SO, YOU WALK INTO A TAVERN... Discover secrets of taverns and inns for the world’s greatest roleplaying game Sign of the Dragon
SO, YOU WALK INTO A TAVERN... MARCO BERTINI & MARCO FOSSATI DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand, Ravnica and all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content Agreement for Dungeon Masters Guild. All other original material in this work is copyright 2023 by Marco Bertini and Marco Fossati and published under the Community Content Agreement for Dungeon Masters Guild.
Introduction T averns and inns frequently appear in our games, yet they are not utilized to their fullest potential by either DMs or players. All of us have at the least been in a tavern brawl or rested in a cozy inn during our gaming adventures, and many wondrous tales have happened there. This book is for those who share our love for taverns and inns. Cheers, Sign of the Dragon Overview This book was written to help DMs add depth to taverns and inns in their campaigns. Specifically, this volume gives DMs the chance to quickly create places, NPCs, and events, for taverns and inns. The book contains the following chapters: Chapter 1: Anatomy of a Tavern/Inn Chapter 2: Owner, Staff, and Patrons Chapter 3: Events Chapter 4: Fight Complications in a Tavern Appendix A: Examples of Taverns/Inns Appendix B: Tavern/Inn Names Credits Lead designer: Marco Fossati Writer: Marco Fossati Art Director: Marco Bertini Graphic Designer: Marco Bertini Layout Designer: Davide Ruini Editor: Simon Collins Cover Art: Dean Spencer Internal Art: Some artwork © 2015 Dean Spencer, used with permission. All rights reserved. Mindplaces, Eric Pommer. The Dungeon Masters Guild was used as a source for some of the art. All art taken from there is owned by Wizards of the Coast and is used with permission under the Community Content Agreement for the Dungeon Masters Guild. The logo was created by Luca Maiorani. Playtesters: Andrea “Lattuga” Donato, Andrea “Pupazzo” Grassi, Gianpiero “Gianpy” Grassi, Vincenzo “Vinx” Loseto, Donato “Natto” Petriccione, Luca “Lupi” Pinato, Christian “Chichino” Rezzano, Luca “Luchino” Rubino, Riccardo “Ricky” Volpi Special Thanks to: Venti di Ruolo, Alessio Annaloro, Alessandro Fierro, Andrea Caramia On the Cover Taverns and Inns are places where anything can happen. We are not responsible for any brawls that may occur there.
Contents Introduction and Credits ................... 2 Chapter 1: Anatomy of a Tavern/Inn 5 Size......................................................................................... 5 Greater .............................................................................. 5 Normal............................................................................... 5 Lesser ................................................................................ 5 Building Generation ........................................................... 5 Conditions............................................................................. 6 Special Features.................................................................. 6 Interior Layout..................................................................... 6 Light................................................................................... 6 Dimly Lit ........................................................................... 6 Normal............................................................................... 6 Brightly Lit........................................................................ 6 Loudness........................................................................... 6 Quiet................................................................................... 6 Normal............................................................................... 6 Loud................................................................................... 7 Special Feature................................................................ 7 Balconies........................................................................... 7 Fireplace ........................................................................... 7 Fortune-Teller’s Table...................................................... 7 Gambling Table................................................................ 7 Hunting Trophies ............................................................ 7 Monster Trophies ............................................................ 8 People’s Corner ............................................................... 8 Pillars................................................................................. 8 Private Area...................................................................... 8 Shrine ................................................................................ 8 Stage .................................................................................. 8 War Trophies.................................................................... 8 Special Entertainment................................................... 9 Chapter 2: Owner, Staff, and Customers 10 Owner ..................................................................................10 Staff Members ...................................................................10 Special Staff.......................................................................10 Artist ................................................................................11 Bouncer...........................................................................11 Entertainer .....................................................................11 Puller ...............................................................................11 Customers ..........................................................................11 Numbers..........................................................................11 Type of Customers ........................................................11 Chapter 3: Events 13 Animals............................................................................13 Argument ........................................................................13 Brawl................................................................................14 Bullied Patron/Staff Member .....................................14 Decree Issued ................................................................14 Mishap.............................................................................14 Politics.............................................................................14 Someone Annoys the PCs...........................................14 Theft.................................................................................14 Unconscious Patron .....................................................15 Watch Arrest...................................................................15 