Eldoria”. 
   
  Population: 700,000 (99% Human, 1% Other).  
  Climate: Warm temperate. 
  Terrain: Fertile hilly countryside with rocky central highlands. 
  Typical wildlife: Wild boar, stoat, alligator, mountain lion, deer. 
  Principal exports: Glass, salted fish, marble, Diamondwood, thirrish. 
  Principal imports: Spices, hand-crafted goods, linen. 
  Government: Dictatorship. 
  Capitol: Maedori. 
  Current Leader: First Captain Harabard Londar. 
  Major Religions: Gurthor, Phelltar. 
  Minor Religions: Ormocea, Ulliah, Faar. 
  Regional Trait: Sea-Dog (Londar’s Land): You have grown up in a place where you rub shoulders with 
  sea-farers and pirates on a daily basis and have made frequent voyages about the Sea of Souls. Benefit: 
  You gain the additional skill Knowledge (Geography: Sea of Souls) and a +1 trait bonus to Profession: 
  Sailor. Select one of these as a Class Skill.  
  The territories that make up Londar’s Land consist of a group of three islands located at the juncture of 
  the Sea of Souls and the Sea of Five Winds; they are Southwind, Sharruck and Loakiish. The largest of the 
  group is Southwind, where the capital of Maedori is located. Maedori has a deep water port facility with a 
  fortified harbor, providing a potential berth for a great many merchant vessels. However, the sailors of 
  Londar’s Land care little for trade as most are privateers who prey upon the commercial traffic of the Sea 
  of Souls. 
   
  Maedori remains a strange city; a colorful place, where all kinds of people can be found. Rogues and 
  pirates rub shoulders with the wealthy, diplomats negotiate for the release of hostages and captain’s 
  meet with spies and plot the interception of ships or the purchase of maps that will lead them to lost 
  treasures throughout the Sea of Souls.  
  
  Interesting Inns – Muddy Boots 
   
  38 
   
  Peace is kept by Jersal’s Creed (a code of honor 
  between pirate crews) and duelling is the common 
  form of settling personal disputes. There are several 
  captains and crews who frequent Maedori and have 
  been traditionally at odds with each other for 
  generations. They are required to drink at specific inns 
  and taverns and to keep their hostilities against each 
  other confined to the open sea 
   
  Ships that operate under Jersal’s Creed display the 
  insignia of the ‘Shark’s Maw’, a stylized representation 
  of a white circle with triangular points on the inside. 
  This is a message to merchant traffic that they can 
  surrender in safety to the pirate vessel and their lives 
  and ship will be spared. The vessels also tend to be a 
  bright blue in color, as the abundance of thirrish from 
  Loakiish, allows the crews the luxury of painting their 
  decks and hull with the fire-retardant. 
   
  Each year, on the 1st Day of the March of Earth, a great boat race is held, circumnavigating the islands of 
  Londar. It is called Jersal’s Chase and a valuable torc, wrought of Diamondwood is awarded to the winner. 
  Competitors not only try to win the race in the fastest time but they will also try and eliminate other 
  crews by boarding their vessels. No violence is tolerated, other than fist fights but rival crews will try and 
  throw each other overboard. Anyone who ends up in the water is forced out of the competition. A small 
  flotilla of ships always follows the racing fleet to enjoy the spectacle and to collect those unfortunate 
  enough to have ended up overboard. 
   
  Crewmen of vessels loyal to Jersal’s Creed bear a tattoo of the Sharks Maw upon their left forearm. They 
  display the insignia of their captain upon their right forearm. If a crewman signs on with a new captain, a 
  new tattoo is placed on the right arm, above the tattoo of the prior captain who was served. 
  Identification and lineage of service is an important talking point between crewmen in the many drinking 
  holes of Maedori. 
   
  The Deepfin Channel, lying between Southwind and Sharruck Island, is a place of strange denizens if the 
  tales in local taverns are to be believed. Ships often go missing in its foggy waters, their disappearance 
  being blamed on rumors of enormous octopi that dwell in the depths. Other stories tell of a race of 
  single-eyed humanoids said to kidnap Humans and take them to their city, deep below the waters. 
  Many of the nobles who held positions of power on Southwind Island fled overseas to Odressi with King 
  Osrith in the 19th Century R. Those that remained were forced to swear fealty to the First Captain and 
  hand over half their wealth and land. Most now dwell in country estates across the north of Southwind 
  and have little to do with the authorities in Maedori but have great influence on the descendants of the 
  original islanders (who call themselves the ‘Firstwinders’. 
   
