A lively tavern that serves as the social hub for its town.
10
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.
Reveal a stranger concealing their identity, lurking in a shaded booth.
Introduce a significant NPC who wants to hire the party for something or who relates to a PC’s background.
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.
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