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Book of Taverns
A 112-page perfect bound softcover book from Necromancer Games; written by Chris Jones; interior maps by Brian LeBlanc; cartography by Ed Bourelle.
The Book of Taverns is a collection of ten taverns of varying sizes and flavors. Each one is given at least six or seven pages of text, which includes a detailed background, a full history and stat block for the notable people and creatures at each tavern, a full menu that includes food, drink, and other services, and a room by room key of locations. The maps are all outstanding, a perfect blend of artistry and functionality; the art by Brian LeBlanc is his usual charcoal work familiar to those who have purchased previous Necromancer Games products; it lends a consistency to the book, and provides a fairly accurate representation of the various people and locations.
The game stats all look well done, though I didn't go over them with a fine-toothed comb. One minor problem I have noted however is that there are some misspelled words, of the type that a spell check program would not catch (e.g., "Sills" instead of "Skills", "jut" instead of "just"). Then there was the new magical musical instrument detailed in Malachai's Public House that is repeatedly referred to in the boxed text as a ring. This is a minor complaint overall, not enough to affect my rating of the book, but it is something that NG should pay attention to in future works.
Rather than give a general description of the taverns overall, I'll provide below a capsule summary and review of each establishment.
The Trireme: A place with a Greco-Roman theme, where you can go to sip or swill wine and debate philosophy, or anything else that comes to mind. Players and DMs who like to do a lot of intensive role playing should get a kick out of this one. 4/5
The Witch's Teat: Run by a colorful group of scoundrels, this place has a magic portal which intermittently conjures random monsters; unlike a summon monster spells, these creatures and their equipment are permanent. When no monsters appear, there are also pit-fights. This place is perfect for players whose eyes glaze over with more than five minutes of non-combat-related events, but the NPCs are interesting enough for more balanced groups to find plenty to do here as well. I would've liked to have seen stats for sample blademasters though. 4.5/5
The Quintain's Tower: More than a tavern, this place serves as the focus of a number of ogre, bugbear, and goblin tribes, as well as two groups of rangers. For fairly involved reasons, these groups mostly get along with one another. Stats are given for leaders and members of each tribe, as well as for the heavy-hitting ogre mage who runs the place. The backstory of the tavern is also quite a read. Outstanding. 5/5
The Horse Lord: This is one of the more sedate, even boring, of taverns. It serves as a meeting place for the horse wranglers of the region, and competes with a similar establishment across town (which I thought sounded more interesting). It does have some nice touches, but I don't see most adventuring groups spending a lot of time here of their own accord. 3.5/5
Vain Robert's Gibbet: On the wharves, this tavern caters to privateers, surly sailors, and even pirates. It is built from a converted grain silo on the site where a notorious pirate was hanged. A great place to hear sea stories, recruit sailors, gather information, and get into trouble. 4/5
The Lion Rampant: I'm not quite what to think of this one. The tavern caters to the wealthier set, and is run by a paladin, yet it serves as a front for the local thieves' guild (which this guy is marginally aware of). Although this is explained in the background, it still seems a little iffy. There's also a self-described king from the distant future who lives here in exile, with a band of paladin hangers-on at his side. Still, a useful place to meet petty nobles or even contact the thieve's guild. 3.5/5
Death and Taxes: This small tavern is located in three connected basements in town, and is frequented by merchants, particularly a pair of rival guilds-and thus is as much a den of rogues and scoundrels as any of the other places listed here. A good place to gather information or meet contacts in the merchant class, though its insular nature means it it is not otherwise welcoming to outsiders. 4/5
