Stewpot Tales From A Fantasy Tavern (v0.4)
Stewpot Tales From A Fantasy Tavern (v0.4)
A tavern simulation roleplaying game for 3+ players
by Takuma Okada | noroadhome.itch.io
Introduction
You know the feeling all too well. Stumbling through a thick forest, living o f of stale
rations, unable to get a full night’s sleep. When you finally arrive at the next town,
the tavern is where you find all the comforts of civilization that you’ve sorely missed.
You’ve all been adventuring for a while now. It’s a tough job, and it doesn’t get any
easier as you get older. Many adventurers eventually retire to run taverns, o fering
shelter, food, and advice to a younger generation. It’s what you all have decided to
do.
Stewpot: Tales from a Fantasy Tavern tells the story of a tavern run by your
characters, who are a party of former adventurers. It’s a game about hanging up
your weapons, selling o f your armor, and integrating back into society.
How to Play
e story of Stewpot is told through a series of mini-games. Each game represents a
closer look at a certain amount of time that passes at the tavern. e
recommendation is that one game represents a month, but your group can decide
that it represents a week, a season, or even a day or year.
Materials
To play Stewpot, you will first need to gather some materials. You will need:
❖ A copy of the tavern sheet or blank sheet of paper for the tavern
❖ Writing utensils
❖ A deck of cards
Choosing a Game
You’ll take turns choosing games to play. Most of the games will require other
players. Having someone in mind is good, but always ask before you plan too much.
No one should have to play a game they don’t want to. A ter a game ends, check to see
if anyone wishes to take a Break. If not, the next player chooses a game. e First
Step and In the Rhythm of ings are only played all together as the first and last
games and can not be chosen on your turn.
Using Your Experiences
e prompts of most games use your Experiences to achieve a goal.
When you use one or more Adventurer Experiences in a game, at the end of that
game you can choose one of those Experiences, cross it out, and mark a new Town
Experience in your Town Job. Narrate a short scene that describes what led to this
new Experience. It does not have to be related to what just happened in the game,
because time is passing between games as well, and characters have lives outside
their work. ese scenes should be about one to three sentences.
Tavern Advancement
You start o f as a small, run-of-the-mill tavern. But with hard work and more than a
little luck, you hope to become a name every adventurer knows. As you play games,
time passes. Your characters become better at running the tavern, and word spreads.
A ter every third game everyone will take a Break to check in on each other. en,
play Wear and Tear and increase one of your Tavern Ratings by one, up to a
maximum of four.
You can also choose to play Wear and Tear as a game at any time to increase a rating
by one. You should still take a Break before playing. is will reset the need to play
Wear and Tear every three games. You can also increase a rating instantly by
succeeding in playing Festival Day or A Distinguished Guest. is does not reset the
need to play Wear and Tear every three games. If you play Homegrown, your
Cuisine Rating will go up automatically during the next time you play Wear and
Tear.
Each time a Tavern Rating increases, each player can describe a new detail or feature
of the tavern.
Taking a Break
ere are two situations where you might take a break. e first is when, a ter each
game, you should ask if anyone would like to take one. e second is before you play
Wear and Tear every three games. Everyone needs to take one when this happens.
During breaks, everyone steps outside the room you are currently playing in, or at
least steps away a good distance from the table if you are in a large room. Take five
minutes, or whatever your group decides, and clear your head. Don’t think about the
game if you can help it. When you come back, ask each other if you’d like to change
anything about the story so far, or talk about something that’s really working for you
that you’d like to see more of.
Holds
Breaks are great as check-ins, but they don’t work so well for issues that come up in
play that need more immediate attention. at’s what Holds are for. Anyone can call
for a Hold at any time. Your group should agree together what calling for a Hold
looks like before you start the game. A few ways to do so could be:
The First Step: Before you decided to put down roots here, before you found this
group of friends, what were you doing? What was the first thing you learned about
how to live in town?
NPC Sidequest: Your adventuring days may be over, but there are plenty of people in
town that could use your help.
Wear and Tear: ere’s always something to fix, or clean, or pay o f. Increases a
Tavern Rating by one.
Market Day: You never would have guessed how many things you need just to keep a
tavern running.
