Sunday, September 20, 2026

The Collateral Damage of the AI Witch Hunts

 

Many people use AI tools to help communicate online!

Across Reddit, Discord, and niche creative hubs, moderation teams have erected towering digital barricades. Communities originally built around shared hobbies, writing, visual arts, and professional advice have enacted sweeping prohibitions against anything suspected of being machine-generated. The public rationale behind these policies is straightforward and seemingly noble: protect human creativity, eliminate automated low-effort spam, prevent corporate plagiarism, and preserve community authenticity. Yet behind the virtuous rhetoric lies a growing enforcement crisis. In attempting to purge algorithmic slop, these digital border guards have quietly instituted an aggressive regime of gatekeeping that disproportionately punishes, silences, and alienates the very people who rely on assistive technology to participate online in the first place.

The stated intent of the anti-AI brigade is to preserve the integrity of human exchange. Moderators and vocal regulars fear that without ironclad, zero-tolerance bans, their message boards will drown in a sea of programmatic affiliate links, synthetic bot comments, and soulless synthetic art that dilutes human labor. They see themselves as defenders of a fragile commons, standing vigil against corporate encroachment and mechanized noise.

The reality on the ground, however, is far uglier than a clean fight between humans and algorithms. The methods online communities use to detect "AI use" are notoriously unreliable, built on pseudo-scientific detection tools, paranoid vibes, and a rigid, narrow definition of what acceptable human expression looks like. Because automated detectors flag smooth, grammatically consistent text as machine-generated, and because human mobs actively witch-hunt anyone whose style deviates from their preferred standard, communities are effectively demanding that everyone fit a hyper-specific communicative mold.

This dynamic turns devastatingly exclusionary for individuals navigating significant language barriers. For millions of non-native English speakers (ESL), English-dominant forums represent access to global technical knowledge, creative networking, and professional feedback. Translating nuanced thoughts, navigating slang, or organizing complex arguments in a second or third language is exhausting. Large language models serve as bridge builders: someone can draft their original thought in their native language or rough English, and an AI can adjust grammar, resolve awkward phrasing, and ensure their intent survives translation. When communities enact blanket "no AI writing" bans, they force a cruel binary onto ESL contributors: submit broken text and endure ridicule, or submit polished text, get branded as an "AI bot," and face an unappealable ban.

The collateral damage runs even deeper for neurodivergent individuals and people with cognitive or physical disabilities. Users with ADHD, autism, or traumatic brain injuries often struggle with executive dysfunction, tone policing, and cognitive fatigue. An autistic individual might use an LLM as a social prosthetic—a mirror to check whether an emotional message sounds unintentionally aggressive or cold, or a structuring tool to unpack an overwhelming mental infodump into readable prose. For someone with dyslexia, motor impairments, or chronic pain conditions that make typing agonized, speech-to-text paired with AI summarization and formatting isn't a shortcut to farm karma; it is the sole ramp that lets them enter the building.

When communities adopt scorched-earth bans, they rip that ramp away under the guise of "purity." A disabled user who needs assistive software to articulate a complex post is dismissed as "lazy" or "fake" by commentators who take their own able-bodied fluency for granted. Worse, because neurodivergent writing styles often feature meticulous sentence structures, formal vocabulary, and low emotional inflection, neurodivergent writers are routinely accused of being bots even when they type every word by hand. The community mob views precision as synthetic, transforming genuine neurological differences into actionable offenses.

The tragedy of modern digital gatekeeping is its complete lack of proportionality. In a desperate bid to punish commercial scrapers and lazy spammers, moderation policies have conflated assistive accessibility with automated fraud. A tool is not a counterfeit mind; a wheelchair does not make the walker's journey fake, and a grammar model does not invalidate the user's thoughts. Until online spaces learn to distinguish between malicious botting and vital assistive communication, their crusade for "human authenticity" will remain an engine of exclusion, locking the door against anyone whose voice doesn't match the able-bodied, native-speaking default.


Do you have anything to add to this conversation?

  • Have you ever had genuine writing or creative work falsely flagged, removed, or dismissed by an automated detector or an overzealous mod team?
  • If you rely on AI or assistive tech to help organize thoughts, translate, or communicate online, what barriers have you run into in spaces with blanket 'no-AI' rules?
  • How can online communities draw a fair line between stopping automated low-effort spam and protecting users who need assistive communication tools?
  • Where should communities draw the line between protecting spaces from low-effort spam and ensuring they remain accessible to non-native speakers and disabled creators?

