(( OOC: Ididn't catch the meaning; it would probably soften Ithelion's words a little, but not much. Her comments about Kerowyns children and assistance etc were the mechanical response of an deeply overtaxed mind retreating to what she does best...detached analysis. She is not in her happy place, just at the moment. And Kerowy'n's comment is a fair statement: she does not understand humans at all.
Re the quest: don't think Ithelion sees any option but continuing, offer or not. She's *really* not a people person, especially when strung out, pissed-off and miserable. Maybe one day ;-} ))
"I think all of us are just a wee bit taxed from the road and this would be a better topic of discussion after a wee nights rest." Krom tugs at his beard, "I know I could use a hot meal me self and I'm sure I heard the elf's stomach give a rumble while she was talkin' up a storm. I see no issue in returnin' yer goods to ye, but I don't know how the rest of the lot feel 'bout it."
Rollback Post to RevisionRollBack
Be excellent to each other, and roll for initiative dudes!
Kerowyn and Herka both offer smiles to you. The merchant matriarch offers a bit more. “Just so, holy man. A night’s safe and stable rest would do well to assuage the uncertainties of the road. Talk it over and let me know.” Kerowyn nods at you before leaving.
Stepping towards Ithelion and Krom, echoing Krom's sentiment. Garnet answers to the dismissal they have been given. Waving her companions to the gate. "Come on, let's go see if we can find an inn."
The Ol Boar Inn is not hard to find. You make your way to the town square and head towards the noise. You pass a general goods store that you assume is Kerowyn’s, due to the prominently displayed crest hanging above the door. You also pass by a temple before getting to the inn. The temple has a few people around, mostly trimming bushes or picking weeds. The symbol here is of a red rose laid over top of some sheafs of grain. The inn itself is a bit run down but otherwise looks fine. A large wooden sign blows in the slight breeze. It is a simple picture of a boar’s head. It being supping hour, there is some noise Coming from within - but it is somewhat subdued. It is a two story building with large common areas.
This post has potentially manipulated dice roll results.
As they move through town, Ithelion will glance around, looking for anything unusual and trying to gauge the general mood of the people, and get a sense of how the newcomers are being regarded.
As they move through town, Ithelion will glance around, looking for anything unusual and trying to gauge the general mood of the people, and get a sense of how the newcomers are being regarded.
As you walk through the town, the passersby you see give you all space and look at you - especially Garnet and Daemyar - a bit longer than normal perhaps, but there is nothing malevolent or aggressive, just curiosity. Some even offer smiles as you pass. Some kids playing in the street trade some whispers and laughs but again, it doesn't seem negative really.
SKILLS - I just copied and pasted a decent descriptor of the skills and how they are used. I'll put this on the campaign page with all the other info for your reference. Hopefully this you choose which skill you want to use in your future decisions. :)
Athletics. Your Strength (Athletics) check covers difficult situations you encounter while climbing, jumping, or swimming. Examples include the following activities:
You attempt to climb a sheer or slippery cliff, avoid hazards while scaling a wall, or cling to a surface while something is trying to knock you off.
You try to jump an unusually long distance or pull off a stunt midjump.
You struggle to swim or stay afloat in treacherous currents, storm-‐‑tossed waves, or areas of thick seaweed. Or another creature tries to push or pull you underwater or otherwise interfere with your swimming.
Other Strength Checks. The GM might also call for a Strength check when you try to accomplish tasks like the following:
Force open a stuck, locked, or barred door
Break free of bonds
Push through a tunnel that is too small
Hang on to a wagon while being dragged behind it
Tip over a statue
Keep a boulder from rolling
Acrobatics. Your Dexterity (Acrobatics) check covers your attempt to stay on your feet in a tricky situation, such as when you’re trying to run across a sheet of ice, balance on a tightrope, or stay upright on a rocking ship’s deck. The GM might also call for a Dexterity (Acrobatics) check to see if you can perform acrobatic stunts, including dives, rolls, somersaults, and flips.
Sleight of Hand. Whenever you attempt an act of legerdemain or manual trickery, such as planting something on someone else or concealing an object on your person, make a Dexterity (Sleight of Hand) check. The GM might also call for a Dexterity (Sleight of Hand) check to determine whether you can lift a coin purse off another person or slip something out of another person’s pocket.
Stealth. Make a Dexterity (Stealth) check when you attempt to conceal yourself from enemies, slink past guards, slip away without being noticed, or sneak up on someone without being seen or heard.
