Tavern Tales is a circus-themed tavern for your 5e D&D game! Tavern Tales features 14 adventures, player backgrounds & sub-classes, & unique magic items & NPCs.
Description:
The Arbiters, a well-respected guild of freelance assassins, have operated in the shadows for quite some time, unmolested. The party is thrust into the middle of the Arbiters’ operations when Salora, a gnomish patron of A Trip Away Inn, suddenly drops dead, and a group of hooded patrons suspiciously leave the tavern.
Tavern Tales is a circus-themed tavern for your 5e D&D game! Tavern Tales features 14 adventures, player backgrounds & sub-classes, & unique magic items & NPCs.
Description:
The Arbiters, a well-respected guild of freelance assassins, have operated in the shadows for quite some time, unmolested. The party is thrust into the middle of the Arbiters’ operations when Salora, a gnomish patron of A Trip Away Inn, suddenly drops dead, and a group of hooded patrons suspiciously leave the tavern.
Tavern Tales is a circus-themed tavern for your 5e D&D game! Tavern Tales features 14 adventures, player backgrounds & sub-classes, & unique magic items & NPCs.
Description:
The Arbiters, a well-respected guild of freelance assassins, have operated in the shadows for quite some time, unmolested. The party is thrust into the middle of the Arbiters’ operations when Salora, a gnomish patron of A Trip Away Inn, suddenly drops dead, and a group of hooded patrons suspiciously leave the tavern.
The Edmund's Gang has scored a large take of a stagecoach owned by the Kirkland Bank. They got away with no witness and are hiding out in the Carmichael Saloon.
The Edmund's Gang has scored a large take of a stagecoach owned by the Kirkland Bank. They got away with no witness and are hiding out in the Carmichael Saloon.
The Edmund's Gang has scored a large take of a stagecoach owned by the Kirkland Bank. They got away with no witness and are hiding out in the Carmichael Saloon.
The Edmund's Gang has scored a large take of a stagecoach owned by the Kirkland Bank. They got away with no witness and are hiding out in the Carmichael Saloon.
The Edmund's Gang plans to knock over Kirkland Bank armored coach #14. They need to case the scene and prepare for the job before the coach leaves the next morning.
The Edmund's Gang plans to knock over Kirkland Bank armored coach #14. They need to case the scene and prepare for the job before the coach leaves the next morning.
The Edmund's Gang plans to knock over Kirkland Bank armored coach #14. They need to case the scene and prepare for the job before the coach leaves the next morning.