TEXT: Requires the use of the
  Dungeons and Dragons® Player’s Handbook,
  Third Edition,
  published by Wizards of the Coast®
  DM1W
  The Book of Taverns
  The Summer Orchid
  by Chris Jones
  Most fantasy role-playing games are set in a fictional variation on medieval Europe where many of the most common meeting 
  places for characters happen to be taverns. However, in Asian-style campaign settings the tavern (jiu dian) wasn’t quite as 
  common a gathering spot as the tea house (cha yi guan), which often doubled for the tavern in that it usually sold food and 
  alcoholic beverages in addition to the teas on the menu. The tea house was often second only behind the local temple as the 
  community center in medieval China. This article presents a typical, if slightly rural, tea house called the Summer Orchid, which 
  can be inserted easily into any Asian-style campaign setting.
  If you enjoy this supplement, look for more releases for the D20 System by Necromancer Games
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  The Book of Taverns: The Summer Orchid
  The Book of Taverns
  The Summer Orchid
  Author
  Chris Jones
  Developer
  Bill Webb
  Producer
  Clark Peterson
  Editor
  Kevin Walker
  D20 Content Editor
  Scott Greene
  Managing Editor
  Andrew Bates
  Art Director
  Richard Thomas
  Layout and Typesetting
  Charles A. Wright
  Interior Art
  Brian LeBlanc
  Front Cover Art
  Llyn Hunter
  Cartography
  Rich Oliver
  Front & Back Cover Design
  Mike Chaney
  Playtesters
  Michael “Legion” Babbitt, 
  Zhuang“Tweedledee” Yun-Jia, 
  Björn “GreenPiece” Strohecker
  Special Thanks
  The EnWorld Online Community, 
  Dean Karalekas, and 
  T.C. Lin (Lin Dao-Ming)
  Credits
  This product requires the use of the Dungeons and Dragons®
  Player’s Handbook, published by Wizards of the Coast®.
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  Page 2
  
  Most fantasy role-playing games are set in a 
  fictional variation on medieval Europe where 
  many of the most common meeting places for 
  characters happen to be taverns. However, in 
  Asian-style campaign settings the tavern (jiu 
  dian) wasn’t quite as common a gathering spot 
  as the tea house (cha yi guan), which often dou-
  bled for the tavern in that it usually sold food 
  and alcoholic beverages in addition to the teas 
  on the menu. The tea house was often second 
  only behind the local temple as the community 
  center in medieval China. This article presents 
  a typical, if slightly rural, tea house called the 
  Summer Orchid, which can be inserted easily 
  into any Asian-style campaign setting.
  Background
  A man named Bluetooth Song and his only cA 
  man named Bluetooth Song and his only child, 
  Orchid, built the tea house almost a forty years 
  ago. Once, he worked for the imperial govern-
  ment but retired early after his wife passed away 
  and he found he could no longer do his job 
  due to the grief he felt. So he took his daughter 
  and moved to a small town not far from the cap-
  ital and used some of his pension to build this 
  tea house, named after his daughter: Summer 
  Orchid. For years, their lives were simple and 
  easy. Orchid grew into an elegant, well-man-
  nered woman whose sense of propriety was 
  unparalleled by anyone in the county while 
  Bluetooth wiled away his twilight few years, 
  drinking hot tea with his friends, commiserating 
  about the ruling regime’s incompetence.
  Orchid learned much from her father about 
  the imperial bureaucracy and the duties of the 
  emperor as dictated to him by the Mandate of 
  Heaven. Years spent running the tea house and 
  listening to her father and his friends in con-
  versation eventually soured her opinion of the 
  imperial family; she hated every last one of 
  them, so much so that she felt compelled to 
  join one of the many rebel organizations pep-
  pering the social landscape like so many flies 
  on a horse’s flanks. The Red Feather Society 
  adopted her.
  With her intelligence and bureaucratic acumen, 
  she rose quickly in their ranks. By the time 
  she became the organization’s leader, the soci-
  ety was using the Summer Orchid as their pri-
  mary meeting place. The tea house began taking 
  on a reputation has a haven for sedition. While 
  Orchid’s father was often critical of the imperial 
  household and its policies, he was still, above all 
  else, loyal to it, and as soon as it became appar-
  ent to him that his daughter’s youthful rebel-
  liousness had given way to something decidedly 
  more permanent – and treasonous – he gave her 
  a choice: either abandon the Red Feathers, or he 
  would disown her. Orchid had always loved and 
  respected her father, but that was one decision 
  she could not make. Instead, she and her rebel 
  friends took to meeting in the woods. For a 
  time, Bluetooth and his daughter’s lives seemed 
  to have returned to normal. The old man was 
  happy again.
  One day, however, while walking through the 
  forest to meet with Old Yang for an afternoon 
  of mushroom harvesting, he took a shortcut he 
  had never used before. The sounds of the Red 
  Feather gathering reached his ears before he 
  saw them. His daughter’s voice carried the loud-
  est and farthest of them all. Her vitriol and 
  hatred for the imperial household disappointed 
  him deeply, but even more disturbing was that 
  she and her friends were actively working to 
  bring down the ruling regime. With eyes moist 
  from sadness, Bluetooth forgot about Old Yang 
  and returned to town. He knew from past experi-
  ences when Orchid ‘went out’ that her sojourns 
  typically lasted until late night or early morn-
  ing the next day. His heart heavy, he found the 
  county magistrate and reported his daughter’s 
  sedition. In the chain of filial piety, the emperor 
  always came first, and as much as it broke his 
  heart to do to turn her in, he just could not aban-
  don the duty instilled in him from a lifetime’s 
  conditioning.
  Within hours, the magistrate had gathered a 
  large militia, one big enough to deal with the 
  task at hand. They rode hard to reach the Red 
  Feathers’ meeting spot before they disbanded. 
  Bluetooth returned to the Summer Orchid to 
  await the inevitable. The next day, the magis-
  trate himself rode up to Bluetooth’s door. When 
  the old man answered, he tossed a blood soaked 
  burlap sack at his feet: Orchid’s head. Accord-
  ing to imperial law and tradition, Bluetooth was 
  supposed to be punished for her crimes as well, 
  but the magistrate commuted the sentence. He 
  understood just how difficult it had been for the 
  man to turn in his own child like that and spoke 
  no more of it.
  That was 10 years ago. Since then, Bluetooth 
  has continued to maintain the Summer Orchid 
  though he certainly isn’t the same man as he 
  used to be. Instead, he’s dour and depressed 
  most of the time, content to let a string of work-
  for-hire employees help him manage the tea 
  The Book of Taverns: The Summer Orchid
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  Page 3
  
