Back to mods
Taverns & Adventurers project artwork

CurseForge · Minecraft mod

Taverns & Adventurers

Build a tavern that grows with you, recruit adventurers, and send them on expeditions, dungeons and raids for loot.

Choose a version Pick your version below, then grab the matching file.

Quick answer

Which Taverns & Adventurers release should I use?

Updated today
beta file Taverns & Adventurers 0.4.0 — Forge / NeoForge 1.20.1
Game version 1.20.1
Loader Forge, NeoForge

Taverns & Adventurers 0.4.0 — Forge / NeoForge 1.20.1 targets 1.20.1 with Forge, NeoForge. The project page does not say whether this file belongs on the client, dedicated server, or both. No extra mods listed for this file.

Where it goes

Is Taverns & Adventurers required on the client, server, or both?

The project page does not say whether this file belongs on the client, dedicated server, or both.

Client Source doesn’t say
Dedicated server Source doesn’t say
Loader for this release Forge, NeoForge
Required install it here Optional supported, not mandatory Not supported do not install here Source doesn’t say do not assume

The source does not explicitly classify this release as client-only or server-only.

What else does Taverns & Adventurers 0.4.0 — Forge / NeoForge 1.20.1 need?

Taverns & Adventurers 0.4.0 — Forge / NeoForge 1.20.1. Change the file and its required mods may change too.

No extra mods listed for this file

This file does not list any required mods. Do not add a library just because a different file uses it.

This file does not list any required or optional mods.

Before you install it

Add Taverns & Adventurers without breaking your instance.

Built for Taverns & Adventurers 0.4.0 — Forge / NeoForge 1.20.1. Pick another file and the loader, install side or required mods may change.

  1. 01

    Stick to this file

    Use Taverns & Adventurers 0.4.0 — Forge / NeoForge 1.20.1. It targets 1.20.1 with Forge, NeoForge; another release may have different loader, side or dependency requirements.

  2. 02

    Bring the mods it needs

    This file does not list any required mods. Do not add a library just because a different file uses it.

  3. 03

    Put it on the correct side

    The project page does not say whether this file belongs on the client, dedicated server, or both.

  4. 04

    Pick the file you checked

    Use the “Get this file” button beside Taverns & Adventurers 0.4.0 — Forge / NeoForge 1.20.1. It opens that exact file at the source.

About this project

What does Taverns & Adventurers add?

Taverns & Adventurers

Build a tavern that grows with you, recruit adventurers, and send them on expeditions, dungeons and raids for loot.

Every adventurer needs somewhere to come home to. Claim a plot, watch your tavern build itself block by block, and turn it into the heart of a guild. Travelers stop by, sit by the fire, and if you like the look of them, they join up. Gear them, send them out, and wait for the bell that tells you they're home.

⚠️ Early beta. Back up your world before installing. Bug reports and ideas are very welcome!


🍺 A tavern that builds itself

  • Craft a Tavern Deed (paper + any sign + bread) and hold it to see a preview of your tavern before you place it.
  • Claim the plot, and a Construction Crate appears. Drop in the materials and watch the tavern rise one block at a time, floor by floor.
  • Your tavern is built in the wood you bring: any of the 10 vanilla woods, from oak and cherry to crimson and warped.
  • 8 tiers to grow into, from a cozy roadside inn to a sprawling guild hall around a courtyard, with a watchtower, bedrooms, a training yard, stables and a bridge between halls.
  • Something broke? A creeper visited? The crate can repair the tavern back to its blueprint.
  • Moving? Pack the whole tavern and guild into a Tavern Charter and set up again.

🧭 Adventurers with lives of their own

  • Travelers arrive down the road, and you can talk to them and recruit the ones you like.
  • 6 classes: Warrior, Archer, Rogue, Mage, Cleric and Ranger. Each adventurer also has a personality trait that changes how they fight and what they bring home.
  • At home they sit at tables, warm up by the fire, sleep in the beds to heal, and gather at the door to cheer when a party returns.
  • They level up on their travels. At level 5 they choose a path (Knight, Berserker, Healer, Treasure Hunter, Pathfinder and more), and at level 10 they master it.
  • Gear matters. Hand them armor and weapons, or name a chest "Armory" and they'll equip themselves with the best gear that suits their class.

⚔️ Expeditions, dungeons and raids

  • Pin an Expedition Board to the tavern wall to plan trips: pick a destination, choose your party, and pack food. Barrels in the tavern work as a pantry.
  • Expeditions are everyday trips: mines, swamps, forests, temples, the Nether.
  • Dungeons (Tier 4 tavern and up) need bigger parties and real gear, and always bring back something special.
  • Raids (Tier 5 and up) are the big ones, and they're deadly. A raid that goes wrong can cost lives. Fallen adventurers are honored on the guild's Memorial.
  • The board shows your odds before you commit, based on levels, gear, classes, traits and paths.
  • Parties come home with loot in the Spoils Barrel and a written report book of how it went: who was hurt, who levelled up, and what they found.

🗺️ Rumors of real places

Adventurers hear things on the road. Ask them for a rumor and get a real map marking a real structure in your world: a stronghold, a woodland mansion, an ancient city, a pillager outpost. That place becomes a raid your guild can take on.

Rumors come from chatting at the tavern, from successful trips, or from villagers grateful for a job well done.

📜 Contracts and renown

  • Riders from nearby villages pin contracts to your board. Some are deliveries ("Millbrook needs 32 iron"), and some are jobs for a party (escort a merchant, clear out trouble, recover a stolen heirloom). They pay in emeralds.
  • Every contract finished and every trip won earns renown. Rise from Unknown to Legendary to attract stronger recruits, better-paying work and more.

🔧 Plays nicely

  • Works with item pipes from Mekanism and other mods, as well as hoppers, so you can pipe loot straight from the Spoils Barrel into storage.
  • Extra destinations appear automatically with supported mods installed.
  • Fully data-driven: modpack makers can add destinations and rumor types with JSON.
  • A config file to tune trip length, odds, loot, injuries, food, whether raids can be deadly, contracts, renown and more.

Getting started

  1. Craft a Tavern Deed (paper + sign + bread).

  2. Hold it to preview, then use it on flat-ish ground to claim your plot.

  3. Fill the Construction Crate with materials and watch it build.

  4. Hang an Expedition Board (8 planks around a paper) and place a Spoils Barrel (barrel + gold nugget) inside.

  5. Wait for travelers, recruit them, and send your first party out!

    Community & Support

    Want to share feedback, report bugs, test compatibility, or show off your tavern?

    Join the Taverns & Adventurers Discord

Project description from CurseForge.

Pick your setup

Taverns & Adventurers by Minecraft version and loader

Choose the version and loader you play, then open the matching release.

4 available setups

Check the dependencies, then try the file in a copied instance before changing a world you care about.

Recent files

Taverns & Adventurers versions and loaders

8 of 8 releases match

Looking for an older file? The official CurseForge project page is in Resources.