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Tiny Taverns
Tiny Taverns
Tiny Taverns
3
TABLE OF CONTENTS:
During the Game .............. 134 Game Master Toolkit ......... 168
Character Advancement ......... 134 Connections........................... 168
Advancement Bar .................134 GMing Slice-of-Life ............... 170
Gaining Experience ...............136 Episode Generator ................. 178
Epiphanies ..........................137 Hunting & Foraging Minigame .. 184
Reflections ...........................140 Enemies ................................. 189
Moods ................................... 141 Sample Bestiary ..................... 193
Status Afflictions .................... 143 Monsters .............................199
Chores ................................... 148 Legendary Creatures .............. 204
Mixologist Guide ................... 152 Sample Magic Scrolls ............. 208
Tavern Service Minigame ....... 155 Spellbooks & Wizard Tomes .... 211
Trade, Markets, & Buying Stuff. 162 Cooking Minigame ................. 214
Weather ................................. 167 Sample Magical Food ............. 218
Safety Tools ............................ 222
Character Sheet................ 224
Tavern Sheet .................... 226
Appendix of Terms ............ 228
4
My friends and I ran a high fantasy rpg campaign (our first real RPG)
from 6th grade through college, using a minimalist roleplaying system we
customized for our purposes. Because we didn’t belong anyplace, we created
our own fantasy setting and added lore as we went along, taking things we
liked from other games and inventing new things whole cloth.We home-brewed
rules and fudged rolls. We wrote fiction and drew pictures (and too many
maps).We improvised legendary endings for heroes and redemption arcs for
villains. Characters came and went as people entered and exited our lives,
each leaving their mark on our collaborative fantasy world. Some retired,
some perished, some lived on in glory.We played their children, grandchildren,
and in one case, a reincarnated ancestor. 12 years of an improvised story, four
versions of our home-brewed rules. It all began in a humble tavern, with the
pregnant then-innocent question: “How do you know each-other?”
This book is dedicated to the adventurers of Candlelight Hollow, and all the
travelers, thieves, and friends who walked with us in a world we changed together.
And to Christen, the love of my life, who patiently listens as I talk about it.
- Spooky
5
o
“No heat like that of shame, no pain like that of refusal, no sorrow
like the loss of friends.”
- Inscribed above the hearth
TABLE-TALK ROLEPLAYING
Chances are, you’ve played a tabletop roleplaying game before,
and you generally know what you are in for. But if this is your
first roleplaying game, you’re probably wondering what all this is.
You might feel a little intimidated. That’s okay. It’s really not as
complex as it seems.
A roleplaying game is basically a conversation with rules. The
conversation is about a story. Each player adopts a role in the
story, a character, and tells it from that character’s perspective.
The conversation is mediated by a lead storyteller known as the
Game Master, or GM. It is the GM’s job to help the players
tell the story by introducing scenarios, guiding the plot, and
keeping the conversation going. The Game Master plays every
character that isn’t one of the “player characters.” This means
the Game Master must adopt the roles of everyone who isn’t
controlled by one of the other players. These characters are
known as “non-player characters,” or NPCs. Being a Game
Master is a complex job, but also very rewarding. The Game
Master makes the story possible. Just like you do!
Most games test specific skills. This game tests a player’s
storytelling ability, their ability to improvise, and their creativity.
Players “win” the game when they tell an interesting story,
improvise well, meet their personal goals, and have a good
time. The GM “wins” when all the players enjoy themselves.
No matter where the story goes, as long as you’re having fun,
you’re winning.
Table-Talk Roleplaying 6
THE STORY
The story of our game is about a group of friends who run a tavern
or other hospitality establishment together.This tavern happens to
exist in a fantasy setting. Magic and monsters are real and dozens
of different fantasy peoples live and congregate together. The
details of this setting are invented as we tell the story. We elaborate
upon these details as we play, gradually creating our setting’s
“lore.” The story follows its own logic, and as we improvise, we
decide what is or isn’t possible within the context of our story.
Our story only works when we all agree on what happens. If
we are picturing different events, or if we are following different
lore, then we’re not telling the same story anymore. No one
person “owns” the lore of the story we tell. We are all telling it
together. When one player introduces something that interests
another player, that second player can pick up where the first
one left off, elaborating on the detail and making it more
interesting. The Game Master mediates how we tell the story
(like a referee), ensuring we are all on the same page.
One way the Game Master does this is through the game’s
rules. When we disagree on what happens, or when we don’t
know what will happen next, we let the dice decide. We all
agree to go by what the dice determine. Many of the game’s
rules pertain to how we interpret the results of the dice, when
we should roll the dice, and who has better odds.
The dice are also a storytelling tool that the GM can use to
make the story more entertaining. They keep the story exciting
and present challenges for us to overcome. When we want to
spice things up and introduce something unpredictable, the
dice can help us do that.
Sometimes, a situation may arise that we could not predict, and
we’re not sure which rule to deploy. If there are no rules to tell us
how to handle this, or we’re not sure how to proceed, the Game
Master tells us what happens, and we keep going. To make this
call, they consider what makes the most sense given the narrative
so far, what would be the most interesting, and what would keep
the story going. This way, the focus is always on the story.
7 Table-Talk Roleplaying
THE CHARACTERS
Player Characters in Tiny Taverns are employees, proprietors,
and/or owners of the tavern, inn, boarding school, or whatever the
establishment happens to be.They hail from different walks of life,
have different skills and interests, and embrace different beliefs
and aspirations. Some may be content to this life, while others
lofty dreams of better things. But whatever their motivations,
they are, for the time being at least, stuck working in this tavern.
Without other options, they must find some shade of happiness in
the tedium of tavern chores and the struggles of ordinary life. Of
course, life in a fantasy tavern is anything but ordinary.
You will play as one of these tavern workers. So will the other
players. You’ll have the chance to impact their character’s stories,
and vice versa! Allow yourself to become a fan of your friends’
characters. Our game is the most fun when players care about
other characters as much as their own.
COLLABORATING
The world you create does not belong to anyone specifically.
Neither does the lore you create, even if it is about your
character. Anyone can build upon something introduced to the
story, so long as everyone is okay with what is invented. Don’t
get too attached to what you improvise: it belongs to everyone
now. At the same time, be respectful of what someone else
introduced. It doesn’t hurt to ask, “is it okay if I do this?” This
is a sandbox game, and we all need to keep the sandbox clean
and fun together!
SAFETY
Arguably the most important element of our game is player comfort.
The game cannot function if we don’t feel safe enough to have our
conversation. Similar to how not everyone enjoys a horror movie
with jump scares, there are certain things some players would
just rather not include in their character’s story. Not everyone is
comfortable roleplaying the same things. And that’s okay.
Roleplaying means we are pretending. Players are not their
characters; they should feel free to be someone else for a while,
Table-Talk Roleplaying 8
to do things they normally wouldn’t do. But that’s not an excuse
for making other players feel unwelcome, uncomfortable, or unsafe.
They should feel respected and free to tell stories together. One
cannot fully participate and enjoy themselves if one doesn’t feel safe.
Chances are that you are playing this game with your friends, so
you may think you already know what everyone is comfortable
with and where to draw the line. But sometimes we assume
people are okay with things that they aren’t. It can be easy to be
thoughtless. This game is designed to be a lighthearted romp,
but some players may feel unwelcome if things go too far.
Because player comfort is more important than the game’s
content, everyone should agree ahead of time on the desired
tone, what is or isn’t appropriate, and what subjects (if any) are
off-limits. No one should feel ashamed for drawing lines, and no
one should have to explain themselves if they don’t want to. This
may feel like an extra step, but we avoid many wrinkles if everyone
is on the same page.
During the game, crossing the established lines should be
forbidden. No one should feel pressured into roleplaying scenarios
they’re not comfortable with. There should be no tolerance for
bullying, disrespect, or purposefully shutting down other players.
And while characters may experience trauma and emotional
consequences, anything that takes away a player’s autonomy,
without consent, should be forbidden.
Ideally, everyone should be invested in one-another’s comfort
and fun. Everyone should be forgiving if someone crosses a line
by accident, and anyone who accidentally discovers a boundary
should be willing to back off. It’s always okay to take a break, or
to speak up if something threatens your fun. If things get a little
“real” or “dark,” but everyone is okay with it, then that’s fine. But
it’s okay to check in now and again to be sure we’re still good.
Not everyone is comfortable talking about what they are or aren’t
okay with. It can be embarrassing or private. Fortunately, the
Game Master can deploy a number of safety tools to help manage
player comfort. The Game Master section offers a few suggestions
for this, but if you have a favorite safety tool, go ahead and use it.
9 Table-Talk Roleplaying
Basic Rules
o
I: Basic Rules
B
efore you start playing, it is important to have at least
a passing knowledge of the game’s most basic rules.
These are the foundation for how we tell our story
together. Knowing them ahead of time will help you make a
good character and equip you to tell an entertaining story.
HOW TO PLAY
Our game is a conversation about a story. The way you play the
game is by describing what your character is doing, especially
to the Game Master. When describing your character’s actions,
relay what you are trying to do or what you intend to happen.
The Game Master reacts to your narration by describing the
outcome. Most of the time, what you say simply happens.
When you tell us what your character is doing, that is called
taking an “Action.” “Actions” are shorthand for things that a
character is doing in a scene.
There are different types of
Actions a character can take, and
which type your character is doing
depends on what you described.
We’ll talk about that a little later,
but for now, just know that your
character can do anything that
makes sense in the context of the
story, and often what you describe
will correspond to different types
of Action, which will help us
determine what happens next.
sDf
How to Play 10
TESTS
The core mechanic that runs Tiny Taverns is called a Test. You
roll a Test in any of three situations:
I: Basic Rules
r Whenever your character attempts something where the
outcome is uncertain.
r Whenever a rule or the GM instructs you to.
r Whenever it would make things more interesting or exciting.
Tests 11
Advantage any time they think it makes sense. Narrating your
Actions so that you are playing to your character’s strengths is
a big part of the game.
I: Basic Rules
When you Test with Advantage, you roll three dice (3d6)
instead of two. This increases your chance to succeed! You only
get Advantage on a case-by-case basis; you don’t keep Advantage
from turn to turn, but you do gain it every time it is relevant.
Disadvantage is the opposite. When something in the story
makes it less likely for a character to succeed (but success is still
possible), we refer to it as having “Disadvantage.” Disadvantage
is typically imposed by narrative circumstances, whenever the
GM judges that the odds are against the character. There are
also times that a character’s Trait is a hinderance to what they
are doing; when this is true, that Trait gives Disadvantage
instead of Advantage.
When you Test with Disadvantage, you roll only one dice,
1d6, instead of two. This makes it much harder to succeed.
Like Advantage, Disadvantage only lasts for the specific Test
(thankfully), but it can always happen again if your circumstances
don’t change!
There are a few more things to remember when it comes to
Advantage and Disadvantage:
Tests 12
FOCUS
Focus is a special “boost” you might get
for your Tests.You gain Focus as a result
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of certain rules or by taking specific
Actions. While Advantage is given
whenever it makes sense in the story,
Focus is only granted when something
specifically says the character gets it.
When you Test with Focus, you
succeed if any die’s result is a 4, 5,
or 6. This makes it much more likely for
you to succeed!
Focus stacks with Advantage and Disadvantage. For instance,
it is possible to have Disadvantage but also Focus (meaning
you would roll 1d6, but you’d succeed on a 4, 5, or 6 result).
However, a character can only gain Focus once per Test.
Tests 13
GM TESTS
Players roll a Test whenever the outcome of what they narrated is
uncertain. But what the GM describes always happens; it is never
I: Basic Rules
uncertain when a GM says “the floor collapses” or “the door is
locked” or “the pixie barfs on your new shoes!” In other words,
the GM never rolls dice in Tiny Taverns unless they really want to.
When the GM says something happens, like “the princess throws
her wine in your face,” that thing happens with no Test required.
However, players may “react” to what the GM says (see below).
The GM may choose to roll dice if they prefer to keep the
outcome uncertain, rolling a Test just like a player would (1d6,
2d6, or 3d6). But this is completely optional.
Sometimes a rule forces the GM to Test for an outcome. When
this happens, it is not optional, and the GM must roll (2d6,
unless otherwise stated).
The GM’s job is not to “defeat” the players. It is to challenge the
players and guide the storytelling. The GM is spared the need to
roll Tests so that they are empowered to facilitate play without also
having to count on the dice. But as noted above, they can roll dice
anyway if they want to keep things unpredictable.
REACTING TO THE GM
As mentioned above, the GM does not Test or roll dice when
describing what happens. However, players always get a chance
to react to whatever the GM describes. They react by describing
what their character does in response to what happens in the
story, often proposing an alternative outcome.The GM may then
accept what the player described as what actually happens. If so,
then what the player described occurs, and the story continues.
If not however, then the player rolls a Test as described.
r If the Test is successful, what they described happens instead
of what the GM said. The GM may modify the description
so that it better fits the context of the story, but they must
conform to the intentions of the player, and cannot “shut
them down.”
Tests 14
r If the Test is a failure, then what the GM originally described
happens. The GM may modify the description to reflect the
character’s attempt to change the outcome.
I: Basic Rules
For example: your character is engaged in a pie-eating contest.The
GM says, “Your opponent devours the pie in three bites, winning the
contest.”You “react,” saying,“No, I eat it whole and in one massive bite,
spitting out the empty tin after.”You Test; your “Always Hungry” Trait
allows you to roll with Advantage, so you roll 3 dice. One of them is a
5; you succeed!Your character wins the contest in the exact manner you
described, and the story continues from there.
WAIVING A TEST
The GM can always waive a player’s need to roll a Test, giving them
an automatic successful outcome.There are many reasons why they
might do this. Usually, it is because a successful outcome is more
interesting to the story than failure, or because the context is such
that success is not in doubt.
Some abilities may also instruct the player to “waive a Test.”
When this happens, the character is automatically successful.
Tests 15
OBSTACLES
An Obstacle is a challenge that requires a Test to overcome. Obstacles
are circumstances in the story that makes the outcome of your
I: Basic Rules
desired action uncertain. They can take many forms: a rowdy patron
that needs to be escorted out, a locked door that needs to be picked
(or smashed open), a field of herbs that needs to be searched for a
very specific flower, or a forlorn prince that needs comforting.The
Game Master decides when something is an Obstacle; generally,
it’s an obstacle when it’s in the way of what you want!
The GM can always determine that your roleplaying was sufficient
to bypass an Obstacle, waiving any Test it would have imposed.
But often, you will need to Test.
Obstacles 16
NOTICE TESTS
A Notice Test is a Test made to notice something that might be
I: Basic Rules
overlooked. For instance, recognizing another character’s tell in a
poker game, spotting a thief stealing drinks, or finding a specific
detail while researching an old book are all Notice Tests.
An important note: if characters must find something specific in
order for the story to proceed, they do not roll a Notice Test. Instead,
they just find it. Otherwise this would be a pretty dull story, right?
TRADE TESTS
A Trade Test is a Test made to determine something’s value. More
on trade can be found on page 162, but for now, know that when
you are bartering, selling, or determining how much something is
worth, you’re making a Trade Test.
ATTACK TESTS
An Attack Test is any Test made to determine the outcome of an
“attack” Action. Attack Actions are made with the intention of
inflicting an injury, damaging or breaking something, or hindering
a person or thing from doing what they are trying to do. More on
attacking can be found in Combat on page 30.
MAGIC TESTS
A MagicTest is anyTest made to accomplish a magical task or where
magic is a significant factor. They are used to cast spells, identify
when magic is at work, prevent magic from happening, other such
magical stuff. More on magic can be found on pages 44 and 117.
CHARM TESTS
A Charm Test is any Test made where likability is a factor, or which
uses social leverage, like blackmail, obligation, or calling a favor.
STEALTH TESTS
A Stealth Test is any Test made where hiding or going unnoticed is
a factor, or where subtlety or discretion matters most.
The Game Master may decide that certain simple tasks become
Obstacles if undertaken with stealth and sneakiness.
Obstacles 17
FORTUNE
Some mechanics bestow players with a special resource called
“Fortune.” Points of Fortune accumulate on characters and
I: Basic Rules
carry over from scene to scene, until they are spent, or until they
are lost at the end of a session. The easiest way to get Fortune is
when one of your own Traits gives you Disadvantage; whenever
this happens, you get one Fortune.
A player may spend Fortune to do one of two things:
r During a Test, you may spend a Fortune to negate another
player’s Disadvantage.
r When not attempting a Test, you may spend a Fortune to
change the story so that it favors you.
Fortune 18
INITIATIVE AND TAKING TURNS
Generally, the conversation in Tiny Taverns is pretty loose.
Players can speak whenever they want and in whatever order
I: Basic Rules
they wish (please don’t interrupt, though). A player might
say something, another player might chime in, the GM will
respond, and so on like that, with no turn order being necessary.
An entire game session may even be played like this.
But sometimes the conversation warrants a more structured
approach. If a lot of things are happening at once, or the Game
Master needs structure to keep things orderly, the game enters
a special mode called “Initiative Mode.” This usually happens
during conflicts, but can occur in any scene where the GM
deems it appropriate.
While Initiative Mode is active, all characters (including those
controlled by the GM) act in a specific order. Each player
gets a single Turn to do something in the story. So does the
Game Master. When everyone has had a Turn, that’s the end
of the Round. Then a new Round begins, or the GM turns off
Initiative Mode if they no longer need it.
DETERMINING INITIATIVE
“Initiative” is the turn order of a Round. Whoever’s Turn it
currently is “has Initiative.”
In Tiny Taverns, players act as a single group. When Initiative
Mode begins, Initiative is given to either the Game Master or
the Players, depending on the circumstances of the story.
r If Initiative Mode activated because of something the players’
characters did or are about to do, they get the Initiative.
r If the characters are surprised, ambushed, or let others act
first, then the Game Master gets the Initiative.
When the players get the Initiative, they each take a turn in
whatever order they prefer, working it out among themselves.
When they have all acted, Initiative passes to the GM.
I: Basic Rules
can still “react” as normal. When the GM is done, Initiative
passes back to the players.
Initiative passes back and forth like this until the GM ends
Initiative Mode.
A PLAYER’S TURN
During your turn in Initiative Mode, you describe what your
character is doing just like you normally would. You are limited
to two Actions during your Turn.
What is an Action? Well, as mentioned before, “Actions”
are shorthand for specific things a character does in a scene.
What constitutes an Action will depend on the type of scene or
conflict taking place. After you describe what your character is
doing, the GM compares your narration to the list of Actions
available for that scene. If
what you described checks
off one of those Actions,
then you still have one
more you can take. If it
checks off two, then you
are using up your entire
turn. If it checks off more
than two, the GM may ask
you to revise what you
are doing to something
less complex.
Generally, moving a
significant distance is
considered an Action. So
is attacking someone, or
using an ability. Other
examples include kicking
over a table to make cover,
or finishing a food order
I: Basic Rules
Some things are not considered Actions during specific scenes
because they are so trivial, or because the Game Master deems
you have enough time in a turn to do it. Some examples might
be scooping up an dropped item as you run past it, or barking a
signal to a friend just as you set them up for something awesome.
In the context of the story, a character’s turn lasts as long as is
appropriate to the narrative. It might represent just a few seconds,
or it might represent hours of a single activity. The Game Master
will decide how much in-story time passes between turns, but
generally it is advised that they do not assign fixed amounts of
time, so the story can be as flexible as possible.
I: Basic Rules
- Traditional Dwarven Toast
One might think life at a tavern is pretty peaceful. That might
be true compared to dungeons or the untamed wild. But
the tavern sees its share of conflicts, from heated arguments
between patrons, intrigues over beers, or the not-so-occasional
bar brawl. And the odd dragon attack. That happens too.
In Tiny Taverns, a “Conflict” is any scene where characters act
directly against antagonistic forces. The Game Master signals
a conflict by declaring Initiative Mode and describing the
circumstances of the scene. Players describe their heroic actions
and how they defend themselves or end the conflict.
What follows are some rules the GM can use to facilitate conflicts.
The conflicts in Tiny Taverns are the Contest (a competition
between player characters), the Quarrel (a debate or argument),
the Combat (a physical fight or all-out brawl), and the Action
Scene (a chase, stealth mission, or other fast-paced scenario).
CONTESTS
Characters may end up in competition with one-another, due
to clashing goals, misunderstandings, or other such dramatic
turn of events. Sometimes, they’re just passing the time!
Conflicts 22
During a contest, each character
is an Obstacle for the other. The OPTIONAL RULE:
Contest takes place over several
WORKING IN TANDEM
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Rounds. Each player rolls a Test
at the same time; characters use At the GM’s discretion, when
a player says their character is
their relevant Traits, abilities,
working together with another
and such mechanics as normal. character as they attempt a Test,
Any ability that would hinder and what they describe makes
their opponent (instead of sense given the story’s context,
boosting their own attempt) the GM may grant Focus to
downgrades their opponent’s the roll. This should cost the
Test; Advantage to regular, or helping character an Action if
regular to Disadvantage. done during Initiative Mode.
If both characters fail their
Test, then the Contest continues another round; narrate the
mounting tension, then have them Test again.
If one character fails, then the other is victorious. Narrate
what happens!
If both characters succeed, the contest is a draw! Neither
overcomes the other and it ends in a stalemate.
Contests can be inserted into other conflict scenes, or they can
stand alone. Some contests are a distraction, so be sure to cover
what else is happening while the contest is going on!
QUARRELS
Sometimes characters must convince someone to do something
they are not inclined to do, often while another group actively
opposes them. This is called a Quarrel.