  house. The Summer Orchid has steadily fallen 
  into disrepair over the last decade. Over the past 
  year a beautiful young woman named Dou-Dou 
  has brought the establishment back up to the 
  former honor and prestige it once enjoyed. She 
  hired a man named Stinky Liao to take over 
  cooking duties and also handle other chores, 
  such as rebuilding the pavilions and repairing 
  some of the building’s more egregious damage.
  Personalities
  Three people live at the Summer Orchid tea 
  house: Bluetooth Song, Dou-Dou the serving 
  girl and Stinky Liao, the cook. Stinky’s best 
  friend in the whole-wide-world, a soldier named 
  Lan Yuan-Long, spends so much time at the tea 
  house when he’s not on duty that he might as 
  well live there, in Bluetooth’s estimation. The 
  tea house receives many guests on a daily basis, 
  mostly local merchants. Occasionally though, 
  bureaucrats taking an afternoon respite from the 
  crowded capital city as well as those serving 
  under the county magistrate often stop here for 
  rest. The magistrate himself never puts in an 
  appearance, remaining away since the day he 
  delivered Orchid’s head to her father.
  Bluetooth Song
  Song Yi-Shen was born and raised in the cap-
  ital city 80-some odd years ago. His father 
  was a teacher at the university, preparing aca-
  demic candidates for the imperial exam, while 
  his mother cooked in the kitchens for a lesser 
  nobleman. He received his nickname ‘Blue-
  tooth’ after getting hit in the mouth with the 
  pommel of a stray sword in a street brawl, the 
  blow from which deadened and discolored his 
  tooth.
  He learned much from both of his parents, and 
  when he came of age to take the imperial exam 
  he passed with flying colors. Soon, he was on 
  his way up the ladder of the hierarchy that con-
  trolled the Forbidden City and managed its day-
  to-day affairs. Almost a decade after joining the 
  aristocracy of merit, he met and fell in love with 
  Shu Lin-Rong, the beautiful daughter of a bean 
  curd vendor in one of the capital’s myriad of 
  night markets. For many years they saw one 
  another formally, chaperoned by her aging par-
  ents and younger brothers. Because of his high 
  status and his genuinely good natured person-
  ality, her family liked him very much. It came 
  as no surprise to anyone when he asked for her 
  hand in marriage, and after a brief negotiation, 
  he and her parents sealed the deal. Bluetooth 
  and Rong were married in her family’s ancestral 
  home in the south with great fanfare and much 
  ado. In the capital city, however, they had a dis-
  creet ceremony, inviting only Bluetooth’s clos-
  est friends. To their surprise, they received an 
  expensive gift from the emperor himself – a gilt 
  ceremonial sword worth more than Bluetooth 
  earned in an entire year. While valuable, the 
  sword carried an unspoken connotation: Blue-
  tooth would no longer advance in the Forbid-
  den City’s internal hierarchy as he had taken a 
  commoner girl for his first wife rather than the 
  daughter of another aristocrat. This was never 
  an official, codified rule but it was one that 
  the current regime enforced nonetheless. Nev-
  ertheless, he didn’t care for he had married the 
  woman of his dreams.
  Ten years passed and his friends moved on, 
  receiving promotions never available to him. 
  He and Rong lived a happy life. Within a year 
  of being married, Rong gave birth to Orchid 
  and life couldn’t have been better for Bluetooth. 
  Unfortunately, tragedy struck when his wife fell 
  ill with dog pox. She died not long after. A deep 
  depression overcame him, one which he could 
  not seem to break. For almost two years after 
  her death, he tried to the best of his ability to 
  do his job but it was all for naught. The rank-
  ing bureaucrat above him requested obliquely 
  that he retire early. The imperial government 
  would pay his pension in full and cut him loose, 
  a reward for decades of excellent service. Blue-
  tooth gladly accepted. A week later, he and his 
  daughter moved to an outlying town near the 
  capital city. There, he built the Summer Orchid 
  and retired.
  In the ensuing decade since his daughter’s 
  death much has changed for Bluetooth. Once, 
  he felt undying loyalty to his sovereign and the 
  ruling government. Now, he only feels hatred. 
  They took his loyalty for granted. Instead of 
  killing his only child, the magistrate could have 
  simply banished her or, as shameful as it would 
  have been to the family, branded and imprisoned 
  her. Thoughts like these have festered relent-
  lessly inside him, distorting Bluetooth’s sense of 
  morality and even reality. Today all he wants to 
  do is continue the rebellion his daughter began 
  – for revenge; for justice; and for honor. The 
  imperial government to which he gave his life 
  owes him much for the head of his daughter. 
  Last year, he discreetly made contact with the 
  daughter of Orchid’s co-leader from the Red 
  The Book of Taverns: The Summer Orchid
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  Feather Society. No one besides the magistrate 
  knew he had turned in his own daughter, so the 
  girl, named Dou-Dou or ‘Little Bean’, came to 
  the Summer Orchid willingly but still with some 
  reservation. He convinced her he had sponsored 
  his daughter all those years ago, and that he felt 
  it was time for the Red Feathers to rise again. 
  He offered her the resources at his disposal, the 
  benefit of his knowledge and wisdom and she in 
  turn could be the overt leader of the resurrected 
  group. She eagerly agreed and moved into the 
  Summer Orchid the next day, assuming the role 
  of his new serving girl.
  Depression still dominates Bluetooth’s out-
  look on life. Dou-Dou’s presence has helped 
  alleviate it, but it likely to be some time before 
  he feels well enough to be more sociable. Senil-
  ity is also starting to overcome him, with him 
  frequently experiencing noticeable lapses in 
  memory and reason and sometimes referring 
  to Dou-Dou as his daughter or even long-dead 
  wife.
  Bluetooth Song, human male Ari12: CR 11; 
  Size M (Humanoid); HD 12d8-12; hp 66; Init -2 
  (Dex); Spd 30 ft.; AC 8 (-2 Dex); Attack +8/+3 
  melee, or +7/+2 ranged; SV Fort +3, Ref +2, 
  Will +11; AL CG; Str 8, Dex 7, Con 8, Int 17, 
  Wis 17, Cha 18
  Skills: Diplomacy +16, Gather Information 
  +19, Innuendo +17, Intimidate +16, Knowledge 
  (government) +20, Knowledge (history) +11, 
  Listen +20, Read Lips +18, Spot +8; Feats: 
  Alertness, Iron Will, Leadership, Skill Focus 
  (gather information), Skill Focus (innuendo), 
  Skill Focus (knowledge [government])
  Languages: Common, plus 2 regional dia-
  lects
  Possessions: None
  Dou-Dou (‘Little Bean’)
  Ten years ago, the county magistrate and his 
  soldiers viciously murdered her father. All her 
  life, Dou-Dou (born Gong Yun, but nicknamed 
  ‘Little Bean’ when she was three for an incident 
  involving red-bean soup) had been unaware that 
  her father, Gong Bian, had been the co-leader 
  of a rebel organization. It wasn’t until soldiers 
  delivered his head to her family’s house and 
  demanded that her mother and all children come 
  out to receive their punishment that this became 
  all too evident. Her mother was distraught. She 
  told Dou-Dou, her youngest and most precious 
  child, to flee while she and the girl’s elder 
  brothers created a distraction, determined not to 
  let the Gong name extinguish entirely. Within 
  moments, a blazing fire erupted and the soldiers 
  suddenly found themselves acting as the fire 
  brigade in order to keep the flames from dan-
  gerously spreading to nearby houses. Dou-Dou 
  fled in the chaos, hiding first behind the wood-
  pile then ducking into the woods when no one 
  was looking. Her mother and two brothers died 
  in the fire, but they had died on their own terms 
  and for that her family’s honor remained intact.
  A few days later, a cargo caravan’s head guard 
  (a mercenary working for the Eternal Fortune 
  noble house, which specialized in providing 
  reliable escort services between cities) adopted 
  her after he found her lying in ditch, half-dead 
  from dehydration. His name was Iron Hammer 
  Li. He raised Dou-Dou as his own child for 
  years, happy to finally have a family after trying 
  to no avail for so long with his wife, Xiao-Ma. 
  Yet, Dou-Dou never forgot her first family and 
  the horror that the magistrates men had visited 
  upon her. She prayed every night for the gods 
  of vengeance to grant her the fortitude to bring 
  down the magistrate one day, and later the 
  emperor himself for putting men such as that in 
  an official government post.
  Two years ago she returned to the village from 
  whence she lived as a child. No one knew her or 
  remembered her. Having been a child at the time 
  the magistrate’s men killed her father, her name 
  had been unimportant. She put out quiet inqui-
  ries in the seedier circles regarding the status of 
  the Red Feather Society, quickly learning that it 
  had expired 10 years ago with all its members. 
  Dou-Dou, it seemed, was the rebellion’s sole 
  heir. With much subtlety, she began to slowly 
  reform the group. Recruits came from all walks 
  of life, initiated into the group using age-old 
  Taoist ceremonies, blood-vows and oaths of 
  fealty that extended for nine generations. Meet-
  ings took place in a silk seamstress’ workshops, 
  late at night. After two years, the Society had 
  many members. Unfortunately, it was impotent 
  to do actually anything, with no funding and 
  even less training for its ‘soldiers’. Then, fate 
  sent her a most unexpected blessing: Bluetooth 
  Song had heard about her covert endeavors 
  through his own private channels and wanted to 
  talk with her.
  After he told her the truth about his daughter 
  and how he had funded the original Society, he 
  asked Dou-Dou if she would like the benefit of 
  his patronage. Of course, she accepted. Moving 
  into his tea house and running it is the ideal 
  cover story, and since the magistrate never sus-
  The Book of Taverns: The Summer Orchid
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  Page 5
  