Other Dexterity Checks. The GM might call for a Dexterity check when you try to accomplish tasks like the following:
Control a heavily laden cart on a steep descent
Steer a chariot around a tight turn
Pick a lock
Disable a trap
Securely tie up a prisoner
Wriggle free of bonds
Play a stringed instrument
Craft a small or detailed object
Constitution Checks
Constitution checks are uncommon, and no skills apply to Constitution checks, because the endurance this ability represents is largely passive rather than involving a specific effort on the part of a character or monster. A Constitution check can model your attempt to push beyond normal limits, however.
The GM might call for a Constitution check when you try to accomplish tasks like the following:
Hold your breath
March or labor for hours without rest
Go without sleep
Survive without food or water
Quaff an entire stein of ale in one go
Intelligence
Intelligence measures mental acuity, accuracy of recall, and the ability to reason.
Intelligence Checks
need to draw on logic, education, memory, or deductive reasoning. The Arcana, History, Investigation, Nature, and Religion skills reflect aptitude in certain kinds of Intelligence checks.
Arcana. Your Intelligence (Arcana) check measures your ability to recall lore about spells, magic items, eldritch symbols, magical traditions, the planes of existence, and the inhabitants of those planes.
History. Your Intelligence (History) check measures your ability to recall lore about historical events, legendary people, ancient kingdoms, past disputes, recent wars, and lost civilizations.
Investigation. When you look around for clues and make deductions based on those clues, you make an Intelligence (Investigation) check. You might deduce the location of a hidden object, discern from the appearance of a wound what kind of weapon dealt it, or determine the weakest point in a tunnel that could cause it to collapse. Poring through ancient scrolls in search of a hidden fragment of knowledge might also call for an Intelligence (Investigation) check.
Nature. Your Intelligence (Nature) check measures your ability to recall lore about terrain, plants and animals, the weather, and natural cycles.
Religion. Your Intelligence (Religion) check measures your ability to recall lore about deities, rites and prayers, religious hierarchies, holy symbols, and the practices of secret cults.
Other Intelligence Checks. The GM might call for an Intelligence check when you try to accomplish tasks like the following:
Communicate with a creature without using words
Estimate the value of a precious item
Pull together a disguise to pass as a city guard
Forge a document
Recall lore about a craft or trade
Win a game of skill
Wisdom
Wisdom reflects how attuned you are to the world around you and represents perceptiveness and intuition.
Wisdom Checks
A Wisdom check might reflect an effort to read body language, understand someone’s feelings, notice things about the environment, or care for an injured person. The Animal Handling, Insight, Medicine, Perception, and Survival skills reflect aptitude in certain kinds of Wisdom checks.
Animal Handling. When there is any question whether you can calm down a domesticated animal, keep a mount from getting spooked, or intuit an animal’s intentions, the GM might call for a Wisdom (Animal Handling) check. You also make a Wisdom (Animal Handling) check to control your mount when you attempt a risky maneuver.
Insight. Your Wisdom (Insight) check decides whether you can determine the true intentions of a creature, such as when searching out a lie or predicting someone’s next move. Doing so involves gleaning clues from body language, speech habits, and changes in mannerisms.
Medicine. A Wisdom (Medicine) check lets you try to stabilize a dying companion or diagnose an illness.
Perception. Your Wisdom (Perception) check lets you spot, hear, or otherwise detect the presence of something. It measures your general awareness of your surroundings and the keenness of your senses. For example, you might try to hear a conversation through a closed door, eavesdrop under an open window, or hear monsters moving stealthily in the forest. Or you might try to spot things that are obscured or easy to miss, whether they are orcs lying in ambush on a road, thugs hiding in the shadows of an alley, or candlelight under a closed secret door.
Survival. The GM might ask you to make a Wisdom (Survival) check to follow tracks, hunt wild game, guide your group through frozen wastelands, identify signs that owlbears live nearby, predict the weather, or avoid quicksand and other natural hazards.
Other Wisdom Checks. The GM might call for a Wisdom check when you try to accomplish tasks like the following:
Get a gut feeling about what course of action to follow
Discern whether a seemingly dead or living creature is undead
Charisma
Charisma measures your ability to interact effectively with others. It includes such factors as confidence and eloquence, and it can represent a charming or commanding personality.