#AIAccessibility #AssistiveTech #DigitalInclusion #Neurodiversity #AccessibilityMatters #ContentModeration #CommunityManagement #TechEthics #AIEthics #DigitalRights



Comments? Complaints? Questions? You can reach us by using our Contact Form in the upper right-hand corner of the page, or post your questions and comments below. We look forward to hearing from our readers.

Friday, September 18, 2026

Adventure Location: The Black Manticore - Fortified Inn


 

The Black Manticore stands at the vital chokepoint where a prosperous overland trade road converges with a lucrative river route. Behind its high stone battlements and fortified barbican, all commerce between road and water is funneled directly under the watchful eye of a garrison stationed to tax, regulate, and defend the realm's wealth. Within its busy courtyard, loaded freight wains crowd the central bailey alongside draft teams, while flat-bottom skiffs tie off at the wooden river wharf just beyond the postern gate.

Defensive Perimeter & Courtyard

  • Barbican & Gatehouse: Massive double iron-banded timber gates backed by a raised iron portcullis and an overhead murder-hole gallery.

  • Curtain Walls & Towers: High, crenellated stone walls with parapet walks connecting a square northwest bastion overlooking the river trail and a circular southwest watchtower fitted with an alarm bell.

  • The Wagon Bailey: Packed gravel commons capable of parking half a dozen freight wagons while maintaining a clear turning lane for draft teams.

  • Central Cistern & Well: A covered, stone-lined wellhead providing clean water independent of the river supply.

  • Livery Stables & Tack Bays: Open-fronted timber stalls along the curtain wall, complete with feed storage and a secure harness locker.

  • Smithy & Scale House: Strega’s twin-bellows forge and quenching troughs, adjoining Ozimondi’s reinforced stone assay vault.

  • The Bone Yard & Boiling Shed: High-walled corner enclosure keeping the stench downwind, housing an outdoor firepit, lye vats, an iron cauldron, and a windowless pen for ranked skeleton laborers.

  • Postern Sally Gate & River Wharf: A reinforced iron door piercing the river-facing curtain wall, leading directly down to a corduroy timber dock for barge traffic.

Ground Floor — The Main House

  • Vestibule & Check: An entryway fitted with mud scrapers, weapon-check hooks, and heavy reinforcement bars.

  • Great Taproom & Common Hall: A cavernous hall centered around a massive roasting hearth, filled with long trestle tables and a heavy timber bar counter.

  • Trading Post & Mercature: Philha Chor’s general storefront, accessible from both the courtyard and the common room.

  • Antiquities Parlor: Quetar’s discreet rear study, lined with specimen cases, appraisal loupes, and velvet-lined lockboxes.

  • Registry Office: Khailem Est’s administrative chamber, equipped with ledger desks, toll scales, and locked document cubbies.

  • Garrison Guardroom: Checkpoint room directly flanking the main gate passage, equipped with weapon racks and a reinforced iron cell grate.

Upper Floor — Lodgings & Quarters

  • Garrison Barracks & Officer’s Quarters: Spartan sleeping rows for the twenty-four dervish guardsmen, plus a private ready-room for Captain Xorsa Rin containing campaign maps and field gear.

  • The Long Room: A shared common bunkhouse with straw pallets for drovers, teamsters, and low-coin travelers.

  • Private Guest Chambers: Double and single rooms lining the interior balcony, each fitted with sturdy drop-bars on the doors.

  • Resident Artisan Rooms: Dedicated lodgings for permanent fixtures of the inn, including the smith, the assayer, and the tavernkeeper.

  • Healer’s Cell: Gaithkrac’s scrubbed chamber, stocked with clean bandages, draughts, antivenoms, and an altar niche.

Cellars & Sub-Levels

  • Ale & Wine Vaults: Cool, vaulted masonry storage housing tuns of regional switchback ale, vintage wines, and hard ciders.

  • Root Cellar & Larder: Cold-storage chambers lined with cured meats, wheels of hard cheese, salted river fish, and winter provisions.

  • The Secure Lockup: Twin subterranean holding cells for captured highwaymen, smugglers, or violent drunks.

  • Concealed Storage Vault: A dry recess masked behind a false stone wall, used to stash unregistered goods.

  • Old Water Gate Passage: A low, unmapped stone sewer and drainage culvert leading beneath the ramparts directly into the river reeds.

