Inn of Heroes and Legends
Within the Upper Planes there are places of reward for those who were once mortal and undertook great and glorious deeds. While there are many ways that these can manifest, a common one is a grand, multi-storied inn with sprawling wings and a door that always seems to be a little open, beckoning you to come inside.
Fallen Allies. If one or more of the adventurers have lost a friend or ally who could be considered a hero or legend, there is a 25% chance that they are there within the inn. If this is the case, the adventurers that knew the comrade reduce their strife by two levels at the end of this challenge, but a d4 is subtracted from their saving throws to overcome it.
In Control of the Show. An adventurer can attempt to take center stage, telling a stirring tale of their own travels and helping their allies remember the world outside the inn with a Performance check. On a success, each adventurer gains an expertise die on saving throws made to overcome this challenge. On a failure, the adventurer that performed suffers a level of strife as their adventurers are scorned by the heroes.
A group Wisdom saving throw is required for the adventurers to tear themselves away from the revelry.
Critical Failure. The entire group is exhausted, and each adventurer that failed is lost amidst a celebration that never seems to end. They suffer two levels of fatigue, lose one day of travel time, and must attempt the saving throw again. An adventurer who succeeded can take the Help action to provide assistance to one of their companions.
Failure. The adventurers all manage to leave the party after 1d10 hours and suffering a level of fatigue, but each adventurer that failed their saving throw is also stricken with the Flippant short-term mental stress effect for 1d6 days.
Success. The adventurers leave the tavern in a timely manner and with a lightness to their step. They gain the benefits of a long rest.
Critical Success. The adventurers are rejuvenated by their time amongst heroes, gaining wisdom, tips, and perhaps even trinkets or gifts. As a success, and roll on the Boons and Discoveries table.
Leave It Be
The adventurers can simply refuse to enter the Inn, though each suffers a level of strife from seeing great heroes and legendary figures swapping stories and being unable to join them.