Quarrels represent a debate or argument between the player
characters and any number of opponents controlled by the
GM. The goal is to influence a third party, convincing them
to do something, stop something, or change their mind. Player
characters are opposed by NPCs who are trying to do the same.
The third party may be an individual with clout, the leader of
the opponents, or even just “anyone nearby who isn’t arguing.”
Conflicts 23
They could be trying to convince an angry mob to disperse
(the opponents being the leaders of that mob), convincing
a prince to release their friend (their opponents being the
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prince’s advisors), or even just arguing which beer is better
with a visiting critic.
The Game Master signals a Quarrel by acting Initiative Mode
and describing the scene. The Game Master also decides the
“Conviction” of the third party, which determines how difficult
it will be to sway them (see below). The Quarrel follows the
turn structure described in the Initiative section (page 19) with
each player acting on their turn. The Quarrel lasts until one
side has enough “Sway” to convince the third party, both sides
compromise and appease one-another, or the third party gets
tired and decides they’ve heard enough.
CONVICTION AND SWAY
When a Quarrel begins, the GM decides how much “Conviction”
the third party possesses. They do this by choosing a number
between 1 and 5, with 1 being very easy to convince, and 5 being
steadfast and stoic (or stubborn) in their convictions. This is how
many Rounds the Quarrel will last if not interrupted, and it is
also how difficult it will be to sway this third party.
The goal of each side to is accumulate Sway. Sway is how the
GM keeps track of who is winning the debate. A side gains or loses
points of Sway as a result of actions taken during the Quarrel.
WINNING OR LOSING
When we reach the final
Round of the Quarrel, and
the third party has heard
enough, something
happens based on
which side has the
most Sway.
Conflicts 24
r If the players have equal or more Sway than the third party’s
Conviction, they win the debate. The third party gives them
what they want, to the extent that is possible within their power,
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even if it would be difficult or go against their principles.
r If the players have more Sway than their opponents, but less
than the third party’s Conviction: the third party gives them
what they want, but with a major concession on the part of
the player characters, or with significant strings attached.
r With any other result, the player characters fail to persuade
the third party, and they do not get what they want.
If what you described fits one of those Actions, then you still
have one more you can take. If it fits two, then you are using up
your entire turn. If it qualifies for more than two, the GM may
ask you to revise what you are doing to something less complex.
Conflicts 25
SENSE
Characters can try and sense the motivations of others in-
scene. They may help them figure out how to argue their point,
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what they should avoid saying, or what someone actually wants.
The player should clearly state whose motives they are trying
to discern and how. Then they Test. If successful, the Game
Master reveals what the player wanted to discover or another
piece of useful information. If that information is useful for a
future Action, that Action Tests with Focus.
If the Test fails, the Game Master gives the player two different
pieces of information as described above. However, one of
them is false, and they don’t reveal which.
REASON
Characters may try to reason with those present to gain sway.
Characters take this action if their argument is logical, uses
evidence or the law, or otherwise relies on what they consider
rational. The player should explain the point they are trying to
make. Then, they Test. If the GM decides the third party finds
the point weak, or if they are in a cranky Mood, the Test has
Disadvantage. If the GM decides the third party is sympathetic,
or if they are in a good Mood, the Test has Advantage.
If the Test is successful, their side gains a point of Sway. If the
Test is a failure, then the point is countered, shouted down, or
poorly-received; they lose a point of Sway.
APPEAL
Characters may try to appeal to the emotions of those present.
Characters take this action if their argument appeals to emotion
or decency, invokes honor or other values, or otherwise relies
on emotional impact. The player should explain how they tug
heartstrings. Then, they Test. If the GM decides the third party
finds the point weak, or if they are in a cranky Mood, the Test has
Disadvantage. If the GM decides the third party is sympathetic,
or if they are in a good Mood, the Test has Advantage.
If the Test is successful, their side gains a point of Sway. If
the Test is a failure, then they irritate the third party, who
Conflicts 26
downgrades their Mood (Good to neutral, or neutral to
Cranky). If their mood is already Cranky, then they’ve heard
enough; their side loses a point of Sway, and the Quarrel ends.
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SHUTDOWN
Instead of convincing the third party, characters can “attack”
their opponents by trying to shut them down. They do this by
intimidating them into silence, distracting them, laying them
out with a sick burn, or any other such tactic. Players should
describe what they are doing and to whom. Then, they Test.
If successful, the GM chooses one of the following: the Shutdown’s
target suffers an appropriate Injury (representing injured pride or
feeings, see page 36 or the target’s side loses a Sway. If the Test is a
failure, then you’re the one who looks foolish; your side loses a Sway.
CALM
Characters may attempt to calm the tempers of those present.They
do this by trying to soothe hurt feelings, offering a concession,
being serene, or even by offering a compromise. Players should
explain what they are doing and how. They should also say what
they are offering or proposing, if that is the route they are taking.
Then, they Test. If they are offering something the other side(s)
want, this Test is made with Advantage.
If successful, the moods of all present are set to neutral, and
until their next turn, the character Retorts with Focus (see
below). If the Test is a failure, they are unable to calm anyone.
TEST
This is a catch-all action for any interaction with an Obstacle
that isn’t any of the above. All kinds of things may require a
Test, like physically restraining someone so they cannot say
anything, or breaking a table to thunder strike everyone into
paying attention. If successful, you get the result you wanted. If
you fail, something different happens; the GM will tell you what.
The GM may award or deduct Sway if they think it makes sense.
Abilities may also ask for the player to Test. When players use
those abilities, they are taking this action.
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THE GM’S QUARREL TURN
On the Game Master’s turn, each entire opposing side acts as
one enemy. This mass enemy may take between 3 to 6 Actions,
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depending on how many participating opponents there are.
Generally, enemies will try to do the previously listed Actions
and either gain Sway, or verbally lambast the player characters,
inflicting appropriate Injuries to hinder them later. Remember,
enemies don’t have to Test unless the GM wants them to.
Players may React to these actions as normal. Remember that
you can only react if it makes sense to do so, and that each
reaction past the first Tests with Disadvantage. Player reactions
are interpreted into one of the following:
r Retort a point with a quip or counter
r Test to overcome an Obstacle
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ACTION SCENES
An Action Scene occurs when the story requires rapid action and
repeated physical feats. A chase throughout the tavern, a rush to
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complete a big food order before the customer walks out, infiltrating
a locked room without being noticed, or following a thief across
rooftops are all examples of Action Scenes.The Game Master signals
the start by describing the scene, then requesting the first Test.
In game terms, an Action Scene is a string of Obstacles encountered
in rapid succession.To begin, the Game Master describes the situation
and an Obstacle that must be overcome to proceed. Then each
player, in any order, describes how they are attempting to overcome
or bypass the Obstacle. The player then Tests. If the GM decides
the Obstacle is especially challenging, the Test has Disadvantage. If
the character succeeds, they pass the Obstacle and continue to the
next one. If they fail, then the Obstacle has stopped them; they are
either temporarily removed from the scene, or the Game Master
provides an “alternative route” and a chance to catch up.
The GM may waive a Test if a player describes or uses something
that renders the obstacle useless.
After each player has a turn, the remaining characters encounter the
next Obstacle.The scene continues like this until either all characters
are removed, or one or more characters pass the final Obstacle,
with the Game Master describing what happens in either case.
Action scenes should be brief, related challenges. Players can
invent whatever solutions they want for each Obstacle; creativity
should be rewarded with Advantage or by waiving the Test. The
Game Master should keep the number of Obstacles low; three
is a good number, six is too many.
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COMBAT
When a physical fight breaks out, a Combat occurs. The Game
Master signals the combat by activating Initiative Mode. The
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Combat follows the turn structure described in the Initiative
section (page 19), with each player taking their turns in any
order they choose, and play being divided into Turns and Rounds.
Combat lasts until no one is fighting anymore.
YOUR COMBAT TURN
During your turn, you have two Actions. Players describe what
their character is doing and what they hope to accomplish. The
Game Master then interprets what they described into one of
the following Actions:
r Move to a specific spot
r Attack a target and attempt to hinder or damage
r Evade damage, attention, or hindrances
r Seek the upper hand by turning the tables
r Equip an item or something nearby, or Give something to
another character
r Test for an ability or to overcome an Obstacle
If what you described fits one of those Actions, then you still
have one more you can take. If it fits two, then you are using up
your entire turn. If it qualifies for more than two, the GM may
ask you to revise what you are doing to something less complex.
MOVE
If what a player describes involves moving quickly from one
place to another, that is considered a Move action. The Game
Master determines whether or not you can cover enough
ground to get to where you want. Generally, characters can
move up to 25’ with a single Action.
Sometimes movement requires a Test, like if there is stuff in
your way, or if your movement is hindered somehow. Even if
you fail a movement Test, the character might still get to move
a little, just not to where you intended.
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ATTACK Example Of Combat Play:
Attacking is one of the most A bar fight breaks out among
important aspects of combat. An the patrons. Thankfully, the
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“attack” is any action with the players have the chance to go
intention of inflicting harm to a first. They decide that Datura,
person or thing (such as damage the selkie barmaid, should go
or injury), hindering or subduing first. Her player says, “Datrua
an opponent, or forcing a specific dives behind the bar from
course of action upon a person across the room!” The Game
against their will. Hitting someone Master decides that fits both
with a chair, tackling them to the the Move and Test Actions;
ground, or forcing them into a Move to cross the room,
room with no exit are all “attacks” Test to dive behind the bar.
in this context. Datura passes her Test so
what she describes happens.
To attack a target, they must be
Next is Kitani, who says, “I
within your range. Generally you
grab the sword off the mantle
can only attack targets within
and toss it to Lunata!” The
your reach (or reach of whatever
GM decides that is two Equip
you are holding), but you can
actions, one of which requires
always throw objects at your
a Test, which Kitani passes.
opponents if they are too far.
Finally, Lunata says, “After
Some weapons fling projectiles
catching the sword, I use it
and can reach much farther.
to disarm the guy in front of
Melee Attacks are attacks me.” The GM decides that is
made within your reach. Punching, an Attack Action; Lunata fails
hitting with chairs, smacking them the Test. But since that was
with your sword… that kind only one Action, she can do
of thing. Ranged Attacks are one other thing, so she says,
attacks made outside your reach. “I brandish my sword to parry
Throwing a coffee mug, hurling a anything that comes my way,”
javalin, shooting a crossbow… you which the GM decides is an
get the idea. Finally, Grapples Evade Action. Now it is the
are attacks there are intention is enemy turn, and the players
to overpower your enemy, like brace themselves to React to
wrestling them to the ground or whatever the GM is about to
tying them up in a rope. describe.
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Attacks are resolved by Testing. The Obstacle is your enemy.
If you are attacking in a manner with which you are Proficient
(meaning you have a relevant Proficiency that applies to your
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attack, see page 95), then you Test as normal. This is also the
case if the Game Master decides you and your opponent are
both evenly matched. If neither are true, then you Attack with
Disadvantage. Certain mechanics might give you Advantage
for an Attack roll, such as having Mastered your weapon.
If you Test successfully, then what you intended happens. The
Game Master describes the results of your attack. You may also
choose to inflict an Injury on your opponent (see page 36 for
more on Injuries). An unarmed attack inflicts a Minor Injury. If
you are using a weapon, then you always inflict an injury, but you
may decide if it is Major or Minor. Most enemies have a number
of Health Points (Hps) that represent how many injuries they
can sustain before they decide they don’t want to fight anymore.
Attacks only inflict one Injury unless they say otherwise.
If you fail the Test, the enemy evades you, or you are otherwise
unsuccessful.Tell us what happens instead and what went wrong.
More on weapons (including different types) can be found in
Equipment on page 104, and Weapons on page 109.
EVADE
Characters are evading if they are actively avoiding anything
and everything that could hurt or hinder them. Crawling under
the tables during a bar brawl, ducking and dodging flying
plates, parrying attacks, or simply avoiding the line-of-sight of
possible opponents are all good examples of Evading.
While you are evading, you can Save as many times as you
wish during other turns (once per attack aimed at you), and
you do not suffer Disadvantage while attempting a Save Test
(see the Defend reaction below on page 34) except if due to
Injury (see Injuries on page 36).
At the Game Master’s discretion, you may protect up to two
others when Evading. If so, they also gain the benefit of evading
as long as they follow you (and as long as you are still evading).
Conflicts 32
SEEK
If something a player describes doesn’t fit the other actions,
chances are the character is trying to find some kind of advantage
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or a way to turn the tables on the enemies. Seek is the default
action for anyone who describes a course of action that is meant
to empower a future action, prevent an opponent from doing
something, or set-up another character for victory. Some examples
include: Waiting for an opening to do something, distracting or
baiting an enemy into a specific behavior, using the environment
against the enemy, getting a running start to use your momentum,
or other such set-ups for future actions.
When you choose to Seek the upper hand, you describe what
you are doing and the intended result. The Game Master may
choose for you to Test, or they might just give it to you. Then,
the Game Master rewards one of the following effects:
r The narrative changes to what you described (and possibly
making things more advantageous for you and your allies).
r The next time this conflict you or an ally attempt a specific
Test, they Test with Focus.
EQUIP
Equipping is any action where you obtain or brandish a new
item. Picking up a dropped scroll, drawing a sword or dagger, or
rifling through your backpack for the right spell book are all Equip
actions. Equipping also pertains to giving an item to someone else,
even if you are throwing it to them from across the room.
To equip, you must have a hand free. You can stash or stow
a small item as a part of equipping, or you can drop whatever
you are carrying at any time. Stashing a large or cumbersome
item is an action.
Sometimes equipping may require a Test. Generally this is if
you want to equip with something other than your hands, or if
you only have one hand free and you need both, or if the thing
you are trying to equip is slippery, stuck, or otherwise being
uncooperative. The Game Master will determine if a Test is
required; failure means you’ll probably have to try again.
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TEST
This is a catch-all action for any interaction with an Obstacle
that isn’t attacking or seeking the upper hand. All kinds of
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things may require a Test, like squeezing past someone trying
to block your path, or scrambling up the wall so you can get a
high vantage on your opponents. If successful, you bypass the
Obstacle and get the result you wanted. If you fail, something
different happens; the GM will tell you.
Note that something still happens if you fail this Test. Just not
what you wanted or expected.
Abilities may also ask for the player to Test. When players use
those abilities, they are taking this action.
THE GM’S COMBAT TURN
On the Game Master’s turn, each enemy may take up to 2
Actions. Generally, enemies attempt any of the Actions described
previously. Players may React to these actions as normal.
Remember that you can only react if it makes sense to do so, and
that each reaction past the first Tests with Disadvantage. Player
reactions are interpreted into one of the following:
r Defend against an attack or something harmful
r Give something to another character
r Test to overcome an Obstacle
Remember that you can only react if it makes sense for you to
do so. Your first reaction per Round Tests like normal, but all
others Test with Disadvantage.
DEFEND
A character Defends when they react by avoiding or preventing
the harm of an enemy’s attack. Thwarting an attack, parrying,
dodging, or pushing an ally out of the way of an errant beer
mug are all examples of defending. You can only defend if it
makes sense within the narrative.
Characters defend by attempting a Save Test. The Obstacle
is your enemy’s attack. If you are defending in a manner with
Conflicts 34
which you are Proficient (meaning you have a relevant Proficiency),
then you Test as normal. This is also the case if the Game Master
decides you and your opponent are both evenly matched. If neither
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are true, then you Defend with Disadvantage. Certain things might
give you Advantage while Defending, such as having the high
ground, or having Mastered the weapon you are defending with.
If you Test successfully, the attack is thwarted; what you described
happens, and the attack does not affect you or its target. If you fail,
the attack lands, and you (or the target) suffers the consequences.
Only one defense can be attempted per attack.
Characters may also defend to avoid environmental damage,
like falling rocks, a collapsing
floor, or other such stuff. S
ELFLESS EFENSE D
GIVE If you would like to reward selfless
defenses, implement this rule:
This reaction is how you play
Whenever you defend someone
keep-away with your opponents. other than yourself, if you are
It works like the Equip action, willing to take the damage or effect
except you are always giving instead of the target, you defend
an item to an ally, and you can with Advantage. If successful, any
only do this with something light injury or other effects of the attack
enough to toss. are inflicted on you instead of the
intended target.
TEST
This is a catch-all for any other reaction. The Game Master
should allow players to invent their own reactions to what
opponents are doing, then let them Test to see if they are
successful. If they succeed, what they intended happens. If not,
something different happens that they didn’t expect.
Conflicts 35
HEALTH AND INJURY
“A toast, my friends!
May those who love us be permitted to love us,
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May those who hate us have their hearts turned by the gods,
And if their hearts cannot be turned, may the gods turn their ankles
So we can know them by their limping.”
- Fritzi, well-meaning magician
As a slice-of-life game, physical combat in Tiny Taverns should
be generally infrequent. Even so, tavern curation has its own set
of occupational hazards, especially in an unruly fantasy world.
We represent the well-being of a character in an abstract way,
referring to their current condition as the character’s “Health,”
and specific lasting damage they have suffered as “Injuries.”
INJURIES
Injuries are an abstract representation of lasting trauma,
either physical, emotional, or even spiritual. They are inflicted
by events in the story that would cause lasting damage to a
character’s person. Generally Injuries are inflicted by combat,
obstacles, certain Contests where risk of injury is high, or as a
result of doing something regrettable.
Mechanically speaking, a character suffers an injury when:
r A rule or mechanic says they do.
r The Game Master decides it is appropriate to inflict one due
to the events in the story.
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r Terrible scratches from battle cat ambush
r Bump on head from bar brawl
r Broken leg from falling down stairs
r Shattered confidence from unexpected failure
r Fear of falling due to terrible tumble
r Hurt feelings from a bully’s mean jibe
However, Injuries should always be significant in the context
of the story. A minor bruise, a splinter, or a scraped knee are
probably not significant enough to hinder a character for long,
so they probably do not warrant the infliction of an Injury
without serious narrative justifications.
After an Injury is inflicted, the Game Master decides if it is a
Major or Minor injury. Minor Injuries are easy to recover from
and don’t impede the character too much. A Major Injury is
far more serious and impedes most of what a character can
do. Sometimes a mechanic will tell us if the injury is Major or
Minor. If not, the GM makes a decision based on the story.
In addition to narrative effects, when a character attempts
something that their Injury would hinder, they Test with
Disadvantage. For instance, an injured arm might cause
Disadvantage when the character tries to cook with that arm.
An injured leg might inflict Disadvantage to any Test where the
character is trying to move quickly, while injured pride might
cause Disadvantage when the character needs confidence to
succeed in what they are doing.
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Incapacitated characters are temporarily out for the count.
What this means exactly depends on the context of the story.
It might mean they pass out from their wounds. It might mean
they are too injured to move, or the pain is too great for them to
contribute anything meaningful. It might mean they are dazed
or confused, or trapped and tied up, or crying in another room,
or any other narratively-appropriate thing. Players can invent
the specifics, or they can let the GM come up with something.
The only thing you can spend an Action doing on your turn
while Incapacitated is trying to recover. You do this by making
a Save Test. If successful, you can keep going in spite of your
injuries and take Actions as normal. An ally that is close by and
helping can attempt this test on your behalf, stabilizing your
injuries or helping you up.
Otherwise, Incapacitation only lasts until the end of the scene,
or until the character heals an injury, whichever happens first.
Note that injuries don’t get removed at the end of the scene,
just that Incapacitation goes away; the very next time the
character is injured, they’ll be incapacitated again!
RECOVERING FROM INJURY
Injuries are recovered when something in the narrative cures them.
A healing salve to soothe pulled muscles, a bandage for a deep
scratch, a pep-talk to recover injured courage or pride, an apology to
smooth over hurt feelings, and so forth. When something happens
that would recover an injury, ask the GM if you may remove it.
Another way to recover injuries is by resting. Characters
need at least 6 in-game hours of uninterrupted sleep or rest to
function properly and regain their strength (less sleep might
put you in a cranky mood). If you manage to obtain 6 in-game
hours of uninterrupted rest, you restore all your Minor Injuries.
Otherwise, you restore one Minor Injury for every two hours of
rest you manage to get.
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The injury may not GM is generally advised against
literally “go away” or having player characters die during the
heal overnight, but it course of the story. However, if higher
might be well enough stakes are desired and appropriate,
that it no longer these rules can be deployed.
bothers the character, Characters who suffer a Major Injury
or it healed to the point after they’ve become incapacitated
where the character can have suffered a mortal wound and
will die if they don’t get help. If a
continue unhindered.
character fails three Save Tests against
What matters is that the incapacitation, and they’ve suffered a
injury no longer affects mortal wound, they die.
the character and is This means Save Tests to recover can
removed. be risky. If a character has already
Major Injuries take failed two Save Tests, the player might
longer to recover from want to pass Actions instead of trying
because they are more to get back up.
serious. The character Having said that, the Game Master
must receive some might want to waive Save Tests for
characters if a character death would
manner of in-story care
be too much of a bummer. Slice-
to address the injury: a
of-life games are pretty casual, and
sling for a broken bone, there’s no reason to kill a character
bandages for severe unless it serves the narrative in some
lacerations, a fun night way. Ask the player, “Are you okay
on the town with good with your character dying?” If the
friends for severely hurt answer is no, it’s okay to let them stay
feelings… whatever the unconscious until help finally arrives.
injury calls for. The
Game Master will determine
when you’ve rested enough to
recover from a Major Injury.
When they deem that you have,
they replace it with a Minor
Injury, which is then cured as
described above.
