Evening Nip

The  is the name for two connected bars in Zadash. The external bar, a very small, dark-wood, rough and tumble dive, served as a front for The Gentleman's base of operations. The real Evening Nip, where the Gentleman stayed and decent alcohol was served, was located underneath the other Evening Nip.

Interior
The interior was of this bar was around 20 by 30 feet, and was lit by a central candle-lit chandelier that was almost obtrusively laid from a low ceiling. The floor was made of wooden boards, and there was a number of small booths that are built out of wood as well. The bare had a classic Old-England pub feel. Everything smelled of dried beers and ale and rotted wood, and where one would expect a rowdy crow but it's very quiet. There was a couple doors that lead into a kitchen or storage area.

The bar was run by Clive Bens, a very old dwarf with half of his beard burned away revealing a perpetual grimace. He employed two dangerous-looking guards at the outside, that acted as bouncers.
 * One of these thicker human men, was completely bald, had pale skin, and a big square chin that looks like it's been broken in multiple places who has his arms crossed.
 * The other bouncer looked to be a spindly guy who sat near the entrance. He had daggers sheathed on both sides.

The bar served the basest, most bitter ale, but it was functional.

Patrons
Two patrons within the bar sat separate booths drinking alone and watched the Mighty Nein every time they entered.
 * A younger, plump human male, who had a tuft of a red and grey goatee at the end of his chin. He had no hair on top of his head.
 * An older human in his forties, he was clutching a tankard, and he had a very similar tattoo around his neck to Thed.

The Evening Nip
To reach the real Evening Nip and to gain an audience with The Gentleman, as learned from Thed, one had to approach Clive Bens at the bar and ask for a drink mentioning that "while I have no coin, I'd be willing to offer many gifts ."

After speaking this phrase, Clive would lead patrons to a back room storage cupboard. Filled with shelves with various bottles of liquor, wine, and ale, there was a small chain in one corner, which when pulled revealed a small trap door that when winched up, revealed a stairway that curved down to the left for around 40-feet.

This stairway opened up to a bright stone-set subterranean tavern that was shaped like an 'L' curving off to the right. From floor to ceiling, the tavern was about 20 feet tall. There were two balconies that overlooked the area, one on the left side, and one that was around the corner on the right. Underneath this first balcony was the bar and a door that appeared to lead off into a storeroom. A second door lead to a switchback stairway that lead to the first balcony, which contained tables, benches, and a weapon rack.

This tavern had a lively atmosphere and was filled with the sound of up to a dozen or so patrons laughing and clinking classes at tables in the front section of the tavern, where a bartender poured drinks. Accompanying the rambunctious crowd was as the the sound of soft violin, lute, and string instruments.

To the back right corner of this tavern was a well-carved long dark mahogany table at which cards were being played, and where with feet crossed up on the table sat the Gentleman in a high-back chair with a red velvet matte.

Subterranean River
While The Gentleman's Troupe made use of the Sewers of Zadash, they also use a network of subterranean tunnels that branched off of a river that lead out of the city north towards the Berleben Swamps.

With Kara in the front and Dweez picking up the rear, the Mighty Nein were lead down towards the river docks that would take them towards the task The Gentleman had put them on, as to clear their names and safely lead Horris out of the city.

Seeing through Frumpkin's eyes Caleb saw as the party was blindfolded and looped around the tavern for while to disorient them. Lead to a storeroom that had a hidden and locked trapdoor, the party descended down a 20-foot ladder that lead to a packed dirt tunnel that was supported in sections by wood beams. Weaving through this tunnel and turning right down a second 300-foot tunnel, where a small resting chamber, with tables and a bunk, was dug out of this tunnel. Continuing on a second torchlight chamber that contained individuals stacking crates.

Moving forward down the tunnel there was an archway that lead off to a side chamber smelling of dung and an unpleasant pheromone. Looking down into it, there was a pit filled with four cages. In the darkness, these cages appeared to contain various creatures that were making strange grunting and snorting sounds as individuals prodded and whipped them into obedience.

Past that room, the tunnel continued on to a set of stairs that descended into a natural river cavern that beached off into two different directions. Build into this space was a series of docks illuminated by green perpetually burning lantern light. Guarded at the edge of the dock were four roped off boats.

Making their leave of Kara and Dweez, the party taking two of these four-person boats were instructed to travel with the river northwards for around a mile to where the texture of the wall on the left-hand side of the cavern changed where a small portion of it had been collapsed.

The river moving at a fair pace, and aided by in their progress by Yasha and Jester each rowing their perspective boats, the party made their way down the river cavern. Illuminating the pitch black cavern Caleb's cast his dancing lights spell so that the party could see ahead of them on their progress forwards through the around 15-foot diameter tunnel.

The Gentleman's Troupe

 * A gruff-looking guard was posted beside the stairway entrance.
 * A hefty, 11-foot tall, muscular ogre named Kutha who had beady dark eyes and a large jaw of protruding broken teeth. He was wearing patchwork hide armor, they stood at the corner heading to the right section and held a giant maul.
 * Posted on one of the balconies were two skulking individuals who each had long dark cloaks, dark armor, and were carrying a rifle-like firearm.
 * Cree
 * Sorah, a muscular goliath woman posted beside The Gentleman. She wore a very short leather strap top, and had a shaved head but for a tuft of a mohawk that curled down her back in a long ponytail. She wielded a giant maul.
 * Dweez, a crazed-looking young gnome with curly hair and a big chinstrap beard. He had a wheezy laugh and hung off on one of the balconies by one arm. This gnome held and shuffled the cards used by The Gentleman in his gamble against Fjord.
 * Kara's relationship with The Gentleman was not of debt, but of convenience since in her mind doing work for him beat getting beaten when caught for pick-pocketing.
 * A trio, who had previously failed in their exploration of the abandoned aged research facility along the underground river pass, having been beset by Will-o'-wisps, they ran and caved in part of the area. Two of the members appeared to be humans in their late 20s. One of these, Therad had darker unkempt large curly hair that covered part of his face, while the other, Louis, had very short hair and a red-brown dark complexion. They both wore darker leathers and cloaks that are thrown over one shoulder. The third was a halfling female named Hannah who claimed to have been with The Gentleman's Troupe since 824 P.D..
 * Dock guard. An older, grizzled human with short receding gray hair and matching scruffy grey-white beard. He had a deep scar across the back of his head. His head was a bit sunk into his shoulders.