Inns & Taverns
Inns & Taverns
Inns & Taverns
by Lifestyle
Michael J Winegar
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Introduction Mix It Up
You shouldn’t feel like you have to stick to a
“Welcome, strangers! What’ll you have?” single page to come up with a name. A roll of 20
on the Poor Adjectives combined with a roll of 14
The following pages are a way to generate on the Modest Nouns gives you a memorable
random taverns and inns based on the area and sounding tavern called The Dusty Butterfly.
lifestyle chosen by the players and as declared Alternately, the once Wealthy tavern The Ivory
available by the Dungeon Master. Tiger could have fallen on hard times and now
offers only Modest accommodations.
Shady Taverns can sometimes have an extra air
The Name Tables of menace or dark humor if they have a name
incongruous with their surroundings such as The
The first two tables for each tavern represent
Elegant Slipper or The Lovely Rose.
possible Adjectives and Nouns that could make
up a new name. There are several ways to
generate a name using these tables, allowing for Patrons, Surroundings, and Events
over 820 of combinations on a single page. You The other tables provided on each page
can roll D20s: represent ideas for people, things, and events
that might surround the players or happen
• Once on each. This is the simplest way to
while they are there.
come up with a name (e.g., for a Poor Tavern,
a roll of 3 and 10 would give you The Laden
Ox). Prices
• Once on Adjectives. If you do this, you can add The prices listed with each heading use page
Tavern, Inn, Pub, Taproom, or Alehouse to the 157-158 of The Player’s Handbook for reference.
adjective to come up with your name (e.g., a Here, the price of one night’s lodging has been
roll of 1 on the Poor Tavern page would get you combined with meals for the day and rounded
The Bricklayer’s Inn). up for the sake of simplicity.
• Once for a Noun. Noun names tend to stand
quite well on their own but you can also add a
descriptor of the building like with a single
Adjective (e.g. a roll of 7 on the Modest Nouns
gets The Owlbear or The Owlbear Tavern).
• Two Nouns. Put them together either way (e.g.
a roll of 6 and 5 on the Comfortable page yields
The Hawk and Griffon).
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Poor - 2 sp
A Poor lifestyle gets you a flophouse with just a few overcrowded rooms or a taphouse
where anyone staying the night simply sleeps in the common room. If you pay early in
the day you might get the use of a threadbare blanket, otherwise the accommodations are
little more than bad food, bad company, and floor space.
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Modest – 1 gp
Unlike Poor flophouses, these are proper inns and taverns, even if they tend to be a bit
rundown or minimal. There are rooms for rent upstairs or in the back but they are
sometimes shared and any locks or security measures are not usually enough to stop
anyone who is very determined. The food is adequate, but nothing special and the
company can sometimes be a little rough.
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Comfortable – 2 gp
Guests here are always offered a clean, private room and two or three very good
meals. The common room can be lively but doesn’t tend to get raucous or violent.
Soft beds and furniture in good repair are the norm. These are the taverns that most
frequently house adventurers with a reputation for doing good. The owners might
even have once been adventurers themselves.
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Wealthy – 3 gp
These taverns cater specifically to those who have money and want to prove it,
especially affluent individuals who lack the hereditary title to make them proper
aristocrats. Guards and servants are plentiful and there is usually a guest vault on the
premises. Wealthy taverns are havens of luxury away from anyone ragged or dirty
because such persons are turned away at the door. While usually found in large cities, a
Wealthy establishment could also be a country lodge or beachfront resort.
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Aristocratic – 6 gp
While many nobles host events in their own palatial dwellings, sometimes a third party
venue is preferred for social events. With a dedicated “tavern,” nobles always have a
place to go to engage with their peers and traveling aristocrats need not rely on their
relations. Such an establishment might be a dining hall attached to an opera stage or a
similar arrangement with a ballroom or art gallery.