Charisma Checks
A Charisma check might arise when you try to influence or entertain others, when you try to make an impression or tell a convincing lie, or when you are navigating a tricky social situation. The Deception, Intimidation, Performance, and Persuasion skills reflect aptitude in certain kinds of Charisma checks.
Deception. Your Charisma (Deception) check determines whether you can convincingly hide the truth, either verbally or through your actions. This deception can encompass everything from misleading others through ambiguity to telling outright lies. Typical situations include trying to fast-‐‑ talk a guard, con a merchant, earn money through gambling, pass yourself off in a disguise, dull someone’s suspicions with false assurances, or maintain a straight face while telling a blatant lie.
Intimidation. When you attempt to influence someone through overt threats, hostile actions, and physical violence, the GM might ask you to make a Charisma (Intimidation) check. Examples include trying to pry information out of a prisoner, convincing street thugs to back down from a confrontation, or using the edge of a broken bottle to convince a sneering vizier to reconsider a decision.
Performance. Your Charisma (Performance) check determines how well you can delight an audience with music, dance, acting, storytelling, or some other form of entertainment.
Persuasion. When you attempt to influence someone or a group of people with tact, social graces, or good nature, the GM might ask you to make a Charisma (Persuasion) check. Typically, you use persuasion when acting in good faith, to foster friendships, make cordial requests, or exhibit proper etiquette. Examples of persuading others include convincing a chamberlain to let your party see the king, negotiating peace between warring tribes, or inspiring a crowd of townsfolk.
Ithelion returns the smiles wearily, but says nothing. She is looking forward to warmth and a meal, and will continue to take her lead from Krom and Garnet.
Finally being able to get to a tavern, Krom just beelines it straight there not really paying attention to the other shops in the area or if his companions are following or not.
Rollback Post to RevisionRollBack
Be excellent to each other, and roll for initiative dudes!
As you enter the tavern, there is a long bar to the right. It has a few patrons sitting at it and drinking, they are talking with a middle aged human male who stands behind it. There are a wide collection of mounted boar heads on the walls - both behind the bar and around the bar in general. Going counter-clockwise, the room extends further back and has a small stage in the back corner (no one is playing currently). From there, moving along the back wall, this area is dominated by a large fireplace above which hangs the biggest boar's head you've ever seen. A large staircase to the left of the fireplace leads upstairs to the rooms. A small hall connects this main room to the next room, which is full of tables and sit-down guests ordering meals or drinking as a big group. Another big fireplace inhabits this room, as well as a smaller bar, but it's not as big as the other room.
Overall, the outside of the tavern looks worse than the inside, which is rather comfy and homey and warm. Altogether, you'd estimate 30-40 people are enjoying their time in The Ol' Boar, and in addition to the barkeep there seems to be a couple serving wenches/lads scurrying around, taking orders and delivering drinks and food.
Stepping through the door, most of those in the vicinity turn to look at you. Some stare a bit longer or do a double-take when they see Garnet but it doesn't last long: Oakhurst sees many different types of people, although from what you've seen so far, humans and half-elfs seem to be the majority of the population.
"Welcome to Ol Boar travellers!" the man behind the bar bellows out to you. "We've a decent stew simmering and all the ale you want. We even have a few rooms left, if you're staying for a time." His smile seems genuine in the same way all proprieters' and business owners' smiles seem genuine.
One of the patrons at the bar nudges and snickers to his friend beside him. "Aye, an' they'll be needin' a room an' a toilet if they be eatin' that stew, eh Gerald? Hahaha!" The man has clearly had a few too many ales. The barkeep swats him in the side of the head with his palm. "Shut yer mouth, Tarn!" He turns to you, "Of course, he's joking - he tells bad jokes," the barkeep explains to you while glaring at the drunks.
Upon entering the inn, Ithelion stops abruptly, remembering the last inn she entered, a mere two days ago. She looks nervously for a pit in the centre of the room then, relieved, takes in the scene more fully. The warmth, the noise of the patrons, the welcome from the innkeeper -- and the lack of a pit -- all serve to reassure her.
She closes her eyes, takes a breath, then opens them again, astounded at how welcome the place is. The scent of humans and of elves and of food, the sound of people not trying to kill her, people not waiting to cheer at the grisly death of strangers -- these are good things. My standards have dropped, she thinks.
She gathers her resolve, and walks to the ba and smiles weakly at the proprietor, "Thank you. I'd like both a meal and a room..." she says, "...and a brandy. Elvish -- if you have it."