Watch Patrol...................................................................15 Watch Toll .......................................................................15 Weather Events..............................................................15 Chapter 4: Brawl Complication 16 Brawl Complications........................................................16 Blocked Path..................................................................17 Caught .............................................................................17 Crowd ..............................................................................17 Distraction......................................................................17 Obstacle...........................................................................17 Tackle...............................................................................17 Tossed Object.................................................................17 Wet Floor ........................................................................17 Tavern/Inn Chase Complications ..................................18 Angry Guest....................................................................18 Animal .............................................................................18 Crowd ..............................................................................18 Fall....................................................................................18 New Guests ....................................................................18 Obstacle...........................................................................18 Tavernkeeper..................................................................18 Appendix A: Tavern/Inn Examples 19 The Blade and Stars Inn .................................................19 The Lady Luck Tavern......................................................19 The Bent Helm ..................................................................20 Appendix B: Tavern/Inn Names 21
5 CHAPTER 1 | ANATOMY OF A TAVERN/INN Chapter 1: Anatomy of a Tavern/Inn T his chapter presents what you need to know to determine the size and general conditions of a tavern or inn. Tavern or Inn? The two terms have become almost interchangeable in modern usage; however, this was not always the case. A tavern can be considered to be a place where ale and other drinks would be served in addition to food, while an inn is a place where travelers can obtain food and shelter. While this book can be used either for a tavern or an inn, it’s up to you to decide which one it is you will create. Size Usually, the size of a tavern or an inn depends on the lifestyle of the area in which it’s located. The following table provides some guidelines, according to the lifestyle options presented in Chapter 5 of the Player’s Handbook. Size of the Tavern/Inn Lifestyle Type of Building Aristocratic or Wealthy Greater Comfortable or Medium Normal Poor or Squalid Lesser Greater These buildings are the largest and most successful taverns or inns. They have up to four stories, and many have extensive cellars, sometimes connected to other places. They are usually made of stone or other non- flammable materials. Normal The great majority of taverns and inns are normal buildings. They usually have two stories, but sometimes can have up to three. They are primarily made of stone or other noncombustible materials but are also partly made from wood. Lesser Lesser buildings are usually one-story buildings mainly found in poor areas, such as slums or docks. They are usually made from wood. Building Generation Once you have chosen the type of building, you can use the following tables to quickly generate a tavern or an inn. Roll, or pick one you prefer. Greater Tavern/Inn Height d8 Height 1 One story, no basement 2 Two stories, no basement 3 Three stories, no basement 4 Four stories, no basement 5 One story + basement 6 Two stories + basement 7 Three stories + basement 8 Four stories + basement Medium Tavern/Inn Height d6 Height 1 One story, no basement 2 Two stories, no basement 3 Three stories, no basement 4 One story + basement 5 Two stories + basement 6 Three stories + basement Lesser Tavern/Inn Height d4 Height 1 One story, no basement 2 Two stories, no basement 3 One story + basement 4 Two stories + basement
6 CHAPTER 1 | ANATOMY OF A TAVERN/INN Conditions Once the height is determined, you can use the following table to define the general conditions of the building. Roll, or pick the one you like the most. Tavern/Inn General Conditions d6 Conditions 1 Derelict, badly in need of repair 2 Ramshackle, in need of repair 3 Well-worn and in heavy daily use, with evidence of some recent repair work, and some minor work needed 4 Well-kept and clean, in good condition 5 New or pristine condition, freshly decorated or carefully maintained 6 Currently under extensive repair (includes recent damage by fire, collapse, weather, explosion, etc.) Special Features Many taverns and inns have special associated buildings or landmarks, which are used to provide extra services or are simply unique features. Roll on the table below or pick the one you like the most. Tavern/Inn Special Feature d20 Feature 1-4 No special feature 5-7 Well 8-10 Stables 11-13 Barn 14-16 Warehouse 17 Bath-house 18 Separate building for staff members 19 Tower 20 Outer walls Interior Layout When determining the interior layout of a tavern or inn, ask yourself the following questions: Is there enough light? Is it a loud place? Are there any special features? Is it hosting any special entertainment? Light Some taverns are dark and shady, while others are brightly lit. You can use the following table to define the general illumination of the tavern/inn. Roll, or pick the one you like the most. Tavern/Inn Illumination d6 Illumination 1-2 Dimly lit 3-4 Normal 5-6 Brightly lit Dimly Lit The place is lit only by a few candles. Treat the entire area as lightly obscured (see p.183 of the Player’s Handbook). Normal The place is reasonably lit by lamps and torches, but a few areas are dimly lit. Treat these areas as lightly obscured (see p.183 of the Player’s Handbook). Brightly Lit The place is teeming with lamps, torches, and other sources of illumination. There are no zones that are dark or dimly lit. Loudness Some taverns are loud, while others are very quiet. You can use the following table to define the general loudness of the tavern/inn. Roll, or pick the one you like the most. Tavern/Inn Loudness d6 Loudness 1-2 Quiet 3-4 Normal 5-6 Loud Quiet The place is very quiet. People speak in a low voice and there’s no background music. At the DM’s discretion, Wisdom (Perception) checks that rely on hearing gain advantage. Normal The place is quite lively, with background music. Some of the patrons still speak in a low voice.
