At some point the PCs are likely to be in a relatively populated area when they need to rest following previous business. This location is just the place—but that doesn't mean their stay is going to be uneventful.
The hotel is two stories in height. The first floor has a broad main room (1) filled with tables and chairs, and with a bar along the inside wall. Behind the bar a door leads to the kitchen (2), and further back to the pantry (3). There are also two small rooms (4) available for gatherings that require a little more privacy.
Two stairways lead from the main room to the upper floor (5). Most of the rooms there (6) are furnished with a bed, a wardrobe and a small desk. There are also some rooms with two beds (7) for families.
Refer to pages 17-19 in the Sixth Gun RPG supplement to find costs for lodging here, along with other possible services; these rooms should be considered “Low Class” for pricing, even if they are clean and comfortable.
Typical Hotel Employees
The people who work here are aware of their surroundings and open to potential opportunities, but otherwise fairly mundane.
Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Knowledge (Area) d4, Notice d8, Persuasion d6, Stealth d4, Streetwise d6
Charisma: --, Pace: 6”, Parry: 2, Toughness: 5
Gear: Comfortable clothing, miscellaneous personal items.
All kinds of complications could arise while the PCs are resting and recovering at these lodgings, including the following possibilities.
- This is, of course, a great opportunity for the GM to introduce NPCs and plot hooks for future adventures via chance encounters.
- One or more thieves could prowl around this establishment, adding a complication to whatever business the PCs had when they arrive here.
- Taking that possibility a step further, a murder occurs while the PCs are staying here; everyone in the hotel is detained as a suspect, and they might need to help solve the case in order to clear their own names.
- Time spent resting, recovering and relaxing is also a chance for the PCs to tell their own stories, in the form of an Interlude.
- Just like with the Silver Palace in Brimstone, New Mexico, this establishment could be the base of operations for a powerful individual who's engaged in nefarious business. If such a person learned the nature of the PCs' business, then this could create a major complication as he or she tries to take it from them.
- It's always possible that enemies track the PCs here, leading to a fight in which innocent bystanders—including newly found friends—are put at risk.
- Really unscrupulous foes might set fire to the place and then wait in ambush outside as the PCs—and anyone they choose to help—tries to escape.