Malachai's Public House: Run by a famous halfling bard (some would say infamous); if the Trireme allows the DM to cut loose intellectually, this place is great for the showboat DM. It is a great place for adventurers to hang out, sell off or acquire magic items of dubious origin, hear tall tales and seeds of new adventures. 5/5
The Dagger & Rose: This large tavern/inn is located on a trade route between two cities that is haunted by bandits; the owner of this place hires out mercenaries, and has a secret of her own. The Dagger and Rose has a French feel to it, and is a good place for road encounters en route to another locale, as well as to interact with snooty nobles. 4/5
The Four Winds: An interplanar tavern was perhaps inevitable for a product such as this. In the time-honored tradition of interdimensional trademeets as the Bizarre of Deva in Robert Asprin's Myth books, the endless corridor and tavern of Raymond Feist's Midkemia books, or numerous other literary sources, this tavern, run by a god of travel called the Whiskey Man, is an infinite series of three rooms, each of which can be adapted by its locals to suit their needs. As one of the qualifications for entering the place unescorted is to be 15th level, the Four Winds is a place for high level adventurers to further quests, even into epic levels. The "bouncers" are 18th-20th level rangers, the servers are Exp18 ghosts...and of course it is run by a god. You'll either love the fertile grounds this locale can bring to your campaign (especially in challenging high-level PCs), or not want it anywhere near your campaign world. Overall, I felt the area was well-presented and organized, with a good selection of sample rooms (the city of Freeport by Green Ronin makes a cameo, and there were probably others as well I didn't recognize). I would have liked to have seen stats for the flying monkeys, though; the spelling and syntactic errors seemed more noticeable in this tavern; and the final sentence ends on something of a cliffhanger... 4.5/5
Were I to average my above ratings, the result would be 4.2 out of 5. However, I'm going to bump this up to a 5/5 due to the nature of the work. I didn't feel there was a truly weak tavern in the lot, all of them were quite useful, and some I felt were inspired. I can't imagine a DM buying this accessory and not falling in love with at least two or three of the watering holes and wanting to use them right away. And there's enough material here to be usable for years to come and over many campaigns. It could have used another round of editing, I felt, but this was not enough to seriously hurt it; I mainly noticed it actually due to the otherwise stellar presentation of the work. I particularly loved the maps, a far cry indeed from those published in Necromancer Games' Rappan Athuk 2.
A 112-page perfect bound softcover book from Necromancer Games; written by Chris Jones; interior maps by Brian LeBlanc; cartography by Ed Bourelle.
The Book of Taverns is a collection of ten taverns of varying sizes and flavors. Each one is given at least six or seven pages of text, which includes a detailed background, a full history and stat block for the notable people and creatures at each tavern, a full menu that includes food, drink, and other services, and a room by room key of locations. The maps are all outstanding, a perfect blend of artistry and functionality; the art by Brian LeBlanc is his usual charcoal work familiar to those who have purchased previous Necromancer Games products; it lends a consistency to the book, and provides a fairly accurate representation of the various people and locations.
The game stats all look well done, though I didn't go over them with a fine-toothed comb. One minor problem I have noted however is that there are some misspelled words, of the type that a spell check program would not catch (e.g., "Sills" instead of "Skills", "jut" instead of "just"). Then there was the new magical musical instrument detailed in Malachai's Public House that is repeatedly referred to in the boxed text as a ring. This is a minor complaint overall, not enough to affect my rating of the book, but it is something that NG should pay attention to in future works.
Rather than give a general description of the taverns overall, I'll provide below a capsule summary and review of each establishment.
