You walk forward, pushing the door open, and enter the common room of an inn. It's unusual, as it's possibly a large military barracks or eating hall that has been converted to a public common room, but little remains of its origin. There's a roaring fire in one wall, and an assortment of mismatched tables, benches, chairs, rugs and stools filling the space. This room could fit fifty people you reckon, though there are perhaps only a dozen here at the moment scattered across the room. The staff appear to be dwarfs; one young dwarf is serving ale at one table with a relaxed and friendly manner, chatting to the patrons as he works. Another dwarf sits by the fire, playing a pleasant but forgettable tune on the lyre, quite well.
The place is too empty to be noisy, but people are talking freely and a few are clearly drunk. Behind the bar, a large dwarf woman wearing a large red rose in her hair waves at you and calls out, Welcome friends, what can I get you?
(Is everyone entering the tavern? Are Incantis and Strix staying away?)
My finest mug? She raises an eyebrow. My finest mug would set you back a fair bit, sweetie. Why don't we try some Stoneshaft Ale to get you started. She pour a mug for each of you, and hands them over. Eighteen coppers, please. As she hands Scupper his mug, she leans down. That's the trick, isn't it. I'm the rose and the thorn. She smiles sweetly and goes to serve another patron at the bar.
The other patrons in the bar seem to be engrossed in their own conversations; they're not interested in you, but they're not ignoring you either, they're just doing their own thing.
Incantis? the dwarf replies. A right pleasure to meet you. I am, as a matter of fact, named Rose, as was my mother and my grandmother before me. You folks are looking pretty tired - come down from Neverwinter, I'm guessing? Or from Triboar? Anyways, take a load off, son. She indicates a vacant table that would easily accommodate your group of five. Let me get you something to eat.
I... see. Well, I'll be happy to help. She orders a large meal for you all, and seats you at the table on the opposite wall to the fire.
You are fairly near to two other tables with groups chatting and drinking. On one table is a pair of half-elves and a young male halfling; shortly after you sit down, the halfling woman and two children who you saw leaving return and join them. On another table sit two humans and a half-orc, who appear to be arguing about something, albeit in a relatively good-natured way. The dwarf playing the lyre by the fire picks up the pace a little, and with the addition of your group the room feels a little busier and merrier. Rose sticks to the bar while the other dwarf serves you a meal of roasted pork and vegetables.
Aye Rose. Tis always a dangerous name. If you have any stronger stuff, I'd fancy a bottle or two of rot gut, whiskey, or moonshine. Also apparently I find myself poorly outfitted for our journey and have relied on the kindness o' me companions. Have ye rations fer sale?
Her turns momentarily to the room and calls out to the musician:
Sing us a song of the Sea Witch bard! And don't leave out the bloody bits.
Trail rations? Not I,says Rose. But in the morning, Atterly will open up his shop and you can get rations and other things for the trip. She's pouring you some harder liquor as she's speaking, Docker's Ale for five copper a shot.
The musical dwarf grins as Rose groans, and bursts into a song that some of you find familiar, a tale of the Sea Witch and her notorious crew. The singing does not quite reach the mediocrity of the lyre playing, but he approaches his task with gusto and most of the patrons laugh and find enjoyment in his enthusiasm at least.
5
As the song gets into its third verse, those of you paying attention to the other patrons will notice the half-elves and halflings exchanging more heated words, with a few eyes setting momentarily on Scupper before turning away. Next verse, and they stand up, give a polite nod to Rose and head through a door further into the keep, presumably to where the guest rooms are situated.
I'll take the bottle, Rose. Here's 5 gold fer that and the loss of yer less hardy drinking patrons. I've missed those cursed looks. Vaz, me lad. Let's get pissed!
Bard! Here's a gold te keep the shanties coming bloody and wicked!
