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Seaside Tavern

Environments Designed by Dwayne at The Tabletop Tavern

At a glance

Tier
2
Type
Social
Difficulty
14
Impulses
Patrons looking for refuge and entertainment

Environment overview

A calm but unpredictable tavern enviroment

Potential adversaries

Dockside Thugs, mercenaries, employers, patrons

Features

Passives

passive
  • Unpredicatable Enviroment

    In any social exchange if a player rolls with Fear the tavern becomes a little more rowdy. Start a countdown if the countdown reaches 0 a fight breaks out. 1d4+1
    Countdown the tracker each time a roll with fear is made.

    Questions
    • You see a group of sailors getting into an argument. Do you want to get involved?

Actions

action
  • My pockets feel lighter
    Fear 2

    A player has been targeted by a thief. The thief moves quickly and silently to steal a player item. Have the player roll a [Reaction] Instinct . If the players succeeded on their "entry presence roll" they gain advantage on this roll. If they failed their " entry roll" they have disadvantage on this roll.
    If this roll fails the player will lose up to 1d4 hand fulls of gold OR 1 bag

Reactions

reaction
  • Fascinating opportunity

    If a player rolls a critical on a social check or if they are actively seeking information on a vendor location a shady vendor will approach the player[s] and offer to sell them a Tier appropriate trinket or consumable but it comes with a price ( not just gold).

    Questions
    • You see a figure darting in and out of the crowd looking at you from a distance. What do you do about it?

About this environment

The Broken Mast Tavern is a rowdy, alcohol-soaked haven on the Azure Anchor that transforms into a quiet, heavily atmospheric space the morning after, smelling of stale ale, wood polish, and simmering stew.
Friends can be made just as quickly as enemies. There are always opportunity for work to be found and even trades that happen outside of the Ruby Exchange.

Seaside Tavern

Tier 2 Social

A calm but unpredictable tavern enviroment

Impulses: Patrons looking for refuge and entertainment

Difficulty: 14

Potential Adversaries: Dockside Thugs, mercenaries, employers, patrons

Features

Unpredicatable Enviroment - Passive: In any social exchange if a player rolls with Fear the tavern becomes a little more rowdy. Start a countdown if the countdown reaches 0 a fight breaks out. 1d4+1
Countdown the tracker each time a roll with fear is made.

  1. You see a group of sailors getting into an argument. Do you want to get involved?

My pockets feel lighter - Action: A player has been targeted by a thief. The thief moves quickly and silently to steal a player item. Have the player roll a [Reaction] Instinct . If the players succeeded on their "entry presence roll" they gain advantage on this roll. If they failed their " entry roll" they have disadvantage on this roll.
If this roll fails the player will lose up to 1d4 hand fulls of gold OR 1 bag

Fascinating opportunity - Reaction: If a player rolls a critical on a social check or if they are actively seeking information on a vendor location a shady vendor will approach the player[s] and offer to sell them a Tier appropriate trinket or consumable but it comes with a price ( not just gold).

  1. You see a figure darting in and out of the crowd looking at you from a distance. What do you do about it?

Discussion

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