The Trireme: A place with a Greco-Roman theme, where you can go to sip or swill wine and debate philosophy, or anything else that comes to mind. Players and DMs who like to do a lot of intensive role playing should get a kick out of this one. 4/5
The Witch's Teat: Run by a colorful group of scoundrels, this place has a magic portal which intermittently conjures random monsters; unlike a summon monster spells, these creatures and their equipment are permanent. When no monsters appear, there are also pit-fights. This place is perfect for players whose eyes glaze over with more than five minutes of non-combat-related events, but the NPCs are interesting enough for more balanced groups to find plenty to do here as well. I would've liked to have seen stats for sample blademasters though. 4.5/5
The Quintain's Tower: More than a tavern, this place serves as the focus of a number of ogre, bugbear, and goblin tribes, as well as two groups of rangers. For fairly involved reasons, these groups mostly get along with one another. Stats are given for leaders and members of each tribe, as well as for the heavy-hitting ogre mage who runs the place. The backstory of the tavern is also quite a read. Outstanding. 5/5
The Horse Lord: This is one of the more sedate, even boring, of taverns. It serves as a meeting place for the horse wranglers of the region, and competes with a similar establishment across town (which I thought sounded more interesting). It does have some nice touches, but I don't see most adventuring groups spending a lot of time here of their own accord. 3.5/5
Vain Robert's Gibbet: On the wharves, this tavern caters to privateers, surly sailors, and even pirates. It is built from a converted grain silo on the site where a notorious pirate was hanged. A great place to hear sea stories, recruit sailors, gather information, and get into trouble. 4/5
The Lion Rampant: I'm not quite what to think of this one. The tavern caters to the wealthier set, and is run by a paladin, yet it serves as a front for the local thieves' guild (which this guy is marginally aware of). Although this is explained in the background, it still seems a little iffy. There's also a self-described king from the distant future who lives here in exile, with a band of paladin hangers-on at his side. Still, a useful place to meet petty nobles or even contact the thieve's guild. 3.5/5
Death and Taxes: This small tavern is located in three connected basements in town, and is frequented by merchants, particularly a pair of rival guilds-and thus is as much a den of rogues and scoundrels as any of the other places listed here. A good place to gather information or meet contacts in the merchant class, though its insular nature means it it is not otherwise welcoming to outsiders. 4/5
Malachai's Public House: Run by a famous halfling bard (some would say infamous); if the Trireme allows the DM to cut loose intellectually, this place is great for the showboat DM. It is a great place for adventurers to hang out, sell off or acquire magic items of dubious origin, hear tall tales and seeds of new adventures. 5/5
The Dagger & Rose: This large tavern/inn is located on a trade route between two cities that is haunted by bandits; the owner of this place hires out mercenaries, and has a secret of her own. The Dagger and Rose has a French feel to it, and is a good place for road encounters en route to another locale, as well as to interact with snooty nobles. 4/5
The Four Winds: An interplanar tavern was perhaps inevitable for a product such as this. In the time-honored tradition of interdimensional trademeets as the Bizarre of Deva in Robert Asprin's Myth books, the endless corridor and tavern of Raymond Feist's Midkemia books, or numerous other literary sources, this tavern, run by a god of travel called the Whiskey Man, is an infinite series of three rooms, each of which can be adapted by its locals to suit their needs. As one of the qualifications for entering the place unescorted is to be 15th level, the Four Winds is a place for high level adventurers to further quests, even into epic levels. The "bouncers" are 18th-20th level rangers, the servers are Exp18 ghosts...and of course it is run by a god. You'll either love the fertile grounds this locale can bring to your campaign (especially in challenging high-level PCs), or not want it anywhere near your campaign world. Overall, I felt the area was well-presented and organized, with a good selection of sample rooms (the city of Freeport by Green Ronin makes a cameo, and there were probably others as well I didn't recognize). I would have liked to have seen stats for the flying monkeys, though; the spelling and syntactic errors seemed more noticeable in this tavern; and the final sentence ends on something of a cliffhanger... 4.5/5
Were I to average my above ratings, the result would be 4.2 out of 5. However, I'm going to bump this up to a 5/5 due to the nature of the work. I didn't feel there was a truly weak tavern in the lot, all of them were quite useful, and some I felt were inspired. I can't imagine a DM buying this accessory and not falling in love with at least two or three of the watering holes and wanting to use them right away. And there's enough material here to be usable for years to come and over many campaigns. It could have used another round of editing, I felt, but this was not enough to seriously hurt it; I mainly noticed it actually due to the otherwise stellar presentation of the work. I particularly loved the maps, a far cry indeed from those published in Necromancer Games' Rappan Athuk 2.