Homegrown: ere’s something special about using ingredients grown nearby. Why
not give growing your own a try? Increases Cuisine Rating by one at the end of next
Wear and Tear.
Sliced: Sometimes supply routes get disrupted. Or maybe you just want to stand out
from the rest of the taverns. Whatever the reason, you’re playing this game because
you want or need to do one thing: cook with monster parts.
Romancing a Stranger: Someone in the tavern makes eye contact with you, and
their gaze lingers a little longer than you’d expect. Your co-workers urge you on, and
make every excuse they can to send you over to talk to the lovely Stranger.
Off the Clock: Where do you go a ter the tables are wiped down? Who’s heard every
story you have about the worst people who have walked in?
A Friendly Tavern Brawl: Every tavern has its rowdy patrons. You know they’re
good at heart, but sometimes when the ale is lowing and spirits are high, things get
a little out of hand. How do you handle the situation?
Festival Day: Your town has a few festival days a year, and they’re some of your
busiest. How do you prepare? How do you handle the in lux of people?
A Bard's Tale: During your time as an adventurer, you accomplished many daring
deeds. In fact, some of those deeds are retold to this day by travelling bards.
Increases a Tavern Rating by one if you succeed.
A Glass of the Gods: Sometimes a troubled adventurer will come in, looking for
answers, and letting them drink themselves into oblivion is the wrong answer. It's up
to you to mix the perfect drink, something perfect for the situation that can push
the adventurer to look inside and find the answer on their own.
In the Rhythm of Things: Time passes. Rough edges are sanded down. Before you
know it, life in town has become like breathing. You gather in your favorite part of
the tavern and wonder where the time has gone.
Building Your Tavern
Your tavern is central to the whole game. Work together to create a place you’re
excited to tell the story of.
Location
Location is a fundamental part of the story you want to tell about your tavern. Do you
want to compete with other taverns in a bustling city, or do you want to be a little
stop in the wilderness, the only place to stay in a small town? As a group, decide how
large the town or city around you is. en, each player gives one detail about the city
or surrounding area.
Examples (City):
❖ Canals instead of streets
❖ Connected treehouses
❖ Floating, in water or air
❖ Ancient and crumbling
Examples (Environment):
❖ Deserts littered with enormous bones
❖ Underground tunnels illuminated by glowing stones
❖ Low sloping mountains
❖ Humid
❖ Snowbanks and frozen lakes
❖ Towering trees
Look
Now that you’ve figured out where you are, what does your tavern look like? Be as
general or as specific as you like. What interests you most about a building? Where
are your eyes drawn to?
Examples:
❖ Dark gray stone blocks
❖ Logs cut and placed
❖ A treehouse
❖ Flowering vines
❖ Delicately carved sandstone
❖ Ice palace
❖ Boat
Name
Don’t spend too long on this one! Feel free to come back to it if you’re stuck, and
remember you can always change it if you come up with a great new name during
play. Although optional, it’s a good idea to think of a good symbol to go with the
name as well. A chipped painted sign outside really completes the aesthetic, right?
Examples:
❖ e Old Bell Tavern
❖ e Rose Without orns
❖ e Greasy Sni ter
❖ e Boar Hat
❖ Fortune’s Rest
Tavern Ratings
Your tavern becomes larger and more well-known as you improve your Tavern
Ratings. ese ratings determine the quality of di ferent aspects of your tavern, as
well as the dice you roll in certain games. You start with one point in each rating.
Tavern Ratings should go up by one point at regular intervals. e recommended
period is every three games, up to a maximum of four in each rating, but you may
set any di ferent number of games.
Cuisine
Your Cuisine Rating determines your tavern’s ability to make food. It’s not just
cooking ability, and includes aspects of food preparation like food storage and how
easy it is to do business with suppliers.
1 A cramped kitchen, a small pantry. Cheap local wines. A small brick oven.
3 Plenty of room to move around. Brand new cookware. A well stocked spice
cabinet.
4 Exotic liquors. Fresh deliveries from all over. A full kitchen sta f.
Atmosphere
Your Atmosphere Rating determines a broad range of visual and other aspects of
your tavern. It’s the vibe, the feeling, the experience that your patrons get. e
smells, the decorations, the chatter of folks eating at tables around you, are all part
of the atmosphere of your tavern.