Krom walks up to the bar and says to the drunkard that spoke, "I'll keep yer words in mind laddie, buy Dwarves are made of sterner stuff than ye are." He turn to the barkeep, "I'll be havin' an ale, some of that there stew, and a room as well."
Rollback Post to RevisionRollBack
Be excellent to each other, and roll for initiative dudes!
The humans all laugh heartily at Krom's retort and the barkeep starts making moves to get you what you've asked for. The barkeep informs you he has 3 rooms left, so if you all are looking for a room a couple of you will need to share. The cost is 5 sp per night per room. The cost for the stew is 1 sp per bowl (comes with cheese and bread); or 3 sp and you will get 3 meals a day.
@Krom - the barkeep fills up a mug with some Dwarven stout for you, which will be 3sp. The cost for the stew is as above.
@Ithelion - the barkeep whistles for a server and tells him to get you some stew, cheese, and bread. (See above for cost). He has some brandy - it's Lindlewell, a Gnomish variety that will cost you 5sp per bottle. They have some Elven wine as well: Frostwine (2gp per bottle) or Elven Midsummer Wine - a delicacy - for 10gp per bottle.
@Garnet @Lorell @Daemyar - anything you want to add or do in the tavern right now? It's getting into early evening, more customers are coming in though all seem to be residents and know each other. There is a small group drinking on their own who look a bit out of place by their dress but they are not acting strangely or anything - just apart from the others.
(( OOC: I didn't catch the meaning; it would probably soften Ithelion's words a little, but not much. Her comments about Kerowyns children and assistance etc were the mechanical response of an deeply overtaxed mind retreating to what she does best...detached analysis. She is not in her happy place, just at the moment. And Kerowy'n's comment is a fair statement: she does not understand humans at all.
Re the quest: don't think Ithelion sees any option but continuing, offer or not. She's *really* not a people person, especially when strung out, pissed-off and miserable. Maybe one day ;-} ))
"I think all of us are just a wee bit taxed from the road and this would be a better topic of discussion after a wee nights rest." Krom tugs at his beard, "I know I could use a hot meal me self and I'm sure I heard the elf's stomach give a rumble while she was talkin' up a storm. I see no issue in returnin' yer goods to ye, but I don't know how the rest of the lot feel 'bout it."
Be excellent to each other, and roll for initiative dudes!
Kerowyn and Herka both offer smiles to you. The merchant matriarch offers a bit more. “Just so, holy man. A night’s safe and stable rest would do well to assuage the uncertainties of the road. Talk it over and let me know.” Kerowyn nods at you before leaving.
DM - And In The Darkness, Rot: The Sunless Citadel
DM - Our Little Lives Kept In Equipoise: Curse of Strahd
DM - Misprize Thou Not These Shadows That Belong: The Lost Mines of Phandelver
PC - Azzure - Tyranny of Dragons
Daemyar
do these people seem trustworthy?
insight: 2
Paladin - warforged - orange
@daemyar - you get the sense that Kerowyn is being genuine, both in her despair over her children and her desire for you to help her find them.
DM - And In The Darkness, Rot: The Sunless Citadel
DM - Our Little Lives Kept In Equipoise: Curse of Strahd
DM - Misprize Thou Not These Shadows That Belong: The Lost Mines of Phandelver
PC - Azzure - Tyranny of Dragons
( we leave now right?)
Stepping towards Ithelion and Krom, echoing Krom's sentiment. Garnet answers to the dismissal they have been given. Waving her companions to the gate. "Come on, let's go see if we can find an inn."
(( sure you can leave if you want. Kerowyn has left and there is just Herka, who will usher you out when you’re ready. ))
DM - And In The Darkness, Rot: The Sunless Citadel
DM - Our Little Lives Kept In Equipoise: Curse of Strahd
DM - Misprize Thou Not These Shadows That Belong: The Lost Mines of Phandelver
PC - Azzure - Tyranny of Dragons
(( Elosa would have resumed hiding, probably on a roof, or in a tree, instructed to stay safe... ))
Ithelion glances around when she hears Garnet's words, then stands, "The ... Old Boar Inn...I think she said."
She waits, then follows along behind Garnet and Krom after they finish talking to Herka.
Hearing that they can finally go to a tavern, Krom falls in line as the group looks for the Old Boar Inn.
Be excellent to each other, and roll for initiative dudes!
