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The Book of Taverns
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<blockquote data-quote="Messageboard Golem" data-source="post: 2010435" data-attributes="member: 18387"><p>The Book of Taverns is an unprepared GM’s best friend. Need to know what the tavern has to eat and drink? No problem! What about who runs it, or the staff? Once again no problem! If you need a tavern for those plane-traveling PCs then The Four Winds is what you need. What about a meeting place where orcs, ogres, and humans get along? This book has got one for you - try The Quintains Tower. This book has ten fully detailed taverns that can be easily placed in an existing campaign with little or no modifications.</p><p></p><p>Each tavern is broken down into five categories. First is the background followed by the people who own and operate the tavern, along with staff and any other NPCs associated with it. Next is the description of the tavern, goods and services, and last adventure seeds.</p><p></p><p>The background gives the history of the tavern, who built it, when it was built and why.</p><p>Also included are brief descriptions of each tavern. Each background reads almost like a short story, introducing you to the people who will be interacting with your PCs frequently, at least some of them will. </p><p></p><p>Next come the NPCs - the people behind the tavern. All the people associated with the tavern are here, from the owner to the stable hands. Each NPC is fully detailed, having a description, stats, skills, feats and items.</p><p></p><p>Following that is the description of the tavern, along with the maps. Each room is covered, from the common room to the bedrooms. First is a description of the building, what it looks like and general information about the outside along with wall thickness and door information. Next is a room by room description, detailing what is in the room, who usually is there and why they are there. This section is also where you will find anything in need of special attention - traps, chests, secret doors, etc. </p><p></p><p>Goods And Services is a small section giving a menu of sorts of what can be had in the tavern - food, drink etc. and how much it costs. Each tavern has its own unique menu. There is none of the standard ale here. Want something special? How about knuckle bones, a drink that is made using orc bones instead of woodchips. </p><p></p><p>Although there are only a few adventure hooks each one is designed with the history of the tavern in mind. Each hook gives a brief overview of what needs to be done, while at the same time allowing the GM enough room to add his or her own creations and ideas to it.</p><p></p><p>I really liked this book; it makes the GM’s job a little easier. With a little preparation any of these taverns could be added to an existing campaign. I did have a few problems with it though. First, some of the menus were a little hard to read; on some of them certain categories that should have been bold were not. This is not a major problem but it causes a little confusion at first glance. Second, a lot of the NPCs had some sort of magical item, these ranged from small things like a ring of sustenance to vorpal swords. Now not a problem in and of itself it could cause some powergaming if the pc’s decide to relieve said NPCs of their items. Third, there were a few typos that caught my eye. Most of them were easy to read into the general idea of the sentence but some of them made the sentence a little confusing. That said I still recommend buying this book. If you need a place for your PCs to stay for a while or just a one stop shop these taverns offer a good resting place. With the detailed histories and personalities your PCs might just look forward to going to that tavern just over the next hill.</p></blockquote><p></p>
[QUOTE="Messageboard Golem, post: 2010435, member: 18387"] The Book of Taverns is an unprepared GM’s best friend. Need to know what the tavern has to eat and drink? No problem! What about who runs it, or the staff? Once again no problem! If you need a tavern for those plane-traveling PCs then The Four Winds is what you need. What about a meeting place where orcs, ogres, and humans get along? This book has got one for you - try The Quintains Tower. This book has ten fully detailed taverns that can be easily placed in an existing campaign with little or no modifications. Each tavern is broken down into five categories. First is the background followed by the people who own and operate the tavern, along with staff and any other NPCs associated with it. Next is the description of the tavern, goods and services, and last adventure seeds. The background gives the history of the tavern, who built it, when it was built and why. Also included are brief descriptions of each tavern. Each background reads almost like a short story, introducing you to the people who will be interacting with your PCs frequently, at least some of them will. Next come the NPCs - the people behind the tavern. All the people associated with the tavern are here, from the owner to the stable hands. Each NPC is fully detailed, having a description, stats, skills, feats and items. Following that is the description of the tavern, along with the maps. Each room is covered, from the common room to the bedrooms. First is a description of the building, what it looks like and general information about the outside along with wall thickness and door information. Next is a room by room description, detailing what is in the room, who usually is there and why they are there. This section is also where you will find anything in need of special attention - traps, chests, secret doors, etc. Goods And Services is a small section giving a menu of sorts of what can be had in the tavern - food, drink etc. and how much it costs. Each tavern has its own unique menu. There is none of the standard ale here. Want something special? How about knuckle bones, a drink that is made using orc bones instead of woodchips. Although there are only a few adventure hooks each one is designed with the history of the tavern in mind. Each hook gives a brief overview of what needs to be done, while at the same time allowing the GM enough room to add his or her own creations and ideas to it. I really liked this book; it makes the GM’s job a little easier. With a little preparation any of these taverns could be added to an existing campaign. I did have a few problems with it though. First, some of the menus were a little hard to read; on some of them certain categories that should have been bold were not. This is not a major problem but it causes a little confusion at first glance. Second, a lot of the NPCs had some sort of magical item, these ranged from small things like a ring of sustenance to vorpal swords. Now not a problem in and of itself it could cause some powergaming if the pc’s decide to relieve said NPCs of their items. Third, there were a few typos that caught my eye. Most of them were easy to read into the general idea of the sentence but some of them made the sentence a little confusing. That said I still recommend buying this book. If you need a place for your PCs to stay for a while or just a one stop shop these taverns offer a good resting place. With the detailed histories and personalities your PCs might just look forward to going to that tavern just over the next hill. [/QUOTE]
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