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The Rusty Valve Tavern

The Rusty Valve Tavern

The Rusty Valve Tavern

Overview & Aesthetic

The Rusty Valve is a subterranean tavern hidden in the most industrial corner of the Kigum Undercity. To the uninitiated, it looks like a large, rusted storage tank for the Aether-Pipe network. Inside, however, it is a bustling, multi-level speakeasy filled with the smell of strong ale, pungent tobacco, and the ozone scent of secret magic. The furniture is made from repurposed pipe sections and crates, and the lighting is provided by flickering, "borrowed" Aether-lamps.

History & Lore

The tavern serves as the unofficial headquarters for "The Disrupters," Kigum's primary resistance movement. It was founded by Kora Flint's cousin, Garnet Flint, as a place where the Undercity workers could gather without being harassed by Arcane Ascendancy enforcers. The entire structure is protected by powerful scrying-shields and "anti-truth" wards, making it the only place in Kigum where a person can speak freely.

Points of Interest

  • The Blueprint Room: A hidden chamber behind the bar where detailed maps of the Spire's infrastructure and security schedules are kept.
  • The Black-Market Forge: A small but high-quality smithy used for repairing resistance gear and crafting illegal Aether-disruptors.
  • The "Leaking" Cask: A large barrel that contains a secret entrance to a tunnel network leading to the Sludge Wards.
  • The War Table: A large, circular table etched with a glowing map of Kigum, used for planning heists and sabotage missions.

Local Factions & NPCs

  • Garnet Flint: The no-nonsense dwarf proprietor who handles the tavern's security and supplies.
  • The Disrupter Command: A group of diverse individuals (including some disgruntled Spire mages) who lead the resistance.
  • "Ratty" Pete: A kobold scout who knows the fastest routes through the Undercity's pipe network.

Environmental Hazards / Mechanics

  • Scrying-Shield: While inside the tavern, characters cannot be detected by any divination magic of 6th level or lower.
  • The "Quiet" Rule: Any character who speaks above a whisper has disadvantage on Charisma checks to gather information, as the regulars are suspicious of loud newcomers.
  • Anti-Magic Security: The entrance is equipped with a Dispel Magic field that removes any active buffs or debuffs from those who enter.