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Inns and Taverns

by Lifestyle

Michael J Winegar
Not for resale. Permission granted to print or photocopy this document for personal use only . Inns & Taverns by Lifestyle 1
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).

Say it Out Loud


After you roll a name, say it out loud and try a
few different tenses to come up with something
you like best. A roll of 16 and 8 on the Roadside
page gives you Strider’s Giant but it probably
sounds better as The Striding Giant. Similarly, a
roll of 3 and 10 on the Shady page yields The
Bloody Jack’s which doesn’t make as much sense
as Bloody Jack’s, Jack’s Blood Alehouse, or The
Bloody Jack.

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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.

Tavern Adjectives Tavern Nouns Patron Names Surroundings


1 The Bricklayer’s 1 Boot 1 Old Millie 1 Bare feet
2 The Peasant’s 2 Coat 2 Fran 2 Coughing
3 The Laden 3 Donkey 3 Wilmur 3 Snoring
4 The Yellow 4 Mule 4 Jemmie 4 Cold fireplace
5 The Yeoman’s 5 Mattress 5 Hal 5 Watery drinks
6 The Bilious 6 Room 6 Sharna 6 Sour body odor
7 The Hungry 7 Plow 7 Delia 7 Unwashed potato
8 The Burnt 8 Field Mouse 8 Mosh 8 Barking dog
9 The Old 9 Shrub 9 Tem 9 Rope belts
10 The Widow’s 10 Ox 10 Crippled Wil 10 Eviction Notice
11 The Farmer’s 11 Cow 11 Old Wil 11 Broken Window
12 The Village 12 Mole 12 Big Wil 12 Scratching at fleas
13 The Flat 13 Pig 13 Blind Vera 13 Creaking boards
14 The Lonely 14 Rabbit 14 Jed Barleyman 14 Sawdust
15 The Faded 15 Vulture 15 Loyd 15 Crusty bread
16 The Laboring 16 Toad 16 Darnie 16 Crying baby
17 The Sad 17 Taproom 17 Ingle 17 Dim candlelight
18 The Shepherd’s 18 Dandelion 18 Bremmon 18 Multiple vermin
19 The Thin 19 Flagon 19 Nimba 19 Wobbly chairs
20 The Dusty 20 Barrel 20 Shep 20 Patched clothing

Random Events and Adventure Hooks


1 Local farmers are preparing an assault on a goblin camp because no one else will help.
2 It’s oddly quiet around the common room. People keep to themselves and wallow in their own sorrows.
3 The only dish is a lumpy stew from a huge cauldron that looks like it’s never met a brush.
4 The bartender is also a bonesetter, the closest thing this area has to a healer.
5 There is a terrible smell coming from a back room, but the innkeeper pretends not to notice anything.
6 Water drips down from a crack in the ceiling. Is it even raining outside?
7 An undertaker comes in and walks slowly through the room, measuring everyone with his eyes.
8 A member of the City Watch hauls one of the patrons outside for a beating in the street.
9 A girl selling wilted flowers tries to sell to the patrons before the barkeep chases her back out into the street.
10 More than once, someone tries to pickpocket you clumsily.
11 The depressed innkeeper shares with you that this was once a thriving business, before the curse on his family.
12 A few locals are playing dice for copper pieces.
13 A bounty hunter comes in for a drink, trailing an elf with a gag and a chain leash.
14 The half-orc bouncer says he’ll throw you out if you do that again. What exactly did you do?
15 The innkeeper looks nervously at a group of mercenaries shouting abuse at other patrons.
16 A man looks you up and down and says you look tough enough to make some extra coin if you have the stomach.
17 A halfling with little talent picks out some sort of tune on a battered looking instrument.
18 A tough-looking mercenary at the bar loudly tells racist jokes, not caring who hears her.
19 Two children come in to tug at the clothes of a drunk who is passed out under a table. He doesn’t respond.
20 Someone dumps their drink over the head of a half-elf, muttering how it ain’t natural for races to mix.

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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.

