Where Adventure Lived
Home to only the best double-filtered, double-digested hooch, artisanal stab wounds, and award-winning* service. Contact your local branch for local offerings.
*Sip 'n' Strut Inc recognizes awards as any document they can pin to their wall mentioning them by name, including wanted posters, injunctions, citations (health and otherwise), and cautionary tales.
Call the CrierThe Gameroom
A back table by the stove, a shelf of games older than most of the regulars. Pick a spine, test your tongue against the tavern's word-smiths, and leave your score on the scroll.
Browse the ShelfA Rambling Tale
You enter the tavern to a bombastic welcome. An argument between Longstriders, lawmen of wildlands, is boiling over into a fight. Go home: January HD 3rd
Catch of the Day
Adventure hooks, served "fresh" everyday. Fresh to you at least.
A building has appeared on the highroad. Inside it looks like a tavern with a single drunken man leaning against the bar.
He keeps mumbling "the map... its in the hooch"
Take a Quest / Leave a Quest
One-page encounters from the Sip n Strut press. Print one, drop it into tonight's game, blame us in the morning.
- Level 3 · 150 gp
Kingly Wares, Serfly Prices
A traveling wizard's curio cart rolls into town after dark, stocked with animated armor, flying swords, and a mimic named Betty watching the till.
- Level 4 · 200 gp
Everybody Herds Sometimes
A stampede rips through a walled farm town and rounds up the children; the trail leads to a woodsman's hut where a druid and his werewolf are keeping a very different kind of flock.
- Level 2–4 · 150 gp
What's In the Box?!
The party wakes in small clothes on the floor of a warehouse with a minotaur stalking the aisles, and every crate they crack pulls from a d100 Magical Mystery table.
- Level 17 · Spell Hunter · 850 gp
Chef Special
A grim cleric hires the party to steal a planar key from a rakshasa — the key unlocks a celestial cafeteria where a solar named Quan is making ambrosia, and he's one extinct fruit short of the recipe.
- Level 5 · 250 gp
The Good Knight
The town of Slumberton has a strict nightly bedtime enforced by a squad of construct “Good Knights” with batons and knockout draughts, all because a local wizard's insomnia cure got one word wrong.
- Level 17 · Spell Hunter · 850 gp
Inner Dreamons
An old wizard is found dead in her lab, face twisted in terror, slumped over notes for a ritual into a monster-filled dreamscape that pays out in the 9th-level spell Weird.

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