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immobile and heal. The apothecary said it would take six weeks,
but Kitani knows how to heal with special herbs, and treats
Lunata’s arm with a special salve every night to accelerate her
healing. For four weeks Lunata struggles with her chores, making
do with just one arm. In mechanical terms, she sustains her Major
Injury for two in-game sessions, Testing with Disadvantage every
time she does something where a broken arm would hinder her.
Finally, the Game Master announces that her Major Injury is
downgraded to a Minor Injury. Lunata happily removes the cast,
and after a full night’s rest, heals her Minor Injury, becoming
fully-well again.
Unfortunately she falls down the stairs two days later and breaks
her collarbone, but that’s a story for another time.
EMOTIONAL WELLNESS
HEALING EFFECTS As important as physical health
Some rules refer to “healing.” is a character’s emotional well-
They’ll say something like: being. “Emotional Wellness”
“Heal this character.” When
refers to a character’s inner-peace
something says “Heal this
character,” you remove all that
and their ability to process what
character’s injuries. If something they are feeling. It is the “health”
says “Heal an injury,” you only of your character’s emotions.
remove one injury. A character’s emotional health
has two states:Well and Unwell.
While the character’s state is Well, they character experiences
their typical emotional states and functions normally. When
something happens to disrupt a character’s emotional balance
and cause them to experience inner turmoil or internal conflict,
they switch to the Unwell state. Put simply, a character becomes
Unwell when something causes lasting inner turmoil. It implies
lasting distress or a persisting deviation from the character’s
“typical” emotional state. They are preoccupied, distracted, or
acting abnormally.
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taken away, or harmed.
r One of the character’s Beliefs is soured, proven false, or
otherwise shattered.
r An ability or rule inflicts the Unwell state as one of its effects.
r The player decides their character is Emotionally Unwell.
sDf
with themselves,” or have otherwise
temporarily lost their inner-peace.
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depending on the events of the story. The chief doctor for
Wellness is time: time to process one’s emotions, or even to
forget about it.
Wellness is restored when:
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been offered a chance to apprentice for a famous magician, and
if she accepts, she’ll have to move away and leave the tavern for
the summer.While she is happy for her friend, Lunata worries that
Kitani will leave for good, and she’ll be left behind and forgotten.
Lunata’s player decides this causes Emotional Unwellness and
ticks this off on her character sheet.
Throughout the rest of the session, Lunata tries to hide her
emotional state from her friends, and because it is unresolved, her
player decides to keep the Emotionally Unwell state from scene
to scene. Eventually Kitani notices Lunata is acting strange. The
Game Master stages a scene where the two can talk alone, and
after some coaxing, Lunata finally blurts out her fears to Kitani.
Touched and sorry that she caused this distress, Kitani reassures
Lunata that they will always be best friends, and that she’s not
going to leave the tavern forever, no matter how exciting life in
the big city is. She gives Lunata a promise ring to remind her
of this while she’s away. Lunata’s player decides this restores her
character’s Emotional Wellness, and she unchecks the condition
on her sheet. Because they worked through it in-scene, Lunata
is rewarded with bonus Experience at the end of the session, and
the benevolent GM also gives a bonus to Kitani for her role in the
scene.
Of course, Lunata could have gone directly to Kitani upon first
hearing the news (“You’re LEAVING?!” *tears*), and they could
have worked through it right then and there. That would have
been perfectly fine, and they still would have gained the bonus
Experience at the session’s end. It is just that Lunata’s player
thought the story might be more entertaining if she built it up a
little by carrying it between scenes, and really that is completely
up to her!
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items obtained or crafted during play. The magic Traits are
primarily: Spell Reader, which allows the use of magical scrolls
and books, Spell-Touched, which allows someone to cast
“cantrips,” which are minor magical effects, and Spellcraft,
which represents actual literal magic training.
Having said that, any Trait can be considered “magical” if
magic is the reason a character has the Trait. For example,
Beastspeaker, Familiar, and Healer might all be “magical” if
magic is why the character can do those things.
MANA
The magic in Tiny Taverns is powered by life energy, which they
call “mana.” Mana is a by-product of life, and it exists in living
things. It pulses out of animals and people, gathers into wells
around plants and simple creatures, flows through the land in
“ley lines,” and can be contained within specially-prepared items,
like wands, scrolls, potions, and the like.
How you power your spells is determined by the type of magic
you use. For instance, Spell-Touched people use their own
magic, while those who practice Spellcraft temporarily drain the
mana around them to power their spells. The consequences of
these sources are discussed in detail under each magic section.
MAGIC SCROLLS
Magic scrolls are a magic item that can be used to cast powerful
spells. They might be sold by shops, made by scribes in exchange
for a favor, or left behind by forgetful wizards. A magic scroll is
basically a spell written down on special paper with special ink
in a special code. To cast the spell, one need only read the scroll
aloud and make the proper arcane gestures. In game terms, this
means you must be able to read the scroll (meaning you have the
Spell Reader Trait), speak the words, and pass a Magic Test.
Magic 44
If successful, the spell is cast, and
its effects happen. Casting the
spell burns up the scroll, causing
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it to crumble into dust (the spell
is powered by the stuff used to
make the scroll). This means
magic scrolls are one use.
Failing the Magic Test does not
consume the scroll, but you may
have to wait until your next Action
to try again.
There’s a sample of spell scrolls in
Chapter 4, but there is no complete
“list” of spell scrolls. Instead, the
Game Master should invent spells,
or work together with the players
to create spells on-the-
fly. Scroll spells should
be powerful effects that R M
EADING AGIC CROLLS S
significantly affect a O - -C
UT OF ONFLICT
scene. Some examples If you’re not in Initiative Mode, then
of possible magic characters can just try over and over
scrolls include: until they pass the Magic Test to cast
the spell scroll. But why make them do
r A spell that heals
that? It is suggested that Game Masters
a broken bone just waive the Magic Test for reading a
completely spell scroll when not in Initiative Mode.
r A spell that allows It’s no big deal.
one to jump over
rooftops and then fall very gently and slowly
r A spell that burns off all the alcohol in a barrel of booze
(oh no!)
r A spell that turns a door into a wall, making it impossible
to open
r A spell that mutes all sound leaving a specific area, keeping
others from overhearing
Magic 45
SPELLBOOKS
Spellbooks are basically collections of magic scrolls that are
bound together. A Spell-Reader can tear out a page from the
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spellbook and read it like a magic scroll. One can also copy pages
of a Spellbook to make additional scrolls, although you’d need the
right materials and plenty of time. There are also specially-made
spellbooks called “wizard tomes” that don’t burn the page when
they are read (due to special manastone inks and such); spell-
readers who can find a Wizard Tome have a powerful item indeed!
More on spell books can be found in The GM Toolkit (chapter
4) on page 211.
SPELLCRAFTS
A spellcraft is an art of casting spells using the latent “mana” in
one’s surroundings. Someone with a spellcraft can cast specific
magic spells without needing scrolls or other such tools. When
a character takes the Spellcraft trait, they choose one of the four
spellcrafts and gain all the spells pertaining to that spellcraft.
They cast these spells by passing a Magic Test. Failing the Test
means something unexpected happens.
There are limits to how often these spells can be cast. Magic
uses the latent life energy (or “mana”) of one’s surroundings to
power the spell. After a spell is cast, this mana is “burned,” and it
can take some time for it to recover again in enough quantity to
accommodate another spell.What this means in game terms is that
only one Spellcraft spell may be cast per scene. If one character
casts a Spellcraft spell, then no one else may cast any more until
the next scene. This is because they sapped the immediate area of
its mana. This only happens when a spell is successfully cast; failed
Magic Tests don’t sap any mana from the area.
The exception is if, during a scene, you enter a new area or
location and the GM rules that there’s mana present for you to
use in casting a spell, in which case you may cast again.
Note that this is only for Spellcraft spells. Scrolls, magic items,
and other magic effects aren’t powered by latent magical energy
and can be cast no matter how much latent mana is around.
Magic 46
A complete description of these rules and what spells are
available to players can be found on page 117.
There are four kinds of spellcrafts that player characters can
I: Basic Rules
learn:
Magic 47
speaking, or make something palm-sized “disappear,” just to
name a few examples. Spell-touched characters can also sense
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when magic is at work (some describe it as a sugary taste to the
air or a “glittery” sensation) and feel the magic in enchanted
items. They might also just have an magical air about them,
something unusual or wondrous that others notice, but can’t
quite put into words.
To use a cantrip, the player describes what their spell-touched
character is trying to accomplish. Use the above examples as
a guide; the effect cannot be especially powerful, but minor
effects are fine. The GM can always declare what you’re trying
to cast beyond the scope of a cantrip; no lightning bolts or
superpowers, please. Also remember that “Useful” is not the
same as “powerful,” so if a player invents a clever use for a
minor effect (slamming the door in the face of a pursuer,
literally pulling the rug out from under an enemy, etc), the
Game Master should allow it.
The character then attempts a Magic Test. If successful, the
effect occurs and lasts as long as appropriate or until dismissed.
If the Test fails, they’ll have to try again. The Game Master can
waive this test if circumstances warrant it.
Cantrips use one’s own
CANTRIPS IN INITIATIVE MODE mana, so you can cast
Using a Cantrip during Initiative Mode
Cantrips whenever you’d
might require an Action; it is considered like, even if a Spellcraft
“Testing for an ability.” Even if the GM spell has already been
waives the Test, it still uses up an Action cast nearby. You might
to cast. get a headache if you cast
Casting two Cantrips in succession may too many though, so try
cause a headache, at GM discretion.This not to overdo it!
causes the character to become Cranky
s
(see Moods) until the headache passes
Magic 48
FAMILIARS
A familiar is a usually-benevolent
spirit that attaches itself
to another living spirit,
I: Basic Rules
such as a sorcerer,
witch, or just a
friendly soul. They
usually take the form of
small animals and appear normal, except for a minor detail
that betrays their magical nature (like a cat with an unusual
fur pattern, or a raven that casts no shadow, or a fox with three
tails, just to name a few). Most familiars have struck some kind
of bargain with their masters, lending their power in exchange
for something else. But some are just friendly and like helping
the kind person who feeds and takes care of them. For the rest,
who can say? Maybe it just amuses them to be involved in the
antics of mortals.
Familiars are clever and sentient, but they cannot speak and are
limited by their animal form. They communicate telepathically
with their master and can project whatever they see into their
master’s mind. They must remain within 50 feet of their master
at all times, teleporting and blinking in and out of existence in
order to do so. They can go invisible whenever they want, but their
master can always see them, and familiars can also see each-other.
Familiars can only interact with the world through magic.
They use telekinetic cantrips to move things and appear
physical. They cannot be harmed by physical things, but they
can be injured with magic. If a Familiar suffers an injury of any
type, they blink out of existence and come back at the start of
the next scene.
What does a character get for having a Familiar? That depends
on the familiar. Most can cast Cantrips without Testing, but
characters must ask a Familiar to do this. Familiars make good
spies since they can go invisible share what they see. Additional
powers may be invented by the Game Master, but mostly they
make nifty companions.
Magic 49
MAGIC ITEMS
Virtually anything can be enchanted and magical. Tools,
weapons, clothing, jewelry, bags, booze, you name it! Wizards
I: Basic Rules
are always making magic stuff and leaving it everywhere,
because Wizards are irresponsible jerks!
It is up to the Game Master to determine what exactly these
items do and what benefit, if any, they provide. Not all magic
is good, so users would be weary of cursed objects that make
life miserable.
MAGIC ARTIFACTS
Mages tend to use a lot of magical tools to help focus their
magic. Wands, canes, rings and other jewelry, or even mundane
things like brooms and frying pans. To surpass the limitations
of using latent mana, they also tend to make magic items that
are powered by their own innate materials, like cloaks that turn
the wearer invisible, boots that allow one to walk on clouds,
gloves that can shape fire as though it were clay, spectacles that
translate text, and so forth. Most magic items are rudimentary,
created to solve specific daily
problems, leaving the heavy-
lifting for actual magic work.
However, as time passes, and a
magic item is exposed to more
magic and lovingly cared for,
that item grows more powerful.
Over generations, as it is passed
down and used more and more,
its power grows exponentially,
and its owners imprint a piece of
themselves onto the item. These
are known as Magic Artifacts.
Exceptionally rare and powerful,
magic artifacts are prized
possessions, growing stronger
with each generation.
Magic 50
Magic artifacts are difficult to use. One must become
“attuned” to them, to gain its trust, before it bestows its power.
If a character possesses a magic artifact, it acts as a mundane
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item until the character unlocks its power (see Epiphanies
on page 137). Once unlocked, the artifact can be used for its
abilities at-will. What sorts of abilities? That is up to the GM.
However, it is suggested that all artifacts have the following
in-common:
r Possessing the artifact gives the character at least one
character Trait or Proficiency. This is always a Trait or
Proficiency that was possessed by a prior owner of the item.
r The artifact should have at least one spell it can cast at-will,
without draining the area of magic.
Anything beyond the two points above are a bonus! Remember,
artifacts are powerful, but also dangerous; there should always
be dire consequences to abusing the power of a Magic Artifact.
PHILOSOPHER’S STONES
As noted above, spellcraft is powered by latent magical energy,
known as “Mana.” Casting a spell drains the immediate area of
its magical energy, preventing additional spells from being cast.
But mana is not evenly distributed throughout the world.
There are places where magic is especially strong or unusually
weak. Sometimes magic gathers into invisible channels and
rivers, spreading like strands of a web across the lands. These
are called “Ley Lines.” Often miraculous phenomena, which
would otherwise be impossible, occur along the path of these
concentrated mana rivers.
Using these ley lines, alchemists can create a special stone
of crystalized mana known as a “Philosopher’s Stone.” These
concentrated stones, which appear as gently glowing jewels, are
like batteries for magic. They can be tapped for their magical
energy and used to power spells and magical devices. However,
the energy of a philosopher’s stone is finite, and eventually they
are depleted of their magic energy, becoming nothing more
then an ordinary stone.
Magic 51
When a character possesses access to a Philosopher’s Stone,
they can use it to power their spellcraft spells instead of draining
the mana from the immediate area. They can also cast spells
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even if the area has already been drained of its magic. However,
after a scene in which a philosopher’s stone has been used, the
character must attempt a Magic Test. If the test fails, the stone
is used up and cannot power spells any longer.
Characters can make philosopher’s stones, or find them along
ley lines. There are also such things as massive philosopher’s
stones at magical establishments, maintained by on-staff
alchemists, that are provided for all visiting mages (like free
wifi, but for magic). Maybe your Tavern has one?
r Tests are made with 2d6, and you succeed if any dice show
a 5 or 6.
r Advantage lets you roll with 3d6, Disadvantage makes you
roll with just 1.
r Focus lets you succeed on 4s, 5s, and 6s.
r Points of Fortune let you negate a friend’s Disadvantage or
change the story.
r You can do whatever you want as long as it makes sense,
and the GM will tell you if you need to roll for it.
Summary 52
Character and
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o
B
efore we can play, we need to establish a few things.
Specifically, where our game is primarily taking place,
what sort of world we’re playing in, who our characters
are, and so on. Like any good story, we need to lay down some
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foundations before we build.
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The first “session” of your Tiny Taverns campaign should be
what some call a “Session 0.” This is the session where everyone
creates characters, invents the tavern, and brainstorms some
aspects of the game’s setting. It’s also an excellent opportunity
to talk about what kind of story everyone wants to tell,
including what themes they want to see brought up (and
what they absolutely don’t want to see), what plots they’d be
interested in roleplaying, what sorts of background and side
characters should fill out the supporting cast, how everyone
knows each-other, and what sorts of life lessons they envision
for their characters.
Players should create characters together. That way, everyone
knows what their cast looks like, and they have the opportunity
to connect them together.
If they wish, experienced players can make characters
separately and bring them to the first session to be approved,
or the GM can make most of these decisions for the players so
they can jump right in. This might be suitable if the GM has a
specific story to tell or setting to portray, and if the players are
okay indulging the GM’s vision. But we highly suggest holding
a Session 0, even in this case, so that everyone is on the same
page and knows what to expect. If the GM’s job is to ensure
everyone has a good time, and if the game is most effective
when players care about one-another’s characters, then Session
0 is one of the best tools to ensure that happens.
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each character will get their own room or other section of the
Tavern that is just for them! Keep this in mind while making
the Tavern.
As you proceed, you may be taken by inspiration and wish to
change some of your prior answers. That’s totally fine! You can
go back and adjust any answers you wish, right up until the
tavern is finalized. You’ll also get a chance to add new things to
your tavern during play!
Tavern creation follows these steps, which you all do together:
r Tells us what kind of establishment it is
r Choose a location for the establishment
r Invent at least one unique feature or a “Claim to Fame”
r Decide who your typical customer/guest is
r Create at least two “regulars” who are always there
r Name your establishment
After you have created your characters, you will each do one
more thing separately:
r Create your living quarters, or a unique room for the Tavern
It is suggested that players make a map or blueprint of the Tavern
as they create it. If they do, they may leave some space blank to fill
in later. (“Oh, you require an indoor pool? As it so happens, we
have one…”)
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TAVERN TYPE
Together, decide what
RANDOM GENERATION
type of establishment Included in this section are some
random generation tables for the
your “Tavern” is. Where
tavern’s rooms and features. You can
would you like your just choose options from these tables
stories to take place? directly without rolling, or use them
We use the term“Tavern”to as inspiration for your own original
refer to your establishment. answers. Or go ahead and roll up some
Although the word invokes random features! It’s YOUR tavern, it
should be how you all want it to be.
a certain idea, a “pub with
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housing,” your “Tavern” can
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be any place where where lodging and/or hospitality is a significant
component. It can be a snowy mountain lodge, a haunted hotel
in the middle of the city, an island resort populated by dragons, a
boarding school for aspiring mages, a live-in physical rehabilitation
center for injured adventurers, a battle arena for magical chefs, an
airship hotel with full lodging and meal services, or even a secluded
campground for aspiring rangers! The more fantastic, the better.
Brainstorm this together. Consider what sort of people you’d want
your characters to run into. Draw upon real world inspirations,
like a cool place you once visited. What would it take to live there?
Narrow down your choices to a few, then agree on one, or combine
the ones you really like!
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It is important that everyone agrees what the “Tavern” is
because everything will revolve around it. So work together
and compromise, but don’t settle until you are happy with the
“pitch.” It may take a little time, but it will be worth it to have
the perfect setting for your campaign!
Write down your decision on a separate piece of paper, or use
a copy of the “Tavern Sheet” provided in the back of this book.
TAVERN “TYPE”TABLE
Roll a d6 once on each table, then combine the results. Feel
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free to interpret them however you wish, or use these prompts
as inspiration for something you invent together.
TAVERN TYPE 1 TAVERN TYPE 2
1. Rustic 1. Spa / Resort / Ranch
2. Haunted 2. Lodge / Hotel / Hostel
3. Magical 3. Inn / Pub / Traditional Tavern
4. Boutique 4. Boarding School / Camp
5. Famous 5. Bed & Breakfast / Villa / Bodega
6. Failing 6. Saloon / Gambling House
LOCATION
Location is very important to a tavern. It dictates how busy you
will be on any given day, the types of clientele you might encounter,
the types of services you can or cannot offer, and what resources
you have nearby.
Together, decide where you are located. What kind of terrain
surrounds your establishment? How accessible is your Tavern?
Consider the function you’d like your tavern to serve. If you cater
to adventurers, is your tavern at the entrance of a dangerous
dungeon or ruin commonly explored by adventurers? If you cater
to travelers, is your establishment at an important crossroads, or
in a secluded mountainside? Is your tavern a lighthouse on a
Tavern Creation 56
rocky outcropping to keep ships from crashing onto shore? Is the
tavern a massive treehouse in an enchanted wood, designed for
sylvan clientele? Are you in the middle of a city, an oasis in the
desert, or in a pocket dimension only wizards can reach?
Or maybe your establishment is mobile. Is it a massive ocean
ship? A small luxury river barge? A magical yurt that moves on
enchanted legs? An airship catering only to high-class travelers?
If you need to change your answer to the tavern “type” due to
something that inspires you here, go right ahead.
Again, be certain everyone agrees. Take your time on this
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step, because it will tell the GM what you are likely to find and
encounter as your campaign progresses!
WHAT’S NEARBY?
1. A powerful, yet unclaimed source of magic
2. One of the busiest marketplaces for miles around
3. A keep or ruin where adventurers sometimes vanish
4. The territory of many wild, exotic animals
5. Training grounds, a school, or other such place
6. Something blessed by an ancient deity or spirit
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ONE UNIQUE FEATURE
Together, decide at least one thing that your tavern is well known
for. What makes your tavern unusual? What makes it special? Why
would someone go to your place instead of a different tavern nearby?
Most taverns have some kind of claim-to-fame, so what is yours?
Your feature can be geographical or architectural. Are you built
around a natural hot spring? Are there tunnels beneath your
tavern that can take you to any place in the city? Is your tavern
partially submerged, or on the border between the mortal realm
and a place more fey and magical? Maybe you are famous for your
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massive sprawling garden maze, or your haunted wishing well.
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Maybe it’s a service you do especially well. Do you bake the best
biscuits for miles around? Do you make really good whiskey? Are
your beds especially comfortable (or magic)? Is there a band of
musicians that performs regularly for patrons? Maybe you have
really good security, and you are the only safe place in the area.
Maybe you are a front for the Thieves’ Guild, and you offer all
manner of related “special services” for members.
Maybe it’s your story. Was your Tavern established by a famous
folk hero? Was it the site of a momentous battle, or the signing
of a treaty? Is it haunted by the spirits that once dwelled here?
Is it built on ruins of a lost civilization, and even you do not
know all of its secrets? Is it the only thing keeping a great evil
from entering the world? Is it blessed? Cursed?
