Entry is: 5 gil coins for the drinks [no real gil needed] Plus the bet.
Winning pot: twice what was bet.
Rules: The contestants simultaneously drink one shot of strong liquor after another until one of the them throws up, or passes out.
Each liquor is different to the last:
Salty Dog Ales
The Sailor’s Spirit;
Ocean Rye Tequila,
And Sea Pickle Gin
Mechanics
Each round involves the participants making a /dice 20 roll.
The DC starts at 8, and increases by 2 each round.
The Bar Keep will keep track of each participant’s failures.
Failing saves: Each failed save leads you to a state of intoxication.
. After 3 fails, the patron is considered drunk.
Roll a /random 5 to find out what type of drunk you are.
1. Happy Drunk: You are a happy drunk. If the drinker is a happy drunk, then during this stage they consider everyone around them on the best possible terms. All jokes are funny. All people are generous. Everyone is their best friend.2. Sad Drunk: You are a sad Drunk. If the drinker is a sad drunk, then during this stage of drunkenness they are weepy, moppy, and depressed about all the bad things that have happened to them, to their friends, and about the world in general.3. Angry Drunk: You are an Angry Drunk: If the drinker is an angry drunk, then during this stage of drunkenness they are aggressive, irritable, and mean. When spoken to the person in an Angry drunk state must then roll a /random 20. Roll between 1-10 and you throw an attack to the stranger speaking with you as a reaction.11-20 and you can choose to incite an attack or keep your temper.4. Wasted Drunk: You are a Wasted Drunk: At this point you can’t tell up from down and right from up. Those in this state have a hard time keeping down their liquor and find themselves throwing it all back up.5. Blackout Drunk: You are Blackout Drunk: Now you have definitely drank too much. You have passed the point of no return. You may not be able to form coherent thoughts or even recount your name. Those in this state blackout. You wake up on the floor. How did that happen?


Gameplay.
Pay in; Pay out
Two players pay in 1:1 with a 2:1 payout to win. Players not playing on the table can instead make bets on those playing.
Rack the balls in a triangle. Determine who goes first by a coin toss by typing
/random 2

If you roll 1HeadsOddYou're Stripes
if you roll 2TailsEvenYou're Solids

Mechanics:Foul: Sinking the cue ball on any shot is known as a scratch. IF a player sinks their cue ball, their opponent may place it anywhere on the table, and roll their shot with an advantage. [This means they roll twice and take the better number]Make ONE shot and rp flourish it as much as you’d like to break the rack. If the rack is not broken, the turn is passed to the next player.Subsequent turns: Make one shot to play a turn. This round repeats until 1 player sinks all their balls and the 8 ball. If they miss and fail to sink a ball of their suit then it in turns go to the next player.How to win is simple. The first to clear the table of their balls and then attempt to sink the 8 ball. The first to clear their entire suit and the 8 ball wins. At the end if you've sunk all your balls and aim to sink the 8 ball you roll a /random 3. You gain a 1-3 chance to sink your ball each time.There are 7 solids, and 7 stripes, 1 solid black 8 ball, and the white que ball.

1=Fail8 ball Sinks
2Scratch [the cue ball misses the rack]
3-6Nothing sinks
7-131 balls sinks
14-182 balls sinks
193 balls sink
Nat 204 balls sink

As with any game, cheating is common. If you wish to cheat please message the staff in charge of the current game. They will then inform the other party of said attempt to cheat where the other party will be allowed a chance to roll against your cheating roll.How to Cheat is you will roll a /random 20 and your opponent will roll against you. If your opponent rolls above your cheating roll they will be informed of the attempt to cheat and will be allowed to react with RP flair to their desire.If you roll above your opponent, the keeper in charge of the game will score a winning round for you and the game will continue as though nothing is out of the ordinary.This can be used for any game we offer.

Gameplay:
The game is played by throwing darts at a circular board that has been split into 20 sections to represent the different scores. Players take turns throwing three darts at the board from /random 20 ft away and adding their own Roleplay flair. Aiming to build the highest score.
Single: Either of the two Yellow or black sectionsDouble: Outer red or green ringTriple: Inner red or green ring.See the chart for rolls

Roll totalDart landsScore
1-5FailNo point
6-10Yellow or Black Section/random 20
11-14Outer Ring/random 20 x2
15-19Inner Ring/random 20 x 3
Nat 20Bullseye50

Where the dart hits will depend on how high the roll is. After each player has had their turn, add up the scores with the highest score winning the game. If you want to play for steaks ask the barkeep to put the game into a betting pot for Gil.


Gameplay.
This player press their hands down upon the table or bar, palm down and fingers splayed. Then, taking a knife or a dagger end down and begin to stab downward, aiming for the space between their thumb and forefinger. If they successfully miss knicking their own hand, they lift the sharp object and bring it down again, quickly, aiming for the space between their forefinger and middle finger, and they keep going, up and down the space between their fingers.
How it plays is that everyone playing rolls a [/random 20] to start the game. The first roll is always successful save for a Nat 1.Winning the game:When playing with others one should always put down a betting price, to see who can successfully keep from cutting their fingers the longest.A player gets a total of 3 attempts. The person with the least amount of cuts on their hand wins.

First roll = Success all but a Natural 1
If a player rolled their D/20 between 2-10, their next D20 roll must land between a 11-20.
If a player rolled their D20 between a 11-20, their next roll must be between 2-10
Nat 1 are an auto fail and you will always cut your hand.

A player gets one free fortune roll to use at any time during the play. The fortune roll allow them to add a /random 10 roll amount to either add the amount or drop their number into the safety range needed. Just hope luck is on your side and you roll high enough to make it count.


Gameplay:
This is a fairly easy game to play and one that could earn you a free meal here at the tavern. How the rules work are pretty simple. All you need to do is walk up to the bar and ask this question.
“I heard I could get a free meal.”
From there the bar keep will hand over a pair of dice. All you got to do now is roll 2 /random 6’sIf you roll any amount that equals a 7 or a 12 you win. Easy as that. Happy rolling.


Gameplay:
The goal of arm wrestling is simply to pin the opponent’s hand down underneath your own.
Arm-wrestling requires two players and a relatively flat surface to wrestle upon. Any best made by the players or spectators are agreed upon before the match starts. Then, both players prepare by resting their arms on the surface.The players lock hands, then count down or wait for a signal, then begin their contest, rolling a /random 20 between the both opponentsSize Difference:As expected, a difference in size would make quite an impact on the outcome of a contest. Imagine a fairy attempting to wrestle a giant.

Gameplay:
Three Contestants line up and have three tries to throw a wooden log as far as they can.
The participant must roll on a /random 100 Strength checkCompeting against each other for a chance to become the next log tossing champion and win a prize from the prize chest.See the chart for rolls


Roll totalWhere the log lands
1–30=FailMiss the log slips
31–60Weak toss
61–80Average toss
81–95Great toss
96–100The Perfect toss

Gameplay:
The participant must succeed on a /random 20 Strength check. All participants are provided with a hammer and must strike the bellow with as much force as possible. The bellows are connected to a tube that shoots the disk up towards the bell at the top. The goal is to try and hit the bell at the top to be the ultimate strength champion.
See the chart for rolls

Roll totalScore
1-5Baby
6-10Weak
11-14Fit
15-19Tough
Nat 20Strong