The Gaming Thread

I got back into Cyberpunk 2077, with the aim of finally finishing a playthrough (including the Phantom Liberty expansion). Been at this one for 53 hours, and still not bored, so feeling pretty hopeful that I won't drop it. Bit of a chore making it through those bits I've already seen so many times (I think I have 4 or 5 false starts under my belt), but now that I'm biting into fresh content it's pretty exciting. It also helps that I'm doing things different with my character. Normally I've been playing it as a straight shooter, favoring assault rifles and SMGs while largely ignoring cyberware. This time I'm going in the opposite direction, chromed to the gills with gorilla arms and a big-ass sledgehammer. Where before I felt like just another chump off the street, now I'm legitimately superhuman, capable of leaping over building, throwing grown men high in the air, or smashing an armored truck to shrapnel with my bare cybernetic hands. It gives the whole thing a different flavor, and the indiscriminate destruction is pretty fun. As an added bonus, it's much less buggy than I remember from my last attempt.
 
So far, playing first edition D&D on the Claude.ai has been a rousing success. The only aspect which is failing is the usage limits of the Claude engine. I've exhausted my access for the week, so I guess I'm done playing for the weekend. :cry: I really wanted to keep going. You have to watch those usage limits carefully. They time out every 5 hours and there's also that weekly limit. Next time I'll be more strategic with my time. I can't start again until Monday, which sucks. Whatever.

Here's a brief summary. Tell me if anything so nuanced as this could happen in Baldur's Gate 3, as an example. This is emergent gameplay shaped by the player . . . It's not scripted as the path you must follow. This is why I say this method is incomparable right now. I cannot believe that this actually works. I'm stunned at how detailed I can get this.

I'm playing a second adventure now. (The first one was also outrageous. Such chaos! hahaha) I didn't actually look at any info of this new one. I saw it but didn't read it. I just found a module in a fanzine, printed it as a text-selectable PDF, uploaded that to Claude with my previous characters, and told it to make all of the rules 1e (I don't like 5e. It's too much like a videogame.) Now I think what I'm supposed to do is meet a merchant wounded by the road, take him to town, meet the Steward there and go into a dungeon to return this sacred Chalice to the Steward. I think that's all there is to it. Lots of parties have gone into the dungeon but all have failed. It's full of dangerous traps, monsters, and something else . . . . The last group ran out screaming.

Because of my play style, the game explodes in strange directions. The Claude engine is genius with accommodating my craziness. I know 80% of what I'm doing must be generated from outside of the module. It wasn't the author's intention, but a good DM makes it work. He rolls it all back together to get you in the story again.

So, we rescued this merchant, taped up his ribs (bandits had pummeled him) and took him into town to rest. He had mentioned burying something (I think Claude made this up as a detail), we pressed him for it, found out he was delivering a letter from mysterious parties to Steward Gregory, and offered to retrieve it for a modest fee. He agrees. We trek out to where he says he was waylaid and where he hastily buried it (we made him draw a map). By bury, he meant "cover it with leaves and grass in the ditch" before the bandits can get him. They stole his money and his horse. We find the letter but it's different than what we were originally told. The seal isn't right. (I think Claude messed up. Now it has to improvise even MORE, haha).

So we assume the letter is a forgery and our Ranger tracks the bandits footsteps into the woods. We find them and we're sneaking up on them, when our apprentice mage (a klutz on his feet, but sharp with his hands), of course alerts them by stomping about like a fool. He hurriedly casts Sleep on them, drops them with a VERY impressive HD roll, and we take them prisoner. We threaten these men after they're bound (and robbed, natch, it's out duty), then we ask them why the letters have changed. It's a forgery! They're trying to intercept the letter because it is damning Steward Gregory. They're dead men once he finds out. They're weeping . . . We leave them a few coins and tell them to take to the hills. Men have started new lives on less. We take the ORIGINAL letter from them. They had replaced it with a fake meant for us, which would then somehow saved their leader, Gregory. (Truthfully, I didn't understand how that was supposed to word, but I guess it could change events somehow.) So now we have the real letter and a forgery meant to trick us and our merchant, Peltran, who is meant to deliver it.

We open the original letter carefully, preserving the seal (aided by a masterwork blade from the last adventure), and it's a letter from the Church. It's condemning Gregory for sending adventurers in to meet their deaths in this tomb/vault, all to get this sacred Chalice for his own wealth and power. They're furious with him.