Agree on at least one unique feature together.You can have more
than one, but it is better to have on or two really unique features
than a lot of smaller ones. If you have a lot of ideas, try to narrow
them down into something manageable, like two or three.
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UNIQUE FEATURES
11: The grave of a legendary hero, a destination for pilgrimages and
of great historical significance, which must be cared for daily.
12-13: A famous beverage, culinary dish, or ingredient, which grows or
is made only here, and must be lovingly cultivated and closely guarded.
14-15: An ancient (but secretly cursed) dwarven forge, located deep
beneath the establishment, where many legendary weapons were created.
16: A ferry, toll bridge, train, or other such travel service that is the
only safe passage through inhospitable terrain.
21: A gigantic library that is bigger on the inside than on the outside, and
in which copies of random books (including journals and travelogues)
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seem to randomly appear.
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22-23: An enormous, naturally-forming philosopher’s stone that
replenishes itself over time.
24-25: Many, many extra-dimensional doors that lead to far away places.
26: A “sorcery showroom” where guests watch artisan magicians
make magic goodies while safely behind a massive pane of glass.
31-33: A massive shopping center, filled with boutiques and eateries,
surrounding a festival grounds or convention center that is always
featuring some celebration or another.
34-36: A magical casino, fully staffed and always busy, where imps and
sentient enchantments are the dealers and magic defenses are tight security.
41-43: A sprawling network of dungeons and caverns which shift and
change, filled with traps, treasure, and artificial creatures.
44-46: All the maids, bartenders, and performers are actually spies,
ninja, or other covert operatives.
51: The establishment is alive and sentient, to some degree, and
communicates through magical means to the owners.
52: The only postal service for miles and miles and miles…
53-54: A gigantic theatre with a massive stage, a live-in acting troupe,
and a trained band.
55-56: An enchanted garden, filled with glowing plants and hidden copses.
61-62: A famous wedding venue, featuring a romantic feature like a beautiful
waterfall, a sprawling beach, a vast mountain view, or an exotic castle.
63-64: A natural hot spring and moor, where the warm mineral waters
provide a number of health benefits, even in the coldest weather.
65-66: A lighthouse, beacon, magic siren, or other such structure
whose purpose is to warn of a specific disaster.
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TYPICAL GUEST
Who would be the typical guest or customer for your establishment?
Write down a few appropriate descriptors. Are they people of a
specific occupation? Are they looking for a specific thing? Do they
come for business or pleasure?
Maybe the answer to this question is obvious. If you are a boarding
school, the typical guest is a student. If you are a camp for aspiring
adventurers, the typical guest is a camper. If you are a luxury resort
for horses belonging to nobles, the typical guest is… a horse. Don’t
be afraid to blurt out the obvious answer.
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This is a good thing to know because it tells us about the types
of services you should regularly offer. It also means that when an
unusual guest comes to stay, you are more likely to notice. Speaking
of which…
INVENT REGULARS
Who are some regular guests that always seem to be at the tavern?
Guests who don’t work there, but are fixtures of the place regardless?
At any given time you can find them in the commons, or the grounds,
or hanging out in one of the rooms, or what have you. They never
seem to leave, and that doesn’t seem to bother you. Usually.
Working together, invent at least two of these regulars who are
always hanging out at the tavern. Think about who you’d like to
regularly interact with. What do they do for a living? How can
they afford to perpetually stay at this establishment? What are
they like? What do they want? What are they good at? What are
their shortcomings?
If you’d like, instead of a regular guest, you can invent some staff.
The owner of the place, the headmaster of the boarding school (or
just a flustered teacher), the stablehand who takes care of all the
mounts, a particularly diligent maid who is like family, or your on-
retainer bard friend are all excellent choices.
From your choices, the Game Master should create NPCs to
populate the tavern. They do this by interpreting what the players
invent, writing down descriptors or details as NPC traits or
proficiencies. Make at least two, and then name them.
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TAVERN REGULAR TABLE
Roll a d6 once on each table below, then combine the three
results to get your Tavern Regular. Feel free to interpret the
results however you wish, or use these prompts as inspiration
for something you invent together.
TAVERN REGULAR 1
1: Furbolg or mandrake
2: Pixie or dwarf
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3-4: Human
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5: Panguri or pooka
6: Selkie or other (invent new)
TAVERN REGULAR 2
1: Prankster / Fool / Thief
2: Merchant / Trader / Trades-Person
3: Soldier / City Guard / Knight
4: Herald / Parcel Delivery Person
5: Ranger / Cartographer / Sellsword
6: Bard / Storyteller / Performer
TAVERN REGULAR 3
1: Who is family to [choose a PC after character creation]
2: Who has a crush on [choose a PC after character creation]
3: Who knows spellcraft and performs magic favors for drinks
4: Who is spying on [choose a PC after character creation] for some reason
5: Who is very rich and eccentric
6: Who is actually a dragon (or other mythic being) in disguise
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ESTABLISHMENT NAME
Finally, name your tavern. Agree on it together. If your tavern’s
name is a clever pun, everyone begins the first session with a
point of Fortune. Yes, you read that right.
If you’d like, draw your tavern’s sign. What sort of emblem do
you use? Do you have a specific motif that you use throughout
the tavern? Maybe a special “look”?
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set aside the Tavern to make player characters. Once your
II: Character +
characters are finished, take the following last steps to finish
your tavern:
TAVERN LAYOUT/MAP/BLUEPRINTS:
Working together, draw a rough map of the tavern. It doesn’t
need to be too detailed, but it should communicate what is
there. You can leave portions of the map “blank” to be filled in
later, if you’d like. In fact, I’d suggest it.
Your tavern layout MUST include:
r A commons, where guests gather and congregate
r Guest quarters, where guests can stay
r Any unique or special features decided upon prior to this step
This is where you may add some special rooms or features to
the Tavern, built specifically to cater to your clientele. Maybe
you have an indoor swimming pool, or a massive library, or a
portal to the fairy lands, or a gigantic philosopher’s stone, or
anything else like that. Create something wondrous, or roll on
the table below. Remember to leave space to expand!
LIVING QUARTERS
Finally, each player adds their living quarters to the map. Make
your living quarters as unique as you’d like. Use this as an
opportunity to tell us more about your character and clue us in
to what they are like. Where you dwell in the tavern should tell
us a little bit about you.
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Whenever we enter your room, the GM should briefly give you
the spotlight to tells us what everyone sees. You decide what
exists within your living space, so make sure it is a reflection of
who your character is right now.
o
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CHARACTER CREATION
“The name’s Trixie Sprindle, friend, and yes it’s made up.That’s my
heckin’-big sword and this is my heckin’-big stein. I’m about short
hellos, long goodbyes, and drinking new friends under the table. And
lucky for you, the first one’s on me!”
The characters are the most important part of the game. This
is because the story is about them! Your character is how you
interact with the game’s elements. Your character’s mechanics
are your toolkit for play, largely determining what you can do
and what you will be good at. In this section, we’ll build your
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character and figure out what’s special about them.
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Hopefully by now you have an idea of the kind of character you’d
like to play. If not, that’s okay! You don’t need to know everything
about your character yet.You can make up details as you play.
At the very least though, you should have a general idea of
how you help run the tavern. Bartender, resident chef, ale
master, meat supply, tavern security, bard that won’t leave…
anything is fine, go nuts! Knowing your general role is helpful
when making choices; it tells us what you expect to do and
gives us insight into your possible motivations. If you change
your mind during character creation, that’s fine too!
Character creation follows these steps:
r Choose a Heritage from the Heritage List
r Choose two unique Traits from the Trait List
r Choose two Proficiencies, then one more or upgrade one to
a Mastery.
r Only one Proficiency may be “Martial”
r Invent your Tavern Trade
r Invent your Belief
r Write down some Belongings (by answering some questions)
r After everyone has made a character, answer Three Last
Questions
Character Creation 64
CHARACTER
BACKGROUNDS IN PLAY FANTASY FIRST
You are the final authority Don’t worry too much about “realism”
on who your character is, when it comes to making your
where they come from, character. Don’t ask: “Is this possible
and what culture they or realistic?” Instead, ask: “Could this
identify with. So whenever happen in the context of our fantasy
world?” The answer is probably “yes.”
we need to know about
This is a fantasy setting rich with
your people, you answer magic, so we can make it work. Be who
those questions instead of you want to be!
the GM, and your answers
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form our “canon.” You don’t have to know everything ahead of
time; you can improvise, and all you have to do is be consistent.
Keep in mind that “your people” are not just those who share
your heritage. They’re the village you hailed from, the counter-
culture you ran with, the family who adopted you, the guild that
taught you, and so forth. Two characters may share the same
heritage but hail from completely different backgrounds. People
of one heritage still come from many nations, traditions, and
different ways of thinking.
The GM should allow players to briefly lead the narrative
when it is relevant to their character. They’ll be more invested to
protect what they invent when you put them in peril!
HERITAGES
Your characters’ heritage represents an aspect of your cultural,
environmental, and genetic origins. Tiny Taverns takes place in
a fantasy world with many non-human peoples, with different
traditions and ways of looking at the world. But your character’s
heritage is just one part of their worldview. Choosing a Heritage
gives you a starting point for where your character’s traditions,
their origins, and their unique identity.
When you choose a Heritage, you gain their listed Heritage
Trait(s).You also get to choose an additional listed Trait to further
reflect your past and traditions; choose the one that most closely
represents your upbringing or latent abilities.
Character Creation 65
In addition to whatever your Heritage Trait gives you:
r Whenever you are doing something where your Heritage would
grant a distinct advantage, then you may Test with Advantage.
r When you are doing something your Heritage typically finds
challenging, you may Test with Disadvantage and gain one
point of Fortune.
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Advantage when using their size to muscle open a locked door,
but Disadvantage when trying to squeeze into a tight space. The
GM has final say whenever your Heritage alone would grant you
Advantage or Disadvantage.
What if you hail from multiple heritages? Then you’ll choose two!
Follow the “Mixed Heritage” rules on page 82.
HERITAGE LIST
HUMAN
Among the most prolific peoples, human beings have spread
across the lands, found in virtually every sort of environment
and all manners of different cultures. Averaging between 5 and
6 feet tall, they come in many shapes, sizes, and temperaments.
Other heritages sometimes joke that humans follow no pattern,
because no two humans are alike. At the same time, humans have
a certain reputation among non-humans for “extreme sociality,”
attempting to befriend everyone they meet, except (bafflingly)
other humans. Some might describe humans as “invasive,”
“superficial,” and “overly-friendly” (or, bluntly put, “a people of
non-stop partying.”)
Relatively short-lived, humans can become preoccupied with
their own mortality, dedicating their lives to specific purposes and
pursuing their goals with intense, borderline-desperate energy.
They are known for their passion, ingenuity, and determination.
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HERITAGE TRAIT:
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Passion - During character creation, write down one to three
things that this character deeply cares about. They can be
whatever you’d like: specific people or groups, philosophic
ideals or concepts, personal goals or interesting topics. Ask
yourself, “for what would this character risk their wellbeing?”
r When one of your
Passions is threatened,
once per session, you
may gain a point of
Fortune and become
Unwell.
r When one of your
Passions is used
against you, you Test
with Disadvantage.
Choose one
additional:
r Adaptive: Select an
gain an additional Trait
from the Trait list.
r Fortunate: At the
start of each session,
immediately gain a
Point of Fortune.
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dwarven men grow massive beards that touch the ground,
braiding and caring for them well, while dwarven women grow
sideburns or manes and style them with plaits. A dwarf ’s beard is
culturally significant and
a point of pride; modern
dwarves may shear or
shave their beards, but
a traditionalist would
never let a razor near
their facial hair.
Dwarven societies are
known for a ridged sense
of honor, generational
blood-oaths, and a
dedication to worthy
arts, such as beer-
brewing, storytelling,
blacksmithing, and
masonry. A common
dwarf belief is that there
is little point in doing
something if you’re
not willing to dedicate
decades to the craft.They
are also known for their
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feats that require endurance
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or stamina. Their stocky
frame makes them hard to
move or knock over.
r Vertically-challenged,
dwarves sometimes struggle with feats requiring height,
speed, or reflexes.
r Humans see dwarves as stubborn and gruff, yet wise
with a heart of gold. Many dwarves like to perpetuate
this interpretation of their natures. They are sometimes
considered hesitant by shorter-lived beings; dwarves don’t
understand why everyone is in such a rush!
HERITAGE TRAIT:
Darkvision - You are able to see in total darkness. If you
are exposed to sudden bursts of bright light, you suffer
Disadvantage on sight-dependent Tests during your next turn.
Choose one additional:
r Insightful: When trying to discern if someone is being
truthful or hiding something, you Test with Advantage.
r Eidetic Memory: You can recall information flawlessly,
even if you only got a glance. When attempting something
where a vivid, flawless recollection would be useful, you
Test with Advantage.
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encourages adorning oneself with a special body paint made
from phosphorescent spores, so many traditionalist firbolg
have glowing spirals or other patterns painted on their bodies.
Most firbolg are peaceful,
owing to their cultural
philosophy that teaches
one should care equally for
all other beings, regardless
of one’s connections to
them (or lack thereof).
According to the firbolg,
the reason they have come
above ground now is that
their mystics divined they
have a role to play on the
surface, that some great
deed will soon be required
of them. But none among
them can say what that
deed will be, or when the
time will come. For now,
they simply wish to live
and wait for that fabled
day, learning what they
can about this strange
world of day and night.
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HERITAGE TRAIT:
Giant Strength - You can carry Large items by yourself (one
at a time). When attempting feats of raw strength, or when
your giant strength would give you significant advantage, you
Test with Focus.
Choose one additional:
r Tough: You can sustain up to four Minor Injuries or two
Major Injuries without becoming incapacitated.
r Darkvision: You are able
to see in total darkness.
If you are exposed
to sudden bursts of
bright light, you
suffer Disadvantage
on sight-dependent
Tests during your
next turn.
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feathered, as are their long reptilian tails. Some mandrakes dye
their feathers in colorful patterns.
The magic that created
Mandrakes has been
lost to time, impossible
to recreate. This drives
them to seek other ways
of establishing a lasting
legacy. Most attempt
great deeds or heroic
quests so their people
will be recalled after
they are gone. Others
create lasting works
of art, monuments,
or public works like
bridges and roads, so
as to be remembered
fondly. Some even
become village or city
guardians, earning them
the affection of the
populace. Good or not-
so-good, all they want is
to be remembered.
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HERITAGE TRAIT:
Flight -You are able to fly.You can glide using thermals and gain
altitude by flapping your wings. Flying for extended periods is
exhausting, and you must Test with Disadvantage to remain in
the air for longer than brief trips without resting.
Choose one additional:
r Draconic Strength: You can carry Large items by yourself
(one at a time). When attempting feats of raw strength, or
when your draconic strength would give you significant
advantage, you Test with Focus.
r Dragon Breath: You can breathe fire, ice, or a cloud of
electricity; choose one of these at Character Creation. You
can use this narratively to affect your environment. You can
also attack with your dragon breath (inflicting a suitable
injury if it lands), but you always
cause collateral damage to the
immediate area when
you do, unless you
Attack Test with
Disadvantage.
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and cat, averaging between four and
five feet tall. Their hair grows thick
and silky, not unlike a lion’s mane,
and spotted or striped fur grows
along their backs, shoulders, and their long, bushy tails. Panguri
ears are large and feline, located on the top of their heads and able
to move independently. Panguri have eyes similar to a house cat’s,
a leathery nose, short spines in place of whiskers, and fangs that
protrude from a split cat-like mouth. Panguri legs are digitigrade
and feline, while their hands are shaped like a human’s, but with
protractable claws and no pinky.
In traditional panguri culture, children (or “cubs”) are raised
together en masse in a creche by the entire community and taught
to see eachother as siblings, regardless of who their actual parents
are. Anyone older is regarded as “mother” or “father,” and anyone
younger is “little sibling.” Due to their unique biology, it is possible
for panguri to have two or more biological fathers. Most panguri
cannot identify their biological parents, but that doesn’t matter in
panguri culture since everyone raises the village’s cubs together.
“Marriage” as it exists in other cultures is completely unheard
of (although “life mates” are a thing some panguri choose to
become). “Family” exists as a concept, but as one chosen by the
individual, biological bonds completely unimportant.
Panguri are an expressive people who wear their hearts on their
sleeves. Deception has no place with them, since panguri smell
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may cause embarrassment.
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r Panguri have higher metabolisms than humans and a much
faster heart rate; they must eat twice as much and twice as
often as humans, leading to the colloquialism “endless as a
panguri’s appetite.”
HERITAGE TRAITS:
Feline Senses -Your senses of smell and hearing are heightened.
You can always identify the ingredients of drink, food, potions,
or other such things via smell (assuming you have smelled those
ingredients before). You can hear something whispered in an
adjacent room clearly and can listen in multiple directions at
once. You Test with Advantage on Notice Tests.
Claws and Paws - You have retractable claws. They’re not
useful as weapons, but you can cut paper, cloth, ropes, and other
such things easily. You Test with Advantage to avoid falling.
Choose one additional:
r Scrappy: You are tougher than you look! You can fall (or
be thrown) twice as far as a human being without suffering
injury. You attempt Save Tests with Advantage.
r Empathic: You can literally smell another’s emotional
state. When attempting to tell if someone is lying or
deceiving, or attempting to identify someone’s mood, you
Test with Focus. When you attempt to lie or mislead others,
you Test with Disadvantage.
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foreheads. Pixies also have bark-like scutes covering their elbows,
knees, shoulder blades, and the backs of their hands and feet. Pixie
sweat is bioluminescent, allowing them to glow at-will in any color.
Most pixies living among other heritages are descended from
those who were ejected from the Seelie Court, a sort of loose
“kingdom” comprised of fey and fairy folk. The Seelie Court has
strict rules on behavior and tend to be isolationist; members who
seek the outside world are stripped of their membership and
can never return. Some time ago, one such pixie tribe willingly
left, curious as they were about
the world beyond their burrows.
Centuries since have resulted in
pixie communities outside the
invisible dimension of the fey and
integrated with other settlements.
Each generation has a touch less
magic than the last, perhaps owing
to their distance from the Seelie
Court, but even those farthest
removed can still play the fairy tricks
that won them their reputations!
r Pixies are excellent hiders,
sneakers, and fliers. They can
sense magic and are good at
figuring out spellcrafts.
HERITAGE TRAITS:
Flutterflight - You are able to fly. You can flutter along with
your butterfly wings at your normal movement rate.You cannot
fly higher than five stories, and if it is too windy you can only fly
a few feet from the ground.
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Fairy Folk - You are one of the magical fairy folk. You are
spell-touched, allowing you to affect the world in subtle
ways. (See Magic; pg 44). You are also able to glow faintly at
will, casting light equivalent to a torch and in any color. Due
to your small size, you are Incapacitated if you suffer more
then two Minor Injuries instead of three.
Choose one additional:
r Poof Trick: With a “poof” of smoke, you can temporarily
change your form. You can either become a human being
of average height and any appearance (although you retain
your pointy ears), or a small inanimate object (you retain
your senses), which your allies can use like a normal item
of its type. You cannot become a “consumable” item, like a
potion or a mug of beer, and you cannot become a magical
item, like a spell scroll or an enchanted blade. When you
change shape, you lose your Flight Ability. You can change
back at any time and always change back after an hour or
so, or after you suffer an injury.
r Stormy: Your temper tantrums literally summon storms,
even indoors! When you are in a Cranky Mood, you can
use an Action to make it rainy and windy. When you are
in a Good Mood, you can use an Action to improve the
weather and make it sunny. These effects last only for a
brief time or until you end them, and they only effect the
immediate area.
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reading-stones to help with their eyesight. Pooka tend to be
inquisitive researchers and clever tinkerers, often cobbling
together elaborate machines with simple purposes or studying
obscure things for the fun of it.
For a long time, humans believed pooka to be magical tricksters
who could change shape and
befuddle minds. But they
had mistaken pooka gadgets
for “magic” and mischief for
scavenging attempts gone awry.
Now that pooka live above
ground with everyone else,
most of those superstitions are
gone, and most know pooka
aren’t inherently magical,
they’re just nerds.
Long ago, pooka were
united by a king who ruled
from a subterranean palace
deep in a forgotten sewer.
But something went wrong,
and now the throne remains
empty, guarded by enchanted
golems and other defenses
that everyone forgot how to
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usually have poor eyesight and wear spectacles of some sort.
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r Many societies value pooka as inventors and scholars.
Pooka are more likely to take great risks in the interest of
learning something new, a trait that many find attractive
and others find… well… insane.
HERITAGE TRAIT:
Spry - Whenever you defend or Test to avoid being struck,
you always Test with Focus. When something would startle or
ambush you, you may Test with Disadvantage; on a success,
you get one Action first.
Choose one additional:
r Sniffy: You can “see” with your sense of smell and find
your way around even in total darkness. If exposed to
extremely potent or overwhelming scents, you suffer the
Sick affliction until you are no longer near the source.
r Scrunchy: You can squeeze into very small spaces that
few consider possible. When you Test to squeeze through
or into small spaces, you Test with Focus.
r Doozery: You make do with less sleep, and use the extra time
to “doozer” on something. You recover Injuries after 4 hours
of uninterrupted sleep instead of 6. Whenever you rest for
the night, you may Test to fit in one last productive activity
without affecting your rest, like studying a book, whipping
together a minor invention, completing a chore, or similar.
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an uncommon fur color or odd spiral markings.
Since they come from the sea and rarely interact with land
beings, humans made them the subject of lore and legend.
