"I don't think I have anymore gifts to give her, but I will be on my best behavior..." Gil would say with a smile, leaning upon his staff as his bags and books dangle and clap together.
Having spent time in the city as well as visiting the Sorcerous Sundries, you know the Elfsong Tavern and where it is located.
No wise person walks the streets of Baldur’s Gate or enters one of its taverns without a weapon or an armed escort. Anyone who has lived in the city for more than a tenday knows this from experience. Taverns might appear safe at a glance, but they are among the most dangerous places in Baldur’s Gate — full of alcohol, tempting coin, and unscrupulous people. Volothamp Geddarm, a notorious raconteur known for his tavern reviews, encapsulates his Baldur’s Gate experience as “hard on the stomach, especially when someone sticks a knife in there.” Customers are expected to look after themselves when fights break out, and one shouldn’t expect any help or sympathy from the Flaming Fist. Tavern murders are common, and usually end with the poor victim being dragged away and either left in an alley (to be picked clean by urchins, then eaten by rats) or tossed in the harbor.
As you step into the taproom (E1) a half-elf tends bar while two young men take orders, deliver drinks and food to tables, and joke with the clientele. Flanking the entrance are a suit of armor and a gruff female half-ogre.
Well-armed patrons huddle around tables in the main room and in private booths. Three padded chairs are angled toward a fireplace on the east wall, underneath the creaky wooden staircase that climbs to the second floor. Some drunk is usually passed out on the couch against the north wall. Next to the couch sits a wooden sea chest that contains an assortment of games (Dragonchess boards, well-used decks of Three-Dragon Ante cards, and so on).
From time to time, the disembodied voice of a female elf fills the tavern with a melancholy song, giving the establishment its name. The ballad isn’t loud enough to disrupt conversation, but most patrons stop speaking when the elfsong begins, then resume only after it ends. Many customers frequent the tavern in the hopes of hearing it. Those who speak Elvish can understand the lyrics, which lament an unnamed lover lost at sea. No one is sure how the spirit came to haunt the tavern, just as no one can predict when it will sing again.
"Oh wow... this place is pretty neat... " Gil would comment to his companions as he looks around the room, clutching his staff tightly.. After looking around a moment, he would make his way to the bar and struggle to climb on to the barstool. Once he had managed to climb up into the seat he would flag down the barkeep and give them a smile. "Hello! We are looking for a nice girl named Tarina. Do you know where we can find her?" He would as with a smile as he leans on to the bar so that his ears hang and lay on its surface.
TIbi puts a wing tip over his eyes at Gil’s question and mutters to one of the others “I thought we were doing subtle!” To Gil he says “well why don’t you announce to the world why we’re hear!”
When you accept the job from Zodge he gives each of you a copper badge that bears the Flaming Fist’s coat of arms. These badges give you license to act in Zodge’s name.
Also: It’s widely known that the best way to deal with Flaming Fist soldiers is to bribe them.
Whistler heads to the game table to find a number of games but no one there to play with at the moment. It is still early in the day and while there are some people in the Elfsong it is not crowded.
The half-elf at the bar looks down at the small verdan and almost scowls. But he looks up and sees the others that came in with him. Ignoring Gilbert he looks at Tibi.
"Upstairs if you want her." Is all he says.
Whistler:
From your position away from the others you see a couple heads look towards the conversation at the bar and the mention of Tarina. You don't detect any immediate danger, no one reaches for a weapon. But the conversation was heard, as short as it was.
(OOC: Gilbert would have kept his badge pinned to the inside of his robes so that it was not obvious that he was with the flaming fist)
"Thanks for the help!" Gilbert would say excitedly, not paying attention to the fact that he had been slighted. The small Verdan would then scamper up the stairs turning back to his companions and waving for them to follow.
Making your way upstairs you see that lit lanterns hang from the rafters in this windowless room (E7). Rugs cover the wooden floor and help dampen the noise from drunken patrons gathered around two large tables, eating and playing games of dice.
After scrambling up the steps, Gil would look around with his arms wide. "oooOOoohhh It is pretty nice up here.." He would say with a smile. He would then make his way over towards the tables looking for one that might include the woman he was looking for.
Looking at the tables you see a mixture of men and women of different races rolling dice and betting. Without a physical description though you don't know which woman would be Tarina.
"Excuse me... I was looking for a nice woman named Tarina..." Gil would say, going up to one of the older women at the table, holding his staff in one hand and clutching his ear in the other. The small verdan would make his eyes as wide as possible, looking up very much like an innocent child even though he has been considered an adult verdan for a number of years.
