*THIS THREAD IS PRIVATE, DO NOT SHARE WITHOUT DUNGEON MASTER'S PERMISSION*
(Parenthesis or Brackets should be used for any out-of-game text)
[This campaign takes place in an alternate version of Saltmarsh, a fishing village in a far-off land. We will mostly be using the Ghosts of Saltmarsh (GoS) campaign book, with a few alterations the DM (Dungeon Master) has decided.]
You have made your way to a small village called Brewers Mill, a town slightly famous for its too-potent drink and cheap lodgings. Tired and hungry, you made your way to the nearest tavern. The first tavern you went to ended in an encounter that made you decide to move on. This second tavern however looks promising. From the outside, it looks rustic, cozy and warm. Small stones and huge, stone pillars make up most of the building's outer structure. It's hard to see through the curtained windows, but the hustling and bustling from within can be felt outside.
As you enter the tavern through the small, soft wooden door, you're welcomed by a sense of home and a feeling of comfort. The bartender is working up a sweat but still manages to welcome you with a friendly nod.
It's as engaging inside as it is on the outside. Rounded, stone beams support the upper floor and the rows of small candles attached to them. The walls are littered with all sorts of memorabilia, though whether they're collected or donated is uncertain.
The tavern itself is packed. Groups belonging to some kind of organization, whether sport, music, or other you're not sure of, seem to be the primary clientele here, which often means great company. Several long tables are occupied by, what seems to be the entire surrounding village. The other, smaller tables are also occupied by people who seem to be close with the owner. Even the stools at the bar are occupied, though nobody seems to mind more company.
You did hear rumors about this tavern, supposedly it's famous for something, but you can't remember what for. Judging by the music and how many people are dancing, it must be the live band who just started playing. As you look around, there are only a few unfilled seats, all at a long table that seats 6. 2 of the seats are occupied by what seems to be an Elf and a Human, both heavily injured and nursing tankards of ale.
Make sure you put that you are moving over there and doing this, along with any other actions you are doing. Also, make a charisma check for me with the dice roller
*THIS THREAD IS PRIVATE, DO NOT SHARE WITHOUT DUNGEON MASTER'S PERMISSION*
[TAKE 2}
*REMEMBER: IF YOU CAN JUST EDIT YOUR OLD POST, INSTEAD OF MAKING A NEW SHORT ONE*
(Parenthesis or Brackets should be used for any out-of-game text)
[This campaign takes place in an alternate version of Saltmarsh, a fishing village in a far-off land. We will mostly be using the Ghosts of Saltmarsh (GoS) campaign book, with a few alterations the DM (Dungeon Master) has decided.]
You have made your way to a small village called Brewers Mill, a town slightly famous for its too-potent drink and cheap lodgings. Tired and hungry, you made your way to the nearest tavern. The first tavern you went to ended in an encounter that made you decide to move on. This second tavern however looks promising. From the outside, it looks rustic, cozy and warm. Small stones and huge, stone pillars make up most of the building's outer structure. It's hard to see through the curtained windows, but the hustling and bustling from within can be felt outside.
As you enter the tavern through the small, soft wooden door, you're welcomed by a sense of home and a feeling of comfort. The bartender is working up a sweat but still manages to welcome you with a friendly nod.
It's as engaging inside as it is on the outside. Rounded, stone beams support the upper floor and the rows of small candles attached to them. The walls are littered with all sorts of memorabilia, though whether they're collected or donated is uncertain.
The tavern itself is packed. Groups belonging to some kind of organization, whether sport, music, or other you're not sure of, seem to be the primary clientele here, which often means great company. Several long tables are occupied by, what seems to be the entire surrounding village. The other, smaller tables are also occupied by people who seem to be close with the owner. Even the stools at the bar are occupied, though nobody seems to mind more company.
You did hear rumors about this tavern, supposedly it's famous for something, but you can't remember what for. Judging by the music and how many people are dancing, it must be the live band who just started playing. As you look around, there are only a few unfilled seats, all at a long table that seats 6. 2 of the seats are occupied by what seems to be an Elf and a Human, both heavily injured and nursing tankards of ale.
*THIS THREAD IS PRIVATE, DO NOT SHARE WITHOUT DUNGEON MASTER'S PERMISSION*
(Parenthesis or Brackets should be used for any out-of-game text)
[This campaign takes place in an alternate version of Saltmarsh, a fishing village in a far-off land. We will mostly be using the Ghosts of Saltmarsh (GoS) campaign book, with a few alterations the DM (Dungeon Master) has decided.]