Service
e Service Rating is a measure of how your tavern operates. Is the food getting out
quickly and to the right tables? Are the beds clean and comfy? Service also represents
your tavern being able to hire more people to work at the tavern. Every time you gain
a point in your Service Rating, you create a new NPC employee who represents one
of the many new hires. Come up with one or use one of the examples listed.
Creating your Characters
Your characters are the heart of the tavern. You keep the kitchen running, the fires
roaring, the beds made, and the tables clean. To make your character, you need a few
key things.
Name
Your character’s name can be given, chosen, or something else. In addition to your
character’s true name, some characters might have a nickname that their coworkers
and regulars use instead.
Look
Your character is free to look however they want. What parts of being an adventurer
still show? What have they worked to change? Come up with your own or choose one
tag from each category to start, more if needed.
Examples
Items Adjectives
Armor Adjectives
Leather, Plate mail, Chain mail, Scale Battered, Well-kept, Blessed, Ornate,
mail, Robes, Shell, None Distinct, Cursed
Eyes
Piercing, Darting, Glowing, Kind, Sleepy, Trusting, Blind, Bright,
◯Scholar ◯Well Read: You know it, or you know where to learn
about it
◯Jury Rigging: Invent your way out of a sticky situation
◯Keen Observation: Something only you could see
◯Defuse: Handle something dangerous
◯Streamline: Get it done faster
◯Hunter ◯The Usual Spot: Know the best areas for hunting and
foraging
◯Trapper: A steady supply of meat and furs
◯Secret Paths: Know the surrounding area like the back
of your hand
◯Lying in Wait: Master of concealment
◯Offerings: On good terms with the local spirits
The First Step
Before you decided to put down roots here, before you found this group of friends,
what were you doing? What was the first thing you learned about how to live in
town?
Setup
Everyone plays. Every character gains one Town Experience. Take turns describing a
short scene that led to that experience. Another player or players might come with
you, although they do not gain that same experience. If you’re stuck, choose one of
the options below.
❖ A townsperson you helped once has welcomed you back. ey become your
mentor of sorts, passing on their skills.
❖ You find a good spot in town to sit and observe. Day by day, you learn what it’s
like to live here.
❖ You told yourself long ago that you’d go fishing once you were settled. A friend
takes you to a quiet riverbank just outside town.
❖ A merchant o fers you a good price for some of your adventuring gear.
❖ e children in the town take a liking to you. ey pester you for more stories.
NPC Sidequest
Your adventuring days may be over, but there are plenty of people in town that could
use your help.
Setup
One person plays. Decide where you are when you encounter this sidequest. Are you
in the tavern? Walking around town? On the road leading in?
The Quest
ere are three scenes to this game. If you already have a quest in mind, go straight
to the scenes. If you need to come up with a quest, use the Creating a Quest
instructions below.
The initial request: What are they asking you to do? What is the situation?
Undertaking the quest: Describe how you accomplish what they asked, using one of
your experiences.
The return and reward: Do you come back exhausted? Triumphant? Irritated? What
did they promise to give you in exchange for your help? Do they deliver, give you
something else, or give you more than what they told you?
Creating a Quest
You will need a standard deck of playing cards and a six-sided die to create a quest.
e card you draw determines what kind of quest you get and who gives it to you.
e die roll determines complications that may occur.
The Card
Diamonds: Diamonds are delivery quests. Someone needs you to get something,
sometimes multiple somethings. Maybe it’s across town but they’re too busy to get it
themselves. Maybe it’s a three day trip to the next town for a precious item.
Clubs: Clubs are gathering quests. Herbs for the apothecary, spices for the kitchen,
minerals for new paint, etc. Towns and taverns both need large amounts of
gatherable resources.
Hearts: Hearts are quests for dealing with pests. Giant rat infestations, mosquitoes,
locks of noisy geese, etc. ey usually aren’t anywhere near as dangerous as hordes
you used to deal with as an adventurer, but they’re somehow just as annoying.
Spades: Spades are cra ting quests. Furniture, special potions, fine clothes,
construction tools, fences, it could really be pretty much anything. ese towns are
o ten short a few of the cra tspeople that are necessary, so a lot of people come to
you.
