The Broken Cask A Solitaire Innkeeping Game
The Broken Cask A Solitaire Innkeeping Game
The Broken Cask A Solitaire Innkeeping Game
KAMA
BY L
AS
ME
OL A
ITA G G
IRE INNKEEPIN
ILLUSTRATED BY
CLAUDIA CANGINI
2
Credits
Designed & Written by Derek A. Kamal
Layout by Paolo Bosi
Illustrations by Claudia Cangini
Playtesters
Nico Kamal, Matt Spoon, Travis Waguespack
Inspired by…
Remarkable Inns & Their Drinks by Loresmyth Games
Four Against Darkness by Ganesha Games
Tiny Taverns by Gallant Knight Games
Merchant by Retora Games
Apocalypse World by Lumpley Games
Copyright © 2021 Shoreless Skies Publishing, LLC
ISBN 978-0-9972727-6-5
All rights reserved under the Universal Copyright Convention. No part of this book may
be reproduced in part or whole, in any form or by any means, without permission from the
publisher, except for brief quotes for use in reviews and/or copies of the Innkeeper Log and
random tables.
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table of content
Credits 2
Prologue 4
Introduction 5
Getting Ready to Play 7
Creating Your World 12
Running Your Inn 17
The Events Table 19
Questing 41
The End...? 48
Reference 49
Backer List 71
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Prologue
She heard the inn before she saw it.
Loud sounds, like folk shouting and cheering and singing, seemed to bounce off the snow-plastered
hills behind her. The same snow reflected a bit of light, a faint orange glow threatening to melt the
hillside. Then she saw the source of the light: it was a pleasant, two storied building, all of stone save
the roof shingles which she couldn’t see, for they were also hidden by a dusting of snow.
The songs grew louder as she drew nearer and now she could make it out: strange words set to
a familiar tune. She felt it in her bones and it pulled her towards the inn. One hand upon the
door, she looked up and there was a sign bearing the image of a fox’s head all of strange colors.
Thinking nothing of it she pressed and the door opened and she smiled.
Her ears needed time to get used to the din while her eyes adjusted to the light; little fires
resting in stone hearths and candles set upon simple holders seemed a bright sunshine to the
dark, dark night outside. And then there was the heat! The frigid hillside demanded furs and
hats while the common room demanded she take them off! Decloaked, she looked around and
smiled more broadly.
A troll, a rather small one, she thought, zipped past with a handful of drinks; a company of ad-
venturers nursed wounds around the corner of the bar, hiding winsome smiles behind ceramic
mugs; wizards or mages were playing some kind of game where purple lights illuminated the
table in the middle of the common room. Would she take a table herself? The bar? Make bold
and join that company of halflings in the corner? No, no. That wouldn’t do. To the bar!
She bellied up and tapped on the timber. A little satyr appeared, horns first, and stared expectantly.
She smiled, almost giddy, and placed her order.
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Introduction
...I at last with weary feet
Will turn towards the lighted inn
My evening rest, and sleep to meet
-Tolkien
Brewing your own magical beer, waiting expectantly to see if a wizard will arrive and blow
smoke rings across the ceiling, shouting merrily at your trollish gardener, slinging drinks
across a crowded bar. Anyone who has set their imaginative feet in a fantasy realm knows
there is nothing quite like an inn. Or tavern. Or pub. Or whatever you want to call it. Here is
home, the cozy place one can rest from their dungeon delvings and wayward travelings in a
firelit common room where everybody knows your name.
And many of us, somewhere along our literary or gaming journeys, have wanted to set up shop
and host an inn of our own.
Terminology
Because there are so many tables we have elected to use keywords and other shorthand for
the sake of brevity. Here are some terms you will come across during play.
d3 - One three-sided die. Not many of us own a three-sided die, so roll 1d6 but 4=1, 5=2, 6=3
d6 - One six-sided die. This will almost always be written as 1d6 or 2d6, noting you should roll
one or two dice respectively. More on dice notations can be found below.
d66 - Roll 2d6, or 1d6 twice, to produce a two digit number. The first die is in the tens’ place
and the second die is in the ones’ place. So is equal to 24. I like to use dice of different colors
to keep my places straight.
Advantage - Roll twice and keep the better result
Character - Whoever the active character is, whether staff or hero or regular or innkeeper
Disadvantage - Roll twice and keep the worse result (usually the lower number)
Ensorceled - An Ensorceled character is under a spell and interferes with everything. -1 ongoing
until the end of the session or the effect is removed. This cannot affect the innkeeper or mercenaries.
Event - An occurrence at the inn, generated by a roll on a particular table and then a task.
Exhausted - When a character can no longer act (staff loses all morale; Hero misses on a
quest). If an effect would give Staff morale, they can unmark exhaustion
Flip - Take the die, after any roll, and turn it to the exact opposite side, using that result
instead: 1 6; 3 4; 2 5
Forward - Read, “on your next task.” For example, -1H forward means, the next time that
character would roll+H, take -1 on that roll. It may also be annotated as something like “-1
Guests forward,” meaning you take -1 next time you make any kind of task involving a guest.
“+1 Gardening forward” would be “take +1 next time you do a Gardening task.” You can also
take advantage or disadvantage on your next task, which reads as such: “disadvantage Brewing
forward.” To be absolutely clear, “forward” always applies to tasks and not rolls on tables.
Hit - A successful roll; you’ve met or exceeded the task difficulty.
Improve - When a staff or hero has filled all their XP boxes they improve. Staff can choose: +1
to a stat or +1 morale. Heroes increase their Level.
Instead - Some tables have default consequences listed. When a task says “instead” it means
you suffer the consequence listed on the task instead of the default consequence.
Miss - A failed roll; you have rolled less than the task difficulty.
Ongoing - Until the effect is resolved.
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Poisoned - If a poisoned character rolls a 1 they become Sick.
Prestige - Representative of word spreading about your inn. Check one box whenever your
staff rolls a 6 or you’re told to “mark Prestige.” Once it is full, or you use the Influence task, you
can increase your Prestige Level.
Prestige Level - The notoriety of your Inn. Each level gives you +1 when you roll on the Rare
Guests table, also you may add your prestige level any time you roll for tips.
Randomly Select - Devise your own method of choosing the described thing at random.
Refund - Just like it sounds. Subtract the amount (usually 1d6) from your gold. If you ever
cannot pay, end the session.
Rolling on a table - To distinguish using tables from rolling dice for tasks, you’ll see the phrase
“roll on table xyz.” This means you are rolling on the prescribed table to generate a task. You may
also see “roll Loot+1” or somesuch; this means you roll on that table and add one to your roll.
Sick - A Sick hero takes -1 ongoing until the end of the next session. If a sick hero rolls a 1 they
become exhausted.
Spend - Use an item and remove it from storage.
Stats - The numerical representation of a character’s abilities, abstracted as Body, Heart, and
Mind.
Body is your physical prowess
Heart is your charisma, your ability to relate to people
Mind is your knowledge, how well you can figure things out
Task - Rolling as an action and adding a character stat, as opposed to rolling on a table, typically
to resolve an event.
XP - Experience points. Whenever you are told to “mark XP” tick one box next the appropriate
character on your log.
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Abbreviations
B - Body stat P - Prestige level
H - Heart stat d6 - Six sided die
M - Mind stat g - gold
L - Level x - Times. As in multiplication.
Die Annotation
Whenever it is time to roll dice, you will always see some variant of d6 as this game only
uses six-sided dice. Those rolls are often modified using different notations, almost like an
equation. For example:
• 1d6-1 means roll one six sided die and subtract one
• 2d6x2 means roll two six sided dice and multiply the result by two.
• 1d6+P means roll one six sided die and add your Prestige level
Taking Action
You will always roll dice on a random table to find out what happens. Then, it’s time to act
and see how you and your staff respond to what has happened.
This is the main action of the game, referred to as a “task.” The same thing always happens: a
task is triggered by a table, then you roll 1d6 and you add a stat. For you and your staff, this
will be one of the aforementioned stats: Body, Heart, and Mind. For a hero this will always be
their Level.
If the result meets or exceeds the level of the task, you were successful. The game will then tell
you what happens (usually gaining tips or loot). If you do not hit that number, you fail and the
game will tell you what happens (usually morale loss).
The exceptions here are “Special Tasks” which will typically not require a roll.
Concerning Fiction
Roleplaying games that don’t use a game master or prewritten script don’t lend themselves
to crystal clear storytelling. In this game, the various prompts and events are all considered to
be happening within the “fiction,” that is within the imaginary world of the game.
The game does not often distinguish between which parts of the game are strictly mechanical
(meaning those things pertaining to the rules of the game) and those which are strictly fictional
(meaning those things pertaining to the imaginary world and the stories being told, sometimes
called fluff or flavor). So it’s really up to you, dear player, what you do with it.
Some people will jot down everything that happens in narrative terms, such as: “Bingo the
goblin cook hastily tried to appease the young prince, but fell on his face instead. Then he
limped off in shame.”
Others will think of the same event simply as, “Rolled Rare Guest; attempted the task with the
cook; failed the roll and took -1 Morale.”
Both are valid ways to play and we will reflect on each throughout the chapters to come.
If you are more narrative-minded, it will fall to your imagination to fill in the gaps created by the
generalities of the roll table. Why is the cook attempting to talk to the princeling? Just because
he has the best stats? Maybe other staff are busy; maybe they come from the same place. Why did
he lose morale? Because the rules say so? Or did he trip? Did he make a fool of himself because
he was distracted by the pie burning in the kitchen?
This is especially true for the unique prompts that ask you to create your own task based on a
quality generated during world creation.
The rules of the game and the prompts you generate will hopefully spark your imagination, but
they can just go so far. The stories told by the game are only as vivid as you and your imagination
make them. So as you play, consider what’s going on around the inn. What you roll is not the
golden rule of what is taking place. There are customers coming in and out, sleeping in the guest
quarters whether you’ve rolled on that table or not; staff are chatting and scrubbing dishes even
when there aren’t dice on the table; and drinks are being poured whether or not your log says so.
Have a favorite world you want to recreate? Feel free to edit any of the tables in the game to
your liking!
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Creating Your World
Play begins by generating your world. First is the inn itself, where it is located, what it’s like,
and what’s interesting about it. Next we find out who you are, Innkeeper: where do you come
from? What are you like? Last is your two starting staff. Which unlucky brutes are unfortunate
enough to work for you?
There is a large amount of flexibility with a solitaire game. On all the prompts for world creation
feel free to choose the option you would like if random selection is unappealing.
For this portion you will need your Innkeeper’s Log and the tables for World Creation, available
in the play sheets or the back of this book, starting on p.49
Innkeeper’s Log
The game happens in your imagination, but there’s a lot going on. The Innkeeper’s Log is
there to help you keep track of your inn, your people, and events as they occur. There is a spot
to fill in for every part of the world creation process, as well as boxes to help you keep up with
the rules and effects of the game and space to take notes on the happenings at your inn.
