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The Living Pub

Tier
2
Type
Exploration
Difficulty
13
Impulses
Protect what remains, remember the glory days, punish disrespect, remind the living they are guests not owners

Environment overview

The tavern is alive with the echoes of a Magical Blessing. Its moods shift, reacting to fights, rowdy songs, and social tension.

Potential adversaries

Barflies, Barm Rats, Sudworts, Dishiples, Sitizens, Wartables

Features

Passives

passive

Actions

action
  • Threat Option (Drayman)
    Fear 1

    If Drayman is the chosen Threat, Spend a Fear to have 1 Caskbearer per 2 PCs lurch out with a sloshing sound from a nearby area and attack.

  • Threat Option (Doppelcrock)
    Fear 1

    If Doppelcrock is the chosen Threat, Spend a Fear to have 1 Sudwort per 2 PCs seep out of broken plumbing in the walls and attack.

  • Threat Option (Mugsy)
    Fear 1

    If Mugsy is the chosen Threat, Spend a Fear to have 1 Hecklehound per 2 PCs skulk out of the shadows, chuckling menacingly, and attack.

Reactions

reaction
  • Mood Swings

    The tavern’s mood shifts in response to events within it. When PCs enter the tavern, start a Dynamic Countdown (12) set to 7. Events or actions may raise or lower the Living Pub Mood, as detailed throughout the adventure.

    • The GM may spend 2 Fear to decrease the countdown by 1.

    1-2 Dying: The Blessing begins to collapse, the walls shudder and shake, wall torches flicker and go out. All Animated furniture throughout the pub become Vulnerable until mood improves.

    3-4 Angry: Spend a Fear to have random items & debris attack targets in a Close range area. Targets make an Agility Reaction Roll, taking 2d4+2 Physical damage if they fail.

    5-6 Rowdy: Spend a Fear to have the tavern floor buckle violently in a Very Close area. Targets make an Agility Reaction Roll, falling down and becoming Vulnerable on a fail.

    7-8 Rebellious: The Pub gets feisty as its irritation grows. Lanterns go out as PCs enter. Chairs automatically pull themselves back as they’re sat on. Small pebbles fall from the roof to tap on the head of the PCs as they move about.

    9-10 Watchful: The air is still, and cold. Timbers creak and tighten underfoot. Torches on the walls are dim, but flare brighter as PCs enter.

    11-12 Restful: The tavern is calm, warm, and comfortable. The lanterns glow strongly. PCs gain 1 Hope and clear 1 Stress each time they take a long rest within the Pub.

About this environment

The Last Round Table is a truly magical place. Time flows differently here, and the tavern has moods, opinions, and a strong tendency to react to whatever nonsense is currently happening inside it.

The Living Pub

Tier 2 Exploration

The tavern is alive with the echoes of a Magical Blessing. Its moods shift, reacting to fights, rowdy songs, and social tension.

Impulses: Protect what remains, remember the glory days, punish disrespect, remind the living they are guests not owners

Difficulty: 13

Potential Adversaries: Barflies, Barm Rats, Sudworts, Dishiples, Sitizens, Wartables

Features

Threat Option (Drayman) - Action: If Drayman is the chosen Threat, Spend a Fear to have 1 Caskbearer per 2 PCs lurch out with a sloshing sound from a nearby area and attack.
Threat Option (Doppelcrock) - Action: If Doppelcrock is the chosen Threat, Spend a Fear to have 1 Sudwort per 2 PCs seep out of broken plumbing in the walls and attack.
Threat Option (Mugsy) - Action: If Mugsy is the chosen Threat, Spend a Fear to have 1 Hecklehound per 2 PCs skulk out of the shadows, chuckling menacingly, and attack.
Mood Swings - Reaction: The tavern’s mood shifts in response to events within it. When PCs enter the tavern, start a Dynamic Countdown (12) set to 7. Events or actions may raise or lower the Living Pub Mood, as detailed throughout the adventure.
  • The GM may spend 2 Fear to decrease the countdown by 1.

1-2 Dying: The Blessing begins to collapse, the walls shudder and shake, wall torches flicker and go out. All Animated furniture throughout the pub become Vulnerable until mood improves.

3-4 Angry: Spend a Fear to have random items & debris attack targets in a Close range area. Targets make an Agility Reaction Roll, taking 2d4+2 Physical damage if they fail.

5-6 Rowdy: Spend a Fear to have the tavern floor buckle violently in a Very Close area. Targets make an Agility Reaction Roll, falling down and becoming Vulnerable on a fail.

7-8 Rebellious: The Pub gets feisty as its irritation grows. Lanterns go out as PCs enter. Chairs automatically pull themselves back as they’re sat on. Small pebbles fall from the roof to tap on the head of the PCs as they move about.

9-10 Watchful: The air is still, and cold. Timbers creak and tighten underfoot. Torches on the walls are dim, but flare brighter as PCs enter.

11-12 Restful: The tavern is calm, warm, and comfortable. The lanterns glow strongly. PCs gain 1 Hope and clear 1 Stress each time they take a long rest within the Pub.

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