A: A local o ficial
2: A captain of the guard
3: A farmer on the edge of town
4: A burly baker
5: A veteran courier
6: A precocious child
7: A young parent
8: A kind teacher
9: An apprentice carpenter
10: A traveling merchant
J: A trusted regular
Q: A deity or spirit
K: A noble
The Die
1-2: is is going to take a while. You’ll need someone to cover your shi t at the
tavern.
3-4: You need some of your old adventuring gear to do this and it’s been buried
under other things in your room.
5-6: is is exactly like that other time. When did you last do a quest like this?
Wear and Tear
ere’s always something to fix, or clean, or pay o f. A ter playing this game, you may
increase one of your Tavern Ratings by one.
Setup
Anyone can play. As a group, decide what part or parts of the tavern need fixing and
touching up, and what the new features of the tavern are.
Working Together
Take turns describing what work you are doing on the tavern. Choose one of the
following prompts to get started, or come up with your own. Everyone should pick
one.
❖ Ask another player character for help. Describe how you combine one of your
experiences with one of theirs to great e fect.
❖ You’re completely in your element. Describe how with one of your experiences
you work so e ficiently that the work is done early.
❖ You come up with the perfect food or drink to give everyone some energy.
What is it and what’s the secret ingredient?
Market Day
You never would have guessed how many things a tavern needs to operate on a day to
day basis! It feels like you’re always at the market. In your previous life, you would
have just thrown your coin at the nearest merchant to get what you need. But now
that you’ve only got this one place, it’s not as easy to get everything. Buying
something isn’t as straightforward as a simple transaction. Still, calling this place
home has its advantages. A trader saves something special for you, or throws in a
little something extra as thanks for your patronage or for that favor you did them last
time. It’s nice.
Setup
Anyone can play. Players choose between being a Buyer or a Seller. ere must be at
least one of each.
Buyers: What do you need, either for the tavern or for yourself? Is it di ficult to find
here, and if so, why?
Sellers: What sign, item of clothing, or other visual cue do you use to attract buyers?
The Exchange
For each item a Buyer needs, a Seller will ask at least one of the following. ey may
ask as many as they want, until they are satisfied.
❖ I don’t need the money at the moment, but I need something done that I can’t
quite handle on my own. Could you, as a former adventurer, handle it?
❖ I traveled a long way to obtain this, and I have a story to tell. Will you listen to
me tell it? Have you been there before too?
❖ You once told me a story about your home, and I could see you missed it
dearly. I have a little something from there to give you, as a gi t for being a
regular. What is it?
❖ I’ve got this strange object that another trader was getting rid of, and I’m not
quite sure what it does. Is it rare or dangerous? Who might want it?
Homegrown
ere’s something special about using ingredients grown nearby. You might have
laughed at that before, but you can really notice a di ference when you’re making the
same dishes over and over again. You’ve got some room for plants and animals, and
plenty of magic and food scraps to spare. Why not try?
Setup
Anyone can play. As a group, decide where your garden is or where you keep your
animals. e space can be inside your tavern, but it can also just be somewhere
relatively close, if your characters can describe how to get there in a few sentences.
Also decide what you’re growing or keeping. Are you doing a little bit of both?
Planting
Farming is messy, and gross, and a far cry from the heroics of your adventuring
days. As you work, there are quite a few un lattering “incidents” that occur. But at
the end of the day, they’re all something to laugh about together. Take turns sharing
an embarrassing story that happened to you. Everyone playing should share at least
one. Come up with your own, or use a prompt from the list below.
❖ You found yourself developing a rivalry with a particularly stubborn plant or
animal.
❖ You learned that you have a mild allergy to a plant or animal for the first time.
❖ One of the baby animals became very fond of you and was a fectionate in a
rather painful way.
❖ You eat a plant or mushroom that was by your garden without realizing that it
wasn’t one of the ones you were growing.
❖ You chase an animal that runs away and end up getting lost.
❖ You were a little too enthusiastic with the magic fertilizer and made some
plants way too big.
Harvest
Your hard work pays o f. During the next time you play Wear and Tear, your Cuisine
Rating goes up by one, in addition to the upgrade you pick for Wear and Tear. What
kind of dishes can you now make that you weren’t able to before?