Selkie who venture onto land are usually scholars, explorers,
or scavengers looking for goods to bring back to their seabound
tribes. Or they are simply curious. They describe vast wondrous
kingdoms beneath the sea and
advanced peoples who are
unable to leave the water. Some
legends attest that stealing a
selkie’s sealskin forever binds
that selkie and makes them
fall in love, but those foolish
enough to try have learned
this only results in the selkie’s
annoyance.
r As shapeshifting sentient
seals, selkie are good at
swimming, bluffing, and magic.
r Because of their general
unfamiliarity with land
cultures, selkie tend to be
trusting and naive.
HERITAGE TRAIT:
Sealshape - A selkie can transform into a magical seal and
back at-will; they gain the Traits of a seal while transformed
(see “Magical Seal” below), but keep their current injuries. As
a seal, they can only communicate as a seal normally would,
they cannot use tools or weapons (no hands), and suffer
Disadvantage on any Test the GM deems difficult for a seal (go
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figure). They must spend at least one hour per day in seawater
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or else they become Sick until they have done so (see Status
Afflictions on page 143).
Choose one additional:
r Spell-Touched: Magic is in your blood, allowing you to
affect the world in subtle ways. (See Magic; pg 44).
r Sealskin: You have a magical seal-skin in your belongings.
If you wish, it can take the form of another piece of clothing.
Whoever possesses your seal-skin also has your Sealshape
ability. While you do not have it, you cannot transform, but
you still need to spend one hour per day in seawater to
avoid becoming Sick.
r Born to the Sea: You have Focus whenever your action
involves the water. Your max distance for move actions in
the water is 40 feet instead of 25.
MAGICAL SEAL
Traits (Add these to your character while shapeshifted):
r Fleet of Fin: You gain Advantage while swimming in the
water, and your water movement increases to 50 feet.
r Tracker: You gain Advantage when Testing to track a person,
animal, or creature in the wild.
r Land Wobble: You are at Disadvantage when moving on
land, and your land movement decreases to 10 feet.
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you can use the following rules to create your character.
When you hail from two heritages, first you choose the two
heritages of your parents. Write them both down on your
character sheet in the “heritage” section, divided by a slash (ex:
“Selkie/Human”). You can invent how you came to be later, or
you can come up with the story now. The story of how your
parents met might be a fun thing to tell your friends later in the
after-hours of the commons.
Then, determine your heritage attributes like so:
r Your Heritage Trait is “Scion.” Select one of your two
heritages, then gain all the Heritage Abilities of that heritage.
The “additional ability” may be chosen from either of the
two heritage lists.
So if your heritage is Firbolg/Selkie, you would choose one of
those and gain all their Heritage Traits. Using this example,
if you chose Selkie, you would gain the Sealshape Heritage
Trait. When you “choose one additional,” you could choose
from the Selkie OR Furbolg lists, so you could take Tough
instead of Spell-Touched, Sealskin, or Born to the Sea.
If you are awarded a choice of another Heritage Trait, you
may choose from either Heritage’s list of additional Traits.
r Choose an equal number of strengths and weaknesses from
your parents’ combined heritages and note them on your
sheet.
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NOT LIKE THE REST
Some players may wish to play atypical versions of their
characters’s heritage, like a short mandrake, or an immortal
human, or a pixie who has lost their magic. Such concepts
are totally acceptable. Just make sure the Game Master
knows that your character is atypical of their Heritage and
make a note of it on your sheet. If your character’s concept
would contradict a granted Heritage Trait, just replace it with
another Trait from the Trait List, one that better suits what
you’re going for. Have the GM approve any such changes
before finalizing the character.
Be sure to consider how others of your Heritage might
treat you. A pixie without magic might be teased, as would a
short mandrake. A human who has lived hundreds of years
might be seen with superstition and may lose their feeling of
belonging. People of all types have difficulty accepting what
they cannot understand; has your character encountered this,
and if so, how has it affected who they are?
o
Character Creation v Heritages 83
TRAITS
New characters begin with two Traits (in addition to their
Heritage Traits). Traits are unique aspects of your character.
They are shorthand for strengths, weaknesses, and other stuff
that is true about you. Traits might represent some innate ability
the character possesses, or something they learned, or something
they unlocked with time. When you give your character a new
Trait, think about how they got it, what it implies about how
others see them, and how it shapes their behavior or beliefs.
Traits often say when they are relevant during Tests and what
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they give you when you attempt actions. In addition to what is
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described for each trait:
The above rule applies to all Traits listed in this book, in addition
to anything else the Trait does.
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another beyond words. Choose another character to be your Soul
Friend (at character creation, it must be a player character). Gain
a Relationship with them, mentioning they are your Anamchara.
Whenever they are in danger or distress, you always know. You
may also communicate via looks and other signals that others
do not notice, and they always understand. If you are also their
Anamchara, you may Assist their rolls twice per attempt.
Animal Companion: And a beer for my pet fox. You have an
animal companion who follows you everywhere you go. When
you take this Trait, you may choose a small or medium animal,
subject to the approval of the GM. They get either the Fleet,
Tracker, or Flight Traits (whichever is more appropriate), and two
more Traits chosen from the Trait List. They obey the character
and understand commands. The animal can sustain two minor
Injuries or one Major injury before they are incapacitated. They
otherwise behave like a typical animal of their kind, if perhaps a
little smarter.
Barfighter: A fair argument, but have you considered… this?
*SMASH* You are adept at fighting in crowded spaces, where
weapons are not normally available. Any object within reach is
considered an Improvised Weapon for you. You do not suffer
Disadvantage for fighting in tight, noisy, or crowded areas, and
you can Defend even if your hands are bound or full. When you
take this Trait, you gain the Improvised Weapons Proficiency,
which is relevant whenever you are fighting or defending by
using an improvised weapon.
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Beast-Whisperer: What is it, boy? Did Timmy fall down a well?
You are able to communicate with animals via a rudimentary
and primitive way. You can always tell the emotional state of
nearby animals, even if you’ve never seen them before. When
you need a favor from an animal, you may Test; if successful,
the animal does what you want them to do, if only barely. If
your instructions are complex, you Test with Disadvantage. If
you offer them something they want (food, water, scritches,
etc), then you Test with Advantage.
Berserker: They’ve got the ríastrad! Run! You sometimes fall into
an unstoppable primal rage. You can change to a special mood:
Berserk.You go Berserk whenever you are injured, or whenever you
want to. While you are in Berserk Mood, you ignore Disadvantage
caused by injuries, and when you inflict at least one injury, you
also inflict an additional injury for every injury you have currently
suffered. However, while Berserk, you suffer Disadvantage for any
Test that isn’t an Attack or Defense. When you leave your Berserk
Mood, you become Exhausted (see Status Afflictions, page 143).
Charismatic: Barkeep, a drink for my new friend, this stranger.
You are likable and naturally influence others. You attempt
Charm Tests with Focus.
Collector: If the guest wanted it, they wouldn’t have left it! You are
always collecting bits and pieces and odds and ends. Once per
scene, you can pull something small and easily carried out of your
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may Test: if successful, you may change their Mood to neutral.
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When you give someone a pep talk or try to make them feel
better, you Test with Focus.
Daredevil: Hold my beer. You don’t pause when others would, not
even in the face of danger. But don’t worry, the gods like fools!You
are immune to Dread (it is never added to your sheet). The first
time each scene you become Incapacitated, no matter the reason,
your next Save Test is waived (automatically successful). When
you do something really stupid, you Test with Focus.
Deep Sleeper: Next time use the water bucket. You sleep VERY
well. You can get restful sleep in any surrounding and on any
surface. Loud noises do not wake you until they are VERY loud.
You only need 4 hours of rest to recover injuries.
Deft Hands: He won’t mind if I borrow this. You are naturally
skilled at feats of prestidigitation. Whenever you attempt to
pick pockets without others noticing, bump locks, or other
slight-of-hand feats, you Test with Focus.
Drunken Master: I’m better when I’m trashed, you know that!
While you are Drunk, you Test with Focus on all acrobatic feats,
Defense actions, and Save Tests.
Dungeoneer: What did I do before this? Well, grave-robbing basically,
but with more owlbears. You frequented many dungeons and know
your way around them. When in unfamiliar ruins, cave systems, or
subterranean places, you are never lost.When attempting to identify
creatures or traps in any of the above locations, you Test with Focus.
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would be useful, you Test with Advantage.
Entourage: I’ve got people for that. Your character is accompanied
by up to three “Flunkies,” who form their entourage. A “Flunkie”
is a low-powered individual who hangs around the character and
does whatever they want without asking for anything in return:
a knight’s squire, a handmaiden, a cloud of pixies, or a bard’s
groupie are all examples of flunkies. Flunkies can perform menial
tasks and help with minor activities (and provide one free Assist
for GM-approved Actions), but they are unskilled and not much
help in fights or significant endeavors. When having a personal
entourage would be useful to you, you Test with Advantage.
Expertise: Look, I know my probainognathian cynodonts, and THIS
is a cyno-DO! When you take this Trait, you gain a new Proficiency.
Then, choose one of your Proficiencies to become your Expertise.
On all Tests pertaining to your expertise, you Test with Focus.
Familiar: Uh, your cat is… um… glowing. You have bonded with
an otherworldly spirit that had taken the form of an animal. You
gain a Familiar. Create a Relationship that describes the deal you
both made. For more on Familiars, see page 49.
Fast Friend: Mother always said, ‘True friendship is never serene.’
You make friendships quickly, and they all matter to you. When
you spend some time with someone and bond over something
together, you may spend a Fortune to immediately gain a
Relationship with them. Give that Relationship the Like tag.
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Foodie: It’s glutton free! Yes, glutton. …I know what I said. You are
an expert with food and possess a near-perfect palate. When
attempting to make food out of something exotic or difficult, you
never suffer disadvantage. When attempting to make food out
of a common ingredient or with less equipment, you Test with
Advantage. You always make one additional serving when you
make food (see page 214 for more about making food!).
Gadgeteer: It’s just a matter of having the right tool! You always
keep a cache of gadgets on your person, ready to solve any
problem! When you are facing an obstacle or need a tool for a
task, you may spend a point of Fortune to immediately produce
one. Tell us what it is and what it does. It can be fantastical,
whimsical, manually-powered, and over-the-top. It may also be
a weapon or a consumable. However it must still work within
the narrative, it must be specialized, it cannot be too magical,
and it can only be used for the duration of the scene. When you
use a gadget for the specific task for which it was designed, you
Test with Focus.
Galvanizing: Will no one help me make this bread, or help cut off
the dragon’s head? When you are in a populated place and need
bodyguards, an escort, or skilled hands, you may attempt a Charm
Test; on a success, you temporarily gain the assistance of at least
one able-bodied NPC to help you.
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with Advantage; if successful, the Game Master tells you any
information that is being passed around in secret, which may or
may not be true. Whenever you Test to gather information from
eavesdropping, you Test with Focus.
Great Strength: There are many kinds of strength. My kind is literal.
You possess greater-than-average strength and endurance. You
count as two characters for the purpose of carrying Large items.
Whenever you attempt something with brute force, or where your
strength and endurance would be of use, you Test with Advantage.
Healer: Look, I’ll bandage your boo-boo, but you’re the one who will
have to kiss it. Once per scene per character, you may attempt to
treat a character’s injury with first aid by Testing. If successful,
that character heals a minor injury. If it fails, they merely heal.
Alternatively, you may attempt to treat a major injury or sickness
by Testing with Disadvantage. If successful, the Game Master
reduces the amount of time required to recover by a narratively-
appropriate amount.
Insightful: Something smells rotten here, and for once, it’s not week-old
cheese. When attempting to discern if someone is lying, misleading,
or pulling your leg, you Test with Advantage.
Intimidating: I’m sorry, did you want to say that to my face? Others
find you hard to approach.When your intimidating manner would
be advantageous, you Test with Advantage.
Iron Stomach: …Were we not supposed to eat the tin? It takes a lot to
upset your tummy.You can eat or drink poisonous, “challenging,”
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or toxic food without becoming Sick or injured, unless you eat a
LOT of it. When Testing to avoid becoming drunk, you Test with
Focus. Note that what you eat must still be considered food…
Jumpy: Bwaaah! I mean, I knew you were there! You aren’t paranoid,
you’re just preparanoid. When you would be surprised or Shocked,
you may Test; if you succeed, you were expecting whatever just
happened, negating whatever downsides being surprised would
have inflicted on you, and making you immune to the Shock.
When you enter Initiative Mode, you (and anyone else who is
Jumpy) may take one single Action before anyone else (in addition
to your normal allotment during your turn).
Language-Savvy: When your words have power, you have a
responsibility to consider what you are using them for. You catch on to
languages and wordplay quickly and can communicate fluently
after the equivalent of a day spent immersed in a new language.
Whenever you encounter a code or cypher you don’t know
(written, spoken, or otherwise), you may Test with Advantage to
see a pattern that allows you to roughly translate it.
Mixology: I call this drink “Skeleton’s Barf!”You have a natural talent
for mixing drinks, brewing beers, and making potions. Given the
right ingredients, you can mix cocktails, potions, elixirs, and tonics.
You can also make poisons, but come on, don’t do that! When
identifying unknown liquids or brews, you Test with Advantage. For
guidelines on making potions and such, see page 152.
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like! The bad thing is negated completely; your plan countered it
flawlessly. When you are playing tricks or misdirecting someone
unfamiliar with your true nature, you Test with Focus.
Seanchaí: That’s not how I remember the tale… You are a master of
folklore, a collector of epic poems, and a student of history.You keep
oral traditions alive, collecting threads of the great and preserving
them in poetic form for future generations. As an Action, you can
recall a relevant story to inspire those present by attempting a Test;
if successful, either all your allies may change their Mood to any
they wish, one chosen ally gains Advantage on their next Test this
scene, or you may change the Mood of one opponent.
Smithy: You looking for the blacksmith, the brightsmith, or the
feysmith? Just kidding, I do them all. You have a natural talent for
metalworking. When you have all the necessary tools, materials,
and time, you may Test with Advantage to repair or craft a
mundane metal item. If you succeed, add it to your inventory.
If you fail, you need more time, and may try again tomorrow.
Sneaky: They never heard me coming! On all Stealth Tests, you
Test with Advantage. You also gain Advantage when hiding or
doing something that you don’t want others to notice.
Social Butterfly: Hey, I know you! When someone new comes
to the Tavern, you may Test: if successful, you already know them;
tell us how you met them and how you know them. When you are
trying to convince others to help you, you Test with Advantage.
Your Relationship Uses cap at 4 instead of 3.
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them according to their rules. When your knowledge of a specific
magic would be advantageous, you Test with Advantage. More on
Spellcraft can be found on page 117, and magic rules are found
on page 44.
Spell-Reader: P as in phylactery. You have spent years learning
the arcane languages, allowing you to read spell scrolls and
other such magic items. More on reading magic scrolls can be
found on page 44.
Spell Touched: It comes supernaturally! You have magic powers!
You can cast cantrips and produce minor magical effects (See
pg 47). Furthermore, choose one of the below options to tell us
where your magic comes from:
r Your magical bloodline, passed down through generations.
Gain one Ritual from any Spellcraft: you know this spell.
r A special item you carry with you. Tell us what it is and how
you got it. Add it to your Belongings. You only have the Spell
Touched Trait while you possess it. Anyone else who possesses
it gains the Spell Touched Trait, but you can call the item back
to you at any time.
r A pact you made with otherworldly beings.You may communicate
with ghosts, spirits, the dead, and the supernatural. Once per
session, you may ask a spirit to cast a spell for you (invented
or chosen from any Spellcraft list), but the spirit will want
something in return.
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or in civilization. You always know True North. Whenever you
attempt to shadow someone, follow a hidden trail, blaze a new
trail, or hunt for a person or creature, you Test with Advantage.
Trap-Master: Early bird gets the worm? Well the second mouse gets
the cheese. Whenever you attempt to create, identify, spot, and
disarm traps, you Test with Focus. When you Save Test against
Traps, you Test with Advantage.
Trash talk: The three sharpest things: a hound’s tooth, a thorn in the
hand, and a fool’s retort. You are very good at provoking others.
During a Quarrel, you may Test: if successful you may force a
GM-controlled opponent to do something you describe. During
any scene, you may Test: if successful, you can make any one
character Cranky.
Unflappable: Never show your teeth before you can bite. You cannot
be flapped. Attempts to manipulate your emotions or change
your Mood never work, unless you decide they do. You may still
change your Mood as normal, but effects that alter your Mood
automatically fail against you.
Virtuous: A person may live after losing their life, but never after losing
their honor. You follow a code of ethics that emphasizes personal
virtue. It is a source of strength for you, but only so long as you
follow it with great conviction. Tell us a few of those virtues and
how you define them. When your virtue or reputation for honor
would give you a leg-up, you Test with Focus.
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cleaning, my friend. For a coin, I might know someone cheaper… You
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add +1 to all Trade Tests.You always know where to find a market
or buyer for something. Whenever having merchant, fencing, or
buyer contacts would be especially useful, youTest with Advantage.
Woodsy: Nothing like waking up with spiders in your sleeping bag to
remind you that you’re alive! You can survive in the wilds far from
civilization. You always know True North. “Roughing it” puts you
in a Good Mood, unless something goes terribly wrong. When
you attempt to forage for safe food, water, or a place to sleep, you
Test with Focus.
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the above, and possibly more.
At Character Creation, each character gets two Proficiencies
(in addition to any granted by Traits). Think about what your
character would be good at. What are their life experiences? What
did they do for a living before they worked at the Tavern? What are
their passions? What did they do for fun? What were they forced
to learn, due to circumstance or expectation? After thinking about
this, write down three things your character is best at. These
general areas of expertise are the characters’ Proficiencies.
You will not write down everything the character is good at.
Just choose two things that they are best at.
If you cannot think of anything, you may also choose from
the list at the end of this section. Those entires are merely
examples; your Proficiency can be whatever you like (although
if it is too general, the Game Master can make you narrow it
down or choose again).
After you have chosen two Proficiencies, you may do one of
the following:
LANGUAGES?
The fantasy world of Tiny Taverns is home to hundreds of dialects
and languages, each with their own tradition. The pixie language,
Niflixil, is just a dialect of magic incantations, very flowery and rich
with poetic power, while the language of the pooka, Incrementis,
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is logical, rife with compound-words, and conjugated based on
how reliable the information is (on a scale of one to six, and with
seven being reserved for exaggeration). There is Flutterspeak, a
wordless sign language and its many dialects, and High Talk, the
ancient language spoken by nobility. There are entire languages
that are native to specific communities, some new and some as
old as time. Even just a few villages over, the spoken language can
vary drastically. Words are important in this land. Words shape
worldview. Words have power.
But it would be hard to play if our characters didn’t understand
one-another, so for the sake of the game, we handle languages
like this:
r Player characters are automatically fluent in whatever
languages make sense for them given the story’s context.
r All player characters speak a “common tongue.” You may
decide together what that means, exactly. Or you can do
that later if you want. Characters are considered to be
speaking this language unless otherwise specified.
r Characters do not need a specific Proficiency or Trait to
understand a language. They just need justification given
their background and story.
r Characters with Language-Savvy or a suitable proficiency
should have more narrative leeway in deciphering codes
and unfamiliar languages.
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Furthermore, if a character attempts something where their
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Proficiency would make the task trivial, the Game Master may
waive the Test. This is purely at the discretion of the GM.
BENEFITS OF MASTERIES
Masteries are upgraded Proficiencies. They behave the same,
but with an additional effect: whenever a character attempts
something at Disadvantage, if their Mastery is relevant, they
may use it to negate the Disadvantage and Test normally. A
Mastery used this way does not give Advantage for that Test.
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or it can be specialized, like “greatsword fencing.” Anything is
permitted so long as the GM approves.
Martial Proficiencies are rarely relevant outside of martial
situations. They might have other uses; holding a conversation
about swords with an experienced fencer would consider Fencing
to be a relevant proficiency, for instance. But most of the time,
you’ll be using them to fight.
You won’t fight a lot in this game. It might happen sometimes,
but generally you’ll have other concerns. Being good with a
sword won’t make the pot boil, after all. It is advised that players
only choose one Martial Proficiency.
A “normal” Proficiency might also have relevance in a fight.
“Horsemanship” might be relevant when fighting from horseback,
for instance. In these cases, the Proficiency does not become
“Martial,” but it still grants its benefits.
Tiny Taverns does not use lists of weapons with different statistics.
It classifies weapons as Light Melee, Heavy Melee, Light Ranged,
Heavy Ranged, and Improvised. But it doesn’t differentiate
between different kinds of swords, for instance, or split hairs when
it comes to bows vs crossbows, or knives vs daggers, or any of
that stuff. Players should keep this in mind as they choose Martial
Proficiencies. Will you always have that sword in-hand? If you
don’t have a sword, are you still competent at fighting?
Martial Masteries work the same way as normal Masteries: they
grant Advantage when they are relevant.
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r Concierge (Customer service, finding fun things to do)
r Culinary Arts
r Deceit (Misdirection, bluffing, lying)
r Gaming (Riddles, puzzles, gambling, etc)
r Handy (Home and appliance repairs)
r Herbalism (Gardening and medicine)
r Hospitality (Goodwill and comfort of the guests)
r Law
r Linguistics
r Parkour (Moving quickly across difficult terrain)
r Performance
r Smithing (metalwork)
r Winery (pertaining to wine)
r Woodcraft (Wilderness survival)
MARTIAL:
r Archery
r Bataireacht (stick fighting)
r Coraíocht (grappling, throwing, takedowns)
r Fencing (sword fighting)
r Jousting (ritual lance fighting)
r Polearms
r Security (bouncing, alertness, organization of defense)
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fantasy element. If the tavern is in a cursed place where the dead
rise from their graves, maybe you are the resident exorcist, keeping
the undead at bay If the tavern is a massive lodge that functions
as its own independent city-state, maybe you are a “governor,” or
the resident knight. If the tavern is a boarding house for wizard
students, maybe you are a headmaster or groundskeeper.Whatever
it is, be specific about how you keep things running smoothly.