The Ol Boar Inn is not hard to find. You make your way to the town square and head towards the noise. You pass a general goods store that you assume is Kerowyn’s, due to the prominently displayed crest hanging above the door. You also pass by a temple before getting to the inn. The temple has a few people around, mostly trimming bushes or picking weeds. The symbol here is of a red rose laid over top of some sheafs of grain. The inn itself is a bit run down but otherwise looks fine. A large wooden sign blows in the slight breeze. It is a simple picture of a boar’s head. It being supping hour, there is some noise Coming from within - but it is somewhat subdued. It is a two story building with large common areas.
DM - And In The Darkness, Rot: The Sunless Citadel
DM - Our Little Lives Kept In Equipoise: Curse of Strahd
DM - Misprize Thou Not These Shadows That Belong: The Lost Mines of Phandelver
PC - Azzure - Tyranny of Dragons
Does Daemyar recognize the temple’s worship?
Religion 14
ps: can’t post unless I hit “reply” to another post right now.
Paladin - warforged - orange
As they move through town, Ithelion will glance around, looking for anything unusual and trying to gauge the general mood of the people, and get a sense of how the newcomers are being regarded.
Not sure which roll(s) is/are appropriate:
Perception: 9 (passive 14)
Insight: 16 (passive 12)
Investigation: 25 (passive 15)
Yep, you know that this is a temple to Chauntea, the Great Mother.
As you walk through the town, the passersby you see give you all space and look at you - especially Garnet and Daemyar - a bit longer than normal perhaps, but there is nothing malevolent or aggressive, just curiosity. Some even offer smiles as you pass. Some kids playing in the street trade some whispers and laughs but again, it doesn't seem negative really.
SKILLS - I just copied and pasted a decent descriptor of the skills and how they are used. I'll put this on the campaign page with all the other info for your reference. Hopefully this you choose which skill you want to use in your future decisions. :)
Athletics. Your Strength (Athletics) check covers difficult situations you encounter while climbing, jumping, or swimming. Examples include the following activities:
Other Strength Checks. The GM might also call for a Strength check when you try to accomplish tasks like the following:
Acrobatics. Your Dexterity (Acrobatics) check covers your attempt to stay on your feet in a tricky situation, such as when you’re trying to run across a sheet of ice, balance on a tightrope, or stay upright on a rocking ship’s deck. The GM might also call for a Dexterity (Acrobatics) check to see if you can perform acrobatic stunts, including dives, rolls, somersaults, and flips.
Sleight of Hand. Whenever you attempt an act of legerdemain or manual trickery, such as planting something on someone else or concealing an object on your person, make a Dexterity (Sleight of Hand) check. The GM might also call for a Dexterity (Sleight of Hand) check to determine whether you can lift a coin purse off another person or slip something out of another person’s pocket.
Stealth. Make a Dexterity (Stealth) check when you attempt to conceal yourself from enemies, slink past guards, slip away without being noticed, or sneak up on someone without being seen or heard.
Other Dexterity Checks. The GM might call for a Dexterity check when you try to accomplish tasks like the following:
Constitution Checks
Constitution checks are uncommon, and no skills apply to Constitution checks, because the endurance this ability represents is largely passive rather than involving a specific effort on the part of a character or monster. A Constitution check can model your attempt to push beyond normal limits, however.
The GM might call for a Constitution check when you try to accomplish tasks like the following:
Intelligence
Intelligence measures mental acuity, accuracy of recall, and the ability to reason.
Intelligence Checks
need to draw on logic, education, memory, or deductive reasoning. The Arcana, History, Investigation, Nature, and Religion skills reflect aptitude in certain kinds of Intelligence checks.
Arcana. Your Intelligence (Arcana) check measures your ability to recall lore about spells, magic items, eldritch symbols, magical traditions, the planes of existence, and the inhabitants of those planes.
History. Your Intelligence (History) check measures your ability to recall lore about historical events, legendary people, ancient kingdoms, past disputes, recent wars, and lost civilizations.
Investigation. When you look around for clues and make deductions based on those clues, you make an Intelligence (Investigation) check. You might deduce the location of a hidden object, discern from the appearance of a wound what kind of weapon dealt it, or determine the weakest point in a tunnel that could cause it to collapse. Poring through ancient scrolls in search of a hidden fragment of knowledge might also call for an Intelligence (Investigation) check.
Nature. Your Intelligence (Nature) check measures your ability to recall lore about terrain, plants and animals, the weather, and natural cycles.
