Ankhor's
Dive
Ankhor's Dive
Perched upon a rocky outcropping over the sea, Ankhor’s Dive is a haven for the less than reputable visitors to Dane Caelen. This lively tavern and wayside inn draws an eclectic mix of dwarven sailors, human nomads, and elves doing business best not done inside the city proper. It is located on the outskirts of the city, along the northern coast. A torched lined path draws patrons in and, with luck, helps them find their way out again after imbibing fine imported dwarven spirits.
As evidenced by the lighthouse atop it, Ankhor’s Dive was not always an inn. In the time shortly before dragons came to the world, when the demons waged a war of torment against the races of Samsarras, the Elves constructed it as a coastal defense patrol base. The burning light guided ships to shore even as the barracks housed a full company of guardsmen. It was named “Aranel’s Shield” after Currasant Aranel who oversaw its construction and subsequent operations.
There it stood for over a thousand years. In time, due to Mirlethian raids, the city receded from the northern coast. As such, Aranel’s Shield found itself unmanned and subsequently decayed to the ravages of time. Every few decades, some new strange cult would find its way in and call the barracks home, only to eventually be discovered and driven away.
Soon after Caelen Dicelle’s coronation, boats from Mirlethia stole away down the Sil Strait, intent on capitalizing on the disorder monarchal transition brings. When a Mirlethian assassin tried to kill the new queen, they were struck down by Völkhor Longsmock, a member of the Black Boot mercenaries who fought on the side of the elves. Dicelle offered Völkhor any number of titles and positions. The hefty dwarf but smiled and pointed to the north.
“If it pleases your highness, I’ll take that crumbling barracks and get out of your royal hair.”
A deal was struck that Völkhor would take control of the lighthouse under the conditions that he rebuilt it to its former glory and it’s ownership would revert to the Elves upon his death. He enlisted the help of Doograden “Jingles” Cranhappen to finance the project, taking him on as a partner. The two of them enlisted a few former mercenaries to help rebuild it into the iconic inn it is today. From their sweat, Ankhor’s Dive was born.
Business is Good
On the surface level, Doog and Volk (as they have become known) run quite the successful inn. The rooms are often booked and the ale flows freely. Bawdy acts that don’t align with elven sensibilities often find themselves performing here, much to the joy of their patrons. It is a well known establishment by sailors from all over the northern Isles.
Ankhor’s Dive does more business than food and drink, however. The trap door over the ocean is consistently used by smugglers, bringing the inn a constant supply of duty free imports. Volk’s service to the queen is remembered fondly, so such issues are often overlooked when they are known. As such, Ankhor’s Dive boasts many rich foods from the cold Dwarven north. The smell of greasy whale meat often drifts from it’s cooking fire.
Doog continues to capitalize on his skills as well. Those that need money and have been refused by Money Hall, the gnomish bank of Dane Caelen, will come to him. The terms of the loan generally are not as agreeable as those the gnomes of money hall would offer, but the desperate do not come to Doog for easy terms. More than one sellsword makes their money collecting Doog’s debts.
A debt to Doog is a debt you lose..
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6. Trap Door
This trap door houses a ladder that leads to the basement below. Those that do no wish to be seen leaving the inn have used this exit often.
6. Trap Door
This trap door houses a ladder that leads to the basement below. Those that do no wish to be seen leaving the inn have used this exit often.
6. Trap Door
This trap door houses a ladder that leads to the basement below. Those that do no wish to be seen leaving the inn have used this exit often.
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Stables
The stables are overseen by Misen and Cresil, twin elven girls. They were orphans when they were taken in by Doog. Now they are well fed and warm, sleeping in the stables they share with White Eye, a small orange cat. It costs 5 CP to stable your horse here ( 2 to the Dive, 3 to the girls).
Tavern
These double doors open to the main room of the tavern. Kept open during the warm summer and closed during the rainy fall and snowy winter, the sounds of revelers can always be heard from outside
Larder
The larder has a trap door and ladder to bring goods up from below in the basement. It is generally stocked with several different kegs of ale, bottles of wine and dwarven spirits, cheese, and bread. They’ll also be a variety of dried spices and grains.
Stage
This is where any performers in Ankhor’s Dive show their art. Bard’s from all over Samsarras have been on this stage. When not in use, it is set with a table that overlooks the rest of the common area. This is Volk’s favorite place to drink and look out over his tavern.
Kitchen
In the kitchen of the bar, away from the hustle and bustle of the main floor, are tables for gaming. Here, sailors place bets and roll dice. This door is locked at times, as private business is conducted away from prying eyes. Aside from the gaming tables, there is a fully functional kitchen here, tended to by Cnut, the cook. There is only one thing on the menu at any given time, that being which Cnut decides to cook for the night. He is quite partial to goat and lentils.
Staff Quarters
This is where the staff is housed. These quarters belong to the two servers (Bruni the Dwarf and Iselle the Elf) and the cook (Cnut the Mirlethian). The three of them are former members of the Black Boot mercenaries. One of these rooms also belongs to Doograden. It houses many books as well as 621 GP. The door is trapped with a poison dart. A DC 17 perception check is needed to notice it. If discovered, the PCs can attempt to disarm the trap by using Thieves Tools. The check has a DC 17. A roll of 1-10 not only fails, but also springs the trap as well.
Those affected by the trap must make a DC 22 Constitution Save against the very powerful poison or become paralyzed. The player may repeat the check after every long rest. Doog has the antidote, of course!
Office
The office is nicely furnished and full of old ship memorabilia, from scraps of old sails and a porthole window, to a ships wheel hung on the wall. The bookcases hold an impressive array of books. If PCs are after some sort of obscure information, this room might be a good destination for them, as it’s not easily reached. At least not by those without certain knowledge, however.
The office has a secret door under the stairs hidden behind a sliding bookcase. It leads to a small room with a trap door in it which descends to the vault. It is the only entrance into this secret room.
This area is also frequented by Carny, Volk’s cat. The small black feline is named after Volk’s homeland, Carnhearth. The cat carries a miniature keg on its collar, full of approximately a single shot of dwarven spirits. Carny is in no way afraid and will look for pets from any who enter, repeatedly meowing and booping them until they comply
Secret Room
This is the small room that contains the trap door to the vault.