You might also be free labor. If your parents own the tavern, you
might be their teenage help-on-hand, taking care of the tavern
out of obligation. After all, it might be your inheritance one day.
Or maybe your out-of-control gambling has you indebted to the
owners. Or maybe they saved your life and you and willingly help
for nothing more than room and board.
If your character is a frequent patron and not an employee,
you’re still probably invested in keeping the tavern running. It’s
basically your home now, and you are well-known by everyone
there. So what do you do to keep the tavern successful as someone
who technically isn’t employed there? Bards, musicians, and
other performers might bring in more customers, forming a
sort of symbiotic relationship with the establishment. Or maybe
you’re the local trapper who sells them meats and herbs, hunting
during the day and accepting pay for your game each night.
Maybe you’re a wine or beer aficionado, and your reviews are
what keep the guests pouring in.
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Players should collaborate on this step together. Knowing what
other characters are doing may help you with your own ideas.
You can all choose the same role if you wish, but it may be better
to diversify. Maybe one of you is an apprentice beneath someone
else. Maybe you are all tavern security, and one of you is the
leader. Whatever your work relationships, you can work them
out now, or leave that for later.
TAVERN TRADE
VACANT DUTIES MECHANICS
If it turns out there are necessary duties
For the most part, Tavern
no one chose, the Game Master may
Trades are cues for the
invent an NPC employee to be in charge
of that, and the players get a chance toGM and other players to
define who that NPC is and how they determine their role in the
came to be working here. Alternatively, story. As part of the game,
the GM may decide a player character characters must complete
has been doing this job all along, “chores,” which are tasks
choosing one or asking for volunteers. for the Tavern’s upkeep. You
will receive tasks that are
closest to your Tavern Role, and you may receive some outside
of it as well. Your Tavern Trade is a signal to the Game Master
that says, “I want my part of the story to involve this!”
You do sometimes benefit, however. When you attempt a chore
where your Tavern Trade is relevant, you Test with Advantage.
The Game Master may also give Advantage during other Tests
when your Tavern Trade is relevant, if they deem it appropriate.
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famous chef!” All of these examples imply something about the
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character’s mindset and pertains to how they relate to the world.
Sometimes Beliefs cause characters to clash.That’s fine! Conflict
between Beliefs helps make the game interesting. Just remember
that you are all working together. Beliefs are not irreconcilable
differences, they’re just strong motivators. And they can change.
BELIEF MECHANICS
A player may choose to become Unwell if their Belief is challenged
during play. Beliefs also play a part in character advancement,
since characters get experience when they exemplify or defend
their beliefs. (See “Roll Credits” on page 134.)
Characters can acquire more Beliefs during play. If the GM
allows, players can add a new Belief at the end of a session, but
only if something life-changing or worldview-altering happened.
Additionally, players may change any of their existing Beliefs at
the end of a session, but only if it makes sense to abandon the
old one in favor of the new.
Be mindful that more Beliefs mean more opportunities to become
Unwell, and ultimately, more chances to gain experience and grow
as a character. Game Masters should try to limit how many Beliefs
a character can have to keep this from getting too out-of-hand. We
suggest limiting beliefs-per-character to 2. At the same time, it may
be appropriate to accelerate character growth somewhat. Some
fast-advancement might be an acceptable trade if characters
are evolving every session!
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does not provide a complete list of all the items characters may
encounter during the game. Instead, the Game Master invents
them spontaneously by describing a scene, or confirming player
proposals/inquires (“Why yes, there is a coat in that closet!”). A
scene is considered to have whatever items would reasonably
be expected to exist there. The Game Master can add additional
items as well, especially unusual objects with plot relevance.
Characters are considered carry whatever would be
appropriate given the scene’s context. For example, if Kitani
is sweeping the floors as a part of this scene, it can be assumed she is
carrying a broom or duster or something. If Valoren is reading
books in the study, it can be assumed he has a book, and maybe a
lantern, some brandy, reading glasses if he needs them, and so forth.
If Morfessa is leading a hunting party to bring down that owlbear
that’s been eating horses, he’s probably carrying weaponry, nets,
cloaks for camouflage, and an “owlbear call” (I dunno, why not?).
The important thing is that characters have whatever would make
sense. We don’t “track” items most of the time.
The exception is when an item is considered unique and
important. Some items are character-defining; Morfessa always
carries his crystal hammer, Valoren always has his spellbook,
and so on. Personal items should always be tracked. Another
exception is when an item is significantly powerful. There are
only so many “Potions of Healing” or “Scrolls of Window-
Cleaning.” Finally, items that the GM deems especially relevant
to the plot are always tracked.
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in your room, stashed under the bed or sitting on your shelf, or
locked up because they’re valuable or private.You’ll always decide if
you have them or if they’re stashed away.
To determine your starting belongings, follow these steps:
r What specific thing does your character always carry? Answer
this question, then add that Item to your belongings.
r What memento did your character bring from home, childhood,
or someone they care about? Answer this question, then add
that Item to your belongings.
r What specific thing does your character associate with a
past mistake or a painful lesson? Answer this question, then
add that Item to your belongings.
r What sorts of clothes does your character prefer to wear?
What clothes do they have to wear? Answer these questions,
then add at least one outfit of each to your belongings.
Remember you can stash these in your room, you don’t
have to be carrying them all the time.
r Choose one from the following list and add them to your
belongings: a sack of coins (value 1), an “adventuring kit,”
an “artisan’s kit,” or a weapon. If you choose a weapon, tell
us what specific weapon it is.
There you have it! Decide which items you are carrying and
which ones you have tucked away. Then, proceed to the next step.
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Item Sizes are an abstraction of an item’s literal size and
unwieldiness due to shape or sharp edges. Items come in four
sizes: Tiny, Small, Medium, and Large.
r Tiny items are objects that are easily stashed and fit in the palm
of your hand.You can have as many of these on your character
as considered reasonable. If that means infinity, then you can
have infinity. If that means just a few, you can have just a few.
r Small items are objects you can easily carry in one hand
without effort.You can have up to five of these on your person.
r Medium items are objects that are unwieldy, sizable, or heavy.
You need both hands to carry these.You can have up to two of
these stashed on your person, and you can only carry one at
a time. The GM may allow more if you have Traits that make
sense to allow it.
r Large items are massive objects that are not easily carried,
due to size, weight, multiple parts, or any other such reason.
You need at least three people to carry a single Large object,
and they cannot be stashed. The GM may decide you need
more than three if the object is really big.
Medium and Large Items can be dragged if there isn’t enough
room to stash them, but this is usually not good for the item,
and the Game Master can decide you are vulnerable, slowed
down, cranky, or any other such narrative conditions.
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USING ITEMS
What items mechanically do depends on the narrative context.
Many items make certain actions possible, when without
that specific item it could not be attempted. Spell scrolls are
an example of this; casting the spell on the scroll is impossible
without possession of the scroll. Herbs that cure poison may be
another. In these cases, the item provides no mechanical benefit,
but allows the character to attempt a Test for an effect.
Other items trivialize an action that would be difficult if attempted
without them. In these cases,
using the item waives the Test. C I
ONTEXTUAL NVENTORY
Finally, some items make a In summary, in place of a constant
difficult Test easier, but not inventory players need to track
trivial. In these cases, the Game on their sheets, characters have
Master may choose to grant a “contextual inventory” that
changes from scene to scene.
Advantage for possessing the
They have whatever makes sense
item. Of course, one must also for them to have at this part of
know how to correctly use the the story!
item in order to get Advantage The exception is the character’s
this way. Belongings, which remain the
It is the GM’s responsibility to same despite whatever scene they
decide which of these apply to appear in. Players should consider
the item in question, although what sorts of items inform us
about their characters when they
players can make suggestions.
choose a character’s Belongings.
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KITS
A “kit” is a collection of materials and tools designed to aid
in a specific activity. They are treated as one item and are
“consumable” with multiple uses. A kit contains anything that
might be useful for that activity (within reason). For instance,
a sewing kit might contain needles, thread, patches, and such.
A blacksmith’s kit might contain smithing tools, solder, clay
for molds, and so on. The Adventurer’s Kit, an option for
characters to begin the game, contains rope, metal hooks, a
candle, a flint and steel, climbing boots, and that kind of stuff.
Kits make certain narrative things possible that otherwise would
not be. Sewing up a tear in your pants might not be possible
without a sewing kit, for instance! Furthermore, when you attempt
to overcome an obstacle that the kit pertains to, you Test with
Advantage. If you are already Testing with Advantage (due to a
Trait or Mastery, or something other than the kit), the Kit instead
grants Focus for the Test. Kits do not stack; only one may apply
at a time.
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that represent how many injuries they can sustain before they
decide they don’t want to fight anymore; weapons help you deplete
those Hps faster by guaranteeing damage for successful attacks.
Weapons require training to use well. Fighting with a weapon
where you have no training causes you to Test with Disadvantage
(note that a relevant Proficiency implies training). Furthermore,
if you use a weapon in a manner other than the way it was
designed (like throwing your fencing sword, for instance), you
Test with Disadvantage, even if you are Proficient (although a
Mastery can negate this).
All weapons belong to one of five categories: Light Melee,
Heavy Melee, Light Range, Heavy Range, and Improvised.
These categories represent how the weapon is meant to be
used. Note that a weapon can be used differently than the
category it belongs to (a sword can be thrown, a bow can be
smacked against someone in melee, etc), but this is often to the
disadvantage of the wielder.
Light weapons are designed to be wielded in one hand and
(relatively) easily drawn. Weapons that are Tiny or Small are
considered Light. Heavy weapons are designed to be wielded
in two hands; they are Medium or Large (keeping in mind
Large items need help to wield). In addition to their normal
effect as weapons, Heavy weapons may also grant Advantage
on checks where their greater force and size might be useful
(like bashing down a door, or cutting a rope, for instance).
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Weapons.” Improvised weapons are neither ranged nor melee;
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using them always causes Disadvantage, unless you have a
relevant Proficiency or Trait. They inflict one injury just like
other weapons.
ARMOR
Armor is an item that, when worn, prevents or mitigates damage
to the wearer. Armor can be anything that provides adequate
protection: a leather brigandine, a hauberk, or even a suit of
plate mail! Or a bunch of plates hastily wrapped to one’s body,
that works too!
While worn, armor negates injuries from attacks. Most armor
can prevent/“absorb” one minor injury; after it is “used” in
this way, the armor is weakened and must be repaired before
it can do this again. Some stronger armor, like a suit of plate,
can prevent one major injury or two minor injuries before it is
“weakened” and needs repair.
The Game Master may decide that armor negates an injury
completely without damaging the armor, depending on the context
of the narrative. But that is completely at the GM’s discretion.
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Why do you consider them to be your bestie?
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2. How did you end up working or living at the Tavern? What
is your biggest responsibility there?
3. What always puts you in a Good Mood? What always ruins
your day?
How you answer will provide you with a few little bonuses that
affect the game.
o
Character Creation v Belongings, Items, & Equipment 111
ADDITIONAL CHARACTER RESOURCES
“You own every word you say. Forget, and the world will remind you.”
In this section, you will find additional resources for characters.
Relationships represent allies, friends, and “friendemies” and
are used to gain small favors and other effects during play. The
Spellcraft section provides the spellcrafts and what spells they
provide.
RELATIONSHIPS
No character is an island, and especially not in Tiny Taverns.
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The connections characters share can be a source of strength,
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inspiration, and support. It’s tough running a tavern all by
oneself, but fortunately, you’re not alone!
Relationships represent the ongoing connections between the
player characters and other people in their lives. In game terms,
a “Relationship” is a short phrase that briefly summaries the
nature of the connection. It identifies who the connection is
with and how the player character feels about them. You can
have Relationships with other player characters, NPCs, or
minor characters you encounter from time-to-time.
Mostly, relationships provide guidelines for how characters
interact. A relationship that reads “I like Kaolin because she gives
me free drinks” provides some context for interaction with that
character. In addition, relationships have some mechanical
components that allow players to use them for special narrative
effects, like calling in a favor or drawing strength from the bond
they share. The Game Master can use relationships to create
plot hooks, introduce complications, or add motivations.
As the game progresses, relationships grow and change. At the
end of a session, relationships might grow stronger or weaker,
new relationships might be added to the character sheet, and old
relationships might change in interesting ways. Ideally, players
are constantly adding or revising relationships, and no session
goes by without some bonds growing stronger or weaker.
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how the character regards them.
The type is a one word “tag” that categorizes the relationship
and provides a mechanical benefit. When you gain or change
a relationship, you give it at least one type that best fits it. A
relationship has as many types as are appropriate to give it, and
the Game Master may decide the proper types to apply.
The different types are: Like, Love, Rival, Nemesis, and Secret.
r Like: You regard the other person well and consider them
a good friend.
r Love:You care deeply about the other person. This tag may
represent romantic love, but it can also apply to family love,
best friends forever, or other deep emotional connections.
r Rival:You always seem to be butting heads with this person.
Rivals can be “friendemies,” competitors that push you to
be better, something you grudgingly respect, or even a bully!
r Nemesis: This person directly opposes you and seemingly
exists just to thwart you. A nemesis can be someone who
actively works against you, or they can be well-meaning and
oblivious to the fact that they’re always messing things up.
r Secret: For whatever reason, you keep your relationship with
this person hidden. Others may know you two know one-
another, but only you and the other person know what is
really going on.
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can have is 3. If a relationship’s strength is
ever at 0, remove it from your sheet.
It is important to note that Relationships do
not represent the full extent of everyone you know
or how you relate to them.They just represent those
bonds that have the most narrative relevance, or are likely to have
narrative relevance in the near future.
USING RELATIONSHIPS WITH NPCS
Players may “use” a relationship to gain a small boon and bring
the other character into the narrative. Players use a relationship
by announcing this to the Game Master and choosing one of
the following options:
r Help: Ask the NPC for a specific favor, which they will try
to do at the best of their ability.
r Lend: Gain an appropriate item from the NPC, to be added
to the character’s inventory.
r Join: Temporarily gain the NPC as a companion, to be
present in an upcoming scene and actively help out.
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for them first.
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r Secret: Once per session, if someone else discovers this
relationship, you are Embarrassed (see Status Afflictions
on page 143).
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spell is cast; the effects listed under the spell occur, and the story
changes as appropriate.
If theTest is a failure, then something went wrong and something
unexpected happens. Often, the spell description outlines the
consequences of a failed cast. If not, the Game Master invents a
complication, altering the spell effect however they wish. Perhaps a
different spell was cast by mistake, or it is cast on the wrong target,
or the intended spell is cast very weakly. Player characters can still
benefit from a miscast spell, but the effect should be something
other than intended. It may make things worse!
SPELLCASTING LIMITS
Spells are powered by latent energy, or “mana,” that is a
byproduct of life. Spellcraft magic “burns” the mana of one’s
surroundings. It can take some time for this mana to recover in
enough quantity to accommodate another spell.
What this means in game terms is that only one Spellcraft spell
may be cast per scene. If a character casts a Spellcraft spell, then
no one else may cast any more until the next scene begins, or until
they’ve moved to a new location or area. This only happens when
a spell is successfully cast; failed Magic Tests don’t sap enough
mana. Be courteous when casting spells; ask other players if it’s
okay for you to attempt one.
If you enter a new “area” during the scene, like a different part
of the woods or a different room in the Tavern, then the GM
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The Game Master decides how long a ritual takes to cast.
The caster must spend significant time casting the ritual. When
enough time has passed, the caster attempts a Magic Test. If
successful, the ritual occurs as described above.
If the ritual fails, the spell is not cast. Instead, the player tells
us what went wrong and what they need to complete the ritual,
choosing one of the following options:
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HEDGE SPELLS
AMPLIFY/SILENCE: This spell alters sound. When you cast this
spell, choose either to amplify the voice/sound a specific person
or object, or lower it to the volume of a whisper. This alteration
lasts for a few moments.
If the Magic Test to cast this spell is unsuccessful, the opposite
effect occurs: what you intended to be quieted is amplified, or
what you intended to be amplified is quieted.
HANDYFIX: This spell affects an objects’s state. When you cast this
spell, choose an item nearby, then one of the following effects:
“rewind” it to how it was up to a minute ago, speed up its time and
“age” it by days, cause it to separate into its different components,
or put it back together into what it was before it broke.
Examples include “rewinding” a dropped egg so it is whole
again, “undoing” the over-salting of a stew, speeding up a slow
roast without burning the meat, curing or fermenting something
instantly, putting a broken vase back together, and so on.
This spell does not work on living things, be they plant, animal,
or fungus (while alive). It also does not work on things that have
been fundamentally transformed; it will not separate the metals
in a sword, but will separate the blade, handle, wrapping, and
so on. Finally, it does nothing to magical items and artifacts.
r If the target is large, has a lot of parts, or is resistant to the
effect, the Magic Test is attempted with Disadvantage.
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hit ground (requiring a successful Magic Save Test). This lasts
until you reach your destination or tell the object to “stop.”
If unsuccessful, the GM chooses one of the following effects: the
item takes whatever route it wishes as fast as it can and ignores
commands, or the item goes extremely slowly and ignores commands
to go faster. At GM discretion, the caster can occasionally try to
regain control by passing a Magic Test at Disadvantage.
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per scene). When you Test to complete a Chore or another
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lengthy activity, and you are unsuccessful, you may cast this
ritual to gain a free Assist (and re-roll one die).
FOLK MAGIC
“The magic of wisdom... and paying attention.”
Regarded as “witchcraft” by some, “Folk Magic” refers to the
sometimes-shamanistic magic of common people, derived from
folk tradition, local religion, superstition, and occasionally local
spirits. It developed from ancient lore on how to keep livestock
healthy, treat common ailments, and prevent misfortune. This
is magic carefull preserved and handed down generations.
FOLK SPELLS
HEX/BLESS: This spell affects a target’s personal fortunes, either
making them luckier, or ladening them with curses! The caster
cannot cast this on themselves.This spell affects the chosen target
for the duration of this scene. The duration can be extended to
24 hours by attempting the Magic Test with Disadvantage. This
spell’s effect on the target is based on your current Mood:
r If you are in a Good Mood, the target gains a point of Fortune.
r If you are Cranky, the target is hexed. Their Tests can never be
waived, and if controlled by the GM, they must Test to perform
Actions. If the target is a player character, they cannot gain Focus.
r If your Mood is neutral, you may choose either effect, or “cure”
a target of this spell’s effects.
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giving themselves away by attempting a Save Test at Disadvantage.
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HEARTH ALARM: This spell must be cast over a campfire, hearth,
fire pit, or other fireplace/kitchen fire. For as long the magic works,
this spell alerts the “owner” of the hearth whenever someone or
something enters or exits the home/camp/dwelling. This spell only
works on living corporeal beings; it can be made to work on spirits,
undead, supernatural, and otherworldly beings by attempting the
Magic Test with Disadvantage. This spell lasts for eight hours.
r The caster may exclude specific individuals or creatures from
the spell effect (like insects, for instance).
FOLK RITUALS
MAGIC CRAFT: This is a Ritual you cast while you are making
an item, with the intention of the created item being enchanted
or otherwise magical. You do not need to Test to cast this spell,
but you still do to make the item. If successful, the resulting
item is magical. As such, Advantage it grants is not negated
by Disadvantage. Furthermore, it bestows a specific minor
magical effect: use the Spell-Touched trait as a guide to decide
a minor cantrip effect that the item can cast at will.
r You may give it a more powerful magical effect, such as one
bestowed by another Spellcraft spell or a magic scroll, by
attempting the Magic Test to cast this with Disadvantage.
r If the Test to make the item fails, the effects of failing a Ritual
occur in addition to the normal consequences of failure.
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question truthfully, inventing possible encounters as appropriate.
r Answers are not “destiny,” but likely futures. If something
happens to change the circumstances, then the answers may
no longer be true. However, if characters actively seek them
out, and nothing drastically changes, they occur as predicted.
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the senses and giving literal form to ideas and thoughts. As such,
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glamours are the realm of the bard, the magician, and the trickster.
When a character learns Performance Magic, they choose the
method of performance that powers their glamours. It can be any
performance art they wish. Music and song are common choices
(tell us which instrument you prefer), but dance is also acceptable,
as is poetry, acting, shadow-puppetry, even stand-up comedy
(magic jokes!). Be advised that whatever you choose is how your
magic works, so the more complex, the harder it may be. The
character then gains the entire Glamour Repertoire listed below.
CASTING GLAMOURS
Casting glamours is a little different than casting other spellcraft
spells. The biggest difference is that glamours do not sap the
area of magic, so they do not affect the limit of spells per scene.
To cast a glamour, the performer must be able to put on the
kind of performance that powers their magic. If dancing is how
their magic works, they must be able to dance. If song is their
method, they must be able to sing. And so forth.
The caster then attempts a Magic Test. If it is a tough audience
(GM discretion), they Test with Disadvantage (note that a
relevant Mastery negates this). If the Test is successful, the
glamour is cast. If not, you must attempt a different glamour
with this audience; the one you chose will never work with them.