Most importantly, the Log is used to track your characters, inventory, and gold. These are the
most variable parts of the game. They will shift multiple times each session. We will look at
various other elements of your log as we go through the world creation process.
Not all of the information on the log is going to be used in the game. For example, your Innkeeper’s
race will not factor into the rules of play; it’s for flavor, fluff, or fiction. This goes back to our discus-
sion on fiction versus mechanics and individual playstyle: you don’t have to put anything on your
log that you don’t think you’re going to use, but you’ll probably have more fun if you do.
Concerning Notes
Some people are scrupulous notetakers, others not so much. The log, and session note sheet,
are there to help you, not slow you down. So if carefully notating each event as it happens (or
writing them out in a narrative) is not appealing, you needn’t do so. Again, the main things to
be kept up with are the rules: gold, stats, conditions, that sort of thing.
Having a hold on the game state can take some practice, because each task often yields an effect
or condition that will come back later, so it’s important to use the log. You should also be aware
that some table results will say “take note.” That is to be heeded quite literally because it means
an effect is going to happen much later in the game, probably in a different session, and you
need to remember it.
So, you have to write down that you just got 3 gold in tips, but if it’s not important to you to
remember that Olaf, the brewer, earned those tips by creating a mighty fine batch of mead,
then just add 3 to your gold total.
If you are the type of player who will take lots of notes, consider purchasing a journal or having
extra paper handy, as the Log may not have the space to accommodate your creativity.
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Inn Creaton
What is a hotelier without an inn? We begin by establishing your property. This happens with
a few rolls of the dice! You can write your results down verbatim or use them as inspiration for
something else. Some of us may have an idea for an inn already, percolating since childhood. In
which case any of these characteristics can be abandoned for your own.
Be advised, however, that they will come into play!
These tables begin on p.49.
Name
If you need help coming up with a name, have a few rounds with the naming table. Historical
inns almost always have two parts like The Rose & Crown. Roll once for the first name then
again for the second, or rearrange them, or use a single name.
Location
Where your place is located will have a drastic effect on who shows up, to say nothing of how it
will jolt your imagination. Roll here to get an idea of where your inn can be found in the wide
world or write your own.
Appearance
The interior of any establishment speaks to its quality. What does yours look like? The options
presented on this table are intentionally broad, meant to provide a general aesthetic rather
than a vivid portrait of your space.
Type
An inn is just an inn, except when it’s not. Folks show up, all kinds of folk, and innkeepers can
have their own agendas. What kinds of things go on at your inn? Conjoined with a general sense
of operations is the type of guest. This will come into play when you start attracting regular
patrons to your pub. If you don’t like your options, come up with your own!
Signature Menu
No doubt you and your staff are capable of cranking out a wide variety of board and brew, but
word has begun spreading about something in particular. Roll on these tables to find out what
those are and consider giving your signature meal and drink a proper, famous name.
Entertainments, Services, Pets, & Anomalies
These final tables tell us a bit more about your hostelry. What kinds of distractions might a patron
find on a given night? Do you offer any special services that can hardly be found elsewhere? And
is there anything...weird...going on? In other words, what could bring in curious customers?
Finally, roll to find out what types of stray animals have become a part of your establishment.
Everybody loves the house chameleon!
Again, each of these will be brought into the game on certain tasks, but as they have no specific
effect within the rules you are free to create your own.
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Prestige
What makes an inn famous or remarkable? Who knows? Magical beer, probably. You gain a
point of Prestige whenever one of your staff rolls a 6 or whenever you successfully use the Prate
task. Filling up the bar raises your Prestige to the next level.
You can also use the special task called Influence to skip the points and raise the Prestige
level of your inn directly. This is indicative of your brilliance, your networking, your general
marketability and the public response to it!
Here at the start, your Prestige level starts at 0. When you fill up your Prestige bar (or use the
Influence task), your Prestige goes up by 1 level. You add that level when you roll on the Rare
Guests table, representing the fancier and more exotic clientele you’ve attracted. Also, you have
the option of adding your prestige level any time you roll tips. So if your P is 2, and you’ve just
done a bangup job putting some wine out and the table tells you to roll Tips, you may roll +2
for a higher Tip (this cannot go higher than 6 of course).
If you end a session prematurely because of a bad roll, you might also lose a Prestige level!
Innkeeper Creation
You have the inn and now it’s time to learn a bit more about you, our Innkeeper. Per usual,
use the tables or or create your own! The only characteristic with a direct impact on gameplay,
that should not be customized, is the stat box. More on that below.
The tables for generating characters begin on p.53.
Name
What’s in a name? A lot, probably. Who wants to go to an inn run by Snorwink Snorwaffle?
Not me. Use the table for inspiration or write your own.
With regards to gender, this game makes no distinction. Whether your Innkeeper is male,
female, or nonbinary, if the name you rolled doesn’t sound quite right, just rework it or chuck
it out altogether.
Race, Clothing, & Quirks
In the wide world there are many sorts, all hailing from different parts. Roll on the race table
to find out who your people are. Then, roll again on the clothing and quirks table to find out
more about yourself as Innkeeper.
As usual, you may take your results literally, or use them as a jumping off point to create your
own story.
Background
When you roll on the Background table, we learn two new things about you. We find out a little
about your mysterious (or mundane) past, and we also find out what your special ability is.
Your background has given you a certain set of skills that will help you in your new career as
an Innkeep. This ability will let you bend the rules in your favor in a particular way. They make
things cheaper or easier.
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nPC Creation
You begin play with two staff you can use. Are they your only employees? I don’t know, that’s
really up to you. Likely you have some other help, but you don’t get to roll dice for them yet. For
now, let’s find out about the two who are working for you at present.
Your two starting staff are the only ones you will create now, but these tables will be referred
to later as you generate more workers, regulars, and heroes.
Name & Race
We’ve been over this, haven’t we? You will use the same name and race tables we used when we
made your Innkeeper persona. If you wish to add more dimension to the character, you can
even roll on the clothing table to get a feel for what they look like.
Role
Here we must decide what this staffmember’s specialty is! Tied to each role, or class, is a set of
stats (what they’re good at) and their starting morale (how long they’ll stay in play). Roll on the
Staff Role Table on p.56 and write all of these down.
It should be noted that roles in this game do not limit what a character can do at the inn. Ev-
eryone has to chip in, especially if they are more suited to the task, so you may have a Minstrel
picking hops or a Bouncer cleaning the latrine. Every table you roll on uses different stats, so
no matter your staff you have a chance for success. You also have a chance of mucking it up,
because even the finest cook or brewer or host gets an off day now and again.
Conditions
Anyone who said working at an inn was soft work was mistaken. Your staff, as well as your he-
roes, can become hurt like anybody else! Conditions were described back on p.7 and apply
at various times. The game will tell you when your characters are affected.
XP
The first time a staff member successfully completes a task, they mark XP. At the end of the session
anyone with 3XP marked can improve. This is discussed more in the section about Training.
Morale
This is an abstraction of how well the character is doing. When one loses morale due to a
missed roll, this could show as mental strain, emotional distress, or physical weariness. Either
way, if the morale bar fills up, they’re out for the session so they can recover.
Other Characters
When it comes time, during play, to find out who your new regular is, or to recruit a new hero,
or to hire more staff, you can roll for their name and race using the same tables. The process for
making a patron a regular is on p. 25.
Heroes, however, must have a class of their own. So the only other table you will need is that
one, listed in the reference section on p.56. Heroes are recruited in the same way as regulars.
Once they are recruited, you should roll for their class, name, and race and write everything
down on your log.
It should be noted that “you” is used throughout the game. It could be you the Hero, you the
Staff, you the Innkeeper, but it refers to you the player.
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Starting Gold
Being a savvy business sort, you have some cash set aside. Your fiction dictates where it
comes from: maybe you stashed it before the doors of your inn ever opened; maybe we’re join-
ing your inn after being open for a while and this represents your earnings. Whatever the case
may be, roll 4d6 and note the amount. This is your starting gold.
To make things more challenging you may choose to roll 3d6 or 2d6 for your starting amount.
1d6 might be a bit insane for even the most experienced of Innkeepers.
Gold is the most fluid thing on your log, so you will be erasing and rewriting it very often.
Consider using tokens or dice to keep track of your gold, unless you’re the proud owner of one
of those really good erasers.
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Running Your Inn
With your inn created and staffed, it’s time to play! This chapter describes what play is like and
how it happens. The tables described in this section are perfectly suitable for play, but they are
a little bit heftier than the tables in the back of this book or in the play sheets. That’s because
they explain some of the rules for clarity’s sake and provide some fictional “fluff.”
This part of the book begins by explaining what a session of play is like, then describes how to
play by talking you through the various actions and tables you will use.
Session Overview
A session of play is an abstract unit of time within the game world. It could be a day in the life of
your inn, or perhaps it makes more sense to think of it as a festal week or even a whole season; this
will depend largely on what the dice have to say. However you choose to frame the timeline of your
session, lots of things are going to happen. Here is a birds-eye view of what a session of play looks like.
Set the scene
Sessions begin by setting the scene. This tells us what is going on in the world as we enter into
the story and it helps you to ease into play. You will roll to determine which season of the year
it is, what the weather is like, what the mood is at your inn, and what has been going on behind
the scenes, among other things.
Find out what happens
Finding out what happens is the meat of the game. This consists of rolling on the Events Table
to generate activity at your inn. The results of that roll will direct you to another table where
you find specifically what it is that needs doing, then you choose a character and roll for that
task. Hits and misses result in consequences that will prosper your inn, or set it on fire.
Use Special Tasks
There is a set of actions you can take that aren’t randomly generated and these are called Spe-
cial Tasks. At any time during a session you can choose one of these tasks to do, usually at the
cost of some gold. These are as follows and are described in more detail in the pages to come:
• Build: Spend 10g to either upgrade an existing room or build a new one.
• Hire: If you have the space, you may hire 1 new staff for 3g by rolling on the Staff Role Table.
• Influence: Spend 10g to increase your Prestige level.
• Prate: If your next task is a hit, mark Prestige; if it’s a miss, -1 Prestige point.
• Quest: If you have a hero, or the ability to find a Mercenary, hire them for 3g and send
them questing.
• Shop: Spend 5g to roll on the Market table.
• Take Action: Once per session you, the Innkeeper, can roll for a task instead of staff. You
can’t lose morale or suffer effects. There are also other things that will break this rule, so
keep an eye out for those.
• Train: Spend 5g to take some time to improve the skills of your staff.
• Treat a Regular: Spend 5g to increase the level of a regular. Each Level makes the rolling
more difficult but allows one extra Tips roll on a hit.
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Session End & Refresh
The session of play ends when the game tells you it’s ended, or when you decide it’s over. If you
don’t choose to close up shop yourself, the session ends when you can no longer act (usually
because your staff are exhausted and you’re out of money) or when a game effect tells you it has
ended (hard to operate an inn when there’s a temporal rift in the common room).