It's getting late. The humans and half-orc seem to resolve their problems amicably, and settle down for some hard drinking. With the half-elves and halflings gone, the other patrons you see are two elderly dwarfs near the fire, and a larger group of maybe six humans and gnomes seated in the corner further from you. As you are finishing your delicious meal, a new group of eight arrives, perhaps an hour after the sun has set - they appear to be militia or soldiers, wearing uniforms with a symbol of a crescent moon reflected in water. They nod to the patrons as they arrive, you included, and get a table in the middle of the room.
You can pay for rooms for the night, talk to the patrons or staff, leave and camp outside, or take other options.
Scupper would like to get shitfaced with Vaz but the militia makes him twitchy what with pirates and gibbets and hangings and such. Is there an insight check to see if they were coming for him?
So Scupper can make a Perception check to try to listen in on what they're saying, a Stealth check to do so without them noticing, and/or an Insight check to interpret their general demeanour.
Seeing Scupper turn uncomfortable at the constabularies entrance, Vaz leans over to Scup and in possibly the loudest whisper made by humanoid lips says
Ish they tHe coppeRs? or whatever the local parlance is for police in these parts.
Aye, a strong dwarven drink was mentioned, I believe.
You walk forward, pushing the door open, and enter the common room of an inn. It's unusual, as it's possibly a large military barracks or eating hall that has been converted to a public common room, but little remains of its origin. There's a roaring fire in one wall, and an assortment of mismatched tables, benches, chairs, rugs and stools filling the space. This room could fit fifty people you reckon, though there are perhaps only a dozen here at the moment scattered across the room. The staff appear to be dwarfs; one young dwarf is serving ale at one table with a relaxed and friendly manner, chatting to the patrons as he works. Another dwarf sits by the fire, playing a pleasant but forgettable tune on the lyre, quite well.
The place is too empty to be noisy, but people are talking freely and a few are clearly drunk. Behind the bar, a large dwarf woman wearing a large red rose in her hair waves at you and calls out, Welcome friends, what can I get you?
(Is everyone entering the tavern? Are Incantis and Strix staying away?)
Varinth is at the bar before the laws of motion should permit.
Your finest Mug of Anything my good woman! he pulls out an almost spherical pouch
I'm near overrun with coppers, i hope you don't mind he says sheepishly
What would you like Sirs? he addresses his comrades.
Whatever you’re having, Vaz!
Scupper walks in...perhaps a bit too used to how friendly Phandalin had been to him.
"I take it yer the rose. Who's the thorn?"
Hearing Incantis' suggestion, Strix takes a moment to recognise it's source, then shrugs and nods.
Strix, Shifter Shadow Monk in Lost Mines of Phandelver ¦ Sihegiall Human Soulknife Rogue in In Search of Molly McGuffin
My finest mug? She raises an eyebrow. My finest mug would set you back a fair bit, sweetie. Why don't we try some Stoneshaft Ale to get you started. She pour a mug for each of you, and hands them over. Eighteen coppers, please. As she hands Scupper his mug, she leans down. That's the trick, isn't it. I'm the rose and the thorn. She smiles sweetly and goes to serve another patron at the bar.
The other patrons in the bar seem to be engrossed in their own conversations; they're not interested in you, but they're not ignoring you either, they're just doing their own thing.
((Incantis is going in and entering the tavern but will probably reexit and meet up with Strix as night begins to fall))
"Have you any elvish wine?" He asks the dwarf. "I didn't catch your name; Incantis."
Incantis, half-elf warlock (great old one) 4/bard 1 ● Thorok Earthhand, hill dwarf mountain druid 6/grave cleric 2
Cragmyre Ironseed, earth genasi ancestral barbarian 3 ● Cyrus Natriallae, aquatic half-elf warlock of the deep 3
Incantis? the dwarf replies. A right pleasure to meet you. I am, as a matter of fact, named Rose, as was my mother and my grandmother before me. You folks are looking pretty tired - come down from Neverwinter, I'm guessing? Or from Triboar? Anyways, take a load off, son. She indicates a vacant table that would easily accommodate your group of five. Let me get you something to eat.
