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  DURNAN’S GUIDE TO TAVERNKEEPING 
  2 
  Lead Design: Will Doyle 
  Design: Alan Patrick, Ashley Warren, Cindy Moore, Greg 
  Marks, Lysa Chen, M.T. Black, Travis Woodall 
  Development and Editing: Will Doyle 
  Layout and Graphic Design: Stacey Allan, Will Doyle 
  Cover Art: Justin Gerard 
  Interior Artists: Ashley Warren, Carmen Sinek, Chris 
  Seaman, Cory Trego-Erdner, Mark Behm, Nimgyu, Olga 
  Drebas, Rob Rey,Scott Murphy, and others provided by 
  Wizards of the Coast. 
  Cartography: Jeremiah Burnell (Trollskull Manor) 
  Special Thanks: Ruty Rutenberg and the Guild Adepts.  
   
   “Well met, friends and gentlesairs! Pull up a stool, 
  stoke the hearth, pour yourself a frothy one, and clap 
  eyes on this pamphlet of mine. This guidebook is all 
  you need to run your own watering hole in the City of 
  Splendors – or elsewhere, if you’re bored of life – and 
  represents over a century of graft behind the bar at 
  Waterdeep’s busiest tavern.  
   “I must be mad as an umber hulk to give it away at 
  this price, but I’m an old stoat now and I like to see 
  young’uns prosper. All I ask is that you return the 
  favor and send some folk my way when they’re dry. I’ll 
  be here, at the sign of the Yawning Portal.  
   “Good health!”                 
  - Durnan, Proprietor of the Yawning Portal. 
  Durnan’s Guide to Tavernkeeping expands on the 
  business rules in the Dungeon Master’s Guide and 
  chapter 2 of Waterdeep: Dragon Heist to provide 
  gamers with everything they need to create and 
  manage a fantasy tavern in the world of DUNGEONS 
  AND DRAGONS.   
   The supplement also provides Dungeon Masters 
  with a toolbox of encounters, NPCs, monsters, and 
  plot hooks to make their tavern adventures as 
  memorable as possible. In addition, players receive a 
  selection of new character options themed around 
  taverns.   
   Durnan’s Guide to Tavernkeeping includes the 
  following sections:  
   Part 1. Owning a Tavern. Expanded rules for 
  managing your tavern as an ongoing business 
  concern.  
   Part 2. Visiting a Tavern. Randomized tables for 
  creating your own, unique tavern, including NPCs 
  and plot hooks to make any visit memorable.   
   Part 3. Tavern Ambience. A toolbox for creating 
  tavern ambience at your gaming table, including 
  dice games, music playlists, and themed recipes. 
   Appendix A. Trollskull Manor Map. A full color 
  map of an example tavern: Trollskull Manor in the 
  city of Waterdeep.  
   Appendix B. New Player Options. New subclasses 
  and backgrounds for your characters.  
   Appendix C. New Monsters. New monsters for 
  your tavern adventures. 
   Appendix D. Bottle Labels. Printable bottle labels 
  for your own brands of fantasy ale, wine, and 
  spirits.  
  Durnan’s Guide to Tavernkeeping requires use of the 
  D&D fifth edition core rulebooks (Player’s Handbook, 
  Dungeon Master’s Guide, and Monster Manual). The 
  supplement is designed to support the Waterdeep: 
  Dragon Heist campaign hardcover but does not 
  require its use.  
   
   
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon 
  ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D 
  Adventurers League, 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. All characters 
  and their distinctive likenesses are property of Wizards of the Coast. This material is 
  protected under the copyright laws of the United States of America. Any reproduction or 
  unauthorized use of the material or artwork contained herein is prohibited without the 
  express written permission of Wizards of the Coast. 
  ©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured 
  by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 
  The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK. 
   
  Disclaimer: Durnan and the Yawning Portal tavern accept no liability for damage to your 
  property caused by drunken adventurers. Hire troll bouncers: you’ll save big on medical 
  expenses.
  
  DURNAN’S GUIDE TO TAVERNKEEPING 
  3 
   
   “The lords will say you need all sorts of things to set 
  up a successful business. That’s cockatrice eggs. 
  They’re just trying to keep you from becoming 
  competition. You need just one thing to start your own 
  tavern: gumption! It also doesn’t hurt to have 
  something you’re known for, like an underground 
  portal to riches and fame. A gimmick, I guess. So, 
  that’s gumption and a gimmick, which sometimes 
  helps with naming the endeavor. Mine’s pretty 
  apparent, right? When I emerged from that hole in the 
  ground with my earnings, there was nothing but 
  cattlepie as far as the eye could see. I hired some folk 
  and got to building. Hmm, I suppose that’s three 
  things; gumption, a gimmick, and gold. We’ll call them 
  the three G’s.” 
  -  Durnan, Proprietor of the Yawning Portal 
  Waterdeep: Dragon Heist includes rules for operating 
  your tavern as a business (see “Open for Business?” 
  in chapter 2). This section replaces those rules with 
  a simple alternate that’s quick and easy to use. 
   Your tavern makes money by selling food and 
  beverages, but you must also spend money on 
  running costs such as ingredients, wages, building 
  maintenance, and guild fees. If more money comes in 
  than goes out, you make a profit. If you spend more 
  than you make, you end up with a loss.  
   To simulate the basic operation of your tavern, at 
  the end of every tenday you must make a business 
  results roll based on the overall quality of your 
  tavern (i.e. Squalid to Aristocratic). Roll percentile 
  dice and consult the Business Results table below to 
  determine your profit or loss for that period. Your 
  expenses are already factored into the result.  
   If your tavern makes a loss, you must pay that 
  money out of your own purse. Conversely, any profit 
  goes into your purse. If you’re unable or unwilling to 
  pay the loss, you must subtract that number from 
  your next business results roll (after all, if you don’t 
  pay for basic expenses such as ingredients and 
  wages, your business will soon collapse). 
   If you want to keep things simple, you can simply 
  roll against the table every tenday. Unless your 
  tavern is poor or squalid, you should find it turns a 
  profit over time.  
  The following advanced rules enable you to actively 
  manage the business through making decisions and 
  dealing with random events. It enables you to turn a 
  greater profit through superior business strategy. 
   Every tenday, roll once on the Tavern Events table 
  before rolling on the Business Results table. You can 
  make the following investments before you roll to 
  mitigate certain results and improve your profit 
  margins.  
   Preventative Maintenance. A sensible 
  tavernkeeper invests a little extra to keep things 
  shipshape and in good order. Spending 10 gp on 
  extra maintenance may reduce other expenses later. 
   Insurance. Building insurance costs 10 gp and 
  covers you against damage caused by fire, storms, 
  floods, earthquakes, and subsidence. 
   Extra Security. Improving the safety of your 
  patrons means hiring bouncers to help when you’re 
  busy. Spending 20 gp on extra security reduces risk 
  to you and your patrons. 
   Extra Service. Hiring extra serving staff means 
  your patrons receive better service and are more 
  likely to come back. Spending 10 gp on extra service 
  adds a +10 bonus to your next roll on the Business 
  Results table. 
   
  The Yawning Portal is perhaps the most famous tavern in all 
  the Forgotten Realms. Located in the Castle Ward of the city 
  of Waterdeep, the establishment is named after the large 
  well in its common room – the tip of a sunken stone tower – 
  which descends into the mazelike dungeon of 
  Undermountain. Treasure seekers from across the Realms 
  meet in the inn’s taproom to plan their own delves, making it 
  the perfect place to start an adventure! 
   
  The Yawning Portal was built in 1306 DR by the notorious 
  adventurer Durnan, who founded the inn using treasure 
  looted from his own expedition into Undermountain. Durnan 
  later returned into the mad wizard’s maze, leaving the 
  business to his family, but returned almost a century later to 
  reclaim his property. Today, the apparently ageless 
  adventurer dares his patrons to enter the dungeon below 
  and claim their own destiny!  
   
  The Yawning Portal first featured in FR1: Waterdeep and 
  the North (1987) by Ed Greenwood, creator of the Forgotten 
  Realms.
   
  
  DURNAN’S GUIDE TO TAVERNKEEPING 
  4 
  d100 
  Squalid 
  Poor 
  Modest 
  Comfortable 
  Wealthy 
  Aristocratic 
   
  01–20  
  Lose 3d10 × 3 gp 
  Lose 3d10 × 4 gp 
  Lose 3d10 × 5 gp 
  Lose 3d10 × 6 gp 
  Lose 3d10 × 8 gp 
  Lose 3d10 × 10 gp 
   
  21–30  
  Lose 2d8 × 3 gp 
  Lose 2d8 × 4 gp 
  Lose 2d8 × 5 gp 
  Lose 2d8 × 6 gp 
  Lose 2d8 × 8 gp 
  Lose 2d8 × 10 gp 
   
  31–40  
  Lose 1d6 × 3 gp 
  Lose 1d6 × 4 gp 
  Lose 1d6 × 5 gp 
  Lose 1d6 × 6 gp 
  Lose 1d6 × 8 gp 
  Lose 1d6 × 10 gp 
   
  41–60  
  No change 
  No change 
  No change 
  No change 
  No change 
  No change 
   
  61–80  
  Earn 1d6 gp 
  Earn 1d6 × 3 gp 
  Earn 1d6 × 5 gp 
  Earn 1d6 × 7 gp 
  Earn 1d6 × 9 gp 
  Earn 1d6 × 12 gp 
   
  81–90  
  Earn 2d8 gp 
  Earn 2d8 × 3 gp 
  Earn 2d8 × 5 gp 
  Earn 2d8 × 7 gp 
  Earn 2d8 × 9 gp 
  Earn 2d8 × 12 gp 
   
  91-110 
  Earn 3d10 gp 
  Earn 3d10 × 3 gp 
  Earn 3d10 × 5 gp 
  Earn 3d10 × 7 gp 
  Earn 3d10 × 9 gp 
  Earn 3d10 × 12 gp 
   
  111-130 
  Earn 5d10 gp 
  Earn 5d10 × 3 gp 
  Earn 5d10 × 5 gp 
  Earn 5d10 × 7 gp 
  Earn 5d10 × 9 gp 
  Earn 5d10 × 12 gp 
   
  131+ 
  Earn 7d10 gp 
  Earn 7d10 × 3 gp 
  Earn 7d10 × 5 gp 
  Earn 7d10 × 7 gp 
  Earn 7d10 × 9 gp 
  Earn 7d10 × 12 gp 
   
  The local tavern is one of the busiest and most 
  exciting places in a city or town. Many curious 
  events tend to happen there: some good for your 
  business, others not so good. Every tenday, roll on 
  the Tavern Events table before you make your 
  business results roll. These results assume the 
  adventurers are not present. If they are present to 
  intervene, the results could be quite different.   
  d100 
  Result 
  01 
  The Sailors’ Benevolent Fund holds their annual 
  drinking contest at your tavern. Gain a +20 bonus 
  to your next roll on the Business Results table (+30 
  if you paid for extra service).    
  02 
  A group of temperance preachers forms a picket 
  outside your establishment. Take a -5 penalty to 
  your next roll on the Business Results table.    
  03 
  The council imposes a special fee on all local 
  businesses to improve the street. Pay 1d6 x 10 gp. 
  04 
  Termites are found in your building. Pay 1d10 x 10 
  gp for repairs unless you’re paying for 
  preventative maintenance. 
  05 
  A magistrate selects your tavern as the venue for 
  an inquest into the death of a local celebrity, 
  which attracts large crowds. Gain a +15 bonus to 
  your next roll on the Business Results table.    
  06 
  A wizard on horseback sprays your tavern with 
  magic missiles in a seemingly random attack. 
  Patrons stay away for a few days. Take a -10 
  penalty to your next roll on the Business Results 
  table.    
  07 
  A friendly “toast and roast” event turns into a 
  tavern brawl. Pay 1d4 x 5 gp for repairs. Ignore 
  this result if you’re paying for extra security. 
  08 
  A new tavern opens nearby and takes some of 
  your patrons. Take a -10 penalty to all future rolls 
  on the Business Results table until the rival tavern 
  ceases trading. 
  09 
  A meeting of the local Debating Society is held in 
  your tavern, attracting much public interest. Gain 
  a +10 bonus to your next roll on the Business 
  Results table (+15 if you paid for extra service). 
  10 
  Local criminals start using your tavern as a 
  hangout. They refuse to pay for their drinks and 
  scare off other patrons. Take a -10 penalty to all 
  future rolls on the Business Results table until the 
  thugs are dealt with. Ignore this result if you’re 
  paying for extra security. 
  11 
  Someone offers to buy your tavern for 2d4 x 400 
  gp. 
  12 
  A fire breaks out one night after closing. Pay 1d10 
  x 20 gp for repairs unless you have insurance. 
  13 
  A public meeting is held at your tavern to collect 
  funds for the poor. Gain a +10 bonus to your next 
  roll on the Business Results table (+15 if you paid 
  for extra service).  
  14 
  An experienced tavern manager offers their 
  services. If you accept, pay a one-off signing fee of 
  50 gp and gain a +10 bonus to all future rolls on 
  the Business Results table.    
  15 
  A group of sailors, recently returned from a long 
  and profitable voyage, spend all week carousing in 
  your tavern. Gain a +15 bonus to your next roll on 
  the Business Results table.    
  16 
  One of your ale vats bursts. Pay 1d4 x 10 gp for 
  repairs unless you’re paying for preventative 
  maintenance. 
  17 
  A careless druid casts a cloudburst over your 
  tavern, revealing serious leaks. Pay 2d6 x 5 gp for 
  repairs unless you’re paying for preventative 
  maintenance. 
  18 
  The annual half-orc beauty pageant is held at your 
  tavern. Take a -10 penalty to your next roll on the 
  Business Results table.    
  19 
  A leprechaun shows up offering to help brew your 
  ale in return for room and board. If you accept, 
  gain a +10 bonus to all future rolls on the Business 
  Results table until you make a loss, at which point 
  the leprechaun storms off in a huff.    
  
  DURNAN’S GUIDE TO TAVERNKEEPING 
  5 
  20 
  The local opera society chooses your tavern to 
  host their next major production. If you accept, 
  they pay you a 50 gp rental fee and you also gain a 
  +10 bonus to your next roll on the Business 
  Results table.    
  21 
  Food inspectors find evidence of poor quality 
  produce being used in your establishment. Pay a 
  50 gp fine. Ignore this result if you’re paying for 
  extra service.  
  22 
  A pair of wizards fight a duel in the street and your 
  tavern is struck by a stray lightning bolt. Pay 8d8 
  gp for repairs.  
  23 
  Two crews from rival merchant ships show up at 
  your tavern and have a brawl. Pay 3d6 x 5 gp for 
  repairs. Ignore this result if you’re paying for extra 
  security. 
  24 
  A party of cavaliers spend several days at your 
  tavern, celebrating a recent victory. Gain a +20 
  bonus to your next roll on the Business Results 
  table.    
  25 
  A food fight breaks out between two rival groups 
  of halfling adventurers. Pay 2d4 x 5 gp for repairs. 
  Ignore this result if you’re paying for extra security 
  or extra service. 
  26 
  Unseasonable bad weather keeps patrons away.    
  Take a -10 penalty to your next roll on the 
  Business Results table.    
  27 
  A band of traveling players asks permission to 
  perform in return for tips. Gain a +20 bonus to 
  your next roll on the Business Results table.    
  28 
  The local newspaper includes a bad review of your 
  establishment. Take a -15 penalty to your next roll 
  on the Business Results table.    
  29 
  You replace your chef with someone far more 
  talented. Gain a +10 bonus to all future rolls on 
  the Business Results table.    
  30 
  A freak hailstorm damages your roof. Pay 2d4 x 5 
  gp for repairs unless you have insurance. 
  31 
  A minor tremor causes some interior damage. Pay 
  2d6 x 5 gp for repairs unless you have insurance. 
  32 
  A local noble begins frequenting your tavern with 
  a large entourage. Gain a +20 bonus to your next 
  roll on the Business Results table.    
  33 
  The local historical society holds its biannual 
  dinner at your tavern. Gain a +5 bonus to your 
  next roll on the Business Results table (+10 if 
  you’re paying for extra service).    
  34 
  Your new barkeep is surly-tempered and upsets 
  several regular patrons. Take a -5 penalty to your 
  next roll on the Business Results table.    
  35 
  The closure of a local brickworks means the newly 
  unemployed workers spend more time and money 
  at your tavern. Gain a +10 bonus to your next roll 
  on the Business Results table.    
  36 
  A stand-up comedy evening turns into a tavern 
  brawl. Pay 2d4 x 5 gp for repairs. Ignore this result 
  if you’re paying for extra security. 
  37 
  A special meeting of the Magical Cultivation 
  Society takes place at your tavern. Gain a +10 
  bonus to your next roll on the Business Results 
  table (+20 if you’re paying for extra service).   
  38 
  A flash flood causes major damage to your 
  taproom. Pay 2d6 x 5 gp for repairs unless you 
  have insurance. 
  39 
  You find a new, guild-approved provider who 
  works at a discount. Gain +10 bonus to all future 
  rolls on the Business Results table.    
  40 
  Members of a local dragon cult start meeting at 
  your tavern to play dice. Take a -10 penalty to 
  your next roll on the Business Results table.    
  41 
  Local criminals burst into your tavern after closing 
  time, beat up the staff, and steal some of your 
  profits. You lose 3d6 gp. Ignore this result if you’re 
  paying for extra security. 
  42 
  A buzzkill (see appendix C) begins haunting your 
  tavern. Until it is banished, take a -10 penalty on 
  all future rolls on the Business Results table. 
  43 
  The Esoteric Order of Necromancers holds a gala 
  dinner at your tavern. Gain a +5 bonus to your 
  next roll on the Business Results table (+10 if you 
  paid for extra service).    
  44 
  Several rat swarms take up residence in your 
  basement and run freely throughout the tavern. 
  Until you exterminate them, take a -15 penalty on 
  all future rolls on the Business Results table.  
  45 
  A stubborn ogre begins frequenting the tavern. 
  She doesn’t pay for drinks and frightens off other 
  patrons. Take a -5 penalty to all future rolls on the 
  Business Results table until you resolve the 
  problem. 
  46 
  Your brewer improves your ale recipe. Gain a +5 
  bonus to all future rolls on the Business Results 
  table.    
  47 
  Your barkeep, your cook, and your waiter are 
  involved in an ugly love triangle. Things come to a 
  head one evening and a brawl erupts. Pay 2d4 x 5 
  gp for repairs. Ignore this result if you have extra 
  security. 
  48 
  Half of your staff are struck down with a 
  mysterious illness. Take a -15 penalty to your next 
  roll on the Business Results table, unless you’re 
  paying for extra service.  
  49 
  A bitter ex-employee sets fire to your premises 
  one night after closing. Pay 2d8 x 10 gp for repairs 
  unless you have insurance. 
  50 
  A feral orc eye of gruumsh begins patronizing your 
  establishment, forcing other customers to leave 
  due to the smell. Until you resolve the problem, 
  take a -5 penalty to all future rolls on the Business 
  Results table.   
  51 
  A pickpocket has chosen your tavern as their 
  favored hunting grounds and people are staying 
  away. Take a -10 penalty to your next roll on the 
  Business Results table.    
  