7 CHAPTER 1 | ANATOMY OF A TAVERN/INN Loud The place is noisy. People sing, shout, laugh loudly, and the background music obscures most of the voices. At the DM’s discretion, Wisdom (Perception) checks that rely on hearing suffer disadvantage. Special Feature Many taverns and inns have particular elements that make them unique. You can use the following table to define the place’s unique feature. Roll, or pick the one you like the most. Tavern/Inn Special Feature d12 Feature 1 Balconies 2 Private area 3 Pillars 4 Hunting trophies 5 War trophies 6 Monster trophies 7 Fireplace 8 Gambling table 9 Stage 10 People’s corner 11 Shrine 12 Fortune-teller’s table Balconies The tavern/inn has some elevated tables, typically set on wooden balconies. They are commonly used for wealthier customers who want a little more privacy. Fireplace A fireplace that warms and lightens the main room. Fortune-Teller’s Table A table is occupied by a fortune-teller, who reads the future through cards, a crystal ball, and/or other methods. Gambling Table One or more tables in the main room are dedicated to gambling, or perhaps it’s a private area of the tavern that is dedicated to gambling. The table can either be managed directly by the owner of the place or by the staff, or perhaps created by people that have met to gamble. Roll on the table below to define the type of gambling taking place. Gambling d6 Gambling 1 Card game 2 Dice game 3 Ability game with daggers 4 Mechanical games (such as roulette, and similar) 5 Rock, paper, scissors 6 Various kinds of bets Hunting Trophies Some hunt trophies are put on shelves or are hung on the tavern’s walls or pillars. The following table gives you some ideas for appropriate trophies. Hunting Trophies d12 Hunting Trophies 1 Wolf heads 2 Wolf skins 3 Stuffed bear 4 Bearskin 5 Fox heads 6 Stuffed foxes 7 Fox furs 8 Deer antlers 9 Deer heads 10 Stuffed eagles 11 Elk antlers 12 Elk heads
8 CHAPTER 1 | ANATOMY OF A TAVERN/INN Monster Trophies Various monster trophies are put on shelves or hung on the tavern’s walls or pillars. The following table provides some ideas for the trophies. Monster Trophies d20 Monster Trophies 1 A manticoreís head 2 A dragonís head 3 A buletteís carapace 4 A cockatriceís head 5 Tentacles and skin of a displacer beast 6 Tentacles and tongue of a froghemoth 7 A beak of a grick 8 Claws of a griffon 9 Wings and head of a harpy 10 Beak and claws of a hippogriff 11 A hydraís head 12 A lamiaís head 13 A leucrotta skin 14 A gorgonís head 15 Owlbearís head and claws 16 A perytonís head 17 An umber hulkís carapace 18 Eyes and tentacles of a beholder 19 A slaadís tongue 20 A mind flayerís head People’s Corner In a corner of the main room stands a wooden platform, onto which anyone can step and speak to the patrons about various topics. The following table gives some ideas about who’s on the podium. People’s Corner d6 Speaker 1 The Peopleís Corner is currently empty 2 A priest is preaching the creed of their church 3 An old man is complaining about the current times, pining for the days of his youth 4 A small-time merchant is complaining about high taxation on goods 5 A veteran soldier is praising military life, looking for recruits for the city guard or army 6 A beggar is looking for work or some coin Pillars One or more pillars (usually made of stone) in the main room bear the weight of the ceiling of the tavern or the inn. Often, they are decorated with trophies of various kinds. Private Area A curtain or a door divides the main area from one or more private areas, usually occupied by people who are looking for peace and quiet or need to have private conversations. Shrine Something in the tavern/inn is consecrated to a divine power. The following table gives some suggestions. Shrine d8 Shrine 1 A small altar in a corner of the main room 2 A religious painting on a wall of the main room 3 Some little figurines representing the divine power on a shelf 4 A statue of the divine power in an alcove set into one of the walls of the main room 5 A banner of a church of the divine power hanging from the ceiling 6 A book of prayers open for reading, set on a table 7 A plate and bowl with food and drink regularly offered to the divine power 8 A specific item consecrated to the divine power Stage Beside a wall of the main room is a small stage, set aside for musical performances or even a short theatrical play. War Trophies Weapons and armor are affixed on walls or pillars of the tavern/inn. The following table gives you some ideas about the trophies.