You then refresh your log by erasing any temporary effects, healing all morale loss and condi-
tions (except Sickness), and rounding out any notes for future sessions.
Now let’s play!
2 - Monster Attack
3 - Special Event
4 - Brewing Order
5 - Service
6 - Common Guest
7 - Cleaning
8 - Gardening
9 - Cooking Order
10 - Trouble
11- Troublesome Guest
12 - Rare Guest
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The Events Table
This is the center of the action. Unless you are performing a Special Task you will roll here
each turn of the game. We refer to this as an event. Each result will lead you to another table
to find out what’s happened. The rest of this section will talk you through what goes on with
each event as it happens. When you’re actually playing the game, the play sheets will make for
easier reference.
Roll 2d6 and see what happens next!
Your next roll will be 1d6 on one of the tables below. This is to generate a task for you and your
staff to overcome. All stats are represented on each table, as all staff have a chance of helping
in some fashion.
As we said before, to complete the task you will roll 1d6 and add any relevant stats. If your total
meets or exceeds the number given, you succeed and it’s a hit. Rolling below that number is a
miss. Read and follow the consequences as written. Here those consequences have some fiction
to go along with them, but on the reference tables in the back those consequences are presented
in simple, mechanical terms for ease of play.
To be clear, the target of any task is not the number you roll on the table. It’s the task listed next
to that number, annotated as “B3” or “H4” and so on.
Tipping is not a city in Golarion - Many actions will yield tips. Patrons love good service
and hitting your tasks means just that. Missing a task means you’re likely losing morale
or having to roll on the Failure table. These consequences are located on p.69 for your
reference.
Monster Attack
Snake eyes is never a good thing when rolling dice. When you roll a 2, you’ve got a monster
on your hands!
1 - The Wyrm
Who can tell what brings these lesser lizards banging on your door? Tell the cook to stop
putting bits of dwarf into the stew. To deal with the drake, you have two choices: engage it in a
game of riddles by rolling+M or put up your dukes and run the beast off by rolling+B. Either
way, the consequences are the same.
Task - M6 or B6 (you choose)
Hit - Roll on the Loot table
Miss - Roll on the Failure table
2 - Horde
Maybe they’re here for revenge? A pack of monsters sets itself on the inn. Refer to the Questing
tables (p.66) and roll region then monster to find out who they are, then roll your task to
fight them off.
Task - B5
Hit - Huzzah! Your scraggly band has repelled them. Roll on the Loot table
Miss - Some of them got through! Roll on the Failure table
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3 - Three Witches
Witches get mischievous. Before anything happens, roll 1d6. On a 6 they sneak into the inn
and lay a curse, giving you disadvantage forward, and run off before you can deal with them.
Otherwise, it’s time for a witch hunt.
Task - H4
Hit - Merry Chritches, Witches! Got em! Roll on the Loot table
Miss - Now you’re in real trouble. Roll on the Failure table.
4 - Minotaur
Mythologically speaking, Minotaurs love mazes and this one has conjured up a doozy! Enter
if you dare! Actually, you don’t really have a choice. Better send in your least favorite staff
member.
Task - M4
Hit - After much toil and strife, your employee emerges...mostly unscathed. Roll on the Loot table.
Miss - Roll on the Failure table
5 - A Depressed Giant
We’re not sure what he’s on about, but you better go talk to him. Roll 1d6 before you act. On
a 1 you aren’t fast enough and he stubs his toe on your inn. Roll Failure immediately and the
event is resolved. Otherwise, roll your task and try to remember that counseling seminar you
took all those years ago.
Task - H4
Hit - Phew you talked him down. Something about his ex? Roll+1 on the Loot table.
Miss - Now he’s having a real tantrum. Roll on the Failure table
6 - An Unexpected Party
It’s a blast from the past! Someone you hoped to never see again arrives. Who are they? What
do they want? Create a character based on your background.
Task - B5
Hit - Roll on the Loot table
Miss - Roll on the Failure table
Special Event
When you’re lucky, you’re lucky, and you are a lucky one! This special thing is happening under
your roof and you get to play host!
1 - Season Festival
Ah, the turning of the sphere. Your task will change depending on what season you’re in. Get
into the spirit of the season and roll them dice.
Task - B3 if it is Summer/Spring; M3 if it is Fall/Winter; H3 if it is a Solstice
Hit - Roll on the Rare Tips table
Miss - All staff lose 1 Morale
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2 - Hippogryph Migration
You love to see it, the majestic swarms of hippogryphs careening across the sky in their flying
hexagon formation. Hippogryph watchers come out in droves for this stuff and you need to
sell them some beer.
Task - M3
Hit - You’ve pulled it off! Roll on the Tips table two times
Miss - There are way too many people here and they all need to use the latrine. Roll on the
Failure table two times.
3 - Religious Feast
When the temple lets out, they need some place to go! Say a prayer to whatever god they’re
worshiping and get after it.
Task - H4
Hit - Mark the Monk’s Blessing and acquire an Ikon (p.37). The blessing can cancel one
curse.
Miss - I think a bad spirit has been following them around. Roll on the Cursed Items table.
4 - Ye Olde Jobbe Faire
We’ve got a necromancer, an eldritch cobbler, a were-knight, a hedge mage and a few others all
looking to hire! Who knows what kind of rabble will turn up.
Task - M5
Hit - Choose: Roll Tips or you can hire a new staff member for free. If you have the space, they
take up work immediately; if not they can wait around until the end of the session for their
room and then, if there is no room, they leave.
Miss - You cannot hire staff for the rest of the session.
5 - Successful Adventurers come carousing
You love to hate to see it: a cleric, a fighter, and a mage come strutting in, flush with cash and
arrogance. It can mean only one of two things: they’re partying hard enough to break some-
thing, or they’re going to tip big.
Task - B6
Hit - They raided that ogre horde and they want to show it! Roll on the Tips table three times.
Miss - Randomly select on upgrade or room: it has been destroyed. The good news is they left
you a little something for the damage, so roll Tips.
6 - The Grand Questman Arrives!
They say he travels here and there, sending off unsuspecting employees to glory. If you are able,
complete the Questing task. If you are unable, roll Troublesome Guests. Either way, you use
these consequences.
Hit - The Questman is satisfied! Roll on the Wondrous Items table.
Miss - The Questman is ashamed, and so is everybody else honestly. Roll on the Failure table.
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Brewing Tasks
Some might call this the core of all things, the center of the universe. What’s an inn without
booze?
1 - Gather Materials
Can’t have a brew without the make. This simple task is your people going and buying, gather-
ing, stealing whatever they need to brew their drink of choice.
Task - B2
Hit - Success! Take +1 Brewing forward. Roll 1d6. If you roll a 1, you’ve also found Gormon’s
Tongue Hops! (spend it to flip a brewing task).
Miss - You just might have grabbed the wrong leaf. Take -1 Brewing forward.
2 - Wine
Ah, that sweet nectar of the gods and precociousness. It takes a steady hand and focus to know
just when to bottle it. What’s yours like?
Task - M3
Hit - Not bad! Take +1 Rare Guest forward and stow a 3g tip.
Miss - Are those notes of rat pee? Take -1 Rare Guest forward.
3 - Tonic
No one really knows what’s in this thing but you, yet the guests seem to like it!
Task - B4
Hit - That’s a good drink! Roll tips.
Miss - Not so good. The acting staff member becomes Poisoned.
4 - Ale
The only brew for the brave and true! Be sure to put some heart into it. We’re all counting on
you.
Task - H5
Hit - It’s truly a hit. Roll for tips.
Miss - If you can’t brew beer, what are you good for? The acting staff loses one morale.
5 - Mead
The skin-changers delight! If you’re part bear, you love the honey stuff.
Task - B5
Hit - Roll on the race table (as if you were creating an NPC) to determine who your patron is.
If it’s a skin-changer, roll for a rare item! If not, roll tips as usual.
Miss - Nobody likes mead that’s too sweet or too tart. Lose 1 morale.
6 - Special Delivery
Some poor shmoe or other has requested a deliver of your finest beverage! First you will resolve
this task to make sure you can brew your specialty, then you will use the Overland Table to see
how the delivery goes. The Overland table is on p.70
Task - H6 with advantage
Hit - Roll Overland
Miss - Acting staff takes -1 Morale.
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Service
Certain times of day are when the action really picks up for a drinkery. These are those times.
1 - Your Entertainments
When you made your inn, you rolled for particular entertainments that your establishment
specializes in. Create a task based on that thing right now!
Task - B2
Hit - Cheers all around! Roll for tips.
Miss - What went wrong? Roll failure.
2 - Cocktail Hour
Maybe the local university just let out and so they’re here for a round or two. Guess what? They
bought you a round! You have disadvantage on this task.
Task - B3 with disadvantage.
Hit - Impressive! Roll tips.
Miss - Man, they can get real mean about poor service after a few. Acting staff takes -1 Morale.
3 - Knight’s Tea
It’s too early for the chivalrous types, so they are sticking to tea. Break out the good stuff.
Task - H4
Hit - One of the knights offers a rousing, motivating speech! +1H forward
Miss - Now this is just depressing. How can you go out and find the holy grail with such poor
service? Acting staff suffers -1 Morale.
4 - A Huge Party of Dwarves
They just kind of show up, don’t they? Hopefully you’ll squeeze some tips out of them before
they break out the viols and the throat singing.
Task - H5
Hit - Choose: Roll tips+1 or they invite one of your staff members to share in an adventure.
That staff is gone for the rest of the session, but they return with a Rare Item. Roll to find out
which one.
Miss - The one with the really long beard shakes his head at the poor service. -1 Morale
5 - Thieves’ Gathering
It’s never quite clear what they’re up to, is it? Smiling and nodding in the corner booth like that,
muttering their thieves’ cant...
Task - M6
Hit - They seem appeased, but they are stingy! Roll Tips -1
Miss - Something’s gone wrong. And they’ve robbed you...lose 1d6g then roll Failure.
6 - Wizard’s Convention
A bunch of pointy hats and staves show up on the rack. This can’t be good.
Task - M7
Hit - The Wizards have taught your staff a trick or two. Choose: Advantage on your next task
or +1M forward.
Miss - Don’t meddle in the affairs of wizards. Roll Failure+1.
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Common Guest Tasks
You know, they don’t tip quite as well but they’re down for a good time. These are your average
patrons, the farmers and crafters and travelers popping in for a rest and a beer in the cozy
common room.
Regulars - If you hit on any of these tasks you have the option of trying to make a regular
patron. When noted, they can also be brought in as a hero using this same rule! After a
successful task, roll 1d6. On a 1-2 they have business elsewhere. Sorry. But if the die shows
3-6 they become Level 1 Regulars! Roll for their race and name and add them to your log.
1 - Local Hero
They tell the same stories over and over again, but the people seem to believe they’re legit.
Task - B1
Hit - Can be made a L1 Hero using the regular rules.