  DURNAN’S GUIDE TO TAVERNKEEPING 
  6 
  52 
  The annual Magnificent Moustache competition is 
  held on your premises, to great acclaim. Gain a 
  +20 bonus to your next roll on the Business 
  Results table (+30 if you paid for extra service).  
  53 
  A plague of cockroaches infests your kitchen and 
  patrons are unimpressed. Take a -10 penalty to 
  your next roll on the Business Results table unless 
  you’re paying for preventative maintenance.  
  54 
  Two paladins get into a fierce argument and fight 
  a duel outside your tavern, drawing a great crowd. 
  Gain a +10 bonus to your next roll on the Business 
  Results table.    
  55 
  A young woman claiming to be a prophet begins 
  preaching at your tavern and draws a crowd. Gain 
  a +10 bonus to your next roll on the Business 
  Results table.    
  56 
  Two rival candidates for a local municipal post 
  show up at your tavern on the same evening and a 
  brawl erupts. Pay 1d6 x 5 gp for repairs. Ignore 
  this result if you have extra security. 
  57 
  An elf merchant begins selling iced cream outside 
  your tavern during a heat wave. Gain a +10 bonus 
  to your next roll on the Business Results table.    
  58 
  Your oven cracks and needs to be replaced. Pay 20 
  + 1d12 gp unless you’re paying for preventative 
  maintenance.  
  59 
  A group of clerics claim that your tavern is infested 
  by an evil presence, forcing everyone to leave 
  while they conduct an exorcism. Take a -5 penalty 
  to your next roll on the Business Results table.    
  60 
  A lynch mob shows up at your tavern accusing one 
  of the patrons, a mage, of unspeakable crimes. A 
  brawl erupts with the mage holding his own 
  against the mob. Pay 2d6 x 5 gp for repairs. Ignore 
  this result if you have extra security. 
  61 
  One evening during a full moon, someone 
  transforms into a wererat while using your privy. 
  Three people are killed, and business is severely 
  depressed for a time. Take a -15 penalty to your 
  next roll on the Business Results table.    
  62 
  A gnome magician begins frequenting the tavern 
  and delights the crowd with her clever tricks. Gain 
  a +10 bonus to your next roll on the Business 
  Results table.    
  63 
  One of your ale vats explodes. Pay 40 + 3d12 gp 
  for repairs unless you’re paying for preventative 
  maintenance. 
  64 
  A leaking pipe floods the basement with raw 
  sewage. Pay 10 + 1d12 gp for repairs unless you’re 
  paying for preventative maintenance. 
  65 
  One evening a patron has an allergic reaction to 
  the mutton stew and dies. Business is depressed.  
  Take a -15 penalty to your next roll on the 
  Business Results table.    
  66 
  Your barkeep interrupts three cultists performing 
  a sacrifice in the back room. People flock to the 
  tavern hoping to see a repeat performance. Gain a 
  +10 bonus to your next roll on the Business 
  Results table.    
  67 
  A group of black cats inexplicably enters your 
  tavern, circles the room seven times, and then 
  leaves. The superstitious stay away for a time. 
  Take a -10 penalty to your next roll on the 
  Business Results table.    
  68 
  You discover major leaks in your roof. Pay 20 + 
  2d12 gp for repairs unless you’re paying for 
  preventative maintenance. 
  69 
  A group of thugs from the local guild breaks into 
  your tavern at midnight and tears the place apart, 
  accruing a repair bill of 20 + 5d10 gp. A few days 
  later the Guildmaster admits it was a mistake, but 
  no apology or compensation is forthcoming. 
  70 
  A famous novelist begins writing her latest epic in 
  your tavern. Her hangers-on are big drinkers. Gain 
  a +20 bonus to your next roll on the Business 
  Results table.    
  71 
  A notice begins circulating in the city, calling upon 
  people to boycott your tavern due to your 
  unpatriotic behavior. Take a -10 penalty to your 
  next roll on the Business Results table.    
  72 
  A large, talking toad takes up residence in an alley 
  next to your tavern, claiming to be a beautiful 
  princess under a curse. People flock to see this 
  fascinating attraction. Gain a +20 bonus to your 
  next roll on the Business Results table.    
  73 
  Your tavern is selected as a polling booth in the 
  upcoming municipal election. People vote and 
  stay to drink. Gain a +10 bonus to your next roll on 
  the Business Results table (+15 if you paid for 
  extra service). 
  74 
  A press gang enters your tavern and kidnaps 
  several patrons. Business is slow for a few days 
  afterward. Take a -15 penalty to your next roll on 
  the Business Results table. Ignore this result if you 
  have extra security. 
  75 
  A firework display in the street goes wrong and 
  your tavern catches fire. Pay 50 + 4d12 gp for 
  repairs unless you have insurance. 
  76 
  A local gladiator frequents your establishment. A 
  brawl breaks out one evening when someone sits 
  in her favorite chair. Pay 3d4 x 5 gp for repairs 
  unless you have extra security. 
  77 
  A rival tavernkeeper hires a halfling spy to 
  frequent your tavern and make a nuisance of 
  himself. He upsets patrons, "accidentally" breaks 
  things, sneakily trips up the serving staff, and so 
  on. Take a -5 penalty to your next roll on the 
  Business Results table. 
  78 
  An infant otyugh somehow makes its way into one 
  of your privies. Pay 10 + 1d12 gp to have it 
  removed. 
  
  DURNAN’S GUIDE TO TAVERNKEEPING 
  7 
  79 
  An adventuring party shows up at your tavern, 
  buying drinks for everyone and regaling them with 
  tales of their exploits. Gain a +20 bonus to your 
  next roll on the Business Results table. 
  80 
  A merchant quietly approaches you and offers to 
  sell you cheap, smuggled liquor. +15 to all future 
  business results rolls if you accept the offer. At the 
  DM’s discretion, this may cause trouble with the 
  local guilds. 
  81 
  A company of disoriented dwarf miners 
  accidentally digs a tunnel into your tavern’s 
  basement. Pay 40 + 3d12 gp for repairs. 
  82 
  Your barkeep accidentally offends a local witch, 
  who puts a curse on your ale. Take a -5 penalty to 
  your next roll on the Business Results table. 
  83 
  Pixies begin inexplicably appearing in your tavern, 
  flying around, playing tricks on the patrons, and 
  causing mayhem. Take a -10 penalty to your next 
  roll on the Business Results table. 
  84 
  A new vintage of wine proves very popular with 
  the locals. Gain a +20 bonus to your next roll on 
  the Business Results table. 
  85 
  A powerful wizard offers 5d6 x 100 gp for your 
  tavern. She’s very insistent that you sell, and 
  rumors about that there’s something valuable 
  buried in your basement.  
  86 
  A group of barbarians, freshly arrived in the city, 
  take a liking to your tavern. They pitch a tent in 
  the common room and bring their animals inside, 
  while drinking all the ale and refusing to pay. Take 
  a -10 penalty to your next roll on the Business 
  Results table. Ignore this result if you have extra 
  security. 
  87 
  A pie seller sets up a cart outside your tavern, 
  attracting patrons. Gain +10 bonus to your next 
  roll on the Business Results table. 
  88 
  Heavy fog keeps patrons away. Take a -5 penalty 
  to your next roll on the Business Results table. 
  89 
  A sorcerer from a far-off land gets very drunk and 
  accidentally unleashes wild magic in your 
  taproom. Pay 10 + 2d12 gp for repairs. 
  90 
  Two young nobles are racing chariots down the 
  street when one of them crashes into your tavern. 
  Pay 60 + 4d12 gp for repairs unless you have 
  insurance. 
  91 
  The wake for a popular local cleric is held in your 
  common room. Gain a +10 bonus to your next roll 
  on the Business Results table (+15 if you paid for 
  extra service). 
  92 
  A coronach (see appendix C) uses your tavern as a 
  base to learn all the lost songs of your region. 
  Until the undead horror moves on, take a -30 
  penalty to all future rolls on the Business Results 
  table. 
  93 
  A foreign diplomat dies while drinking in your 
  tavern, possibly a victim of poisoning. Authorities 
  shut your tavern down for several days while they 
  investigate. Take a -20 penalty to your next roll on 
  the Business Results table. 
  94 
  A talking ass enters your tavern and asks for an ale 
  poured into a bowl. He explains he’s a foreign lord 
  who’s been placed under a curse. Business surges 
  as people come to the inn to hear his tale. Gain a 
  +20 bonus to your next roll on the Business 
  Results table (+30 if you paid for extra service). 
  95 
  Two rival monastic schools turn up at the same 
  time one evening and a brawl erupts. Pay 3d6 x 5 
  gp for repairs. Ignore this result if you have extra 
  security. 
  96 
  A pair of bards have a musical duel, delighting the 
  crowd and attracting patrons. Gain a +10 bonus to 
  your next roll on the Business Results table. 
  97 
  A gnome artificer visits your tavern with a 
  remarkable clockwork automaton in tow. The 
  machine starts behaving erratically and eventually 
  goes berserk, damaging the common room. Pay 20 
  + 1d12 gp for repairs. Ignore this result if you’re 
  paying for extra security. 
  98 
  Your barkeep gives a thirsty but destitute paladin 
  a free drink one evening. The paladin blesses the 
  ale vat by way of thanks, and the next batch of ale 
  is the best anyone’s ever tasted. Gain a +20 bonus 
  to your next roll on the Business Results table. 
  99 
  Strange runes begin appearing on the furniture 
  and walls of the common room. Patrons are 
  scared and stay away. Take a -5 penalty to your 
  next roll on the Business Results table. 
  00 
  A group of mimes enters your tavern and spends a 
  few evenings entertaining the patrons. Take a -10 
  penalty to your next roll on the Business Results 
  table. 
   
  
  DURNAN’S GUIDE TO TAVERNKEEPING 
  8 
  The following rules allow you to upgrade your 
  tavern using earnings from adventuring and 
  business profits. Each new upgrade increases the 
  overall valuation of your business and unlocks a new 
  downtime activity for you to exploit between 
  adventures.  
  Upgrades have three costs that represent the level of 
  luxury afforded. A cheap taproom has spit-and-
  sawdust floors, worn tables, and cracked mugs; 
  whereas an expensive taproom would have polished 
  floorboards and crystal glasses. Spending more on 
  upgrades improves the overall valuation of your 
  business and thereby increases your profits. If you 
  improve an existing upgrade, you only pay the 
  difference in cost between the two levels. For 
  simplicities’ sake, each upgrade takes a tenday to 
  install and only one upgrade can be developed at a 
  time. 
    To start your tavern business, all you need is a 
  taproom (minimum 200 gp). Thereafter, each new 
  upgrade has a prerequisite; for example, to construct 
  a coach house you must first construct a stable. To 
  value your business, add up your valuation score 
  and consult the following table. The quality of your 
  establishment determines which column you use 
  when rolling on the Business Results table.  
  Total Valuation 
  Quality 
  1-4 
  Squalid 
  5-12 
  Poor 
  13-19 
  Modest 
  20-49 
  Comfortable 
  50-69 
  Wealthy 
  70+ 
  Aristocratic 
   
  Feature 
  Prerequisite 
  Downtime Activities 
  Cost (gp) 
  Valuation (based on cost) 
  Beer Engine 
  Cellar 
  Beer Festival 
  400/650/800 
  +2/+4/+6 
  Beer Garden 
  Taproom 
  Barbecue Season 
  200/500/1000 
  +2/+4/+6 
  Brewery 
  Cellar 
  Brew Beer 
  400/650/800 
  +1/+3/+5 
  Cellar 
  Taproom 
  Smuggling 
  400/650/800 
  +1/+3/+5 
  Coach House 
  Stables 
  Social Connections 
  400/650/800 
  +1/+3/+5 
  Dancefloor 
  Stage 
  Dance Night 
  400/650/800 
  +1/+3/+5 
  Distillery 
  Cellar 
  Distil Spirits 
  400/650/800 
  +1/+3/+5 
  Feasting Hall 
  Larder 
  Banquet 
  500/750/1200 
  +2/+4/+6 
  Guest Bedrooms 
  Kitchen 
  Recruit Hirelings 
  400/650/800 
  +1/+3/+5 
  Kitchen 
  Taproom 
  Feast 
  200/500/1000 
  +1/+3/+5 
  Larder 
  Kitchen 
  Rare Ingredients 
  200/500/1000 
  +1/+3/+5 
  Lavatories 
  Taproom 
  - 
  200/500/1000 
  +2/+3/+4 
  Office 
  Taproom 
  Marketing 
  200/500/1000 
  +1/+3/+5 
  Saloon Bar 
  Snug 
  Make Contacts 
  500/750/1200 
  +2/+4/+6 
  Snug 
  Taproom 
  Spying 
  400/650/800 
  +1/+3/+5 
  Stable 
  Guest Bedrooms 
  Information Gathering 
  400/650/800 
  +1/+3/+5 
  Stage 
  Saloon Bar 
  Entertainment 
  200/500/1000 
  +1/+3/+5 
  Taproom 
  - 
  Join the Staff 
  200/500/1000  
  +1/+3/+5 
  
  DURNAN’S GUIDE TO TAVERNKEEPING 
  9 
  The following upgrades are available for purchase.  
   Beer Engine. A beer engine is a mechanical 
  apparatus that propels cask ale from the cellars to 
  hand pumps at the bar. Invented by dwarves, these 
  devices allow the busiest taverns to serve customers 
  at greater speed.     
   Beer Garden. When the weather is fine, outside 
  seating allows customers to escape the smoke and 
  grime of the tavern interior. It also raises the 
  respectability of your establishment. 
   Brewery. Brewing your own ale is a must if you 
  want to escape the outlandish rates that private 
  brewers charge. If your brew is good, you can even 
  supply it to other taverns in your area! 
   Cellar. A stone-lined cellar allows you to stockpile 
  wines and spirits at temperature and hold reserves 
  of ale inside giant storage barrels. 
   Coach House. A coach house is the last word in 
  lodging services, transforming your establishment 
  into a full-blown coaching inn. This puts you on the 
  map for wealthy customers traveling between 
  settlements.   
   Dancefloor. A dancefloor fitted to your saloon bar 
  or taproom lets your patrons revel late into the night 
  and work up a profitable thirst! Its success depends 
  on the quality of your minstrels, so it carries a 
  considerable startup cost.   
   Distillery. A distillery allows you to distil your 
  own brands of gin, rum, or whiskey, for sale on and 
  off the premises. Fiery branded liquors are vital for 
  raising your tavern’s profile and boosting revenue.  
   Feasting Hall. If your fare is fine, investing in a 
  dedicated seating area with table service is sure to 
  open your establishment to the wealthier upper 
  classes.  
   Guest Bedrooms. The presence of bedrooms 
  transforms your humble tavern into an inn. Patrons 
  can now use your establishment as a base to explore 
  the region, turning over a steady stream of profit as 
  they come and go.  
   Kitchen. All this drinking is sure to cook up an 
  appetite in your customers! Providing food is the 
  very first step to better service.  
   Larder. A storage area for wholefood supplies 
  with a cool room for perishables. Any establishment 
  looking to improve its fare should start with one of 
  these.  
   Lavatories. Most taverns make do with an 
  outhouse, ditch, or screened-off chamber pot for 
  patrons to relieve themselves in. Building a lavatory 
  indoors is the height of luxury and sure to make your 
  tavern a talking point around town.  
   Office. An office provides a secure space to 
  manage your business, containing a strongbox, 
  writing desk, and a bookcase for ledgers and 
  paperwork.   
   Saloon Bar. A separate bar for guests who are 
  prepared to pay a little extra, with comfortable 
  seating and table service. Saloon bars typically offer 
  some form of entertainment to boot.  
   Snug. The snug, or “smoking room”, is a private 
  room for paying patrons. It’s not solely the preserve 
  of the rich: servants often pop into the snug for a 
  cheeky drink while running errands in town.    
   Stable. Most taverns provide posts for hitching 
  horses, but a dedicated stable provides extra 
  security for patrons staying overnight. It’s also an 
  additional revenue stream: aside from basic stabling 
  charges, patrons can pay extra for their horses to be 
  fed and brushed down.      
   Stage. A stage is a raised platform for minstrels, 
  storytellers and actors, typically nestled to one end 
  of your saloon bar or taproom.  
   Taproom. The taproom is the heart of your tavern, 
  containing your bar, a fireplace, and seating for your 
  guests. Without this, you have no business!   
  Chapter 2 of Waterdeep: Dragon Heist awards players their 
  own stronghold in the city: Trollskull Manor and its 
  abandoned first-floor tavern. Players are encouraged to 
  renovate the tavern and reopen it for business.  
   