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Shady – 5 sp
Whether it’s a front for a hidden criminal enterprise or a legitimate business which
caters to the villainous underworld, Shady taverns are a place for illegal deals, illicit
news, and smuggled goods. The proprietor is sure to employ several thugs who are
usually there for the protection of the establishment rather than the patrons. A place
like this will have a bad reputation that is more truth than rumor.
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Dockside – 4 sp
The docks of a big city can seem like another world. It’s here that travelers, traders,
sailors, and shipwrights all meet to do business with each other and the occasional
pirate, smuggler, or spy. Dockside taverns take on little characteristics of places where
the owners and the patrons have traveled. They are an excellent meeting place for those
who spend their lives on land or sea. Like their patrons, Dockside taverns tend to be a
little rough but worth getting to know.
Tavern Adjectives Tavern Nouns Patron Names Surroundings
1 The Tropical 1 Mermaid 1 Gilly 1 Anchor tattoos
2 The Salty 2 Barnacle 2 Finn 2 Shark tattoos
3 The Stormy 3 Palm Tree 3 First Mate Willy 3 Kraken tattoos
4 The Beached 4 Bay 4 Mack 4 A lot of tattoos
5 The Navy 5 Codfish 5 Chummer 5 Sea turtle soup
6 The Wavy 6 Shark 6 Squiddy 6 Fish stew
7 The Sandy 7 Whale 7 One-eyed Jem 7 Salty language
8 The Jaunty 8 Dolphin 8 Red Lucille 8 Old maps
9 The Crew’s 9 Harbor 9 Captain Gwen 9 Exotic pets
10 The Crabby 10 Beach 10 Smitty 10 Bone charms
11 The Seaworthy 11 Pirate 11 Fancy Jack 11 Fish nets
12 The Brawling 12 Shanty 12 Cinbar 12 Driftwood
13 The Drowned 13 Seagull 13 Limpet Jon 13 Seashells
14 The Weathered 14 Parrot 14 Mistress Pinny 14 Oysters
15 The Swaying 15 Pelican 15 Doctor Lanbar 15 Cutlasses
16 Explorer’s 16 Turtle 16 Captain Ojimwe 16 Head scarves
17 Navigator’s 17 Bunk 17 Boro Boro 17 Tricorn hats
18 Captain’s 18 Squid 18 Long Tom 18 Long coats
19 Sailor’s 19 Hammock 19 Monkey Flannigan 19 Coils of rope
20 Skipper’s 20 Trident 20 Shaw 20 Course laughter
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Roadside – 1 gp
Whether on well-trodden roads in civilized lands or in remote, half-forgotten places
there exist taverns which cater specifically to travelers. These roadside
establishments often provide a welcome respite from yet another night sleeping on
the ground. They are often converted farmhouses with easy access to gardens,
farmer’s markets, and places to find wild game. Sometimes such a place will act like
a community center or post office for the scattered inhabitants of the region.
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Appendix: Innhabitants
Commoner
Medium humanoid (any race), any alignment
Armor Class 10
Hit Points 4 (1d8)
Speed 30 ft.
Actions
Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one Noble
target. Hit: 2 (1d4) bludgeoning damage. Medium humanoid (any race), any alignment
Armor Class 15 (breastplate)
Commoners include peasants, serfs, slaves, servants,
Hit Points 9 (2d8)
pilgrims, merchants, artisans, and hermits.
Speed 30 ft.
Actions
Rapier. Melee Weapon Attack: +3 to hit, reach 5 ft., one
target. Hit: 5 (1d8 + 1) piercing damage.
Reactions
Parry. The noble adds 2 to its AC against one melee
attack that would hit it. To do so, the noble must see the
attacker and be wielding a melee weapon.
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Priest Town Watch/Guard/Soldier
Medium humanoid (any race), any alignment Medium humanoid (any race), any alignment
Armor Class 13 (chain shirt) Armor Class 16 (chain shirt, shield)
Hit Points 27 (5d8 + 5) Hit Points 11 (2d8 + 2)
Speed 25 ft. Speed 30 ft.
