There is a feat which no Neverwood student has ever successfully accomplished: visiting six magical pubs in one night. Most think it a ridiculous story — for the simple reason that only five pubs on the list have ever been entered. But a tome unearthed from the Biblioplex hints at the method to reach the sixth. Who will be the first to find…
🍺
The Crawl — Progress
I
II
III
IV
V
VI
Drinks taken🍺🍺🍺🍺🍺🍺
I
The Tall Tale
A tavern out of time, with a war beneath its floors
In Progress
▼
The Pub
This sturdy pub looks like it was plucked from a picturesque hamlet — weathered stones, timber beams, and a roaring fireplace. It was designed to emulate the quintessential adventurer's tavern of Neverwinter's past. One needn't even travel far for adventure: the cellar connects to an ancient catacomb full of angry spirits.
Objectives
⚔
Speak with Marcellus at the bar and learn what lies below.
📖
Explore the reading rooms — useful knowledge and useful items may be found within.
⚔
Descend to the cellar. Find a way to "end the war" between the battling spirits in the Hall of Battle — the vault beyond cannot be opened any other way.
🏆
Reach the Treasure Room and claim your first signature drink.
Rumour
"The two factions have been at war so long they've forgotten what started it — something about a name, and a matter of honour. There might be a way to resolve this without raising a sword."
🍺
Liquid Courage
A pale ale and stout, dark and bracingly cold. It tastes like it means something.
II
The Frothing Flask
A tower of puzzles, tended by someone who remembers everything
Locked
▼
🔒
Complete The Tall Tale to reveal your next destination.
The Pub
A single tall tower of smooth grey stone — you'd scarcely guess it was a pub but for the etching above the door. Inside: a waterfall bisects the room, floating egg-shaped chairs, and a four-armed construct behind the bar who hasn't forgotten a single drink order in centuries. She seems pleased to see you.
Objectives
💬
Speak with Vani, the bartender. Be courteous — she knows a great deal about the founders of each pub on the crawl, and cannot help someone she doesn't like.
🧩
Complete the crossing challenge: traverse all seven walkways of the pub without stepping on the same one twice — and without getting wet.
Vani's Note
"Eb was a powerful wizard, but when he encountered problems his magic couldn't fix — friendship, for instance — it broke him. Towards the end of his life, he became more concerned with finding mundane solutions to problems."
🍸
Pomumtini
Sweet and sharp at once, like a good argument you're winning.
III
The Lucid Dreamer
Where spectacle is the only currency that matters
Locked
▼
🔒
Complete The Frothing Flask to reveal your next destination.
The Pub
An Art Deco manor house where burly bouncers guard the door and gold-trimmed opulence spills from every corner. Music, dancing, and spectacle last all night. The true currency here is entertainment — and anyone can try their hand at becoming the headlining act.
Objectives
🚪
Gain entry past the minotaur bouncers at the door.
🎭
Find Baz, the owlin bartender, and take up her challenge: command the stage and win over the crowd.
🏃
Something goes wrong after the performance. Keep your wits — and find a way out.
What Vani Said
"Alise always cared about having a good time more than anything else. Her only judge of character was if someone was entertaining. I imagine her pub would reflect that."
🌅
Sunset Liqueur
Layers of fruit and warmth. Goes down easy, lingers long.
IV
The Rambling Toad
A hole in the wall that prefers to stay that way
Locked
▼
🔒
Complete The Lucid Dreamer to reveal your next destination.
The Pub
A squat, ramshackle pub near the edge of the Detention Swamp. Missing shingles, an overgrown garden, and regulars who do not appreciate visitors. The bartender will tell you the signature drink is on the house — you can help yourself in the garden out back. This should probably make you suspicious.
Objectives
🌿
Head to the garden. Five stone pedestals surround a pool of golden liquid. Each pedestal holds a basin — each basin bears a different creature's image.
🧪
Work out the correct order to transfer the liquid between the basins — and the correct basin to start with. The drink awaits at the end of the sequence.
👂
Pay attention to the burrog in the corner. He may not seem to be talking to you, but he is talking about the puzzle.
What Vani Said
"Giovanni always wanted to be the toughest guy in the room. He had to make sure people knew where they were in the pecking order."
