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  DRUNKEN SAILOR
  A RAGING SWAN PRESS MINI-EVENTURE
  DRINKING
  AT THE
  OSR
  
  	
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  DRINKING AT THE DRUNKEN SAILOR 
  Rowdy and cheap, the Drunken Sailor is the best place in Languard to ﬁnd someone brave enough to sail across Hard Bay’s cold, wave-
  ﬂecked waters to Mottled Spire’s brooding bulk and Gloamhold’s doom-drenched halls. Within, the Drunken Sailor the crowd ebbs and ﬂows 
  with the tides and ale is cheap. Come visit the best dockside tavern in all Languard—the Drunken Sailor! 
  Even the smallest town has more locations than all but the most diligent and time-rich GM could ever hope to detail and design. To make 
  matters even worse, when an adventuring party gets to a town or city, the characters often have the irritating habit of going off exploring. 
  What’s a GM to do? Designed speciﬁcally for you, the busy GM, this urban locale is designed to help you bring depth and ﬂavour to your 
  characters’ next urban adventure. This Urban Locale is designed for use with City Backdrop: Languard, but is designed to be easily inserted 
  into virtually any town or city.  
  C RE DI TS 
  Design: Creighton Broadhurst 
  Development: Creighton Broadhurst  
  Art: William McAusland. Some artwork copyright William 
  McAusland, used with permission. 
  C O NTE NTS 
  All rights reserved. No part of this publication may be reproduced, 
  stored in a retrieval system or transmitted, in any form or by any 
  means, without the prior permission in writing of Raging Swan 
  Press or as expressly permitted by law. 
  ©Raging Swan Press 2020. 
  To contact us, email gatekeeper @ragingswan.com 
  To learn more about Raging Swan Press, visit ragingswan.com  
  To learn more about Raging Swan Press on Patreon, visit 
  patreon.com/ragingswanpress 
  WHAT’S A MIN I-EVEN TURE? 
  A mini-eventure is akin to a normal encounter, but does not 
  (normally) feature violence or physical challenges. Instead, a mini-
  eventure focuses on the use of social skills and role-play to resolve 
  the challenges, or events, therein. Most mini-eventures take place 
  in an urban locale. Mini-eventures are an excellent change of pace 
  and can be used as ﬁller between adventures or as situations in 
  which characters who have invested in social skills can shine. They 
  are also perfect for players who enjoy role-playing. 
  USING THIS MINI-EVENTURE 
  This supplement provides everything you need to run a short, 
  ﬂavoursome eventure. As well as presenting an in-depth look at a 
  locale this supplement also present several tables for use during 
  play. Roll on any or all of them as often as desired to create 
  interesting, engaging situations. These tables include: 
  •
  What’s Going On? Something is normally happening when 
  the characters arrive at a locale. Use this list, to determine 
  what is going on. 
  •
  Opportunities & Complications: Fate often throws 
  opportunities and complications at adventurers. Use this list, 
  to determine what befalls the characters while at the locale. 
  •
  Whispers & Rumours: Many rumours, half-truths and 
  outright lies circulate among the Drunken Sailor’s patrons. 
  Use this list, to determine what rumours the characters hear. 
  Credits 
  1 
  ....................................................................................................
  Contents 
  1 
  .................................................................................................
  What’s a Mini-Eventure? 
  1 
  .......................................................................
  Using this Mini-Eventure 
  1 
  ................................................................
  Drinking at the Drunken Sailor 
  2 
  ............................................................
  For Sale 
  2 
  ............................................................................................
  Notable Folk 
  2 
  ....................................................................................
  Fisherfolk & Sailors for Hire 
  2 
  ...........................................................
  Other Folk in the Common Room 
  2 
  ................................................
  What’s Going On? 
  3 
  ..........................................................................
  Opportunities & Complications 
  3 
  ....................................................
  Whispers & Rumours 
  3 
  ......................................................................
  OGL V1.0A 
  4
  .............................................................................................
  OSR
  
