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Stewpot Tales From A Fantasy Tavern (v0.4)

This document provides an overview of how to play Stewpot, a roleplaying game where players take on the roles of former adventurers who now run a fantasy tavern together. The game involves playing a series of mini-games that represent the passage of time, with the goal of advancing the tavern's reputation through hard work and luck.

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100% found this document useful (4 votes)
5K views61 pages

Stewpot Tales From A Fantasy Tavern (v0.4)

This document provides an overview of how to play Stewpot, a roleplaying game where players take on the roles of former adventurers who now run a fantasy tavern together. The game involves playing a series of mini-games that represent the passage of time, with the goal of advancing the tavern's reputation through hard work and luck.

Uploaded by

Simon Vottero
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Stewpot 

Tales from a Fantasy Tavern 


 

 
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 

❖ A copy of the character sheet for each player 

❖ Writing utensils 

❖ One or more six-sided dice (ideally, at least six) 

❖ A deck of cards 

❖ A coin, for lipping 

   
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. 
 

Character Relationships: Memories 


You keep track of relationships between player characters by writing down 
Memories. Memories are moments in the game, descriptions of scenes, sentences of 
dialogue, or anything else that strongly represents the character. Importantly, your 
character remembers this moment and associates it with the other player’s character 
for the rest of the game. At the end of each game, ask each other if anyone has any 
Memories to write down.    
Safety: Breaks and Holds 
Stewpot has two forms of safety tools built into the game, in addition to any you may 
wish to use. Even if you don’t expect to need them, especially in a more lighthearted 
game like Stewpot, it’s really important that you have them available. Player safety is 
more important than any idea you bring up in a game.  
 

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: 
 

● Holding up a hand or fist  


● Placing a hand or fist in the middle of the table 
● Sending a message that says “HOLD” in your group chat for an online game 
● Saying HOLD out loud 
 

Ending the Game 


Of course the goal of a successful tavern would be to be able to operate indefinitely. 
But all games must come to an end eventually, and hopefully you can walk away from 
your game of Stewpot knowing your adventurers have settled down comfortably.  
 
When every player has switched all of their Adventurer Experiences to Town 
Experiences, everyone plays In the Rhythm of ings together to end the game.     
The List of Games 
e games are written out in full a ter tavern and character creation. But to make it 
easier to reference them quickly, here they are listed with a quick rundown for each! 
 

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. 
 

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. Increases a Tavern Rating by one if you succeed. 
 

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.  

2  A modest kitchen. A couple of ovens. A regular supply of essentials. A few 


bottles of the good stu f.  

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. 
 

1  Straw mattresses. Narrow chimneys. Bare walls.  

2  Canvas cots. Freshly painted walls. Clean windows. 

3  Serviceable mattresses. Beautiful artwork. Abundant light.  

4  Feather beds. Roaring fires. Lavish tapestries.  


 

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.  
 

1  A former farmhand, an injured local guard.  

2  An experienced line cook, good wait sta f. 

3  An interior decorator, a skilled executive chef. 

4  An accomplished head of sta f, a prestigious sommelier.  

   
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 

Longsword, Shortsword, Knives,  Sturdy, Jewelled, Divine, Cursed, Rusty,  


Longbow, Shortbow, Buckler, Kite 
shield, Tower shield, Crossbow, Mace, 
Quartersta f, Rapier, Gauntlets 

 
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, 

  

Jobs and Experiences 


Your jobs and experiences re lect what your characters were doing before starting 
this tavern, as well as what you’ve learned while working at the tavern. 
  
To start, pick an Adventurer Job and a Town Job. Pick three Adventurer 
Experiences, but no Town Experiences yet. Characters can pick the same jobs or 
experiences. 
 
If some or all of the Experiences in a Job don’t make sense for your character but you 
still want to play that Job, come up with your own appropriate Experiences, or 
borrow from other Jobs.  
   