So we decide to make a second fake letter. Our klutz mage happens to have the same type of standard red seal, and the original letter did not bear an insignia stamp (I don't know why, but we're exploiting this). So our plan is to replace the letter condemning Gregory with another letter, written by our cleric who recognizes the Bishop who wrote this condemnation, except this time, all conspirators of Gregory are going to die with him, the merchant Petran named in particular.
So consider all of the above. That's just where the story went. It's not hard-coded in the logic. I'm not working up to an Unreal 5 cutscene that must occur filled with inexplicable modernisms that the writers want me to see. This AI method accommodates millions upon millions of different story paths, just like at a live gaming table. It's so much fun! It only gets better from here too as the AIs improve.
Actual output follows. This is me playing against the engine, well with the engine. Claude is the DM and adds detail. I set the behavior of my party. I've already explained to it that it has to help some on the party mannerisms, not the battle decisions and orders, just their mannerisms in narrative. It knows what their mannerisms and desires are because I've detailed each in their character sheet, and I guide them with specifics. (Each of these has been uploaded to Claude.)

There are 4 characters:
Flava Flavius, a 1st level Fighter who pretends to be a bard. He's very devious.
Croup Greenthumb, a level 2 Ranger cast out from society because of his uncouth, hillbilly demeanor
Angus Youngblood: A goofy mage apprentice, level 1. Brilliant but clumsy on his feet. All he knows is Magic Missile and Sleep.
Swaggy Gemwright: A level 1 Cleric who is like a televangelist in the wrong age. He's basically a thief with cleric powers. He's blessed by the gods, yet shouldn't be. For some reason they keep him magical. They most know something we don't.

So now we've returned to town, forged a letter, and we go off to see our merchant friend. He'll rue the day he met us, but he won't even know he should, haha. My typing is in bold (ignore typos, this is just content from a textbox). Claude's is the rest.
7Crowns:
We enter. It's been a long day and we don't need to feign being exhausted.

The door opens with a familiar creak. The common room is more crowded than this morning - evening trade, locals finishing their suppers, a few travelers nursing ales by the fire. The smell of fish stew still lingers, mixed with woodsmoke and beer.

Oswin looks up from behind the bar, his round face lighting with recognition. "Ah! The merchant's companions return!" His voice carries across the room. "Petran will be pleased. He's been fretting all day, poor fellow. Room 4, top of the stairs - but careful, he's resting those ribs."

A few patrons glance your way with mild curiosity, then return to their drinks. Nothing unusual about adventurers checking in with their employer.

Flava leads the way up the narrow wooden stairs, the others following. The boards creak under Croup's boots. Swaggy's rings clink softly despite his attempt to muffle them.

Room 4 sits at the end of the hallway. A sliver of lamplight shows beneath the door.

Flava raises his hand and knocks three times - the signal Petran specified.

"Yes?" The merchant's voice is cautious, strained with pain. "Who is it?"

"Your salvage crew," Flava calls back. "We have news."

A pause. Movement inside. The sound of someone rising carefully, painfully. Footsteps. The door opens a crack, and Petran's face appears - pale, haggard, but his eyes sharp.

He sees the four of you and exhales with relief. "Thank the gods. Come in, quickly."

He opens the door wider, stepping back to let you enter. The room is small but comfortable - a single bed, a washstand, his merchant's pack in the corner. He's still wearing the binding Swaggy applied, moving stiffly.

"Did you find it?" he asks immediately, closing the door behind you. "The letter?"

What do you do?

7CROWNS
"Yes, we found your ruffians and showed them how it's properly done," Flava says.
"But things are not as they seem," Swaggy says, the truth in an ironic way. He is checking Petran's wrappings. He nods in satisfaction. "We left them in despair." He considers this statement for a moment. "We didn't see your horse. Apologies, sir."
Petran's face falls at the mention of the horse. "Ah. Well. The roan was a good mount, but..." He waves it off, wincing at the movement. "At least you dealt with the bastards. That's something."

His eyes fix on Flava with desperate hope. "The letter? You have it?"

Flava reaches into his tunic and produces the package - red wax seal broken, oilcloth wrapping intact. He holds it for a moment before handing it over.