  D R IN KI N G AT THE DRUNKEN SAILOR 
  A rowdy dockside tavern, the Drunken Sailor is a favoured sailors’ 
  drinking den. The crowd here ebbs and ﬂows with the tides’ ebb 
  and ﬂow and, surprisingly, violence and brawls are rare. The 
  offering is basic, but cheap—just how the clientele likes it. Run by 
  the balding, bombastic half-elf Arlamen Evdrearn (N middle-aged 
  male half-elf ﬁghter 3) the Drunken Sailor is the place to meet 
  sailors, ﬁsherfolk and the like. 
  FOR SALE 
  The offering at the Drunken Sailor is basic, but good value: 
  •
  Drink: Flagon of ale (8 cp), ﬂagon of watery wine (2 sp). 
  •
  Food: Fish stew (2 sp), crusty ﬁsh pie (2 sp). 
  The Drunken Sailor has no bedchambers for hire, but regulars 
  sometimes spend the night comatose on the common room ﬂoor. 
  NOTABLE FOLK 
  •
  Arlamen Evdrearn (N middle-aged male half-elf ﬁghter 3) 
  runs the Drunken Sailor. Well-known and respected, Arlamen 
  is one of the best connected folk in the Fishshambles. A 
  retired adventurer, he has a soft-spot for those following in his 
  footsteps. He is fond of bardic tales of high adventure—and in 
  particular tales of the legendary pirate bard Vilimzair Aralivar. 
  •
  Lamahs Evdrearn (N female half-elf ﬁghter 1) works 
  alongside her father. Perpetually leather-clad, raven-haired 
  Lamahs is as at home behind the bar as she is aﬂoat. She 
  craves adventure, and to follow in her father’s footsteps—
  something he does not wish on her. She may try to join a 
  band of adventurers visiting the tavern, if they seem “nice”. 
  •
  Ilmatar Joutsi (CN middle-aged female) loves working at the 
  Drunken Sailor. Since her husband was lost at sea, the work 
  here gives her life purpose, a (pitiful) income and a family of 
  sorts. Her animated cackle often rises above the common 
  room’s hubbub. She is well known and popular among the 
  regulars. Lamahs sees her as a surrogate mother. 
  FISHERFOLK & SAILORS FOR HIRE 
  One of the ﬁrst problems adventurers face when trying to explore 
  Gloamhold is Hard Bay’s turbulent waters. Characters with the 
  requisite skills and coin could purchase their own vessel. Most, 
  however, seek one of Fishshambles’ many sailors to convey them 
  thither. Sailors are in the main superstitious folk and fear 
  Gloamhold and its terrors. However, those with enough coin (1 gp 
  a day) can secure the services of a sailor brave enough to dare the 
  journey. For extra coin, their hireling may even return at an 
  appointed time to collect their charges. 
   
  Fisherfolk willing to dare a trip across Hard Bay include: 
  1.
  Aaro Korpela (NG old male human) often exaggerates his 
  own skills and prowess, which has resulted in a couple of 
  situations he survived through luck alone. Aaro is a skilled 
  sailor, but is lost in dreams of his youth. 
  2.
  Taneli Leino (LN male human) has a large family and is 
  desperate for extra coin to feed his growing brood. He takes 
  no unnecessary risks. 
  3.
  Usko Rintala (N middle-aged male human) has sailed Hard 
  Bay’s waters for decades and knows them well. He can spend 
  hours just staring at the water; recently, he has begun to 
  believe the ocean is whispering secrets to him. 
  4.
  Laina Eronen (NG female human ﬁghter 1) once served in 
  the Nenonen’s household guard to pay off a family debt to 
  the crown. Once the debt was paid she returned to her ﬁrst 
  love—the sea. She is a skilled sailor and an enthusiastic 
  brawler. Laina has a reputation as a reliable hire and, 
  consequently, charges double the normal rate. 
  OTHER FOLK IN THE COMMON ROOM 
  Many folk visit the Drunken Sailor; some are ﬁsherfolk while others 
  are adventurers and the like. Sometimes, heavily disguised thieves
  —or their agents—and other ne’er-do-wells come here to learn 
  which adventurers might be worth robbing in the near future. 
  1.
  Mikael Vesi (NE middle-aged male human thief 4) owns a 
  ﬁshing boat, but is a ﬁsherman in name only. Instead, Mikael 
  often works at night bringing in illicit cargo to his contacts in 
  the Shadow Masks. Adventurers hiring him to convey them to 
  Gloamhold may ﬁnd themselves deposited on an isolated 
  wharf and surrounded by thieves, on their return. 
  2.
  Esko Ilmarinen (LG male human ﬁghter 3) secretly works for 
  the Order of the Watch Eternal to keep an eye on adventurers 
  making the trip across the water to Gloamhold. If Esko hears 
  the party are keen to make such a journey, he seeks them out 
  to offer his services. Perceptive characters may realise the 
  2
  IN YOUR CAMPAIGN 
  The Drunken Sailor is location F2 on the City of Languard map, 
  but is easily added to almost any fantasy town or city. The 
  Drunken Sailor is best suited to a common waterside quarter—it 
  is not somewhere the great or the good congregate. 
   