Tavern Adjectives Tavern Nouns Patron Names Surroundings


1 The Two 1 Daisy 1 Jakup the Miller 1 Wooden utensils
2 The Three 2 Apple 2 Pepper 2 A faded painting
3 The Happy 3 Horse 3 Daisy 3 Simple food
4 The Dancing 4 Hound 4 Hansel 4 Frayed coats
5 The Wayward 5 Serpent 5 Miles 5 Shapeless hats
6 The Town 6 Gargoyle 6 Shallice 6 Unshaven men
7 The Good 7 Owlbear 7 Widow Farlie 7 Threadbare rugs
8 The Howling 8 Troll 8 Durban 8 A cracked mirror
9 The Walking 9 Bear 9 Barrie 9 Wool stockings
10 The Alderman’s 10 Camel 10 Dane 10 Wrinkled apples
11 The Running 11 Ram 11 Selmie 11 Costume jewelry
12 The Brass 12 Goat 12 Cal 12 Playing children
13 The Green 13 Biscuit 13 Nadine 13 Stringy chicken
14 The Jovial 14 Butterfly 14 Blanche 14 A chipped axe
15 The Little 15 Pub 15 Hanry 15 Dice gambling
16 Nine 16 Mug 16 Albie 16 Fist fight
17 Twin 17 Cellar 17 Neddie 17 Spilled drink
18 The Sleepy 18 Goblin 18 Rosemary 18 Coal brazier
19 The Windy 19 Ogre 19 Abner 19 Water barrel
20 Rooster’s 20 Warg 20 Hartley 20 Musty smells

Random Events and Adventure Hooks


1 You see a wanted poster and realize you saw the fugitive earlier that day.
2 A shabbily-dressed dwarf tries to pay for his drinks with a small diamond. The barkeep says she can’t take it.
3 Business is down because a murder took place here just two nights ago.
4 The locals don’t go out or let anyone go out after midnight, for fear of the hungry spirit that haunts the area.
5 There is a wedding party in the back room. The bride and groom wear tattered finery but they look happy.
6 A merchant and his clerk walk into the common room. He says to the clerk, “We’ll tear this one down as well.”
7 There’s a notice for salvage rights at an abandoned castle if you’re brave enough to face its monstrous occupants.
8 A farmer’s wife is sick and he’s trying to sell his only draft horse to afford medicine.
9 There is an artistic revival going on in town and the inn is filled with hopeful artists, painters, and sculptors.
10 Several patrons laugh when they look out the window. A large dog has chased a halfling up a tree.
11 Someone loudly tells the barkeep that foreigners are ruining the area for locals. He eyes the adventurers.
12 A wandering bard sings a series of bawdy songs, causing parents to leave with their children.
13 The common room has become a hotbed of revolutionary sentiment and angry speeches about equality.
14 There is a list of jobs posted on the wall but most of the locals can’t read.
15 Someone gets a few laughs by stuffing his shirt and pretending to be the mayor.
16 An old soldier offers to show you his scars and tell a few hair-raising tales in exchange for a drink or three.
17 Everyone seems downhearted. They tell you that a local folk hero has been arrested and is set to hang.
18 Late into the night, as if by unspoken agreement, fights break out all over the common room.
19 A person, whom everyone assumed was a passed out drunk, turns out to be dead from a knife wound.
20 A local noble is slumming it for the night. He pays liberally for drinks and then staggers into the street.

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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.