"We found it exactly where you said," Flava says carefully. "But Petran... those bandits had already opened it. They were looking for something valuable, I think. Disappointed to find just parchment."

Petran takes the package with trembling hands, his face going pale. "Opened? They... they read it?"

"We don't know," Swaggy says, his voice unusually serious. "We drove them off before we could ask. But the seal was broken when we found it."

The merchant stares at the broken wax, then at the men surrounding him. His hands shake slightly as he peels back the oilcloth.

"I... I should verify the contents," he says weakly. "Make sure nothing was taken or... or damaged."

He's asking permission. Looking at your faces to see if you'll object.

Croup stands by the door, arms crossed. Silent as stone.

Angus shifts nervously in the corner.

What do you do?

DM: No, we didn't find it where he left it hidden. We tell him that we tracked the bandits for hours, hence our late arrival. (We were actually scheming at the other tavern.) We found where he had hidden the letter, found their tracks and no letter, and so pursued them.
"They left a devious trail," Croup adds quietly. His own little contribution.
"Yes, it was crooked. We think they knew they'd be followed." Angus said.
Flava is surprised at these two's interjections. "Sadly . . ." He sits where he can in the room and pulls the newly created 3rd letter from under his cloak. After the forgery was complete, we wrinkled and abused the letter as if it had fallen into coarse hands. "They opened it. I must confess, you made us curious, and seeing as it was open already . . . well, I think all of us are in a dire predicament." He hands the letter to Petran.
Petran's face drains of color. His hands shake as he takes the letter from Flava.

"You... you read it?" His voice is barely a whisper.

"We had to know what we were involved in," Flava says quietly. "Those men fought hard to keep it. Harder than common bandits fight for a sealed letter."

Petran sinks onto the edge of the bed, his bound ribs clearly paining him, but that's nothing compared to the fear blooming across his face as his eyes scan the parchment.

The room is silent except for the sound of his breathing growing more rapid.

Steward Gregory of New Sevetburg...

Your crimes are known...

The merchant Petran, who delivers this message, does so unknowingly. He is marked as a conspirator in your records - a loose end to be eliminated...


His hands tremble harder. The parchment shakes.

Captain Dalmar, Sergeant Marcus Thorne, soldiers Willem and Gregor...

Quarter-Master Aldric, merchant factor Hagan, innkeeper Oswin - all who might testify to your expeditions. All scheduled for quiet deaths.


"Oh gods," Petran whispers. "Oh merciful gods."

The Knights of Delius have been notified. Paladin Lord Aris Gerasimos himself may ride north. Pholtus's Inquisitors are being assembled...

He reads the final passage:

If the chalice is delivered into our hands immediately - brought forth in genuine contrition - perhaps you alone need answer for these crimes...

The letter falls from his nerveless fingers onto the bed.

Petran looks up at the four of you with the eyes of a drowning man. "I'm... I'm dead. Gregory will..." He can't finish the sentence. His breath comes in short gasps.

Swaggy moves forward, ostensibly to check his binding, but really to keep the merchant from panicking completely. "Easy. Breathe. You're not dead yet."

"Not dead yet?" Petran's voice cracks. "I'm named in an accusation against the Steward! Whether Gregory gets this letter or the Church does, I'm ruined! If Gregory thinks I'm a witness, he'll have me killed. If the Church thinks I'm a conspirator..." He looks wildly between you. "I was just hired to deliver a letter! Fifty silver! I didn't know—"

He stops, realization dawning.

"You read this. You know what's in it. And you came back here." His eyes narrow through the fear. "Why?"

What do you do?
7CROWNS
"Because we helped you, friend. It was an act of mercy, and now we are conspirators as well." Flava says. "We discussed this together on the long trip back--have we not, men?--and we see a way to save our skins here. Ours as well as yours."
He details the plan to fulfill the letter's final request. Bring the Chalice to Matthias and the Church.
"All of us would be absolved. In fact (and this is the truth), they might even reward us, the unwitting heroes in this catastrophe. It will take resources. As wanderers in these parts, we have little more than our own strong arms. And yet . . . if you were to aid us, aid us in aiding you, we might survive. We might even profit."

Petran stares at Flava, his merchant's mind visibly working through the angles even as fear grips him. He picks up the letter again with shaking hands, rereading that crucial final passage.