You Test only once for the audience as a group, not once per
audience member. Successfully-cast glamours affect everyone
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the spell may be broken if the effect performer drops the song, it
is “disbelieved,” so make sure keeps going as long as there
your performance is impeccable! is another performer who is
In Initiative Mode, keeping a continuing it.
glamour going takes up one Action on your turn. This means
that while performing a glamour, you can only take one other
Action per round. This includes Reactions that would interrupt
your performance; if you react in a way that stalls or drops the
performance, the glamour ends immediately.
GLAMOUR REPERTOIRE
CANON OF WONDER: This glamour enchants the audience beneath
the will of the performer. If successful, the audience is afflicted with
Wonderment and transfixes on the caster. While transfixed, the
audience obeys the performer’s commands: they can be only made
to do simple one-word tasks (like “dance,” or “run,” or “follow”
and such), and will do that thing over and over until commanded
otherwise. In initiative mode, issuing this command costs an Action.
r Especially willful individuals will not obey commands they
personally find odious or that violate their Beliefs. When
issued such a command, they instead hold still.
r One ordered beneath this spell can try to Disbelieve that they
must follow the issued command byTesting with Disadvantage
(even if controlled by the GM). If successful, they don’t have
to do as commanded, and the spell is broken.
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PHANTASMAGORIA: By bending light, sculpting shadow, and
affecting waves, this glamour creates illusions of sight and sound.
The caster can create illusionary objects or beings, cloak things
in shadow or cast them in light (assuming there is enough light
to “sculpt”), create or mimic sounds and make them appear
to project from specific places, or even make objects or people
appear invisible and silent.
Before casting, the player describes what they are trying to create.
If the illusion is especially detailed, large, or hard to believe, the
Test is made with Disadvantage. If successful, the desired effect
is achieved and maintained for as long as the performance lasts.
r The illusions created are incorporeal; if interacted with, this
becomes obvious.When any part of the illusion is disbelieved,
the spell is broken.
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can only cast certain spells during specific seasons; the magic
of winter is unlike that of spring, and skillful druids must plan
their spells and rituals well in advance, planting seeds and
guiding their growth.
When a character learns Season Magic, they gain access to three
rituals: “Invoke Season,” “Invoke Weather,” and “Wild Call.”
They also learn all season magic spells listed below. However,
their ability to cast these spells is restricted by these guidelines:
SEASON MAGIC SPELL LISTS
The character knows all season magic spells, but
can only cast the three spells matching the
current season. In other words, you have
a different spell list for Spring, Summer,
Autumn, and Winter. That’s the trade-
off for such potent magic effects! At
GM discretion, you may have access
to spells outside the current season
if you are in an area that effectively
replicates the season you are trying
to access. For instance, you may
have access to Winter spells when
on a snowy mountaintop, even
if it is currently Summer. The
GM has final say on which
season spells you may cast.
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cure any appropriate Afflictions and put them in a Good Mood. If
cast on a vessel or the environment, it fills with pure, refreshing water.
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spell is an Attack Magic Test; choose the target before Testing.
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Against quick targets or in conditions negatively affecting the
projectile, you Test with Disadvantage. If successful, the target
is struck and suffers an effect based on the choice:
r Fireball: The target suffers the Burning Affliction and an
appropriate injury. The fireball may ignite flammable objects.
r Lightning Bolt: The target suffers the Shocked Affliction
and either the Burning Affliction or an appropriate injury.
AUTUMN SPELLS
When it is autumn, you have access to these spells.
CRICKETSONG: This spell temporarily gives any number of nearby
targets the Jumpy, Chirpy, and Cricket-Leap Traits for this
spell’s duration. This spell lasts for one scene, or until dismissed.
r Cricket-Leap:You may leap up to 100 feet in any direction,
falling gently if your leap is vertical. The GM may grant
Advantage for relevant Tests.
r Chirpy: You may communicate with anyone else who has
the Chirpy Trait by using cricket chirps. When you do, only
those with the Chirpy Trait understand you.
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dreams as they unfold. If successful, you experience the sleeping
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target’s dreams in live time, watching disembodied from afar, or
experiencing them in first-person. You cannot affect the dream,
and the dreamer does not see or sense you. This spell ends when
you dismiss it, or when the target awakens.
ICESHAPE: The caster distills the power of winter. When you cast
this spell, choose one of the following effects, which lasts for the
duration of one scene:
r Create a number of tiny or small ice sculptures, (no fewer
than one, no more than six; GM decides or roll a die). These
sculptures are items that can shatter or melt under the right
circumstances.
r Alternatively, you may create one Medium item instead.
r You may create one Large item instead by attempting the
Magic Test to cast this spell with Disadvantage.
r Freeze a container of water or other freezable liquid. If cast
on a pond or other large body of water, only the surface
freezes, and only as far as the GM allows.
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least the remainder of the scene.
This affects what spells you can access while you are in the
area. This also affects temperature, precipitation, and behavior
of plants and animals (hybernation, mating season, etc) within
the affected area. Use this with care.
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When a Spell-Touched character uses their magical abilities,
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they choose one of the following effects to occur:
r Send a brief message to someone they know through magical
means.The player describes the method in which this message
is delivered. This message is understood perfectly, despite
method or distance.
r Conjure a small light, or a collection of lights, with brightness
equivalent to a lantern.These heatless, volume-less lights float
around the caster until dismissed or the scene ends.
r Open or close any door or container you can see, despite
distance.
r Seal or lock any entrance, repelling incorporeal beings or
keeping a door magically shut and/or hidden. Lasts until
dismissed or the scene ends.
r Move object via telekinesis or operate machinery for the
span of a Round.
r Defend yourself by hurling objects or with a magical
concussive force. Resolve this as a Magic Attack Test; if
the target is far away or unusually small, you Test with
Disadvantage. If successful, inflict an appropriate Injury.
r Sense magic at work, immediately learning where the
magic is coming from, if an item is enchanted, or if someone
is under the effect of a spell. Alternatively, sense if there are
living beings nearby, and how many there are.
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Proficiencies: Fencing, Parkour
Tavern Role: Bar Security, Taste-Tester, “Quality Assurance”
Belief: “If it fits, I sits.”
Belongings: Locket, Journal, Longsword
Lunata was born beneath the auspicious sign of the Winter Stag,
which heralds a great hero. This was no surprise to those who knew
her father, a legendary warrior who, among other great deeds, gave
his life to save the kingdom. Throughout her childhood, Lunata heard
tales of her father’s exploits. Although she never knew him, those
that did said she was his spitting image, in attitude, aptitude, and
some even speculated in destiny. And for a long time, Lunata believed
them. Surely she too was destined for great things.
During her training at the Guild of Swords, Lunata suffered an injury
that forever weakened her ability to grasp a sword. Dropped and
compensated with a dwindling bag of gold, she eventually found her
way to a remote inn and pub, Candlelight Hollow, and rented a room.
Over time, she endeared herself to proprietor’s daughter, the sorceress
Kitani, who felt sorry for her and offered her a job. It was only meant
to be temporary, just until the poor girl could get back on her paws.
That was nearly ten years ago. Lunata has become co-owner of
Candlelight Hollow and Kitani’s best friend and confidant. While she
never forgot her big dreams, for now she’s content in her routine.
Now and again, a customer recognizes her as the child of the great
legendary hero, much to her discomfort. She hasn’t returned home
in years; deep down, she fears that she’ll be judged for squandering
her “destiny.” Liberated of the pressure to fill her father’s shoes or to
compare to his legend, she hopes to find her own path through life.
ADVANCEMENT BAR
The Advancement Bar is represented on the character sheet by a
row of fifteen small boxes. At the end of each session (or the start
of the next, if you forgot), a number of these boxes are filled in,
depending on what your character did during the game.
Every three filled-in boxes gives access to a reward. You gain
rewards by “emptying” all the boxes, making the bar empty again.
Therefore, you can “spend” the boxes to gain small, frequent
boons, or you can save them up to get Character Upgrades, or even
an Epiphany! You can get any one reward you qualify for, but only
one, and you must empty ALL of the bar’s boxes when you choose.
After the third box is filled in, you can choose one Boon from
the Boon List (see next page) by erasing all your filled-in boxes.
Boons are temporary bonuses for the next session.
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BOONS
Gain a Boon when you erase at least 3 Experience Boxes:
r Gain a point of Fortune at the start of the next session.
r Gain a new Relationship with someone you met this session,
or increase the strength of an existing Relationship.
r Expand the Tavern (invent a new location and add it)
UPGRADES
EPIPHANIES
You may instead gain an Epiphany when you erase at least 12
Experience Boxes. See the Epiphany List on page 137.
If the bar is full and you do not choose an award, you must
choose a Reflection. See the Reflections List on page 140.
GAINING EXPERIENCE
At the end of the session or “episode,” each player answers
these questions on their own:
r Did you help keep the Tavern safe and running, or solve a
problem that endangered it, as best you could?
r Did we learn something new about your character?
r Did you question or champion your personal Belief, or help
a friend achieve their personal goals?
r Did you restore your Wellness, or help restore someone
else’s Wellness, by acting it out in-scene?
r Did you suffer a setback or personal loss for someone else’s
benefit?
AWAKENING: The power was inside you the entire time! Best
reserved for last-minute make-or-break moments.
When everything depends on what you do next, and your futures
hang in the balance, you may use this Epiphany (it does not take
up an action). When you do, you immediately gain up to three
points of Fortune (max 3), and then may immediately spend as
BONDED TOGETHER: When the chips are down, you can always
count on the bonds you share together.
When you are in dire need of aid, at the most dramatic moment
you may use this Epiphany (it does not take up an action). When
you do, choose up to three characters with whom you have a
Relationship (ask permission for player characters): they appear
immediately in the scene. Explain how they got there. In any order,
they each get one Action to help you, and if the Action requires a
Test, that Test is attempted with Focus. The scene then plays out
normally, with all the newcomers now participating in the scene.
When the scene ends, you may strengthen those Relationships.
After you use this Epiphany, remove it from your character sheet.
MAGIC ARTIFACT: A magic artifact has found its way into your
hands! What a big responsibility!
When you take this Epiphany, an item in your possession
becomes a Magic Artifact. Choose one now, or wait until you
“discover” one during gameplay. Your new magic artifact follows
the guidelines and rules listed in the Magic Section of Chapter 1.
Magic Artifacts must be “attuned” before they can be used.
To “attune” this item to your character, you must “discover”
its power, either by unlocking it accidentally, comprehending it
after much study, wielding it in a desperate situation, or other
narratively-appropriate event.
REVEALED HEART:You reveal the truth inside your heart, and both
of you come to a much deeper understanding with one-another.
When someone with whom you have a Relationship is in dire
need, and they are in the same scene with you, you may use this
Epiphany (it does not take an action). When you do, they either
Heal an Injury, attempt their
TRAIT & PROFICIENCY LIMITS
z
A GM may choose to waive this rule
if they wish to run a more powerful
campaign, but be advised that
characters without these limits can
become extremely powerful!
NEW BEGINNING: They are ready for something new in their life
and have taken the first step towards a new path. The player
chooses up to three of their non-Heritage Traits and swaps
RESTLESS: They are not content with their life so far, and they
long for something better. The character begins the next session
with Ennui and an extra point of Fortune. The plot of the next
session will give them (and everyone else) an opportunity to
take a brief journey beyond the Tavern to somewhere in the
outside world, where they will encounter a new challenge that
could change their lives for better or worse. They erase all but
three of their boxes.
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Roll Credits: Character Advancement 140
MOODS
Throughout the game, characters might change their Moods.
“Mood” is a representation of the character’s “head-space” and
general emotional condition. A character’s mood might affect
their behavior, perception, and level of energy for specific tasks.
Moods should be cues on how to roleplay a character. However,
the GM may also allow the mechanical effects listed below.
There are three Moods that can apply to a character.
Moods 141
Being in a certain Mood doesn’t mean characters are limited
in how they must act in scene. However, players should try
to role-play how their character’s behavior changes while they
are in a Good or Cranky mood. Do they let it show, or do
they bottle it up? Does a Good Mood make them boisterous
and joyful, or quiet and content? Do they get belligerent or
argumentative while Cranky, or do they act sarcastic and
passive-aggressive? Besides mechanics, it is up to the player
how a character’s Mood changes who they are.
NPC MOODS
Sometimes NPCs and enemies will be afflicted with a Mood
change due to a rule or mechanic.When this happens, the Game
Master should change their behavior to reflect the change in
Mood. Grumpy enemies may become less concerned with
defense, while enemies in a Good Mood might be willing to let
player characters get away or be more receptive to diplomacy.
Specific mechanical effects are up to the GM.
Moods 142
Here are some examples of things that could change a
character’s Mood:
STATUS AFFLICTIONS
Chores 148
Alternatively, the Game Master may allow the players to
invent chores for themselves. Tell the players how many chores
need to be done, and then have them to improvise that many
and assign them among themselves however they wish.
ATTEMPTING CHORES
To attempt a chore, first the Game Master sets the stage,
describing the task in as much detail as is warranted. Then, the
player(s) describes how they are undertaking the chore. They
should note any tools or equipment they are using, the method/
approach they are adopting, and any relevant details. If they
wish, the player(s) may act out a little short scene and role-play
attempting the chore.
Each chore is an Obstacle. Completing the chore requires a Chore
Test; success indicates that the character succeeded in completing
the chore, while failure indicates something went wrong.
The Game Master may impose Disadvantage on Tests where
the task is especially difficult, time-consuming, or unpredictable.
Characters can use their relevant Traits and other mechanics to
grant them Advantage or Focus for the Test, based on their
description, as normal.
Chores 149
When a character succeeds the Chore Test, they describe how
they completed the chore and the task is considered “resolved.”
Whatever the chore was about, it is no longer pressing or
threatening the upkeep of the establishment.
When a character fails a Chore Test, they tell us why by
choosing one of the below questions and answering it:
Chores 150
RANDOM CHORE GENERATION
Use of this table is optional. To generate a chore, roll a d6
under the Task chart, then choose one of the other charts, roll
a d6 (again), then combine your results.
The result should be adapted to fit the establishment and
narrative; a result of “clean windows” could mean literally washing
the glass windows, or it could mean ritually “cleansing” the magical
mirror in the antechamber. A result of “fix music” could mean the
tavern’s piano needs tuning, or that the performers canceled and
new arrangements must be made last-minute. Be creative! If you
can’t think of anything, ask the players to help interpret the result.
TASK CHALLENGES:
1: Replace/Change 1-2: Supplies
2-3: Fix/Repair 3: Weather Damage
4-5: Clean/Prepare 4: Animal Denizens / Critters
Chores 151
MIXOLOGIST GUIDE
(POTIONS, TONICS, AND SUCH)
“Never trust the man who never drinks, for that is a man concerned
with what he’ll reveal while drunk.” - Dwarven Proverb
Some Traits grant characters the ability to make potions, tonics,
elixirs, salves, and of course, responsibly-consumed adult beverages.
Tiny Taverns relies on the Game Master to handle such feats, asking
players what they’d like to make, then resolving the attempt with a
Test. It is suggested that the GM treats this Test like a Chore (see
page 148), with a success yielding 1-6 (roll a d6 if desired) of the
desired consumables, and failure requiring the player to answer
one of the prompted questions.
Here are some guidelines to help the Game Master keep
things consistent when moderating the consumables creation:
UPKEEP
Now you pay the upkeep and see what you can take home!
Decrease points of Value by your Demand.
Each leftover point from Income is coin you can pay yourselves.
Divvy out these however you like: each point is converted into
“Coin: Value 1” (see page 166).
Or you can stash them, storing them in a safe place in the
Tavern for a rainy day. If so, create a Value Trait for your Tavern
and affix it the number equal to your leftover points. If you lose
Value points from the upkeep, you may take some from this
Trait instead.
SERVICES TABLE
VALUE EXAMPLES
2 Daycare for mounts, lead on a dungeon or other location
3 Delivery of a letter or small parcel, repair a broken or worn item
4 Favor from a free agent or adventurer, delivery of a package
5 Decent transportation, or cheap transport to somewhere far
6 Small guild services, rent a house or small place for a week
7 Large guild services, access to private library or museum
o
Weather 167
Game Master
Toolkit
o
T
his chapter contains special content, optional rules, and
add-ons for the Game Master to deploy as they deem
fit. Here you will find an Adventure Hook Generator, a
Random Event table, a Bestiary, a Connections Generator, and
some hints and tips for keeping things lively at the table. Feel
free to adopt any, all, or none of the content in this section!
CONNECTIONS
In a slice-of-life game, the connections between characters
is the major force that drives the story. These connections can be
identified naturally during play, by Relationships, or just simply how
characters interact with one-another. However, you may wish to
make these Connections explicit at the start of the game, or provide
players with some tools to identify them. If so, deploy these rules to
generate existing relationships between characters.You can use this to
replace the Three Questions section that generates a Relationship, or
you can use it in tandem to further develop character backgrounds.
After everyone has created characters, have each player roll a
d6 twice. The first d6 tells them which table to consult for the
IV: GM’s Toolkit
result, the second gives them the result, which is a prompt for
them to answer. Finally, they choose one of the other player
characters to share that connection with and then fill out the
remainder of the prompt however they wish. The resulting
connection accurately describes how the character feels about
the other, establishing a background and history with them.
You must get the approval and permission of the other player,
however. After all, this prompt will also affect them.
You may then give that connection to the player as a free
Relationship, adding it to the sheet following the guidelines
under Relationships on page 112.
Connections 168
CONNECTIONS TABLES
FIRST DIE ROLL RESULT:
1-2: We sometimes butt heads
3-4: We always get along
5-6: It’s complicated…
WE SOMETIMES BUTT HEADS
1-2: Frenemy: “No one pushes my buttons like [character name], yet I
still consider them a friend because: .”
3-4: Rival: “[Character name] is my biggest rival, and even though we
argue and compete, we also push one-another to be better. I will always try
to outdo them in: .”
5: Grudge: “I will never forget how [character name] hurt me by: .”
6: Our Goals Conflict: “Even though we are friends, [Character
name] wants the same thing I want, and we cannot both have it. That
thing is: .”
IT’S COMPLICATED
1-2: Something Went Wrong: “I was once very close with [character
name], but then something happened, and things haven’t been the same ever
since.This thing tore us apart: .”
3: Secret Crush: “I’ve had a secret crush on [character name] for years now,
but I can never tell them because: .”
4-5: You Betrayed Me: “I betrayed [character name] when I: .”
6: Secret Guardian: “I am bound to protect and watch over [character
name], to make sure they are safe. But I can never tell them this, or else: .”
Connections 169
GENERATING PLOT:
GMING SLICE-OF-LIFE
Slice-of-life storytelling is a little different than the epic style of most
fantasy games. The default perspective of fantasy games is epic in
scope, with prophecies and wide-ranging consequences. It’s a top-
down perspective, grand scale stakes and conflicts. Our slice-of-life
game is more intimate then that. It looks at the fantasy world from
the bottom up, from the hub of travel and trade, the point where
most tabletop fantasy adventures begin: the humble public house.
The characters of Tiny Taverns aren’t here to save the outside world.
They’re here to save their own.
It can be an adjustment for GMs used to playing the epic way.
Small scale stories can be more difficult than epic scale ones. But
many GMs find the challenge rewarding, and players are often
more invested in stories that are about them, instead of some
“big bad.” If you’re a first time GM, or you just need a place to
start, here are some tips to help you get off and running!
LET PLAYERS TELL THE STORY
A prevailing GM instinct is to handle all storytelling responsibilities,
improvising all the lore and answering all the questions. When
players encounter something unfamiliar, they tend to look to
the GM for context, asking, “What does my character know
about this?” They ask this even when the thing pertains to their
own character, because in a sense, the RPG’s world is the GM’s
IV: GM’s Toolkit
their answer to improvise the next challenge. Going to the next town
over? Ask them who has been there before, and then let them tell
you what they can expect there. Do they know anyone in that town?
Create some NPCs and challenges from their answers. And so on.
Giving players limited storytelling responsibilities benefits the
game in several ways. For one, it takes some pressure off the GM
to improvise lore and plot hooks. It helps make your setting’s
lore more unique, since many voices are contributing instead of
just one. But it also creates natural stakes for the players. They’re
more likely to care about the fate of something they’ve invented
themselves. For instance, if the selkie player helped create the
who was Khitani’s best friend during their childhood, citing their
vast history and compatible personalities. This “challenges”
Lunata’s Relationship by suggesting it is incorrect; how does
she react, and how does it affect their lives working together?
Ideally, relationship challenges should color the circumstances
of the main story hook. Maybe a fight with a Wyvern attacking
the Tavern is not the time for Lunata to have doubts about her
bond with Khitani, but it is affecting her ability to work as a team
regardless. She’ll need to get over this and realize Khitani doesn’t
“belong” to anyone before she can focus on the task at hand!
shut them down. Instead, let them have their big advantage… and
then introduce a complication that keeps the story going.
If a player finds a creative solution that bypasses the mechanical
challenge, good! That’s the name of the game, after all! You want
players being creative. You want them to role-play in a way that
makes all their cool stuff relevant. Don’t discourage them by
calling it “cheap,” or shutting them down, or escalating the threat
in a way that doesn’t make sense. It’s more important that players
be creative and play to their character’s strengths than it is for
them to roll 5s and 6s on dice.When they do something you didn’t
expect, they’re not being cheap, they are rising to the challenge!
43) Prisoner: One of the guests has secretly brought a prisoner to the Tavern,
which a player character discovers or inadvertently sets free! Were they justly
arrested, or have they been kidnapped?
44) Spiked With Love: A love potion (or other behavior-changing potion) was
dumped into the beer supply, and no one realized until all the guests started to act
strangely. Can characters survive what may be the strangest night of their lives?
