
The Foaming Mug
Exterior: The tavern is a small, two story building made of wood and stone. The walls are adorned with ivy and the roof is thatched. Out front is a large porch with several tables and chairs, as well as a few barrels of ale and wine. The windows are small and stained glass, letting in a colorful glow from within.
Interior: The inside of the tavern is quite cozy. There is a large fireplace in the center of the room, with several chairs and tables arranged around it.
The fireplace is made of solid stone, with a sturdy mantle of dark wood, intricately carved with images of dragons and knights. The hearth is large enough to comfortably fit several adventurers and the logs that burn brightly in the firepit. The fire is crackling and popping as it burns, and the smoke rises up the chimney in a lazy spiral, giving the room a pleasant and comforting smell. The light from the flames provides enough illumination so that adventurers can still see each other and the tables they sit at while they enjoy their beverages.
The walls are lined with shelves of books, jars of pickled vegetables, and various knick-knacks. The bar is made of dark wood, with a selection of wines, ales, and spirits on tap. There are a few musicians playing in the corner, and a few games of dice or cards going on. The atmosphere is lively and inviting.
The tavern is actually a front for a secret cult that worships a powerful and mysterious entity. They use the tavern to recruit new members and to conduct strange rituals. A secret room is hidden away in the depths of a tavern, accessible only through a hidden lever inside a large wooden barrel. The walls are made of thick stone, and a single torch hangs from the ceiling, providing a dim light. In the center of the room is a large, round table with chairs carved from hardwood. A forgotten chest sits in the corner of the room, covered in dust and cobwebs. A large bookshelf is filled with ancient books and scrolls, some of them filled with magical secrets. A strange symbol is inscribed on the wall, and strange whispers can be heard in the dark. The air is heavy with the smell of forbidden magic.
The tables are filled with a variety of patrons, ranging from adventurers and merchants to locals and travelers.
1. Fremis is an elderly dwarf who visits this tavern often, as it is the closest one to his home. He is friendly and jovial, and loves to tell stories from his days as a miner. He has a thirst for adventure and is always looking for a new quest to undertake.
2. Ava is a young half–elf who has been working as a barmaid in this tavern for the past few months. She is a mysterious figure, with a troubled past that she doesn‘t like to talk about. Despite her troubled past, she is kind and compassionate towards the other patrons.
3. Theodore is a human merchant who visits this tavern regularly in order to make business deals. He is a shrewd negotiator and is often seen haggling with the tavern keeper.
4. Olaf is a gruff and grizzled old warrior. He is a veteran of many battles and is well–respected by the other patrons. He is often seen telling tales of his past exploits and offering advice to the other adventurers.
5. Talia is a quiet and shy halfling. She is a recent arrival to this tavern and is often seen keeping to herself. She has a secret ambition to become a great adventurer, and is always looking for an opportunity to prove her worth.
Rumors heard in the tavern
1. The dragonlord of the North is recruiting adventurers for a secret mission.
2. A strange cult has been seen gathering in the forest to the south.
3. A group of bandits have been spotted near the woods outside of town.
4. There is a cult of dark elves worshipping an ancient evil god in the mountains.
5. A mysterious wizard is said to be offering a reward for anyone who can retrieve a magical item
If a fight breaks out in a tavern, the 3-5 local guards will intervene to restore order within 2d6 minutes. Depending on the situation, this could involve them using verbal warnings or physical force. The guards may also attempt to apprehend any individuals involved in the altercation, depending on the severity of the fight. Depending on the severity of the fight, the guards may also call for additional reinforcements to help quell the disturbance. Finally, the guards may also report the incident to the local authorities, depending on the laws of the land.