Miss - He’s snuck off into the back...that can’t be good. Roll Failure.
2 - Crafter
What’s a day running an inn compared to a smithy? Or cotter? Or cooper? These are the real
working class heroes.
Task - M3
Hit - After a few cups they love to share enlivening tips. Take +1M Forward
Miss - Were they talking about making barrels? Or horseshoes? I’m confused. -1M Forward
3 -Townsfolk looking for gossip and a good pint
These are the bread and butter of your industry. Just treat them right.
Task - M4
Hit - I think everyone is having a lovely time. Choose: roll Tips or revive an exhausted Staff
member.
Miss - That last remark about your wine was a cutting one. Take -1 Morale
4 - Wayward Youth
You think you may have seen them before, but it’s hard to tell. They’re just sulking in the cor-
ner, talking about selling illegal manticore fangs or something.
Task - B5
Hit - Providing comfort to troubled kids is its own reward, but roll Tips+1 anyway. Can be
made a Hero instead of a Regular patron.
Miss - Randomly select an item from your inventory. It’s gone! Thieving kids these days...
5 - A Weary Traveler
Give them a good night’s sleep and they’ll sing your praises from town to town!
Task - B6
Hit - Roll Tips and choose: you can pocket it or Influence right now; if you Influence you may
subtract the tip amount from the normal 10g cost.
Miss - They leave shaking their heads. Roll Failure.
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6 - Choose! A Regular or one of your Guest Types.
If you have a regular, go with them; they’re great tippers. Otherwise, look at the Guest Types
on your log; that’s the guest.
Task - For regulars, roll+H against their level. For Guest Types, H7
Hit - Roll Tips, and then again as many times as their Level if you rolled against a Regular.
Miss - Roll Failure
Cleaning Tasks
When you get into the innkeeping business, nobody wants to talk about the least favorite part:
cleaning up after your ghoulish patrons. It’s a tough job, but that hireling over there’s got to
do it.
1 - Clean up your disgusting rooms
Really, what is with these people? Don’t they know how to tidy up a little? I swear…
Task - B2
Ht - Roll Tips then roll 1d6. On a 1 some absolute lout left a Fine Clump of Manticore Dung
(spend this to flip your next gardening task).
Miss - Ignore any bonuses from Guest Rooms this session - any upgrades you’ve made to guest
rooms are not in effect.
2 - Move extra supplies down cellar
It’s just that they’re in the way and we don’t want guests tripping down the stairs.
Task - B3
Hit - That nice, tidy feeling gives you +1 Forward.
Miss - Somebody is going to trip and fall! Roll Failure.
3 - Arrange the common room
Ancient gnomish lore tells of something called “feng shui,” an art form involving just the right
number of lawn gnomes. But those are for outside; inside you need a clear line to the bar.
Task - H4
Hit - Perfection! Take +1 Guests Forward. That’s any task involving Guests.
Miss - It’s off somehow...maybe move the chandelier again? Take -1 Guests forward.
4 - Carefully Clean Drinkware
Look, if there’s a spot they are going to notice. We’re not the Dusty Mug! They shut down last
year!
Task - M5
Hit - Pouring liquid is always satisfying, but even more so into a clean glass. Take +1 Brewing
forward and roll tips.
Miss - The dust makes it taste weird. Suffer -1 Morale.
5 - Dust the Bookshelves
Who comes to an inn to read? Well, lots of folks actually. Wizards especially.
Task - M6
Hit - Choose: Roll Tips or automatically succeed next time there is a Wizard’s Convention.
Miss - Nothing is more offensive to the Wise than an untidy bookshelf. Take disadvantage next
time you have a task involving Wizards.
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6 - Unique: Create a task based on your Inn’s services
Task - B7
Hit - Roll Tipsx2
Miss - Roll Failure
Gardening Tasks
Anything you can grow for yourself, you don’t have to pay for. Those traders will rip you off
anyway.
1 - Weed the Garden
“Make no mistake, an untidy garden is the beginning of the end for many an inn.”
- Fangorn of Bay Ridge
Task - B2
Hit - Even the local drunk noticed how clean the verge is! Roll Tips then roll 1d6. On a 1, you
have found Northcotton Sage (spend this to flip your next cooking task).
Miss - People around here are sticklers and they’re abusing your staff for the weedy garden. -1 Morale
2 - Add Compost
It’s hard work but it’s worthy work.
Task - M3
Hit - That sweet smell of dirt grants you +1 Gardening forward
Miss - Is that a boot? -1 Gardening forward
3 - Get Rid of the Shrews
The little buggers are everywhere! Time to put on the big boots.
Task - H4
Hit - An onlooker notices your hard work. Roll Tips
Miss - You may have rabies now. -1 Morale
4 - Gathering Herbs
Send one of your staff out there into the broad unknown, armed with nothing but herblore,
and hope for the best.
Task - M5
Hit - This is it! +1 Cooking forward
Miss - This is not it, unless it is gurdyroot. -1 Cooking forward
5 - Tend the Flowers
Clear out the pixies, but keep the bumblebees.
Task - H6
Hit - Everything is lovely enough to make any party a little happier. Take +1 Service forward
Miss - Something doesn’t smell so rosey. Roll 1d6: on a 1-5, take -1 Morale; on a 6 become
Poisoned.
6 - Unique: Create a task based on your location
Task - B7
Hit - Roll Tips x2
Miss - Roll Failure
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Cooking Tasks
Imagine a hot, simmering, coney pie sitting in front of you next to a nice pint of beer and you
get it.
1- Prep the Line
Ask any cook in any tavern in any land, and they’ll tell you that it takes a prepared kitchen to
feed the masses, including a bit of salt. Mise en place!
Task - H2
Hit - They’re going to love the special! Roll Tips and take +1 Cooking forward
Miss - Is that salt or pixie dust? -1 Cooking forward
2 - Steak and Mash
Filling, tasty, and appealing...we hope.
Task - B3
Hit - Grill marks, bud. Roll Tips
Miss - Steak is undercooked and the taters are overcooked. -1 Morale
3 - Soup of the Day
It’s the soup du jour.
Task - H4
Hit - The customers say it reminds them of home. Roll Tips
Miss - The customers say it reminds them of sewage. Roll Failure
4 - Roast Duck
You did have the staff double check to ensure that the duck is not a transmogrified mage, right?
Roll 1d6. On a 1, the duck polymorphs back into its humanoid form and you miss automati-
cally. Awkward...
Task - M4
Hit - This fowl is worthy to be put on display! +1 forward Service
Miss - What went wrong this time? Roll Failure
5 - Auroch’s Tongue
We don’t ask where they come from.
Task - M5
Hit - You made the tongue taste like chicken! Roll Tips
Miss - It looks like it’s still wiggling...roll Failure.
6 - Special Delivery
Make a task using your signature meal! Then it’s time to ship it upcountry.
Task - B6
Hit - Roll on the Overland to make your delivery.
Miss - Somebody mussed up the recipe! Acting staff becomes poisoned!
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Trouble!
You wanna know what, sometimes things just go wrong. For these tasks there is no reward for
a hit - the bad stuff just doesn’t happen.
1 - Bad Weather
A storm is rolling in. Batten down the hatches!
Task - B3
Miss - Randomly select a staff member. They cannot act for the next event as they deal with the
effects of the storm.
2 - The Bard is Crying
When the local bard is depressed you know it’s bad.
Task - H3
Miss - Take -1H forward for as many times as you have staff (ie. if you have 3 staff, take -1Hx3)
3 - Broken item
Who dropped that?
Task - B5
Miss - Randomly remove an item from storage
4 - Rats in the Cellar
Remember that stuff you stored down cellar earlier…?
Task - M6
Miss - Disadvantage for the next Cooking or Brewing task.
5 - Bar Fight
I wanna know who let the ogre keep drinking after cutoff!
Task - B6
Miss - Take your roll and subtract 6. The number is how many Staff take -1 Morale, or Heroes
become Exhausted (ie. If you rolled a 4, then 2 Staff and/or Heroes suffer). You choose which.
6 - Portal
Well, a bloody great big portal has opened in the common room and is sucking up all the
guests. Can anybody do a spell?
Task - M7
Miss - Roll 1d6. On a 1-2 end the session; 3-6 it seems to fix itself.
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Troublesome Guests
We run a decent establishment here, one with as few irritations as possible. Sometimes the
rabble gets in anyway.
1 - Degens from upcountry arrive in the mood for a scrap.
Task - B3
Hit - You either kicked them out or beat them into submission; either way the room is grateful.
You can choose: Roll Tips or make the scrappy one a L1 Hero following the rules on p.25.
Miss - They got the better of you in that scrap. Roll Failure
2 - A rowdy drunk pulls a decorative sword from the wall!
Task - B4
Hit - The drunk is quelled, the sword replaced, the crow goes wild. Roll Tips
Miss - They’ve made off with the sword! Remove one weapon from your log; if not, take -1
Morale instead
3 - A most hated restaurant critic
Task - H5
Hit - Was it the wine? The fare? The critic is unusually happy. Roll Tipsx2
Miss - What is this, amateur hour?! Roll 1d6. On a 1 they spread a negative review, dropping
your Prestige level by 1.
4 - An Unemployed Ogre
The poor soul is taking his sorrows out on the bar.
Task - H5
Hit - After a motivating speech, the ogre can be hired as staff (3g) with the following stats -
B:+2 / H:0 / M:-1
Miss - Now you’ve done it. Roll Failure
5- An Irritating Wizard
She won’t stop bothering other patrons with her stories.
Task - M6
Hit - She presents a small cache as proof of her last adventure! Roll Loot
Miss - “Oh really?! You want to see some magic?” Roll Failure
6 - Unique: Create a task based on your Anomaly.
Task - M7
Hit - Roll Tipsx2
Miss - Roll Failure
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Rare Guests
Every so often a truly special person arrives. When you roll on this table, add your Prestige
level (P). The more prestige, the more interesting guests you attract!
1 - A traveling hero bursts through the door with a flourish!
Task - B3
Hit - Roll Tips or make them a L2 Hero.
Miss - Choose: -1 Morale or -1d6g refund
2- In walks a famous bard with a thirst for your finest.
Task - H3
Hit - The Bard gives you some fantastic advice. Gain advantage on your next roll+H.
Miss - His song is so convincing, you’re feeling the sorrow for your own poor service. -1 Morale
and 1d6g refund
3 - Here’s a lesser royal, probably with less money on them than they
want us to believe.
Task - M4
Hit - Okay, they have actually got some money! Roll Tips x2
Miss - Lesser or not, royals can still make a fuss. -1 Morale and -1d6g refund
4 - A famous traveler from distant lands is here, and they’ve brought
goodies!
Task - H5
Hit - They’ve brought wares to sell. Roll Market for free.
Miss - It would be unwise to offend such an experienced traveler -1 Morale and 1d6g refund
5 - It appears a hieromonk is here, taking a break after services
Task - B6
Hit - Mark Monk’s Blessing (removes a negative effect)
Miss - The Monk doesn’t say it, so much as show it in their expression. Pure disappointment.
