Rules | GM Screen

<- Return to All Rules (Group by Source)
<- Return to Taverns

All Rules in Taverns

+ An entry marked with this has additional sections within it.

Services

Source GameMastery Guide pg. 198
By definition, a tavern is a business where customers can purchase alcoholic beverages. Sounds simple enough, right? But just as with modern bars, a fantasy tavern can be far more than just a place to get a flagon of ale. Defining what characters can find within a particular tavern goes a long way toward giving the place a unique feel.

Setting and Quality

Source GameMastery Guide pg. 198
One of the first aspects to determine is what sort of setting a tavern presents. Is it small and cramped, with greasy smoke obscuring the faces of the patrons? Perhaps it’s enormous, with vaulted ceilings and multiple fireplaces providing light and flame for slowly-roasting boars on spits. You can also play against stereotype and have a clean and well-appointed country inn in an otherwise destitute area, or a worn and spartan tavern, with merely a bench or two to sit upon, in a wealthy part of town. Consider that in some places, a tavern may very well be the only entertainment around, meaning that most of its regular patrons might consider it a second home and treat it accordingly.

Table 7–32: Unique Tavern Traits table on page 200 can be used to give a tavern, inn, or restaurant some unusual flavor. Roll 1d3 different traits or simply choose a trait or two from the list.

Drinks

Source GameMastery Guide pg. 198
The vast majority of taverns serve drinks (whether alcoholic or not) made from local ingredients. In a temperate climate, wheat, hops, and barley are the most likely ingredients, and a tavern in such an area probably serves beer and ales. If bees are present, mead is another option. In more arid locales, grapes are more likely to grow well, and wine is probably more prevalent. In places where crops or arable land is scarce, however, a tavern may serve fermented goat’s milk, cactus juice, or even more exotic drinks.

But why stop there? Perhaps a tavern stocks truly unusual or rare drinks crafted from unique plants or even monsters. A tavern along a swampy track may distill a special liquor from ambulatory plant creatures, which gives it a potent kick. Depending on how prevalent magic is in your campaign, it’s even possible that a tavern has an alchemist on staff who dabbles in the creation of remarkably strong, tasty, or even dangerous drinks. Drinks could be carbonated or flaming, could have an outward effect on imbibers (such as turning a drinker’s hair blue), or could contain mild (or not so mild) hallucinogenic ingredients.

Food

Source GameMastery Guide pg. 198
Many taverns, and certainly most inns, offer food to their customers. As with drinks, menus typically consist of local fare, although more upscale restaurants, particularly those in urban settings, may offer food from farther away—ranging from mildly unusual dishes from the barony a few leagues away to exotic dishes from the farthest reaches of the globe. See the Food/Drink equipment section for different types of common meals and their prices.

Offering exotic or bizarre food on a menu is another great way to make a tavern or inn more memorable. The players will quickly forget the tavern that just serves mutton, but they will probably remember the inn that serves poached drake eggs in firebrandy sauce.

Entertainment

Source GameMastery Guide pg. 198
Taverns primarily serve local customers, and the best way to keep them coming back is to provide some form of entertainment while they quaff their beer and dine on mutton or quail. While a simple singing minstrel is the stereotype, a tavern could also host a full band of musicians or possibly even a house band.

If the tavern is large enough, it may boast a small stage, allowing plays or other performances. Given the prevalence of magic, small-time illusionists can perform their coin tricks with full visual and auditory displays. Bards can tell tales of old or create new stories on the fly.

Remember that tastes in entertainment vary wildly from place to place. One town’s tavern may boast extremely bawdy songs and “performances” that would make even a barbarian blush, while other, more conservative areas may restrict entertainment to hymns or morality plays. Taverns and inns often serve as convenient sites for prostitution, either from among its clientele or as a service of the establishment itself. Such services can be either open or covert, depending on the tavern’s location.

Bedding

Source GameMastery Guide pg. 199
With the possible exception of a back bedroom used by the owner, taverns generally do not provide rooms to their patrons (the exception being taverns that also tolerate prostitution). Inns, of course, make their income by providing a place for people to sleep for the night. Even then, the quality of an inn dictates the privacy and comfort of its rooms. Poor quality inns offer little more than a spot on the floor or possibly a large, straw-filled mattress in a communal room with other patrons. Average inns have individual rooms capable of hosting two people in a single shared bed. Superior inns have private rooms, often with an adjoining antechamber, sitting room, or balcony.

Other Amenities

Source GameMastery Guide pg. 199
Taverns and inns serve as the focal points of most communities. The front of a tavern may boast a board with wanted posters, local decrees, available jobs, or requests for help, which the PCs might find of interest. The local sheriff or constable may use the tavern as second base of operations, deputizing any able-bodied citizens (or the PCs) as he sees fit.