   
  
  Interesting Inns – Muddy Boots 
   
  39 
   
  BONUS MAP OF LONDAR’S LAND  
  This is a map of Londar’s Land from the FOE world resource, “The Encyclopedia Eldoria”. The Muddy 
  Boots Inn is located just south of the city of Maedori, the capital of Londar’s Land.  
   
  
  Interesting Inns – Muddy Boots 
   
  40 
   
  The Shrouded Swap (aka The Great Swamp) 
  Some of the  places in the Shrouded Swamp are mentioned in the plots that surround The Muddy Boots 
  Inn. As a GM you can use the information in this section to flesh out the local area for your own campaign. 
   
  The shrouded Swamp is a large tract of marshes situated immediately south of the city of Maedori (it 
  actually comes right up to the town’s southern walls). The swamps are, for the most part, quite shallow 
  with the waters being an average of 3’ deep. There are some deeper channels that the locals mark out 
  with posts and these are used by boatmen who traffic in goods with “The Muddy Boots Inn” and the 
  hamlet of Peat (which mines Peat). A raised road was constructed between Maedori and Peat 100 years 
  ago but this fell into disrepair when cheap coal from Sard flooded the Londar markets and became the 
  main fuel source. Peat is now only used by the poor. The road begins to break up half way to Peat and 
  becomes a series of small islands. 
   
  The swamp is dominated by bulrushes that are cut and dried to make things like baskets, hats and cheap 
  belts. They are also harvested by locals to make a rudimentary flour. Crumbly, sour buns called ‘rushies’ 
  are baked in Peat and are popular in the poorer parts of Maedori. Other food sources in the swamp 
  include mudwinkles, tiger eels and whistler hens (a waterfowl that has the ability to wade on the surface 
  of the water). The more dangerous denizens of the swamp are alligators, swamp cobras and trapper 
  clams. 
   
  The swamp is covered in continual thick fog. Visibility in daylight is 2d6 yards. At night this is reduced to 
  2d4 yards. In winter (or on rainy days) this can be reduced to 1d4 yards. The Shrouded Swamp is known 
  for its peculiar light phenomena. An effect like static electricity, but crimson in colour, is often observed 
  when the fog is at its thickest; occasional small lines of tiny red lightning jump from the bulrushes to 
  those who push through them. There has never been any ill-effect recorded from this strange 
  phenomenon. The locals are quite used to it and visitors are fascinated to see occurrences of the ‘red 
  lightning’.  Places of interest in the Shrouded Swamp include: 
   
  (1) 
  Muddy Boots Inn 
  This is a rambling set of buildings built on stumps over the water close to the old swamp road. It is a 
  gambling den run by smuggler called Tall B’kar.  
   
  (2) 
  The Hamlet of Peat 
  This is a small village of sixty people built on and around a large island in the swamp. The people of Peat 
  mine and sell peat to the people of Swampnest in Maedori, in addition to making bulrush flour and baking 
  ‘rushies’. The hamlet maintains two large flat-bottomed boats that take produce to Maedori daily. 
   
  (3) 
  Valka’s Hut.  
  This is the home of a witch who is consulted by locals for cure-alls and potions 
   
  (4) 
  Darkhaven Manor 
  Six hundred years ago a local lord named Rhenning drained parts of the swamp and established a grand 
  manor house, called Brighthaven. When the pirates took over Southwind Island and before Jersal Londar 
  
  Interesting Inns – Muddy Boots 
   
  41 
   
  established order, the manor was captured by the notorious captain, Sadikar, who abused and butchered 
  Lord Rhenning, his family and their servants. Later, Jersal Londar had his followers storm Brighthaven and 
  they took Sadikar and his men to Maedori, where they were hung as the first example of Jersal’s Creed.    
   
  ad several owners up until 110 years ago and most met with an unpleasant end. Erosion and a lack of 
  maintenance led to the swamp claiming most of the previously drained land and isolating the residence, 
  which eventually became known as ‘Darkhaven’. Stories abound concerning undead spirits that inhabit 
  the estate as well as tales of hidden riches of the Rhenning family secreted away in the brooding manor. 
   