"Deliver the chalice... to the Church... immediate contrition..." His voice is hollow. "You're saying we should actually do what this letter demands? Go into that vault, retrieve the chalice, bypass Gregory entirely?"

"It's the only way out," Swaggy says, his voice carrying genuine conviction now. "For all of us. You deliver this letter to Gregory, you're signing your own death warrant. He'll read his own condemnation and know you've seen it too. You're a witness. A loose end."

Croup's gravel voice adds weight: "Man who hires adventurers to die doesn't leave merchants alive to talk about it."

Petran's breathing is still rapid, but he's listening. Calculating.

"But if we retrieve the chalice ourselves," Flava continues, "deliver it directly to the Church - to the Bishop, not Gregory - we're heroes. We exposed corruption. Saved a holy relic. The Church protects us. Gregory hangs, not us."

"We need your help," Angus adds nervously. "We're... we're new to this region. We don't know what Gregory's previous expeditions faced down there. We don't know who survived, who might tell us what's waiting."

Petran looks at the young wizard, then back at Flava. "You want me to... to outfit you? Fund this expedition? Give you information?"

"Your life depends on our success," Swaggy says bluntly. "If we fail, Gregory gets the chalice eventually anyway, and you're still marked for death. If we succeed, you're the merchant who helped expose his crimes. The Church will remember that favorably."

Petran sets the letter down carefully on the bed. His hands have stopped shaking. The merchant is reasserting himself over the frightened man.

"What do you need?" he asks quietly.

What do you tell him?
 
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We find the letter but it's different than what we were originally told. The seal isn't right. (I think Claude messed up. Now it has to improvise even MORE, haha).
This is so funny, a totally unpredictable kind of twist.

The gameplay output is really impressive! Did you continue that on directly from the first session or feed a summary in to create the second session? How much "programming" did you have to do to set the AI-DM's voice and level of interaction and so on? Does it start to unravel after too long? If it's that good I might give Claude a try.

Yesterday I read an article about how ChatGPT (5, in particular) has its behaviour modified once chats become long because that's when the AI starts to spiral off into wild delusions (and also feeds into human delusions the most). I don't know if that affects all AIs the same, but I wonder if that will have an effect on long storytelling forms like this.
 
Yesterday I read an article about how ChatGPT (5, in particular) has its behaviour modified once chats become long because that's when the AI starts to spiral off into wild delusions (and also feeds into human delusions the most). I don't know if that affects all AIs the same, but I wonder if that will have an effect on long storytelling forms like this.

I've been experimenting with Claude as a GM for Cyberpunk 2020 and it's going pretty well. The main reason AI hallucinate as the conversation gets longer is because of their context window. Claude's context window is around 200k tokens, which is a lot, but the AI has no memory of previous messages in the conversation. So every time you send a message to Claude, the front end (the website, app or whatever) sends most if not all of the previous conversation so Claude has the entire context of what is being discussed. As the conversation gets bigger, the app will summarize the conversation. The more summarization that happens, the less accurate it becomes and Claude has to fill in the holes, which means it's easier for it to go off the rails and make up some crazy shit.

I have found that keeping sessions short, 1 to 2 hours play time, and having Claude summarize the session in a text file works well. I limit the summary to ~1,000 words so it's easy for me to review and fill in any important events or people that it may have missed. After I review the summary, I'll point out anything it missed and ask it to add that. By the time I'm done, the summary is around 1,200 - 1,500 words long. Then I upload this summary to the project knowledge base and start a new session.

When I start a new session I always tell Claude to carefully review all the documentation in the knowledge base and lets pick up where we left off and I always specifically remind it to pay close attention to the session summaries. Usually it's pretty good at carrying the tone from one session to the next, but sometimes it does get confused. For example, in my Cyberpunk world, apparently there's only a single Chevy panel van that everyone in the world has access to. My character runs an auto repair shop and he's fixed 3 Chevy panel vans, his shop vehicle is a Chevy panel van and the job he's on now is using a Chevy panel van as a support vehicle. I thought about pointing this out to Claude, but I kind of like it. I think this is because one of the summaries specifically mentioned my character had been working on a Chevy panel van at the beginning of a session. One of the other characters has a motorcycle, but the make wasn't noted in the summary, so that guy's gone from a Yamaha, to a Honda, to a BMW, to a Kawasaki in the space of about 3 game days.
 