Take -1 Forward.
6 - Unique: Create a task based on your Operations type
Task - B6
Hit - Choose: Roll Loot or mark Prestige
Miss - -1 Morale and 1d6g refund
7 - Legendary Figure: Roll Race/Class to create this legend.
Task - H6
Hit - The Innkeeper may Take Action a second time this session.
Miss - Innkeeper stats are reduced to 0 for this session.
8 - The Master Builder
They say he can build a castle with toothpicks, but no one has actually ever seen it.
Task - M6
Hit - Build for free!
Miss - The Master Builder frowns upon your shoddy construction. Choose one room or up-
grade. That bonus does not apply for the next event.
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9 - The Lady of the Southlands
Her entourage precedes her by at least a mile. Is that 75 golden camels?!
Task - B7
Hit - None can remember what she said, exactly, but all feel her charms. +1 Forward x3
Miss - Like a dream, she’s gone and dissatisfied. Roll Failure
10 - Mythic Being
The stuff of legends just walked through your door. Is it Belphegor the Mighty? Sklathinle the
god of drink? I’m so excited!
Task - M7
HIt - Choose: Pick anything on the Market/Wondrous/Rare tables or roll Lootx2
Miss - Randomly select one room or upgrade to remove from your inn. It’s gone. Sorry.
The Overland Table
Ah, the open road! Fresh air and terrible dangers. Some tasks will ask you to go overland, for
a delivery or some such. Usually you must successfully create whatever is to be delivered (your
meal or drink) before you can even begin the journey. When it is time to travel, start by choos-
ing which character is making the journey, then roll on the Regions table (p.66) to find out
where you’re going. Treat staff as being L0.
Now roll on this table to find what trouble you face. Treat Heroes as having L for all stats. On a
hit your journey is complete! See the table in questions for consequences.
1 - B3 Ford the Stream
2 - M3 Brigand’s Toll: Roll your task or pay 2g to get around them without rolling
3 - H4 Thieving Birds
4 - H5 Oppressive Darkness
5 - M6 Foul Weather
6 - Set upon by monsters! Roll on the region’s particular table to find out what it is. Roll to fight
it off (Heroes roll+L, Staff roll+B). On a hit, roll Lootx2; on a miss roll Failure.
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Special Tasks
You, dear Innkeeper, are not always tossed about by the whims of customers and the de-
mands of building maintenance. Sometimes you need to act of your own accord. When you
decide it is best, and when you can afford to, you may take one of these actions.
Note that there are many ways the game bends the rules so you may find a magical item or
special person that will modify how these work. Take note of them as you go and consult your
log before you make any decisions.
Build
Your inn has humble beginnings: a common room, some staff quarters, and guest rooms. Once
you start hauling in the gold, however, it’s very useful to expand! For 10 gold you may, at any
time, add a new room to the inn or upgrade an existing room. How you abstract the construc-
tion is up to you but, in game terms, the room is usable the moment you build it!
Here are your options:
Common Room Upgrades
• Small Tavern - Your basic starter inn. This allows you to make Guest tasks.
• Average Drinkery - A fine upgrade! New wood and all that. This upgrade allows you to flip
Common Guest tasks after you roll them.
• Feasting hall - Now we’re talking! These upgrades allows you to flip Troublesome/Rare
Guest tasks after you roll them
• Trader’s Stand - Setting up a little space in the corner for a trader lets you optionally take
+1 after you roll on the Market table.
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Guest Rooms Upgrades:
• Basic - Bed, table, dresser, not much else.
• Fine - Love those 500 thread count sheets! Finer rooms mean that when you Quest you
can attract mercenaries instead of having to use a hero.
• Luxurious - Only the nicest rooms attract the nicest tippers. When you would roll on the
Common Guest table, you may roll on Rare Guest instead.
Staff Quarters
You can only have one staff member per room. You start with two and can upgrade up to four.
Whenever you hire you must have space for the new staff member!
Staff Quarters Upgrades
• Cozier Furnishings - A nice, comfortable room can make one more receptive to training!
After you buy this upgrade take advantage when you Train your staff.
• Bookshelf - The more you know! This investment gives you a -1g discount when you Train.
Other Rooms
Building and upgrading these rooms grant you specific advantages on certain tasks.
• Kitchen - +1 on Cooking tasks
• Brewery - +1 on Brewing tasks
• Armory or Smith - +1 on Monster/Troublesome Guest/Bar Fight
• Shed - +1 on all Gardening tasks
• Stables - Take advantage when you roll on the Common Guests table
• Training Room - Take advantage when you roll for a mercenary.
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Hire
Good help is hard to find, but thankfully it can be found nonetheless. If you have room you
may hire new staff.
Having room means you have built a third or fourth staff quarters and that it’s not yet full.
The total is noted next to the upgrades on your log. Then, to hire, roll on the Staff Role Table
(p.56) to find out who is available and pay them 3 gold to get started.
You can then create or roll their name and race! Even if you are simply interested in playing
the game, and brushing off the narrative elements, having a name and some idea of who these
characters are makes the game that much more fun!
Influence
Whenever you feel it is the right time, spend 10g to go on a networking campaign and increase
your Prestige level by 1. We all know you have to spend money to make money, and that’s what
this action is. Perhaps you’re traveling to nearby villages with beer samples; maybe you’re net-
working with other business owners, dropping off coupons at their shops; or maybe you hire a
bard to go off and spread word of your magical wine and the victorious deeds of your heroes.
However you do it, you do it and your inn becomes all the more prestigious because of it. Pres-
tige was discussed in more detail on p.14.
Prate
To prate is to gab, to mingle, to chat, or to hobnob. You Prate when you head out into the com-
mon room and make the guests feel at home. You also brag a little bit. Not a lot, but still. Your
inn is the best, right?
Prating is like micro-Influence because it increases your Prestige. It’s unique in that it is some-
thing of a push-your-luck task. Here’s why: every time you go out there and chum around with
the clientele, you’re putting your name on the line. If you tell them the steak and mash is going
to be great, but your staff don’t deliver, that reflects poorly on you.
To use the Prate task, declare so before you resolve any regular task. If you are successful on
that task mark one point of Prestige; if you miss that task, you lose one point of Prestige. To be
clear, you are marking points not increasing your level.
True gamblers can wager more than one point of Prestige if they like.
And don’t forget, every time you roll a 6 on any task you mark a point of Prestige.
Quest
One of the better parts of running a tavern is that you get to send some foolhardy adventurer
off into the blue to risk life and limb, while you hang back in the safety of your inn! Questing is
the most involved task because it’s really a minigame. You hire your Hero, send them off, and
see how they do. With that in mind, Questing has its own chapter, so keep reading and we’ll
give you more information starting on p.41.
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Shop
Take 5 gold pieces, put them in the hands of a trusty employee, and send them to market. For
that low, low price you get to roll 1d6 on the Market table, which contains many items to help
your inn. These can be marked in the Storage portion of your log. Let’s have a look!
1 - You manage to haggle down the price on a standard weapon that grants +1 to all hero rolls.
This can also be given to a questing Mercenary, but they get to keep it.
Roll 1d6 for type:
• 1-2: Dagger
• 3: Axe
• 4: Sword
• 5: Mace
• 6: Spear
Roll 1d6 for material:
• 1 -True Silver
• 2-Hog Iron
• 3-Black Steel
• 4-Vorpal Gold
• 5-Faerie Diamond
• 6-Moonstone
These weapons can be given to Mercenaries when you quest,
but the weapon is spent (that means it is gone).
2 - You score a great deal on some gear you can spend for
advantage on any related tasks. Roll 1d6.
• 1-Mithril Pan (Cooking)
• 2-Mash Tun (Brewing)
• 3-Enchanted Spade (gardening)
• 4-Travelers Gear (Overland)
• 5-Mallorn Broom (Cleaning)
• 6- Mandrake Mints (Service)
3 - A jeweler sells you a gem worth 2d6x3 gold. Sucker!
4 - Here’s a trinket you know a regular patron will love! Spend it to level them up for free or
spend it to make your next event a task as if you rolled them on the Guest table.
5 - A dwarf was eager to get rid of some building supplies for some reason. Luckily, it’s enough
to upgrade a room right now (not Build a new one). This means you can choose anything on
your log that says “upgrade,” but cannot choose to build more quarters or other rooms.
6 - A six is a very special roll. You can choose to either roll on the Wondrous Items table or
spend 10g to choose one Wondrous Item without having it selected by a random roll.
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Wondrous Items
1 - Elvish Yeast: Whatever you’re brewing, it gives it that special, “yuppy water” vibe. Spend
this for advantage before any task involving Guests.
2 - The Gloryhammer: Roll 1d6 to figure out which spell it contains, then spend this item at
any time to use said spell.
• 1-Healing Touch (remove all negative conditions from one character)
• 2-Ball Lightning (automatically defeat the next enemy from any task)
This means you can hit automatically if you roll a Monster or Troublesome Guest or you end
up in a Bar Fight.
• 3-Gateway (summon anyone on any Guest table for your next task)
• 4-Time Warp (undo your last Quest and try again)
This means it is as if the last quest attempt didn’t happen at all. No benefits, no negative effects,
no substitutions or refunds.
• 5-Revive (A questing Hero or mercenary can reroll a miss)
• 6-Greater Enchantment (automatically Hit the next task)
3 - Bilford Bogan’s Best: A delectable bag of coffee beans from far to the north. Spend this to
brew a pot and give your staff +1 morale for the rest of the session.
4 - Clockwork Reliquary: Spend this curious item to choose anything on the Staff Training
table, without rolling, next time you do the Train task. You still have to pay.
5 - Blessed Ikon: What appears to be a common iconographic image is actually enchanted, so
the depicted person will chat up anyone nearby. Spend this item when you roll any Guest to
avoid that task without any consequences (no hit, no miss).
6 - You have found an item inhabited by a...nontraditional worker. Roll on the Magical Persons table.
38
Magical Persons
These guys take up one staff slot, whether or not you have the space, until they leave. So if you
have two staff quarters and this magical person is your third, you still cannot hire if you build
a third staff quarter. You also can’t fire supernatural beings. Write them down on the staff list
of your log until they leave.
1 - Holy Roller: Once a Paladin of old, this saintly knight will watch over your Inn until a
cursed item enters. Cancel the curse. Then they must take their holiness elsewhere...
2 - The General’s Halberd: Once a mighty commander leading Dragonkin armies into battle,
the General lost a bet and is now forever bound to his fearsome halberd. But, he still knows
how to train some rabble; the General can level up one of your Heroes! To do this, spend the
item and then the halberd vanishes, along with the General.
3 - Fairy Godmaid: Some creatures are here to make sure stuff stays clean. Your Fairy God-
maid has -1 for all stats, but +3 on Cleaning tasks. When she fails a Cleaning task she will flee
in shame.