Tavern Adjectives Tavern Nouns Patron Names Surroundings


1 The Winged 1 Pillow 1 Baldrick 1 Roaring fire
2 The Singing 2 Pony 2 Lydia 2 Bookshelf
3 The Leaping 3 Cat 3 Chester 3 Stuffed bear
4 The Marching 4 Unicorn 4 Anslo 4 Roasted meat
5 The Laughing 5 Griffon 5 Jerem 5 Polished tables
6 The Red 6 Hawk 6 Theo 6 New clothing
7 The Copper 7 Dragon 7 Lucy 7 Fiddle music
8 The Ten 8 Centaur 8 Olin 8 Thick rugs
9 The Resting 9 Minotaur 9 Shara 9 Sleeping cat
10 The Open 10 Fox 10 Helga 10 Baked goods
11 The Tall 11 Sword 11 Mai 11 Clean linen
12 The Tinkering 12 Spear 12 Betha 12 Bright lanterns
13 The New 13 House 13 Dav 13 Paintings
14 The Potter’s 14 Soldier 14 Ellery 14 Inexpensive art
15 The Cozy 15 Bottle 15 Cade 15 Maps of the realm
16 The Trusty 16 Orchard 16 Benble 16 Popular tales
17 The Sleeping 17 Drum 17 Thrain 17 Long benches
18 The Plentiful 18 Maiden 18 Torra 18 Metal tankards
19 The City’s 19 Sisters 19 Mable 19 Foreign travelers
20 The Artisan’s 20 Brothers 20 Teric 20 Shield on the wall

Random Events and Adventure Hooks


1 An out-of-town halfling makes a scene when he suddenly vanishes.
2 A young wizard comes in and begins asking everyone if they have seen a spellbook that she misplaced last night.
3 Since stumbling out of the woods last week, a young elf spends her time silently staring out of the window.
4 You overhear a local telling a story of adventure that sounds awfully close to something you experienced.
5 The inn has a service for oiling, polishing, sharpening, and otherwise maintaining the equipment of guests.
6 One of the locals brings out a stringed instrument and the crowd starts to clap. The floor is cleared for dancing.
7 The inn has been serving adventurers for generations and several interesting mementos hang on the wall.
8 The innkeeper employs several burly footmen to ensure guests behave and don’t get in fights.
9 A local adventuring legend has died of old age. There are many stories told and drinks in her honor tonight.
10 Two thugs shoulder their way to the bar and have a tense, muttered conversation with the innkeeper.
11 A City Watch investigator has the doors closed until he has questioned everyone about a recent crime.
12 One of the player characters receives an urgent message from someone with whom they have a Bond.
13 Due to a recent religious holiday, the inn is full of monks, priests, and clerics of different faiths.
14 A wounded warrior has returned from adventure, he hopes that some of his companions are still alive.
15 There is a rumor that a villain you thought was dead has somehow survived and is seeking revenge.
16 An alchemist in the area is looking for brave souls willing to let him try a few ‘mostly harmless’ experiments.
17 An adventuring company with less experience than your own asks for advice for gaining riches and glory.
18 You see an uncomfortable foreigner who does not speak Common very well trying to ask a question.
19 Someone calls for a toast to the heroes who fight against the darkness and stand up for good people everywhere.
20 An adventuring treasure proudly displayed at the tavern and enjoyed by all has disappeared.

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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.

Tavern Adjectives Tavern Nouns Patron Names Surroundings


1 The Fine 1 Coin 1 Angoria 1 Full course meals
2 The Silken 2 Merchant 2 Roland 2 Fine art
3 The Luxurious 3 Purse 3 Percival 3 Silver candlesticks
4 The Velvet 4 Rose 4 Quentin 4 Oiled beards
5 The Burgundy 5 Phoenix 5 Elora 5 Harp music
6 The Veiled 6 Tiger 6 Lucinda 6 Lap dogs
7 The Rich 7 Club 7 Geraldine 7 Fancy cheeses
8 The Lovely 8 Resort 8 Priscilla 8 Mechanical clock
9 The Blue 9 Goblet 9 Giles 9 Fresh fruit
10 The Maroon 10 Banquet 10 Seymour 10 Card games
11 The Five 11 Hippogriff 11 Sterling 11 Lavish deserts
12 The Scarlet 12 Gem 12 Ranulph 12 Art in glass cases
13 The Shining 13 Dragonne 13 Ingram 13 Rings with gems
14 The Ivory 14 Lady 14 Xora 14 Business meetings
15 The Azure 15 Emerald 15 Kormo 15 Table cloths
16 The Artisan’s 16 Ruby 16 Sandon 16 House musicians
17 The Chancellor’s 17 Hotel 17 Quintus 17 Trade route map
18 The Mayor’s 18 Boar 18 Lenmar 18 Writing desk
19 The Governor’s 19 Meetinghouse 19 Zalos 19 Silver utensils
20 The Merchant’s 20 Caravan 20 Viralyn 20 Forced laughter