  pected the old man’s treason despite his daugh-
  ter Orchid, she figured that he’d never suspect 
  anything. She doesn’t trust the old man; who 
  would? He’s much too clever and wily to let 
  her have as much free reign as she does with-
  out expecting something in return. As of yet, 
  though, whatever he wants from her hasn’t been 
  made clear. She is prepared for any eventuality.
  Dou-Dou, human female Rog4/Com3: CR 
  6; Size M (Humanoid); HD 4d6+8 plus 3d4+6; 
  hp 42; Init +6 (+2 Dex, +4 Improved Initiative); 
  Spd 30 ft.; AC 13 (+2 Dex, +1 amulet); Atk 
  +7 melee (1d4+3, +1 dagger, crit 19-20) or +6 
  ranged; SA sneak attack (+2d6); SA evasion, 
  uncanny dodge (Dex bonus to AC); AL NG; 
  SV Fort +4, Ref +7, Will +4; Str 16, Dex 15, 
  Con 15, Int 11, Wis 14, Cha 14.
  Skills: Appraise +6, Climb +7, Diplomacy 
  +8, Disable Device +5, Forgery +5, Hide +8, 
  Innuendo +8, Jump +10, Ride +5, Search +7, 
  Sense Motive +6, Spot +10, Swim +12. Feats: 
  Improved Initiative, Improved Unarmed Strike, 
  Skill Focus (Hide), Skill Focus (Spot).
  Languages: Common
  Possessions: +1 amulet of natural armor, +1 
  dagger, 23 gp
  Stinky Liao
  Liao Jun-Fei, known more affectionately by 
  hLiao Jun-Fei, known more affectionately by 
  his friends as “Stinky,” has spent the majority 
  of his life working in military forts and frontier 
  encampments as the resident chef. He’s surly 
  and short-tempered, but those who know him 
  well find him endearing all the same. His regret-
  table nickname stems from his propensity to 
  cook stinky bean curd at least twice a week 
  (when allowed), not because of personal hygiene 
  issues. The pungent odor of his brand of stinky 
  bean curd (cho dofu) drifts downwind almost 
  two hundred feet from the kitchen, which means 
  (depending on the patron) it is either some of 
  the finest in the region or it is an extremely 
  potent and cruel weapon of war.
  Dou-Dou recruited him from the town night 
  market, where she found him selling various 
  grilled, stewed and steamed foodstuffs from a 
  ramshackle stall. The pay at the Summer Orchid 
  is excellent, the company is good, and they 
  let cook more refined fare for those discerning 
  patrons who possess epicurean palates. The one 
  stipulation placed upon him is that he may only 
  cook stinky bean curd up to twice a month and 
  no more. After all, Dou-Dou doesn’t want to 
  scare patrons away.
  Stinky Liao, male human Com7: CR 6; SZ 
  M; HD 7d4-11; hp 13; Init +0; Spd 30 ft.; AC 
  10; Atk +3 melee or +3 ranged; AL N; SV Fort 
  +0, Ref +2, Will +2; Str 10, Dex 10, Con 6, Int 
  12, Wis 10, Cha 9.
  Skills: Handle Animal +6, Jump +11, Listen 
  +7, Profession (cook) +11, Spot +8. Feats: 
  Improved Unarmed Strike, Skill Focus (Jump), 
  Skill Focus (Profession [cook]), Toughness.
  Languages: Common, plus 1 regional dialect
  Possessions: 36 gp
  Lan Yuan-Long
  As the head of the county magistrate’s militia, 
  it is Lan Yuan-Long’s duty to protect the people 
  and ensure that no harm comes to them, espe-
  cially from traitorous rebel groups. His favorite 
  spot to do this is from a comfortable chair in 
  the Butterfly Pavilion at the Summer Orchid 
  tea house, where he spends the vast majority 
  of his days. Ah-Long, as just about everyone in 
  town calls him, is probably the region’s most 
  famous tea aficionado. No one, with the excep-
  tion of Bluetooth Song, of course, knows as 
  much about tea growing, harvesting and brew-
  ing as he does. In fact, younger patrons – the 
  literati – who don’t know the older soldier so 
  well often call him “teacher” (laoshi) out of 
  respect for his skill. They enjoy treating him to 
  the establishment’s less affordable teas, and lis-
  tening to his tall tales of chivalry and daring.
  Ah-Long isn’t the most skillful or dedicated 
  soldier around. The only reason he has his posi-
  tion in the county militia is because his sister 
  is the magistrate’s second wife. He enjoys the 
  job – the pension is good, and he has more free 
  time to sit in the tea house than he deserves. On 
  the rare occasions the magistrate calls on him to 
  perform his duty, he does so to the best of his 
  ability though that’s not saying much.
  Lately, he has begun suspecting that Dou-Dou 
  is not who she seems, based on vague com-
  ments she has made to her suspicious friends, 
  who are increasingly spending more time in 
  the tea house. He hopes he’s wrong because he 
  likes her a lot. If she is, in fact, the person Ah-
  Long thinks she is, then not only does she suffer 