9 CHAPTER 1 | ANATOMY OF A TAVERN/INN War Trophies d10 War Trophies 1 Swords 2 Axes 3 Shields 4 Helmets 5 Suits of chain mail 6 Suits of scale mail 7 Suits of full plate armor 8 Bows 9 Crossbows 10 Banners Trophies may bear symbols, such as heraldic or religious designs, or may simply be damaged by usage or time. The following tables help you flesh out some ideas. War Trophies’ Symbols d10 War Trophies’ Symbols 1 Heraldic symbols, an active noble house 2 Heraldic symbols, a now extinct noble house 3 Heraldic symbols, an active order 4 Heraldic symbols, a now extinct order 5 Religious symbols, a known god 6 Religious symbols, an ancient god 7 Religious symbols, an active holy order 8 Religious symbols, a now extinct holy order 9 Arcane symbols, a known mage or magic order 10 Arcane symbols, unknown War Trophies’ Condition d4 War Trophies’ Condition 1 Damaged by time 2 Stained with blood 3 Used but well kept 4 New or pristine Special Entertainment Many taverns and inns offer more than food, drink, and shelter. Use the following table to determine which special entertainment is conducted in the tavern/inn. Roll, or pick the one you like the most. d6 Special entertainment 1 A bard is singing a heroic or love poem 2 A drama or a comedy is performed by a small company of actors 3 A choir is singing an ancient song with harmonious modulations 4 An apprentice mage is conjuring minor illusions using cantrips 5 Jugglers are performing tricks with rings, cones, and bottles 6 Exotic performers dance in impressive, flowing movements
10 CHAPTER 2 | OWNER, STAFF, AND CUSTOMERS Chapter 2: Owner, Staff, and Customers Well, I’ve been running this place for the last two decades. When my days of thrill-seeking were done, I used my savings to buy this cozy place and I hung up my axe on that wall behind you… -- Prumak the Foodhauler, goliath owner of the Whale’s Rest Inn, Haven Who runs the inn or the tavern? Who’s helping? How many? Who’s inside the place? Are they regulars or are they just passing by? This chapter will help to flesh out the owner of the place, the members of the staff, and the customers. Owner Some innkeepers are ex-adventurers that have decided to settle down (the most famous is Durnan), while others have always been in the tavern-running business. The following table will help you to flesh out the owner of the tavern/inn. Durnan Durnan is an iconic character of the Sword Coast in the Forgotten Realms who runs the famous Inn of the Yawing Portal in Waterdeep. For further information about him and his inn, see Tales from the Yawing Portal, Waterdeep: Dragon Heist, and Waterdeep: Dungeon of the Mad Mage. Owner d10 Owner 1 A retired adventurer 2 A retired regular soldier 3 A minor mage who has abandoned their magical studies 4 An ex-merchant who settled down 5 A member of a family that has run the tavern for decades 6 A staff member who bought the tavern from the previous owner 7 A gambler who won ownership of the inn at the gaming table 8 The present owner inherited the tavern from their late husband\wife 9 A member of a thieves’ guild that runs the tavern on behalf of their guild* 10 A member of a merchantsí guild that runs the tavern on behalf of their guild *See our product Thieves’ Guilds for further information Age d4 Age 1 Young adult 2 Adult 3 Mature 4 Venerable Staff Members The following table will help you to flesh out those who help the owner run the tavern or the inn. Number of Staff Members Size of the Tavern/Inn Number Small 1d4+1 Medium 1d6+2 Large 1d8+3 Staff Members’ Relationship with the Owner d6 Relationship 1 All staff members are the ownerís relatives 2 Some of the staff members are the ownerís relatives, while the rest are hired workers 3 All staff members are hired workers 4 All staff members are the ownerís associates 5 Some of the staff members are the ownerís associates, while the rest are hired workers 6 Staff members are tied to the owner by a magical bond Age of the Staff Members d6 Age 1 Very young 2 Young 3 Young adult 4 Adult 5 Mature 6 Venerable Special Staff While most of the staff do the routine work of a tavern or an inn (cooking, washing dishes, cleaning rooms, serving at tables, etc.), some members may have a special role on the staff. Use the following table to determine this special role. Special Staff d4 Role 1 Bouncer 2 Entertainer 3 Artist 4 Puller
11 CHAPTER 2 | OWNER, STAFF, AND CUSTOMERS Artist A painter who draws portraits for the customers. The portraits can either be serious or funny. Bouncer The bouncer’s duty is to stop brawls and to escort unwanted customers to the door. You can use the thug or veteran stat blocks from the Monster Manual for the bouncer. Entertainer This type includes bards, dancers, illusionists, and everyone that is paid to bring amusement to the inn’s customers. Roll on the table below to determine the type of entertainer or pick one you prefer. Type of Entertainer d8 Type 1 Bard 2 Dancer 3 Juggler 4 Singer 5 Fool 6 Illusionist 7 Storyteller 8 Mime artist Puller A person who stands in front of the tavern or inn and tries (perhaps forcibly) to get passersby to enter. Customers Customers are essential to give life to a tavern or an inn. The following tables will help you to flesh out their numbers and type. Numbers You don’t need to determine exactly how many customers are in a tavern or inn but if you need a specific number, you can