Local Tavern

Tier 1Social
A lively tavern that serves as the social hub for its town.
Impulses: Provide opportunities for adventurers, nurture community

Stats

Difficulty: 10
Potential adversaries: Guards (Bladed Guard, Head Guard), Mercenaries (Harrier, Sellsword, Spellblade, Weaponmaster), Merchant

Features

5
What’s the Talk of the Town?
Passive

A PC can ask the bartender, staff, or patrons about local events, rumors, and potential work with a Presence Roll. On a success, they can pick two of the below details to learn—or three if they critically succeed. On a failure, they can pick one and mark a Stress as the local carries on about something irrelevant. - A fascinating rumor with a connection to a PC’s background - A promising job for the party involving a nearby threat or situation - Local folklore that relates to something they’ve seen - Town gossip that hints at a community problem

Sing for Your Supper
Passive

A PC can perform one time for the guests by making a Presence Roll. On a success, they earn 1d4 handfuls of gold (2d4 if they critically succeed). On a failure, they mark a Stress.

Mysterious Stranger
Action

Reveal a stranger concealing their identity, lurking in a shaded booth.

Someone Comes to Town
Action

Introduce a significant NPC who wants to hire the party for something or who relates to a PC’s background.

Bar Fight
Action

Spend a Fear to have a bar fight erupt in the tavern. When a PC tries to move through the tavern while the fight persists, they must succeed on an Agility or Presence Roll or take 1d6+2 physical damage from a wild swing or thrown object. A PC can try to activate this feature by succeeding on an action roll that would provoke tavern patrons.