  but so too does his friend Stinky and the old 
  guy, Bluetooth, who has suffered enough for 
  one lifetime.
  Lan Yuan-Long, human male War8: CR 
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  7; SZ M; HD 6d8+18 plus 2d6+6; hp 71; Init 
  +2 (Dex); Spd 30 ft.; AC 13 (+2 Dex, +1 
  padded armor); Attack +12/+7 melee (1d10+4, 
  +1 katana, crit 19-20) or +9/+4 ranged; AL LG; 
  SV Fort +9, Ref +6, Will +3; Str 17, Dex 15, 
  Con 17, Int 15, Wis 13, Cha 13.
  Skills: Climb +6, Craft (tea brewing) +10, 
  Hide +5, Knowledge (tea) +13, Move Silently 
  +6, Open Lock +4, Ride +13, Swim +10; 
  Feats: Ambidexterity, Lightning Reflexes, Power 
  Attack, Weapon Focus (katana).
  Languages: Common, plus 2 regional dia-
  lects
  Possessions: Padded armor, iron helmet, +1 
  katana, handy haversack, 404 gp
  The Establishment
  The Summer Orchid is a traditional two-
  story structure made from cedar and pine wood 
  and formerly stained with a natural darkening 
  agents. During the last decade the stain has 
  faded and chipped away, revealing the original 
  wood beneath. The roof bows in the middle with 
  the corners rising up slightly, as is common in 
  the Middle Kingdom. It is also tiled and shin-
  gled with similar wood as the rest of the struc-
  ture but stained darker. The windows are all 
  shuttered, lockable from within. Except during 
  inclement weather or during the Autumn and 
  Winter months, Dou-Dou keeps the shutters 
  open to let the breezes flow through the build-
  ing.
  An artificial stream connects a pond located 
  near the front entrance to one built at the 
  back of the building. Large gold fish and carp 
  inhabit it. A constant underground feed from a 
  nearby spring keeps the water here fresh and 
  viable. Each pond supports an elegantly-deco-
  rated open-air pavilion.
  The woodwork for much of the building’s 
  trim and other decorative elements is of mas-
  terwork quality, depicting scenes from classical 
  literature (the story of the moon goddess and the 
  hare, or the adventures of the monkey king, and 
  so on.) 
  Unless otherwise noted, the Summer Orchid 
  has the following stats:
  Doors: 1 in. thick; Hardness 5; hp 10; Break 
  DC 15; Open Lock DC 18.
  Walls (Outer): 1 ft. thick; Hardness 5; hp 
  120; Break DC 23.
  Walls (Inner): 6 in. thick; Hardness 5; hp 60; 
  Break DC 16. 
  A. Pond
  These two small bodies of water were dug 
  at the time Bluetooth and his young daughter 
  built the Summer Orchid. They are deep enough 
  to support carp and goldfish, among a myriad 
  host of other tiny creatures. Carefully planted 
  bamboo reeds encircle the pond, and stones 
  placed in careful accordance to the rules of feng 
  shui jut from the water in mystically strategic 
  placed guaranteed to maximize harmony and 
  balance. A stream connects the two ponds.
  B. Stream
  Fed by a nearby spring by means of an under-
  ground channel, the stream keeps fresh water 
  flowing into the ponds at a slow but steady pace. 
  Not only does this ensure that the plant and 
  aquatic life dependent on the ponds continues 
  to thrive, but it also creates a pleasant ambiance 
  with its gentle burbling.
  1. Entrance
  The entry foyer is spacious and uncluttered. 
  Guests enter through a pair of ornately carved 
  double doors (typically left wide open during 
  the day.) Elegant but inexpensive vases with 
  cultivated bamboo shoots growing from them 
  sit in the corners, while shelves built into the 
  staircase display antique tea sets or packets of 
  especially prized (and expensive) tea leaves. 
  The back walls of the foyer have painted 
  scrolls hanging down their length. The first 
  scroll depicts a cloud-embraced mountain land-
  scape. The second shows a wild, frothing horse 
  mounted by a general in armor.
  A successful Appraise skill check (DC 25) 
  implies both scrolls are worth about a hundred 
  gold pieces each
  2. Kitchen
  Like most kitchens in the Middle Kingdom, 
  BlLike most kitchens in the Middle Kingdom, 
  Bluetooth built this one at the front of the tea 
  house. Three large hearths supply heat and flame 
  for cooking climb the south and west walls, 
  while tables, shelve, empty steamers, clay pots 
  and other cooking implements occupy the rest 
  of the space. This is Stinky Liao’s domain, and 
  he lets no one forget that while they’re in it. 
  Stinky sleeps on a spare mat taken from the sit-
  ting rooms which he keeps rolled up and hidden 
  beneath a shelf cabinet during the day.
  The Book of Taverns: The Summer Orchid
  www.necromancergames.com
  Page 7
  