🐸
Skewbald Swill
Syrupy and startling. It packs a real kick. Earn it before you drink it.
V
The Beauty's Mirror
Art, expression, and a founder who is watching you
Locked
▼
🔒
Complete The Rambling Toad to reveal your next destination.
The Pub
A flowing Art Nouveau shell of coral and light. Artworks line every wall — most depicting vessels of some kind. A moving portrait of the founder hangs in the studio, and it seems to be watching you. The sylph bartender speaks only in verse. The studio is stocked with every material an artist could need.
Objectives
🎨
Speak with Bellana the bartender. Her riddle will point you toward the studio.
🖼
Explore the studio. Study the artworks. Understand what the puzzle is actually asking.
✏️
Each member of the party must create something. Use any material you find. The founder will know when you are finished.
What Vani Said
"Bree was very intentional when she named her pub. She believed that beautiful art was always an expression of the self."
🍷
Wine of Inspiration
A sweet red with notes of cherry. The fifth drink is different. After the warmth reaches your head — you will know.
VI
The Pub That Crawls
You'll know it when you see it
Locked
▼
🔒
Complete The Beauty's Mirror — and drink the fifth drink — to find your way here.
The Pub
A ramshackle cabin on spindly wooden legs, balanced like something between a bird and a spider. It ambles chaotically through the Detention Bog — spinning, seesawing, pausing as if waiting. There is no door visible. The note said: "Once you find it, drink until the pub stops spinning."
Objectives
🥃
Follow the pull in your chest. Find the Pub That Crawls in the Detention Bog. Use the decanter to make it stop.
🏠
Speak with Boyan, the pub's small and impeccably dressed caretaker. He has a riddle. Solve it before you drink.
🔓
Once the ritual is performed, the pub's hidden rooms will open to you. Explore — this place has been to many worlds.
⚗️
Claim your final drink. You have earned it.
Boyan's Riddle
"Now at long last you've done the walk, You've seen the pub is not a fable, It walks of its own accord, And has a drink when it's able. If you want a round on the house, You'll have to drink it under the table."
☕
White Ravnican
Creamy, with notes of coffee. The drink at the end of the world. Or the beginning of the next one.
Quest Complete
Six pubs. Six drinks. One night. No one has ever done what you have done — and the Pub That Crawls knows it. Whatever comes next, you will have stories to tell for the rest of your lives.
✦ The Pub That Crawls now knows your name ✦
Side Quests
🧠
Mind Over Malt
Unlocks at The Tall Tale
Locked
▼
🔒Begin the crawl to reveal this quest.
Background
Each signature drink on the crawl was designed by a different founder with a different magical discipline. A careful eye — or a trained nose — might notice that they share something beneath the surface. Something that has less to do with brewing and more to do with the planes.
Objectives
🍺
Liquid Courage — Analyse the dark, frosty mixture of pale ale and stout. Arcana DC 12 or Alchemist's Supplies DC 10 to detect a faint martial resonance, like the echo of a battle cry held in suspension.
🍸
Pomumtini — Examine the sweet-sour mixed drink. Arcana DC 13 or Alchemist's Supplies DC 11 to identify a conjuration signature — something in it wants to be somewhere else.
🌅
Sunset Liqueur — Study the layered fruit drink. Arcana DC 13 or Alchemist's Supplies DC 11 to sense an illusion-adjacent quality — it performs for whoever drinks it.
🐸
Skewbald Swill — Inspect the syrupy, pungent concoction. Arcana DC 14 or Alchemist's Supplies DC 12 to detect a necrotic-adjacent thread — life drawn down to its essentials, distilled.
🍷
Wine of Inspiration — Taste the sweet red carefully before it takes hold. Arcana DC 14 or Alchemist's Supplies DC 12 to catch the transmutation at its core — the drink doesn't just warm you, it changes something.
☕
White Ravnican — Analyse the final creamy drink. Arcana DC 15 or Alchemist's Supplies DC 13 to recognise what the others were building toward — each drink a frequency, this one the resolution. Together they form a key.
Rules Note (5e 2024)
Arcana checks use Intelligence. Alchemist's Supplies checks use Intelligence + your proficiency bonus if proficient with the tools. Under 2024 rules, tool proficiency can also apply to relevant ability checks at the DM's discretion — a character proficient with Alchemist's Supplies might add that proficiency to an Arcana check when analysing a potion or magical drink.