Random Events and Adventure Hooks


1 A merchant laughs nervously and says she needs to hire a bodyguard...immediately.
2 A patron comes to the adventurer’s with a business investment opportunity. Two words: Mobile haberdashery.
3 The opening of a new gallery has brought a number of famous artists into town for the week.
4 There is a protest taking place outside. Working class people are threatening to strike for more wages.
5 A merchant proposes to blaze a shorter trade route through a dangerous area. It will need to be scouted.
6 On a nearby table, a contract is being signed by a wealthy merchant and a scared-looking young person.
7 One of the guards is convinced that you are a fraud and she whispers that she has her eyes on you.
8 A dwarf caravan has come to town and they are looking for trade goods to take back under the mountain.
9 You meet a very short human who is extremely sensitive about his height. All of his servants are halflings.
10 While sampling delicacies from foreign lands, everyone pretends to like the food so others think them cultured.
11 A wealthy couple announces that they are starting a welfare program but no one seems much interested.
12 A cleric is quickly escorted out after he stands on a table and starts a sermon on the evils of greed.
13 Having just come into her fortune, a trusting heiress is already attracting the wrong sort of friends.
14 There is an uproar when a respected merchants coins turn out to be counterfeit. He claims innocence.
15 A certain merchant is enjoying a monopoly now that gangs have run all her rivals out of town.
16 A landowner has improved the lives of his tenants so much that he is facing bankruptcy and asking for loans.
17 A famed adventurer who gained his fortune by slaying dragons has gone missing. Look for him, or his treasure?
18 During dinner, a clerk runs in to shout that a large bank has failed causing major financial panic in the area.
19 You overhear several groups talking about a party of young heirs and heiresses who have gone missing.
20 When the lights suddenly go out, a lot of jewelry and the acrobats providing entertainment turn up missing.

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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.

Tavern Adjectives Tavern Nouns Patron Names Surroundings


1 The Elegant 1 Harp 1 Lord Liverby 1 Banquet food
2 The Platinum 2 Crown 2 Lady Candlevin 2 Royal portraits
3 The Royal 3 Ring 3 Princess Izbella 3 Gold chandeliers
4 The Queen’s 4 Arms 4 Duke Umlar 4 Fashionable hats
5 The King’s 5 Knight 5 Sir Arken 5 Waxed mustaches
6 The Emperor’s 6 Cavalier 6 Valdus of Mindor 6 Gilded Furniture
7 The Empress’s 7 Champion 7 Dame Brendar 7 Pleasant music
8 The Duke’s 8 Scepter 8 Lord Elrin 8 Silken hose
9 The Duchess’s 9 Family 9 Countess Satina 9 Jeweled slippers
10 The Princess’s 10 Swan 10 Baron Vandermor 10 Marble floors
11 The Prince’s 11 Stag 11 Seigneur Fantus 11 Hunting trophies
12 The Earl’s 12 Cape 12 Viscountess Ellah 12 Fur coats
13 The Countess’s 13 Lion 13 Marquess Nym 13 Crystal goblets
14 The Noble 14 Cup 14 Viceroy Allumnar 14 Circlets
15 The Purple 15 Peacock 15 Marchioness Loel 15 Signet rings
16 The Patron’s 16 Eagle 16 Lady Havemor 16 Cushioned chairs
17 The Majestic 17 Falcon 17 Lord Haveless 17 House banners
18 The Regal 18 Slipper 18 Shevala Mendin 18 Suit of armor
19 The Sovereign’s 19 Steward 19 Raphel Belisaria 19 Trained servants
20 The Monarch’s 20 Cousin 20 Enora Treska 20 Rare pets