  Adventurers making a successful Search check 
  (DC 20) in the kitchen find 2 gp in imperial 
  currency left over from the last dynasty tucked 
  away inside an ancient, mold-encrusted clay pot 
  and, hidden behind jars of imported spices, four-
  teen letters poorly written by a woman named 
  “Rong,” who is apparently the fourth daughter 
  of Fong the Tea Merchant. The letters are quite 
  intimate but chaste.
  3. Ground Floor 
     Common Rooms
  The first floor has three “common” rooms – 
  these are open spaces with tables and chairs for 
  patrons who prefer not to sit on the mat-cov-
  ered floors of the Sitting Rooms. The tables 
  and chairs are in pretty ramshackle condition, 
  left over from the days Orchid Song ran the 
  establishment. Hanging on the walls are inex-
  pensive scrolls painted with either landscapes or 
  pithy sayings written in the artistic ‘grass’ style. 
  Every four days or so, a pipa musician provides 
  musical entertainment for the patrons.
  Engraved in the center of the south-eastern 
  common room (and usually covered by a table 
  and chairs) is a long poem entitled “The Blood 
  of Heroes.” The dialect used for the poem 
  comes from the far western lands and is espe-
  cially renowned amongst highly-educated lite-
  rati because of the sheer difficulty in composing 
  poems with it. Some famous scholars even go 
  so far as to claim that poems written in that dia-
  lect are the most beautiful in the Middle King-
  dom, if one can understand them.
  Double-doors open out of the northeast 
  common room on to a narrow, stone foot bridge 
  that crosses over the stream. Dou-Dou usually 
  keeps these doors locked.
  A successful Decipher Script check (DC 30) 
  lets an adventurer understand the poem, which 
  the author dedicated to Orchid Song and her 
  compatriots in the Red Feather society.
  4. Butterfly Pavilion
  This pavilion is the smaller of the two. The 
  walls are open to the elements and a table with 
  eight chairs around it sits the middle of the floor. 
  Paper lanterns hang from the awnings, used at 
  night to provide soft illumination for the patrons 
  inside. Generally, the Bluetooth reserves this 
  pavilion for special or important guests.
  It is rumored that eating zhuang yuan gao – 
  delicate almond-paste cakes – in the Butterfly 
  Pavilion ensures a high score for those who are 
  about to take the imperial exam. Three years 
  ago, a woman named Tang Xue-Han passed the 
  exam on her first try after allegedly eating the 
  cakes here returned and donated, in gratitude, a 
  beautiful mahogany sculpture of the god of lit-
  erature. It now sits in the northwest corner of 
  the pavilion.
  5. Sitting Rooms
  The twelve sitting rooms take up the majority 
  of the first floor. Each one is raised a foot off 
  the ground. Soft but sturdy mats cover the floor, 
  and a squat table in the center provides a space 
  for patrons to brew tea and put food. The walls 
  are porous, carved with fanciful images, but 
  rice paper fills the gaps in order to allow a 
  small modicum of visual privacy. The room’s 
  doors, also made from wood and rice paper, 
  slide open and shut. Before entering a sitting 
  room, a patron must slip her shoes or sandals 
  off and store them in the narrow gap below the 
  raised floor.
  Unlike the rest of the teahouse, translucent 
  rice paper fills the gaps in the window frames, 
  giving the patrons a decent (albeit foggy) view 
  of the pond and stream outside. Patrons may 
  open and close the windows as they see fit.
  Patrons often spend hours in the sitting rooms, 
  chatting and enjoying good tea and food. Some 
  even wile away entire days here.
  On any given day, at least one sitting room 
  has a group of Red Feathers (1d4 1st-6th level 
  Commoners and 1d2 1st-6th level Warriors or
  Rogues.)
  6. Store Room
  This is an open room connecting the northeast 
  common room to the back hall. Boxes, crates, 
  large and small clay vessels filled with dried 
  (and some not-so dried) foodstuffs and teas take 
  up most of the available space.
  7. Private Room
  Bluetooth and Dou-Dou reserve this room for 
  their own use or for that of important people 
  in need of privacy. The table in here is large 
  enough to accommodate 12 chairs, and the 
  dÈcor is expensive and elegant. At least 2 wall-
  hangings are worth a minimum of 500 gp, and 
  the dan-xing tea-brewing paraphernalia worth 
  nearly twice that all together.
  An expensive lock keeps unwanted visitors 
  The Book of Taverns: The Summer Orchid
  www.necromancergames.com
  Page 8
  