Sliced
You can handle typical tavern food fine. You’ve got a very nice stew, great bread from
a baker down the street, and plenty of ale. But sometimes supply routes get
disrupted. Or maybe you just want to stand out from the rest of the taverns.
Whatever the reason, you’re playing this game because you want or need to do one
thing: cook with monster parts.
Setup
Cook: To determine what ingredients are at the core of your dish, draw three cards
from a standard deck. For each card drawn, roll two six-sided dice to determine how
large the ingredient’s source is, and where it’s from. en interpret the card based on
suit and rank.
Each other player will then describe the ingredient in more detail and tell you a
Highlight of this ingredient or a Di ficulty you may have while cooking it. Your
character is a competent cook! Just remember to mention how you get around an
ingredient di ficulty, or you may be criticized for it at the end of the game.
Size
1. Tiny
2. Small
3. Person
4. House
5. Giant
6. Colossal
Locale
1. Underground
2. Snowy region
3. Underwater
4. Forest
5. Desert
6. Plains
Type
Diamonds
Diamonds are seasonings: crushed minerals, rich fermented sauces, powdered
spices, lavored oils, thickening agents,
Clubs
Clubs are fungi, lichens, and molds: fragrant mushrooms, yeasts, bright green and
orange slimes,
Hearts
Hearts are animals and parts of animals: thick juicy steaks, powdered horn, delicate
shells, salted tongue, drumsticks, hearts, coarse hair, spit,
Spades
Spades are plants and plant-based products: fresh berries, dried bark, juice made
this morning, starchy roots, crisp leaves, stalks, aromatic lowers, pulp, sweet sap,
Features
A: Magical
2: Poisonous
3: Fragile
4: Hostile
5: Exoskeleton
6: Rare
7: Natural camou lage
8: Rancid
9: Long
10: Shiny
J: Parasitic
Q: Ancient
K: Unique
Example Highlights
❖ If cooked appropriately, incredibly juicy and tender.
❖ It has the perfect amount of sweetness, and doesn’t overpower the dish.
❖ It has an interesting texture, and provides variety to the dish.
❖ It is almost impossible to cook wrong.
❖ It is easy to add lavor to.
Example Difficulties
❖ It burns easily if not watched carefully.
❖ It dries out if overcooked.
❖ It will look terrible if not prepared properly.
❖ It is bitter if overcooked.
Tasters: You are the test group for this new dish, the player characters, a small group
of trusted regulars, or a handful of strangers at a big tasting event. Each of you has
something that you want from this dish. Come up with something on your own, or
use the examples below.
❖ Something that reminds you of home. Simple, but well-executed.
❖ A unique combination of lavors.
❖ A dish that is rich and satisfying, but doesn’t leave you feeling bloated
a terwards.
❖ Something refreshing, preferably with lots of fresh fruits or vegetables.
❖ A new twist on a classic dish. Name and describe the classic dish.
❖ A dish that really exemplifies the ingredients of the season.
❖ A spicy dish that still has a good lavor profile.
Cooking the Dish
Roll a number of dice equal to four plus your Cuisine Rating. Place dice on the
following squares. Follow the prompts that correspond to the numbers on the dice
that were placed.
Goal Seasoning
4-6: You succeed. A Taster gives you a 5-6: What pleasant memory does the
compliment. taste of this dish evoke? One Taster
answers.
1-3: Something goes wrong. Cook player
describes what happens. 3-4: is seems almost right, but it’s
missing a little something. What lavor
do you want more of? Or what spice do
you add as you’re eating? One Taster
answers.
1-2: Oh no. What did you forget? Or,
what did you put in way too much of?
Cook player answers.
Presentation Texture
5-6: Delicately balanced, with the perfect 5-6: A bite that melts in your mouth. e
color palette, this dish could be displayed perfect bit of crunch. is dish is a
in a museum. One Taster describes what sensory delight. Cook player, describe
place it reminds them of. what the most di ficult part of achieving
this was.
3-4: e dish looks pretty good.
Everything is right where it needs to be. 3-4: Cook player, describe how one part
Cook player describes one lourish they of the dish was overcooked or overdone
are proud of. just a bit, but you caught it before the
dish was ruined.