4 - The Didgeridoo of Kunlo the Spirit Troll: A great Shaman of old, now existing in spirit to
help the weary. She will hang around not doing much until someone needs healing. Spend to
revive an exhausted character.
5 - The Barrow Saddle: Spend this undead horse to send a hero or mercenary on another Quest
for free this session.
6 - The Haunted Tankard: This vessel, while fine for any drink, houses the spirit of a long-dead
brewmaster. When you get this, and at the start of each session, roll 1d6. On a 1-3 they are
ready to work (stats are B0/H0/M3). On a 4-5 they refuse to leave the comfort of their tankard.
On a 6 they flee for better beer.
39
Take Action
It’s a busy life, that of an innkeeper, but there are still moments where one must roll up their
sleeves and state, “I’ll do it myself!” Once per session, you may choose to resolve a task as the
Innkeeper, using your stats. This is highly advantageous because you typically have better stats
than your staff and you have no morale to lose. The only stipulation is that you must choose to
Take Action after you determine what your task is and before you actually roll. No take backs!
Remember, this is once per session unless you have the magic ledger (p.69) or some other
rule breaking effect.
If you are instructed to subtract Morale, either as a miss consequence or from the failure table,
or you are told to become Exhausted, Poisoned, and so on, you may ignore these effects.
Train
When there’s a break in the day, it’s important to look after your staff, to shape and mould them
into the hospitality experts you expect to keep in your employ. The Train task is that moment,
where you or someone else attempts to teach the staff something that will improve their skills.
For 5 gold you roll 1d6 on the Training table below. Remember, though, staff training is never
a guarantee!
Just as the table says, improving means a staff member either gains a point of Morale (max 3)
or +1 to a single stat (+3 max). Alter your log after they improve by changing the number of the
stat or drawing a new morale bubble.
Also don’t forget that if a staff has 3xp marked at the end of the session, they can improve as
well. While they can only gain 1 xp per session for successful tasks, they can always gain XP
through training and other effects.
Training Table
1 - It was a late night, so most of your staff fell asleep during training. Maybe they got some-
thing? Choose 1 staff to mark XP.
2-5 - At least one of them was paying attention during training. Pick one staff to improve
(choose: +1 to a stat or +1 morale)
6 - Your training and direction were impeccable! The whole staff improves! (choose: +1 to a
stat or +1 morale)
Treat a Regular
That dwarf metalsmith has been sitting faithfully in that stool everyday for a fortnight. Won’t
you buy her a round?
Treating a regular patron is just that: you buy them a round, get them a hot meal, or otherwise
show appreciation for their loyalty. In doing so their loyalty to you increases a step in the form
of their patron level.
The level tells you two things: what you have to roll to hit their task (p.26) when you roll a
Regular on the Guest table, and how many times you get to roll for tips when you do hit that
task.
To treat a regular, pay 5 gold to cover the cost, serve them up something grand, tick off one box
under their Level on your log.
40
Session End & Refresh
The session can end when a number of things happen.There are events that will end your ses-
sion prematurely, so be on the lookout for those! Interdimensional portals, natural disasters,
and monster attacks all might force you to close up shop for the day. Sad indeed. You might
also choose to end the session yourself, maybe because you’re in a strong place and don’t want
to push your luck. Feel free to end your session whenever you like.
Most typically, however, you will simply run out of actions to take: you’ve used up all your
gold, your staff are exhausted, your heroes are recuperating. At this point, you should end the
session of your own accord! For if you end the session because of a game effect (you can’t pay
your refunds, a portal opens up, take your pick) you run the risk of losing prestige!
Once the session ends, you will refresh your sheet and either start another session or end play.
Refresh is the easiest part -- erase all staff and hero conditions, restore their morale, and erase
any modifiers on your log (the +1s and -1s). You need only keep those effects that will carry
over to the next session, especially those that have told you to “take note.”
Mark XP
If any of your staff successfully hit a task this session, mark XP by ticking one of the boxes in
their XP column. I often choose to mark XP during the session, so that I don’t forget later; if
you do so just be sure to not give yourself any extra XP.
If a staff member has 3 XP they can improve just as if you trained them: give them +1 Morale
(max 3) or +1 to any stat (max +3).
Lose Prestige
If the session ended because of a game effect, roll 1d6. On a 1 or 2 word is spreading around;
things aren’t as wonderful as they once were at your inn. Your Prestige level drops by 1. If your
Prestige level is already 0, then nothing happens.
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Questing
Eh, don’t think you’re about to buckle on your sword belt and go after that goblin horde. You
have employees and customers to consider! Instead, toss a few gold at that dwarf in the corner.
She seems capable...ish?
Whenever you have the means, you may send a mercenary or hero questing. Hopefully they
will return with riches or something more exotic!
Select a Hero
Heroes are a rare and strange breed, setting off into the blue on mad adventures. They are
slightly different from Staff because instead of stats their abilities are condensed down to a
single number, their Level (L). This will help ensure your questing tasks stay simple and give
you an idea of how strong a Hero is with a simple glance at their Level.
There are two ways to utilize these heroic types: heroes and mercenaries. Hopefully you’ve
already got a Hero just buggering around the inn, uninjured and not doing much (p.15). In
which case it’s time they earned their keep! If not, there are other ways to find random heroic
persons itching for a quest: improving your inn will attract mercenaries ready for action. In
this case, you will roll on the Mercenaries table below.
Concerning Mercenaries
After you have upgraded your guest rooms, you may roll on this table if you don’t wish to use
a favorite hero. If you have the training room as well (p.33), you may roll twice and keep the
hero you want.
1- Flimgar, the mighty half-giant barbarian/alcoholic (L1)
2 - Dolaran Moonbear, an elvish skin-changer with a great attitude (L1)
3 - Von Brown, the dashing rogue of newbish skill and perfect manners (L2)
4 - Franz, a halfling knight with his trusty wolf mount Patsy (L2)
5 - Plutor Grobsnag, a reformed orkish warrior with boyish charms (L2)
6 - Janely Streamshadow, a human ranger of some skill (L3)
As usual, feel free to make your own character if none of these appeal - just keep the level the
same as the one you rolled for.
Optional Rule: Mercs can’t always be trusted! To up the danger (and the fun!), roll 1d6 after
your hired gun returns from Questing successfully. On a 1 they take the loot and run, leaving
you with nothing.
Mercs vs Heroes
The benefit of using a mercenary is that they’re always around, looking for work. If they suffer ef-
fects or become exhausted it doesn’t matter because at the end of the quest they go their own way.
However, mercs can’t level up. They’re always the level you find them at which makes them
less effective. Recruiting a hero to stay at your inn means that, yes, they can suffer effects and
become exhausted, but they can also gain XP and level up. As you’ll see, a level 6 hero is way
better than a level 2 merc. Heroes also keep the weapons you give them to be used later; a merc
keeps it...then they walk away with it.
42
Once you have selected a hero, or found a merc, pay them the requisite 3 gold (not a bad rate!)
and show them the door.
Any weapons you have (p.36) should be equipped before they leave. Remember, though, that
giving a weapon to a mercenary means you are spending it, so it is gone.
Choose a Region
Roll on the Regions table to find out where your Hero (or merc) will be heading. Add their
level to the roll. Rumors say there are monsters in need of killing that way, or maybe a poor
soul came rushing to your inn with a tragic tale. However it happened, it happened and you’ve
got just the adventurer to send in that direction.
Roll 1d6+L
1-3 - Rubbertree Meadow
4 - Quadspear Lake
5 - Zenko City
6 - Bruthan Wood
7 - Frogmourn Castle
8+ The Temple of Scatha
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Find Your Quest
After you’ve determined which region you will be...visiting, find the table for said region and
roll again. This is the challenge your hero must face. Most of these involve fighting monsters,
but there are also traps to avoid and problems to resolve.
Each result shows the challenge’s level, that being the number you need to hit when you roll,
as well as other effects that will need to be resolved. These are explained in some detail below.
If the hit or miss effect is not described, remember the following: a hit means you get to roll on
the Loot Table (and mark XP, if it’s a hero rather than a merc) while a miss means your hero
returns empty handed and exhausted - they cannot act for the rest of the session unless you
find some way of reviving them. If you are using a merc, they simply go their own way.
Rubbertree Meadow
Known for its calm green fields and, well, rubber trees, the meadow has taken on an unchar-
acteristic stink of late. Time to clean it out!
1 - Kobold Peasant
Task - L1
Hit - Roll Loot -1
2 - Garish Crow
Task - L1
Hit - Roll 1d6. On a 1 you’ve failed to take out the whole murder! No loot.
3 - Bookish Pooka
Task - L1
Hit - If you rolled a 5 or 6, mark 2XP. Then roll Loot.
4 - Kobold Hunter:
Task - L2. Before you fight, roll 1d6; on a 1-2 the Hunter gets the drop on you and the task is
now L3.
5 - Vagrant Pixies:
Task - L2
Hit - roll 1d6. On a 1 you’ve failed to take out the whole group! No loot.
6 - Kobold Chieftain
Task - L2. Before you fight, roll 1d6. On a 1-3 the Chieftain has summoned their tribe and the
task is now L4.
44
Quadspear Lake
Beautiful Quadspear Lake, called so for the four massive spears sticking out of its center. Also
known as the best place for teenagers to neck.
1 - Drunken Bats: Clearly they drank the wrong blood.
Task - L1. Before combat roll 1d6. On a 1 or 2 they veer the other way, leaving you with nothing
to fight and no treasure to gain. At least you’re not exhausted.
2 - Aggressive Toads
Task - L2. Before combat roll 1d6. On a 1 become poisoned.
3 - Drowned Water Rats
Task L=1d6. Before combat roll to determine the size of the pack. That is its level.
Hit - Mark 2xp then roll Loot.
4 - Stray Ork Runt
Task - L3. Weapons cannot be used.
5 - Gormon Scout:
Task - L3
Hit - Roll Loot -1.
Miss - Take note: Gormon in Bruthan Woods becomes L7 (just like the band)
6 - Frogfolk Shaman
Task - L3
Miss - become Ensorceled instead of Exhausted.
Zenko City
The largest, sprawlingest city in the region is full of very good people. It’s also full of cutthroats
and ne’er do wells in need of a smack.
1 - Collier the Breathless: Your roll is -1.
Task - L1
2 - Rescuing the innocent from Gorbag the brigand
Task - L2
Miss - Lose 1d6g
3 - Corrupt Guards
Task - L3: Before combat roll 1d6. On a 1-3 becomes L5.
4 - The Bookish Pooka’s Second Cousin
Task - L3 If you roll a 6, -1XP
5 - Scumlord’s Scout
Task - L4
Miss - take note: Scumlord becomes L8.
6 - The Hedge Necromancer defiling the city graveyard
Task - L5
Miss - your Hero comes back ensorceled.
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Bruthan Wood
Some woods are calm and pleasant, others are nasty and hateful. This is the latter. Sorry about
that. Oh look, a troll!
