The Emerald Circle
Green flickering light rims the silhouette of two enormous figures. These are the door guards standing by the entrance of The Emerald Circle. With their arms folded, they give you a quick scan as you walk into the green establishment. Emerald illuminance and velvety smoke lay waste in this business. People slyly eyeball you as they fill their lungs with the sweet-smelling mist from curvy glass pipes. The sound of sonic vibration running through a series of tubes hit your ears. A scarred bald elf has ten brass tubing in front of them. They are all of different lengths and bent in a variety of directions. Accompanying the electronic sounds of the pipes is an upright bass player. She is a stunning half-elf using various armor pieces as adornment, and their melody enthralled the people closest to the stage.
Purpose / Function
The relaxing green hue of the interior brings a sense of peace and relaxation to the patrons. After a long hard day working on the docks or hammering the anvils, the smooth smoke relaxes all aches and pains. Likewise, the crisp drinks and live music attract various people. Those who work on the streets act as a haven from those who harm them.
|Roasted crayfish with steam butternut squash||3 sp|
|Broiled pork and artichoke with a side of butter sauce||3 sp|
|Razor clam and creamy pea pottage in a sourdough bread bowl||3 sp|
|Burbon Stout||4 sp|
|Kobold Pale Red Ale||3 sp|
|Black Pudding Stout||6 sp|
|Crazy Ginger Wheat Ale||5 sp|
|Pear IPA||4 sp|
|Apple Cider||2 sp|
|The Black Eyes Peach schnapps, bourbon, bitters, and black cherries||1 gp||After finishing this cocktail, the bags underneath the eye will darken, and the eyes will grow heavy. The player will need to make a Constitution saving throw of DC 12 or suffer from sleepiness. All attacks and skill checks will be at a disadvantage. The DC will increase by 3 for each time a drink is drunk.|
|Sticky Lips Maple Syrup, bourbon, orange shavings, cinnamon stick||1 gp||After finishing this cocktail, the lips begin to stick together. The player will need to make a Constitution saving throw of DC 12 or suffer from mouth numbness. All spells with a verbal spell component will have a 50% chance of failure. That failure will increase by +10% for each unsuccessful saving throw for this particular beverage. The DC will increase by 3 for each time a drink is drunk.|
|Ginger Me Up Shave ginger root, gin, ice, salt rim||1 gp||After finishing this cocktail, the player will feel very hyperactive and jittery. First, the player will need to make a Constitution saving throw of DC 12 or suffer from hyper aggression. Then, the player will become more aggressive and highly agitated as the heart rate increases. Finally, if the player gets into an altercation on the third round of combat, the player will need to make a Constitution saving throw of DC 15 or become unconscious. But, if the player succeeds, they will be stunned for a round. Continue making Constitution saving throws and increasing the DC by 2. The heart is unable to keep up with the exertion. The DC will increase by 3 for each time a drink is drunk.|
|The Salty Whale Animal fat, gin, lemon juice, salt rim||1 gp||After finishing this cocktail, the world will feel like you are on a ship at sea. The player will need to make a Constitution saving throw of DC 12 or suffer from sea legs. All Dexterity skill checks and saving throws will be at a disadvantage, and your movements are unpredictable, giving attackers a disadvantage. The DC will increase by 3 for each time a drink is drunk.|
|Orange Smiles Orange shavings, orange juice, bourbon, black cherries, sugar rim||1 gp||After finishing this cocktail, the corners of your mouth rise to a smile. The player will need to make a Constitution saving throw of DC 12 or suffer from the case of the smiles. Your face will become numb as there is a permanent smile on your face. All spells with a verbal spell component will have a 50% chance of failure. That failure will increase by +10% for each unsuccessful saving throw for this particular beverage. The DC will increase by 3 for each time a drink is drunk.|
|The Big Chill||1 gp||Taking in the silky smooth smoke and inhaling the peppermint whisps into your lungs cause your body to relax as your muscles feel calm and numb. The player will need to make a Constitution saving throw of DC 12. The player will begin a relaxing process for a short rest and will lose a level of exhaustion. If the player enters combat during the process, they will have a disadvantage on all attacks, and the enemy will have an advantage on their attacks. The exertion of combat will negate the loss of a level of exhaustion.|
|Taste of Color||1 gp||A sparkling rainbow of wisping smoke swirls inside the glass tube of a hooka. You inhale the colorful mist, and each color has its unique flavor. The player will need to make a Constitution saving throw of DC 12 or go on an acid trip. The player will be in a trance-like state for an hour. But, if the player is successful, they will see everything in bright, vibrant, saturated colors.|
|Slo-Mo||1 gp||Inhaling the twinkling smoke will cause your tiny hairs to rise, and everything around you suddenly slows down. The player will need to make a Constitution saving throw of DC 12 or have a slow-motion experience. On the failure, the player will see everything in slow motion. As a result, they will gain an advantage on their attacks and Dexterity saving throws and movement speed reduced to 10ft. Plus, creatures will have a disadvantage on their attack rolls.|
|Silent Ending||1 gp||The withering smoke is rough but has a salty caramel taste—all the physical and mental noise around you silences. The player will need to make a Constitution saving throw of DC 12 or suffer the silence. On the failure, the player will have a disadvantage on all perception checks that involve hearing and will have a disadvantage on Intelligence saving throws.|
A tall and stocky creature with skin-like translucent emerald scales and a hood over his head solely reveals his Dragonborn muzzle. He wears a bandolier filled with various alchemical bottles and has two kukris sheathed at his sides. The emerald beast constantly darts his eyes nervously around the area, always observing his surroundings.He operates the day-to-day aspects of the tavern. It is the only decent establishment in the Lainmundicia district.