Vaz downs his ale in one.
Oh sweet gaggle meat..that's the stuff.
Varinth hands Rose the entire bag of coppers (230cp).
Food sounds great, and if you could keep the drinks coming that would be greaterer. Just tell me when we burn though that and I'll get you more.
Varinth takes a seat at the table. As he puffs on his vacant pipe he eyes the crowd to see if anyone is smoking.
I... see. Well, I'll be happy to help. She orders a large meal for you all, and seats you at the table on the opposite wall to the fire.
You are fairly near to two other tables with groups chatting and drinking. On one table is a pair of half-elves and a young male halfling; shortly after you sit down, the halfling woman and two children who you saw leaving return and join them. On another table sit two humans and a half-orc, who appear to be arguing about something, albeit in a relatively good-natured way. The dwarf playing the lyre by the fire picks up the pace a little, and with the addition of your group the room feels a little busier and merrier. Rose sticks to the bar while the other dwarf serves you a meal of roasted pork and vegetables.
Aye Rose. Tis always a dangerous name. If you have any stronger stuff, I'd fancy a bottle or two of rot gut, whiskey, or moonshine. Also apparently I find myself poorly outfitted for our journey and have relied on the kindness o' me companions. Have ye rations fer sale?
Her turns momentarily to the room and calls out to the musician:
Sing us a song of the Sea Witch bard! And don't leave out the bloody bits.
Trail rations? Not I, says Rose. But in the morning, Atterly will open up his shop and you can get rations and other things for the trip. She's pouring you some harder liquor as she's speaking, Docker's Ale for five copper a shot.
The musical dwarf grins as Rose groans, and bursts into a song that some of you find familiar, a tale of the Sea Witch and her notorious crew. The singing does not quite reach the mediocrity of the lyre playing, but he approaches his task with gusto and most of the patrons laugh and find enjoyment in his enthusiasm at least.
5
As the song gets into its third verse, those of you paying attention to the other patrons will notice the half-elves and halflings exchanging more heated words, with a few eyes setting momentarily on Scupper before turning away. Next verse, and they stand up, give a polite nod to Rose and head through a door further into the keep, presumably to where the guest rooms are situated.
I'll take the bottle, Rose. Here's 5 gold fer that and the loss of yer less hardy drinking patrons. I've missed those cursed looks. Vaz, me lad. Let's get pissed!
Bard! Here's a gold te keep the shanties coming bloody and wicked!
It's getting late. The humans and half-orc seem to resolve their problems amicably, and settle down for some hard drinking. With the half-elves and halflings gone, the other patrons you see are two elderly dwarfs near the fire, and a larger group of maybe six humans and gnomes seated in the corner further from you. As you are finishing your delicious meal, a new group of eight arrives, perhaps an hour after the sun has set - they appear to be militia or soldiers, wearing uniforms with a symbol of a crescent moon reflected in water. They nod to the patrons as they arrive, you included, and get a table in the middle of the room.
You can pay for rooms for the night, talk to the patrons or staff, leave and camp outside, or take other options.
Scupper would like to get shitfaced with Vaz but the militia makes him twitchy what with pirates and gibbets and hangings and such. Is there an insight check to see if they were coming for him?
So Scupper can make a Perception check to try to listen in on what they're saying, a Stealth check to do so without them noticing, and/or an Insight check to interpret their general demeanour.
Seeing Scupper turn uncomfortable at the constabularies entrance, Vaz leans over to Scup and in possibly the loudest whisper made by humanoid lips says
Ish they tHe coppeRs? or whatever the local parlance is for police in these parts.
Perception 15
Stealth 28
Insight 21
Scupper whispers back a little more subtley
Ah Vaz, m'lad. These fine gentlemen keep the town safe through there constabulary talents...so...yes?