roll the dice as per the table below. Number of Customers Attendance Numbers Nearly Empty 2d4+2 Half-Full 3d8+3 Nearly Full 4d10+4 Overcrowded 4d12+6 Type of Customers You can generally assume that most of the patrons of a tavern or inn are commoners, but you can also use the noble stat block from the Monster Manual if you decide that they are wealthy or aristocratic. These nobles will likely be escorted by a handful of guards, thugs, or veterans (again, from the Monster Manual). You might also introduce special NPCs, who can be used to start quests or sub-quests, give out lore or information, or simply spice up the tavern/inn. In this case, you can add from one to three special customers from those presented in the table below. Special Customers of a Tavern/Inn d20 Type 1 A traveling bard from an exotic land 2 A fence for stolen or illegal goods* 3 A contact for the local thieves’ guild** 4 A contact for a local workers’ guild** 5 A wayfarer priest 6 Scouts from foreign lands 7 A furtive spy or assassin 8 A traveling merchant ready to sell/buy goods** 9 A wandering mage or archmage 10 A couple of priests/acolytes from the local church 11 A group of off-duty guards 12 A group of mercenaries (veterans) 13 A group of bullyblades (thugs) 14 A group of sailors (if near water) / journeymen (if distant from water) 15 An old storyteller 16 A notorious gambler 17 A steward of the local ruler 18 A captain (veteran) from the army and some of their men (guards) 19 Some low-life bandits 20 A polymorphed fey or extraplanar creature *See our product Thieves’ Guilds for further details **May be part of a downtime activity
12 CHAPTER 2 | OWNER, STAFF, AND CUSTOMERS
13 CHAPTER 3 | EVENTS Chapter 3: Events T averns and inns are a source for random events that could lead the characters toward unexpected paths and/or provide some fun. Each time the party enters a tavern or inn, roll a d20. On a 17 or higher, roll on the table below or simply choose the event you like the most. Events d100 Event 01-07 Politics 08-15 Watch patrol 16-18 Watch toll 19-21 Watch arrest 22-25 Decree issued 26-40 Someone annoys the PCs 26-40 Brawl 26-40 Bullied patron/staff member 26-40 Unconscious patron 65-70 Theft 71-75 Animals 76-80 Beggar 81-85 Mishap 86-90 Weather event 91-00 Argument Animals An animal or group of animals approach or pass by the characters or their table. Roll on the table or choose a beast. Animals d6 Type 1 1d4 rats 2 A dog 3 A cat 4 A farm animal (cow, sheep, chicken, pig) 5 A swarm of insects 6 A small bird Argument A quarrel erupts between some patrons or with the innkeeper. At the DM’s discretion, the argument can evolve into a brawl. The table below gives some suggestions about the argument’s topic. Argument d6 Argument’s Topic 1 Someone has been insulted 2 Someone has spilled drink or food 3 A cutpurse is caught 4 A patron has stolen food from a plate 5 A member of staff has decided to quit their job 6 Gamblers argue about a card or dice game
14 CHAPTER 3 | EVENTS Brawl A brawl breaks out. There’s a 50% chance that someone will attack one or more of the player characters. For Tier 1 or 2 encounters, there are mostly commoners and bandits in the brawl, while for Tier 3 or 4 encounters there are also thugs and bandit captains. Bullied Patron/Staff Member A patron or a member of the staff is bullied by others, who harass them with cruel pranks. Decree Issued A steward of a local ruler/governor enters the tavern to read aloud a freshly-issued decree. The table below gives some suggestions about the decree’s topic. Decree’s Topic d8 Type 1 Curfew 2 Levy raised 3 New taxes 4 A person or a group is outlawed 5 A holy day/festival is announced 6 A new magistrate is coming 7 A public execution/punishment is announced 8 Restrictions on using magic are announced Mishap An incident inside the tavern/inn occurs. It can be personal (something that happens to a member of the staff) or structural (something that happens to the building or the furniture). The table below gives some suggestions about the type of mishap. Tavern/Inn Mishaps d8 Type 1 A servant falls, spilling food and/or drinks 2 The table or a seat breaks 3 Part of the ceiling collapses 4 Fire in the kitchen 5 A painting falls off the wall 6 The front door is smashed in 7 A tree falls on the building 8 Candles start a fire Politics Some customers start talking loudly about local politics, blaming the local ruler or governor, and asking the characters their opinion on the subject. Someone Annoys the PCs Someone bothers the characters when they enter the tavern or when they are sitting at the table. The table below gives you some suggestions about what might occur. Tavern/Inn Mishaps d10 Type 1 Someone whistles at the characters 2 A drunken patron bumps into a character 3 Someone insults the characters 4 Someone starts making small talk with the characters 5 A patron spills their meal or drink on a character 6 Some people at a nearby table start yelling loudly 7 A mastiff bites a character 8 Someone insistently tries to sell something to the characters 9 A scout offers their services as a guide 10 Someone threateningly tells the characters to leave the tavern Theft Someone tries to steal something from a character. For Tier 1 encounters it’s a bandit, for Tier 2 encounters it’s a master thief (from Volo’s Guide to Monsters), and for Tier 3 and 4 encounters it’s a spy.
