The Trollskull Tavern

Christ, you guys actually have a tavern. So it's like 3 stories, being the ground (bar) floor, 4 rooms on the second for lodgings, and a third for your rooms, with a basement and is now actually functionable. Yeah, you somehow managed it. Alright, here's how this damn thing works.

So what does this mean to you?

Following the S&F rules, this falls under the establishment category. This means that you can make money and gather that sick nasty information, so long as you know how information works (more on that later). This can be upgraded for a fee and gain improved benefits. You are also allowed to ask (pay) for favors from other types of buildings, such as hiring mercenaries or petition a diety so long as you know a guy. As a group, you also gain a few cool abilities to share both in and out of combat.

Possibly the most interesting, however, is the people you attract.

Bringing in the Folks

Since you are now the proud owners of a tavern, you are going to attract a couple regulars. This means that they will be frequenting day in and out laboring at your beck and call in return for some of that sweet, sweet ale (and probably a room or two). If you're convincing enough, they may just work for you as a whole. These guys come in upon opening up shop the first time, upgrading the place, and leveling up.

Regulars

d100 Regular 01-30 1d10 Drunkards (Regular Light Infantry) 31-45 1d6 Drunken Guardsmen (Seasoned Light Infantry) 45-55 1d6 Gamblers 55-65 1d4 Volunteer Watchmen (Seasoned Medium Infantry) 66-70 Chef 71-75 Bard (3rd Level), Retainer 76-80 Pair of Adventurers 81-85 Allied Spy 86-90 Wizard-School Dropout (3nd Level), Retainer 91-100 Special Ally

Revenue (a.k.a. the important part)

So I'm sure you want to get paid for all your hard work doing nothing while your employees run the shop. Well, here it is! Every couple months, the Trollskull Tavern generates a solid 1000 gp per establishment level of pure profit! All other costs are accounted for in this very precise calculation.

Rumors

So with every tavern comes its own rumors that tend to be floating about amongst your esteemed patrons. Unless you're working the tavern as a full-time job, you'll only hear snippits of the true innerworkings of the city from these people. To truly extract any information, you're going to have to pay a bit extra to your workers to keen in on those juicy secrets.

This is going to require a Gather Intel check (1d20 with proficiency while adding the establishment level) and about a day of time, along with 100 gp per level of detail or quantity you'd like to receive up to the tavern's establishment level.

This can include information on: organizations, people, guilds, cities, monsters, etc. Contents include: recent activity, conspiracy, rumors, agenda, etc. Remember, more money equals more information of a higher quality.

One final thing, you can only make Gather Intel checks per couple months equal to your establishment level. Use it wisely!

Favors So I had mentioned that you can pay for certain favors from others. Well, here is what it means. You can spend 1000 gp per couple months to do one of the following: Hire mercenary units equal to establishment level

Petition a cleric's deity to utilize their concordance

Utilize modified spell scrolls (1 per establishment level)

Taken from https://imgur.com/user/MrWickedClown

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