Ds3 Dex sucks. I just have to resign to the fact strength builds are my thing. Give me a big sword and I can beat anything. And yes, I was trying the Sellsword Twinblades. The best dexterity weapon in Dark Souls 3. Gimme Fume Knight Ultra Greatsword.
 
This is so funny, a totally unpredictable kind of twist.

The gameplay output is really impressive! Did you continue that on directly from the first session or feed a summary in to create the second session? How much "programming" did you have to do to set the AI-DM's voice and level of interaction and so on? Does it start to unravel after too long? If it's that good I might give Claude a try.

Yesterday I read an article about how ChatGPT (5, in particular) has its behaviour modified once chats become long because that's when the AI starts to spiral off into wild delusions (and also feeds into human delusions the most). I don't know if that affects all AIs the same, but I wonder if that will have an effect on long storytelling forms like this.
I've done a few adventures now. I've found this:
  1. Choose a short adventure. Plenty will be added if you're a fun player. Temple of Elemental Evil is not going to work unless you can play it by chapters somehow, but then you see too much of the content. So seek out short adventures. Even homemade ones will work. This program can flesh them out like you wouldn't believe. It's miraculous.
  2. Remind Claude.ai to reference the module. When you finish a room or area, tell it to make sure it is using the module as dogma. Remind it to check that foes, rooms, descriptions, treasure, traps, etc . . . everything is from the book. Nothing is omitted.
  3. Remind Claude.ai not to give spoilers. Don't tell you that it's loading "Poison Needle Room" or anything like that. It must act like good DM and not give spoilers. When you remind it to check the module, that means just say: "Loading areas, foes, etc." No details of upcoming events that player's haven't seen.
#2 Is the worst. It's going to drift. This has to do with the context window, how much it can reference of your previous conversation. So you just remind it as you move along. "Keep referencing the module, DM. The module is king. Check that we're in the module and not your imagination." You can add to the module, but don't erase. Things like that.

The usage limits truly suck. I hate them. I really wish I got more for my money here. Chatgpt isn't so cruel. It might step back the power, but it doesn't just cut you off. Grok is fair too, but good lord it won't look at the module. It's hard to keep it on task. Claude is much, much smarter with what it decides to say narratively. It feels like it comes from a written module.

I made up some generic setup files to make my DM act right. You might tell it that you like to roll the dice on your own. You might tell it that you like a long paragraph after each fight finishes. Or after we get XP and treasure print them in a running tally (this is kind of a lifesaver actually). That dice rolls must be fair, and show them onscreen. Being a good DM might mean that instead of killing a character you penalize that character by destroying potions, or their magic axe shatters. That kind of thing. Not generous, but not cruel. You act like a good DM to steer characters back to module. Improvise other plot hooks if needed. Not all random encounters are life and death. Rules like that. Put them in a file and tell claude.ai to read it. If it forgets, tell it to read it again.

My character sheets have mannerism sections. I put catchphrases, demeanors, tendencies, fears, just whatever . . . it all goes in there so that the AI can act out some of the players. I'm playing a party of 5, with my fighter (now level 3) as my main character. It's weird, I guess. I'm kind of a DM too in a way, because when you run 5 characters at once, you have to control their dialog and actions, but you have to let the AI steer them around a little too. If (when) it messes up, you just say "No, that's not what happened. This happened . . ." and you tell what you wanted the characters to do. It will back up and fix its mistakes. Just don't use that to cheat.

Here's an example of Claude.ai creating a location for me. Check out this cool description. I told it to make me a kickass inn with unique areas, somewhat boisterous for my bard. I said to make it profound so that I could save it in my locations file and come back to it in later adventures. Look at this . . . this is how well this thing creates on the fly. And keep in mind, if I talk to anyone and do anything, the detail zooms in. EVERY ACTION is legal. Your path is not forced to find a cutscene or a lame ending that someone else has decided for you. If I want to end dancing with the barmaid and leading the tavern in song, I damn well will, haha!

(MY TEXTBOX IS HERE . . . IGNORE TYPOS)
Let's say, DM that Flava sought out a more boisterous inn. He wants a place that is safe, with unusually fine stables, secure of course. We have a lot of equipment and so he's also seeking an inn that is very secure in that respect. We chose the Gilded Scroll because it was close to the cathedral, but the party enjoys more of the down to earth, adventuring types. We blend in there a little better if nothing else.