  out, and sliding bars secure the window shutters 
  when they’re not open. Dou-Dou keeps the key 
  in a hidden pocket on the inside of her left shirt-
  sleeve.
  Reinforced Wooden Door: 2 in. thick; Hard-
  ness 5; hp 20; Break DC 25; Open Lock DC 
  25.
  8. Orchid Pavilion
  The larger of the two pavilions, this one also 
  sits above a pond. Its walls are open to the envi-
  ronment and it is in an excellent location for 
  breezes. The view is also unparalleled by any 
  other room in the tea house. The table here 
  is wider and squatter than the one in the Butter-
  fly Pavilion, and instead of chairs twelve short 
  stools surround it.
  9. Upstairs Common Rooms
  Originally, this was a single room but Dou-
  Dou split it to make two separate but connected 
  ones. Run-down and second-hand tables and 
  chairs fill the space. The only time the room 
  really ever sees patrons is on the nights when 
  the ground floor fills to capacity, which hap-
  pens very infrequently. Other times are when 
  members of the Red Feather Society gather 
  for impromptu meetings. Dou-Dou discourages 
  this, but the enthusiasm and overall congeni-
  ality of her friends makes it hard to dissuade 
  them entirely. A large wall-hanging scroll deco-
  rated with a scene pulled straight from Journey 
  through the Forbidden City depicts courtiers and 
  prostitutes socializing at the infamous Peach 
  Blossom whorehouse. The scroll covers a secret 
  door.
  Engraved in the floor is a poem entitled “Man-
  date from the South.” The author wrote it in the 
  same dialect as the poem downstairs, although 
  using a different meter.
  A successful Search check (DC 20) uncovers 
  the secret door in the north wall.
  An adventurer must make a successful Deci-
  pher Script check (DC 30) to understand the 
  poem, which describes Orchid Song’s trium-
  phant return at the head of an army of phoenix-
  riding warriors.
  10. Bluetooth’s Room
  For most of the last forty years Orchid Song 
  lived in this room, and then after her death 
  simply left empty. That is until just recently. At 
  Dou-Dou’s insistence, Bluetooth moved in. She 
  wanted him to have the larger of the two living 
  quarters, out of courtesy and respect; she also 
  wanted unfettered access to the secret meeting 
  room without having to constantly disturb him 
  to gain it, or run around the tea house to the 
  upstairs common rooms to enter from the other 
  side.
  Bluetooth doesn’t keep many possessions 
  here; since his daughter died, he has lost all 
  sense of sentimentality. A wood-framed bed 
  large enough for one person, a tall, narrow 
  wardrobe filled with old clothes, and a couple 
  of empty storage trunks are all that he owns. 
  His dirty clothes form a small mountain in the 
  corner, and the room is thick with the miasma 
  of morning breath, stale farts and leftover food. 
  If Bluetooth isn’t sitting in the Orchid Pavilion 
  with his old friends he is here, usually sleeping. 
  If an adventurer makes a successful Search 
  check (DC 18) of the room, he finds a secret 
  panel in the east wall containing a funeral urn 
  filled with ashes and bits of blackened bone, a 
  burlap sack containing a mummified head of a 
  middle-aged woman (Orchid Song), and many 
  scrolls written in the same dialect as the poems 
  in the common rooms (Decipher Script skill 
  check [DC 30] to translate) which contain the 
  ramblings of a delusional mad-man obsessed 
  with getting revenge on the government that 
  murdered his precious, if misguided, daughter.
  11. Dou-Dou’s Room
  A small room crowded with elegant rose-
  wood furniture which once belonged to Orchid 
  Song, richly embroidered silk clothes given to 
  Dou-Dou by the seamstress whose house previ-
  ously hosed Red Feather Society meetings, and 
  expensive wall-hanging scrolls depicting scenes 
  of the overthrow of the last dynasty by the great 
  founding heroes of the current one. Sitting in 
  one corner is a heavy iron hammer.
  Dou-Dou spends much of her down time here, 
  plotting her rebellion against the imperial gov-
  ernment. She has an amateurish understanding 
  of politics, strategy and warfare, but that doesn’t 
  keep her from writing down her plans and ideas. 
  Hundreds of scrolls lay around the room filled 
  with cryptic plots written in the Red Feather 
  Society’s own secret language. Other scrolls 
  bought in town or in the capital contain famous 
  treatises on warfare, Taoist musings on the Man-
  date of Heaven and the emperor’s duty to the 
  people, and letters from like-minded individuals 
  in other parts of the country – letters thick with 
  The Book of Taverns: The Summer Orchid
  www.necromancergames.com
  Page 9
  