 

Adventurer Jobs   Experiences 


 
 

◯Paladin  ◯Guidance: A sign from your deity 


 
◯Holy Armor: Divine protection 
 
◯Healing Touch: Treat wounds 
 
◯Smite: Destroy the unholy 
 
◯Taunt: Draw enemies towards you 
 
 
 

◯Wizard  ◯Prestidigitation: Small wonders 


 
◯Fireball: Mastery of lame 
 
◯Invisibility: Move unseen 
 
◯Magic Missile: Projectiles of astounding accuracy 
 
◯Arcana: Your knowledge of the magical and unusual is 
unparalleled 
 
 
   
 
 

◯Fighter  ◯Intimidation: Make them do what you want 


 
◯Master of Arms: Armed and dangerous with anything 
 
◯Brute Strength: Move the unmovable 
 
◯Endurance: Nothing can stop you 
 
◯Legendary Weapon: You wield an artifact of immense 
power 
 
 
 

◯Rogue  ◯Cat’s Grace: Extraordinary agility 


 
◯Nimble Fingers: No lock stays locked, no trap can catch 
you 
 
◯Lightfoot: Act undetected 
 
◯Adder’s Fangs: Deadly poisons and their antidotes 
 
◯Sixth Sense: Never be caught o f guard 
 
 
   
 
 

◯Druid  ◯Green Thumb: An a finity for plant magic 


 
◯Natural Armor: Skin becomes bark or stone 
 
◯Shapeshifter: Various animal forms 
 
◯Naturespeak: Understand plants and animals 
 
◯Force of Nature: Bend the land around you to your will 
 
 
 

◯Bard  ◯Bag of Tricks: Card magic, juggling clubs, and other 


spectacles 
 
◯Devil’s Fingers: Prodigious skill with an instrument 
 
◯Alluring Voice: e voice of an angel 
 
◯Golden Words: Convince anyone of anything 
 
◯Inspiration: Power up your friends 
 
 
   
 
 

◯Ranger  ◯Deadeye: Pinpoint accuracy 


 
◯True North: Unerring sense of direction 
 
◯Animal Companion: A wild friend 
 
◯Tracking: Follow any trail 
 
◯Camouflage: Disappear into nature 
 
 
 

◯Swashbuckler  ◯Duellist: Master of the blade 


 
◯In the Rigging: Climbing and acrobatic feats 
 
◯Sea Legs: Balance on any surface 
 
◯Barbed Tongue: Your words hit where they hurt 
 
◯Bravado: Never falter 
 
 
   
 

Town Jobs  Experiences 


 
 

◯Farmer  ◯Preservation: Make food taste better and last longer 


 
◯Weathervane: Predict the weather a few days in 
advance 
 
◯Bounty: Your harvests are large and exquisite 
 
◯Handler: Caring for and communicating with animals 
 
◯Home Remedies: Unconventional solutions 
 
 
 

◯Healer  ◯Warm Presence: Others feel comfort around you, your 


words soothe the soul 
 
◯Safe Haven: Know how to make a space feel welcoming 
 
◯Thanatologist: Help the dead find peace, help their 
friends and family move on 
 
◯Ritual: Knowledge of the traditions and customs of 
many di ferent groups 
 
◯Bandage Wounds: Treat injuries 
 
 
   
 
 

◯Chef  ◯Clean Cut: Mince, dice, chop, slice 


 
◯Grillmaster: Expert at grilling food and subordinates 
 
◯Parts Unknown: Appreciate di ferent foods and how to 
prepare them 
 
◯Refined Palate: Your sense of taste is second to none 
 
◯Call the Shots: Quick thinking and split-second 
decisions 
 
 
 

◯Poet  ◯Spin Straw into Gold: Tell enchanting stories 


 
◯Say the Right Thing: Tell them what they want or need 
to hear 
 
◯Chronicler: Make sure people will remember 
 
◯Parable: A lesson for every situation 
 
◯A Friend in Need: Know who to call for a favor 
 
 
   
 
 

◯Merchant  ◯Trader: Buy low, sell high 


 
◯Network: Able to obtain anything  
 
◯The Back Room: Satisfy most everyday needs 
 
◯The Perfect Gift: You know what people want 
 
◯Well-Traveled: Know the customs and languages of the 
world 
 
 
 

◯Crafter  ◯Finesse: Acute manual dexterity  


 
◯Repair: Fix anything, with enough time 
 
◯Artisan: Create beautiful things 
 
◯Mason: Build strong structures 
 
◯Patron: You have a wealthy benefactor. Name them. 
 