I'm sure we can find something. DM: Try to make is unique, don't give me the same menus and layout and names. It might feature more than one main room and not just be a fireplace next to a bar. We might return to this place, so I'll collect its description and qualities for the log. Try to give it some narrative weight. As a good DM, you should recognize my intentions and roll up something memorable. I'm letting you know somewhat for this purpose. An inn with: unique character, layout, secure stables and rooms. Anything else you can come up with that adds to the flavor is good. It should be a joyous place.





FINDING A NEW INN


The party rolls through Greyhawk's streets as evening approaches. Flava's looking for something different - The Gilded Scroll serves its purpose, but it's a scholar's retreat. What the party needs is an adventurer's home.

Croup mentions hearing about a place in the Merchant Quarter, near the Grand Market but set back from the main thoroughfare. "Reckon it caters to caravan guards and sellswords. Heard good things."


THE IRON STANDARD

You find it on a corner lot - a sprawling three-story building of dark timber and river stone. The sign hanging from an iron post shows a medieval standard (military banner) with a fist gripping a sword, all wrought in actual iron - the sign itself weighs probably 200 pounds.

EXTERIOR:

The building clearly started as two separate structures that were joined and expanded. The result is an L-shaped complex with character:

  • Main building (original inn): Three stories, timber-frame, steep slate roof
  • Extended wing (added later): Two stories, connects via covered walkway, houses the stables and storage below, additional rooms above
  • Courtyard in the L's interior: Cobblestone yard with well, hitching posts, iron lanterns on poles
  • The stables: Built like a fortress - heavy timber construction, iron-reinforced doors, individual stalls with locks. The stable master clearly takes security seriously.
Entrance: Double doors (oak, banded with iron) lead into the main hall. A smaller side entrance leads directly to the tap room.


THE STABLE MASTER - "Old Drum"

Before you even reach the front doors, a barrel-chested man in his 60s emerges from the stables. He's missing his left hand (has a leather cap strapped over the stump) and walks with a slight limp, but moves with purpose.

"Evenin'. That your horse and cart?"

He examines Steadfast with an expert eye - checks her teeth, runs his good hand down her legs, inspects the cart's wheels and axle.

"Good beast. Well-maintained. You treat her right." He nods approvingly. "Name's Drummond, folks call me Old Drum. I run the stables here."

His rates: 3 sp per night for Steadfast - includes locked stall, quality feed, water, grooming, and armed watch rotation. "Had problems with horse theft two years back. Now we keep guards. Your mare'll be safer here than in a lord's paddock."

The cart can be stored in the secured wagon bay - locked, covered. 1 sp per night.

"Valuables stay in your room or the inn's strongbox. Don't leave 'em in the cart." He's matter-of-fact about it.

You sense he's ex-military or ex-mercenary. Competent, no-nonsense, trustworthy.


INTERIOR - THE MAIN HALL

You push through the double doors into organized chaos.

The Main Hall is huge - 60 feet long, 30 feet wide. But unlike The Gilded Scroll's quiet scholarly atmosphere, this place is alive:

Layout:

  • Central firepit (not a wall fireplace) - circular stone construction, 8 feet across, raised 2 feet off the ground with iron grating. Fire burns year-round for warmth and cooking. The smoke vents through an iron chimney suspended from the ceiling. Tables and benches arranged in concentric circles around it.
  • The "Ring" - The innermost circle around the firepit (maybe 12 feet radius) has no furniture. It's open space with sawdust on the floor. This is where arm-wrestling contests, dice games, and impromptu sparring happens. Right now, two caravan guards are arm-wrestling while a small crowd bets.
  • Mezzanine level - The back wall has a wooden gallery/balcony running along it, accessible by two staircases. Small private tables up there for groups wanting to see the action but have quieter conversation. The acoustics mean you can hear everything below but be slightly removed.
  • The bar - Runs the entire left wall. Massive oak construction, scarred and burned from decades of use. Three bartenders work simultaneously during busy hours.
  • Trophy wall - Right wall is covered with mounted trophies and memorabilia:
    • Monster heads (owlbear, young dragon, dire wolf)
    • Weapons (broken sword that killed someone famous, a goblin king's spear)
    • Banners from mercenary companies
    • A massive wooden shield with 40+ carved names (the "Wall of Standards" - adventurers who've stayed here and made their mark)
Atmosphere:

  • Loud - Conversation, laughter, dice rolling, the occasional cheer from the Ring
  • Warm - The central firepit radiates heat; the whole room is comfortable
  • Busy - Maybe 40-50 people here tonight (mix of adventurers, caravan guards, sellswords, a few merchants with bodyguards)
  • Safe chaos - Despite the noise, there's order. Bouncers patrol discreetly. No weapons drawn. Disagreements stay verbal or go to the Ring for arm-wrestling.

