Last week in the family D & D adventure I told you about the closest thing our campaign has to a home base. That was the Broken Anvil Inn in Sharn.
But there are other places like that which also serve as the starting point for quests.
Let me tell you about the Purple Mermaid.

On a lonely waterfront in Aundair there exists a sad little ale house and inn that is losing business. Everyone is apparently apprehensive about going to a place where so many sailors who were regular customers have simply disappeared.

The proprietor is a festive and portly dwarf named Osric who is desperate for your business. It has gotten to the point of offering free beer to anyone willing to rent a room. Veteran sailors and adventurers, it seems, have paid for a room, went to bed that evening… or early morning, and were never seen or heard from again.
A storyteller sits in the bar, telling tales of a long ago voyage of discovery in which the crew of an ill-fated ship, the Lavender Leaf, happened on an undersea discovery shown to them by desperate mer-people and sea elves. It seems a great evil had taken over an undersea temple that housed a very powerful sacred relic. Great treasures were promised for aid in liberating the temple from an unnamed evil.

So, it is an interesting inn, with a promise of adventure. But there are obvious consequences to choosing to stay there. In the corner of the tavern room sits a sea wizard with an ominous look about him. Why is he waiting there? Are there connections between his presence and the disappearances? Do you really want to find out?

As always the quest must wait for the next turn at the D & D table.