  • Necromancer’s Retinue Suite: Rai Ak’s secluded underground quarters, draped in heavy tapestries and guarded by motionless skeletal attendants.

The Garrison & Administration

  • Xorsa Rin (Garrison Captain): A hardened combat veteran who commands a dedicated garrison of two dozen ascetic dervishes (twelve light cavalry, twelve footmen, and four sergeants). Her troops maintain absolute sobriety, celibacy, and loyalty unto death, fighting with a fanatical focus (+1 to hit and damage in melee).

  • Khailem Est (Local Administrator): Oversees the orderly collection of tariffs, duties, and tolls on all cargo and coin transiting between the river landing and the main highway.

Merchants, Artisans & Magic

  • Strega Hammerhand (The Blacksmith): Operates the forge beside the stables. After losing his left hand to a river reptile, he fitted the limb with a versatile iron mount that locks directly into various tongs, swages, and smithing tools.

  • Philha Chor (Trading Post Merchant): Manages the central trade depot inside the main house, outfitting travelers and trading in bulk overland supplies.

  • Ael Ormo (Tavernkeeper): Keeps the ale flowing and food hot in the Great Taproom, managing the flow of rowdy wagoners, sellswords, and river folk.

  • Ozimondi (The Alchemist & Assayer): Works from the secure scale room adjoining the smithy, officially assaying precious metals, testing ore purity, and appraising rare goods for the administrator’s tax ledger.

  • Ssel Orm (Lizardman River Broker): A fluent speaker of the common tongue who acts as the sole commercial liaison between warm-blood traders and his river-dwelling kin. Ssel moves any cargo downstream for the right fee, unbothered by local laws.

Shadows, Fences & Peculiar Trades

  • Rai Ak (The Necromancer): Operates an unwholesome but strictly legal enterprise from the walled corner compound. Exploiting legal loopholes that define slavery as applying only to the living, Rai Ak cleanses fresh remains in an outdoor boiling cauldron to remove identifying flesh, then animates the resulting skeletons and zombies as tireless, untaxed manual laborers for regional barons.

  • Quetar the Collector (Secret Cleric): Operates a respectable antiquities parlor off the main common room while secretly serving the God of Thieves as the border’s most trusted high-end fence.

  • Mezgahn of the Purple Cloak (Con Artist & Stage Magician): A washed-out mage apprentice who uses sleight of hand and minor illusions to run confidence games on wealthy travelers, taking strict care never to bilk the locals or garrison.

The Frontier Element

  • Gaithkrac the Pious (Healer): A reclusive priest whose divine gifts are restricted entirely to healing wounds, neutralizing toxins, and lifting curses. He views Rai Ak’s undead workforce with quiet disgust.

  • Tenam from Afar (Barbarian Sellsword): A blunt, plain-spoken warrior from distant steppes who despises deceit and acts as muscle for travelers who value brutal honesty.

  • Raylokra & Ithsa (Retired Adventurers): Longtime veterans who take on the occasional odd bounty. Ithsa, an on-and-off companion to Captain Xorsa, retains an unnatural supernatural Strength (18) carried over from an old delve.





Thursday, September 17, 2026

What Is My NPC Up To?

 


Every now and then, the party will drop in on a local contact, merchant, or village elder on a whim. While non-player characters are not active adventurers, they carry on with routines and obligations in the background whether observed or not. Stonemasons mix mortar, merchants audit ledgers, household chores demand attention, and tavernkeepers scrub down tables. NPCs are not static game pieces waiting in suspended animation for the party to walk through the door.

When a referee needs an immediate snapshot of what a contact is doing upon arrival, a single six-sided die provides the answer. Rather than leaving the circumstances entirely abstract, the roll determines the current state of affairs, while the prevailing hour and the NPC's temper toward being interrupted determine how the scene plays out.

Core Activity Table (Roll 1d6)

  1. Resting or Recharging: Slumped in an armchair, napping, or catching their breath out of sight.

  2. Entertaining Guests or Visitors: In deep conversation with a neighbor, client, debt collector, or rival.

  3. Taking a Meal or Drink: Sitting down to broth, bread, or a tankard; dining alone or with family.

  4. Occupied with a Private Diversion: Engaged in a minor personal pursuit (mending gear, whittling, tending hearth ash, or reading).