45) Star-Crossed: Two guests are secretly infatuated, but for some reason
cannot be together. A player character discovers their true feelings. Can players
make this a happy ending for the guests (and win a glowing review)?
46) Murder Mystery: A guest turns up dead (or otherwise indisposed) in
one of the rooms. Then the constable shows up! Can player characters solve this
murder mystery and keep the Tavern’s reputation intact?
63) Arbitrary Hot Springs Episode: Everyone goes to the beach or hot
springs! Why? Who cares? Roll again, but the setting is a beach, hot springs, or
other locale where bathing suits and bath robes are considered “formal wear.”
64) Haunting: The Tavern is haunted by a spooky ghost, or other such
Halloween-y being. Can the player characters befriend or put this spirit to rest
so it doesn’t disturb the guests?
65) Monstrous Mayhem: Oops, someone summoned a kaiju! As they
rampage across the countryside, the PCs must set things right again.
66) Royalty: A guest staying at the tavern is actually a princess or other noble,
and some other guests are actually their bodyguards. They are on a secret mission
or fleeing from something and are in hiding. They will be grateful if the player
characters keep their secret, but whatever the noble is hiding from will appear soon…
that prompt, they decide that a famous adventurer and monster hunter is
staying at the Tavern, and that the handsome adventurer is distracting the
staff and abusing the “free drinks with extended stay” policy.
Then, they roll on the complication chart, getting the “Falsehood” result.The
GM interprets the result to mean that the adventurer is actually a coward,
and that the stories about their exploits are a big lie.
During the game, a player character discovers the truth and feels sorry for
the “adventurer,” promising to keep their secret and also to help them if they
agree to leave the Tavern.The Game Master decides that a monster attacks the
Tavern that night; the player characters fight the monster, and the adventurer
faces their fears.The players defeat the monster, but allow the adventurer to take
the credit, furthering their reputation and making them a grateful ally.
READYING
First, characters prepare for the task at hand. Players declare their
intentions: what they’re looking for, and how they’re going about
it. Players should be brief, but specific. Don’t leave out any important
details: are they fishing with a line and lure, and just lounging until
they get a nibble, or are they setting up a net in a stream? The method
implies difficulty and necessary supplies, but also yield if successful.
They’re going to need supplies. Hunters need weapons, traps,
lures, bait, camouflage, and so on. Foragers need something to
carry their things in, identifying materials, protection against the
elements, and so on. If they don’t have everything they need, the
GM should take note.
When a player is finished, the GM should know:
r If the character is “Hunting” (seeking game), or “Foraging”
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ENEMY PROFILE:
Enemies each have the following profile:
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Enemies 189
HIT POINTS, DAMAGE, & DEFEAT
Unlike player characters, Enemies have a measure of health called
Hit Points. These represent how much “damage” they can sustain
until they don’t want to fight anymore.
r When an enemy would take damage or suffer an injury, they
lose one hit point.
r When an enemy would suffer a major injury, or something
especially harmful (by the GM’s reckoning), they lose an
additional hit point.
r When an enemy’s hit points are reduced to 0, they are Defeated.
What “Defeated” means depends on the narrative. They might
lose all will to oppose the characters and decide to give up.
They might fall unconscious, or be incapacitated and unable to
keep fighting. They might even change their minds and decide
to join the player characters’ side. In some cases, they might
even be killed! The players and GM should decide together
what makes the most sense, given both the circumstances of the
story, and the intentions of the character that defeated them.
No matter the narrative circumstance, a Defeated enemy can no
longer take actions or oppose the player characters in any way.
They are effectively overcome obstacles in this state. They can
still impact the scene in minor ways (like talking to characters,
for instance), but cannot act as an obstacle any longer.
Enemies 190
CHANGING MOTIVATIONS
The GM can (and should) change an enemy’s Motivations as
a scene progresses, and as makes sense for the narrative. This
shouldn’t be to provide a “moving target” for players to defeat
the enemy, but instead, to provide a naturally-evolving motivation.
BEHAVIOR
Each enemy profile contains a “Behavior” section, which provides
a guideline for the GM to portray them. Often, the Behavior
only contains some vague descriptions, while others may give
specifics, like “This enemy attacks whoever is the immediate
threat” or “This enemy runs away at the first opportunity.” The
GM should interpret the Behavior in any appropriate way.
Behaviors are guidelines for the GM and can be altered, re-
written, or completely disregarded at the GM’s judgement. In
fact, altering the behavior of an enemy so it acts unusually is a
good way to create a memorable enemy!
ENEMY EMOTIONAL WELLNESS
Unless noted in an enemy’s Behavior, all enemies are Well. If an
enemy becomes Unwell, they react in a way that makes sense
for the enemy, based on their Behavior and Motivations. The
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ENEMY TRAITS
Like characters, enemies have Traits that represent true things
about them. Enemy Traits can be taken from the same list as
player characters, or they can be unique to the enemy. Enemy
Traits are interpretable, representing whatever the GM decides
is appropriate for the enemy. Traits allow the enemy to do
things in the narrative that aren’t immediately obvious; an enemy
with the “Flying” Trait is explicitly able to fly, for instance.
Enemies 191
Whenever an enemy’s Trait would make something the enemy is
doing easier, then reacting to the enemy Tests with Disadvantage.
Additionally, when an enemy’s Trait would make whatever a
player character is attempting more difficult, that Test is also
made with Disadvantage.
Some Traits may also provide an enemy with special rules and
additional options. These are noted in the profile. Keep in mind
that if an Enemy Trait tells you to Test, then you MUST Test to
use it, even as a GM (it is not optional, unlike everything else
the Gm can do).
GMs should feel free to add or subtract Traits to enemies in
order to create unique encounters.
THE GROUP TRAIT
The “Group” Enemy Trait is a special Trait that represents the
presence of multiple enemies of the same type, at least 3 but
possibly more. When an enemy has this Trait, it means there are
many of them, and they are working together in tandem. They
tend to have a lot of health and can take many actions during a
scene. When an enemy with the Group Trait is Defeated, they
spawn two versions of themselves without the Group trait.
Enemies 192
EXAMPLE ENEMY
BAR BRAWLER
Hps: 2
Motivation: To keep the fight going. Loses motivation when there
are no opponents left, or when no longer Drunk.
Behavior: Attacks anyone nearby, except allies. Tackles enemies, or
uses improv weaponry. Usually starts the fight Drunk and rowdy.
Description: Someone who has had too much to drink and is
ready to fight all comers!
Traits:
r Barfighter
r Too Drunk: This enemy starts out Drunk.
SAMPLE BESTIARY
Here is a sample of the kinds of beasts characters may encounter
in their adventures. This is in no way a complete list; the GM
should invent new creatures for characters to encounter.
SIMPLE BEASTS
BADGER
Hps: 4
Motivation: To escape whatever threatens it or protect its lair/
young.
Behavior: Relentlessly attacks the closest target until it gets a
chance to escape. Tries to flee at the first opportunity.
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Hps: 2
Motivation: To opportunistically eat and get away from threats.
Behavior: Fights only if startled or cornered, otherwise flees.
Flees immediately if others are fleeing.
Description: Deer are medium-sized herbivorous herd animals.
The males tend to have antlers and sometimes manes. Deer are
known for their agility and are hunted for their meat and antlers.
Traits:
r Fleet & Agile
r Generally encountered in herds; use the Group Trait if so.
Major Injuries.
r Petrifying Glare: As an Action,
meet the eyes of a target and
“glare.” The target must pass a
Save Test or suffer Petrification.
Treat “Petrification” as being
perpetually Shocked; it is
cured by touching the
target with the cockatrice’s
beak.
OWLBEAR
Hps: 8
Motivation: To rest during the day, and at night, to leap off trees
and catch prey. If threatened, to get to the highest point it can and
fight off attackers.
Behavior: Owlbears will climb trees and wait for prey to pass
underneath, then leap down and try to crush them with their
bulk. They will then pick up their stunned prey and carry them
back to their lair to eat them. If startled or it feels threatened, it
tries to get as high up as it can by climbing, then makes a stand
and fights until its enemies tire or it is defeated.
Description: Almost certainly a cruel wizard joke, the owlbear
is a chimeric combination of owl and bear. It has the body and
bulk of a bear, yet four massive avian legs and the head of a
massive owl. It is often treated like an absurd joke by adventurers,
especially as the poor creature seems to behave more like owl
than bear, but falling prey to an owlbear’s midnight ambush is
no laughing matter.
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Traits:
r Berserker
r Fast-Climbing
r Bear Strength
r Iron Stomach
r Night-Vision: This enemy can see well in the dark and
across long distances.
r Devastating Attacks: This enemy’s direct attacks inflict
Major Injuries.
r Resilient: When this enemy would suffer its first injury or
damage, remove this Trait instead.
within 10 feet.
r Poison Bite: Wyvern bites are poisonous. Anyone injured
by a Wyvern bite must pass a Save Test or become Sick.
r Giant: Wyverns are very big. Ranged Attacks against this
enemy have Advantage. Direct hits from this enemy are
Major Injuries.
r Tail Swipe: As an Action, Test 2d6. If successful, all adjacent
opponents are knocked back 10 feet and knocked down.
o
Sample Bestiary 203
LEGENDARY CREATURES
(AND SUMMONING THEM)
Folklore is filled with tales of powerful, unique creatures. Even
in ancient times, people encountered animals they’d never seen
before, beings that defied what they knew about the world.
They would tell stories of these creatures. The white stag. The
leviathan. The king otter. The phoenix. Tales became legends as
they were passed down between generations. There is a power in
stories. And in legends, that power is even greater.
Legendary creatures are rare. People may go their entire lives
without ever seeing one. Each one is evasive, magical, and unique.
They are greater than their animal brethren, representing innate
universal virtues and displaying otherworldly intelligence.
Other animals flock to them, bow to them, and become docile
in their presence. Some scholars believe these are the animal
kings. Others, that they are heralds from the land of the fey, the
seelie court. None can say for sure.
What is known is that a legendary creature is more than just a
magical animal. They are omens of things to come. The white
stag heralds that a line is being crossed, for good or ill. The
phoenix heralds a terrible calamity, from which new life will one
day arise. Those who encounter a legendary creature inevitably
become bound to them in some way, as if merely seeing the
being is enough to change the course of their lives. They may
find themselves haunted by visions of the being, and the things
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f
Legendary Creatures 207
SAMPLE MAGIC SCROLLS
Here are some examples of spell scrolls characters might
encounter during a campaign. Use them in your game directly,
or as inspiration for magic scrolls of your own design!
This spell lasts until dismissed, or until the end of the scene.
USING A SPELLBOOK
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WIZARD TOMES
Wizard Tomes use the same rules as a normal spellbook, but
with the following additional changes:
First, Wizard Tomes are limited to only twenty pages, at most.
Each page contains one spell. Secondly, spells read from Wizard
Tomes are not “consumed” upon casting; they can be cast over
and over, as much as the reader desires. They use the power of the
book to cast and do not drain the area of mana (just like a scroll).
Other than this change, Wizard Tomes are the same as regular
spellbooks. It takes an Action to find the right page and an
Action to cast the spell on that page.
GET COOKING
The cooking mini game is broken into three stages: Prep, Cook,
Serve. Each stage consists of one Test; the Cook stage consists of
1 to 3 Tests, depending on the dish and circumstance. Characters
Test at least once per stage, keeping track of their successes and
describing the consequences of success or failure on the dish.
The goal is to accumulate as many successes as possible. The
more successes, the better the resulting dish.
THE MOMENTUM RULE
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STAGE 1: PREP
This stage represents all prep work for the dish. Water must be
boiled. Coals stoked. Cookware arranged. Ingredients peeled,
chopped, marinaded, brined, spatchcocked, and otherwise
prepared. Hop to it!
The player describes how they are prepping for the dish. The
character Tests; the obstacle is the Prep work for the dish. If
there’s a lot of prep for one person, they Test with Disadvantage.
If the prep work is simple and there’s no urgency, they Test with
Advantage. If the Prep is trivial or has been done for them, the
GM waives the Test (count this as a free success).
Success means they prepped everything flawlessly, and their
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5+: The dish is amazing, possibly the best it could be. Eating
the food puts the diner in a Good Mood, and their next Test this
session is attempted with Focus.
4: You outdid yourself, the dish is fantastic! Eating the food puts
the diner in a Good Mood.
2-3: It turned out alright. The food isn’t amazing, but it’s pretty
good.
1-0: Yeah… this wasn’t very good. Those who eat the food may
decide they are Cranky afterwards. At least you’re not hungry
anymore.
Entire guacos are parboiled and mashed or pureed with spices, until
they form a zesty “sauce.” Some prefer chunky, others smooth. It
may seem cruel, but gaucos will inevitably become guaco-sauce on
their own, if left to their own devices.
Guaco-sauce can be added to ordinary foods (if you’re brave)
to make them “magical.” Any mundane consumable food item
coated in guaco-sauce temporarily bestows the Spell-Touched
Trait on the consumer, with the source of the magic being “I
ate some guaco sauce.” Chugging the bottle instead gives one
charge of a cantrip effect. This lasts for about an hour.
SUPPORT SIGNALS:
Use this in conjunction with another Safety Tool.
Place three cards on the table where everyone can reach them.
One is green, one is yellow, and one is red. During the game you
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may tap one of the cards to quietly signal to the other players
your level of comfort with what is going on in the scene.
r Tap the green petal to signal that you want them to push
harder. You may only do this if you are in the scene.
r Tap the yellow petal to signal that a line is being approached
or crossed, and for them to back off a little or soften what
they are doing.
r Tap the red petal to signal that you are not okay with the scene’s
content, and for them to immediately pause or de-escalate.
Support Signals were developed by Jay Sylvano.
Age: Gender:
Appearance:
Mannerisms:
BELIEFS
D
D
D
D
HEALTH
D
WELLNESS:
MOOD:
D
Well Unwell PROFICIENCIES
INJURIES/AFFLICTIONS:
h
h
h
h
h
Minor Major
h Mastery
TRAITS (MECHANICS)
RELATIONSHIPS
f
Type: Like Love Rival Nemesis Secret Strength
f
Type: Like Love Rival Nemesis Secret Strength
f
Type: Like Love Rival Nemesis Secret Strength
f
Type: Like Love Rival Nemesis Secret Strength
f
Type: Like Love Rival Nemesis Secret Strength
Location:
What Is Nearby:
SERVICES:
LOCATIONS: (Outside)
TAVERN TRAITS
Appendix 228
Disadvantage: The odds are against you, making it less likely that you’ll
overcome the Obstacle. Having Disadvantage during a Test means you roll
1d6 instead of 2d6 or 3d6. Disadvantage supersedes Advantage, unless
the Advantage is Magical.
Enemy: A special type of Obstacle that directly opposes the player
characters. They get their own chance to take actions. Enemies are not
overcome until they are Defeated, or until the player characters thwart
them. Enemies have Hit Points that represent how much “damage” they
sustain until they don’t want to fight anymore. They also have Traits and
Behaviors, which provide guidelines for the Game Master.
Epiphany: A powerful, one-use reward characters can earn.
Experience: A way for characters to grow more powerful. Experience
Boxes are filled in on the character sheet based on events in the session.
Certain boxes, when filled in, allow the player to erase all filled in boxes
in exchange for a reward, or to keep their current filled in boxes to save
up for a better reward later.
Focus: A special condition for Tests representing additional favorable
circumstances, such as concentrating, putting more effort into the task
than normal, using the environment to one’s favor, and so forth. Testing
with Focus means you succeed on a 4, 5, or 6. Players familiar with Tiny
Dungeon 2e and other TinyD6 games: please note that in Tiny Taverns, a
character can have Focus for tasks other than Attacking.
Fortune: A resource that players can spend to negate another player’s
Disadvantage or change the narrative circumstances to favor the character.
Players gain Fortune when the GM grants it, or when one of their Traits
causes them to Test with Disadvantage. A player can only have 3 points of
Fortune at once. All Fortune is lost at the end of a session.
Game Master:The player who facilitates the game, controls the enemies,
populates it with obstacles, and improvises the greater lore. This is the
“prime storyteller” and “referee” of the game. The Game Master has final
say over a lot of stuff. The Game Master only rolls dice when they want to;
what they say always happens, although they must conform to the results
of Tests and other such guidelines. “GM” is short for Game Master.
Group (enemy Trait): The “Group” enemy Trait represents the presence
of multiple enemies of the same type, at least 3 but possibly more. When
an enemy has this Trait, it means there are many of them, and they are
working together in tandem. When an enemy with the Group Trait is
Defeated, they spawn two versions of themselves without the Group trait.
229 Appendix
Heritage: One of the unique peoples of the fantasy setting. A heritage
represents both cultural and genetic history, but is only one part of who
your character is. A character’s Heritage provides a few special Traits.
Heritage Trait: A unique Trait granted by your Heritage, representing an
innate power, cultural tradition, special upbringing, or biological feature.
Initiative: Whoever’s turn it is during Initiative Mode “has initiative.”
Initiative Mode: A special mode of gameplay, activated by the Game
Master, where characters take structured turns. Player characters
perform up to two “actions” during their turn, while the Game Master
takes as many “actions” as granted by Enemies and Obstacles.
Injury: An abstract representation of lasting trauma. Generally Injuries are
inflicted by combat, obstacles, certain Contests where risk of injury is high,
or as a result of doing something regrettable. Major Injuries are serious
and impede the character more, while Minor Injuries are less serious and
easier to heal. When a character suffers an injury, the player decides what
type of injury they have suffered. When they attempt something that their
Injury would hinder, they Test with Disadvantage. A character with more
than three Minor Injuries or more than one Major Injury is incapacitated.
Incapacitated: Unable to act due to personal impediment or injury.
Item: Useful objects characters can use and (theoretically) carry around.
Characters are considered to have any items that make sense for them to
have, in addition to their personal inventories.
Legendary Creature: A powerful, rare, magical being. Certain spells and
artifacts can summon them, or they can be encountered in the wild.
Magical: An effect, thing, or circumstance that exists in its current state
due to magic. The Game Master decides when something is magical.
Mastery: A special type of Proficiency, representing greater achievement
in that field of expertise. Masteries so that Proficiencies do, but also negate
Disadvantage when they are relevant (instead of granting Advantage).
Mood: An abstract representation of a character’s prevailing emotional
state. Characters can be in a Good Mood, Neutral, or a Cranky Mood.
In the absence of a Good or Cranky Mood, the character is “neutral.”
Players decide what mood their character is in.
Non-Player Character: A character that is controlled by the Game
Master, but works like a Player Character. They exist to help tell the
story of the player characters. “NPC” is short for Non-Player Character.
Obstacle: A thing or circumstance that is in a character’s way. Characters
Test against Obstacles by rolling 2d6. If the character succeeds, the
players narrate how the obstacle was overcome.
Appendix 230
Player Character: A character that is controlled by a player that is not
the Game Master. These are the heroes of our story.
Prestige Trait: A special kind of powerful Trait that can only be granted
by the Game Master.
Proficiency: A representation of a character’s field of expertise. They
represent experience, knowledge, training, and practice in a specific
subject. Proficiencies grant Advantage when they are relevant.
Relationship: An abstract representation of an existing bond between
characters. They consist of a description, a Type, and a Strength.
Spell: A magical effect that changes the narrative and/or grants special
mechanics. Spells are cast by magic users (such as Spell-Touched or
Spellcraft characters), or by items (such as magic Scrolls or items).
Spellcrafts: A magical tradition or special “school” of magic. Spellcrafts
grant access to specific spells. Only one spellcraft spell can be cast per
scene, unless the Game Master allows more.
Success (of dice results): A “success” results when any die face shows a
5 or 6 as a result of a Test. Take note: it does not matter how many 5s or 6s
show, just that there is at least one.
Tavern: A public place of hospitality. In the context of this game, it is
whatever establishment the characters maintain together.
Test: A mechanical representation of a character’s attempt to overcome
an Obstacle. You usually Test by rolling 2d6. If the Test is a failure, then
something unexpected happens, and the Obstacle thwarts the character.
Tests can sometimes have special types (such as “Save Test” or “Stealth
Test,”) which are only relevant if the rules say so.
Trait: A representation of some important aspect of the character. Traits
grant Advantage or Disadvantage when they are relevant, or they can
make certain actions possible. Players familiar with Tiny Dungeon 2e and
other TinyD6 games please note: many Traits that also exist in those games
behave differently in Tiny Taverns.
Weapon: A special type of item designed for self-defense and combat.
Successful AttackTests with weapons always inflict one injury; either Major
or Minor. Fighting with a weapon where you have no training causes you
to Test with Disadvantage. Weapons belong to one of five categories: Light
Melee, Heavy Melee, Light Range, Heavy Range, and Improvised.
Wellness: A character’s inner-peace and ability to process what they are
feeling. A character’s emotional health has two states: Well and Unwell.
o
231 Appendix
Introducing a new way to play the Tiny D6 engine, Tiny Taverns is
a roleplaying game about the slice-of-life daily adventures of tavern
proprietors in a high fantasy setting. Instead of warriors, wizards,
and thieves, player characters are bartenders, performers, servers,
chefs, or even bouncers… who also happen to be warriors, wizards,
and thieves! Whether defending the tavern from monsters, breaking
up bar brawls, or just trying to get through a tough night, characters
solve their problems using wits, fists, or a kind word. With a focus on
character relationships to provide story hooks, unique heritages and
traits specifically tailored for tavern adventures, a chore system and a
hectic tavern service mode, social combat rules, hunting and cooking
mini-games, an “episode generator” for on-the-fly storytelling, and
evolving lore that players invent as they play, there’s no end to the
adventures you’ll find in your very own tiny tavern!