15 CHAPTER 3 | EVENTS Unconscious Patron A patron suddenly falls over or slumps to the ground unconscious. Roll on the table below to see what happened. Tavern/Inn Mishaps d6 Type 1-4 The patron is drunk 5 The patron has fallen asleep due to fatigue 6 The patron has been poisoned Watch Arrest A group of the Watch enters the tavern to arrest one or more customers. There’s a 50% chance that the arrested patrons will try to run away. For Tier 1 or 2 encounters there are 2d4+2 guards led by a veteran, while for Tier 3 or 4 encounters there are 1d4+1 guards, 1d4+1 veterans, and 1 champion (see Volo’s Guide to Monsters). Watch Patrol A group of the Watch enters the tavern to carry out an inspection, asking for identities and documents. For Tier 1 or 2 encounters there are 2d4+2 guards led by a veteran, while for Tier 3 or 4 encounters there are 1d4+1 guards, 1d4+1 veterans, and 1 champion (see Volo’s Guide to Monsters). Watch Toll A patrol of the Watch enters the tavern asking for a toll (10 gp) from the owner (75%) or to both the owner and customers (10 gp to the owner and 5 sp to the customers). For Tier 1 or 2 encounters there are 2d4+2 guards led by a veteran, while for Tier 3 or 4 encounters there are 1d4+1 guards, 1d4+1 veterans, and 1 champion (see Volo’s Guide to Monsters). Weather Events Bad weather or other atmospheric phenomena suddenly occur outside the tavern/inn. The table below gives some suggestions about the type of event. Weather Events d6 Type 1 A storm suddenly surges around the inn/tavern 2 Thunder is heard outside, lightning is seen through the windows, but there is no rain 3 Heavy rainfall 4 Heavy fog 5 Strong winds 6 A hailstorm
16 CHAPTER 4 | BRAWL COMPLICATIONS IN A TAVERN Chapter 4: Brawl Complications in a Tavern A brawl or a fight in a tavern/inn can often become stereotyped. If you want to spice it up, you can use the tables presented in this chapter. Saving Throws and Checks? In the table below, there isn’t a fixed DC for saving throws and checks. We believe a DC should vary according to the tier of play. As a rule of thumb, you can use the following DC: T1: from 10 to 12 T2: from 12 to 14 T3: from 13 to 15 T4: from 14 to 17 Brawl Complications At the end of each characters’ turn, you can check to see if a complication arises. Roll a d20. On a 14 or higher, roll on the table below or pick the one you think is the most appropriate. Alternatively, you can choose at the end of each turn whether a complication arises. In this case, you should use no more than a couple of complications for each character involved in the brawl. Brawl Complications d8 Complication 1 Tackle 2 Tossed object 3 Wet floor 4 Distraction 5 Blocked path 6 Crowd 7 Obstacle 8 Caught
17 CHAPTER 4 | BRAWL COMPLICATIONS IN A TAVERN Blocked Path A group of people blocks your way. Until the end of your next turn, you can’t use your movement unless you succeed on a Strength (Athletics) or a Dexterity (Acrobatics) check. At the DM’s discretion, this group of people can give you half or three-quarters cover. Caught Someone catches you. You are grappled until the end of your next turn, or until you succeed on a Strength (Athletics) or Dexterity (Acrobatics) check. Crowd You are in the middle of a group of fighting people and movement is difficult. The area in a 10-foot radius centered on you is difficult terrain until the end of your next turn. At the DM’s discretion, the crowd can give you half or three- quarters cover. Distraction Something catches your attention, and you are off-guard for a while. The next attack roll against you has advantage. Obstacle You bump into an obstacle, such as a table, chair, or barrel. Make a Dexterity saving throw. On a failed save, you take 1d6 bludgeoning damage and fall prone. Tackle Someone tackles you. Make a Strength saving throw. On a failed save you are knocked prone and restrained. On each of your next turns, you can use your action to make a Strength (Athletics) check, freeing yourself on a success. Tossed Object Someone throws an improvised object. Maybe you aren’t the intended target, but you are in that object’s path. Make a Dexterity saving throw. On a failed save, you take 1d6 bludgeoning damage. The following table indicates which object has been tossed. Brawl Complications d8 Object 1 A chair 2 Cutlery 3 A bottle 4 A cup 5 A dish with some food 6 A barrel Wet Floor The space around you is wet with wine, beer, or some other liquid, from a smashed barrel. Make a Dexterity saving throw. On a failed save, you fall prone.