  Appendix A contains a full-color map of the premises 
  suitable for printing or digital display. If you choose to use 
  the tavern construction rules from this guide, Trollskull 
  Manor starts with the following upgrades after renovation: 
   Taproom (Cheap) 
   Kitchen (Cheap) 
   Larder (Cheap) 
   Cellar (Cheap) 
   
  These upgrades give the establishment a starting valuation 
  of 4, making it a squalid business. To make it shine, the 
  characters need to invest more coin!  
  The following activities are unlocked by upgrades in 
  the “Advanced Rules: Tavern Construction” section, 
  but the DM can choose to allow them outside of 
  those rules if you’re not using them. Some of these 
  activities assume you’re using the investment rules 
  from “Advanced Rules: Tavern Events.” 
   Players must choose to invest their downtime as a 
  group i.e. characters can’t split up and spend 
  downtime on separate activities simultaneously.  
  Some activities can only be performed a limited 
  amount of times per tenday, as specified under the 
  “Frequency” header. Unless specified otherwise, 
  each day of downtime that you spend working on 
  
  DURNAN’S GUIDE TO TAVERNKEEPING 
  10 
  these activities adds +1 to your next roll on the 
  Business Results table.   
  Frequency: Unlimited Prerequisite: Beer Garden 
  The spring and summertime months are perfect for 
  outside cooking: a spit roast perhaps, or sausages 
  chargrilled over coals. Each day that you spend on 
  this activity grants a +2 bonus to your next roll on 
  the Business Results table. Due to the risk of fire, 
  double any losses that you accrue unless you’ve also 
  paid for insurance.   
  Frequency: 1/tenday Prerequisite: Feasting Hall 
  Laying on a banquet for the crust of society requires 
  careful sourcing of fine food and wines. Each 
  banquet you host takes a day to prepare and costs 
  10 gp to finance. After engaging in this activity, roll 
  percentile dice on the Banqueting table to determine 
  the success or failure of your event.  
  d100  
  Result 
  01–10  
  Huzzah! Your event attracts an important figure 
  from your local community. Unfortunately, they 
  die the next day due to food poisoning. You’re 
  fined 3d10 x 10 gp and take a -15 penalty to your 
  next roll on this table and a -25 penalty to your 
  next roll on the Business Results table.   
  11–20  
  That special course you fervently promoted 
  turns out to be infested with lice and you’re 
  forced to serve meatloaf instead. You take a -15 
  penalty to your next roll on the Business Results 
  table.    
  21–40  
  One of your guests drinks too much and causes a 
  scene. Roll a d6. On a 1-3, the guest blurts out a 
  secret that could prove useful. The DM 
  determines the nature of this revelation. On a 4-
  5, the argument gives your event a bad name 
  and you suffer a -10 penalty to your next roll on 
  this table. On a 6, your guest chokes on their 
  vomit and returns to haunt your tavern as a 
  phantatox (see appendix C).          
  41–80  
  You earn the favor of an influential figure from 
  your local community. Choose a background: 
  once in the next year, you can call in a favor with 
  the figure to gain the benefit of the feature 
  assigned to their background.  
  81–90  
  Your event is a roaring success and your guests 
  shower you with tips. Your business gains 3d10 x 
  5 gp and you gain a +10 bonus to your next roll 
  on the Business Results table.    
  91-00 
  This wondrous feast couldn’t have gone better. 
  You gain the benefit of both entries listed above 
  this one (41-90). 
  Frequency: 1/tenday Prerequisite: Beer Engine 
  Celebrate local brewers by featuring their casks in a 
  festival of beer drinking. This activity takes a day of 
  downtime to prepare. Roll up to 6d6 (one for each 
  guest beer) and add the result of the roll to your next 
  roll on the Business Results table.  
   However, heavy drinking invites damage. If you 
  didn’t take out preventative maintenance and extra 
  security, you receive a repair bill equal to the sum of 
  any matching dice you roll (e.g. rolling three 4’s 
  yields a repair bill of 12 gp).               
  Frequency: No more than 5 concurrent batches 
  Prerequisite: Brewery 
  Brewing your own ale is a sure-fire way to turn extra 
  profits, assuming your brew is good. Each day that 
  you spend on this activity costs you 1 gp in 
  ingredients (e.g. bitters, fruit, spices, coffee beans, 
  etc). Note down the brew date and any special 
  ingredients you included. Exactly 40 days later, roll 
  on the Brewing Beer table to determine the results.   
  d100  
  Result 
  01–10  
  Yikes! Something went wrong with the 
  fermentation and a dangerous mold formed on 
  the surface. When you crack open the keg, it 
  attacks using the statistics of a black pudding.   
  11–20  
  Ugh. Looks like you used contaminated yeast for 
  this batch and all following batches. Any batches 
  still fermenting are ruined. 
  21–40  
  Not bad, but something’s not quite right. Roll a 
  d6. On a 1-3, the brew is just okay, and you turn 
  no profit on it. On a 4-6, it’s serviceable and your 
  business earns 1d8 x 5 gp from selling it. 
  However, your brewery attracts the attention of 
  a yeastling (see appendix C). 
  41–80  
  It’s a fine, fine brew. Your business earns 2d8 x 5 
  gp from selling it.  
  81–90  
  Perfection! Your business earns 4d8 x 5 gp from 
  selling this brew. Reroll any 1s you roll. 
  91-00 
  You doubt you’ll ever brew anything to equal 
  this again. It’s heaven in a glass. Your business 
  earns 6d8 x 5 gp from selling the brew, but you 
  can’t use any downtime activities during the 
  next tenday as you’re too busy enjoying your 
  own wares.     
  Frequency: 1/tenday Prerequisite: Dancefloor 
  Turning your tavern into a dancehall improves your 
  revenue but takes work. Each dance you host takes a 
  day to prepare. After engaging in this activity, roll 
  percentile dice on the Dance Night table to 
  determine the success or failure of your event.       
  
  DURNAN’S GUIDE TO TAVERNKEEPING 
  11 
  d100  
  Result 
  01–10  
  The dance ends in disaster as a brawl breaks out 
  between revelers. Pay 1d8x10 gp for repairs, 
  minus 40 gp if you paid for extra security. You 
  take a -15 to penalty to your next roll on the 
  Business Results table.    
  11–20  
  Your headline band fails to show so you make do 
  with the support act. Unfortunately, they suck. 
  You take a -10 penalty to your next roll on the 
  Business Results table.    
  21–40  
  Your dance attracts the attention of some local 
  hoods, who insist you pay them to provide 
  “security” for your next dance night. The DM 
  determines the gang involved. Until you settle 
  the dispute, you must pay 1d6x10 gp to roll on 
  this table.       
  41–80  
  Your dance is a great success. Your business 
  gains 2d8 x 5 gp.  
  81–90  
  Your dance gets a positive write up in a local 
  newsprint. Your business gains 4d8 x 5 gp and 
  you gain a +20 bonus to your next roll on this 
  table when using the same ingredients.   
  91-00 
  Your once-in-a-lifetime event is spoken about for 
  years to come. Gain 6d8 x 5 gp and a +20 bonus 
  to your next roll on the Business Results table.    
  Frequency: No more than five concurrent batches 
  Prerequisite: Distillery 
  Distilling your own gin or rum puts your business on 
  the map and earns a tidy profit from other taverns in 
  your area. Each day that you spend on this activity 
  costs you 1 gp in ingredients (e.g. herbs, spices, fruit 
  peel, etc). Note down the date of concoction and any 
  special ingredients you included. Exactly 40 days 
  later, roll on the Distilling Spirits table to determine 
  the results.   
  d100  
  Result 
  01–10  
  You’ve made concentrated methanol. Luckily 
  for your patrons, you identify your mistake 
  before bottling it. Not so lucky for you: make 
  a DC 15 Constitution saving throw. If you fail 
  the save, you’re blinded until cured by a 
  lesser restoration spell or similar magic.   
  
  DURNAN’S GUIDE TO TAVERNKEEPING 
  12 
  11–20  
  Boom! Your still explodes! Nobody’s hurt, 
  but your repair bill comes to 3d10 x 5 gp 
  unless you took out insurance.  
  21–40  
  Your concoction is potable but too strong for 
  most palates. Roll a d6. On a 1-3, this batch 
  doesn’t sell so well, earning only 1d10 x 5 gp. 
  On a 4-6, you hawk it to the dwarves and 
  earn 3d10 x 5 gp.     
  41–80  
  It’s a perfectly good batch. Your business 
  earns 2d10 x 5 gp from selling it.  
  81–90  
  Wow. This is sublime! Your business earns 
  4d10 x 5 gp from selling this batch, and you 
  gain a +10 bonus to your next roll on this 
  table when using the same ingredients. 
  91-00 
  Drinking this gives you an epiphany that 
  opens your mind to new ways of thinking.  
  Your business earns 6d10 x 5 gp from selling 
  the batch and you gain the benefit of an 
  augury spell.     
  Frequency: Unlimited Prerequisite: Stage 
  Good entertainment attracts a crowd, but it can be 
  hit and miss. Each day you spend on this activity 
  costs 2gp. Roll a die for each day: on an odd result it 
  adds a +1 bonus to your next roll on the Business 
  Results table and on an even roll it adds a +3 bonus.  
  Frequency: Unlimited Prerequisite: Kitchen 
  The best taverns regularly offer a special menu of 
  hearty grub to turn every meal into a feast. Each day 
  that you spend on this activity costs 1 gp in 
  ingredients and grants a +2 bonus to your next roll 
  on the Business Results table.  
  Frequency: 1 roll/tenday Prerequisite: Stable 
  Opening your inn to travelers brings news from 
  distant lands and rumors from the road. For every 
  day you spend in this activity, there is a cumulative 
  5% chance that you benefit from the effects of a 
  commune spell, with the restriction that the 
  questions you ask must feasibly be answerable 
  through information gathering.    
  Frequency: unlimited Prerequisite: Taproom 
  Being present for the day-to-day running of your 
  taproom means you’ll be on hand to deal with any 
  issues your staff may struggle to resolve. Each day 
  you spend working with your staff grants a 
  cumulative 10% chance that you’ll benefit from free 
  Extra Security (see “Tavern Events”).    
  Frequency: 1 roll/tenday Prerequisite: Saloon Bar 
  A saloon bar attracts distinguished clientele who you 
  can tap for useful contacts.  Each day you spend 
  carousing in your saloon bar costs you 3 gp. After 
  engaging in this activity, roll percentile dice on the 
  Making Contacts table to determine the success or 
  failure of your efforts, adding a +2 bonus for every 
  day you invested.   
  d100  
  Result 
  01–10  
  Your clumsy inquiries make an enemy. This 
  character or organization is now hostile to 
  you. Your DM determines the offended 
  party. You decide what you did to offend 
  them.  
  11–20  
  Nobody you talk to yields anything of note. 
  You fail to make any new contacts.  
  21–40  
  You make a useful contact, but they come 
  with some baggage. You can call on this 
  contact once to introduce you to any NPC in 
  the middle to lower classes of your region, 
  but they need a favor first: perhaps they’re 
  in debt with local criminals or want to go on 
  a date with one of your friends. Your DM 
  decides what they require.    
  41–80  
  You earn a useful contact for information 
  gathering. You can call on this contact once 
  to answer any reasonable question about 
  your local region or provide simple 
  assistance in your endeavors.   
  81–90  
  You earn a contact within a powerful 
  organization: a guild, religious order, or 
  government body such as the city watch, 
  courts, or militia. Your DM determines your 
  contact’s sphere of influence. You can call on 
  this contact once pull the strings within their 
  own area of expertise.  
  91-00 
  You earn a contact at the highest level of the 
  aristocracy: for example, a member of the 
  royal family, high council, or barony. You can 
  call on this contact once gain any assistance 
  your DM deems appropriate. 
  Frequency: unlimited Prerequisite: Office 
  Marketing can take several forms. You might print 
  and distribute leaflets, put an advertisement in the 
  local newspaper, or pay for the town crier to 
  promote your tavern. Each day that you spend on 
  this activity costs you 1d3 gp and grants a +2 bonus 
  to your next business results roll.  
  Frequency: max. 10 batches Prerequisite: Larder  
  Superior food and beverages prompt patrons to 
  spend more and spend more often. Each day that 
  you spend sourcing rare ingredients for your 
  
  DURNAN’S GUIDE TO TAVERNKEEPING 
  13 
  tavern’s larder costs 1 gp. After engaging in this 
  activity, you gain one batch of rate ingredients.  
   You can spend one batch of rare ingredients to add 
  a +10% bonus to any one roll on the Banqueting, 
  Brewing Beer, or Distilling Spirits tables, or to grant 
  a +4 bonus to your next business results roll when 
  using the Feast downtime activity.    
  Frequency: unlimited Prerequisite: Guest 
  Bedrooms 
  As guests come and go, you’ll brush shoulders with a 
  variety of skilled professionals: mercenaries, 
  artisans, healers, armorers, and many more. Chapter 
  5: “Equipment” of the Player’s Handbook contains 
  costs for recruiting hirelings. Each day you spend on 
  this activity lets you recruit a hireling of your choice 
  for any term of service you can afford. Hirelings 
  recruited via this activity are always trustworthy 
  and reliable.        
  Frequency: unlimited Prerequisite: Cellar 
  A cellar can store more than just booze. If you open 
  your tavern’s trapdoor to criminal enterprise, you 
  earn coin at considerable risk. Each day that you 
  spend on this activity grants +4 to your next 
  business results roll. After resolving your business 
  results, roll on the Smuggling Table, taking a -5 
  penalty to your roll for every day spent smuggling.    
  d100  
  Result 
  01–10  
  The City Watch raids your tavern, seizes your 
  goods, and throws you in jail. You are 
  imprisoned for ten days and must pay a fine 
  of 3d10 x 5 gp or face one year of hard labor.   
  11–20  
  Your smuggling operation attracts the 
  attention of local hoods, who demand a cut 
  of your earnings. The DM determines the 
  gang involved. If you don’t pay them 10% of 
  your profits, they return in force to rob you 
  of the full amount.    
  21–40  
  The City Watch sends undercover officers to 
  spy on your premises. During the next 
  tenday, any day you spend smuggling grants 
  you a -10 penalty to your next roll on this 
  table.   
  41–80  
  Everything is cool. For now. 
  81–90  
  The local cartels approve of your operation 
  and send you a small gift of coin. Gain 1d4 x 
  5 gp.  
  91-00 
  One of the local crime lords invites you to a 
  meeting to discuss business. The DM 
  determines which faction they represent. If 
  you impress them, you gain a +20 bonus to 
  your next roll on this table.  
  Frequency: 1 roll/tenday Prerequisite: Coach 
  House 
  A coach house attracts a higher caliber of guest. 
  Schmoozing with these travelers increases your 
  chances of climbing the social ladder. For every day 
  you spend in this activity, there is a cumulative 5% 
  chance that you’ll receive an invitation to dine with a 
  local lord or dignitary in your region. Consult with 
  your DM to determine how this meeting plays out.    
  Frequency: 1 roll/tenday. Prerequisite: Snug 
  Your snug attracts guests who sometimes have 
  something to hide. For every day you spend in this 
  activity, there is a cumulative 5% chance that you’ll 
  learn some information about one of the factions in 
  your area. Roll percentile dice on the Secrets table to 
  determine which faction is affected.     
  d100  
  Result 
  01–10  
  The secret concerns somebody in your own 
  adventuring group!   
  11–20  
  You learn an interesting secret about one of the 
  street gangs in your region.  
  21–40  
  The secret concerns a traveler passing through 
  town. 
  41–80  
  You learn an interesting secret about another 
  business in your vicinity.        
  81–90  
  The secret relates to a rival faction or enemy.  
  91-00 
  You learn an interesting secret about a 
  government official, high-ranking cleric, or 
  guildmaster in your area.  
   
  The city of Stormreach is a major site of adventure and 
  intrigue in the world of Eberron. Situated on the continent of 
  Xen’drik to the south of Khorvaire, this ancient ruin is now 
  home to explorers of many nations – and Molou’s Distillery. 
   
  The distillery is one of the largest employers in 
  Stormreach, due in no small part to the huge surge in 
  popularity that their main product, a type of gin named 
  kurveya, has been enjoying. This potent potable has garnered 
  fine imbibers from as far away as Sharn and the southern 
  coast of Khorvaire. Such demand keeps the distillers 
  extremely busy, so they’ve simplified their in-house sales 
  down to just the one drink.  
   
  Even so, few people choose to drink the sickly-sweet 
  smelling liquor direct from the distillery. Those who do often 
  have their own demons or nightmares to escape, and once 
  suitably pliable have been known to share their stories of 
  what lies in the jungle outside the city. They swear that the 
  Traveler’s Curse is a given and to disrespect the jungle and its 
  secrets is a fool’s decision.  
   
  Molou’s Distillery first featured in Secrets of Xen’drik 
  (2006) by Keith Baker, Amber Scott, and Jason Bulmahn. 
  
  DURNAN’S GUIDE TO TAVERNKEEPING 
  14 
   
   
   
  “My loiter-sack companion Mirt plays this game when 
  he goes out drinking (so, that’s most nights). The rules 
  are simple. Down at least one drink in every tavern 
  you visit, get barred from as many premises as you 
  can, and tug the beard of every second dwarf you see. 
  Whoever scores the most gets a free pass on the next 
  pub crawl. I don’t think that old cumberwold has ever 
  been beat, but I’ve an inkling it’s because he secretly 
  hires longbeards to line his route.”      
  - Durnan, Proprietor of the Yawning Portal          
  Whenever you visit a tavern in your chosen game 
  world, use the tables provided here to create a 
  unique establishment with named patrons, 
  interesting features, random events, and quest 
  hooks. If you’re running your own tavern as a 
  business, delve into this section to inspire your own 
  creation and populate it during play!    
  The Inn of the Welcome Wench is situated in the village of 
  Hommlet in the world of Greyhawk. Long-owned by the 
  Gundigoot family, the Welcome Wench is the center of 
  Hommlet’s social scene; nearly everyone passes through its 
  doors at some point in the day, whether for breakfast, lunch, 
  or a drink after a hard day’s work. Due in large part to its rib-
  sticking fare (the poached salmon is amazing), comfortable 
  lodgings, and reasonable prices for both, the inn is a well-
  known respite for adventurers.  
   
  The Welcome Wench is a sprawling edifice of stone bricks 
  and thick wooden timbers. More than a dozen stone 
  chimneys jut from the slate roof, with thin curls of smoke 
  drifting away in the breeze. Inside is a large common area 
  complete with a bar and a pair of private dining rooms. Stairs 
  ascend to a second floor that sports over a dozen private and 
  shared rooms as well as a larger private dining room. 
   
  The Inn of the Welcome Wench first featured in T1: The 
  Village of Hommlet (1978) by Gary Gygax, the creator of 
  Dungeons and Dragons.  
  