THE PROPRIETOR - "Stonefoot"

A woman emerges from behind the bar - Helga Stonefoot, called that because she's only 4'10" and built like a dwarf (she's human, just stocky). Late 40s, iron-gray hair in a braid, arms like a blacksmith's, wearing a leather apron over practical clothes.

She looks you over with sharp eyes. "Adventurers, by the look of you. Armed, equipped, not drunk yet - so you just arrived. Need rooms?"

Her voice carries authority. This is her domain.

Room rates:

  • Shared bunkroom (8 beds, communal): 2 sp per person per night
  • Private room (2-4 beds): 6 sp per night total
  • Premium room (single/double, lockable strongbox bolted to floor): 10 sp per night
"Premium rooms have reinforced doors, barred windows, and strongboxes that'd take a master thief an hour to crack. Your gear's safe." She taps the bar. "We also offer vault storage in the cellar - iron-door vault, guard posted. 5 sp per night for up to 50 pounds of goods."


THE TAP ROOM (Separate wing, accessed via side entrance or through the main hall)

Through an archway, you see a second large room - The Tap Room - quieter than the main hall:

  • 30 feet by 40 feet, lower ceiling (feels more intimate)
  • Booths line the walls (high-backed, private)
  • Smaller tables in the center
  • Dartboards on one wall (active games happening)
  • A stage in the corner (small, 10x10 platform) - currently unused, but clearly for performers
  • Its own small bar
This is where people go for actual conversation, business dealings, or if they want to drink without the main hall's energy.


THE MENU (Posted on a board behind the bar)

Food:

  • Sellsword's Stew: Beef, barley, root vegetables, thick enough to stand a spoon in - 3 sp
  • Caravan Platter: Roasted chicken leg, sausages, fried potatoes, pickled vegetables - 5 sp
  • Trail Bread & Cheese Board: Hearty rye bread, three cheeses, cured meats, olives - 4 sp (serves 2)
  • Ember-Roasted Trout: Fresh fish from the Selintan, cooked in the firepit coals - 6 sp
  • Meat Pies (hand-held): Beef, pork, or mutton - 2 sp each
  • Iron Standard Breakfast: Eggs, bacon, sausage, fried bread, beans - 4 sp (served dawn to mid-morning)
Drink:

  • Common ale: 2 cp per mug
  • Greyhawk Amber (local favorite): 5 cp per mug
  • Ironfoot Stout (imported from Shield Lands): 1 sp per mug
  • Wines: 3-8 sp per bottle (variable quality)
  • Spirits: 1-3 sp per shot (whiskey, brandy, etc.)
  • "The Standard" (house specialty): Mulled wine with spices, served hot - 8 cp per mug

UNIQUE FEATURES:

  1. The Wall of Standards: Helga offers successful adventurers the chance to carve their names (or company symbol) into the massive shield. It's an honor - means you did something worth remembering. Currently 43 names/symbols carved.
  2. The Ring: Any dispute can be settled via arm-wrestling, dice, or (outside in the courtyard) sparring with practice weapons. Helga referees. Keeps violence structured.
  3. Message Board: Cork board near the entrance covered with job postings, bounty notices, caravan guard positions, "seeking party members" notes. Actively maintained.
  4. Secure vault storage: Actually legit - iron door, guard rotation, insurance offered (1 sp premium guarantees reimbursement if theft occurs).
  5. The Mezzanine: Private enough for planning, public enough to not look suspicious. Good for party meetings.
  6. Performer's stage: Helga pays 2 sp + room & board for quality musicians/storytellers. Audition required.

Helga watches your party assess the place. "Well? The Iron Standard suit you, or you looking for somewhere quieter?"

What do you do?
 
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