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The Rusty Cog Tavern

The Rusty Cog Tavern

The Rusty Cog Tavern

Overview & Aesthetic

The Rusty Cog is a beacon of warmth and relative safety in the middle of the Iron-Grip District. Its walls are made of thick, reinforced timber and salvaged boiler plates, making it one of the few places in Steamfort that can withstand a localized explosion. The interior is dim, lit by low-wattage Aether-bulbs and a large, central hearth that burns coal scraps. The air smells of cheap ale, fried grease, and the metallic scent of sweat and engine oil.

History & Lore

Founded by Kargun "Iron-Jaw" Thrain, a retired Shield Bearer who lost his leg in a mining accident, the Rusty Cog has always been more than just a tavern. It is a neutral ground where miners, engineers, and even the occasional Syndicate clerk can drink in peace. Thrain maintains a strict "no fighting" policy, enforced by his massive, steam-powered prosthetic arm and a pair of loyal, oversized guard dogs.

Points of Interest

  • The Rumor-Board: A wall covered in pinned notes, missed-connection flyers, and legitimate (though often illegal) work contracts.
  • The Basement Forge: A small but well-equipped workshop in the cellar where adventurers can repair gear or craft black-market Aether-tech away from prying eyes.
  • Thrain's Private Booth: A heavily curtained booth in the back corner where most "official" clandestine meetings take place. It is magically warded against eavesdropping.
  • The "Bottomless" Cask: A massive, ancient ale barrel that Thrain claims was blessed by a Saint of the Hearth, though it's likely just connected to a secret pipeline.

Local Factions & NPCs

  • Kargun Thrain: The gruff but honorable proprietor. He has a soft spot for those who stand up to bullies but hates "messy" adventurers.
  • "Sparky" Elara: A gnome artificer who spends most of her time in the basement forge, tinkering with experimental (and explosive) gadgets.
  • The Picket-Line Regulars: A group of striking miners who use the tavern as their informal headquarters.

Environmental Hazards / Mechanics

  • The Neutral Ground: While inside the tavern, Charisma (Persuasion) checks have advantage, but any act of violence triggers Thrain's wrath (use Gladiator stats with a 1d10+5 bludgeoning unarmed strike).
  • Information Hub: Spending an hour and 5 gold on drinks allows a player to make a DC 12 Intelligence (Investigation) check to learn one secret or rumor about the Iron-Grip District.
  • Oil-Fires: If a fire starts in the tavern, the oil-soaked floorboards cause it to spread twice as fast as normal.