Random Events and Adventure Hooks


1 A high stakes card game is underway. Only those who own land to gamble are welcome.
2 Two young nobles shout at one another and then draw their swords.
3 A woman in a veil glides through the room and up the stairs. Someone whispers, "The Queen."
4 Several young nobles laugh at you for wearing a clothing style that is so last year.
5 The inn is hosting a party exclusively for local nobility and their guests.
6 Barely touched plates of food are constantly being thrown away. Outside, guards chase away hungry beggars.
7 A hollow-eyed, embarrassed young noble drifts from table to table, asking for an outrageously large loan.
8 The host looks at some members of your party and insists that servants should use the back entrance.
9 A highly respected leader of a church is passing through on a tour of the region. He wears lavish jewelry.
10 A brick wrapped in paper flies through one of the windows. The paper is a message promising revenge.
11 A high-ranking noble wears a truly awful hat he is trying to make fashionable. He receives many compliments.
12 One of the nobles invites the adventuring company to his private hunting lodge beside an untamed wilderness.
13 A diplomat from a nearby country looks around, apparently not happy with what he sees.
14 One of the nobles takes grave insult from something that you have done, said, or not done or not said.
15 Hearing that you may travel soon, a noble offers payment for the escort of her son to a wizard’s tower.
16 A drunk noble begins angrily spilling secrets about other patrons that shock everyone present.
17 You meet an old general with very bad manners. He was ennobled after a recent war but no one talks to him.
18 The host doubts that you are on the guest list for tonight’s private party. Do you have an invitation?
19 In celebration of their engagement, a couple pays for everyone’s food and drink for the evening.
20 A prince has been abducted by a dragon and his parents will pay a fortune for his safe return.

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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.

Tavern Adjectives Tavern Nouns Patron Names Surroundings


1 The Killing 1 Knife 1 Garrick 1 Eye patch
2 The Dark 2 Shade 2 Cadge 2 Bone Dice
3 The Bloody 3 Knuckles 3 Crom 3 Barred windows
4 The Ragged 4 Pit 4 Slick Lem 4 Skull tattoo
5 The Dying 5 Alley 5 Burk 5 Cobwebs
6 The Dead 6 Cloak 6 Arog the Mumbler 6 Rats
7 The Broken 7 Moon 7 Locke 7 Broken bottles
8 The Blind 8 Blade 8 Issa the Lizard 8 Graffiti
9 The Silent 9 Cudgel 9 Mal 9 Suspicious stains
10 The Cracked 10 Jack ’s 10 Jagged 10 Hidden weapons
11 The Lurking 11 Jill ’s 11 Kyler 11 Smoky air
12 The Wicked 12 Lair 12 Bleeding Vark 12 Hooded figures
13 The Whispering 13 Beggar 13 Seven Finger Kel 13 Back rooms
14 The Creeping 14 Pocket 14 Knuckler 14 Private booths
15 The Risky 15 Den 15 Blackjack Marda 15 Bodyguards
16 The Grimy 16 Kobold 16 Ullusk 16 Desperate glances
17 Boss’s 17 Hand 17 The Fang 17 Code words
18 Gambler’s 18 Dice 18 Bloodletter 18 Cruel laughter
19 Rogue‘s 19 Fence 19 Brynlyn 19 Gamblers
20 Scoundrel‘s 20 Secret 20 Kam the Fence 20 Disguises