 
   
 
 

◯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 
 
 
 

◯Lookout  ◯Eyes on the Horizon: Spot trouble before it starts 


 
◯Ears to the Ground: You heard it first 
 
◯Organizer: Bring people together 
 
◯Garrison: You never have to work alone 
 
◯Shoulder Throw: Defend yourself when necessary 
 
 
   
 
 

◯Apothecary  ◯Brewer: Maker of potions, salves, balms, etc. 


 
◯Smell the Flowers: A keen nose, mastery of scents 
 
◯Pipeleaf: Calm the nerves 
 
◯Botanist: Know every plant in the area 
 
◯Distillation: Strengthen the good in something 
 
 
 

◯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.  
 

❖ As you’re working, you observe a townsperson or another player character. 


Describe what you learn from your observations. 
 

❖ 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. 
 

❖ Something hard to find demands something equally rare in return. What 


piece of valuable adventuring gear can you trade to me? 
 

❖ 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.  
 

❖ ere was a… manure accident. 


 

❖ 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. 
 

❖ You somehow managed to create a new kind of monstrous hybrid plant. 


 

❖ You get swarmed when you go to feed the animals. 


 
 

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. 
 

Getting to Know Each Other 


Take turns asking questions, each player should ask two.  
 

❖ I tell a corny joke. Do you laugh, or tell an equally corny joke? 


 

❖ I name a place you remember visiting. What experience have we shared? 


 

❖ 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? 
 

❖ My hand is close to yours. Do you take it? 


 

❖ I trip and fall against you. You catch me. What do you say? 
 

❖ Your past travels have marked you. What am I intrigued by?   


Closing Time 
e tavern is almost empty, and tables are being wiped down. You both get up from 
the table you’ve been sitting at, talking, and wonder where the time has gone. 
 
Romancer: Do you say something before the Stranger leaves for the night? Do you go 
with them? Who is the first person you’ll tell about this?  
 
Stranger: Will you come back to the tavern, tomorrow, or at least some day? Or do 
you refuse to make a connection, from fear or disinterest? If you decide to return, 
write down your name on the NPC section of the tavern sheet.  
 
   
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?   
 

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? 
 

❖ ere’s a ball game in the square. Who’s the better player? 


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? 
 

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? 
  

Breaking Up the Fight 


De-escalators, follow the steps to stop the fight. Brawlers, respond appropriately. At 
least one experience should be used during one of the steps.  
   
1. The Approach 
○ De-escalators: e first thing you need to do is interrupt the fight. How 
do you draw their attention? 
 

○ 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?  
 

○ Brawlers: Try to start the fight back up again.  


  

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? 
 

❖ What dramatic lourish have you added to please the audience? 


 

❖ How long ago did the events of the tale take place? Adventurer, when did they 
actually take place? 
 

❖ What part of the story is a guaranteed tearjerker? 


 

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 part of this tale is your least favorite? Why?  


 

❖ What chance do you take to spin the tall tale even taller? 
 

Ending the Tale 


When the tale has come to a conclusion, answer these questions. 
 

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 lover has grown distant while you were away adventuring. 


 

❖ 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.  
 

❖ How strong do you like your drinks? 


 

❖ What reminds you of home? 


 

❖ Do you have a sweet tooth? 


 

❖ Where was your last adventure? 


 

❖ Is there a taste that you hate? 


 

❖ Why did you become an adventurer? 


 

❖ What are the tenets of your faith? 


 

❖ Are you sleeping well at night? 


 

❖ Do you have a favorite fruit? 


 

❖ What is the most beautiful thing you’ve seen on an adventure? 


 

❖ What is the most terrifying thing you’ve seen on an adventure? 


 

❖ Who or what was the toughest foe you’ve defeated? 


   
Presenting and Drinking the Glass 
Once there are no more questions to ask, the Bartender mixes the drink.  
 

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 hardest part of fitting into the town? 


 

❖ Who helped you the most as you acclimated? 


 

❖ What is your favorite memory of building up the tavern? 


 

❖ What surprised you the most about living in town? 


 

❖ 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? 
 

❖ Where is your favorite place in town? 


 
❖ What do you miss about adventuring? 
 

❖ What do you not miss about adventuring? 


 

❖ 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? 
 
 
 
 

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