  DURNAN’S GUIDE TO TAVERNKEEPING 
  15 
  To determine the name of your tavern, roll or choose an adjective from the first stem and marry it with a noun from 
  the second stem, e.g. “The Golden Bucket.” Alternatively, choose two nouns from the second stem and conjoin them 
  e.g. “The Groom and Gusset”. Not all combinations work, so experiment until you find one that rings true.  
  d100 
  Stem 
  d100 
  Stem 
  d100 
  Stem 
  d100 
  Stem 
  01 
  Skinny 
  51 
  Abominable 
  01 
  Apron 
  51 
  Baker 
  02 
  Bedazzled 
  52 
  Adorable 
  02 
  Merchant 
  52 
  Bar 
  03 
  Tied 
  53 
  Dying 
  03 
  Groom 
  53 
  Giant 
  04 
  Steadfast 
  54 
  Smelly 
  04 
  Count 
  54 
  King 
  05 
  Degenerate 
  55 
  Old 
  05 
  Unicorn 
  55 
  Table 
  06 
  Silly 
  56 
  Windy 
  06 
  Bed 
  56 
  Bride 
  07 
  Tiny 
  57 
  Husky 
  07 
  Fork 
  57 
  Hag 
  08 
  Electrum 
  58 
  Filthy 
  08 
  Lady 
  58 
  Gusset 
  09 
  Rainy 
  59 
  Fattened 
  09 
  Spoon 
  59 
  Noble 
  10 
  Great 
  60 
  Slaked 
  10 
  Home 
  60 
  Lamp 
  11 
  Polite 
  61 
  Anxious 
  11 
  Cart 
  61 
  Guard 
  12 
  Faithful 
  62 
  Red 
  12 
  Witness 
  62 
  Nail 
  13 
  Stringy 
  63 
  Bountiful 
  13 
  Kobold 
  63 
  Ship 
  14 
  Thrifty 
  64 
  Blasphemous 
  14 
  Father 
  64 
  Thief 
  15 
  Wizened 
  65 
  Veteran 
  15 
  Dog 
  65 
  Window 
  16 
  Plentiful 
  66 
  Burning 
  16 
  Wall 
  66 
  Barrel 
  17 
  Quiet 
  67 
  Bloody 
  17 
  Mother 
  67 
  Meal 
  18 
  Pompous 
  68 
  Useful 
  18 
  Ship 
  68 
  Story 
  19 
  Turgid 
  69 
  Cantankerous 
  19 
  Cobbler 
  69 
  Roof 
  20 
  Fresh 
  70 
  Blue 
  20 
  Countess 
  70 
  Bucket 
  21 
  Flaming 
  71 
  Melting 
  21 
  Hearth 
  71 
  Mule 
  22 
  Disgruntled 
  72 
  Boozy 
  22 
  Dagger 
  72 
  Brewer 
  23 
  Severed 
  73 
  Copper 
  23 
  Hammer 
  73 
  Oaf 
  24 
  White 
  74 
  Platinum 
  24 
  Imp 
  74 
  Dragon 
  25 
  Slimy 
  75 
  Stalwart 
  25 
  Quill 
  75 
  Knife 
  26 
  Reliable 
  76 
  Crumbling 
  26 
  Scribe 
  76 
  Castle 
  27 
  Chromatic 
  77 
  Twin 
  27 
  Leg 
  77 
  Pantaloons 
  28 
  Lame 
  78 
  Metallic 
  28 
  Brother 
  78 
  Horse 
  29 
  Confident 
  79 
  Boastful 
  29 
  Kitchen 
  79 
  Beast 
  30 
  Thirsty 
  80 
  Flippant 
  30 
  Commoner 
  80 
  Wizard 
  31 
  Deaf 
  81 
  Frozen 
  31 
  Goblin 
  81 
  Dirge 
  32 
  Sinewy 
  82 
  Golden 
  32 
  Warrior 
  82 
  Cat 
  33 
  Ignorant 
  83 
  Opulent 
  33 
  Pole 
  83 
  Mage 
  34 
  Meaty 
  84 
  Lusty 
  34 
  Wagon 
  84 
  Sister 
  35 
  Clumsy 
  85 
  Rude 
  35 
  Monk 
  85 
  Sword 
  36 
  Silver 
  86 
  Beautiful 
  36 
  Yard 
  86 
  Shield 
  37 
  Graceful 
  87 
  Butchered 
  37 
  Cooper 
  87 
  Stable 
  38 
  Hailing 
  88 
  Bound 
  38 
  Boot 
  88 
  Duchess 
  39 
  Pious 
  89 
  Hungry 
  39 
  House 
  89 
  Vampire 
  40 
  Tasty 
  90 
  Young 
  40 
  Mug 
  90 
  Queen 
  41 
  Moist 
  91 
  Yellow 
  41 
  Boat 
  91 
  Troll 
  42 
  Oily 
  92 
  Chaste 
  42 
  Song 
  92 
  Griffon 
  43 
  Miserly 
  93 
  Green 
  43 
  Parchment 
  93 
  Lord 
  44 
  Lean 
  94 
  Black 
  44 
  Halfling 
  94 
  Elf 
  45 
  Dusty 
  95 
  Wet 
  45 
  Chair 
  95 
  Priest 
  46 
  Terrible 
  96 
  Triple 
  46 
  Man 
  96 
  Duke 
  47 
  Sleepy 
  97 
  Sordid 
  47 
  Commons 
  97 
  Dwarf 
  48 
  Cheap 
  98 
  Useless 
  48 
  Mouse 
  98 
  Woman 
  49 
  Blind 
  99 
  Grisly 
  49 
  Plate 
  99 
  Blacksmith 
  50 
  Rotten 
  00 
  Greasy 
  50 
  Faerie 
  00 
  Emperor 
   
   
   
   
   
   
   
   
   
  
  DURNAN’S GUIDE TO TAVERNKEEPING 
  16 
  Roll on this table to determine the quality of the 
  tavern and its associated lifestyle. This gives you an 
  idea of how much the fare (or lodging, if available) 
  might cost a patron: 
  d6 
  Quality 
  Associated Lifestyle 
  1 
  Squalid 
  7 cp 
  2 
  Poor 
  1 sp 
  3 
  Modest 
  5 sp 
  4 
  Comfortable 
  8 sp 
  5 
  Wealthy 
  2 gp 
  6 
  Aristocratic 
  4 gp 
  Roll on this table to determine the appearance of a 
  squalid or poor tavern: 
  d20 
  Appearance 
  1 
  This abandoned warehouse has an earthen floor 
  and only a few planks and barrels as furniture. 
  2 
  A ramshackle fishing shanty with a bar made of 
  waterlogged wood and crates serving as chairs 
  3 
  A small fishing vessel housing a makeshift 
  distillery and a few rickety chairs 
  4 
  Stables with a small table and a few chairs set in 
  each stall. More than one stall still houses a horse. 
  5 
  Warehouse by day; crummy tavern by night. 
  Service frequently interrupted by deliveries. 
  6 
  The floor of this rickety dockside house is held up 
  by moldering beams, barrels, and bricks. 
  7 
  Hidden in the sewers, this bar reeks of excrement 
  and the “ale” tastes even worse. 
  8 
  A priest of Chauntea runs a small brewery from 
  his temple and pours mugs of thin ale to the poor. 
  9 
  A rundown building with disgruntled attendants 
  and a terrible musician cranking out noise. 
  10 
  A shed in a cemetery run by a groundskeeper who 
  refuses to disclose where he gets his booze. 
  11 
  A filthy hovel that smells like it’s owned by 
  someone with entirely too many cats (it is). 
  12 
  A third-floor apartment with weak floors that the 
  regulars are quite good at falling through. 
  13 
  A dilapidated building owned by a stubborn 
  woman on a street of newer establishments. 
  14 
  A dingy establishment frequented by sailors that 
  aren’t keen on land-lubbers hanging in their bar. 
  15 
  What would be considered a rather nice bar were 
  it not located so close to the city’s dump. 
  16 
  A cramped tavern that reeks of cheap perfume; 
  it’s run by men and women trying to look alluring. 
  17 
  An unkempt dive run by a married couple who 
  literally can’t stop arguing with one another. 
  18 
  Every piece of furniture in this dump looks to have 
  been broken in a bar fight at one point. 
  19 
  A building on the edges of town run by a woman 
  who’s willing to barter for booze. 
  20 
  A bar run by children who live in an adjoining 
  orphanage. 
  Roll on this table to determine the appearance of a 
  modest or comfortable tavern: 
  d20 
  Appearance 
  1 
  A relatively nice place with fine wooden furniture, 
  but unfortunately rude employees. 
  2 
  A large pontoon boat complete with raucous 
  musicians, a few games of chance, and good ale. 
  3 
  A spartan establishment catering to soldiers and 
  off-duty watch guards; lots of weapons and flags. 
  4 
  This mediocre tavern is mediocre in every way; its 
  food, drink, décor, and staff are all run-of-the-mill. 
  5 
  A favorite of merchants, this brightly painted, 
  two-story building is located in the trade district. 
  6 
  This three-story building is decorated with colorful 
  banners and run by clerics of the goddess of joy. 
  7 
  A quiet, somber place made of grey stone 
  frequented by visitors to the cemetery next door. 
  8 
  A tavern set in the upper reaches of a tree with an 
  inappropriate amount of polished wood. 
  9 
  An exotic, one-room tavern with gauzy curtains 
  and stuffed pillows instead of chairs; spicy food. 
  10 
  A warm, well-loved feasting hall decorated in the 
  trappings of the owner’s homeland. 
  11 
  This comfortable tea-house has entirely too much 
  lace and no shortage of well-behaved cats. 
  12 
  This bar serves cheap and tasty fare, but unknown 
  to the City Watch, it becomes a casino at night. 
  13 
  This brewery serves simple fare but has a wide 
  selection of ale and mead brewed in-house. 
  14 
  This tavern is arranged to resemble a ship’s 
  deck—complete with wheel, mast, and gunwales. 
  15 
  The walls are covered with humorous caricatures 
  of regular patrons drawn by a famous artist. 
  16 
  The interior of this otherwise run-down building is 
  well-maintained and furnished, and the fare good. 
  17 
  Patrons of this tavern can spend 5 sp and stay the 
  night in one of six comfy, well-appointed rooms. 
  18 
  Exotic, perfumed smoke hangs heavy in the air—
  likely an attempt to mask the bland tasteless food. 
  19 
  The fare in this comfortably furnished tavern is a 
  bit expensive but is entirely homemade.  
  20 
  The furnishings here look expensive, but closer 
  inspection reveals them to be cheap knockoffs. 
   
  
  DURNAN’S GUIDE TO TAVERNKEEPING 
  17 
  Roll on this table to determine the appearance of a 
  wealthy or aristocratic tavern: 
  d20 
  Appearance 
  1 
  This tavern is six stories tall, with plush and 
  comfortable furniture. The air smells of perfume. 
  2 
  The heads of a thousand different creatures have 
  been stuffed and mounted on the walls in here. 
  3 
  The exotic food and drink found here is served by 
  beautiful men and women from distant lands. 
  4 
  This large, opulent ship takes its patrons on a 
  decadent, week-long tour of the Sea of Swords. 
  5 
  This inn rests in the upper boughs of a large tree 
  whose wood is coaxed into graceful shapes. 
  6 
  This tavern is in a magically cooled underground 
  chamber with walls covered with glittering ice. 
  7 
  This series of extravagant crypts are connected by 
  tunnels; the food is to die for. 
  8 
  The city’s finest performers all come here to relax 
  and perform for each other’s benefit. 
  9 
  This five-table tavern operates out of the barrel 
  room of a large, well-regarded brewery. 
  10 
  The city’s elite rub elbows here over meals cooked 
  by Nexalan chefs from far-away Maztica. 
  11 
  Getting to this drinking hall nestled in the roots of 
  Yggdrasil involves an invitation and a planar gate. 
  12 
  This tavern is absolutely beautiful with vast 
  expanses of glass, marble, and polished wood. 
  13 
  The lighting in this bar is low and the padded 
  furniture mutes all but the loudest conversations. 
  14 
  An immense spherical tank containing all manners 
  of fish sits among small, cozy, candle-lit tables. 
  15 
  Dining here occurs on low tables of polished bone 
  while sitting on overstuffed velvet pillows. 
  16 
  The location and appearance of this tavern varies 
  as the owners move it from place to place. 
  17 
  The tables here are made of strange, purple 
  wood. Unbeknownst to many, it’s run by a hag. 
  18 
  This expensive tavern features a number of 
  casino-style games and the patrons drink for free. 
  19 
  This tavern is set on the roof of an expensive 
  apartment building. Residents and guests, only! 
  20 
  For a hefty price, up to six people can ride this 
  large carriage (featuring a bar) around the city. 
  The following tables allows you to generate a 
  notable feature of the tavern—something that sets it 
  apart (in either a good or bad way) from others in 
  the area: 
  Roll on this table first to determine which aspect of 
  the tavern is unique: 
  d10 
  Type 
  1-2 
  Locale 
  3-4 
  Employees 
  5-6 
  Food and Drink 
  7-8 
  Décor 
  9-10 
  Supernatural 
  Something about the tavern’s locale is important or 
  notable. The tavern is… 
  d20 
  Feature 
  1 
  Near a smelly portion of the town's sewers 
  2 
  Deep in gang territory 
  3 
  On land worshipped by druids 
  4 
  The hideout of a vigilante group 
  5 
  Frequently closed for repairs 
  6 
  Owned by pirates 
  7 
  Used by the government for a secret purpose 
  8 
  Built by a long-forgotten culture or race 
  9 
  Closed once per tenday for reasons unknown 
  10 
  Site of a famous disaster 
  11 
  Open to the elements in some areas 
  12 
  Frequently redesigned by the owner 
  13 
  Only accessible via tunnels or walkways 
  14 
  Used as part of a smuggling ring 
  15 
  Connected to a dungeon 
  16 
  Accessible only by invitation 
  17 
  Frequented by spies 
  18 
  Prone to shifting between planes 
  19 
  Almost as old as the city itself 
  20 
  Cursed 
  One of the employees is unusual. The employee is… 
  d20 
  Feature 
  1 
  A tremendously famous musician 
  2 
  A member of a prominent noble family 
  3 
  A member of a powerful criminal organization 
  4 
  Always inviting the City Watch to drink for free 
  5 
  Always giving left-over food to the poor 
  6 
  Master to a group of urchin thieves 
  7 
  A terrible cook 
  8 
  A veteran of a recent war 
  9 
  Prone to swear in excess 
  10 
  Eccentrically rude to the customers 
  11 
  A priest from an adjoining temple 
  12 
  One of the best singers in town 
  13 
  Indebted to a rich noble seeking to buy the tavern 
  14 
  Fearful of the City Watch whenever they visit 
  15 
  Related to the famous previous owner 
  16 
  Known for disliking members of a certain race 
  17 
  Secretly a spy for a competing tavern 
  18 
  A simulacrum of the real employee 
  
  DURNAN’S GUIDE TO TAVERNKEEPING 
  18 
  19 
  Always asking patrons to watch their language 
  20 
  Outraged by anything even slightly divisive 
  The tavern’s fare is unique. It features… 
  d20 
  Feature 
  1 
  A wide selection of exotic pipe tobacco 
  2 
  Dinosaurs meat from the jungles of Chult 
  3 
  Salty wine poured from a gilded conch 
  4 
  Dishes native to another plane of existence 
  5 
  A menu prominently featuring "aged" fish 
  6 
  Casks of terrifyingly strong Orcish spirits 
  7 
  Wine from the deep city of Menzoberranzan  
  8 
  Criminally expensive fare 
  9 
  Bland food sold for unreasonably high prices 
  10 
  Irresponsibly cheap fare 
  11 
  Watered down wine 
  12 
  An expansive wine cellar 
  13 
  A rothé steak that is to die for 
  14 
  Battered porcelain depicting ancient evil symbols  
  15 
  A local favorite dish cooked in an unusual way 
  16 
  Home brewed beer, wine, or spirits 
  17 
  A bottle of blood-red wine labeled "SvZ" 
  18 
  Local fare exclusively 
  19 
  Ale brewed and blessed by a local priest 
  20 
  An "original" dish also claimed by a competitor 
  The tavern’s décor is unusual. The tavern features… 
  d20 
  Feature 
  1 
  An antique weapon mounted on the wall 
  2 
  A gaping hole in the roof or floor 
  3 
  A blood-stained floor 
  4 
  Flags from far-away lands 
  5 
  A mysterious trapdoor in the floor 
  6 
  An amazingly scenic view of the city 
  7 
  A dismally terrible view of the city 
  8 
  The most uncomfortable chairs ever experienced 
  9 
  Creaky floor-boards 
  10 
  Stained glass windows depicting mythical events 
  11 
  A selection of game sets (dragonchess, cards, etc.) 
  12 
  A sign reading: "No Boots, No Tunic, No Service" 
  13 
  Glass flatware with gold and mithral filigree 
  14 
  Air choked with lamp and pipe smoke 
  15 
  Trophies from a war fought long ago 
  16 
  A letter from the mayor thanking the owner 
  17 
  A bar made of a living tree 
  18 
  Furniture and fixtures made entirely of stone 
  19 
  A petrified halfling bearing a sign reading "Oops" 
  20 
  A pit filled with small, dangerous creatures 
   
  The tavern has a supernatural trait, such as… 
  d20 
  Feature 
  1 
  A plaque honoring a terrible event in history 
  2 
  Candles shedding ghostly pale white light 
  3 
  A secret cult that meets every other tenday 
  4 
  A skeletal cat skulking about the place 
  5 
  A fireplace lit with rainbow-colored flames 
  6 
  An undead servitor 
  7 
  A foul-mouthed, fiendish parrot 
  8 
  Inexplicable lights floating in an unused room 
  9 
  The sealed entrance to temple of an evil deity 
  10 
  A child that "sees" despite having no eyes 
  11 
  A jar containing a hand that occasionally twitches 
  12 
  The ghostly crew of a long-lost ship 
  13 
  An expansive library of occult tomes 
  14 
  A fist-sized stone that glows with sickly light 
  15 
  A bottle labeled "Demon Ichor; Don't Drink" 
  16 
  The ghost of a long-dead drunkard 
  17 
  Haunting music with no discernable source 
  18 
  Walls covered in mold and mildew 
  19 
  The stuffed and mounted head of a monster 
  20 
  The restless spirit of the victim of a brutal murder 
   
  Faerûn has a rich body of dramatic works, some of which 
  have endured for thousands of years. The following plays and 
  musicals remain popular across the continent: 
   
  “Bellagar the Black Dragon” 
  “Death of a Guildsman” 
  “King Helcantur the Doomed” 
  “Waiting for Gobbos” 
  “Rorold the Lusty” 
  “The Taming of the Grue” 
  “Five Fallen Thrones” 
  “Arcana and the Man” 
  “Aballar the Mighty” 
  “A Chariot Named Doom” 
   “Seven Swords Snarlclash” 
  “Elminster and Mordenkainen” 
  “Harl the Serpent” 
  “Rakshasas” 
   
  
  DURNAN’S GUIDE TO TAVERNKEEPING 
  19 
  Singers, dancers, jugglers, players—all of these and 
  more find a willing audience within the cheerful 
  walls of your local tavern. Roll on the following table 
  to determine who’s playing tonight.  
  d10 
  Act 
  1 
  A band of roving halfling players who perform the 
  great tragedies at record speed with the help of 
  an amazing props trunk. 
  2 
  A group of tabaxi tumblers who wow the crowds 
  with feats of extraordinary agility, balance, and 
  flexibility. 
  3 
  A foul-mouthed bard who sings bawdy songs. 
  4 
  An elf poet accompanied by a small faerie dragon 
  who recites sonnets about the Days of Thunder. 
  5 
  A blind dwarven skald who sings haunting ballads 
  while plinking at an old dulcimer. 
  6 
  A fat, witty jester who insults the crowd while 
  juggling knives and firebrands. 
  7 
  A joyous minstrel singing merry tunes without 
  accompaniment about everyday life and love. 
  8 
  A group of half-orc mimes delighting the crowd 
  with their clever and comedic routines. 
  9 
  A group of dusky-haired barbarians, performing 
  traditional folk dances. 
  10 
  A young and bright-eye storyteller, regaling the 
  tavern with modern tales of bravery. 
   