  innuendo and double-talk.
  An adventurer may make a Decipher Script 
  check (DC 35) in an attempt to understand the 
  scrolls. If successful, he more or less under-
  stands them; they are nothing more than a 
  collection of stream-of-consciousness ‘plots’ 
  to overthrow the emperor. Most are decidedly 
  impractical and ill-conceived.
  A successful Search check (DC 20) reveals 
  the secret door in the south wall.
  12. Secret Storeroom
  This used to be the tea house’s main store 
  room but since Dou-Dou moved in she has been 
  using to hold meetings of the Red Feather soci-
  ety. The original door into the room is now a 
  secret one, a second door connecting the store-
  room to her own has been added, and all but 
  the biggest storage crates have been cleared out. 
  During meetings, two society warriors sit out-
  side at a table closest to the door keeping an eye 
  out for imperial soldiers.
  Aside from tea, the room contains nothing of 
  value.
  The Book of Taverns: The Summer Orchid
  www.necromancergames.com
  Page 10
  
  Goods & Services
  The Summer Orchid has recently started serv-
  ing the full compliment of snacks and drinks 
  again, thanks to Stinky Liao’s hard work and 
  creativity.
  Tea †
   
  Blended, gui fei 
   
  3 sp
   
  Blended, lu tian 
   
  2 sp
   
  Flower, chrysanthemum 
  6 sp
   
  Flower, rosehip 
   
  3 sp
   
  Flower, lotus  
   
  8 sp
   
  Flower, summer orchid 
  5 gp
   
  Green, common 
   
  1 sp
   
  Green, milk 
   
   
  1 sp
   
  Green, lu tian  
   
  2 sp
   
  Green, qing hai 
   
  1 gp
   
  Oolong, common 
   
  7 cp
   
  Oolong, milk  
   
  1 sp
   
  Oolong, gui fei 
   
  1 sp
   
  Oolong, qing hai 
   
  3 gp
   
  Oolong, yu-shan 
   
  2 gp
   
  Red, common  
   
  5 cp
   
  Red, milk 
   
   
  8 cp
   
  Red, lu tian 
   
   
  1 sp
   
  Red, shui dao  
   
  6 sp
   
  Red, yu shan  
   
  2 gp
  Other Beverages
   
  Plum wine 
   
   
  2 gp
   
  Rice wine 
   
   
  1 gp
  Food
   
  Almond-paste cakes  
  6 sp
   
  Boiled peanuts  
   
  3 cp
   
  Braised chicken feet  
  4 sp
   
  Dried pig ear  
   
  2 sp
   
  Dried watermelon seeds 
  5 cp
   
  Fried dofu 
   
   
  3 sp
   
  Fried dough with tea leaves 8 cp
   
  Fried water dumplings 
  1 sp
   
  Green bean-paste cakes 
  5 sp
   
  Grilled duck tongues  
  9 sp
   
  Grilled hicken livers  
  8 sp
   
  Grilled mushrooms 
   
  4 sp
   
  Little-dragon dumplings 
  2 sp
   
  Red bean-paste cakes  
  5 sp
   
  Spiced hair beans 
   
  1 sp
   
  Sticky rice balls 
   
  7 sp
   
  Stinky dofu 
   
   
  3 sp
  † The tea is served in small bamboo contain-
  ers. Tea leaves are placed in a clay pot and 
  steeped in boiling water for about 2 minutes, 
  then poured into clay or porcelain cups for 
  drinking. The prices here reflect a standard con-
  tainer of tea leaves, which serves 2 people 
  up to 5 times. Larger tubes are available for 
  larger groups. For every two people in the party 
  beyond the first pair, increase the listed price by 
  half.
  Story Hooks
  The following ideas can be used as the basis 
  for stories set in the Summer Orchid:
  • Orchid Song’s ghost appears the adventur-
  ers one evening while they discuss their plans 
  in one of the sitting rooms. She begs them to 
  help her claim revenge against the one whom 
  she blames for her death: her father. Unfortu-
  nately for them, it’s not as easy as just walking 
  into his room and sticking him with a sword: He 
  (carrying his daughter’s head in his baggage), 
  Dou-Dou and about half of the Red Feather 
  Society are on a pilgrimage to a famous temple 
  a week’s journey away from the tea house. Not 
  only must they find the temple, they must get 
  past Dou-Dou and the Red Feather Society war-
  riors, kill him, and then recover Orchid’s head. 
  Giving her head a proper burial satisfies the 
  ghost.
  • A traveling fa shi (arcane priest) takes 
  offense at something said to him by Bluetooth 
  in one of his more senile moments, so he lays 
  a curse on the tea house: The carp and goldfish 
  living in the ponds and stream begin to mutate, 
  growing larger and crawling from their watery 
  abode to attack patrons and staff. The adven-
  turers are there the night the creatures threaten 
  to overwhelm the Summer Orchid and, co-oper-
  ating with others, must repel the “invasion.” If 
  they survive the encounter, Dou-Dou tries des-
  perately to recruit them to her cause, impressed 
  by their martial prowess.
  www.necromancergames.com
  Page 11
  The Book of Taverns: The Summer Orchid
  
  Legal Appendix
  This printing of The Book of Taverns: The 
  Summer Orchid is done under version 1.0a of the 
  of the Open Game License, below, and version 
  1.0/3.0 of the d20 System Trademark License and 
  the d20 System Trademark Logo Guide. Some of 
  the Open Game Content used herein comes from 
  a draft version of the System Reference Document 
  by permission from Wizards of the Coast by and 
  through Ryan Dancey and Anthony Valterra. Subse-
  quent printings of this work will incorporate and 
  comply with final versions of the System Reference 
  Document.
  Notice of Open Game Content: This product 
  contains Open Game Content, as defined in the 
  Open Game License, below. Open Game Content 
  may only be Used under and in terms of the Open 
  Game License.
  Designation of Open Game Content: All text 
  containing game-related content found within the 
  “Personalities,” “The Establishment” and “Goods 
  & Services” sections of this product is hereby des-
  ignated as Open Game Content, subject to the 
  Product Identity designation below. Any questions 
  regarding the Open Game Content within this 
  module should be directed to Clark Peterson at 
  clark@necromancergames.com.
  Designation of Product Identity: The following 
  items are hereby designated as Product Identity as 
  provided in section 1(e) of the Open Game License: 
  1. The name “Necromancer Games” as well as 
  all logos and identifying marks of Necromancer 
  Games, Inc., including but not limited to the Orcus 
  logo and the phrase “Third Edition Rules, First Edi-
  tion Feel” as well as the trade dress of Necroman-
  cer Games products;
  2. The Necromancer Games and Sword and 
  Sorcery Studio product names “The Book of Tav-
  erns,” “The Book of Taverns: The Summer Orchid,” 
  “Tome of Horrors,” “Creature Collection,” Creature 
  Collection II: Dark Menagerie,” and “Relics & Rit-
  uals”;
  3. All artwork, illustration, graphic design, maps, 
  and cartography, including any text contained 
  within such artwork, illustration, maps or cartogra-
  phy; 
  4. The proper names, personality, descriptions 
  and motivations of all characters, groups, deities or 
  places unique to this adventure, but not their stat 
  blocks (if any);
  5. Any other content previously designated as 
  Product Identity contained herein, including any 
  content from Relics & Rituals and/or The Book of 
  Taverns that was previously designated as Product 
  Identity, is hereby designated as Product Identity 
  and is used with permission and/or pursuant to 
  license.
  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 Rights Reserved. 
  1. Definitions: (a) “Contributors” means the 
  copyright and/or trademark owners who have 
  contributed Open Game Content; (b) “Derivative 
  Material” means copyrighted material including 
  derivative works and translations (including into 
  other computer languages), potation, modification, 
  correction, addition, extension, upgrade, improve-
  ment, compilation, abridgment or other form in 
  which an existing work may be recast, transformed 
  or adapted; (c) “Distribute” means to reproduce, 
  license, rent, lease, sell, broadcast, publicly display, 
  transmit or otherwise distribute; (d) “Open Game 
  Content” means the game mechanic and includes 
  the methods, procedures, processes and routines 
  to the extent such content does not embody the 
  Product Identity and is an enhancement over the 
  prior art and any additional content clearly identi-
  fied as Open Game Content by the Contributor, and 
  means any work covered by this License, including 
  translations and derivative works under copyright 
  law, but specifically excludes Product Identity; (e) 
  “Product Identity” means product and product line 
  names, logos and identifying marks including trade 
  dress; artifacts; creatures characters; stories, story-
  lines, plots, thematic elements, dialogue, incidents, 
  language, artwork, symbols, designs, depictions, 
  likenesses, formats, poses, concepts, themes and 
  graphic, photographic and other visual or audio 
  representations; names and descriptions of char-
  acters, spells, enchantments, personalities, teams, 
  personas, likenesses and special abilities; places, 
  locations, environments, creatures, equipment, 
  magical or supernatural abilities or effects, logos, 
  symbols, or graphic designs; and any other trade-
  mark or registered trademark clearly identified as 
  Product identity by the owner of the Product Iden-
  tity, and which specifically excludes the Open 
  Game Content; (f) “Trademark” means the logos, 
  names, mark, sign, motto, designs that are used 
  by a Contributor to identify itself or its products 
  or the associated products contributed to the Open 
  Game License by the Contributor; (g) “Use”, 
  “Used” or “Using” means to use, Distribute, copy, 
  edit, format, modify, translate and otherwise create 
  Derivative Material of Open Game Content; (h) 
  “You” or “Your” means the licensee in terms of this 
  agreement. 
  www.necromancergames.com
  Page 12
  The Book of Taverns: The Summer Orchid
  
