A Roll of Chances - Tavern Games
A Roll of Chances - Tavern Games
by PENNY BLAKE
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Not for resale. Permission granted to print or photocopy this document for personal use only. A ROLL OF CHANCE'S DICE
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Introduction Dragon's Hoard
These ten tried and tested tavern games have Each player places an equal amount of gold
evolved at our gaming table over two decades coins in the pot. This is now called The
of Dungeons and Dragons gaming. Dragon's Hoard
Each one involves a different combination of Each player now takes turns to creep into
skill and luck and no doubt each is played a the dragons den and pilfer the hoard by
little differently from tavern to tavern and rolling a d4 and obeying the conditions
region to region so as a DM you can feel free to described below:
be as fastidious or flexible as you wish, sticking
Roll on a d4 Outcome
rigidly to the rules or modifying them to suit
your party. 1 Take 1 coin from the
hoard
Some games are played by your players exactly 2 Take 2 coins from
as their characters would play them, while the hoard
others are determined by real-life dice rolls to
decide in-game outcomes. 3 Freeze! The dragon
is waking up – take
Either way, we have found that role playing the nothing.
action as much as possible is the key to getting 4 Take 4 coins from
the most fun and enjoyment out of the games, the hoard
so provide your characters with plenty of scene
setting and description and encourage them to
describe the actions their characters are The third time a player rolls a 3 “The dragon
performing and how these play out based on the has awoken! Drop the gold and run for your
outcomes of the dice. life!” That player is out and must return all
their gold to the hoard.
You can choose to keep the games played just
When the hoard is empty each player still in
within your own party if you like, but role-
the game gets to keep what they stole from
played tavern games are a fantastic way for PCs
the hoard.
to become acquainted with NPCs, get the
measure of a new town, pick up gossip and
adventure hooks and forge friendships and
rivalries with NPCs. Hag
A d6 is rolled in the beginning to determine
which number is The Hag for that game.
For example, The Hag might be 3.
Each player pays an ante and then takes turns
to roll a d6 3 times in secret and record each
roll.
2
Each player now places their bet or folds.
Players now take turns to reveal the total of
Brag
their 3 dice (but not the separate numbers
they rolled so for example when rolling 3, 5, 2 This fast thinking memory game is after the
a player would announce their score as 10) fashion of 'I went to the shops.'
The player with the highest score wins the One player starts by putting a coin in the
round and so the pot. middle and pompously declaring a location
or setting and listing one monster they
If someone suspects that the highest roller has fought while they were there:
rolled The Hag they can challenge them by
shouting HAG! “When I went to the woods and I killed a
kobold”
If they are right, then the highest roller is out
of the game and the pot goes to them as or
reward for catching The Hag. “When I went to Avernus and I fought a
hellwasp”
If they are wrong, then they are out of the
game. The next player must then meet their coin
with another and best their brag by adding a
new monster:
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Then the player must quickly provide a very with them!) and they have the chance to
plausible or entertaining explanation or be raise the stakes and roll again or quit.
called a BRAG! And sent out of the game. At the DM discretion, any players who
worship a deity have one chance to say a
The winner is the last player left in the game prayer and change a lose roll to a Grace roll.
and takes the pot as their reward for ridding
the world of so many terrible beasts.
Everyone who is not an Abyssal Chicken The last player in line has to down the drink
then rolls a d6 and adds it to their score. and run to the start of the line to have it
refilled and pass it down again.
Again they have the chance to stick,
'Chicken out' or up the stakes and continue. This is represented by each player on each
team taking turns to roll a dc 10 dexterity
Everyone still in the game now rolls a d8 check. The dc rating increases by 5 each time
and the highest scorer wins the pot with the a player has downed a pint of ale.
caveat than anyone rolling over 15 is out.
Play continues until one team 'drops the
baby'. The other team are the victors and the
losers must buy all their drinks for the rest
Grace of the evening.
4
intelligent wizard all have a chance to use Each rolls a d20 and adds their modifier
their skills to win the day. (whoever gained advantage from the last
round may use it now) and the highest
In-game action is represented by dice rolls
roller gains advantage for the last round.
as described below.
A ring is chalked on the floor. The size of the
ring can vary from game to game. Two Round 4: Go for broke: Both players choose
contestants each place a large feather in a skill for their final flourish.
their hat or helmet (Vrock, Diatryma etc). Each rolls a d20 and adds their modifier
The winner is the one to knock the feather (whoever gained advantage on the last
from their opponent's hat or helm by any round may use it now) and the highest
non-magical means. If a player steps out of roller knocks the feather from the other's
the ring play pauses until they step back in. head and wins the game.
Round one: Advantage: Each player decides Rewards: This game can be played for
which of their skills they are going to try money where players and onlookers can
first to gain advantage over their opponent. place bets on who will win. Otherwise the
(perhaps use their wisdom to wait for an loser could perform some forfeit such as
opening, their intelligence to outwit, their buy the winner a drink or buy the bar a
charisma to feint or distract, their agility to round. Some bars offer a system where
move swiftly and accurately etc etc) customers get a free drink for every feather
Each rolls a d20 and adds the relevant skill they are wearing in their hat (ie: Every
modifier. The highest gains advantage in opponent they have defeated that night at
round 2 (gets to roll a second d20 and pick pluck the chicken).
the higher score).
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5
steed they are riding and how much they Players (usually other wizards) now place a
bet. bet that they will be able to claim the gold
without waking the Sleeping Beauty.
Then let each roll a d20 to see who takes
the lead (with the others taking respective All the bets are placed in a bag and the
positions according to their roll) . Sleeping Beauty then sits in the chair with the
bag on their lap and casts Sleep on
Offer some commentary to get the
themselves.
atmosphere and tension flowing, then have
each player roll again and add this to their Players take it in turns to try and traverse the
first roll. area, get to the chair, and take the bag of
coins before the Sleeping Beauty wakes up.
Again, the new highest takes the lead, next
highest 2nd etc. Spells may be allowed but not dispel magic,
obviously. Other spells may be allowed /
Repeat this a total of five times, offering
banned at the DM's or the group's discretion.
exciting commentary all the while, and on
the fifth turn the highest is the winner and The winner is the first to claim the bag of
takes the gold. money without waking the sleeper. If the
sleeper wakes up before the bag is claimed
then they win.