Behind the bar is a striking young woman. She glances in your direction with her one good eye. The other eye is just an eye socket with a green emerald gem in it. She turns her head with a stunning long neck adorned with several rings. The earthly texture of her skin beckons you to place an order or to fuck off.
- Job: Bartender, Night
- Race: Genasi, Earth
- Sex: Female
- Height: 5’7”
- Eye Color: Brown, Mud
- Hair: Black, short pixie cut
- Body Type: Lean and muscular
- Clothing: She wears a leather halter top with multiple buckles and pantaloons with a horizontal stripe pattern.
A tall bugbear with a case mange stands joyfully singing to himself behind the bar. He starts to whisper the chorus, and his golden eyes wander in your direction. The thinning fur whisps in the wind as he slides your way and smiles with a wide grin. Tiny gemstones bedazzle his canines.
- Job: Bartender, Night
- Race: Bugbear
- Sex: Male
- Height: 6’7”
- Eye Color: Golden
- Hair: Brown, mange
- Body Type: Muscular
- Clothing: He wears a snake leather vest with a rolled-up tan wool shirt and pantaloons with a horizontal stripe pattern.
A portly older man methodically cleans the countertop. His thick, peppery eyebrows cover his eyes. Before taking your order, he perfectly aligns all the mixology tools and stops at the filter. It looks like he spotted something and furiously cleans it to a shine.
- Job: Bartender, Day
- Race: Human
- Sex: Male
- Height: 6’7”
- Eye Color: Gray
- Hair: Bald
- Body Type: Muscular, portly
- Clothing: He wears a freshly iron wool button-up shirt and pantaloons with a horizontal stripe pattern.
There is a sickly dwarf with a large nose filled with boils. He has a stench of sicky body odor, and his beady eyes have black and purple with a cluster of thin veins around them bot. There is constant oozing of sweat coming from every small hole on his body, and it soaks into his leather vest and wool undershirt. There are a pair of hand axes sheathed in a decorated holster.
- Job: Local Thug
- Race: Dwarf, Hill
- Sex: Male
- Height: 4’9”
- Hair: Black, Wavy, and Greasy
- Body Type: Thin
- Clothing: On top of the greasy head is a stand coif and across his body is a leather vest, a wool undershirt, and smooth cotton pants. He wears a decorative holster that holds finely crafted hand-axes.
The outer structure resembles an offshoot Scandinavian style with three visible floors and illuminating bell tower. Thinly sliced bluff stones stacked upon one another make up the first floor, and at each corner are weathered slate stone. Located at the known entrance are two ornate covered braziers with a green hue lighting up the area. Weathered reddish wood creates the remainder of the floors, and the roof tiles create a sense of a dragon skin made of wooden slates. The floor tile has various polygonal patterns with mosaic pictographs as you enter the initial floor. The series of images tells the story of a man-like creature freeing the bonds of slavery, getting swallowed by a giant wolf, and then breaking out of the wretched beast. On top of the finely crafted floor are medium-sized tables with unusual glass bottles. The people at those tables inhale the contents with a long leather tube from a bone-like tip. A small amphitheater and dance floor on the far side of the entrance usually plays live entertainment. The lighting of the entire floor is a soft emerald color with a few projected refractions on the ground. Each lamp appears to be a hollow green crystal with a light source inside. The stairs leading up to the second floor are stained black from the foot traffic leading up or down. The next floor has the same relaxing green hue as the first floor. Solid reddish wood planks make up the dirty floors, and various tables have hooka on top of them. Relaxing sofa circles are in the center of the room. It is a special roped-off section. The only access to the third floor is a gated pulley elevator. At the elevator gate is two guards.