  5. Hard at Work: Fully immersed in their trade, manual labor, inventory, or professional chores.

  6. On the Move / Heading Out the Door: Grabbing a cloak, gathering tools, or stepping into the street for an errand.

Applying Time-of-Day Shifts

A character's routine shifts as the day progresses. The baseline roll assumes typical business hours, but adjusting the result according to local time keeps the outcome grounded:

  • Morning to Midday (Working Hours): Roll normally. If the result is a 1 (Resting), treat it as a 5 (Hard at Work) unless the character is known to be nocturnal, ill, or exceptionally indolent.

  • Evening (Downtime Hours): Add +1 to the die roll (maximum result of 6). This naturally pushes the encounter toward meals, visitors, errands, and social calls.

  • Dead of Night: Do not use the standard progression. Treat results 1–3 as sound asleep, 4–5 as waking to investigate noises or tending home security, and a 6 as absent from the premises entirely on clandestine or urgent business.

The Interruption Check (Roll 1d6)

Finding out what someone is doing is only half the puzzle; the crucial element is how they take to being disturbed by armed adventurers. Roll a second d6 to establish their immediate disposition toward the party's arrival:

  1. Hostile or Agitated: Visibly annoyed by the disruption; snaps at the party to state their business or clear out.

  2. Distracted: Multitasking; answers in clipped sentences without breaking stride or looking up from the job at hand.

  3. Guarded: Covers a ledger, slides an item out of sight, or halts abruptly; suspicious of the intrusion.

  4. Professional: Sighs, sets aside their work, and treats the matter strictly as practical business.

  5. Relieved: Welcomes the party warmly, glad for an excuse to step away from whatever they were doing.

  6. Enthusiastic: Eager to pull the visitors into the moment; insists on offering a cup, pulling up a bench, or asking for an extra pair of hands.

Turning Mundane Encounters into Action

When the die indicates an NPC is occupied with minor personal business (4) or heading out the door (6), the moment can be used to set local scenes in motion rather than leaving the interaction inside four walls:

  • Trivial Pursuits (Result 4): The specific distraction can reveal practical details about local life. An apothecary grinding dried leaves might grumble about poor supply routes, while a blacksmith oiling a blade might remark on unusual night movements along the perimeter.

  • Errands on the Move (Result 6): If the contact is stepping out, they do not need to turn back inside to talk. The party can walk alongside them through the town square, docks, or alleys. This gets the characters out into the wider settlement, exposes them to ambient rumors and local color, and provides an opening for players to lend an arm with heavy chores or sensitive deliveries to earn easy goodwill.


This article is an updated and expanded version of an older post, located HERE.



Comments? Complaints? Questions? You can reach us by using our Contact Form in the upper right-hand corner of the page, or post your questions and comments below. We look forward to hearing from our readers.

Wednesday, September 16, 2026

Small Stakes, Big Flavor: The Minor Side Quest Generator


 

Not every tabletop session needs to hinge on saving the realm, clearing an ancient tomb, or dodging high-caliber ordnance. Sometimes the party is simply broke, waiting on an NPC contact, or looking to burn daylight between major adventures. That downtime between climactic delves is where campaign worlds actually come alive.

When every task is life-or-death, players end up in perpetual combat mode. Introducing non-threatening, everyday errands gives the table room to breathe. It encourages casual roleplay, grounds the setting, and turns generic settlement backdrops into real communities populated by people who just need a hand.

To help Game Masters spin up an impromptu errand in seconds, here is a four-part d6 generator designed for quick low-stakes favors. Grab four different colored six-sided dice, roll them together, and read across.

1. The Quest Giver

d6Who Needs HelpMotivation & Demeanor
1Dockworker / QuartermasterFrantic and nervous; about to face a surprise warehouse inspection or manifest audit.
2Eccentric Collector / HobbyistOverly enthusiastic; treats mundane oddities, old badges, or scrap like legendary artifacts.
3Tavern Keeper / Street VendorExhausted and short-handed; desperately needs an extra pair of dependable hands for an hour.
4Sentimental Elder / ResidentNostalgic and soft-spoken; hunting for a misplaced keepsake of purely personal value.
5Ambitious Clerk / Junior TechEager to impress a stubborn supervisor; terrified of an embarrassing oversight coming to light.
6Stray Street Youth / Trained PetPersistent and mischievous; nudges, chirps, or tugs on gear to lead the party somewhere nearby.