  2. The License: This License applies to any 
  Open Game Content that contains a notice indicat-
  ing that the Open Game Content may only be Used 
  under and in terms of this License. You must affix 
  such a notice to any Open Game Content that you 
  Use. No terms may be added to or subtracted from 
  this License except as described by the License 
  itself. No other terms or conditions may be applied 
  to any Open Game Content distributed using this 
  License. 
  3. Offer and Acceptance: By Using the Open 
  Game Content You indicate Your acceptance of the 
  terms of this License. 
  4. Grant and Consideration: In consideration 
  for agreeing to use this License, the Contributors 
  grant You a perpetual, worldwide, royalty-free, 
  non-exclusive license with the exact terms of this 
  License to Use, the Open Game Content. 
  5. Representation of Authority to Contribute: 
  If You are contributing original material as Open 
  Game Content, You represent that Your Contribu-
  tions are Your original creation and/or You have 
  sufficient rights to grant the rights conveyed by this 
  License. 
  6. Notice of License Copyright: You must 
  update the COPYRIGHT NOTICE portion of this 
  License to include the exact text of the COPY-
  RIGHT NOTICE of any Open Game Content You 
  are copying, modifying or distributing, and You 
  must add the title, the copyright date, and the copy-
  right holder’s name to the COPYRIGHT NOTICE 
  of any original Open Game Content you Distribute. 
  7. Use of Product Identity: You agree not to 
  Use any Product Identity, including as an indication 
  as to compatibility, except as expressly licensed in 
  another, independent Agreement with the owner of 
  each element of that Product Identity. You agree 
  not to indicate compatibility or co-adaptability 
  with any Trademark or Registered Trademark in 
  conjunction with a work containing Open Game 
  Content except as expressly licensed in another, 
  independent Agreement with the owner of such 
  Trademark or Registered Trademark. The use of 
  any Product Identity in Open Game Content does 
  not constitute a challenge to the ownership of that 
  Product Identity. The owner of any Product Identity 
  used in Open Game Content shall retain all rights, 
  title and interest in and to that Product Identity. 
  8. Identification: If you distribute Open Game 
  Content You must clearly indicate which portions 
  of the work that you are distributing are Open 
  Game Content. 
  9. Updating the License: Wizards or its desig-
  nated Agents may publish updated versions of this 
  License. You may use any authorized version of this 
  License to copy, modify and distribute any Open 
  Game Content originally distributed under any ver-
  sion of this License. 
  10. Copy of this License: You MUST include a 
  copy of this License with every copy of the Open 
  Game Content You Distribute. 
  11. Use of Contributor Credits: You may not 
  market or advertise the Open Game Content using 
  the name of any Contributor unless You have writ-
  ten permission from the Contributor to do so. 
  12. Inability to Comply: If it is impossible for 
  You to comply with any of the terms of this License 
  with respect to some or all of the Open Game Con-
  tent due to statute, judicial order, or governmental 
  regulation then You may not Use any Open Game 
  Material so affected. 
  13. Termination: This License will terminate 
  automatically if You fail to comply with all terms 
  herein and fail to cure such breach within 30 days 
  of becoming aware of the breach. All sublicenses 
  shall survive the termination of this License. 
  14. Reformation: If any provision of this 
  License is held to be unenforceable, such provision 
  shall be reformed only to the extent necessary to 
  make it enforceable. 
  15. COPYRIGHT NOTICE 
  Open Game License v 1.0a Copyright 2000, 
  Wizards of the Coast, Inc. 
  System Reference Document Copyright 2000, 
  Wizards of the Coast, Inc.; Authors Jonathan Tweet, 
  Monte Cook, Skip Williams, based on original 
  material by E. Gary Gygax and Dave Arneson. 
  Original Spell Name Compendium Copyright 
  2002 Clark Peterson; based on NPC-named spells 
  from the Player’s Handbook that were renamed 
  in the System Reference Document. The Com-
  pendium can be found on the legal page of 
  www.necromancergames.com.
  The Book of Taverns: The Summer Orchid 
  Copyright 2002, Necromancer Games, Inc.; Author 
  Chris Jones.
  The Book of Taverns Copyright 2002, Necro-
  mancer Games, Inc.; Author Chris Jones.
  Creature Collection II: Dark Menagerie Copy-
  right 2001, White Wolf Publishing, Inc.
  Relics & Rituals Copyright 2001, Clark Peterson.
  Creature Collection Copyright 2000, Clark 
  Peterson.
  The Book of Taverns: The Summer Orchid
  www.necromancergames.com
  Page 13
  
  The Book of Taverns: The Summer Orchid
  www.necromancergames.com
  Page 14
  
  www.necromancergames.com
  Page 15
  The Book of Taverns: The Summer Orchid
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/3rd Party/Frog God Games/DM1, The Book of Taverns/d20 - FGG - DM1W, The Book of Taverns - The Summer Orchid (Web Enhancement).pdf