18 CHAPTER 4 | BRAWL COMPLICATIONS IN A TAVERN Tavern/Inn Chase Complications If a chase starts in a tavern, you can also add complications. During a chase in a tavern/inn, at the end of each creature’s turn, you can roll 1d20 and review the table below. The complication is applied to the next creature in initiative order. Tavern/Inn Chase Complications d20 Complication 1 Fall 2 Animal 3 Crowd 4 Tavernkeeper 5 New guests 6 Obstacle 7 Angry guest 8-20 No complications Angry Guest An angry guest tries to block you. At the start of your turn, make a Strength (Athletics) or a Dexterity (Acrobatics) check contested by their Strength (Athletics) check. If you lose, you are grappled until the end of your turn. Animal A small animal (a cat, a dog, etc.) races between your legs. At the start of your turn, make a Dexterity (Acrobatics) check. On a failed check, you fall prone and take 1d4 bludgeoning damage. Crowd A crowd has blocked the area in front of you. At the start of your turn, make a Strength (Athletics) check. On a successful check, you can pass but your speed is halved. On a failed check, your speed is 0 until the start of your next turn. Fall You trip. At the start of your turn, make a Dexterity (Acrobatics) check. On a failed check, you fall prone and take 1d4 bludgeoning damage. New Guests A group of new guests enters the tavern/inn, blocking your way. Your speed is halved until the end of your turn. Obstacle You run into an obstacle. At the start of your turn, make a Dexterity (Acrobatics) check. On a failed check, your speed is halved until the end of your turn. Tavernkeeper The tavernkeeper/innkeeper yells that you didn’t pay the bill. 1d2 members of staff start chasing you.
19 APPENDIX A | TAVERN/INN EXAMPLES Appendix A: Tavern/Inn Examples T his appendix outlines three establishments that can be used in your campaign. While these are sited in the Sword Coast, you can easily adapt them for any campaign world. The Blade and Stars Inn This inn is situated in Baldur’s Gate and is named for its enchanted signboard, looted from a ruined village in Amn after a bygone trade war. The large signboard is black and displays a curved saber held by a delicate female human hand, surrounded by many stars. The stars are enchanted so that they twinkle and slowly drift around the blade over the dark surface. The Building The inn is a four-story building in very good condition. Stables and kitchens are situated in attached buildings at the back whilst balconies from the upper rooms adorn the front. Its furnishings are clean and fairly new. The Innkeeper and Staff The proprietor is a male gnome named Kellen Ningel, and he runs the inn with the aid of five members of staff plus two bouncers. The Place The place is cozy and quiet. The bouncers guard the stairs, keeping track of guests’ coming and goings. Rowdy or reckless guests are firmly warned once, and if something else happens, firmly asked to leave. Inn’s Lore Local legend says a yuan-ti is walled up in the inn, frozen in midbattle by a wizard’s spell. When the wizard dies, it’ll be released. The Lady Luck Tavern This tavern is in Daggerford and is named for the goddess Tymora, patron of adventurers. The Building The tavern is a two-story former warehouse. Both levels have been opened up into a single lofty room, with balconies all around. Each balcony contains a booth for patrons and is linked to at least two other balconies by broad flights of stairs. In the center of the taproom is a massive stone pillar bearing the weight of the ceiling. It has a ladder of iron hooks up one side. It is used to display battered shields, personal runes, or other mementos of patrons who’ve died in battle or disappeared while off adventuring. The walls of the tavern are hung with weapons, armor, banners, mounted heads of various beasts, and similar battle trophies. The most striking is the huge, mummified wing of a black dragon slain in a volcano. It hangs over the taproom like a soft black canopy, suspended from the ceiling by eight stout chains. The Innkeeper and the Staff The proprietor is a female human named Jheylla Orcslayer. She is the great-granddaughter of the first owner, Callum Orcslayer, who was given a warehouse as a reward for slaying orcs who’d killed the owners of the warehouse in a raid. Later, he transformed it into a tavern. Jheylla runs the place with the help of some relatives. The Place This tavern is a popular place for storytellers and adventurers. News and rumors of treasure maps, dragon sightings, and possible riches, are eagerly discussed, as are tidings of war from anywhere in Faerûn. Any toast that is given in the tavern usually includes a salute to the pillar and the words “To those who have fallen before us.” Those who bring in the relics of a fallen comrade are given a free drink of whatever they want.