1-2: e dish might taste great, but it
looks pretty unappetizing. One Taster 1-2: Food probably shouldn’t be this
describes what part of the dish grosses texture. Tasters, describe what inedible
them out the most. materials this dish reminds you of.
Tasting the Dish
Resolve the prompts. If any characters loved the dish, you may make one of them a
permanent named NPC. Or, write down a new named NPC who has this as their
favorite dish.
Romancing a Stranger
Someone in the tavern makes eye contact with you, and their gaze lingers a little
longer than you’d expect. Your co-workers urge you on, and make every excuse they
can to send you over to talk to the lovely Stranger. One pair plays.
Setup
Romancer: Describe a detail about the Stranger that drew you to them.
Stranger: Describe the first thing you notice about the Romancer.
❖ I compliment you, and you think I’m making fun of you, but I’m completely
earnest. What am I complimenting you on?
❖ I have to step away for a moment, but I look across the room at you. Do our
eyes meet, or do you look for me a ter I look away?
❖ I trip and fall against you. You catch me. What do you say?
Setup
Anyone can play. Each player describes the first thing their character is doing to wind
down, let loose, or otherwise forget about work for a while.
Actions
Take turns. On your turn, choose a prompt from the list below or come up with your
own. Ask one or more players to join you. Describe what happens together, or
roleplay the scene out. If nothing comes to mind, you can pass, or look at the time
and realize you have to get back to work. When everyone has passed in a row, or gone
back to work, the game is over.
❖ Grab some food around the corner. What’s familiar about it?
❖ ere’s a traveling troupe of performers here for a few days. Have you met any
of them before?
❖ It’s the middle of summer, it’s scorching, and you desperately need to swim.
Where’s the secret spot you found together?
❖ Sometimes sparring is the perfect way to blow o f steam. What fights do you
remember most fondly?
Setup
Brawlers: One or more players are the brawlers. ey can be player characters or
NPCs. What is the disagreement that caused the first punch to be thrown?
De-escalators: is can be one, but should usually be several player characters. What
made you get involved? Who was first to intervene?
○ Brawlers: How do you lash out? What do you say that you shouldn’t
have?
2. The Separation
○ De-escalators: How do you put space between the brawlers? Is there
something else you can get them to focus on?
3. The Talk-down
○ De-escalators: How do you ensure that the fight won’t break out again
tonight?
○ Brawlers: How are you feeling? What almost makes you start up the
fight again?
The Aftermath
Everyone has been picked up o f the loor and dusted o f. Together, answer the
a termath questions.
❖ Were any of the player characters hurt? If yes, how do you help each other
recover?
❖ Was there significant damage to the tavern? If so, what is it going to take to fix
it?
❖ How do you deal with the brawlers? Are they banned? Do they need to pay a
fine?
Festival Day
Your town has a few festival days a year, and they’re some of your busiest. How do
you prepare? How do you handle the in lux of people?
Setup
Anyone can play. Both player characters and named NPCs can be played. Describe
what kind of festival is happening today. Each player describes one decoration or
feature of the festival. Does your character like this festival? Hate it? Are they
ambivalent?
To play, take turns choosing Challenges to attempt from the list. On heads you
succeed and can try another Challenge when your turn comes around again. On
tails, your character is knocked out and you are either out for the rest of the game or
need to choose one of the named NPCs to play.
Each player can use one of their Experiences, from their Adventurer Job or their
Town Job, once during Festival Day to succeed and gain an automatic point. If a
player character is knocked out, that player may play as a named NPC until they are
all knocked out as well.
If you have five points at the end of the game you succeed. You can upgrade the
tavern! If you have less than that, describe how each of your characters recuperates
from being overwhelmed.
Challenges
You severely underestimated the amount of prepped ingredients you would need for
the festival and have to use a knife faster than you ever have before. Flip a coin.
Heads: You finish unscathed and gain a point.
Tails: You accidentally cut deep into a finger and have to sit out nursing your wound
for a while.
A mishap occurs sorting guests’ luggage and you need to track down several lost
bags. Flip a coin.
Heads: You put the pieces together and track down the bags in no time at all, gain a
point.
Tails: You chase dead end a ter dead end for hours and no one can get in contact with
you.