  Taverns are noisy places and the patrons often sing popular 
  tunes. The following songs may be heard in taverns across 
  Faerûn: 
   
  “It's a long way to Nyanzaru” 
  “All I need is a Friend and a Jug” 
  “Cherlrigo's Darkness” 
  “Crying To My Harp” 
  “Ga Nomes” 
  “Good Coin for my Beer” 
  “If Wishes were Griffins then Paupers would Fly” 
  “I'm Quite the Red-Roof Girl” 
  “Jonstan the Rover” 
  “Lay of the Purple Dragons” 
  “Pass me the Rosy Bowl” 
  “Saga of the Dragon Queller” 
  “Seven Satraps” 
  “Starfall Pool” 
  “Ten Nights of Drinking” 
  “The Cormyte's Boast” 
  “The Knights of Dragon Down” 
  “The Warlock King” 
  “Three Merry Sorcerers” 
  “Upsen Downs” 
  What’s on the menu? Roll a d20 three times to 
  determine what dishes comprise your menu today. 
  d20 
  Dish 
  1 
  Pot Pie 
  2 
  Poutine 
  3 
  Fish and Chips 
  4 
  Plaited Black Bread 
  5 
  Meatballs 
  6 
  Goulash 
  7 
  Fish Pie 
  8 
  Scotch Eggs 
  9 
  Dumpling Soup 
  10 
  Roasted Vegetables 
  11 
  Waffles 
  12 
  Chocolate Cake 
  13 
  Chips 
  14 
  Baked Potatoes 
  15 
  Fried Onion 
  16 
  Flatbread 
  17 
  Garlic Fries 
  18 
  Corned Beef and Cabbage 
  19 
  Kebabs 
  20 
  Porridge 
   
   
  
  DURNAN’S GUIDE TO TAVERNKEEPING 
  20 
  On any given night, your characters might share the 
  taproom with all manner of interesting folk. Roll on 
  the following tables to determine who’s on the rail 
  with them.  
  Aristocratic establishments cater to the richest 
  patrons and often offer posh private dining rooms 
  and the best of sleeping accommodations. Imported 
  spirits, fine dining, and discretion are all to be 
  expected.    
  d6 
  Patron 
  1 
  Lilbona Arven (CN female half-elf spy) strikes up a 
  conversation with anyone nearby, asking about 
  their lives and enquiring about the quality of the 
  rooms in the inn. She’s secretly looking for marks 
  whose rooms her partner Milicetta can rob while 
  she distracts them.  
  2 
  Milicetta (CN female human master thief – see 
  Volo’s Guide to Monsters) quietly sits in the corner 
  observing the room. She watches for patrons who 
  are especially inebriated and then tries to lift their 
  purses and room keys.  
  3 
  Iraj (N male human noble) is a wealthy Calishite 
  textile merchant on a business trip to lock down 
  several trade deals. He has a weakness for a good 
  pipe and is friendly to the well-traveled, with whom 
  he gladly swaps tales of the road. 
  4 
  Tong Gao (LN male hobgoblin iron shadow – see 
  Volo’s Guide to Monsters) quietly drinks tea while 
  studying an unfamiliar game board from Kara Tur 
  and considering strategies. He sees board games as 
  practice for the art of war and enjoys deep 
  philosophical discussions about the nature of 
  violence.  
  5 
  Ailia Aefiir (LG female elf knight) is an agent of the 
  Masked Lords (or another appropriate agency in 
  your campaign). She knows that one of the patrons 
  is an assassin and is trying to figure out who it is. 
  Adventurers are known to be trouble and are at the 
  top of her suspect list.  
  6 
  Bacco the Knife (CE male gnome assassin) has been 
  sent by one of the group’s enemies to murder them 
  for a past slight. He poses as a flamboyant hat 
  salesman to get close to his marks. 
  These establishments attract rich and respected 
  patrons: business owners, guild artisans, mages, and 
  veteran adventurers. The premises aren’t quite 
  plush enough to draw in the aristocracy, but you’re 
  almost guaranteed to receive good fare and custom. 
  d6 
  Patron 
  1 
  Grumbar Backcracker (CN male half-orc veteran) 
  was a local athlete of some renown until an injury 
  ended his career. He’s still saving up to pay for the 
  magical healing to correct that injury and spends 
  most of his time retelling his glory days. Grumbar 
  tracks any important people who pass through 
  town, as he considers anyone with any semblance 
  of celebrity “his people”. 
  2 
  Ahvian Aloro (NG male elf commoner) is a friendly 
  gemologist with short white hair and ever-present 
  pince-nez. He can identify specific gemstones on 
  sight and is well versed on their arcane uses. Ahvian 
  is easy to engage in conversation and always willing 
  to share his knowledge with adventurers. He speaks 
  Terran fluently and has more than a passing 
  knowledge of the elemental plane of earth.  
  3 
  Melech Mayhem (CN male tiefling transmuter – see 
  Volo’s Guide to Monsters) uses magic to hide his 
  fiendish appearance behind a different identity 
  each night. Even so, he can’t resist the temptation 
  to drop details he learned in previous conversations 
  when he was in a different form. 
  4 
  Kylet Wyrmbreeder (NE male human cult fanatic) is 
  secretly a former member of the Cult of the 
  Dragon. He hides his disappointment over his cult’s 
  failures well, but after several drinks may share 
  something of his vast knowledge of dragons. He’s 
  fascinated by any dragonborn characters. 
  5 
  Elwyn Nightblossom (CG gender neutral elf mage) 
  wears rigid leather armor that hinders them from 
  utilizing their magic. Having retired after a terrible 
  arcane accident, Elwyn drinks to forget their past. 
  Elwyn often rambles on about former adventures, 
  but the regulars usually dismiss the stories as 
  fanciful.  
  6 
  Stumble Treekeeper (NG female gnome bard – see 
  Volo’s Guide to Monsters) is an informant for the 
  Harpers who performs in taverns across the land. 
  Her rumors lure adventurers into aiding the 
  Harpers’ causes without them being aware of their 
  involvement.  
   
   
  
  DURNAN’S GUIDE TO TAVERNKEEPING 
  21 
  Something about these establishments puts them a 
  cut above the norm: a plush saloon bar, perhaps, or a 
  regular line-up of talented entertains.  
  d6 
  Patron 
  1 
  Orsik Torevir (CN male dwarf war priest - see Volo’s 
  Guide to Monsters) is a solitary adventurer and the 
  sole survivor of his adventuring party. He’s a 
  mainstay of the bar, but typically refuses to talk to 
  others, keeping the horrors he’s seen to himself. 
  2 
  Sariel Yaeldrin (N female half-elf diviner - see Volo’s 
  Guide to Monsters) is a friendly soothsayer with long 
  hair and green eyes. For the price of a drink she’ll 
  use her magic to tell the fortunes of those that are 
  interested. 
  3 
  Kantali Germain (NG female human bard - see Volo’s 
  Guide to Monsters) is a force of personality among 
  the patrons, always ready with a witty retort or 
  complement. Her sonnets often leave her listeners 
  with tears in their eyes due to the beauty of her 
  words.  
  4 
  Tessa Rigland (NE female half-elf spy) is a mid-level 
  agent of the Zhentarim who keeps tabs on visiting 
  adventurers and feeds the information back to the 
  “family”. She appears underaged but is older than 
  she looks.  
  5 
  Marge Scrivener (LN female human commoner) is a 
  stern older woman who abhors drinking except for 
  religious purposes. She’ll prattle on about the 
  dangers of intoxication and is especially likely to 
  accost dwarves. 
  6 
  Tamik Toothbreaker (N male half-orc gladiator) is 
  charismatic former pit fighter who nowadays makes 
  his coin though nonmagical sleight of hand and 
  prestidigitation. He can usually be found performing 
  card tricks at the end of the bar. 
  A broad variety of establishments fit this band: from 
  your average roadside waystation to your middling 
  city public house.  
  d6 
  Patron 
  1 
  Khaelgel (LG male dwarf veteran) is drinking with 
  his mining brothers Snalgid and Sigfrid in 
  celebration of a successful find. They struck a silver 
  vein in a nearby mine and have decided to spend a 
  little of their anticipated fortune before getting 
  down to work.  
  2 
  Vaxarif (CG male elf illusionist – Volo’s Guide to 
  Monsters) works a few minor illusions to entertain 
  the crowd. He isn’t being paid but accepts tips and 
  might drop a few rumors about a nearby dungeon 
  or ruin in return. For a 10 gp fee, Vaxarif allows 
  spellcasters to copy from his traveling spellbook if 
  they’re capable of doing so. His book has the spells 
  listed in his stat block.  
  3 
  Wincleff Jango (NG male human commoner) sits in 
  a shadowed corner reading a book by candlelight. 
  This old man isn’t looking for company but is easily 
  won over if bought a drink or two. Jango has lived 
  in the area all his life and knows all the locals, 
  rumors, and locations that the characters might be 
  looking for. Even if he doesn’t know, he has an 
  idea where to look.  
  4 
  Cintrucia Bentboot (CN female half-orc thug) has 
  had a few too many ales and is looking for 
  something to punch. Anyone that looks her way 
  strikes her as a good face to start with.  
  5 
  Dripping Rain (CG female tabaxi tribal warrior) 
  takes an interest in one of the character’s fashion 
  and begins asking questions about their manner of 
  dress. She’s particularly enamored with handling 
  ribbons or fringes.  
  6 
  Samelu de’Sain (NE male human cult fanatic) is a 
  worshipper of Talona. He’s here to meet a seller of 
  rare poisons, but when they don’t show he 
  mistakes one of the characters for them. 
  These establishments are somewhat sub-par: 
  perhaps the owners are struggling financially and 
  can’t afford the best fare, or they’re situated on the 
  wrong side of town. Whatever the reason, they have 
  one benefit – they’re cheap!  
  d6 
  Patron 
  1 
  Gideon Burkethorn (CG male human berserker) is a 
  burly laborer who celebrates the end of each 
  workday with several ales. He never stays past 10 
  bells and has never missed a day of work because of 
  his revelry.  
  2 
  Flynn Belai (N male human swashbuckler - see 
  Volo’s Guide to Monsters) is a retired sailor with a 
  wooden peg in place of his right foot, a hook fixed to 
  the stump of his right hand, and an eyepatch over 
  his mangled right eye. The regulars call him “lefty”, 
  much to his chagrin.  
  3 
  Stout Grumbleforge (NG male dwarf veteran) is a 
  former adventurer suffering from mange. His 
  knowledge of stonework is rivaled only by his anger 
  when someone confuses him for a burly gnome. 
  
  DURNAN’S GUIDE TO TAVERNKEEPING 
  22 
  4 
  Pip Mallowweed (CG female halfling veteran) is a 
  young, melancholy, former adventurer who drinks to 
  forget the time and party members he lost in 
  Barovia. He’d rather pay to sleep on the taproom 
  room than leave at night when fog has rolled in. 
  5 
  De’lia Llowellyn (NG female drow scout) is a striking 
  beautiful drow who claims to be horribly scarred, so 
  she can live among the common folk without being 
  judged. Bandages cover her face and hands.  
  6 
  Belorin Underbough (CG male halfling commoner) is 
  a tallish halfling whose clothes are often covered in 
  flour and honey. He is a baker whose specialty is 
  honey cakes. The recipe is a family secret from his 
  cousins in the Hillsfar area of the Moonsea.  
  These wretched establishments offer little 
  accommodation beyond the floor of the common 
  room, if they even allow that. The beer is thin, and 
  the spirits can be used to strip paint. Food, if 
  available at all, is the cheapest possible.  
  d6 
  Patron 
  1 
  Engelbart Dewbelly (CN male halfling 
  commoner) borrowed from a local criminal to 
  bet on a horse race and lost big. He needs 50 
  gp by tomorrow, but only has a few pennies 
  to his name and is drinking himself into a 
  stupor to avoid thinking about his dangerous 
  situation.   
  2 
  Ozgerid Shadowcloak (CE female tiefling spy) 
  offers to sell the characters a packet of 
  powdered silkroot for 10 gp. She’s also 
  interested in marketable secrets and pays up 
  5 gp for any rumor she believes to be both 
  useful and truthful.  
  3 
  Patrido (CN male human bandit) offers to buy 
  a character an ale. The ale is spiked with 
  narcotics: if the character drinks any of it they 
  must succeed on a DC 10 Constitution saving 
  throw or become poisoned for one hour. If 
  the character becomes sick, Patrido helps 
  them outside, where he tries to rob them.  
  4 
  Tharkisa Pirani (LE female wererat) sits by the 
  hearth nibbling on a heel of bread and a piece 
  of cheese. She isn’t looking for trouble but is 
  hungry for blood and looking for her next 
  opportunity to feed.  
  5 
  Tibal Ragesworn (CG male human berserker) 
  drunkenly sings to a wolf curled up at his feet. 
  To him, every drink is vintage and every day a 
  celebration. Sing along or risk angering him!  
  6 
  Watch Sergeant Urania (LG female human 
  veteran) is off duty and looking to relax. If the 
  characters are wanted for any crimes, she 
  ducks out as soon as it’s convenient and 
  brings back six guards to arrest them. 
   
   
   
  
  DURNAN’S GUIDE TO TAVERNKEEPING 
  23 
  You never know what will happen each night at the 
  tavern. Below are just a few possibilities to spice up 
  your game.  
  d20 
  Event 
  1 
  An intoxicated patron knocks over a lantern and 
  sets the bar on fire.  
  2 
  A mysterious new patron enters the tavern. Roll on 
  the appropriate Tavern Patrons table.  
  3 
  A patron appears to pass out and fall to the floor 
  but is soon revealed to be dead! They’ve been 
  poisoned!  
  4 
  An amorous patron looking for companionship flirts 
  with everyone in the tavern. Perhaps they have an 
  ulterior motive? 
  5 
  The bartender is overcharging for drinks and only 
  delivering half of the change patrons deserve when 
  they settle their tabs.  
  6 
  An intoxicated patron tries to climb into the rafters 
  to pull down the stuffed bear head mounted high 
  above the hearth.  
  7 
  A storm brews up outside and high winds drive a 
  tree branch through one of the windows.  
  8 
  A patron enters wearing a horse costume. There is 
  no obvious reason why they should dress like this.  
  9 
  A family with six unruly children enters the 
  establishment to order food. The children run 
  rampant and make a nuisance of themselves.  
  10 
  A patron enters looking to start up a game of 
  chance. They carry a pair of weighted dice and plan 
  to cheat.  
  11 
  A beggar beseeches the patrons to buy them food 
  and drink. The tavernkeeper drives them out if a 
  character doesn’t volunteer to pay for their dinner.  
  12 
  A local investigator dressed as a common patron 
  pokes around the tavern. There are rumors that 
  the tavernkeeper is up to something illegal and the 
  Watch is taking its duty seriously.   
  13 
  A pack of stray dogs runs through the tavern, 
  jumping over tables, dashing between patrons’ 
  legs, and stealing food before running out through 
  the kitchen.  
  14 
  One of the patrons starts reading aloud from a 
  tome that they purchased from a wandering 
  bookseller. If no one intervenes, they accidentally 
  summon a spined devil, which doesn’t take kindly 
  to the rude interruption.  
  15 
  A wealthy-looking patron offers to buy a round of 
  drinks for the entire tavern. They try to skip out on 
  the bill a few minutes later.  
  16 
  A young couple gets into an argument over one of 
  their children and a potato. The argument doesn’t 
  seem to make sense, but the couple is clearly 
  incensed with each other.  
  17 
  Something’s wrong with the pub fare. Anyone who 
  eats it must succeed on a DC 12 Constitution saving 
  throw or become poisoned until the end of their 
  next long rest.  
  18 
  An intoxicated patron steps in a spittoon and 
  careens around the room in a panic.    
  19 
  A violent storm breaks out and torrential rains 
  pound the yard outside. After a few hours, water 
  begins rising and threatens to flood the tavern. 
  20 
  A bar fight breaks out over a perceived slight. Roll 
  for Initiative!  
   
