the ROADHOUSE
At first glance this roadhouse located outside of Fangsfall to the north of the Arena, appears as a 120 ft by 140 ft rectangular structure made from local stone, no doubt hoisted in some instances from the ruins of other buildings that existed here in the pre-war and early post war years. The Roadhouse Commands a position sitting atop a low bluff at the convergence of the crossroads area about a mile north of the shanties beyond the city gates. The Roadhouse has a 55 ft long palisade type fence along the wall facing the road. Behind the fence and gate is a small beer garden area with several large round tables for those that wish to drink outside and enjoy the weather. The common room is quite large and accommodating featuring a large pit to accommodate wrestling and boxing matches. The place is heated with coal or sod burning braziers bolted to the stone floor. There are several tables surround the pit area except in front of Tanil� s Stage, which sits along the center of the western wall facing the log pit and the main entrance.

A large slit in the ceiling offers excellent ventilation and keeps smoke to a minimum. The north end of the common room features a long bar with several stools, and access to storage rooms and the roadhouse office. A kitchen also occupies the north end of the tavern and is accessible to the outside as well as the storeroom. To each side of the general entrance is a bench where the bouncers sit. Flanking their benches are 16 locker cages, of adequate size to hold several weapons and component cases each. These locker cages are watched as thoroughly as newcomers to the place. The southern end of the common room comprises eight private booths complete with curtains to keep out the eyes of the unwanted. One has a door with a lock upon it for a more private dining and conversing experience. The lockers may be rented by traveling adventurers to store extra gear in for two silver pieces per week. They are locked with average locks (DC 25).

The north wing of The Roadhouse�s features an unused private gambling area known as Enkili�s playground as well as several ultra private rooms that are rented only to the special guests of the management. Enkili�s Playground once offered several games of chance such as cards and dice for those who are free with their coin, but now is filled with half hogs-head barrels used for bathing purposes by the clientele.

The south wing has 12 rooms to let, and charges approximately 5 sp a night for a common room and 2 gp a night for one of the larger suites.
1. The Beer Garden
A fifty five foot by fifty foot open air courtyard that sits behind the palisade and gate to The Roadhouse. Several tables sit here for guests who do not wish to give up their armaments for an evening in the common room. A fifteen foot long bar stands in the northwestern corner of the courtyard and a door in the center of the western wall leads to the common room. A pair of observations decks that lead to the top of the palisade stand in the northeast and southeastern corners.
2. The Common Room
A large room for general drinking, eating, and entertainment, this room features Tanil�s Stage along the center of the western wall where music and entertainment often takes place. A large boxing and wrestling pit in the center is a favorite attraction. One of the owners keeps a chair made from the bones of dangerous beasts and monsters and coated in their skins at the southern end of the pit facing northwards. A smoke slit lines the center of the ceiling. The bar lines most of the northern wall with doorways leading to the kitchen (Area 5) and the storeroom (Area 4). Large burly bouncers sit near the door to make sure that nothing gets too out of hand, though an occasional fistfight is tolerated.
The heads of several beasts and creatures what couldn�t �follow the rules� line shelves behind the bar amongst various bottles of liquor and spirits.
3. The Office
Accessed through the storeroom the office of The Roadhouse consists of a locked desk (DC 40) and a secret door (Open Locks (DC 40) that has outside access. The door is also arcane locked and has a secret password known only to the owners. Money is not actually counted in the office, this is merely where most of the paperwork and orders are filled out and kept.
4. Store Room
Dried goods such as flour and extra kegs of liquor are stored here. There is access in the eastern wall to the kitchen and western wall to the office.
5. The Kitchen
A simple kitchen for butchering meat, and preparing special meals that are not cooked in the common room. There is a door in the eastern wall that leads to the store room, and a locked door in the northern wall that leads to the outside for bringing in produce and kegs.
6. The North Wing:
This hallway leads to the north wing. Only individuals with special permission, such as gamblers, staff and special guests of the Owners are allowed into areas A through D of the north wing. Areas A-D are special guest rooms offered by the owners, offering excellent accommodations. Doors are affixed with Amazing Locks (DC 40), and are made from reinforced hardwood.
7. Enkili�s Garden:
A gaming room for high rollers who want to bet big. Currently serves as a bath-house.
8. Frog�s Room:
An arcane locked door with a secret password leads to rooms 8 and 9.
9. Owners Meeting Room:
A well-appointed boardroom for talking business and planning adventures. This room is used by the owners to handle their business that they prefer to keep quiet.
10. The South Wing:
The south wing features four suites (A-D) that are of good quality and a bit higher priced than the eight normal sleeping rooms (E-L) wich feature little more than a water pitcher, bed, and chamber pot. Doors are of reinforced hardwood and affied with good (DC 30) locks.
Stables
Outside of the Roadhouse along the Western side of the building stand the rather simple stables. The stables can board up to ten large horses.
Services
The Roadhouse�s offers the following goods and services:

Booze
Goodbarrel�s Ale: 6 cp per mug, 4 sp per gallon
Good Whiskey: 2 sp per glass, 10 gp per crock, 20 gp per jug
Sangria: 2 sp per pitcher, 4 cp per glass, 1 gp per bottle
Fine Wine: 10 gp per bottle
Rum: 1 sp per cup.


Other Drinkables
Fruit Juice: Seasonal, 1 cp, usually raspberry, or apple cider.
Tea: 1 sp
Boiled Water: Free, but don�t ask for too many of them or the bartender may have you beaten

Food
Daily Banquet Special: 1 gp per person, catch of the day
Bread and Meat: 1 sp
Stew of the Day: Served piping hot in wooden bowl 1 sp (made from last nights leftovers)
Vegetable Dish: 2 sp, for the vegetarians, usually a baked potato, salad, other greens and roots
Frogs Roasted Bugs: 2cp A spicy specialty with a sour yogurt dipping sauce, rich in proteins
Deep Fried Fish: 2sp The owners claim its from the sea, but it may be from the waste canal, served with fried potato wedges.
Pickled Fish: 1sp.

Rooms
Private Booth: 1cp per hour. 1 sp for the whole night.
Sleeping Room 5sp per night.
Suite: 1 gp per night
Da House Rules!

Folk who come to the Roadhouse are welcome to bear arms, however magical spell components and those who make their trade by the use of magic are viewed with suspicion. If they have earned the trust of the owners they may carry these items freely.
Use of deadly magic against patrons or proprietors of the Roadhouse or magic that could cause destruction on a large scale is considered a deadly attack. Perpetrating a deadly attack on the patrons or proprietors is inviting death. Don�t do it. Magic that may be used to gain an unfair advantage such as mind control or cheating at games of chance may be subject to ridicule and banishment from the property unless good reason warrants.

Folks who insist on fighting or bringing trouble to The Roadhouse�s may do so outside in the beer garden. Fighting in the tavern may result in your sudden death at the hands of an owner or bouncer. The guard have indicated that the proprietors may reserve the right to deny service to anyone, and act with necessary force to defend their property and patrons from physical assault with deadly force if necessary.

This rule is open to negotiation as the proprietors enjoy a good fight, as long as it appears to be fair, and the combatants understand that deadly sport will not be tolerated as it is the commitment of a crime. They hope that no one dies on the property but due to the frontier atmosphere and seeming lawlessness outside the city walls they realize that this is not always going to be the case.

Anyone caught in the pursuit of a theft or other skullduggery as specified by the bouncers at the time of their being caught will be banned for life from the establishment. If you come back in again even in some disguise, you will be dealt a severe beating and be handed over to the guard.

Those bearing the broken eagle tattoo upon their brow are not welcome at the Roadhouse. Nothing personal but we don�t need the trouble with the law.

Ye will respect musicians, especially if they show good skill in their craft. Heckling and booing is only allowed if they stink the place up badly. Harassment of folk on stage will get you warned, then ejected. Have fun walking home through shantytown after dark.

Cursing of any kind is only tolerated if the word Bowbe is applied to the phrasing of the foul language. Proprietors are exempt from this rule.
No Kids. The Roadhouse isn�t a place for family dining. Go to the Mithril Inn.

Unwritten Rules
There are many. Come visit you will pick up on some of the more flavorful events hosted at the Roadhouse and learn its �common name.�
Original Concept by C.W. Christofferson, used by permission
Fangsfall, Tanil, Enkili are copywrights of Sword&Sorcery Studios
Hosted by www.Geocities.ws

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