What A Full Analysis Reveals
A character who successfully analyses all six drinks understands — before reaching the Pub That Crawls — that the drinks are not merely challenges. They are components of a transplanar key, each one attuned to a different school of magic, together calibrating the drinker to a frequency that allows them to perceive and enter a pub that exists slightly outside of normal space.
📜
The Scroll of Spirit Calling
Unlocks at The Tall Tale
Locked
▼
🔒Begin the crawl to reveal this quest.
Background
The Tall Tale's reading rooms hold more than history. Among the shelves of Neverwood lore are a handful of magical tomes — and at least one scroll of particular use, given what lies beneath the pub.
Objectives
🔍
Search the reading rooms of the Tall Tale for magical tomes. A careful eye — or a spell — may reveal something useful among the history volumes.
📜
Recover the scroll of spirit calling. It may prove more useful than it first appears — particularly if you find something in the cellar that seems incomplete.
Hint
A DC 12 Intelligence (Investigation) check will locate the scroll in any reading room. Detect magic will find it without a check. The scroll's purpose becomes clear once you've read the epitaph on the headless statue in the Treasure Room.
🏛
The Founders' History
Unlocks at The Frothing Flask
Locked
▼
🔒Reach The Frothing Flask to reveal this quest.
Background
Five students. Five pubs. A falling out that no one has fully explained. The story of how the pub crawl came to exist — and why the Pub That Crawls became a legend rather than a destination — is scattered across the people and places of this very crawl, if you know who to ask.
Objectives
🤖
Speak with Vani at the Frothing Flask. She knew Eb Zenithon personally and will share what she knows of all five founders — if you're polite about it.
🎓
Find Professor Karl Shaffer in the Tall Tale's reading rooms. He has spent his career studying Neverwood's legends and knows more than most about the crawl's origins.
👻
If you are able to call Orestes' spirit, speak with him directly. He was there. He remembers more than the history books recorded — and rather less than he'd like to admit.
What You're Piecing Together
The five founders were: Orestes Alaris (Tall Tale), Eb Zenithon (Frothing Flask), Alise Thallas (Lucid Dreamer), Giovanni Uncuf (Rambling Toad), and Bree Peregrine (Beauty's Mirror). They discovered the Pub That Crawls together as students, explored the planes, fell out, and split the secret between five pubs so only the truly worthy could follow in their footsteps.
🦉
Construct and Creator
Unlocks at The Frothing Flask
Locked
▼
🔒Reach The Frothing Flask to reveal this quest.
Background
Vani has been behind the bar of the Frothing Flask for centuries. She was built by Eb Zenithon, willed this pub upon his death, and has been waiting ever since — for someone to finish what he started. She is impeccably polite and remembers every drink order she has ever taken. She would very much like to leave.
Objectives
🤝
Earn Vani's trust. Be friendly, ask genuine questions, and treat her as more than a bartender. She has been waiting a long time for someone worth talking to.
📖
Learn about Eb Zenithon — his genius, his loneliness after the split, and the elaborate plan he set in motion centuries before you arrived.
💬
Ask Vani what she wants. She is magically bound to the pub — but she believes that if someone else reaches the Pub That Crawls, the terms of that binding change. She has a stake in your success.
What Vani Will Share
Vani is magically prevented from revealing how to complete any of the challenges, or anything about the Pub That Crawls' contents. But she can speak freely about the founders, their relationships, and their personalities — and she has strong opinions about all of them. She will also share this about Orestes and Bree: "Orestes always said Bree had his heart. But she always said she loved him more for his head."
🕯
The Vice Dean's Scheme
Unlocks at The Lucid Dreamer
Locked
▼
🔒Reach The Lucid Dreamer to reveal this quest.
Background
The constructs that shut down the Lucid Dreamer didn't arrive by chance. Vice Dean Ruanad has been watching the crawl. He has an informant, a theory, and a plan — and Professor Darou's obsessive research is tangled up in all of it. What does a Vice Dean want with a pub that can walk between worlds?
Objectives
👁
At the Rambling Toad, identify Jeshna — a hooded elven woman on the veranda who is not a regular. She is sending a message spell. Confront or observe her to learn who she reports to.