You have made your way to a small village called Brewers Mill, a town slightly famous for its too-potent drink and cheap lodgings. Tired and hungry, you made your way to the nearest tavern. The first tavern you went to ended in an encounter that made you decide to move on. This second tavern however looks promising. From the outside, it looks rustic, cozy and warm. Small stones and huge, stone pillars make up most of the building's outer structure.
It's hard to see through the curtained windows, but the hustling and bustling from within can be felt outside.
As you enter the tavern through the small, soft wooden door, you're welcomed by a sense of home and a feeling of comfort.
The bartender is working up a sweat but still manages to welcome you with a friendly nod.
It's as engaging inside as it is on the outside. Rounded, stone beams support the upper floor and the rows of small candles attached to them. The walls are littered with all sorts of memorabilia, though whether they're collected or donated is uncertain.
The tavern itself is packed. Groups belonging to some kind of organization, whether sport, music, or other you're not sure of, seem to be the primary clientele here, which often means great company. Several long tables are occupied by, what seems to be the entire surrounding village. The other, smaller tables are also occupied by people who seem to be close with the owner. Even the stools at the bar are occupied, though nobody seems to mind more company.
You did hear rumors about this tavern, supposedly it's famous for something, but you can't remember what for. Judging by the music and how many people are dancing, it must be the live band who just started playing. As you look around, there are only a few unfilled seats, all at a long table that seats 6. 2 of the seats are occupied by what seems to be an Elf and a Human, both heavily injured and nursing tankards of ale.
"Excuse me gentleman, may we have a drink with you?"
Make sure you put that you are moving over there and doing this, along with any other actions you are doing. Also, make a charisma check for me with the dice roller
I rolled a 13
Use the post dice roller, and just include that in your original post which you can copy and paste after this next post
*NOTE: DO NOT EDIT POSTS WITH DICE ROLLS, AS IT WILL REROLL THE DICE WHICH IS CHEATING AND IT WILL SAY MODIFIED DICE*
Ex: use the formula=Unable to parse dice roll.
Ex: [ roll ] - 1d20 - + - 2 - [ / roll ] (Do not put the dashes or spaces I did that so it wouldn't roll for me and you could see the formula)
Result:14
The dice roller is at the top right when you are editing or making a post and looks like a d6 set to 3. Look at the bar of options above
*THIS THREAD IS PRIVATE, DO NOT SHARE WITHOUT DUNGEON MASTER'S PERMISSION*
[TAKE 2}
*REMEMBER: IF YOU CAN JUST EDIT YOUR OLD POST, INSTEAD OF MAKING A NEW SHORT ONE*
(Parenthesis or Brackets should be used for any out-of-game text)
[This campaign takes place in an alternate version of Saltmarsh, a fishing village in a far-off land. We will mostly be using the Ghosts of Saltmarsh (GoS) campaign book, with a few alterations the DM (Dungeon Master) has decided.]
You have made your way to a small village called Brewers Mill, a town slightly famous for its too-potent drink and cheap lodgings. Tired and hungry, you made your way to the nearest tavern. The first tavern you went to ended in an encounter that made you decide to move on. This second tavern however looks promising. From the outside, it looks rustic, cozy and warm. Small stones and huge, stone pillars make up most of the building's outer structure.
It's hard to see through the curtained windows, but the hustling and bustling from within can be felt outside.
As you enter the tavern through the small, soft wooden door, you're welcomed by a sense of home and a feeling of comfort.
The bartender is working up a sweat but still manages to welcome you with a friendly nod.
It's as engaging inside as it is on the outside. Rounded, stone beams support the upper floor and the rows of small candles attached to them. The walls are littered with all sorts of memorabilia, though whether they're collected or donated is uncertain.
The tavern itself is packed. Groups belonging to some kind of organization, whether sport, music, or other you're not sure of, seem to be the primary clientele here, which often means great company. Several long tables are occupied by, what seems to be the entire surrounding village. The other, smaller tables are also occupied by people who seem to be close with the owner. Even the stools at the bar are occupied, though nobody seems to mind more company.
You did hear rumors about this tavern, supposedly it's famous for something, but you can't remember what for. Judging by the music and how many people are dancing, it must be the live band who just started playing. As you look around, there are only a few unfilled seats, all at a long table that seats 6. 2 of the seats are occupied by what seems to be an Elf and a Human, both heavily injured and nursing tankards of ale.
What do you do?
I walk up to the to the table with Jimber and ask "Hello there were new to this tavern and would like to know what makes this tavern so famous."