Random Events and Adventure Hooks


1 The bartender warns you that several patrons here are sick of your face and you’d best leave.
2 A raid by the City Watch. Everyone here is under arrest for conspiracy against the government.
3 Two thugs carry a wriggling, man-sized sack out the back door.
4 Someone sits at your table and drops several cryptic phrases. When you don’t respond correctly, she moves on.
5 The tavern is set in an old warehouse with crates for tables and barrels for chairs.
6 A dark figure’s cloak opens just enough to reveal City Watch issued weapons and armor.
7 The twang of a crossbow. A scoundrel throws some money on the bar on his way out. “Sorry about the mess.”
8 A girl leaves with a couple. She matches the description of a recently kidnapped heiress.
9 After the barkeep gasps and falls dead. A new barkeep announces the place is under new management.
10 A woman tries to sell you a key that supposedly works on the back door of the governor’s mansion.
11 You’re fairly certain the gamblers in the corner are playing with loaded dice. This probably won’t end well.
12 This tavern is the perfect place to find illegal food from a country under a trade embargo.
13 A wizard in the back room will perform illegal or unscrupulous divinations in his crystal ball for a fee.
14 With his refusal to take bribes, a new politician is making like hard for the underdogs of society.
15 There’s a new Captain of the Watch who is teaching his men to stab first and ask questions later.
16 The tension between gangs in this are threatens to turn into an all-out street war.
17 A ruthless crime lord rules this area with an iron fist, but the common people love and trust him.
18 Thugs at the bar loudly share stories of the beatings they have given recently.
19 After you leave, you are certain you are being following through the streets by one or more of the other patrons.
20 A man being arrested screams, “The knife made me do it!” You spot a jeweled dagger underneath his table.

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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

Random Events and Adventure Hooks


1 A captain is headed down the coast and is taking on passengers for free of they work with the crew on the way.
2 A one-eyed, hook-handed, peg-legged old sailor tells about the time he survived an encounter with a dire shark.
3 Sailors tell the tale of a moving island full of monsters, treasure, and the power to heal any wound.
4 After missing for three years, a ship docks with a crew who all think they’ve only been gone three weeks.
5 A ship has been quarantined on suspicion of carrying an undead plague.
6 The dock master has been arrested for corruption and taking bribes. That’s the third one this year.
7 A patron casually mentions that there are ways to get anything in or out of the city.
8 Small exotic pets brought in on a ship a few weeks ago have started turning into ravenous beasts overnight.
9 After a crash in the harbor, crewmembers on two sinking ships are trapped below decks.
10 The Navigator’s Guild will pay someone to map the small islands of a recently discovered archipelago.
11 A mysterious sailor pays for his drink by tossing an ancient coin on the table. Whoever touches it feels angry.
12 One patron accuses another of being a pirate. A fight breaks out between the crews.
13 A woman says she needs your help to stowaway on a ship or she’ll be caught and killed by her rich uncle.
14 The tavern is made from the converted hull of an old sailing ship. Some say it is haunted.
15 In the dead of night the dock district is struck by raiding pirates who loot and pillage everything they can.
16 A fortune teller has nothing to say but doom and terror for anyone traveling on the sea this month.
17 A crate of mysterious cargo fell into the sea a few days ago and now part of the harbor is frozen over in summer.
18 The navy has returned laden with treasure after sacking a pirate town. Some say it will lead to a reprisal.
19 Recently, anyone who sleeps near the water is subject to terrible, maddening dreams of aberrations.
20 A humanoid shark has been terrorizing the coast during each full moon since last winter.

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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.

Tavern Adjectives Tavern Nouns Patron Names Surroundings


1 The Gray 1 Road 1 Farlin 1 Woods
2 The Wandering 2 Rest 2 Hafim 2 Stream
3 The Nesting 3 Lodge 3 Nerma 3 Waterwheel
4 The Heroic 4 Bridge 4 Braler 4 Bridge
5 The Welcome 5 Welcome 5 Svendal 5 Road
6 The Courageous 6 Warrior 6 Alif 6 Walking trails
7 The Painted 7 Crow 7 Desi 7 Stable
8 The Harvest 8 Giant 8 Shey 8 General goods
9 The Autumn 9 Sundown 9 Frynn 9 Letter box
10 The Winter 10 Valley 10 Laurelie 10 Bearskin rug
11 The Spring 11 Canyon 11 Zinnia 11 Vegetable garden
12 The Summer 12 Horizon 12 Doris 12 Apple trees
13 The Moonlit 13 Wagon 13 Olo 13 Milk cow
14 Swapper’s 14 Farm 14 Ferdie 14 Chicken coop
15 Trader’s 15 Hostel 15 Amara 15 Smokehouse
16 Strider’s 16 Cottage 16 Celia 16 Foreign travelers
17 Roamer’s 17 Cabin 17 Grimler 17 Wind chimes
18 Caravan’s 18 Pilgrim 18 Hagen 18 Rocking chairs
19 Wanderer’s 19 Dungeoneer 19 Tilson 19 Potato cellar
20 Traveler’s 20 Coachman 20 Shamar 20 Fresh air