A very upset guest is causing a commotion. You draw lots and you’ve gotten the short
straw. Flip a coin.
Heads: You calm them down quickly and manage to compensate them for the
trouble, gain a point.
Tails: ey talk your ear o f and you barely manage to excuse yourself hours later.
e regulars egg you on to take part in a contest while you’re working, and they’re
very insistent. Flip a coin.
Heads: You put it away with the best of them to roars of approval, gain a point.
Tails: About halfway through you start feeling very sick and need to recuperate out
back for a while.
An adventurer is a little careless handling a magical artifact, and it goes haywire in
the middle of the festivities. Flip a coin.
Heads: It is contained with only a few hats blown o f and maybe a table upturned,
gain a point.
Tails: You have to shepherd guests out of the room and wrestle with the magical
mayhem alone for the rest of the night.
Supplies are running low, and there’s no chance to replace them exactly. You’re going
to have to try to improvise with what you have.
Heads: It works beautifully, and your slapdash solution might actually work better
than the original? Gain a point.
Tails: You can’t seem to get it quite right, and you get bogged down in trying to make
it work for a long time.
ere’s a rough storm on its way, but you might be able to board everything up and
weather it out if it just grazes you.
Heads: Your preparations hold. Festival-goers huddle inside as the wind screams
outside, but it’s over within a half hour. Gain a point.
Tails: You misjudged how strong the storm would be. Everything threatens to break
each moment as you run around frantically, trying to keep the wind out.
e equipment you’re using for the little stand you’ve set up in the town square isn’t
exactly new, but it’s giving you more trouble than usual today.
Heads: You tie some hasty knots and kick just the right spot and now it all works
beautifully. Gain a point.
Tails: Nothing you do seems to work. Orders are taking longer and longer to finish.
You’re going to be stuck here for a while.
A Bard’s Tale
During your time as an adventurer, you accomplished many daring deeds. In fact,
some of those deeds are retold to this day by travelling bards.
Setup
One player is the Bard, another is the Adventurer. e Adventurer should be a player
character or a named NPC. e Bard may be a player character or any NPC. To start,
answer these questions first.
Adventurer: What detail of the story makes you realize that this tale or song is about
you?
Bard: How did you learn this tale? Is it directly from the mouth of an eyewitness?
Another bard? Did you piece together the story from multiple versions?
Take turns. Each player should take two or three depending on the story. e Bard
player uses prompts from Telling the Tale. e Adventurer uses prompts from
Interruptions.
Telling the Tale
❖ What is the most popular part of the story that everyone agrees upon?
Adventurer, is this part actually correct?
❖ How long ago did the events of the tale take place? Adventurer, when did they
actually take place?
Interruptions
❖ What part of the story do you forcibly take over because you would hate to hear
it told wrong?
❖ What part of the story do you find yourself telling unconsciously, word for
word in sync with the bard?
❖ What chance do you take to spin the tall tale even taller?
Bard: What is the epilogue of the tale? Does it have a moral to convey?
Adventurer: What happened a ter that no one else could have known? Are you happy
with how the story was told?
A Glass of the Gods
Adventurers like a sti f drink, and most of the time they’re just looking for a good ale
or cheap wine. However, sometimes a troubled adventurer will come in, looking for
answers, and letting them drink themselves into oblivion is the wrong answer. It’s
your responsibility to mix the perfect drink, something perfect for the situation that
can push the adventurer to look inside and find the answer on their own.
Setup
One player is the Adventurer, another player is the Bartender. e Adventurer can
be a player character, a regular patron, or a new face. e Bartender should be a
player character or an NPC created for a Cuisine rating of three or four.
Adventurer: You have a Trouble. Come up with something on your own, or use the
examples below. Modify them as necessary.
❖ A member of your party died while out in the wild or down in the dungeon,
and you miss them dearly.
❖ Your party never seems to find enough treasure, and fights over money are
always breaking out.
❖ You were badly injured on your last adventure and you have doubts that you
can continue being an adventurer.
❖ Your deity asks so much of you, and you question if your faith is really worth
it.
❖ Although you love adventuring, recently you’ve been missing home. Or, you
don’t feel like you have a home to return to.
❖ Violence is part of the job, but you can’t shake the feeling that you have
innocent blood on your hands.