Religion. Your Intelligence (Religion) check measures your ability to recall lore about deities, rites and prayers, religious hierarchies, holy symbols, and the practices of secret cults.
Other Intelligence Checks. The GM might call for an Intelligence check when you try to accomplish tasks like the following:
Wisdom
Wisdom reflects how attuned you are to the world around you and represents perceptiveness and intuition.
Wisdom Checks
A Wisdom check might reflect an effort to read body language, understand someone’s feelings, notice things about the environment, or care for an injured person. The Animal Handling, Insight, Medicine, Perception, and Survival skills reflect aptitude in certain kinds of Wisdom checks.
Animal Handling. When there is any question whether you can calm down a domesticated animal, keep a mount from getting spooked, or intuit an animal’s intentions, the GM might call for a Wisdom (Animal Handling) check. You also make a Wisdom (Animal Handling) check to control your mount when you attempt a risky maneuver.
Insight. Your Wisdom (Insight) check decides whether you can determine the true intentions of a creature, such as when searching out a lie or predicting someone’s next move. Doing so involves gleaning clues from body language, speech habits, and changes in mannerisms.
Medicine. A Wisdom (Medicine) check lets you try to stabilize a dying companion or diagnose an illness.
Perception. Your Wisdom (Perception) check lets you spot, hear, or otherwise detect the presence of something. It measures your general awareness of your surroundings and the keenness of your senses. For example, you might try to hear a conversation through a closed door, eavesdrop under an open window, or hear monsters moving stealthily in the forest. Or you might try to spot things that are obscured or easy to miss, whether they are orcs lying in ambush on a road, thugs hiding in the shadows of an alley, or candlelight under a closed secret door.
Survival. The GM might ask you to make a Wisdom (Survival) check to follow tracks, hunt wild game, guide your group through frozen wastelands, identify signs that owlbears live nearby, predict the weather, or avoid quicksand and other natural hazards.
Other Wisdom Checks. The GM might call for a Wisdom check when you try to accomplish tasks like the following:
Charisma
Charisma measures your ability to interact effectively with others. It includes such factors as confidence and eloquence, and it can represent a charming or commanding personality.
Charisma Checks
A Charisma check might arise when you try to influence or entertain others, when you try to make an impression or tell a convincing lie, or when you are navigating a tricky social situation. The Deception, Intimidation, Performance, and Persuasion skills reflect aptitude in certain kinds of Charisma checks.
Deception. Your Charisma (Deception) check determines whether you can convincingly hide the truth, either verbally or through your actions. This deception can encompass everything from misleading others through ambiguity to telling outright lies. Typical situations include trying to fast-‐‑ talk a guard, con a merchant, earn money through gambling, pass yourself off in a disguise, dull someone’s suspicions with false assurances, or maintain a straight face while telling a blatant lie.
Intimidation. When you attempt to influence someone through overt threats, hostile actions, and physical violence, the GM might ask you to make a Charisma (Intimidation) check. Examples include trying to pry information out of a prisoner, convincing street thugs to back down from a confrontation, or using the edge of a broken bottle to convince a sneering vizier to reconsider a decision.
Performance. Your Charisma (Performance) check determines how well you can delight an audience with music, dance, acting, storytelling, or some other form of entertainment.
Persuasion. When you attempt to influence someone or a group of people with tact, social graces, or good nature, the GM might ask you to make a Charisma (Persuasion) check. Typically, you use persuasion when acting in good faith, to foster friendships, make cordial requests, or exhibit proper etiquette. Examples of persuading others include convincing a chamberlain to let your party see the king, negotiating peace between warring tribes, or inspiring a crowd of townsfolk.
DM - And In The Darkness, Rot: The Sunless Citadel
DM - Our Little Lives Kept In Equipoise: Curse of Strahd
DM - Misprize Thou Not These Shadows That Belong: The Lost Mines of Phandelver
PC - Azzure - Tyranny of Dragons
Ithelion returns the smiles wearily, but says nothing. She is looking forward to warmth and a meal, and will continue to take her lead from Krom and Garnet.
Finally being able to get to a tavern, Krom just beelines it straight there not really paying attention to the other shops in the area or if his companions are following or not.
Be excellent to each other, and roll for initiative dudes!
Startled by speed of the dwarf, Ithelion scurries after him.