🔍
Piece together Ruanad's true motive. He is not interested in planar theory — he is interested in what planar access is worth. Neverwood's mystical archive could fetch a considerable sum on the right world.
📚
Understand Darou's role. She genuinely believes her theories — and genuinely resents being Ruanad's instrument. She wants to be right. He wants to be rich. These are not the same thing.
⚖
When you meet them at the Pub That Crawls, decide how to handle it. Expose Ruanad, turn Darou against him, let the pub deal with them — or use what you know for leverage later.
What the Adventure Tells You
Ruanad's goal is to sell the university's mystical archive to buyers on other planes — buyers who don't exist on Toril. Darou's goal is to prove her planar theories and earn the respect she feels she deserves. Revealing Darou's actual role to her face requires a DC 16 Charisma (Persuasion) check — but if it lands, she may turn on Ruanad entirely.
🐸
Kask's Story
Unlocks at The Rambling Toad
Locked
▼
🔒Reach The Rambling Toad to reveal this quest.
Background
On the veranda sits a burrog named Falk, staring into his mug. In the garden sits his brother Kask, hiccupping and muttering to himself. Something happened to Kask. He stumbled upon a shambling building in the Detention Bog years ago, and tried to enter it. He has never been the same since.
Objectives
🐸
Speak with Falk on the veranda. Ask him about his brother. He won't say much, but he'll say enough.
🌿
Find Kask in the beer garden. He appears lost in his own world — but listen carefully to what he mutters. It is not as random as it sounds.
💭
Consider what happened to Kask when he tried to enter the Pub That Crawls without completing the ritual. And bear that in mind when you get there.
What Kask Mutters
Kask's seemingly random utterances are actually clues to the garden puzzle — the correct order to transfer the liquid between the basins. Pay close attention. He repeats the refrain "pass it along, pass it along, then drink it down to make ya strong" once he has said everything useful.
🗿
Orestes' Head
Unlocks at The Beauty's Mirror
Locked
▼
🔒Reach The Beauty's Mirror to reveal this quest.
Background
In the Tall Tale's treasure room stands a headless statue of a hulking warrior, sealed beneath the pub with a cryptic epitaph: "Orestes Alaris — may his head lie with his heart." In the Beauty's Mirror's studio, among the artworks, is a stone bust of a smiling bearded man — and a charcoal sketch of the very same face. Bree kept his head. She always said she loved him more for it.
Objectives
🔍
In the Tall Tale's Treasure Room, read the epitaph on the base of the headless statue. A DC 14 History check or comprehend languages will translate the ancient script.
🖼
In the Beauty's Mirror studio, find the stone bust among the artworks. Notice that it matches the charcoal sketch on the other side of the room — and that its rough-hewn base looks like it was cut from a larger work.
🗿
Return the bust to the Tall Tale and place it on the headless statue's shoulders.
👻
With the statue restored, use the scroll of spirit calling to summon Orestes. Speak with the man himself.
Vani's Clue
"Orestes always said Bree had his heart, but she always said she loved him more for his head." The scroll of spirit calling found in the Tall Tale's reading rooms is required to call his spirit once the statue is complete.
♟
The Game Room Figures
Unlocks at The Pub That Crawls
Locked
▼
🔒Reach The Pub That Crawls to reveal this quest.
Background
In the Game Room of the Pub That Crawls stands a chequered table. On one edge: five pewter figures of the five founders — Orestes, Eb, Alise, Giovanni, Bree. Arranged on the board itself: perfect miniature representations of your party. No one put them there. No one knows how they got there. Detect magic reveals nothing.
Objectives
🔍
Examine the figures on the board. They are perfect likenesses of each member of your party — down to their equipment and bearing.
💬
Ask Boyan about the figures. He knows of their existence but has no explanation for them.
👻
If Orestes' spirit has been called, ask him too. His group found figures of themselves in this same room when they first discovered the pub — none of them ever understood it either.
What Is Known
Moving or destroying the figures has no effect on the characters they represent. Detect magic and similar spells reveal no auras. The pub has been to many worlds — and the figures of the founders were there long before anyone found it. This question has no answer. At least not yet.
Compiled from the logbook of E. Zenithon · Reproduced for the benefit of those deemed worthy