The Penny-and-Gramme Inn

(this picks up from the introduction of I Smell A Rat. If you haven't read that, or are a player, don't continue!)
The Penny-and-Gramme is a Fanon-created inn, and was made to be used as the "unnamed inn" in I Smell A Rat. It sits somewhere in the unwalled Riverside District, along a major road (and bridge) into town.
== Exterior ==
From the outside, the inn itself has a sort of symmetrical beauty to it that's hard to describe. An easy Prospecting roll (or similar architectural skill) will reveal it was built with precision, with every stone slotting perfectly into the next, while Thaumatology will reveal that the Inn's bricks and cobbles were carved with magical assistance.
The inn has a few cobwebs and weeds--they're just noticeable enough for some adventurers (pick the most observant of the team) to determine a timeline--this place was likely going downhill before Merle died. Or maybe he simply fired his housekeeper.
== The Interior ==
=== Ground Floor ===
The interior is fairly furnished, but has a distinct and obvious "ratty" smell. Any lull in conversation will let the adventurers hear the tentative scratching of tiny claws.DFRPG: I Smell A Rat, p.5 Ms. Lee will guide the PCs towards the source of the scratching, the cellar.
==== The Cellar Door ====
This is a sturdy interior door, like those used for wine cellars. In fact, those familiar with bashing doors may notice it's a little too sturdy for an interior door, and even boasts a stout bar.DR 3, HP 33, if you really must know. Perhaps Merle had a dreadful fear of wine attacks.
==== Arcane Architecture ====
If the PCs ask, Lee can't explain Merle's unusual architectural decisions.Using Detect Lies, Truthsayer spell, etcetera, this is confirmed. She genuinely doesn't know what's up with this door. Lee has IQ 12 and Will 12, if you must know. Lee says the PCs can leave behind anything they don't immediately need (no need for Group Basics if you're only going downstairs for an hour!), but warns that she will bar the door behind them. Giant rats can be vicious, and could bust through a door without it... but the PCs might not know that--or might just not trust Lee.
Ms. Lee needs help badly enough that she'll consent to Sense Emotion or somesuch to prove she's not trying to "pull a fast one".
To continue, see The Dungeon Below Merle's!
=== Upstairs ===
There's two floors above, plus an attic, but no details are written (to be added).
== Upon Returning ==
Ms. Lee's paying $8-$10 per giant rat head (depending on haggling), and there's likely quite the haul downstairs. She keeps her deal and lets the PCs stay a week at the Inn, and will let them delve deeper if they're looking for answers. If they're beat up, they can rest and heal here, although they might need to go back downstairs if they need more ingredients. Furthermore, Ms. Lee has more proposals on the table.
=== Spider Bounty ===
Ms. Lee's surprised by how quickly spiders moved in. "That's the circle of life though, isn't it?" she says. The PCs can ask for hazard pay for the spiders, and she might pay out for spider-heads--she knows a guy who knows a guy who may be interested in their alchemical properties. But that's not the extent of the mysteries.
=== The Hole ===
Ms. Lee is just as curious as the adventurers when it comes to the hole in the cellar--although she's mainly interested in making sure it's properly patched-up. If you're looking for a bit of comedy, perhaps have Ms. Lee send a surveyor with the PCs who will be taking measurements for the new door for the basement, plus dimensions for the "new square-footage of the home".
Furthermore, Ms. Lee mentions that Merle was a secretive man. If there's anything he was keeping from the family, she wants to know first. Or second, technically. She's paid the Surveyor to keep utmost secrecy regarding anything they see down there. The merchant family's name is at stake! So get back down there, and clear that pile!
== Base-Building ==
The P&G is an excellent place to do some base-building, that is, making a home base wherein one prepares for expeditions. There's a few side quests that can help the P&G shine.
* Immediate Needs
** Secure the Cellar 
*** Clean up the cobwebs
**** Find a new housekeeper (or specialist who can salvage all the cobwebs)?
*** Brick up the hole / add a proper door with a solid bar to keep smugglers out
* Daily Business
** Ms. Lee probably has an innkeeper lined up to run the place (Elowen Thistleton, a young elf who's a bit of a dabbler of all things)
** Elowen herself wants to seek out some "muscle" that can keep an eye on the more rowdy patrons, which could be a side quest.
** The muscle should have some side skills (cleaning, carousing, area knowledge, even connoisseur), and might mention that the cellar needs a better selection of drinks if they want to stay competitive with the other inns of Clif.
*** This could become a side quest to track down various colorful pseudo-alchemical brewers throughout the plains to the west, or even across the Inland Sea!
There will likely be a joke that the Inn seems to just keep getting bigger every time they visit.
== References ==
* DFRPG: I Smell A Rat adventure
* Fanon additions