   
  
  DURNAN’S GUIDE TO TAVERNKEEPING 
  24 
  The Laughing Goblin lies in the ramshackle town of Phlan on 
  the northern coast of Faerûn’s Moonsea. It’s been a mainstay 
  of the town for centuries and has seen its fair share of 
  owners and staff (including the famed adventurer Ren o’ the 
  Blade). It’s famed for its cabbage soup: a hearty stew that 
  adventurers traditionally eat before trekking into the 
  northern wildlands in search of treasure and glory. When the 
  green dragon Vorgansharax recently seized control of the 
  town, the feisty human Imizael allowed the great factions of 
  Faerûn to utilize her tavern as a base of operations to 
  overthrow the Cult of the Dragon.  
   
  A common room dominates the ground floor, with a half-
  dozen smaller, private rooms upstairs. The large window at 
  the front of the inn was destroyed during the sacking of 
  Phlan and replaced by three smaller windows. A small plaque 
  honoring the previous owner, “Markoth Hasselpond”, is 
  bolted to the wall beneath the center window.  
   
  The Laughing Goblin was introduced in the novel “Pool of 
  Radiance” by James Ward and Jane Cooper Hong (1987). 
  It’s universally acknowledged that adventurers like 
  to unwind in taverns between exploits. It’s little 
  wonder, then, that those needing the services of an 
  adventuring party generally seek them out at the 
  local bar.   
   The following table allows the DM to quickly find a 
  hook for a new adventure set in or around the 
  tavern. Each hook has two parts; the patron and the 
  mission. The patron is responsible for explaining the 
  mission to the party. In most cases, the patron 
  approaches the party directly with the proposal, but 
  sometimes they act via an agent. The mission is the 
  goal of the adventure. Achieving the mission usually 
  means receiving a reward from the patron. 
   Roll percentile dice on the following table to find 
  your next adventure hook: 
   
  d100 
  Result 
  01-02 
  A brooding pirate wants a rival assassinated. 
  The target is staying in one of the rooms 
  tonight.  
  03-04 
  The prickly emissary of a foreign noble wants 
  documents stolen from a visiting cleric. 
  05-06 
  An agreeable sage wants to sponsor a team of 
  adventurers in an upcoming tournament to be 
  held tonight in the tavern. 
  07-08 
  A gracious merchant needs her nephew 
  escorted to a nearby town. Unfortunately, he 
  gets blind drunk and is kidnapped while using 
  the privies.   
  09-10 
  A cold-hearted explorer wants to prevent 
  delivery of supplies from reaching a competing 
  explorer who is staying in the inn.  
  11-12 
  A shrewd priest wants a sacred artifact guarded 
  while he performs an important ritual in his 
  room. 
  13-14 
  A nervous ambassador needs someone to 
  retrieve the signet ring of a deceased colleague 
  from her robbers. 
  15-16 
  A befuddled political zealot wants the local 
  lending library destroyed. 
  17-18 
  A proud nobleman needs someone to rescue 
  his firbolg majordomo from a group of over-
  enthusiastic monster hunters. 
  19-20 
  A tranquil mystic wants a group to explore the 
  tavern’s cellars as she believes they were built 
  atop a place of great power. 
  21-22 
  A whimsical wizard wants someone to kill a 
  silver dragon who recently insulted her. She 
  believes it’s masquerading in the form of the 
  barmaid.  
  23-24 
  A proud guildmaster needs someone to destroy 
  the tavern, as it’s been trading without paying 
  guild fees. 
  25-26 
  A mischievous prince wants someone to 
  retrieve a relic he needs to be coronated. He 
  believes it’s now carried by a merchant in the 
  tavern.  
  27-28 
  A loathsome steward requires someone to ask 
  around and gauge the sentiment toward the 
  ruling family. Any dissenters must be punished! 
  29-30 
  An obnoxious crime boss needs someone to 
  prevent his overzealous daughter from 
  assassinating a visiting crime boss. 
  31-32 
  A gregarious monk needs someone to prove to 
  the innocence of his protégé, who is being 
  escorted to trial.   
  33-34 
  A prickly moneylender needs someone to help 
  her escape from her creditors.  
  35-36 
  An aggressive warrior needs someone to 
  ambush his stolen airship as it passes a nearby 
  spire.  
  37-38 
  A demanding magistrate needs someone to 
  intercept a valuable stolen medallion before it 
  crosses hands in the tavern. 
  39-40 
  An eccentric exchequer needs someone to 
  vanquish a vengeful spirit that is haunting a 
  family heirloom. 
  41-42 
  A foolhardy alchemist needs someone to 
  deliver the ransom for her stolen alchemical 
  tomes to some quarrelsome thugs.  
  43-44 
  An illustrious coroner needs someone to 
  prevent a nefarious necromantic ritual from 
  taking place tonight in the tavern.  
  45-46 
  A renowned musical group needs someone to 
  protect a magic flute from a notorious thief 
  who has pledged to steal it. 
  
  DURNAN’S GUIDE TO TAVERNKEEPING 
  25 
  47-48 
  A delusional lord requires someone to steal a 
  magical folio from the knapsack of a fierce 
  sorcerer and substitute it for a fake one.  
  49-50 
  A reckless alchemist wants someone to steal 
  the map of a mine from a group of miners, so 
  she can locate a magical lodestone. 
  51-52 
  A celestial princess wants help fulfilling a divine 
  prophecy which is due to play out tonight in 
  the tavern.  
  53-54 
  A capricious artificer wants help taking revenge 
  against the rival who murdered his colleague 
  and stole his finest invention. 
  55-56 
  A spiteful witch wants someone to spy on the 
  coven that recently expelled her from its 
  membership. 
  57-58 
  A rude bard wants assistance in exposing the 
  criminal behavior of the local poet laureate. 
  59-60 
  A desperate half-orc wants someone to remove 
  the curse afflicting his family by destroying his 
  adversary. 
  61-62 
  A melancholic clown wants someone to pull up 
  the tavern’s floorboards and retrieve the 
  talisman that will restore his family’s fortune. 
  63-64 
  A repentant fiend wants someone to kill a 
  travelling warlock and thereby free a fey village 
  caught under her spell.  
  65-66 
  A panicked poet reveals that the tavern has 
  slipped between worlds. Another visitor knows 
  how to send it home, but their price for doing 
  so is high. 
  67-68 
  A character’s reflection whispers to them, 
  revealing that it’s trapped within the mirror 
  and can only be freed via a fey ritual. 
  69-70 
  A jealous pastry chef needs somebody to 
  sabotage the work of his rivals in an upcoming 
  cookery contest. 
  71-72 
  An impatient sleuth needs someone to help 
  him fit a boot to the other patrons so he can 
  identify a bank robber.  
  73-74 
  A whimsical artist has realized that whatever 
  she paints tends to come true. She needs help 
  escaping a greedy baron’s men.  
  75-76 
  A cruel hag bursts into the tavern with her 
  scarecrows and threatens to eat one patron 
  per hour until her escaped pixie servant is 
  returned to her. 
  77-78 
  A wearisome magister needs someone to 
  gather evidence that a travelling heiress is 
  secretly an imposter. 
  79-80 
  A diplomatic elf warlock believes that the 
  tavern is an illusion masking the infernal bank 
  vault where her soul is imprisoned. 
  81-82 
  A sickly caravaner wants someone to finish his 
  delivery, but is unaware that his cargo contains 
  hidden armaments for local rebels.   
  83-84 
  A scheming dwarf scholar wants someone to 
  take his place in a quiz to draw out an assassin 
  who’s marked him for death. 
  85-86 
  A wanted gnome inventor needs volunteers to 
  help test his latest contraption before the City 
  Watch catches him. 
  87-88 
  A careless merchant wants to sponsor fighters 
  for a secret barefist boxing match taking place 
  tonight in the tavern’s cellar. 
  89-90 
  A prudish scholar of the arcane arts wants 
  someone to persuade her runaway students to 
  return to her class. 
  91-92 
  A venomous solicitor wants someone to 
  manufacture a case against her previous client, 
  who is staying overnight in the tavern. 
  93-94 
  A lisping gnome wants volunteers to 
  investigate a painting hanging in the tavern 
  which he believes is a portal to the feywild. 
  95-96 
  A grumpy brewer wants someone to find out 
  the secret ingredient to the tavern’s ale.  
  97-98 
  A chess piece reveals itself to be a knight 
  transformed into a figurine by the cruel 
  mistress who owns the set. 
  99-00 
  A plain-speaking half-orc bounty hunter wants 
  assistants to investigate a murder in the alley 
  outside.  
   
   
  
  DURNAN’S GUIDE TO TAVERNKEEPING 
  26 
   
  
  DURNAN’S GUIDE TO TAVERNKEEPING 
  27 
  A tavern brawl is an explosive way to start an 
  adventure: giving players an opportunity to roll 
  some dice and show off what their characters are 
  made of in combat.  
   The “Instant Tavern Brawl Generator” is a useful 
  tool cooking up a bar fight on their fly. To make the 
  fight suitably chaotic, delve into the “Tavern Brawl 
  Complications” table below during play.  
  A bar fight is a chaotic scene where just about 
  anything can happen. At the end of each character’s 
  turn, roll on this chart to add additional 
  complications to the fight.  
  d20 
  Complication  
  1 
  A thrown tankard collides with your head. Succeed 
  on a DC 10 Constitution saving throw or be stunned 
  until the end of your next turn.  
  2 
  You slip in someone else’s fluids. Succeed on a DC 
  10 Dexterity saving throw or fall prone.  
  3 
  Believing you’re in the right, a helpful patron aids 
  your first attack next round.  
  4 
  Someone throws a tankard of high proof spirits into 
  the hearth. Anyone within 10 feet of the hearth 
  must make a DC 10 Dexterity saving throw, taking 3 
  (1d6) fire damage on a failed save, and half as 
  much fire damage on a miss.  
  5 
  Someone smashes a lantern over your head. You 
  take 2 (1d4) bludgeoning damage and must 
  succeed in a DC 13 Dexterity saving throw or catch 
  fire. While aflame, you take 5 (2d4) fire damage at 
  the start of each of your turns until you or another 
  creature uses an action to extinguish the flames.  
  6 
  A large bowl of hot stew flips into the crowd. You 
  must succeed on a DC 10 Constitution saving throw 
  or be blinded until the end of your next turn.  
  7 
  The tavern dog is startled by the fighting and lashes 
  out at you in fear. Melee Weapon Attack: +3 to hit, 
  reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing 
  damage. 
  8 
  A table gets shoved into you from behind. You 
  must succeed on a DC 10 Strength saving throw or 
  be knocked prone.  
  9 
  One of the brawlers is a bard and randomly 
  chooses to give you bardic inspiration (1d6) as they 
  sing a fighting song from the barbarian northlands.  
  10 
  One of the patrons is impressed with your fighting 
  style and offers to buy you a drink if you survive 
  the fight.  
  11 
  Friendly fire is always a danger. Your nearest ally 
  must succeed on a DC 10 Wisdom saving throw or 
  mistake you for an enemy on their next turn.  
  12 
  Splinters of broken glass shower you. You must 
  succeed on a DC 10 Dexterity saving throw or take 
  2 (1d4) piercing damage.  
  13 
  A tray of food lands at your feet making your 
  footing dangerous. Your enemies have advantage 
  to attack you until you move.  
  14 
  Someone throws water in the hearth and plunges 
  the room into darkness.  
  15 
  A wizard tries to end the fight by casting a web 
  spell over the combatants (DC 12 Dexterity saving 
  throw to avoid). 
  16 
  The tavern cat takes a liking to you and flies at one 
  of your foes with claws out. Make your next attack 
  against that foe with advantage. 
  17 
  Broken furniture litters the floor, creating difficult 
  terrain in a 5 ft. radius around you. 
  18 
  Your nearest foe passes out from drunkenness.  
  19 
  A potion bottle clatters to the floor nearby. If you 
  drink it immediately, roll a d6. On a 1-2, you are 
  healed 2d4+2 hit points; on a 3-4, you belch out a 
  15-ft cone of cold, dealing 3 (1d6) cold damage to 
  all creatures in the area who fail a DC 12 
  Constitution saving throw; on a 5-6, you take 7 
  (2d4+2) poison damage. If you not consumed 
  immediately, someone accidentally steps on the 
  potion and destroys it.  
  20 
  Someone tries to throw you out of a window. You 
  must succeed on a DC 15 Dexterity saving throw or 
  be knocked prone outside the tavern! 
   
  The Shady Dragon is one of the original D&D taverns; catering 
  to its own Adventurer’s Guild and providing a playground for 
  storytelling and the acquisition of new companions. It’s 
  particularly known for welcoming all races, classes, and levels 
  of expertise. This diverse crowd has led to many adventures 
  without ever travelling beyond its tavern yard.  
   
  Opened by the halfling fighter Sam Smallsole in an 
  unspecified world, the tavern hires down-on-their-luck 
  adventurers looking to earn a little coin, or just hoping to 
  settle down and retire. Currently in Sam’s employee are two 
  human barmaids Gwynne Cutpurse and Ariadne 
  Beornsdottir, a clerical cook Friar Fergus, and the elf ostler 
  Lachlan the Warrior, who is both a ranger and wizard.  
   
  The Shady Dragon Inn first featured in AC1: The Shady 
  Dragon Inn and was developed further in an article by Carl 
  Smith in a 1983 issue of the Polyhedron Newszine. 
   
  
  DURNAN’S GUIDE TO TAVERNKEEPING 
  28 
   
   
  “Ah, the tavern knows. You’ve fallen into a fair few in 
  your time, I’ll wager, probably been thrown out of a 
  few more too. So maybe you’ve heard it. Not after your 
  first ale, which does little more than wet the whistle, 
  nor after the second, which stokes the coals in your 
  belly. No, you’ll feel it after the glorious third or 
  fourth. It watches you through the cracked glass 
  behind the bar, sniffs at you through the pipe smoke, 
  touches you with its songs. The tavern knows. And if 
  you give into it, you’ll know it too.” 
  - Durnan, Proprietor of the Yawning Portal    
  Bring the feel of a tavern to your own gaming table 
  with customized background music, tavern food, and 
  fun games you can play with your friends using dice!  
  All tavernkeepers should be familiar with the 
  following common terms: 
   Ante. An initial wager made by each player. 
   Box. A cup used for throwing dice. The thrower 
  places their dice in the cup, covers and shakes it for a 
  few moments, then slams it down on the gaming 
  table, lifting it to reveal the dice. 
   Throw. To roll the dice. 
   Thrower. The player currently rolling the dice. 
   Mark. A neutral roll that wins nothing but allows 
  the player to continue to roll. 
   Nick. A winning roll. 
   Out. A losing roll. 
   Pot. The total amount of money wagered by all 
  players in the game. This money is often stored in an 
  actual pot. 
   Sharper. A professional cheat. 
  Cheating at dice is as old as dice itself. Some 
  disreputable characters have contrived to establish a 
  livelihood by cheating, and a comfortable one too.  
   All tavernkeepers should be familiar with the 
  following common methods of cheating: 
   Mismarked dice. These dice are marked with 
  multiple numbers. For example, two faces might be 
  marked with sixes. This is a dangerous method of 
  cheating as the mismarked dice can be easily 
  detected by inspection. However, a clever vagabond 
  will be able to use sleight-of-hand and a regular set 
  of dice to avoid problems.  
   Shaved dice. One common practice amongst the 
  dishonest is to shave one face so that the die is no 
  longer a perfect cube. The shaved face and its 
  opposite will show more often.  
   Topping. A method of cheating using a dice box. 
  The thrower pretends to put both dice in the box but 
  in fact palms one of them. When the box is slammed 
  on the table, the palmed dice is also released with 
  the desired face up  
   Weighted dice. Dice may be weighted by drilling 
  out one of the pips and filling it with quicksilver, 
  then covering it with pitch. The opposite face will 
  then tend to show more often.  
  This simple game is shunned by serious gamblers 
  but is popular amongst casual players all over the 
  North. Players take turns throwing three dice. The 
  first player to throw three-of-a-kind (called a 
  "chimera") wins the game and takes the pot. If the 
  total number of pips shown is 15 or greater, or 6 or 
  fewer, this is called "iron tails". In a common 
  variation, throwing iron tails also wins the game. 
  This may be the most widespread dice game in 
  Waterdeep, and perhaps all the world so far as I 
  know. It’s a favorite amongst casual gamers but is 
  played by some serious gamblers in the City of 
  Splendors.  
   The game is played with five dice, and the purpose 
  is to create as many matching faces as possible. On 
  your turn, throw all five dice. You are permitted two 
  rethrows, which allow (but don’t oblige) you to 
  reroll any of your dice. 
   After each player has had their turn, the player 
  with the best roll wins, according to the following 
  table: 
   Dragon Flight    Five of a kind 
   Hydra  
      Four of a kind 
   Rampage  
      Pair + Three of a kind 
   Chimera  
      Three of a kind 
   Ettin Heads      Two pair 
   Bugbears  
      One pair 
   Goblin Toes      No matches 
  As can be seen, each of the combinations has its own 
  name. By tradition, observers will call out the name 
  of the combination as it happens. There is typically 
  much excitement when someone throws a "Dragon 
  Flight". 
  
  DURNAN’S GUIDE TO TAVERNKEEPING 
  29 
  This simple game is very popular amongst 
  goblinoids, possibly because it’s the only game they 
  can understand. It’s also common amongst the 
  lowest ranks in Waterdeep, such as rogues, ruffians 
  and ragamuffins. 
   Play begins with everyone placing a coin in the 
  pot. On your turn throw all four dice. If you throw a 
  single pair (e.g. 4-4-2-6), the cry is "Bugbears!", and 
  you must put an additional coin in the pot. If you 
  throw two pairs (e.g. 2-2-4-4) the cry is "Ettin 
  Heads!", and you take the pot. 
  This game was once very widespread in Waterdeep 
  but has dropped off in recent years. It’s still played 
  in some of the upper-class taverns. 
   You get one turn in the game and can make as 
  many throws as you wish. For each throw, you may 
  roll up to five dice. The results are scored as follows:  
   1,2 or 3 is a "point" and is worth one point.  
   4 or 5 is a "mark" and is worth no points.  
   6 is a “strike”. 
  You may then throw again as many times as you 
  wish, or you may pass. Keep a running total of all 
  strikes and points scored. If you get three strikes, 
  you’re out of the game. If you pass, your turn is over. 
   The game continues until every player has had a 
  turn, at which point the highest point total wins the 
  pot. 
  This is far and away the most popular dice game 
  amongst serious gamblers. It involves two players 
  however any number of people can place wagers on 
  a game. Three dice are used.  
   