2. The Objective

d6TaskDetails & Requirements
1RetrieveTrack down a misplaced ledger, specialized wrench, or crate shoved into odd backroom storage.
2DeliverTransport a fragile baked confection, warm kettle, or delicate parcel across the busy district.
3WrangleCatch a nimble escaped market pet, messenger bird, or mascot before it causes total chaos.
4MediateStep in as an impartial third party to settle a noisy stall boundary or pricing argument.
5Repair / CleanLend muscle or simple tools to unjam a hoist, patch a sputtering pipe, or scrub fresh graffiti.
6Survey / TasteSample wares from rival food stalls or brewers and cast the deciding tie-breaker vote.

3. The Complication (Low Stakes)

d6The WrinkleWhat Slows Things Down
1Stubborn BystanderA witness refuses to point the way without a small reciprocal favor or flattering conversation first.
2Fragile / PerishableThe cargo leaks quickly, melts in the heat, or will shatter if anyone breaks into a dead run.
3Mistaken IdentitySomeone claimed the item thinking it was abandoned; they will part with it, but insist on proof.
4Faulty DirectionsThe hand-drawn sketch or spoken directions are outdated and lead straight into a dead-end alley.
5Sticky PawsA curious stray cat, raccoon, or scavenger bird snatched the key or tag right off the worktable.
6Miserable WeatherA sudden torrential downpour, vent steam blast, or gutter overflow blocks the obvious shortcut.

4. The Reward

d6What You GetPractical Game Value
1Home-Cooked Meal & CoppersA hot bowl of thick stew, crusty bread, and pocket change to cover trail rations.
2Quirky Utility TrinketA sturdy pocket tool, patch kit, brass tin, or decorative charm with minor utility.
3Informal VoucherA token good for one free night in the common room, a round of drinks, or a market discount.
4Juicy Local RumorHarmless gossip revealing an eccentric neighbor, an upcoming shipment, or a hidden shortcut.
5Handcrafted KeepsakeA carved wooden talisman, woven cord bracelet, or polished lucky stone marking you as a friend.
6Neighborhood GoodwillWord spreads among shopkeeps; locals greet the party by name and offer friendly smiles.

Putting It to Work at the Table

A single roll provides an instant micro-scenario:

Rolling [3 - 2 - 5 - 4] gives you an exhausted tavern keeper who needs a delicate, steaming soup tureen delivered to a shut-in across town. The complication? A stray alley cat darts off with the basket lid and latch cord before they can leave. The reward is a juicy rumor about the local merchant guild's next big arrival. It takes twenty minutes of game time, requires zero initiative rolls, and builds immediate rapport between the players and the neighborhood.

If this kind of drop-in table is useful for your prep, let me know. I have a whole backlog of modular GM toolkits that can easily be expanded into similar generators—such as unusual tavern tap-lists, eccentric market stalls, downtime rumors, or neighborhood mishaps.

Click HERE for a free pdf download of this article for your campaign toolkit.

Over to You:

  • How do you handle party downtime when your players are between major story arcs?

  • What is the most memorable low-stakes errand or minor favor your party has ever tackled?

  • What kind of modular roll tables would you like to see covered next on Portcullis?




Comments? Complaints? Questions? You can reach us by using our Contact Form in the upper right-hand corner of the page, or post your questions and comments below. We look forward to hearing from our readers.

Hump Day Humor 5

 

Do you HAVE to use the Big Glove?

Every now and then, a Dungeon Master has to pull an idea out of his "hat", to turn an unexpected and unplanned moment into campaign gold. We've all been there, done that.




Comments? Complaints? Questions? You can reach us by using our Contact Form in the upper right-hand corner of the page, or post your questions and comments below. We look forward to hearing from our readers.

Monday, September 14, 2026

DM's Toolbox: The Expanded Tavern & Inn Generator

 


Every campaign eventually needs a roof, a hot hearth, and a stiff pint. While you can find dozens of tavern name generators floating across the web, most of them are buried under rigid copyrights, paywalls, or digital clutter.

Back in 2017, I published a simple drop-in name table to solve that problem. This revised and expanded edition polishes the classic engine, adds alternative naming structures (like heraldic crests and dual-noun pairings), and tosses in quick flavor tables for what the party actually sees and tastes when they kick open the door.

As with the original post, this material is rules-free, system-agnostic, and released for your free use. Adapt it, roll on it behind the screen, or include it in your own homebrew publications—just remember to give credit to Gerald "Redcap" Williams and Portcullis.