As you enter the tavern, there is a long bar to the right. It has a few patrons sitting at it and drinking, they are talking with a middle aged human male who stands behind it. There are a wide collection of mounted boar heads on the walls - both behind the bar and around the bar in general. Going counter-clockwise, the room extends further back and has a small stage in the back corner (no one is playing currently). From there, moving along the back wall, this area is dominated by a large fireplace above which hangs the biggest boar's head you've ever seen. A large staircase to the left of the fireplace leads upstairs to the rooms. A small hall connects this main room to the next room, which is full of tables and sit-down guests ordering meals or drinking as a big group. Another big fireplace inhabits this room, as well as a smaller bar, but it's not as big as the other room.
Overall, the outside of the tavern looks worse than the inside, which is rather comfy and homey and warm. Altogether, you'd estimate 30-40 people are enjoying their time in The Ol' Boar, and in addition to the barkeep there seems to be a couple serving wenches/lads scurrying around, taking orders and delivering drinks and food.
Stepping through the door, most of those in the vicinity turn to look at you. Some stare a bit longer or do a double-take when they see Garnet but it doesn't last long: Oakhurst sees many different types of people, although from what you've seen so far, humans and half-elfs seem to be the majority of the population.
"Welcome to Ol Boar travellers!" the man behind the bar bellows out to you. "We've a decent stew simmering and all the ale you want. We even have a few rooms left, if you're staying for a time." His smile seems genuine in the same way all proprieters' and business owners' smiles seem genuine.
One of the patrons at the bar nudges and snickers to his friend beside him. "Aye, an' they'll be needin' a room an' a toilet if they be eatin' that stew, eh Gerald? Hahaha!" The man has clearly had a few too many ales. The barkeep swats him in the side of the head with his palm. "Shut yer mouth, Tarn!" He turns to you, "Of course, he's joking - he tells bad jokes," the barkeep explains to you while glaring at the drunks.
DM - And In The Darkness, Rot: The Sunless Citadel
DM - Our Little Lives Kept In Equipoise: Curse of Strahd
DM - Misprize Thou Not These Shadows That Belong: The Lost Mines of Phandelver
PC - Azzure - Tyranny of Dragons
Upon entering the inn, Ithelion stops abruptly, remembering the last inn she entered, a mere two days ago. She looks nervously for a pit in the centre of the room then, relieved, takes in the scene more fully. The warmth, the noise of the patrons, the welcome from the innkeeper -- and the lack of a pit -- all serve to reassure her.
She closes her eyes, takes a breath, then opens them again, astounded at how welcome the place is. The scent of humans and of elves and of food, the sound of people not trying to kill her, people not waiting to cheer at the grisly death of strangers -- these are good things. My standards have dropped, she thinks.
She gathers her resolve, and walks to the ba and smiles weakly at the proprietor, "Thank you. I'd like both a meal and a room..." she says, "...and a brandy. Elvish -- if you have it."
Krom walks up to the bar and says to the drunkard that spoke, "I'll keep yer words in mind laddie, buy Dwarves are made of sterner stuff than ye are." He turn to the barkeep, "I'll be havin' an ale, some of that there stew, and a room as well."
Be excellent to each other, and roll for initiative dudes!
The humans all laugh heartily at Krom's retort and the barkeep starts making moves to get you what you've asked for. The barkeep informs you he has 3 rooms left, so if you all are looking for a room a couple of you will need to share. The cost is 5 sp per night per room. The cost for the stew is 1 sp per bowl (comes with cheese and bread); or 3 sp and you will get 3 meals a day.
@Krom - the barkeep fills up a mug with some Dwarven stout for you, which will be 3sp. The cost for the stew is as above.
@Ithelion - the barkeep whistles for a server and tells him to get you some stew, cheese, and bread. (See above for cost). He has some brandy - it's Lindlewell, a Gnomish variety that will cost you 5sp per bottle. They have some Elven wine as well: Frostwine (2gp per bottle) or Elven Midsummer Wine - a delicacy - for 10gp per bottle.
@Garnet @Lorell @Daemyar - anything you want to add or do in the tavern right now? It's getting into early evening, more customers are coming in though all seem to be residents and know each other. There is a small group drinking on their own who look a bit out of place by their dress but they are not acting strangely or anything - just apart from the others.
DM - And In The Darkness, Rot: The Sunless Citadel
DM - Our Little Lives Kept In Equipoise: Curse of Strahd
DM - Misprize Thou Not These Shadows That Belong: The Lost Mines of Phandelver
PC - Azzure - Tyranny of Dragons