  The Drunken Sailor is a good place to meet brave ﬁsherfolk 
  willing to sail across the bay to Gloamhold and the cursed 
  village of Greystone.
  RUNNING THIS EVENTURE 
  Drinking at the Drunken Sailor can be nothing more than an 
  interlude between adventures, the venue for the adventurers to 
  meet a rival band or even the unlikely place to meet a patron for 
  a mini-adventure and the like. You can either plan events ahead 
  of time or just “wing” the whole mini-eventure using the tables 
  herein to facilitate play. (These tables could form the basis of 
  repeated visits to the Drunken Sailor as long as you keep track 
  of what results the characters have already experienced). 
  
  burly, bald man is overly keen to help them and may suspect 
  him of having a sinister motive. 
  3.
  Kaija Viti (CN female human thief 2) wants to join an 
  adventuring party, but is a bit of a drama queen. She is scatty 
  and forgetful but incredibly ﬁt. She loves to run and can 
  disappear for hours at a time as she runs about the city. 
  4.
  Maalin Vartia (NG female human ranger 2) loves sailing and 
  the sea. She doesn’t have her own boat, but willingly signs up 
  with another adventuring party as a guard. She’s won’t enter 
  Gloamhold or explore Greystone’s ruins but is more than 
  happy to guard the characters’ sailing boat, camp or the like. 
  She is honest, dependable and a skilled archer. 
  WHAT’S GOING ON? 
  Use this list, to determine what is going on when the characters 
  arrive. Remember, the characters’ actions may render some of the 
  entries moot. Roll once, on this table. 
  1.
  The common room is packed when the characters arrive; the 
  ﬁsherfolk have ﬁnished work for the day and are here 
  quenching their thirsts. If the characters seek news they easily 
  learn 1d4 rumours from “Whispers & Rumours”. 
  2.
  Arlamen Evdrearn has been talked into regaling the common 
  room with a favourite story taken from Vilimzair Aralivar’s 
  amazing life. He stands atop the bar—in full ﬂow—as many of 
  the customer listen in rapt amazement to the legendary 
  bard’s heroism. 
  3.
  The customers are morose. One of their number has 
  disappeared at sea and has suffered a fate unknown. The 
  sailor—Juhani Lemmäs—hasn’t been see for a week and is 
  assumed dead. 
  4.
  The customers are happy—the catch has been fantastic over 
  the last few days, and many of the ﬁsherfolk are drinking a 
  good proportion of their good fortune. Arlamen is—
  unsurprisingly—delighted by his good fortune and has 
  engaged a bard to keep his customers happy. The bard 
  knows many sea shanties and is leading the customers in an 
  epic singalong when the characters arrive. 
  5.
  Arlamen is taking in a beer delivery and has no time to talk; 
  his daughter, Lamahs, is behind the bar and cheerfully serves 
  the characters. 
  6.
  The crew of two rival ﬁshing boats are arguing over who gets 
  the best table near the ﬁre. The argument is a symptom of the 
  two crews’ long-running rivalry; without intervention, a brawl 
  will result. 
  OPPORTUNITIES & COMPLICATIONS 
  Canny adventurers can ﬁnd opportunities almost anywhere. 
  Unlucky adventurers can ﬁnd complications almost anywhere. Roll 
  once on this list, to determine which the characters ﬁnd. 
  1.
  Taneli Leino (#2 on “Fisherfolk & Sailors for Hire”) is desperate 
  for money and offers the party his services as soon as he 
  realises they are adventurers. 
  2.
  Lamahs approaches the party, to ﬁnd out more about them 
  and their plans. Arlamen notices his daughter’s interest in the 
