Taverns and Tankards (d20)
You 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.
39 Pages.