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The Barracks and Tap - AI-generated fantasy Shop

The Barracks and Tap

Est. 2026 Human Commoner with veteran experience

The Barracks and Tap

The inn is called The Barracks and Tap, a name created when a failed veterans' lodging house merged with a struggling alehouse under one unwilling owner. The or...

BA

Shopkeeper

Barnaby Stout, a Human Commoner with veteran experience (Lvl 3)

Keeper's Species

Human

8 Misc2 Misc2 Potions3 Weapons2 ArmorEst. 201 gp

Shop Inventory

(17)
Miscellaneous8

A thick ceramic mug stamped with the inn's battered dragon emblem. Barnaby sells these to travelers who keep breaking the ordinary ones.

Dense travel bread, smoked sausage, hard cheese, and a small onion wrapped in waxed cloth.

Serviceable hemp rope formerly used to secure supply wagons. Barnaby checks every coil personally.

A hooded lantern with a sliding shutter and a reinforced handle. Several bear old military inspection marks.

Clear lamp oil poured into thick, stoppered flasks. One flask is included free with a paid room during storm season.

A dark brass token bearing a tiny crossed spoon and sword. Barnaby gives these only to people he believes will not start fights.

When shown to Barnaby's trusted contacts, it identifies the bearer as a guest under his protection.

A sticky orange incendiary sealed in a squat ceramic flask. The inn keeps it for emergencies, not demonstrations, a distinction Elara explains only once.

On impact, deals fire damage to the target and ignites flammable objects not being worn or carried, using the standard alchemist's fire rules.

A small packet of fennel, mint, and bitterroot prepared for caravan workers and sailors.

Applied during a short rest, it grants advantage on the next Constitution saving throw made against motion sickness, spoiled food, or similar mundane stomach troubles.
Miscellaneous2

Straight-grained arrows made by a local fletcher and kept dry above the kitchen rafters.

Plain iron-tipped bolts in a waxed leather case. The fletching is deliberately dull-colored for night travel.

Potions2

A bitter herbal tonic bottled by a cautious apothecary. It tastes like pine sap and old pennies.

A red liquid with floating flecks of gold-colored herb. Barnaby keeps these behind the bar for travelers who look more injured than solvent.

Heal 2 HPRestores hit points when consumed. The listed healingAmount is the fixed modifier portion only.
Weapons3

A balanced dagger with a plain wooden grip. It is sold as a table knife, though everyone knows better.

A stout club cut from ashwood and capped with a leather loop. Barnaby calls it a walking aid; his regulars call it the argument ender.

A practical longsword with a nicked guard and freshly sharpened edge. Barnaby refuses to sell it to anyone who has been drinking.

Armor2

A set of boiled-leather plates reinforced with hidden strips of metal. The fit is adjusted by Barnaby's former quartermaster's tools.

AC +11

A round wooden shield faced with iron bands. Each one carries a different dent, and Barnaby insists every dent has a story.

AC +2Adds +2 AC when wielded.

Lootable Stash

(5)

Where The Take Sits

The inn's most valuable stash is split between the owner's upstairs room, a concealed pantry panel, and the kitchen floor. The arrangement reflects Barnaby's military habit of keeping money, emergency supplies, and sensitive information in separate locations.
1 Money On Hand1 Personal Item1 Valuable Goods1 Records1 Valuable Object

Security Check

Dexterity (Thieves' Tools) for the locks, followed by a DC 13 Dexterity (Stealth) check to avoid Elara's notice
DC 14

On Failure

A failed theft attempt usually triggers a bell-wire beneath the bar or draws Elara's immediate attention. If the party persists or is caught with stolen goods, Barnaby locks the doors, orders everyone to put their hands where he can see them, and calls the local watch. If violence begins, he rallies sober patrons to restrain the thieves rather than allowing a tavern-wide brawl.

Estimated haul

369.06 gp

Money On HandLoot target #1

The Night's Receipts

37 gp, 18 sp, and 26 cp
Locked iron box beneath the loose flagstone behind the kitchen's dry-goods shelves
The evening's takings are divided between the bar till and a locked iron box beneath the kitchen floor. The box contains mixed coin from rooms, meals, drinks, and small debts paid in cash.
Personal ItemLoot target #2

Barnaby's War Satchel

5 gp to a collector, or useful leverage over Barnaby
Under the owner's bed in the small room above the taproom
Barnaby's old military pay ledger, a brass service whistle, and a bundle of letters tied with blue thread. The letters contain exaggerated accounts of battles, but one includes the name of a former comrade who now works for a smuggling crew.
Valuable GoodsLoot target #3

Emergency Shelf

250 gp total
Behind a false panel in the pantry, concealed beneath sacks of flour
Three sealed potions of healing and two flasks of alchemist's fire are kept apart from the public stock. They are reserved for emergencies involving regulars, guards, or staff.
RecordsLoot target #4

The Quiet List

50 gp to criminals, investigators, or a rival official
Inside the hollow handle of a serving tray kept on the second-floor landing
Elara's folded list of guard bribe-takers, crooked caravan brokers, and suspected thieves' guild meeting spots. It is written in shorthand and would require an Intelligence check to interpret fully.
Valuable ObjectLoot target #5

Quartermaster's Medal

25 gp
Pinned inside Barnaby's old red coat, hanging in the locked office
A silver campaign medal mounted on a cracked leather backing. Barnaby claims it was awarded for saving a commander, though the inscription suggests it commemorates a much less glorious supply victory.
BA

Barnaby Stout

HumanCommoner with veteran experienceLvl 3

Shop Atmosphere

The inn is called The Barracks and Tap, a name created when a failed veterans' lodging house merged with a struggling alehouse under one unwilling owner. The original sign showed both a bedroll and a beer cup, but weather erased the bedroll years ago. The hearth is always lit, and the room is noisy without feeling dangerous. Benches are arranged so patrons can see both the front door and each other. Barnaby Stout, a retired human soldier with a wooden prosthetic hand, runs the establishment like a military post, enforcing a strict no-brawling rule with a stare, a shouted command, or the heavy club kept beneath the bar. He tells grand stories about battles that clearly grow with every telling. Elara, the half-elf waitress, moves with startling speed and can carry five full mugs in each hand. Her permanent expression suggests she has already heard every excuse in the world. She is the best source of gossip in the inn, especially regarding corrupt guards and suspected thieves' guild contacts. At closing time, she silently places a mug of water beside anyone who looks likely to make a bad decision.
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