  party and, in turn, takes an interest in the characters. 
  Depending on how they deal with his daughter, this could be 
  a good or bad thing for the party. 
  3.
  Another adventuring party is in the common room looking for 
  someone to carry themselves across Hard Bay. The group—the 
  Deadly Blades—is led by Gillon Nalmek (LN male dwarf ﬁghter 
  4). The group is ﬂush with gold and doubles any offer the 
  party makes to a ﬁsherfolk. An argument could ensue. 
  4.
  Many of the Drunken Sailor’s regulars think the weather is 
  about to change for the worse, and that a big storm is on the 
  way. None are willing to sail to Gloamhold until the bad 
  weather has passed. (Of course, if the characters offer enough 
  gold they might ﬁnd someone desperate enough to accept 
  their offer.) 
  5.
  The elderly ﬁsherman, Juho Vaania, is too old to work at sea 
  now and is selling his boat, the Kaija. The boat is sturdy and in 
  good repair; Juho wants 75 gp for her. 
  6.
  The Drunken Sailor has a new cook, who is not good at his 
  job. In fact, the cook is so bad he undercooks the ﬁsh stew, 
  and a rash of food poisoning results. If the characters eat the 
  ﬁsh stew during their visit, they might also fall sick. 
  WHISPERS & RUMOURS 
  Many rumours, half-truths and outright lies circulate among the 
  Drunken Sailor’s patrons. (Some or all of the rumours below may 
  be false, as you decide.) Characters chatting with other folk in the 
  tavern may learn some or all of the rumours below: 
  1.
  Several regulars at the Drunken Sailor are normally willing to 
  sail adventurers across Hard Bay to Gloamhold in return for 
  gold. (Provide the characters with 1d4 names from “Fisherfolk 
  & Sailors for Hire”). 
  2.
  Greystone’s tumbled ruins are cursed. Something horrible 
  lurks in the village’s seaweed-infested harbour; no right 
  minded ﬁsherfolk docks there. 
  3.
  Aaro Korpela (#1 on “Fisherfolk & Sailors for Hire”) is not as 
  good a sailor as he says he is—several times only luck has 
  saved him—and his passengers—from a watery grave. 
  4.
  Laina Eronen (#4 on “Fisherfolk & Sailors for Hire”) charges 
  twice what her competition charges, but she’s honest, brave 
  and dependable. 
  5.
  An adventuring party has returned from Greystone with 
  stories of a ﬂooded cave network beneath the village. 
  Unfortunately, one of the party was slain while the 
  adventurers explored the caves, which—apparently—feature 
  some kind of hidden ancient temple and a strange witch who 
  has powers over the fecund seaweed growing within. 
  6.
  A terrible sickness is spreading among the poorest folk of the 
  Shambles and Fishshambles. First the afﬂicted suffer sweats 
  and have clammy hands; then their skin takes on a scaly 
  appearance and they have trouble breathing. Eventually, 
  many sufferers die. 
  3
  
  OGL V1.0A 
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  15 COPYRIGHT NOTICE: Open Game License v 1.0 ©2000, Wizards of the Coast, Inc. 
   
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  System Reference Document: ©2000, Wizards of the Coast, Inc. Authors: Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson. 
   
  Gloamhold Campaign Guide. ©Raging Swan Press 2017; Author: Creighton Broadhurst.  
   
  City Backdrop: Languard. ©Raging Swan Press 2017; Author: Creighton Broadhurst.  
   
  Drinking at the Drunken Sailor. ©Raging Swan Press 2020; Author: Creighton Broadhurst. 
  To learn more about the Open Game License, visit wizards.com/d20. 
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