Step 1: Choose Your Naming Formula (Roll 1d6)

  • 1–3: The Classic Heraldic ("The [Descriptor] [Creature]")

  • 4–5: The Paired Trade ("The [Noun] & [Noun]")

  • 6: The Proprietor or Landmark ("The [Title/Name]'s [Facility]")

Method I: The Classic Heraldic

First, roll 1d6 for the Descriptor Type:

  • 1–3: Roll on Table A: Colors & Qualities (1d10)

  • 4–6: Roll on Table B: Actions & States (1d10)

Then, roll 1d6 for the Subject:

  • 1–3: Roll on Table C: Beasts of the Field (1d12)

  • 4–5: Roll on Table D: Birds & Vermin (1d8)

  • 6: Roll on Table E: Mythic & Monster (1d8)

1d10Table A: Colors & QualitiesTable B: Actions & States
1Red / CrimsonLaughing / Jovial
2Blue / AzureDancing / Prancing
3Green / VerdantSlumbering / Sleeping
4Gold / GoldenDrunken / Thirsty
5Black / SableRaging / Rampant
6White / PaleSinging / Howling
7Gray / SilverLeaping / Wandering
8Blind / One-EyedDrowned / Sunken
9Iron / BrassWeeping / Mourning
10Fat / CrookedCrouching / Lurking
RollTable C: Beasts (1d12)Table D: Birds & Vermin (1d8)Table E: Mythic (1d8)
1Bull / OxRooster / CockerelDragon / Drake
2Boar / SowRaven / CrowGriffon
3BearHawk / FalconWyvern
4Stag / HindGoose / GanderChimera
5Hound / WolfOwlUnicorn
6BadgerSwanHarpy
7Stallion / MareGull / CormorantManticore
8Ram / GoatRat / FerretBasilisk
9Fox
10Hare / Coney
11Otter
12Cat / Lynx

Method II: The Paired Trade ("The [Item] & [Item]")

Roll once for each column on 1d10 (e.g., The Crown & Anchor, The Pig & Whistle):

1d10First ObjectSecond Object
1CrownAnchor
2PigWhistle
3RoseThistle
4HammerTongs
5TankardPipe
6MoonStar
7BellCandle
8BootSpur
9SwordShield
10HookLine

Method III: The Landmark or Proprietor

Roll 1d8 to construct a regional haunt:

  1. The Widow's Rest (Quiet, somber, clean linen, cheap stew)

  2. The King's Arms (Loyalist tavern, town guard off-duty haunt, stiff prices)

  3. The Miller’s Wheel (Built over a rushing millrace, deafening creak of gears)

  4. The Old Tollgate (Border waypoint, muddy yard, suspicious teamsters)

  5. The Friar’s Cellar (Brewery house, dark vaulted ceilings, heavy seasonal bock)

  6. The Captain’s Cabin (Dockside den, sour grog, low timber beams, smuggler talk)

  7. The Beggar’s Cup (Slum dive, watered ale, grease-slick benches, quick daggers)

  8. The Crossroads Watch (Fortified waystation, arrow-slits, iron-bolted shutters)

Quick Atmosphere & Signature Pour (Roll 1d6 Each)

The Vibe in the Common Room:

  1. Smoky & Raucous: Squealing fiddle, spilled bitter, table gambling, shouting over the draft.

  2. Hushed & Wary: The room goes silent as the door opens; eyes drop back to tankards slowly.

  3. Warm & Domestic: Smell of baking trenchers and dried thyme; the landlord's terrier sleeps by the hearth.

  4. Sour & Sodden: Damp sawdust on dirt floors, rain leaks from the thatch, bitter dregs in tin cups.

  5. Stiff & Formal: Merchant types comparing ledgers, velvet doublets, extortionate lodging rates.

  6. Brawl Waiting to Happen: Two rival factions (mercenaries vs. townsfolk) glaring across the room.

On Tap Tonight:

  1. Barrow Bitter (Earthy, muddy brown, tastes of chicory and roast barley)

  2. Clovermead (Sweet, cloudy, catches in the back of the throat, highly flammable)

  3. Sour Apple Perry (Sharp, bone-dry cider that numbs the lips)

  4. Small Beer (Watery, cheap, safe to drink, leaves you hungry)

  5. Red Dwarf Port (Thick, sweet fortified wine from foreign casks, headache-inducing)

  6. Smoked Birch Stout (Pitch black, tarry head, tastes like campfire smoke and iron)


Click HERE to download a pdf for your files.



Comments? Complaints? Questions? You can reach us by using our Contact Form in the upper right-hand corner of the page, or post your questions and comments below. We look forward to hearing from our readers.