   On your turn you throw the dice. If the pips total 
  15 or more, or they total 6 or less, this is called "iron 
  tails", and you win. If you do not throw iron tails, the 
  number you threw is your target number, known as 
  a "nick". 
   Your opponent then throws the dice. If they throw 
  iron tails, they win, otherwise the number thrown is 
  their nick. At this point, spectators often place 
  wagers. 
   You then alternate throws. If you throw your nick 
  or 11, you win the pot. If you throw your opponents’ 
  nick or 3, your opponent wins the pot. Play 
  continues until someone wins.  
  This game is played all over the world. It requires 
  three dice, with the object being to throw a high total 
  below sixteen. At the start of each round, every 
  player puts the ante into a pot.  
   On your turn, throw all three dice. You are 
  permitted two rethrows, which allow (but don’t 
  oblige) you to reroll any of your dice. If at any point 
  during your turn your dice total sixteen or more, you 
  are out of that round.  
   After everyone has their turn, the winner is the 
  player with the highest total, who then claims the 
  contents of the pot. In the case of a tie, the pot is 
  split. 
  This game is also called “Blackstaff’s Apprentice” in 
  Waterdeep. It requires six dice, with the object being 
  to throw the lowest total.  
   On your turn, throw all six dice. If any dice pairs 
  total 7, remove them from the game. You are 
  permitted two rethrows, which allow (but don’t 
  oblige) you to reroll your remaining dice, once more 
  removing any dice pairs that total 7. Once you finish, 
  your score is the sum of your remaining dice. 
   After everyone has their turn, the winner is the 
  player with the lowest score, who then claims the 
  contents of the pot.  
  This is an obscure but interesting game. The conceit 
  of the game is a group of wizards fighting a magic 
  battle. It uses the very rare 20-sided dice and 
  requires at least three players.  
   Each player commences with three coins of an 
  agreed value - no coins are yet placed in the pot. All 
  players then take a turn and the game continues 
  until only one player is left.  
   On your turn, select an opponent who is the 
  "target" of your roll. The die result determines the 
  outcome: 
   
  Even number (except 20) - Target must put 
  a coin in the pot 
   
  Odd number (except 1) - Target must give a 
  coin to you 
   
  1 - Everyone must put a coin in the pot 
   
  20 – You take a coin from the pot 
  You are out when you have no more coins left. The 
  last player remaining wins the pot. 
   
  
  DURNAN’S GUIDE TO TAVERNKEEPING 
  30 
  The clatter of dice across wooden tabletops is a 
  familiar sound to any who frequent taverns. While 
  uproarious cheers surround many a game of chance, 
  the astute patron will note some crowds wait with 
  bated breath as they observe “Deathtrap”; a dice 
  game of skill and thrill. If you dare to play, don’t be 
  alarmed if those seated across from you bear twisted 
  scars and half-healed wounds; “Deathtrap” attracts 
  sailors, retired adventurers, and all who crave a little 
  danger. In truth, the game is most dangerous for 
  those who can’t help but bet away their coppers. 
   “Deathtrap” combines miniature Bocce with the 
  surprise of Battleship. Players compete to “explore 
  dangerous lands” by flicking polyhedral dice onto a 
  map. The dice represent different members of their 
  adventuring party, and just like adventurers, each 
  die has its own uses and talents; for example, a light 
  d4 can be easily repositioned when hit by another 
  die, or a round d20 rolls the most smoothly.  
   Setup. A sample map and set of traps are included 
  here to get you started. You’ll need two copies of the 
  map – one for the players and one for the Dungeon 
  Master. Before the game, the Dungeon Master should 
  place traps on their version of the map, hidden from 
  the players. Traps can’t be placed on prize-winning 
  squares. 
   It’s easy to create your own Deathtrap map! 
  Simply create any map with zones assigned positive 
  or negative point totals. Likewise, any RPG map can 
  be a Deathtrap map if areas are assigned points. 
   Play. All players start with a full set of seven 
  polyhedral dice (d4, d6, d8, 2d10, d12, d20). Roll 
  initiative to determine the play order. 
   On your turn, flick any one of your dice onto the 
  map, starting at least one inch off the edge. Try to 
  land on a scoring zone or knock another player’s 
  dice off the board or into traps.  
   If your die lands on a hidden trap, the Dungeon 
  Master reveals the trap and places it on the map. 
   When all the dice have been rolled, players add up 
  their scores based on where their dice are located. 
  Each die that ends off the map completely 
  subtracts 10 points from a player’s total. 
   
  If your own character is proficient in “Gaming Set: Dice”, you 
  can use one of these actions once per game: 
   Nudge one of your dice into an adjacent square. 
   Re-roll one of the dice you’ve played.  
   
  
  DURNAN’S GUIDE TO TAVERNKEEPING 
  31 
  A duel of Knucklebones requires strategy, skill, and a 
  lot of luck. Two players first carefully select a 
  diverse “party of adventurers” – a mixed set of seven 
  polyhedral dice – before battling until one side 
  suffers the dreaded “TPK”.  
   Setup. Both players receive a Knucklebones 
  handout containing the table of effects. After 
  familiarizing themselves with the handout, players 
  select a d4, d6, d8, 2d10, d12, and d20 from their 
  collection of dice. Players are encouraged to choose 
  dice with a variety of colors and patterns. 
   Players should space themselves approximately 
  four feet apart while preparing their dice for battle. 
  Sitting on either end of a long table works nicely; the 
  floor is great too. Once spaced, both players line up 
  their dice in a neat row in front of them. 
   Play. Roll initiative to determine play order and 
  return d20s to their rows. 
   On your turn, select one of your dice and roll it 
  toward your opponent’s dice with the goal of 
  knocking back one or more of their dice. 
   Any knocked back dice are removed from play. 
   Whoever is closest to the thrown die announces 
  the result. Both players consult the Knucklebones 
  handout and the thrower applies the effect.  
   Players take turns attacking until one player has 
  no active dice remaining. The player with 
  remaining dice wins! 
  1 Womp womp. Remove one of your dice from play. 
  2 Immediately roll again with this die. 
  3 Your opponent must roll their next die with eyes closed. 
  4  Remove your opponent’s d4 from play. 
  5  Close your eyes. If you can remember the top-facing 
  number on one of your opponent’s dice, you can remove it 
  from play. 
  6  Remove your opponent’s d6 from play. 
  7  Add one multi-colored die back in play. 
  8  Remove your opponent’s d8 from play. 
  9  The first player to shout one of the ALIGNMENTS can 
  immediately take a turn. No alignments can be repeated in a 
  game until all alignments have been stated. 
  10 Remove one of your opponent’s d10s from play. 
  11 Choose one of your dice to return to play. 
  12 Remove your opponent’s d12 from play. 
  13 Choose a pattern (e.g. speckled, solid, duo-tone, etc.). 
  Remove all dice of that pattern from play. 
  14 Choose a color. Remove all dice of that color from play. 
  15 The first player to shout COUNTERSPELL can remove one 
  of their opponent’s dice from play. 
  16 The first player to grab this die can move it back to their 
  edge of the playing space and add it to their line-up. 
  17 Choose a pattern (e.g. speckled, solid, duo-tone, etc.). Add 
  all dice of that pattern back into play. 
  18 The last player to shout TRAP removes all their dice but 
  one from play. 
  19 Choose a color. Add all dice of that color back into play. 
  20 The first person to shout CRIT adds all their lost dice back 
  in play. 
   
  A solid tavern playlist helps you establish a jovial, 
  bustling atmosphere. This tracklist is a combination 
  of classical works, traditional folk tunes, and modern 
  offerings that capture the spirit of a fantasy tavern.  
   
  “Black Wolf’s Inn” - Derek & Brandon Fietcher 
  “Folias Criollas” - Jordi Savall 
  “Another Round!” - Tyler Cunningham 
  “Shady Grove” - Among The Oak & Ash 
  “The Black Velvet Band” - The Dubliners 
  “Attar” - Nick Castro 
  “Elan” - Rolf Løvland 
  “Under a Violet Moon” - Blackmore’s Night 
  “Greensleeves” - John Johnson & Anthony Rooley 
  “Hal An Tow” - The Changing Room 
  “Suck My Flute” - Omnia 
  “Federkleid” - Faun 
  “Pagan” - The Moon & The Nightspirit 
  “Galway Girl” - The Kilkennys 
  “Wild Mountain Thyme” - Ed Gerhard 
  “Witch of the Westmoreland” - The Selkie Girls 
  “The Gates of Istanbul” - Loreena McKennitt 
   
  Recommended Spotify Playlists: 
  Lute Music for Alchemists 
  Folk-Inspired Classical Music 
  Essence of the Renaissance 
  Irish Folk: Jigs & Reels 
  For longer, instrumental-only compilations, search 
  “tavern ambience” on YouTube.
   
  
  DURNAN’S GUIDE TO TAVERNKEEPING 
  32 
  On the continent of Ansalon in the world of Krynn there 
  existed a copse of Vallenwood trees within the village of 
  Solace. The Inn of the Last Home, like the other buildings in 
  the village, was built among the strong limbs of these 
  majestic, protective trees.  
   
  The Inn of the Last Home had many owners over the years, 
  but few were as beloved as Otik. A talented cook and 
  brewmaster in his own right, Otik was known for recruiting 
  the famous adventuress Tika Waylan (later Tika Majere). The 
  Last Home’s popularity soared under his careful direction and 
  visitors from across Ansalon came to sample Otik’s delicious 
  spiced potatoes. Sadly, the events of the War of the Lance 
  saw the Vallenwood grove razed and the Inn came to rest on 
  the ground for the first time in centuries. 
   
  After the War ended, Otik planted a Vallenwood sapling 
  with the dream of one day returning the Last Home to its 
  strong boughs. As he grew old, he accepted a purchase offer 
  from Caramon Majere and his wife Tika. Together these 
  Heroes of the Lance ran the Last Home for several decades 
  and eventually turned it over to their children after the War 
  of Souls. As Otik dreamed, the inn now rests once more 
  among the boughs of a tree.  
   
  The Inn of the Last Home first featured in DL1: Dragons of 
  Despair by Tracy Hickman and was developed further in the 
  Dragonlance Chronicles novels by Margaret Weiss and Tracy 
  Hickman.   
  Pub food is a classic culinary experience that 
  permeates every culture in the world. Bring the 
  atmosphere of a fantasy tavern to your real-life 
  table! Some of these recipes are adapted from 
  MedievalCookery.com; check out that site for more 
  recipes to include in your game.  
  Goulash is a deceptively simple dish that hails from 
  Damara. Even the pompous nobility who rule the 
  Cold Lands flock to this rustic soup. Damaran 
  goulash has made its way around the realms, and 
  many cultures put their own spin on it (some of the 
  stranger cultures put pasta noodles in it, but native 
  Damarans sneer at this unnecessary addition).  
  Ingredients 
  2-3 lbs. / 907-1361g beef, cut into cubes  
  2 medium onions, diced 
  2 medium carrots, diced 
  8 cups / 1892ml water 
  1 cup / 237ml red wine (approx.) 
  2 cups beef stock 
  ½ cup / 133g tomato paste 
  1 Tbsp. parsley  
  1 tsp. sage  
  1 tsp. paprika 
  1/2 tsp. cloves  
  1 tsp. salt  
  pinch saffron  
  Method 
  Put the beef into a large pot along with water to 
  cover. Bring to a boil, reduce heat, and simmer for 30 
  minutes. Skim off and discard any scum that forms 
  on the surface.  Add spices, diced carrots, and diced 
  onions and let simmer for 15 minutes. Add tomato 
  paste, red wine, and beef stock. Stir well and simmer 
  for another 2 hours, or until the beef is tender. Serve 
  with a dollop of sour cream for a traditional 
  Damaran bite. 
  Few things satisfy drunken cravings better than pie! 
  A perfectly buttery crust is the star of this dish. For 
  vegetarians, the absence of meat in this dish makes it 
  no less hearty. The best part? It can be served hot or 
  cold and is delicious either way. 
  Ingredients 
  For the filling: 
  10 parsnips (approx.)  
  1/4 cup / 113g figs, finely chopped  
  1/4 cup / 113g raisins  
  1/2 tsp. fine spice powder  
  For the pie crust: 
  1 ½ cups / 354g flour  
  4 Tbsp. butter  
  2 egg yolks  
  1/2 tsp. salt  
  pinch saffron  
  about 3/8 cup / 89 ml water  
  To make the crust vegan: 
  2 cups / 272g flour 
  1 1/2 tablespoons sugar 
  1/2 teaspoon salt 
  1/2 cup 2 Tbsp. / 110g vegan margarine 
  2 Tbsp. vegetable oil 
  3 Tbsp. water (cold) 
  Method for the pie crust 
  Mix flour, salt, and saffron together in a large bowl. 
  Cut or rub the butter and eggs into the flour mixture 
  until it forms fine crumbs. Add water a little at a time 
  until it just sticks together - too much water will 
  make the dough too soft and sticky. Cover with a 
  towel and allow to rest for 30 minutes. Roll out on a 
  well-floured surface. 
  
  DURNAN’S GUIDE TO TAVERNKEEPING 
  33 
  Method for the filling 
  Peel parsnips and cut into long pieces, discarding 
  any woody center parts. Place in boiling water and 
  cook until just tender. Drain and place into a pie 
  crust. Add figs, raisins, and sprinkle with spice 
  powder. Cover with top crust and bake at 350°F 
  until done. Serve hot or cold. 
  This tasty tavern fare also happens to resemble a 
  creature that adventurers may encounter in the 
  sewers or alleys. Unlike actual gazers, these spiced 
  meatballs are not aberrations. Swimming in a light 
  milk sauce, these yummy meat bites are super easy 
  to make. 
  Ingredients 
  1 pound / 454g ground beef  
  2 egg yolks  
  1/4 cup / 32g currants  
  1 Tbsp. sugar  
  1/8 tsp. pepper  
  1/4 tsp. paprika  
  1/4 tsp. cloves  
  1/4 tsp. cinnamon  
  1/4 tsp. nutmeg 
  1/4 tsp. salt  
  pinch saffron  
  4 cups / 946ml beef broth (approx.)  
  1/4 cup / 56ml wine (approx.)  
  Sauce 
  2 cups / 473ml almond milk  
  1 Tbsp. rice flour  
  3 Tbsp. sugar  
  1/8 tsp. cinnamon  
  1/8 tsp. nutmeg  
  Method 
  Mix ground beef, egg yolks, currants, sugar, and 
  spices. Form into small balls, about an inch in 
  diameter. Place in boiling broth along with wine and 
  cook until done — about 15 minutes. Remove from 
  broth and place in serving dish. In a separate pan 
  mix almond milk, rice flour, sugar, and nutmeg. 
  Bring to a boil, reduce heat, and simmer over 
  medium heat until thick. Pour just enough sauce 
  over the meatballs to thoroughly coat them and 
  serve. 
  Purportedly a favorite of the legion devils of the Nine 
  Hells, these biscuits aren’t actually flavored with 
  magma or blood. But they could be, if one were so 
  inclined. These biscuits look deceptively normal and 
  deliciously cheesy. The ground phoenix sneaks up on 
  some, though, and is most effectively countered by a 
  rich dark brew (preferably with notes of coffee and 
  chocolate so that the full palette of flavors and 
  aromas can be realized). 
  Ingredients 
   2 1/3 cups / 317g all-purpose flour 
   1 tsp black pepper 
   2 1/2 tbsp ground phoenix (chipotle powder) 
   1 tbsp sugar 
   1 tbsp baking powder 
   1 tsp powdered halfling teeth (cream of tartar) 
   1 tsp salt 
   1/2 cup / 170g greasy milk (unsalted butter) 
   3 cups / 384g grated yellowed milk (sharp 
  cheddar) 
   1 1/4 cup / 295 ml oily milk (buttermilk) 
   1 large cockatrice egg 
   Coarse salt for topping 
  Method 
  Preheat oven to 400°F/204°C. 
  Line baking sheet(s) with parchment paper. 
  Whisk flour pepper, chipotle powder, sugar, baking 
  powder, cream of tartar, and 1 tsp of salt. 
  Add butter and knead the entire mix into dough until 
  it has the appearance of thick sand. Add cheese and 
  fold to incorporate. 
  In another bowl, whisk buttermilk and egg. Add to 
  the dough and stir until just incorporated – do not 
  overmix. 
  Portion out 1/4-cup scoops and place on baking 
  sheet, roughly 2 inches apart. Sprinkle with coarse 
  salt and bake for 10 minutes, then rotate the baking 
  sheet and bake for 10 additional minutes.  
   
  
  DURNAN’S GUIDE TO TAVERNKEEPING 
  34 
  Red as the blood of your foes, it’s said this gnarly 
  brew is sold by the shot at the Yawning Portal tavern 
  to explorers foolhardy enough to delve into 
  Undermountain’s depths. Rumor has it that each 
  dram increases your courage and fuels your 
  adventuring spirit with the energy of two dozen 
  goblins. Surely if these claims were false the 
  Yawning Portal would be shut down. Of course, few 
  enough adventurers return that Durnan doesn’t 
  seem concerned. 
  Ingredients 
   2 parts Mountain Dew 
   1-part cranberry juice 
   1-part orange juice 
  Method 
  1. Combine ingredients and give them a mighty stir 
  or shake! 
  2. Is that all you got? 
  3. You’re not going to last long… 
  4. Serve chilled. 
   
  The Rock of Bral is one of the asteroids of the Tears of 
  Selune, which orbits Toril in the wake of its moon. The Rock 
  serves as a meeting place for people of all origins and types 
  (and to be honest, some creatures that are found here defy 
  such common definitions as “people”). There are several 
  taverns and inns of note that a weary traveler of the 
  phlogiston could visit: 
   
  The Rockrat. One of the dirtiest taverns in Bral, the 
  Rockrat is known for its surprisingly well-tempered ogre 
  bouncer and flat ban on all weapons. Many brutal bare-
  knuckle fistfights take place here, and almost as many 
  shadowy deals are made – and broken – within its walls. 
   
  The Sign of the Black Bull. This upscale tavern has gained a 
  reputation as not only a meeting place for mercenaries and 
  assassins, but also as a place of respect: those who pick fights 
  here aren’t beaten and ejected from the premises, but 
  instead killed and their bodies disposed of. It is widely known 
  that some of the best food in Bral can be had here. 
   