20 APPENDIX A | TAVERN/INN EXAMPLES Tavern’s Lore In the tavern, one drink always sits untouched on the bar. It’s for Tymora herself, should she enter. Woe betide the visitor who touches this silver goblet. To atone, one must make a significant offering at the local shrine of Tymora in Daggerford. Those who refuse are likely to be attacked by other guests and some people have died over the years in such fights. On at least five occasions since the times of the first Orcslayer, the goblet has become suddenly and silently wreathed in flame, and the wine within has vanished. Patrons believe Tymora herself drank with them. The Bent Helm This tavern is in Scornubel. Its signboard is visible from afar: a brightly polished war helm hanging from a spar on a stout chain. This helm was worn by a giant in a long-ago battle. The right side of the helm is bent upwards at a sharp angle thanks to the mighty axe stroke of a leaping dwarf. The Building The tavern is a rather old one-story place with a flagstone floor and rusty metal cladding on all walls and pillars. Each pillar has elbow-height tables for holding drinks. The Tavernkeeper and Staff The tavern is owned by a mysterious tiefling merchant who is never present. The staff comprises four servants, three burly guards armed with crossbows with sleep-envenomed bolts, and a mage that keeps a wand of paralyzation handy. The Place This tavern is a popular place for the brawls that start almost every night. The tavern has a no-weapons rule. Patrons are ‘invited’ to check weapons at the door. The mage and a guard turn away anyone who refuses to surrender obvious weapons. Despite these precautions, stabbings are frequent, and the local shrine to Tempus (when in need of funds) sends an acolyte or two there to spend some time in the backroom, healing the wounded. Tavern’s Lore Popular lore says that at least one shield on the walls is magical. Many have tried to find it using detect magic spells but until now no magic shield has been detected.
21 APPENDIX B | TAVERN/INN NAMES Appendix B: Tavern/Inn Names Each tavern and each inn have a name, which you can create yourself or randomly generate using the Tavern/Inn Names table below. Roll on the table – once for an adjective and once for a noun – to create a tavern/inn name. Often, the name derives from some special feature or lore about the place. See Chapters 1 and 3 for further details. Tavern/Inn Names d100 Adjective Noun 1 Red Lion 2 Yellow Wolf 3 Blue Horse 4 Orange Bear 5 Black Hound 6 Grey Lynx 7 White Deer 8 Brown Pig 9 Thirsty Pilgrim 10 Hungry Keg 11 Weary Fish 12 Cozy Sailor 13 Broken Soldier 14 Fiery Cleric 15 Sad Mage 16 Happy Sorcerer 17 Quiet Monk 18 Jade Friar 19 Brave Ship 20 Golden Beholder 21 Silver Manticore 22 Copper Mind Flayer 23 Bronze Cockatrice 24 Lazy Behir 25 Angry Sphinx 26 Grinning Basilisk 27 Frightened Centaur 28 Funny Chimera 29 Good Elf 30 Evil Dwarf 31 Clever Halfling 32 Clumsy Gnome 33 Cute Kobold 34 Dangerous Bugbear 35 Adorable Orc 36 Elegant Giant 37 Charming Ogre 38 Fair Kenku 39 Fierce Kraken 40 Gentle Griffon 41 Graceful Dragon 42 Handsome Spider 43 Healthy Mermaid 44 Hurt Siren 45 Kind Boar 46 Long Bat 50 Lonely Auroch 51 Lucky Crocodile 52 Misty Eagle 53 Nasty Elk 54 Naughty Badger 55 Nice Owl 56 Pleasant Owlbear 57 Poor Raven 58 Powerful Shark 59 Proud Scorpion 60 Rich Goat 61 Shiny Crab 62 Shy Whale 63 Silly Ox 64 Crazy Panther 65 Sleepy Pony 66 Smiling Weasel 67 Tasty Tressym 68 Tender Pixie 69 Thoughtful Satyr 70 Thoughtless Sword 71 Tired Dagger 72 Tough Arrow 73 Ugly Shield 74 Victorious Helmet 75 Wicked Boat 76 Wild Fisher 77 Witty Rider 78 Grim Oak 79 Alluring Rose 80 Adamant Holm 81 Hot Chestnut 82 Cold Pine 83 Blind Fir 84 Deaf Spruce 85 Mute Tower 86 Spiritual Castle 87 Stained Prince/Princess 88 Clean Lady 89 Prideful Emperor 90 Chained King/Queen 91 Coy Mistress 92 Craven Jester 93 Cunning Fool 94 Dark Brawler 95 Bright Gem 96 Mysterious Sun 97 Noble Moon 98 New Star 99 Old Plate 00 Young Forge
22 APPENDIX B | TAVERN/INN NAMES
24 APPENDIX B | TAVERN/INN NAMES Discover the Secrets of Taverns! This volume aids in creating a tavern or an inn, from its appearance and staff to what can occur there. Inside you will discover: • Chapter 1: Everything about the appearance of a tavern/inn, including various special features. • Chapter 2: Owner, Staff, and Customers. Everything you need to create them from scratch. • Chapter 3: Events. A list and description of many events that can happen when the characters visit a tavern or an inn. • Chapter 4: Rules for tavern brawls and chases. • Appendices: Two taverns ready to be used in your campaign, and tables to randomly generate thousands of different tavern names.