Wooden sign with a book and beer mug illustration, reading 'Tavern & Tome Press'

Tavern & Tome Press is committed to delivering high-quality, narrative, and story driven adventures in our world of Tarron. While compatible with 5E, our work also brings back the risk/reward and feel of earlier editions.

With each work we publish we seek to reveal more of the wonder of our world for you to experience. We are proud of our body of work so far and are very excited to show off what is still in the pipeline under development. Visit the website often to learn more about the world and the latest products we have released.

We value customer feedback so please feel free to drop us an email anytime to ask questions or provide comments. We want to hear from you!

Crafting Worlds. Brewing Legends.

Explore the World of Tarron!

The Cragborn are an ancient humanoid race descended from giants who chose to live among the smaller races.

Featured Adventures

Desolation of Karak-Tor (Download)
$10.00

Level: 7

Duration: 12-16 Hours

Difficulty: Hard

Enter the Silent Expanse—154 square miles of psion-scoured desert where a buried super-weapon still hums under gray sands. Hired by the silver-tongued Jaeson Strone and guided by his grim son Corinis, your party pushes through mounting psychic hazards toward a half-exposed pyramid whose crackling capstone anchors the storm above. Along the way, whispers and visions gnaw at resolve, scavengers and mind-born predators close in, and a “Blind Merchant” with suspiciously real protections returns again…and again.

At the threshold of Karak-Tor’s ruins, the Caretaker reveals himself—last sentinel of an order that would deny the unworthy. Defeat him and the Expanse shudders; shatter the capstone and descend into chambers sealed for millennia, where relics wait, leeches feed on power, and loyalties snap tight around the vault’s secrets. Corinis’s true orders will force a final choice: walk away with your lives—or with history in your hands.

What’s inside

  • Desert journey with a variety of environmental effects to keep your players on their toes

  • New foes including: Energy leech, Mind Wisp, Psionic Anomaly and Psionic Dust Devil

  • New magical items including: the legendary Psi-Armor, Mirror of Kalath-Sin and Orb of Eternity

  • 6 maps

  • 13 tokens

  • An introduction to the World of Tarron Psion class through the main antagonist.

Level: 7

Duration: 12-16 Hours

Difficulty: Hard

Cross the Silent Expanse—154 square miles of psychic-scoured desert—and brave mounting psychic hazards on a five-act trek to Karak-Tor’s half-buried pyramid. Hired by Jaeson Strone and guided by his grim son Corinis, the party endures whispers, visions, scavengers, and mind-born predators while a “Blind Merchant” returns again and again with suspicious protections. At the threshold, the Caretaker reveals himself—the last sentinel who denies the unworthy; defeat him, shatter the crackling capstone, and descend into sealed chambers where relics hum, energy leeches feed, and loyalties tighten around the vault’s secrets.

Grove of Withering Roots (Download)
$10.00

The forest is calling in dreams.

Summoned by strange visions and marked by the Echo of the Dreamroot, four adventurers awaken in the Grove of Withering Roots, an ancient druidic sanctuary sealed away from the world by grief, memory, and forgotten magic. Once a sacred place of moonlight, song, and living roots, the Grove now decays beneath the weight of a sorrow too long buried.

To escape, the characters must follow a path through mist-shrouded glades, moon-carved stone circles, corrupted roots, and the hollow places where old oaths still whisper. Along the way, they will solve druidic puzzles, uncover the truth of Thessala—the Grove’s fallen Guardian—and face the Witherkin, a manifestation of grief given form.

But the Grove is not merely a dungeon to survive. It is a wound waiting to be healed.

Will the party restore what was broken, release what remains, or claim the last spark of the Grove’s fading power for themselves?

What’s inside:

  • A medium-difficulty 5e one-shot for 4 characters of 5th level (5–6 hours).

  • An escape-room like adventure where characters are brought to an environment against their will and have to find their way out

  • New foes: Blight-touched dire wolf, rootling, and rootwraith

  • New themed magical items: Memory-touched charm, Thessala's flute of blessing, Thessala's staff of the wilds

  • 2 maps, one with labels and one without

  • 7 tokens that can be printed & cut or screenshot out

Level: 5

Length: 5–6 Hours

Difficulty: Medium

Summoned by strange visions and marked by the Echo of the Dreamroot, four adventurers awaken in the Grove of Withering Roots, an ancient druidic sanctuary sealed away by grief, memory, and forgotten magic. Once a sacred place of moonlight, song, and living roots, the Grove now withers beneath a sorrow too long buried. To escape, the characters must journey through mist-shrouded glades, moon-carved stone circles, corrupted roots, and whispering remnants of old oaths as they solve druidic puzzles, uncover the truth of Thessala, the Grove’s fallen Guardian, and face the Witherkin, grief given monstrous form. But the Grove is more than a dungeon to survive—it is a wound waiting to be healed, and the party must decide whether to restore what was broken, release what remains, or claim the last spark of its fading power.

Vandrex Tower Ruins (Download)
$10.00

Level: 5

Duration: 6–8 Hours

Difficulty: Medium

A ruined spire gnaws at the sky where the archmage Vandrex vanished a century ago. Now a nest of vampires feasts in the cracks. At the threshold, a lone knight of Arkan begs your aid. Inside: a whispering magic mouth, a wind-scoured study haunted by a wrathful spirit, shattered labs that birthed twisted homunculi, and a dining hall set for a sanguine feast. In the depths waits Nissafar—the master vampire who offers you a terrible bargain: serve her goddess, or be bled dry. Will your party purge the ruin… or join the Children of Umbryl?

What’s inside

  • A playable World of Tarron Vampire race (fledgling & vampire levels, does not include master or archon levels)

  • Modular tower crawl with multiple entry points and a major join-or-fight decision.

  • New foes: Greater Homunculus and custom vampire variants (fledgling to archon).

  • Ally option: Sir Walter Chivan, Knight of Arkan, with full stat block.

  • Ready-to-run treasure, hooks, and 5 tower floor maps, a vampiric court, a regional map, and a map of the tower environment.

  • 9 maps, including a regional map of the Beran’s Claim area

  • 22 VTT-ready tokens

  • Optional tie-ins to The Escape Room one-shot and future Beran’s Claim adventures.

Delve the wreckage, weigh temptation against duty, and decide who rules the night.

Level: 5

Duration: 6-8 Hours

Difficulty: Medium

A century after Archmage Vandrex vanished, his ruined tower still bleeds stray magic—and a seductive vampire court has claimed it. Drawn by a battered knight’s plea, the party navigates wind-scoured studies, haunted halls, and shattered labs crawling with twisted homunculi, uncovering the echoes of Vandrex’s forbidden experiments. In the depths waits Nissafar, a master vampire who offers a terrible bargain: parley and serve her goddess…or be bled dry. Choose your path—investigate, negotiate, or purge the nest—recruit a ready ally, and seize treasure that rewards clever play in this choice-driven delve through a crumbling spire steeped in gothic menace.

Our Mission

To craft imaginative, high-quality tabletop experiences that celebrate creativity, collaboration, and the power of storytelling.

A fantasy artwork depicting a group of diverse adventurers running through a dark, medieval corridor with stone walls and arched ceilings. The group includes an elf, a human, and an orc, with some carrying weapons and other gear, and a ghostly blue figure among them. The scene suggests urgency or pursuit.

Our Vision

To shape the next era of fantasy play through artistry, innovation, and immersive design.