Bartender: Describe the current atmosphere of the Tavern, and one detail about the
adventurer that draws your attention.
Mixing the Glass
e Bartender asks questions, the Adventurer answers. Come up with questions on
your own, or use the examples. Ask as many as are necessary.
Bartender: Use the Adventurer’s answers to create something for their trouble. Is
there a story to this drink? Where is it from? Who was it first made for?
Adventurer: What side to the trouble does this drink help you see? What part of it
helps you forget, or at least move on?
Example Ingredients
Spirits: Vodka, gin, rum, brandy, whiskey, wine, beer, mead, cider
Sweet: Strawberry, cherry, raspberry, pomegranate, cane sugars, honey, licorice
Salty: Salt rim, pickled plum, olives, seaweed
Sour: Grapefruit, lemon, lime, orange, vinegar, crabapple, yogurt
Bitter: Powdered roots, co fee, bark extract, rhubarb, wormwood
Savory: Tomato juice, miso, beef broth, fermented sauce
Example Cocktails
Name: Angry Bull
Ingredients: Vodka, beef broth, hot sauce, fermented sauce, salt
Profile: Rich, hearty, spicy
E fects: Invigorating, fortifying
History: A spiced-up version of a drink originally made with beef broth and tomato
juice. Usually contains a large spoonful or two of savory sauce.
A Distinguished Guest
Someone important is in town, and they’re already almost here. e tavern has to be
at its best for this guest. A ter all, they might leave a generous tip.
Setup
As a group, figure out a few details about the important guest. Where do they come
from? How important are they? Have you heard of them before? One player will play
the Guest. Other players are Challengers, at least one for each Challenge. Each
Challenge tests one of your Tavern Ratings.
Cuisine Challenge
Challengers: Describe your preparations for this special meal. You’ll probably need
several courses, and something that highlights local products.
In order to pass the challenge, you’ll need to lip a coin. You get a number of attempts
equal to your Cuisine Rating. If any Challenger has an Experience that they used in
the scene, you get one extra attempt.
Heads: If one of your coin lips comes up heads, you pass. e Guest player describes
what they most enjoy about the meal.
Tails: If all coin lips are tails, you fail. e Guest player describes something
unpleasant they find in their food.
Atmosphere Challenge
Challengers: Describe what you do to make the tavern look and feel welcoming. Are
there special decorations? Do you hire local musicians?
In order to pass the challenge, you’ll need to lip a coin. You get a number of attempts
equal to your Atmosphere Rating. If any Challenger has an Experience that they
used in the scene, you get one extra attempt.
Heads: If one of your coin lips comes up heads, you pass. e Guest describes a
special memory they will always have of their stay.
Tails: If all coins are tails, you fail. e Guest describes something in the tavern that
is considered passé in their culture.
Service Challenge
Challengers: Describe how you organize the NPCs so that everything goes smoothly.
Who is in charge of what?
In order to pass the challenge, you’ll need to lip a coin. You get a number of attempts
equal to your Service Rating. If any Challenger has an Experience that they used in
the scene, you get one extra attempt.
Heads: If one of your coin lips comes up heads, you pass. e Guest describes an
interesting conversation they have with someone at the tavern.
Tails: If all coins are tails, you fail. e Guest describes a frustration they have with
the service at the tavern.
A Lavish Gift
If you pass two or more Challenges, you succeed in impressing your Guest. e
Guest describes a lavish gi t they present to the Tavern before they leave. is gi t
helps you instantly upgrade one of your Tavern Ratings.
In the Rhythm of Things
Time passes. Rough edges are sanded down. Before you know it, life in town has
become like breathing. You gather in your favorite part of the tavern and wonder
where the time has gone.
Setup
is is the last game. Everyone plays. Everyone describe a habit that your character
has picked up from living in this town to start. en proceed to ending questions.
Questions
Take turns asking each other questions. e person asked is the next person to ask
someone a question. Come up with your own, or use the questions below. e game
is over when everyone has been asked twice.
❖ What was the best dish you remember eating that one of you made?
❖ What was the worst dish you remember eating that one of you made?
❖ With the tavern running smoothly, what do you want to spend more time
doing, for yourself?
❖ What touch have you added to make the place you live feel like home?