The Eternal Party
Sitting on the side of the Carousing Road, near the Shindig River is a large tavern. The building itself is largely unassuming. It's three floors tall at its highest, has several sets of chimneys, and many stylised bay windows.
There is, however, one peculiarity. The tavern and its foundations hover some 40 feet off the ground, tethered to the ground by 7 mighty chains. This shift in altitude occurred when one of the tavern's guests decided that the party should fly. Literally.
The Horse and Groom
The Horse and Groom was founded by Earnest Cottington many centuries go. His descendants continued running the tavern after his untimely death and the hands of a drunken Dwarf. For many years, guests came and went, some more regularly than others.
The tavern provided a welcome respite for weary travelers on the road to the nation's capital, and served many a patron, rich and poor.
Some three centuries ago, the tavern came into the hands of Arthur Cottington, a young energetic boy. He decided that the tavern's culture had become dull of late, and that a new style of inn was on its way.
He spent months planning the re-opening of the run down tavern. He hired avant garde musicians, bought copious amounts of wine, and had a Wizard named Douglas cast an enchantment on the place that would help guests feel at ease, and reluctant to leave.
What a Party!
The re-opening party was a great success. Dozens of men and women from across the land had heard rumours of this new era of taverns, and made their way to partake.
The music was well loved, the guests got on with each other, and much food and wine was consumed. The party did so well, that it continued well into early hours. Once the guests' hangovers had cleared, a second night of revels commenced.
This cycle continued for several more days, until a celebration was held to mark the week's anniversary of the Party, giving the guests yet another excuse to stay a bit longer, and enjoy the atmosphere.
A month later, the same revelers, having never left the tavern, save to fetch more wine, celebrated a month of non-stop celebrations.
It was at this point that Douglas returned to the tavern. He had long suspected that his enchantment didn't go quite as planned. He was horrified when he saw that, a month later, people were still celebrating at the tavern.
Unfortunately for him, he accepted a small tipple as he entered the tavern, searching for Arthur Cottington. A small tipple turned into a cheeky pint. A pint into a yard of ale. Douglas had fallen victim to his own enchantment.
Generation Party!
The party continued... and continued... and continued. Two years after the first drinks were served, the first children were born in the tavern. Nobody was entirely sure who the father was, so the child was communally raised.
It wasn't long before the child found himself surrounded by siblings of equally questionable parentage. As the years tired on, and the revelers reveled, the children grew to an age where they too were celebrating anything possible alongside their parents.
Being the children of those reluctant to leave the tavern, this new generation was even less willing to leave, and even more susceptible to Douglas' enchantment.
Nearly three hundred years on, and countless generations later, the party continues. Travelers passing along Carousing road have been warned to avoid the Horse and Groom, lest they be drawn in.
Several brave souls have dared to venture in, as rumours of great treasure hidden in the tavern started to spread about the land. None who have entered have emerged, save for participating in raids on local villages to rob them of their wine, their cheese nibbles, and their salted peanuts.
The Hammer of Thor
The most credible rumour surrounding the tavern and its party is that over a hundred years ago, Thor the God of Thunder visited the party. It seemed that even the Asgardians had heard of this legendary bash.
Unfortunately, not even he could withstand the enchantment, which by that point had grown stronger as it continued to succeed. Some say, Thor still drinks in that building to this day, and that discarded somewhere within is Mjolnir, his mighty weapon.
It's true; Thor, Mjolnir; all of it
Thor does indeed spend his hours drinking in the Horse and Groom. Though contrary to rumour, he remains there voluntarily, unaffected by the enchantment that possesses mortals.
During his attendance, he has fathered numerous demigods who, like their father, can leave any time they want, but do not want to leave. These children are Kurt, Knut, Frija, Tormen, and Unn. Though Thor would deny that Mjolnir is at the party, his children know better, and know its location among the myriad of messy rooms.
To learn the location, each of these demi-gods must be impressed in a nature that pleases them.
Kurt, like his father, respects strength and might, and must be shown such a feat in order to agree to revealing the location of the hammer. An arm wrestle or brawl against him are examples of appropriate displays.
Knut is a witty lover of music, and must be won over by song or instrument recital. The more elaborate the show is, and the more humiliated the performer is willing to be for the sake of their art, the more impressed he will be.
Frija is surprisingly sober, considering the volume of alcohol she (like all the others) consumes. She will happily agree to revealing the hammer's location if any can beat her in a drinking contest. The mechanics of this contest are up the DM, however Frija makes any saves to ability checks related to alcohol with advantage.
Tormen is the brightest of the demi-gods, and loves riddles with a passion. He is easily amused by a witty challenger, and will play any in a game of riddles.
Unn, the youngest of the demi-gods, loves tricks. Her illusionary magic makes her capable of all sorts of sleight of hand tricks, and a mighty opponent at any game of chance. To win her favour, she must be beaten at a game of chance. Regardless of which game is chosen, Unn will know it and will know how to cheat effectively.
Once each of the children are impressed, they will reveal the room in which Mjolnir is located. An adventurer who is privvy to this information may claim it as their own at any one time. There are only two conditions; firstly, they must swear to return it before they die, lest their souls be forever damned. Secondly, they must endure the 4d4 mimics hidden amongst the hoarded items in the room.
I don't want to go...
When a creature attempts to leave the Horse and Groom after entering it, they must succeed on a DC 13 Wisdom Saving throw. On a failed save, the creature must remain within the tavern for a number of hours equal to the margin of failure, before attempting the save again. For example, a creature that rolls a 10 on their Wisdom Saving throw must remain in the tavern for 3 hours.
For every long rest taken within the tavern, the save DC increases by 1.
Image Credits:
Floating Island Tavern - DanilLovesFood
Mjolnir - Leliumoj