1 - Bloodhawks harassing travelers
Task - L2
Hit - Roll 1d6. On a 1 you’ve failed to take out the whole group! No loot.
2 - Forest Wight
Task - L3
Miss - Roll 1d6: 1-3= become Ensorceled instead of Exhausted
3 - Tree Giant
Task - L3; Before combat roll 1d6: 5-6=increase to L5
4 - You woke the Troll up in their lair
Task - L4 Before combat roll 1d6. On a 6 the sun comes out just in time and you succeed with-
out combat.
5 - Gormon
Task - L5
Miss - Remove your weapon
6 - Wood Wyrm
Task - L5: Combat roll has disadvantage.
Frogmourn Castle
Haunted castle; dead frogs; pure adventure. While you are here you may roll Loot+2 after all
hits.
1 - Lesser Phantom at the gates
Task - L3
Miss - become Poisoned instead of Exhausted.
2 - Goblin Workers in the castle dungeon
Task - L4
Hit - Roll 1d6. On a 1, the tunnels cave in! Mark exhausted.
3 ork warriors
Task - L5 Ork Warriors: Combat roll is -1. On a miss lose 1d6g.
4 - Scatha Worshiper
Task - L5
Miss - take note: combat versus Scatha (in the Temple) has disadvantage.
5 - Scumlord
Task - L6; task has advantage.
6 - Fire Golem
Task - L6; Weapons cannot be used.
Hit - Level up your hero (Mercs don’t level up) then roll Loot
46
The Temple of Scatha
This is it, the belly of the beast. Well, not really. The beast is inside here, though, and no doubt
it has a belly. On all hits, roll Loot x2.
1 - Desert Cultists
Task - L=1d6. Always flip your roll
2 - Sylph Spirits
Task - L5
After combat, roll 1d6: 1-4=become Ensorceled.
3 - Sand Trap
Task - L6. Before your task, roll 1d6. If you hit your L, combat has advantage.
4 - Badlands Wisp
Task - L7
Miss - become Poisoned..
5- Dragonclad Fighters surround you!
Task - L8. Before your task, roll 1d6. If you hit your L, combat has advantage.
Hit - Mark 2xp before rolling Loot.
Miss - remove your weapon.
6 - Scatha Sand Dune
Cunning and terrible, this sand dragon has terrorized the deserts long enough!
Task - L9
Hit - roll Lootx3 and level up
Miss - Remove the character from the game. They are dragon food. This includes mercs! Cross
them off your Mercenaries table and replace them with someone new.
Resolve the Quest
If you succeed, you have found that sweet, sweet treasure and get to roll on the Loot table.
Don’t forget to mark XP (not you, mercs). Miss and your Hero returns exhausted, beaten up
by the horrible evils of an uncaring world. The Quest you rolled may also have other effects:
Heroes come home poisoned, sick, or even ensorceled. These effects were explained back on
p. 7, but no matter how you slice it they aren’t fun for anybody.
Loot Table
2 - Roll on the Cursed Items table
3 - Lady’s Leaf: A restorative herb, giving your Hero the strength to continue. Even if they’re
exhausted, this hero can quest again.
4 - You find a marked leather pouch containing 1d6x2 gold.
5 - No treasure, but you find an interesting ingredient. Roll on the Exotic Materials table
6 - You have found...one sack of 3 gold.
7-You have found a sack of 1d6 gold.
8-You find a satchel containing 1d6+2 gold.
9-A pouch of gems worth 1d6x2 gold
10-A small chest of 2d6 gold.
11-A footlocker containing 2d6x2 gold.
12 -Your hero stumbles upon a treasury! Roll on the wondrous items table
47
Cursed Items
You never can tell with curses. Unfortunately these sneaky things will find their way to your
Inn and their effects only happen once, but cannot be canceled unless a Holy Roller is present..
1 - Troll’s Spice: It smells good, but adding it to your food is a bad move. Take -1 Cooking
forward
2 - Grimwood Keg: Seems nice enough, but the restless sap of slain trees might infect your next
batch -1 Brewing forward
3 - Revolutionary Daisy: This sentient flower will try to rabblerouse and turn your plants
against you. -1 Gardening forward
4 - Mimic Chest: What appears a nicely ornamented chest to put on display, is actually a mon-
ster in disguise. Next time you roll a Guest event that guest is eaten and you fail the task.
5 - Ornery Ooze: Randomly choose a room in your inn. Lose any bonuses from that room for
the rest of the session.
6 - Dark Armour: Next time you Quest, roll 1d6. On a 1-2 the character is removed from the
game.
Exotic Materials
Spend any of these to flip after a related task or table roll - you choose!
1 - Northcotton Sage (Cooking): A rare favorite of Halflings the world over.
2 - Gormon’s Tongue Hops (Brewing): It’s good in any drink really.
3 - Fine Clump of Manticore Dung (Gardening): It smells like the devil, but those plants will grow!
4 - A Bit of Lye (Cleaning): Found in the deepest chambers of the old dwarf mines, this stuff
will get out any stain.
5 - Steeltree Bark (Overland)
6 - Gorgun Shrooms (Regions)
48
The End...?
You’ve done it! You’ve read the rules for Broken Cask. Congratulations! But this is just the
beginning. Many hours of slice-of-life fun await you. How long you run your inn is entirely up
to you. Maybe the fun of creating a new one is so enticing you start each session fresh! Maybe
you will run your inn until you max out every room and Prestige level. Maybe you’ll focus on
clearing out all the quests possible.
As this is a solitaire game, it’s important to decide what you want to do and to set goals to get there!
Please visit ShorelessSkies.com to share your inn creations and let us know what you think.
49
Reference
Here lie the many tables to be used during play. Electronic versions are, again, available on
ShorelessSkies.com, but these work just as well.
2d6 Location
2 Atop a sleeping creature
3 Among the treetops
4 In the middle of nowhere
5 Near a spiritual center
6 In or near a desert
7 The center of town
8 At the edge of a big city
9 Underground
10 Over a river
11 Near a magical place
12 Between planes of existence
2d6 Appearance
2 Natural appearance:a bar made of vines, toadstool chairs, and so forth
3 Magical bookcases everywhere; quiet reading nooks; magical moving book trollies
4 A dark oak saloon, complete with second level balcony
5 Teak wood furniture with stained glass windows
6 Black Steel fixtures with mallorn furniture
7 Iron accents with standard oak tables & chairs
8 Brownstone mead hall with a large central fireplace
9 Olive-stained birch panels, cushioned furniture, paintings
10 Sculpted from a single piece of stone
11 Black and white: Ivory tables and chairs with an onyx bar
12 Dragonskin furniture with fire pits everywhere
51
2d6 Type Guest Type
2 Mystics’ Lodge Magical beings, religious
3 Gambling Den Thieves and thugs
4 Syndicate Hideout Brigands, crime lords, mercenaries
5 Postal Stop Couriers and explorers
6 Intellectual House Philosophers, writers, religious, Keepers
7 Plain Old Pub Regular townsfolk and laborers
8 Trading House Merchants and Traders
9 Rumor Mill Vagrants, performers, townsfolk
1d6 Anomalies
1 Half the inn phases into another dimension
2 Bottomless pit in the cellar
3 The garden is alive
4 There is a live demon dealing cards in the back
5 Lights flicker every 15 minutes exactly
6 Kegs have to be switched constantly to confuse invisible thieves
53
1d6 Pets & Strays
1 A pack of unhomed cats have taken up refuge in the cellar.
2 Your, or one of your staff, keep a pet dog about who seems to believe it runs the place.
3 Who let the rather large chameleon in?
4 Your friendly pet ocelot is as much a part of the inn as anyone else.
5 One pesky mouse has taken a liking to you or one of your staff.
6 A past hero left their bird here. They got et by a troll and now the bird is yours.
2d6 Race
2 Dragonkin
3 Half-ork
4 Dwarf
5 Elf
6 Halfling
7 Human
8 Half-elf
9 Satyr
10 Skin-changer
11 Goblin
12 Troll
Hero Table
2d6 Class
2 Knight
3 Rogue
4 Skald
5 Warden
6 Scout
7 Brawler
8 Warrior
9 Hedge Mage
10 Priestmonk
11 Tracker
12 Witch
57
Tables for Setting the Scene
1d6 Season
1 Fall: The leaves begin their turning and there’s a chill in the air.
2 Winter: Heavy white snow blankets the land and all search for a cozy, warm hearth.
3 Spring: Snows melt and feed the rivers of the land, new blooms burst forth.
4 Summer: It’s hot. Like, hot hot.
5 Summer Solstice: The beautiful in-between of spring and summer.
6 Winter Solstice: The cusp of winter, when the world gets a little quieter.
1d6 Weather
1 Rain/Snow
2 Thunderstorm/Blizzard
3 Clear
4 Foggy
5 Extreme Cold/Heat
6 Hail
1d6 Mood
1 The fire crackles merrily and there is good cheer all around. Take +1B forward
2 It’s slow enough to make one drowsy. -1B forward.
3 It has been loud and bustling of late! Many folks dance and sing and toast. Take +1H forward.
4 The guests are grouchy and demanding. -1M forward.
5 The soft firelight feels quiet, peaceful, contemplative: +1M forward.
6 Someone woke up on the wrong side of the bed and it’s bugging everybody. -1H forward
1d6 6.Common Guest Hit: You may roll again to make Miss
them a regular patron: 1-2 they
tasks have business elsewhere; 3-6 the
become Level 1 Regulars (roll for
Name and Race).
1 Holy Roller: They stay until they can cancel a cursed item. Then they leave.
2 The General’s Halberd: Spend to level up a Hero and then the halberd vanishes.
3 Fairy Godmaid: -1 for all stats, but +3 on Cleaning tasks. When she fails a Cleaning roll she
will flee in shame.
4 The Didgeridoo of Kunlo the Spirit Troll: Spend to revive an exhausted character
5 The Barrow Saddle: Spend this undead horse to send a hero on another Quest for free this session.
6 The Haunted Tankard: When you get this, and at the start of each session, roll 1d6. On a 1-3
they are ready to work (stats are B0/H0/M3). On a 4-5 they refuse to leave the comfort of their
tankard. On a 6 they flee.
Train
Spend 5g to train your staff. Hopefully they’ll pay attention.
1d6 Cursed Items: cannot be canceled unless you have a Holy Roller or Blessing.
1 Troll’s Spice: It smells good, but adding it to your food is a bad move. Take -1 Cooking forward
2 Grimwood Keg: Seems nice enough, but the restless sap of slain trees might infect your next
batch -1 Brewing forward
3 Revolutionary Daisy: This sentient flower will try to rabblerouse and turn your plants against
you. -1 Gardening forward
4 Mimic Chest: What appears a nicely ornamented chest to put on display, is actually a monster
in disguise. Next time you roll a Guest event that guest is eaten and you fail the task.
5 Ornery Ooze: Randomly choose a room in your inn. Lose any bonuses from that room for
the rest of the session.