The woman look down at Gilbert and sniff. "Don't know no nice woman named Tarina but at the other table is a woman with that name." She says, sneering the words 'nice woman'." She points her out.
You make you way to the next table and the woman looks to you,
"Did I hear my name, someone looking for me? You don't look like who I was expecting to come look for me." Tarina says eyeing you suspiciously.
Gil would look up to the woman and smile as he quickly opens his robe enough to show her the flaming fist badge he had been given while hiding it from the view of the others. "Hi there! I hope we aren't bothering you.. we can come back later if you like..." He would say quickly glancing around to the others at the table before looking back to Tarina.
"We certainly wouldn't want to interrupt your good fortune," Darvin chimes in, smiling at the woman. "This looks like a complicated game," he says, attempting to sound like a naive mark. "May I join in for a round?"
Knowing better than to interrupt a gambler on a winning streak, Tibi finds a reasonably attractive woman and goes over to her "did I tell you about the time I visited another realm...."he starts to say.
While Tibi tries to chat a pretty girl up the rest of you watch the dice game that is being played. You see that they are playing a popular game in Baldur's Gate called Baldur's Bones.
Baldur’s Bones. Baldur’s Bones is a popular dice game in the taverns of Baldur’s Gate. Each player requires several six-sided dice. The rules are as follows:
Each player puts the agreed ante in the pot.
Each player rolls three dice. Play then proceeds clockwise around the table, with the host of the game going last.
On their turn, a player can choose to “stand” or “roll.” If the player stands, the next player can take a turn. A player who rolls takes an additional die and rolls it. If the total of their dice exceeds 21, they “bust” and are out of the game. Otherwise they can keep rolling additional dice until they either stand or break.
After everyone has had a turn, the highest point total (excluding players who busted) wins the game and takes the pot.
Tarina invites Darvin to join in a round.
"If you have some dice, please join in. I suppose we could talk while we play, how can I help you today?" she says
I don't see dice in any of your inventories so you won't be able to play since there are no 'house dice' for people to use at the tables.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
"I don't think I have anymore gifts to give her, but I will be on my best behavior..." Gil would say with a smile, leaning upon his staff as his bags and books dangle and clap together.
Having spent time in the city as well as visiting the Sorcerous Sundries, you know the Elfsong Tavern and where it is located.
No wise person walks the streets of Baldur’s Gate or enters one of its taverns without a weapon or an armed escort. Anyone who has lived in the city for more than a tenday knows this from experience. Taverns might appear safe at a glance, but they are among the most dangerous places in Baldur’s Gate — full of alcohol, tempting coin, and unscrupulous people. Volothamp Geddarm, a notorious raconteur known for his tavern reviews, encapsulates his Baldur’s Gate experience as “hard on the stomach, especially when someone sticks a knife in there.” Customers are expected to look after themselves when fights break out, and one shouldn’t expect any help or sympathy from the Flaming Fist. Tavern murders are common, and usually end with the poor victim being dragged away and either left in an alley (to be picked clean by urchins, then eaten by rats) or tossed in the harbor.
As you step into the taproom (E1) a half-elf tends bar while two young men take orders, deliver drinks and food to tables, and joke with the clientele. Flanking the entrance are a suit of armor and a gruff female half-ogre.
Well-armed patrons huddle around tables in the main room and in private booths. Three padded chairs are angled toward a fireplace on the east wall, underneath the creaky wooden staircase that climbs to the second floor. Some drunk is usually passed out on the couch against the north wall. Next to the couch sits a wooden sea chest that contains an assortment of games (Dragonchess boards, well-used decks of Three-Dragon Ante cards, and so on).
From time to time, the disembodied voice of a female elf fills the tavern with a melancholy song, giving the establishment its name. The ballad isn’t loud enough to disrupt conversation, but most patrons stop speaking when the elfsong begins, then resume only after it ends. Many customers frequent the tavern in the hopes of hearing it. Those who speak Elvish can understand the lyrics, which lament an unnamed lover lost at sea. No one is sure how the spirit came to haunt the tavern, just as no one can predict when it will sing again.
"Oh wow... this place is pretty neat... " Gil would comment to his companions as he looks around the room, clutching his staff tightly.. After looking around a moment, he would make his way to the bar and struggle to climb on to the barstool. Once he had managed to climb up into the seat he would flag down the barkeep and give them a smile. "Hello! We are looking for a nice girl named Tarina. Do you know where we can find her?" He would as with a smile as he leans on to the bar so that his ears hang and lay on its surface.
