{{Small amounts of alcohol have no game effect. Anything excessive requires a DC 10 fortitude save to avoid becoming sickened (-2 penalty on attack rolls and skill checks) If you keep drinking after that, you have to make DC 15 saves to avoid becoming nauseated}}<br/><br/><br/>As if the night were responding to the lizardfolk's dark forecast, there is suddenly a noise from outside of the tavern. The warning horn, the signal that calls the militia to arms, is being blown nearby.<br/><br/>"Oh...no." says the deerfolk, terror in her eyes.<br/><br/>"This means trouble." says the barmouse, moving from behind the bar with his crossbow in hand. As the atmosphere chills from festive to morbid, the mice who had been dancing abandon their drinks and rush out into courtyard, along with the two rabbitfolk. The barmouse, together with three other mice who enter wearing chainmail, descend a staircase in the back of the room.<br/><br/><br/>Just down the street, the Kalishtar and Centitaur are arriving in the central town square where the Cellar is. Many lantern-carrying rodents are moving through the streets and along the balconies, distributing weapons and armor to every able body.