Three Low Lanterns

Village

Seedy

Poor prices

Three Low Lanterns

the alehouse beneath the willow

The air inside is warm, sour with old grain and a faint metallic tang that speaks of watered mash. Low benches crowd around a long, scarred bar; half the light comes from the trio of lanterns slung over the bar mirror and the rest from a single sputtering hearth. Conversation is low and cautious — furtive glances, a suppressed laugh, the clink of coins more often than singing. Behind the bar an immense brass kettle occupies a corner, steam smelling faintly of juniper; a row of patched barrels sits on a raised sill, their staves swollen in places. The regulars lean toward each other like ships huddled to ride out a storm, and a priest in a plain robe nurses a cup at the far end with a watchful eye. If you listen, you hear more than drink orders: names exchanged in whispers, the scrape of a key in a palm, the muffled creak of a trapdoor somebody makes sure you don’t notice.

Over the door

A soot-blackened iron bracket holds three dented tin lanterns, one with a cracked pane; the paint on the building beneath them is flaking and someone has scrawled a crooked rune in ochre beside the door

The keeper

Marta Brel

Human

Manner

Marta runs the house with a tight smile and a ledger always half-open beneath her elbow; she treats paying customers with brusque civility and those who owe her in more than coin with thinly veiled patience. She keeps disputes short and never lets a story leave her ear without filing it away for future use.

Quirk

She taps the rim of her mug thrice before she speaks about any matter of consequence — a private rhythm she keeps even when angry.

Stats

Use the Commoner stat block; skilled with brewer's tools and a hidden dagger behind the bar (attack +3), AC 10, HP 9
House special

Lantern Warm

4 cp

A hot, spiced ale with a ribbon of juniper steam — the house special that blurs the edges of memory for an hour, leaving one more willing to speak. Drinking a full mug grants advantage on Charisma (Persuasion) checks to share gossip for 1 hour, but the drinker takes a -1 penalty to Wisdom (Perception) checks while the effect lasts.

Prices

Poor (5e lifestyle: about 2 sp a day)

The menu
Food
Stew of Root and Stale Bacon
6 cp
Flatbread with Gruel Cheese
6 cp
Salted Turnips and Hard Cheese
6 cp
Potted Fish (smoked thin)
6 cp
Drink
Ale (house, watered)
4 cp
Ginger Beer (ginger muddle)
4 cp
Cider (sour)
4 cp
Diluted Mead (thrifty measure)
4 cp
Rooms
Corner cot (shared)
1 sp
Loft pallet (open)
1 sp
Stable hay cot (smells of dung)
1 sp
Staff

Gus Tiller · cook

A once-proud millhand with a scarred forearm who seasons stew with a pinch of sawdust and insists it 'gives texture.'

Nell · barmaid

Quick-footed and quieter than the rest, she nods when asked to look the other way and has a habit of pocketing loose keys.

Old Bram · stablehand

He sleeps by the horses and knows the comings and goings in the lane better than any watchman.

Regulars

Father Merek

The village priest who drinks alone and pays in favors; he's careful with his words but visibly nervous when Marta approaches.

Hanna Plumb

A weaver who gambles away her wages to forget a bad harvest and keeps asking after a 'sealed chest beneath the willow.'

Rook the Scribe

A thin, ink-stained man who trades gossip for half-pence and will copy any entry from a ledger for the right price.

Rumours
  1. 1

    Hanna Plumb swears her late-night digging beneath the willow revealed a stone box stamped with a merchant's seal — she says it's iron-bound and humming when the moon's up.

  2. 2

    Old Bram says a pair of cloaked figures have been unloading crates into a cellar door under the alehouse every other Tuesday; he named the crate mark as a trade sigil used by the coastal smugglers of Crowfen Wharf.

  3. 3

    Rook the Scribe whispers that Father Merek recently received a sealed letter from 'House Varn' and paid Marta a sack of coin to hide the exchange; the letter's seal matched the emblem sketched in Marta's ledger.

Look out for
A brass brewing kettle always on the boil with a false stave on the second barrel that hides Marta's ledger (DC 15 Investigation to notice).A concealed hatch beneath a loose flagstone behind the hearth leading to a low cellar (DC 12 Perception to spot the seam), where the smugglers might meet.A nightly dice game called 'Three Lanterns' where losing players often leave with a favor owed to Marta rather than coin; house rule: losers take a 1-week 'debt' that Marta can call in as a small task.

Made with the free LoreKeeper Tavern Generator · Free to use at your table · Licence

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