  (5) 
  Greentower 
  Once there was a beacon tower maintained in the Shrouded Swamp but the thick fog, which intensified 
  over the years, made it redundant. It now leans at a precarious angle and is an unsafe structure. Its name 
  is derived from the carpet of moss that covers its surface. The Kharic- Ohrm cult, led by Andarra, meets 
  here to conduct its sacrificial rites. 
   
  (6) 
  Abandoned Fisherman’s Hut 
  A derelict hut where local fisherman used to work from. It is sometimes used by T’all B’kar to hide 
  smuggled goods. 
   
  (7) 
  Deepwater Channel 
  A passage of deep water that leads to the sea, used by local smugglers landing goods at Muddy Boots. 
   
  (8) 
  Swampnest 
  The poor quarter of the city of Maedori, situated outside its protective walls beside the swamp. A place 
  frequented by Andarra’s followers when seeking out sacrificial victims.   
   
  GM NOTE: 
   
  (a) 
  Some locals know how to make an elixir using bulrushes to make an effective all-round poison 
  remedy (it provides an additional save against any poison at +4 if taken within 10 minutes of 
  being poisoned). 
   
  (b) 
  The swamp mist has unique properties that interfere with divination magic. All divination spells 
  cast 1 mile inside the swamp will not function. Similarly divination spells from outside the swamp, 
  trying to find people or items in the Shrouded Swamps will fail. 
   
  (d) 
  There is a guest-house on the Darkhaven Estate, some distance from the main manor house. This 
  is the abode of the vampire Maedranna. She is using the properties of the Shrouded Swamp’s 
  mists to mask her from the Usurper faction that is pursuing her. 
   
  (e) 
  Greentower is currently being used as residence by the wizard, Mantasaar and his bodyguard, 
  Symka. Mantasaar is on an assignment from the College of Arcane Science to research the 
  properties of the Shrouded Swamp. Andarra and her followers are unaware of the presence of 
  the wizard as he moved into the tower a week after their last meeting there. 
   
  
  Interesting Inns – Muddy Boots 
   
  42 
   
  BONUS POETIC MAP OF THE SHROUDED SWAMP (Player Handout) 
   
   
   
  1 inch = 1 mile 
  Embankment 
  1 
  2 
  3 
  4 
  5 
  6 
  7 
  8 
  Maedori 
  The Old Road Embankment 
  6 
  
  Interesting Inns – Muddy Boots 
   
  43 
   
  References  
   
  DriveThruRPG.com  
   
  200 Mundane Items, Pathfinder Compatible. (2016).Friends of Eldoria. Mundane items source 
  material set in Eldoria.  
   
  Darringmoor Dart # 1, Pathfinder Compatible. (2016).Friends of Eldoria.  Newspaper source 
  material set in the city of Darringmoor, Eldoria.  
   
  Darringmoor Dart # 2, Pathfinder Compatible. (2016).Friends of Eldoria.  Newspaper source 
  material set in the city of Darringmoor, Eldoria.  
   
  Darringmoor Dart # 3, Pathfinder Compatible. (2016).Friends of Eldoria.  Newspaper source 
  material set in the city of Darringmoor, Eldoria.  
   
  Darringmoor Dart # 4, Pathfinder Compatible. (2016).Friends of Eldoria.  Newspaper source 
  material set in the city of Darringmoor, Eldoria.  
   
  Darringmoor Dart # 5, Pathfinder Compatible. (2016).Friends of Eldoria.  Newspaper source 
  material set in the city of Darringmoor, Eldoria.  
   
  Darringmoor Dart # 6, Pathfinder Compatible. (2016).Friends of Eldoria.  Newspaper source 
  material set in the city of Darringmoor, Eldoria.  
   
  Encyclopedia Eldoria, Pathfinder Revised Edition, (2016). Friends of Eldoria. A comprehensive 
  guide to the world.  
   
  Interesting Inn Series # 1– Sail’s End, (2016) Pathfinder Compatible. Friends of Eldoria. (2016). Inn 
  source material set in Eldoria. 
   