TIbi puts a wing tip over his eyes at Gil’s question and mutters to one of the others “I thought we were doing subtle!” To Gil he says “well why don’t you announce to the world why we’re hear!”
DM - Stopping a god in his tracks
Whistler hides a grin and heads over to the games table, to see if there are any games he can join.
(( I forgot this part earlier ))
When you accept the job from Zodge he gives each of you a copper badge that bears the Flaming Fist’s coat of arms. These badges give you license to act in Zodge’s name.
Also: It’s widely known that the best way to deal with Flaming Fist soldiers is to bribe them.
Whistler heads to the game table to find a number of games but no one there to play with at the moment. It is still early in the day and while there are some people in the Elfsong it is not crowded.
The half-elf at the bar looks down at the small verdan and almost scowls. But he looks up and sees the others that came in with him. Ignoring Gilbert he looks at Tibi.
"Upstairs if you want her." Is all he says.
Whistler:
From your position away from the others you see a couple heads look towards the conversation at the bar and the mention of Tarina. You don't detect any immediate danger, no one reaches for a weapon. But the conversation was heard, as short as it was.
Whistler notes the looks but doesn't act on it. If the group heads upstairs he will follow.
“Thank you good sir” TIbi says as he bows with a flourish before heading upstairs
DM - Stopping a god in his tracks
(OOC: Gilbert would have kept his badge pinned to the inside of his robes so that it was not obvious that he was with the flaming fist)
"Thanks for the help!" Gilbert would say excitedly, not paying attention to the fact that he had been slighted. The small Verdan would then scamper up the stairs turning back to his companions and waving for them to follow.
Making your way upstairs you see that lit lanterns hang from the rafters in this windowless room (E7). Rugs cover the wooden floor and help dampen the noise from drunken patrons gathered around two large tables, eating and playing games of dice.
After scrambling up the steps, Gil would look around with his arms wide. "oooOOoohhh It is pretty nice up here.." He would say with a smile. He would then make his way over towards the tables looking for one that might include the woman he was looking for.
Looking at the tables you see a mixture of men and women of different races rolling dice and betting. Without a physical description though you don't know which woman would be Tarina.
"Excuse me... I was looking for a nice woman named Tarina..." Gil would say, going up to one of the older women at the table, holding his staff in one hand and clutching his ear in the other. The small verdan would make his eyes as wide as possible, looking up very much like an innocent child even though he has been considered an adult verdan for a number of years.
The woman look down at Gilbert and sniff. "Don't know no nice woman named Tarina but at the other table is a woman with that name." She says, sneering the words 'nice woman'." She points her out.
You make you way to the next table and the woman looks to you,
"Did I hear my name, someone looking for me? You don't look like who I was expecting to come look for me." Tarina says eyeing you suspiciously.
Gil would look up to the woman and smile as he quickly opens his robe enough to show her the flaming fist badge he had been given while hiding it from the view of the others. "Hi there! I hope we aren't bothering you.. we can come back later if you like..." He would say quickly glancing around to the others at the table before looking back to Tarina.
"Sure, if you wanna come back later, that's fine with me. Right now I'm winning!" She responds after glancing at the badge.
At the rude response, Whister sits down at the table and smiles a knowing smile at the players.
"We certainly wouldn't want to interrupt your good fortune," Darvin chimes in, smiling at the woman. "This looks like a complicated game," he says, attempting to sound like a naive mark. "May I join in for a round?"
"Darvin" | Changeling | Hexblade 1 / Swords Bard 6 | Descent Into Avernus (AC 19; PP 14; 52/52 HP)
Anton Chergoba | Human | Battlemaster 4 | Lost Mines of Phandelver (AC 20; PP 14; 36/36 HP)
Knowing better than to interrupt a gambler on a winning streak, Tibi finds a reasonably attractive woman and goes over to her "did I tell you about the time I visited another realm...." he starts to say.
DM - Stopping a god in his tracks
While Tibi tries to chat a pretty girl up the rest of you watch the dice game that is being played. You see that they are playing a popular game in Baldur's Gate called Baldur's Bones.
Baldur’s Bones. Baldur’s Bones is a popular dice game in the taverns of Baldur’s Gate. Each player requires several six-sided dice. The rules are as follows:
Tarina invites Darvin to join in a round.
"If you have some dice, please join in. I suppose we could talk while we play, how can I help you today?" she says
I don't see dice in any of your inventories so you won't be able to play since there are no 'house dice' for people to use at the tables.