STR DEX CON INT CHAWIS STR DEX CON INT WIS CHA
13 13 (+1) 12 (+1) 12 (+1) 10 (+0) 11 (+0) 10 (+0)
10 (+0) 10 (+0) 12 (+1) 13 (+1) 16 (+3) (+1)
Skills Perception +2
Skills Medicine +7, Persuasion +3, Religion +4
Senses passive Perception 12
Senses passive Perception 13
Languages any one language (usually Common)
Languages any two languages
Challenge 1/8 (25 XP)
Challenge 2 (450 XP)
Divine Eminence. As a bonus action, the priest can Actions
expend a spell slot to cause its melee weapon attacks to
Spear. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft.
magically deal an extra 10 (3d6) radiant damage to a
target on a hit. This benefit lasts until the end of the turn. or range 20/60 ft., one target. Hit: 4 (1d6 +1) piercing
If the priest expends a spell slot of 2nd level or higher, the damage, or 5 (1d8 + 1) piercing damage if used with two
extra damage increases by 1d6 for each level above 1st. hands to make a melee attack.
Spellcasting. The priest is a 5th-level spellcaster. Its
spellcasting ability is Wisdom (spell save DC 13, +5 to Guards include members of a Town Watch, sentries,
hit with spell attacks). The priest has the following caravan guards, and the bodyguards of merchants
cleric spells prepared: and nobles.
Cantrips (at will): light, sacred flame, thaumaturgy
1st level (4 slots): cure wounds, guiding bolt, sanctuary 2nd
level (3 slots): lesser restoration, spiritual weapon 3rd level (2
slots): dispel magic, spirit guardians
Actions
Mace. Melee Weapon Attack: +2 to hit, reach 5 ft., one
target. Hit: 3 (1d6) bludgeoning damage.
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Thug Professional Bounty Hunter
Medium humanoid (any race), any non-good alignment Medium humanoid (any race), any alignment
Armor Class 11 (leather armor) Hit Armor Class 17 (splint)
Points 32 (5d8 + 10) Hit Points 58 (9d8 + 18)
Speed 30 ft. Speed 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
15 (+2) 11 (+0) 14 (+2) 10 (+0) 10 (+0) 11 (+0) 16 (+3) 14 (+2) 14 (+2) 10 (+0) 12 (+1) 10 (+0)
Skills Intimidation +2 Skills Athletics +5, Perception +3,
Senses passive Perception 10 Survival +3, Stealth +4
Languages any one language (usually Common) Senses passive Perception 12
Challenge 1/2 (100 XP) Languages any one language (usually Common)
Challenge 3 (700 XP)
Pack Tactics. The thug has advantage on an attack roll Actions
against a creature if at least one of the thug’s allies is
within 5 feet of the creature and the ally isn’t Multiattack. The bounty hunter makes two longsword
incapacitated. attacks. If it has a shortsword drawn, it can also make a
cudgel attack.
Actions Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one
Multiattack. The thug makes two melee attacks. target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3)
Mace. Melee Weapon Attack: +4 to hit, reach 5 ft., one slashing damage if used with two hands.
creature. Hit: 5 (1d6 + 2) bludgeoning damage. Cudgel. Melee Weapon Attack: +5 to hit, reach 5 ft., one
Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range target. Hit: 6 (1d6 + 3) bludgeoning damage.
100/400 ft., one target. Hit: 5 (1d10) piercing damage. Heavy Crossbow. Ranged Weapon Attack: +4 to hit,
range 100/400 ft., one target. Hit: 6 (1d10 + 1) piercing
Thugs are ruthless enforcers skilled at intimidation damage.
and violence. They work for money and have few Bola. A bola is a cord with weights on each end thrown at
scruples. the legs of a fleeing target. Ranged Weapon Attack: +4,
range 30/50., one target. Hit: (1d4+2) bludgeoning
damage. A large or smaller creature hit must succeed in a
DC 13 Dexterity saving throw or become grappled. DC 12
Strength check to break. The bola has 4 hit points.
A bounty hunter may use a Bola during an attack of
opportunity even if the target has used the Withdraw
action.
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