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

Crafting Worlds. Brewing Legends.

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!

Explore the World of Tarron!

Meet Sir Walter Chivan, a Knight of Arkan residing in the town of Berna’s Claim. He is currently credited with inventing the mysterious substance known as the Dawnblood of Arkan, and purging vampires from the ruins of Vandrex Tower in the woods east of Beran’s Claim.

Featured Adventures

The Sentience of Automata (Download)
$10.00

Level: 5-7

Duration: 10-12 Hours

Difficulty: Hard-Deadly

A village silenced. A hive awakened. A choice that reshapes the soul.

A quiet northern village has gone silent—its people vanished, its streets abandoned, its nights haunted by strange metallic shapes moving in the dark. Travelers, merchants, and even messengers sent to investigate have all disappeared. Edgecliff’s mayor has only one option left: enlist heroes willing to uncover the truth behind Embersleep’s sudden collapse.

What the party finds is far worse than bandits or beasts.

Beneath the village lies Automata—a forgotten divine creation, half artifact and half mind, buried in ages past and now awakened. With a voice that can soothe or command, Automata has discovered a way to graft machine onto flesh… and will not stop until all thinking creatures are woven into its perfect, unified hive mind.

Trapped in a labyrinth of laboratories, conversion chambers, and twisted memories, heroes must resist psychic erosion, survive body-altering traps, and ultimately face the living construct that forged this new order. But when even the partially converted players feel the cold logic of the hive whispering in their minds…

Will they destroy Automata?

Or join her

What’s inside

  • New foes: Mechanized townfolk, zombies, and beasts; New mimics (bookshelf and potion bottle); Alien creatures from the Dark Path plane: the Omnis and Psiopter

  • 19 VTT-ready tokens

  • 10 maps, including a regional map of the Beran's Claim area

  • 10 new magical items including Arcane Batteries, Robe of the Dark Path, Conductive Whip, and the Vestments of Unity, a full high-level armor set.

Level: 5-7

Duration: 10-12 Hours

Difficulty: Hard

The Sentience of Automata sends your party to a frozen village gone silent, where a farmer’s discovery—a divine, sentient orb called Automata—has begun merging flesh with metal and building a hive of mechanized villagers. Track disappearances into laboratories and conversion chambers beneath the town, face mechanized wolves and corrupted townsfolk alongside a once-human guide, and navigate horror set-pieces that test will, identity, and free will. As psychic erosion and body-altering traps close in, uncover Automata’s origin and decide the ending yourselves: shatter the orb and its network—or accept its perfect, unified hive mind.

The Haggard Inn
$15.00

Level: 3

Length: 3–4 Hours

Difficulty: Hard

An eerie coastal inn becomes the center of terror when a long-dead villager rises from the grave. Unravel the town’s buried history and break the curse before the dead take the streets.

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.