6 Dark Armour: Next time you Quest, roll 1d6. On a 1-2 the character is removed from the game.
1d6 Exotic Materials! Spend any of these to flip after a related task or table roll -
you choose!
1d6 Overland Table: Choose which character is making the journey, then roll on the
Regions table (Staff are L0) to find out where you’re going.
Roll again on this table to find what trouble you face. Treat Heroes as having L for all stats.
On a hit your journey is complete! Roll tipsx2. On a miss, the character is exhausted
Backer List
Aaron Lim Angeliki Sourvinou C. Pugh
Adam Alderman Anna Mickelsen Caleb Olsen
Adam Conlan Annie Malmstrom Carson Bennett
Adam Francour AnnoD78 Cerise Crustworthy
Adam Groslouis Antonette Joseph Chad D (ZRM)
adumbratus April Neal Charles Borrall
Alana Wolfgang-Duran Ari Dawson Charlotte Heilling
Alden Truby Arwen Calvin Canino-Fluit Chase M Walker
Aleseus Glauco Marotta Chase Yarbrough
Alexander Baisden Ash Chocholik
Algorn IRAS Audie Swallie “Chris “”the Healer”” Baldi”
Alissa Audrin & Lain Thorn Chris ‘Alphabet’ Anderson
Alkander Vitabrevis B. Kramer Chris Biebel
Allan Bray Banjo Troll Chris J.
Alwyn Vorster BCNorton Chris Langietti
Amanda C. BE Holt Chris Pullen
Amanda Ellison Benjamin Nehring Chris Schock
Amol R Thomare Benjamin Piehler Chris Spivak
Amy Maleiß Blitzbuff Chris Stewart
Ander Bonnie Mann Chris Talbot
Andrea E.S Book Lord Hatz Christian Malleck
Andrés García Saravia Boris Christian P Harris
Andrew H Braden Dougherty Christian Scholz
Andrew J. Prosser BrawnyFanta Christina Peck
Andrew Williams Brendan Myers Citrine
Andy Yeoh Brian Weisberg CJ Harries
Angela McCain Brothgar Clay Gardner
Angela Murray Bryan Gago Clay Skaggs
72
Clay Skaja Eeshwar Rajagopalan Jackie Kanner
Clay Stauffer Elena Pereira Jacob Crosby
Clutterbooke Eliot Brian Chenowith “Jadewing, Stormcaller”
“Cody “”Crazy”” Stump” Elizabeth Montgomery Installa-JaeElle Eadaein
Cody Marbach tion-Art Jahd Modgrin
Colin Matter Ellen Zemlin James Hudson
Commodore Erickson Emil Feng James L. Ash
Cornell Daly Emily L James Patrick Patterson
Craig Campbell Ephraim Mallery James Torr
Craig Watson Eric Garlow Jamie Crothall
Crampton Family Erlend Kirkevold Jason Bryan
Creepieprowlir Ethan K Jason Doyle
Crispy T Ev Freeman Jason ‘GeekMid’ Brown
Dalton Burchardt Ewen Cluney Jason L
Damian Faulkner Feli Jason Pitre
Dan Suptic Fia Rivers Jason Ramboz
Daniel G. Finn Orion Jason Sherwood
Daniel Grillo Francesco Brisighelli JC
Daren McCormick Frank K Krivak JC Hay
Darren Davis Frederik Meijer Jean-Michel VILOMET
Dave Leat Friendly Local Game Pod Jeff Eppenbach
Dave Madden Gabriel Birke Jeff N.
David A Galvan Gabryiela Baranowski Jeffery Daschner
David Awesome Cole Gareth J. Coster JekTheSnek
David Emery Garrett Hermen ? Jen McQueen
David Ginsburg w/Tales from the“Gavin “”Moose”” Evans” Jens
Fandom Podcast Gavin Albiston Jeremiah A. Coley
David Heath Geir Erland Tøftum “Jeremy “”Meatsweats”” Price”
David Homister Gene Virgilio Jesse B. Gordin
David Markiwsky George Banks Jim Zorn
David W. Marshall George Insolitus-Universe Joanna Kaufman
Dead Fish Books gerryberrykrunch John Ross
Dean Bates Gianluca Casu John W Stewart IV
Debbie H Gilles Donnarumma Jon Meek
Deborah Gard Graham Bailey Jonathan Korman
Derrick Daniel Greg Lucas-Smith Jonathan Mauvilly
Dexter Bravo gryphonic Jonathan Q
Die Alone Podcast Guinevak Jose Saenz
Dill Hal and Bert Grubb Joseph Capezza
DIMITRIOS KANOS Hannah Hilton Justin Ferguson
Dino Buffetta Jr. Hannah Stephens-Jones Justin MacArthur
Dominique Hallett Harriet Kingsport Justin Tucker
Donna Young Harvey Clan Kat L.
“Doug “”Dhomal”” Raas” Heather Allen Kate Ruff
Douglas Christy Heather M. Hostetler Katelyn Mason
Douglas Schutz III Honesty Johnson Zahnd Kazuhiro Hiroshi
Dragongunblade55 Ian Martin Kei Shiroe
Drew Ian Stuart Mercer Kelley Carter
Duke Marlar Ian Walker Kelly Brown
Dusk Crane ineedtosleep Kelly Hegi
Dvirlin Ink Kupinskyj Kenny Holman
Ebest Ion Dhont Kevin Gibson
Eclectic Meeple Isaiah J “Kevin M. Gallagher, Jr”
Ed Hughes and Adele Werbock J C Mann Kevin Sargent
Ed McCutchan J. Thomas Kilo Lee
Edouard Contesse Jack Gulick Kim Wendt
Edwin Falter Jackie Daw KJ Weir
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Klawzie Max Rook Rafael Peterson
Klil H. Neori Maxime Chartrand Raina Jenkins
knack Micah Randal Lloyd
Knight Michael D. Sanders RandomPhate
Kris Nealon Mattie Michael King Randy Janecek
Kwin_Original Michael Parks Randy Patterson
Kyle A. Michael Schwartz Ransom Meltzer
Kyle and Gianna Jarvis Michelle Katz Ratley17
Kyle Dellis Mike Dubost Raúl Polo Molina
Kyle Wist Mikey Watson Rebekah Vogel
Kyle Zeppeli Mischa D. Krilov Reece A.
L J Evison Molly and Margaux Roberts Rev. Dean Speer
Lachlan Fergusson Monika Morales “Reverend Jesus “”H”” Christ”
Lana Monique Asselin Rhiannon Plessman
Lara Loureiro Morgan Null Rhonda Abello
Laughing Alchemist Moriah Roedell Ricardo Ramirez
Lauren D. Morrighan Richard Van Loon
Lawrence Denes “Mox, A Kobold Chef” Rick Hauxwell
Lee Hustwait N Cleaver Rick Shurts
Leonidas1994 nachos Rob Tapfield
Leucosia Nathan Hostetter Robert Bird
Lex Joy Nathan Wells Robin Galton
Liam Delanger Nathaniel Husted Robin Powell
Liberty Stanavage Neal T Roger Lopez
lickthelime NecroRat Roland
Lila Head Neil Camilleri Ross Salerno
Lilly Ibelo Neil Garland Rowan Collins
Lina B. Nicholas J. McBurney Ryan Barry
Liv Alto Nick D. Ryan L Coombes
Loki Carbis Nick Dixon Sabby Brown
Lukas Feinweber Nick Riggin Samantha Leigh
Luke Spry Nick Waltz Sammy C
Lynn M Farías Nicolaj Wild Sandra Bergholm
M. Kidder Nicole Shay Sanjay Y Patel
M. Knapil Nitebreeze Sarah
MacDhomnuill Games Noah Barber Sarah Reed
Mad Madam Mimosa Nona de Koning Sasha De’ath
Madison Tinsley Olivier Chevillon Scott A Wachter
Manuel Dornbusch Onyx K Scott Kullberg
Mao Wildmane Pacoman Seamus Conneely
Marashar Paige Connelly Sean Leffler
Marcia Martinez Paige Lisko Sebastian Hennicke
Marco Jäschke Paolo Spaziosi Sequoia M Gardner
Marcus Utley Patrick Clowes Shana Horn
Mark Hughes Patrick Smith Shasta and Joplin Szlosek
Mark Richards Paul Herkes Shaun S
Mark Underwood Paul Hermesmeier Shedvin
Marsayus Pete McIntyre Shihachi
Marty Chodorek Peter T SilvyrRain
Mary Thompson Pete’s Nerd Emporium Simonmjl14
Marzie Nicolas Malfoy Philip W Rogers Jr Skallagrim Brunick
Matt Blackstock Philip Wilde Sleepy Sasquatch Games
Matt Bohnhoff Phyre Sören Kohlmeyer
Matt Hidalgo Preston M Poland Stacy Weaver
Matt Spoon Quinn Steffen Janßen
Matthew Ducharme Rachel Scrivens Stephen Bretall
Max Lawson Raechel Schink Steve Munson
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Steven Black “Tom “”Mudd”” Redding” Walter Koegel
“Stuart “”Miralar”” Burrows” Tommy Chu Wayne H.
T.J. Boisvert Toni Whiskers87
Taylor Loran Tracy ‘Rayhne’ Fretwell Whit Carter
Tera Boster Trent Valen Will Hinz
Thane McLean Wiest Tyler Doyon William Miller
The Stott Family Tyler Martin William Woods
Theodore C Barry Tyler Quirin Y. K. Lee
Théophile Madet TyWuNon Yannick Jean
Thomas Eliot and Sixpence Games Vicky Radcliffe Yee Cang Ling
Thomas Vanderbilt Victor Wyatt Yes
Tim Wisen Victoria Goaley Yulian Kuncheff
Timothy Lawson VidjaGamez Yuu Gamon
Timothy Mistalski Vigo Bones Zach and Sarah
TJ Ellerbeck Vince Arebalo Zheyu Wang
Toby M. Schreier Vrock TimeSlayer
Todd Zircher Vulpecula
"LOOK, BOSS, DRIZELLA IS BACK AT IT
AND SHE'S ALREADY ON HER FOURTH
ONE. AND THE WIZARDS ARE
COMPLAININ' ABOUT THE LACK OF
BOOKS. AND CARMINA HASN'T SHOWN
UP. OH AND THE KITCHEN'S ON FIRE."
The Broken Cask is a solitaire innkeeping roleplaying game. Well what, in the name of the
Leaky Cauldron, does all that mean?
It means your dining room table covered in papers and charts; it’s slinging dice to find out
what happens next; it’s hoping that slowcoach cook of yours can get the next meal out in time
for a heft y tip and wondering who will come through the door next.
You play it with paper and pencil and at least one six-sided die.
It may inspire you to imaginative feats and storytelling of your own, or it may just be a good
time when you feel like relaxing and playing alone.
You will create your inn and innkeeper persona, hire staff, earn gold, expand your inn, trade
at the market, send heroes off on adventures, and oh so much more!