Random Events and Adventure Hooks


1 A young man rushes in and slams the door saying there is a wild animal outside and the horses are panicking.
2 A half-elf pays for her room and goes upstairs. Later, an angry mob demands the witch be turned over for justice.
3 You meet other travelers coming from the opposite direction on the road and they’d love to exchange news.
4 A long-legged ranger sits in a corner with his hood up. He smokes a pipe and watches you.
5 A large caravan has stopped here for the night and there isn’t enough room. Someone is sleeping in the hay loft.
6 The outside of this inn looks bright and new, but the inside is dusty, moldy, and falling apart.
7 A fire breaks out at the inn. With concerted effort it can be put out before there is much damage.
8 The proprietor asks where you are going and if you’ll deliver a packet of mail for people from the region.
9 Strange, wild noises come from a locked shed a few dozen yards away from the inn proper.
10 Pipe music sometimes drifts from the nearby woods. The owner says that it is the fairies dancing.
11 The owner apologizes for the lack of variety at dinner. The latest delivery cart disappeared on the road.
12 During the night, something huge snuffles outside your window. In the morning there are clawed tracks.
13 Heavy rain and thunderstorms last for 1d4 days, turning the road into a muddy mess.
14 The inn has a tradition of telling ghost stories in the common room after dark. The scariest story wins a prize.
15 The owner’s husband invites you and your companions on a hunting trip to replenish the stores.
16 The innkeeper angrily turns away an ugly beggar at night. In the morning, all of the food in the inn has spoiled.
17 A young woman eats alone. Her shoes, not made for walking, are nearly in shreds and her satchel seems empty.
18 The inn is graced with the presence of a very noble family for the evening.
19 Locals trickle in after dark. Soon they clear the room and break out the fiddle for arousing dance.
20 A fussy little man walks in and begins taking measurements. He intends to open another inn across the road.

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Appendix: Innhabitants
Commoner
Medium humanoid (any race), any alignment
Armor Class 10
Hit Points 4 (1d8)
Speed 30 ft.

STR DEX CON INT CHAWIS


10
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) (+0)

Senses passive Perception 10


Languages any one language (usually Common)
Challenge 0 (10 XP)

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.

STR DEX CON INT WIS CHA


11 (+0) 12 (+1) 11 (+0) 12 (+1) 14 (+2) 16 (+3)
Skills Deception +5, Insight +4, Persuasion +5
Senses passive Perception 12
Languages any two languages
Challenge 1/8 (25 XP)

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.

Nobles wield great authority and influence as


members of the upper class, possessing wealth and
connections that can make them as powerful as
monarchs and generals. A noble often travels in the
company of guards, as well as servants who are
commoners.

These stats can also be used to represent courtiers or


wealthy merchants who aren’t of noble birth.

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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.

Priests bring the teachings of their gods to the


common folk. They are the spiritual leaders of
temples and shrines and often hold positions of
influence in their communities. Evil priests might
work openly under a tyrant, or they might be the
leaders of religious sects hidden in the shadows of
good society, overseeing depraved rites.

A priest typically has one or more acolytes to help with


religious ceremonies and other sacred duties.

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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.

Professional Bounty Hunters are tough and dogged in


their pursuit, but they’re also experienced enough to
know when a target is out of their league. They’ll team
up with other bounty hunters if they have to, but
they’ll also hire mercenaries or even work with
enemies of the target.

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