  Interesting Inn Series #2 – Muddy Boots Inn, (2017) Pathfinder Compatible, Friends of Eldoria. 
  (2016). Inn source material set in Eldoria. (Coming soon) 
   
  Interesting Inn Series #3 – Tipsy TInker, (2016). Pathfinder Compatible. Friends of Eldoria. Inn 
  source material set in Eldoria.  
   
  Player’s Concise Eldoria. (2016). Pathfinder Compatible. Friends of Eldoria.  A short 
  guide/handout about Eldoria that won’t give any secrets away.  
   
  Rat’s Nest, (2016) Pathfinder Compatible, Friends of Eldoria. Mini-module set in Eldoria.  
   
  
  Interesting Inns – Muddy Boots 
   
  44 
   
  Reliquarium Eldoria. (2016). Pathfinder Compatible Friends of Eldoria. A comprehensive guide to 
  the religions of Eldoria.  
   
  Ten Market Stalls. (2016). Pathfinder Compatible, Friends of Eldoria. Market stall source material 
  set in Eldoria.  
   
  Online Community Pages 
   
  There is a Facebook page ‘Eldoria’ with information on this world here: 
  https://www.facebook.com/pages/Eldoria/443402119036225 
   
  There is a ‘Friends of Eldoria’ Facebook group where players can chat and get some additional 
  information here: 
  https://www.facebook.com/groups/358804577530186/ 
   
  Previously Published Modules 
   
  Mindbane (generic role-playing adventure) Darkstar Gaming Pty Ltd 1983 
   
  Web of the Widow (Harnworld adventure) Columbia Games 2000 
   
  Shades of Gray (electronic d20 download) Auran Pty Ltd 2001 
   
  Dark Awakenings: Guardian (d20 adventure) Auran Pty Ltd 2001 
   
  Dark Awakenings: Shadowland (d20 adventure) Auran Pty Ltd 2002 
   
  Sanctuary (d20 adventure) Auran Pty Ltd 2002 
   
  Encyclopedia Eldoria (d20 campaign setting) Comstar games (2005)  
   
   
   
  
  Interesting Inns – Muddy Boots 
   
  45 
   
  Copyright  
  OPEN GAME LICENSE Version 1.0a The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All 
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  System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and 
  Dave Arneson. 
  Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. 
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  Interesting Inns – Muddy Boots 
   
  46 
   
   
   
  
  Interesting Inns – Muddy Boots 
   
  47 
   
   
  Interesting Inns Series  
  Muddy Boots 
  “”Sir, I believe that you have been cheating this entire game and if there is something I will not tolerate in my Inn, it is someone who 
  seeks to cheat me and these other fine gentlemen out of their gold. It’s the barrel of woe for you!” 
   
  Tall B’kar, Innkeeper of the Muddy Boots Inn during a game of Dragons 
   
  Experience the shady dealings and dark characters who inhabit the notorious Muddy Boots Inn, when you 
  include this module as part of a setting for your fantasy role-playing campaign. The inn is a place where 
  pirates and smugglers come to discuss deals and recruit crewmen for raids on merchant shipping in the Sea of 
  Souls. There are sinister people lurking in the shadows; up to no good and just waiting to cross swords with a 
  band of adventurers. The Muddy Boots Inn is one of a series of ‘Interesting Inn” modules designed for a GM to 
  use in the fantasy setting of Eldoria or in their own campaigns. The module describes a single inn, represented 
  in full detail, along with the characters who frequent the establishment, their game statistics and personal 
  motivations. Plenty of plot hooks are included for you to use and build on, so you can embroil your players in 
  numerous nefarious activities going on at Muddy Boots and in the Shrouded Swamp that surrounds it. 
   
  Muddy Boots also feature bonus material from “The Encyclopedia Eldoria” to assist a GM in fully developing 
  the region where the inn is situated. If you find the bonus material interesting you may wish to check out the 
  EE and its companion book, “The Reliquarium Eldoria”. If you enjoy using the material contained in this 
  module and you want to collect more ‘interesting inns’ to use in your campaign, look for these titles: 
  
  The Sail’s End 
  
  The Crack’d Coin 
  
  The Tipsy Tinker 
  
  The Ploughman’s Inn 
   
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Friends of Eldoria/Interesting Inn Series 2 Muddy Boots.pdf