![]() But the main thing is that several sidequest opportunities quite literally went up in flames. Some shenanigans ensued after that including but not limited to eventually blowing up the son, and our bard amassing a large collection of ears. This actually worked for the most part, except for the fact that the rogue decided to kidnap the tavern keeper's son. Solution: Use control flame to spread fire along the walls and burn down the tavern. My thought process was as follows: we can't have the town guards looking for us while we are trying to do this mission or it's going to be a huge pain in the ass, I need to destroy the evidence of the murder. This next part may or may not have been stupid on my part, but at the time it seemed like a sensible and in character course of action. He wakes us up as well since we had a player who was a half-elf who was meditating instead of sleeping, as one does, and so we go out into the hallway. The rogue ends up sneaking into the tavern in the night, this time to steal the deed somehow, and while trying to open different doors, he wakes up the tavern keeper and ends up killing him in the hallway. ![]() The rogue tries threatening the tavern keeper and the encounter culminates in the rogue having to sleep outside. ![]() he knows of no such bridge in the region and 2. The tavern keeper obviously doesn't fall for it since 1. So he tries to convince the tavern owner that he owns a bridge and he'll trade it for the deed to the tavern or something. So we get to the tavern and we secure our lodgings, and the rogue decides he wants to acquire the deed to the tavern through any means necessary. Our rogue made a character whose only character trait seemed to be that he was a prince ousted from his home for being a huge dumbass. This is a nice addition I think I'll miss elsewhere.I initially wasn't going to make this post since we all had a good time, but our dm sort of debriefed us recently on the consequences of our actions, and I thought those of you who had played through the Lost Mines of Phandelver would appreciate it.Īll you really need to know is that this was our first RPG experience, it was a party of 5, one of us was playing a rogue and I was playing a sorcerer. I really liked how the GM could put some "secret" notes for GM use only on the pages. Shuffling individual pages around is quite easy though and I think for a lot of folks this is exactly what they need. This is a bit of a disappointment to me because this is really the missing feature I wanted. Linking between the pages isn't really going to happen. ![]() Instead it is more an easy-to-organize hierarchy of pages. The system Tavern Keeper uses isn't what I'd really call a wiki. Starting a new wiki page was as simple as it gets, but this is where things started breaking down for me. I really liked I could categorize it as a mature game. I had no problem setting up the initial game parameters, dumping in info regarding my game. That Tavern Keeper has a wiki seemed like a good idea. I'd been using Blogger, which is good for everything I'm trying to do except using links to be able to jump around the site. I'm several sessions behind in updates, largely because it was frustrating to me that my links on the blog went to crap. To check it out I started entering information from my Return to Garweeze Wurld campaign. The interface is relatively easy to use and updating information seems to be easy. I like the ability for GMs to throw out a schedule for their next game and for players to check out new games. This is not to say there isn't some good stuff for the strictly table-top GMs either. I see the most use of this campaign manager being for those that run a game online and/or those who like to be able to keep a few things going on with the group between sessions. Tavern Keeper is an interesting online campaign manager that really isn't for me, but I can see a lot of good use for some folks out in the RPG community.
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