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4.7
26 reviewsYou start in a tavern…
Nothing is more universal to D&D than taverns. Half of all adventures (maybe more) start there, nearly all stop at one along the way, and most successful ones wind up at the tavern for the after-party. This book, Taverns and Tankards, is your very own guidebook to bars, brewhouses, and inns, and a survival manual for every type of barfight and drinking game.
Using this book, GMs can create and populate a one-of-a-kind tavern and fill it with patrons, events, and rumors, with just a few die rolls. Players can build characters which are more at home at a bar than in a dungeon, and everyone can use the drinking rules to get the story off track. And when the GM tells everyone to roll initiative, there's spells, magic items, and monsters, all with a tavern-y bent, for just such an occasion. Get ready to fight a b'ooze, roll up a sauceror, or drink a piña colossus in Taverns and Tankards.