  The Rampant Lion. Visitors are drawn to the doors of this 
  welcoming establishment in the Low City. Conversely, the 
  residents of Bral avoid the place at all costs, as it has a quiet 
  reputation of its visitors going missing. Some say they simply 
  shipped out early, while others whisper that mind flayer slave 
  pits find fresh resources here. Regardless, a dark shadow 
  rests over the business and sometimes the truth is truly 
  stranger than fiction. 
   
  The Rock of Bral first featured in Spelljammer: AD&D 
  Adventures in Space (1989) by Jeff Grubb.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  DURNAN’S GUIDE TO TAVERNKEEPING 
  35 
   
   
  
  DURNAN’S GUIDE TO TAVERNKEEPING 
  36 
  Bards of the College of Revelry employ bawdy folk 
  songs to fill their allies with courage and cheer. As 
  entertainers, they commonly ply their trade in 
  taverns frequented by working folk, where their 
  performances inspire merry dancing and laughter. 
   Other bard colleges sometimes condescend the 
  College of Revelry for its low humor and simple 
  verse. Those who practice its ways know otherwise: 
  their music channels the very soul of the people. 
  When the strings are plucked just so, they can soothe 
  old wounds and sow peace where dissent or 
  uprising would otherwise bloom.  
   Bards from this college rarely gather in a single 
  place to train, preferring to impart knowledge 
  through chance meetings on highways or taverns. 
  Fairgrounds and beer festivals draw them together, 
  but such gatherings are an opportunity to entertain 
  rather than study. Those seeking to join their ranks 
  must go where local folk gather after work, where 
  the ale flows free and the evenings are long and jolly. 
  When you join the College of Revelry at 3rd level, 
  your music and song inspire bravado in your allies, 
  creating an effect akin to a brief bout of reckless 
  drunkenness. 
   When a creature gains a Bardic Inspiration die 
  from you, it can choose to additionally gain the 
  following benefits which remain until the die is lost: 
  the creature can’t be frightened and gains a bonus to 
  melee weapon damage rolls equal to your Charisma 
  modifier (with a minimum bonus of +1). In addition, 
  attack rolls against the creature have advantage. 
  When an attack damages the creature, it can use its 
  reaction to roll the Bardic Inspiration die and reduce 
  the damage taken by the result.  
  Starting at 3rd level, your performances can pacify 
  enemies and bring rivals together in mirth and song. 
   If you perform to a non-hostile audience for at 
  least 1 minute, you can attempt a DC 15 Charisma 
  (Performance) check to magically inspire cheer. On a 
  success, for 1 hour you gain advantage on Charisma 
  (Persuasion or Deception) checks when interacting 
  with members of that audience. In addition, any 
  creature in the audience that attempts a hostile 
  action during that hour must first succeed on a 
  Wisdom saving throw against your spell save DC. On 
  a failure, the creature become indifferent to the 
  creature it was hostile toward. These effects end if 
  you or your companions do anything harmful to the 
  audience.   
   Once you use this feature, you can’t use it again 
  until you finish a short or long rest.      
  At 6th level, certain spells gain new potency when 
  added to your repertoire. When you cast any of the 
  following enchantment spells on a target, you can 
  spend a Bardic Inspiration die to impose 
  disadvantage on the next saving throw that the 
  target makes to resist its effects: calm emotions, 
  charm person, compulsion, enthrall, friends, hypnotic 
  pattern, mass suggestion, otto’s irresistible dance, 
  suggestion, tasha’s hideous laughter. 
  At 14th level, your performances can calm even 
  hostile crowds. As a bonus action, you cast calm 
  emotions, without expending a spell slot, and begin a 
  performance that lasts for 1 minute or until you are 
  incapacitated. During this time, you can cast calm 
  emotions as a bonus action on each of your turns, 
  without expending a spell slot. The spell’s duration 
  lasts for the duration of the performance, even if you 
  lose concentration on it.  
   Once you use this feature, you can’t use it again 
  until you finish a long rest.  
  
  DURNAN’S GUIDE TO TAVERNKEEPING 
  37 
  This is grain, which any fool can eat, but for which the 
  Lord intended a more divine means of consumption. 
  Let us give praise to our maker and glory to his 
  bounty by learning about... BEER. 
  -Friar Tuck, Robin Hood: Prince of Thieves 
  There is divine blessing in the fruits of nature, but 
  nowhere is this most pronounced than through 
  fermentation. Gods whose portfolios include the 
  Brewing domain—including Aegir, Azul, Chauntea, 
  Dionysus, Lliira, Sharess, Sucellus, Vergadain, Wenta, 
  and Yondalla—offer enlightenment through the 
  power of alcohol.  
   Clerics with the brewing domain bring the 
  knowledge of fermentation to the people; offering 
  not only a safe beverage, but enlightenment through 
  intoxication. True followers find joy and courage 
  through drink and hear the words of their deity 
  through consumption of this holy beverage.  
   In some pantheons this domain might be 
  reflavored to include the fermentation of grape, 
  honey, or another sugar source besides grain.  
  Cleric Level 
  Spells 
  1st 
  heroism, purify food and drink 
  3rd 
  augury, suggestion 
  5th 
  create food and water 
  7th 
  confusion, divination 
  9th 
  commune, modify memory 
  At 1st level, you gain proficiency with a set of 
  artisan’s tools (brewer’s or vintner’s supplies) and 
  your choice of Nature or Persuasion.  
  At 1st level, you gain the ability to imbue magic into 
  any liquid, turning it into an alcoholic spirit. At the 
  end of a long rest, you can touch a number of drinks 
  up to your Charisma bonus (minimum 1). A creature 
  can use an action to drink the imbued brew, gaining 
  temporary hit points equal to your level and enough 
  nourishment to sustain the creature for one day. A 
  creature can't gain temporary hit points from this 
  ability again until it has finished a short or long rest.  
  The imbued drinks lose their potency if they have 
  not been consumed when you take your next long 
  rest. 
   
   Once you use this feature, you can’t use it again 
  until you finish a long rest. 
  Starting at 2nd level, you can use your channel 
  divinity to intoxicate your enemies, making them 
  less effective in combat.  
   As an action, you hoist your holy symbol while 
  singing a boisterous song. Each enemy that can see 
  or hear you within 30 feet of you must make a 
  Constitution saving throw. On a failed save, it 
  becomes intoxicated and is poisoned for 1 minute. A 
  poisoned creature may attempt another saving 
  throw at the end of each of its turns to rid itself of 
  the condition.  
  Beginning at 6th level, when you or a creature within 
  30 feet of you takes poison damage, you can use 
  your reaction to grant resistance to poison against 
  that instance of poison damage.  
   In addition, you cannot become intoxicated unless 
  you choose to.  
  Starting at 8th level, you add your Wisdom modifier 
  to the damage you deal with any cleric cantrip. 
  Starting at 17th level, when you use your Liquid 
  Courage, you can imbue an additional effect into the 
  brew you create.  
   Cleansing Brew. The brew cleanses one disease, 
  curse, or condition afflicting a creature that imbibes 
  the brew.  
   Nectar of the Gods. When drinking the imbued 
  brew, a creature attains a state of divine inebriation 
  where all things begin to become clear. The creature 
  may ask a single question that can be answered with 
  a yes or no answer. The creature always receives a 
  correct answer for the question. 
   The divine connection of the brew isn’t always 
  clear however, so the creature might receive an 
  "unclear" response if the question pertains to 
  information beyond its deity's knowledge or if the 
  creature is too drunk to comprehend its logic. There 
  is a 50% chance the player receives an “unclear” 
  answer due to their own misunderstanding.  
   
   
  
  DURNAN’S GUIDE TO TAVERNKEEPING 
  38 
  You’ve spent years working in a tavern: pouring 
  drinks for thirsty patrons, mopping floors, preparing 
  food, or waiting tables. Your rough-and-tumble life 
  has been lit by torchlight and wreathed in pipe 
  smoke, but the experience has shaped you into the 
  person you are now: sharp-tongued, thick-skinned, 
  and worldly wise.   
  Skill Proficiencies: Insight, Intimidation 
  Tool Proficiencies: Brewer’s supplies, one type of 
  gaming set 
  Languages: One of your choice 
  Equipment: A frayed wash rag, an apron, a set of 
  common clothes, a gaming set, brewer’s supplies, 
  and a pouch containing 10 gp.   
  Years in the taproom exposed you to myriad tall 
  stories, urban legends, and gossip. Whenever you 
  visit a new locale, there’s a chance you’ll recall some 
  tidbits of local knowledge. The usefulness of this 
  information could vary from knowing where to find 
  the best barber, to remembering which tombstone 
  Captain Walharrow buried his treasure under.  
   On the DMs discretion, roll a d20 whenever you 
  enter a new location, with higher results gleaning 
  more useful information. If the DM allows it, you can 
  work with your group to determine what the 
  information could be.   
  Most tavern workers have seen the best and worse 
  in people. While they often have blunt natures, they 
  also make great listeners and usually have practical 
  advice to offer for common predicaments.   
  d8 
  Personality Trait 
  1 
  I’m always willing to listen to problems and help if I 
  can.  
  2 
  I love to be the center of attention and keep the 
  party going.  
  3 
  I like it loud and boisterous.  
  4 
  Having tried it all, I’m a connoisseur of spirits and 
  always match a patron with the right drink.  
  5 
  I want to know the world around me, so I love people 
  watching.  
  6 
  I have a sharp, poisonous tongue.  
  7 
  I love hearing stories from faraway places and collect 
  souvenirs from places I hope to someday visit. 
  8 
  I have a dark secret I hide behind a jolly exterior.  
   
  d6 
  Ideal 
  1 
  Sobriety. I’ve climbed back on that wagon, and I’m 
  clinging on for dear life. (Lawful) 
  2 
  Enabling. There’s always room for one more drink. 
  Let me pour it for you. (Chaotic) 
  3 
  Helpful. I’ve heard it all and I like to look out for my 
  patrons by giving helpful advice. (Good) 
  4 
  Greedy. The drunk are easiest to cheat. (Evil) 
  5 
  Joyous. I’m here for the party. (Any) 
  6 
  Searching. My life’s mission is to craft a signature 
  beverage for which I’ll become famous. (Neutral)  
   
  d6 
  Bond 
  1 
  I’m a sucker for a pretty face.  
  2 
  I’m closer to my regulars than my family. 
  3 
  This tavern means the world to me.  
  4 
  I inherited my position at the tavern. It’s a family 
  business.  
  5 
  I am a proud member of the Brotherhood of Booze. I 
  can bond with anyone over a drink.  
  6 
  I like cleaning up after others before settling down 
  for a rest.  
   
  d6 
  Flaw 
  1 
  I believe that all halflings are thieves, bad luck, or 
  both.  
  2 
  I like to butt into other peoples’ conversations.  
  3 
  I’ll do anything for tips.  
  4 
  I love to collect stories and share them, so I’m a 
  terrible gossip.  
  5 
  I collect stray animals which I let live in my tavern.  
  6 
  I love a game of chance and am always trying to get 
  into a game. When gaming, I take risks that I 
  shouldn’t.  
   
   
   
   
   
   
   
   
   
  
  DURNAN’S GUIDE TO TAVERNKEEPING 
  39 
  You’ve spent your life propping up the bar at your 
  local tavern. This beloved drinking hole was your 
  second home, its patrons your extended family. Here 
  you whiled away the hours, putting the world to 
  right in a bar where everybody knew your name.  
  Skill Proficiencies: Insight, Persuasion 
  Tool Proficiencies: One type of gaming set 
  Languages: One of your choice 
  Equipment: Pipe and pipeweed, a tankard engraved 
  with your own name, common clothes, a gaming set, 
  and a pouch containing 5 gp in loose change.   
  Fate tore you from your favorite bar stool, and you 
  emerged blinking into the world outside. Choose a 
  reason for leaving your tavern or roll on the table 
  below.  
  d6 
  Reason for Leaving 
  1 
  Your bar tab became untenable and you were barred 
  until the debt was settled.  
  2 
  You fell out with the locals over a disagreement 
  about sports.  
  3 
  You slept with the proprietor’s spouse.  
  4 
  You made a drunken bet that you’d make yourself 
  rich within the year.   
  5 
  The tavern keeper went bankrupt and the regulars 
  are now gathering coin to buy the premises.   
  6 
  The tavern blew up.   
  You have a knack for avoiding payment for simple 
  amenities. If an item or service is priced at less than 
  1 gp, you can acquire it for free. In addition, you 
  receive free lodging and food at most cheap inns and 
  taverns, allowing you to live a poor or modest 
  lifestyle for free.  
  Tavern regulars are generally friendly souls who are 
  quick to laugh and always ready with a humorous 
  quip or anecdote. Each regular typically has a 
  boorish area of expertise that they’re unqualified to 
  talk about, or a catchphrase they keep repeating.   
  d8 
  Personality Trait 
  1 
  I love nothing more than the company of good 
  friends. 
  2 
  I know dozens of tavern games and am happy to 
  teach them to my friend.  
  3 
  I love to talk late into the night.  
  4 
  I’m friendly and welcoming; willing to invite anyone 
  into the group.  
  5 
  I know a thousand songs and have one for any 
  occasion.  
  6 
  I love pub food and am always eating.  
  7 
  I like to sit quietly and take in the room. 
  8 
  I believe the pub is the height of civilization. Its equal 
  will never be created.  
   
  d6 
  Ideal 
  1 
  Community. We’re all in this together, so let’s hash 
  out our problems over a pint of ale (Good).  
  2 
  Egotism. Everyone knows your name. You make sure 
  of it. (Neutral)  
  3 
  Larceny. The raucous celebration of the common 
  room is the perfect cover for my thievery. (Chaotic) 
  4 
  Exactitude. I always make sure everyone buys a 
  round, we split the bill evenly, and tip the staff. 
  (Lawful) 
  5 
  Dependency. I hate being alone. (Any) 
  6 
  Violence. I like to start barfights. (Evil) 
   
  d6 
  Bond 
  1 
  My two bar buddies know more about me than 
  anyone in this world.  
  2 
  I met someone across a smoky taproom one night 
  and I’ve been searching for them ever since.  
  3 
  I want to share everything I know with others and 
  drink makes me more gregarious.  
  4 
  A meal isn’t a meal unless its shared with others.   
  5 
  I want to meet new people and try new things.  
  6 
  I like to hide in a crowd.  
   
  d6 
  Flaw 
  1 
  I’m always getting into debt.  
  2 
  I’m desperately lonely and latch onto anyone I think 
  might connect with me.  
  3 
  I always drink too much. 
  4 
  I love to argue about politics, literature, or art. I’ll 
  take a side just to argue. 
  5 
  I have blackouts and don’t remember what 
  happened.  
  6 
  The more I drink, the more unpredictable and violent 
  I become.  
   
  
  DURNAN’S GUIDE TO TAVERNKEEPING 
  40 
  Some fairies protect natural places, while others are 
  drawn to hearth and home. Astafottles, more 
  commonly called alewives, revel in the comradery of 
  drinking. Wherever people gather to drown their 
  sorrows, rejoice in life, or just throw back a couple, 
  the party is greatly enhanced when an alewife comes 
  to call.  
   Just barely taller than a whiskey bottle, alewives 
  appear as plump, rosy-cheeked grandmothers 
  bundled in several colorful coats. Their faces are 
  split by an oversized toothy grin that becomes more 
  fearsome when they are angry.  
   Bring the Party. The presence of an alewife 
  enhances drunkenness and the urge to imbibe 
  further. When a tavern attracts an alewife, the spirits 
  flow. By the end of the night, the common room is 
  littered with unconscious, inebriated patrons.  
   Mercurial Mood. While the mood of an alewife is 
  often friendly and bemused, her mood changes with 
  the mood of the tavern she inhabits. If the patrons 
  become melancholy, so does the alewife. A bar fight 
  can turn an alewife into a true danger, using a 
  broken bottle to shiv the brawlers.  
   Spirit of the Stein. An alewife can possess any 
  drinking vessel that has touched alcohol. When 
  inhabiting a stein or cup, the vessel sprouts arms, 
  legs, and a cartoonish face. Alewives often inhabit 
  beer-filled steins to maneuver them into patrons’ 
  hands who have become too drunk to lift another 
  pint.  
   
  Tiny fey, chaotic neutral 
  Armor Class 13 
  Hit Points 22 (4d6+8) 
  Speed 20 ft., climb 20 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   
  3 (-4) 
  16 (+3) 
  14 (+2) 
  10 (+0) 
  8 (-1) 
  19 (+4) 
   
  Skills Insight +1, Perception +1, Stealth +7 
  Senses Passive Perception 11 
  Languages Common, Sylvan 
  Challenge 1/2 (100 xp) 
  Intoxicating Aura. An alewife radiates an intoxicating 
  aura that affects creatures within 30 feet of it. Any 
  creature that enters this area for the first time on its 
  turn or starts its turn inside it must succeed on a DC 14 
  Wisdom saving throw or become charmed by the 
  alewife. A creature that succeeds on the save is 
  immune to the alewife’s aura for 24 hours. Although a 
  charmed target isn’t under the alewife’s control, it is 
  compelled to seek out and drink the nearest alcoholic 
  beverage until the effect ends or it passes out from 
  intoxication. The effect lasts 24 hours or until the 
  alewife is destroyed, is on a different plane of 
  existence than the target, or takes a bonus action to 
  end the effect.  
  Magic Resistance. The alewife has advantage on saving 
  throws against spells and other magical effects. 
  Innate Spellcasting. The alewife’s innate spellcasting 
  ability is Charisma (spell save DC 14). It can innately 
  cast the following spells, requiring only alcoholic spirits 
  as a component: 
  At will: friends, prestidigitation 
  1/day each: charm person, create food and water 
  (creates 30 gallons of ale only), grease, tasha’s 
  hideous laughter, purify food and drink 
  
  DURNAN’S GUIDE TO TAVERNKEEPING 
  41 
  Broken Bottle. Melee Weapon Attack: +5 to hit, reach 5 
  ft., one target. Hit: 5 (1d3 + 3) slashing damage. 
  Possess Stein (1/Day). The alewife magically possesses 
  a stein, cup, or other drinking vessel within 30 feet of 
  it, giving it a semblance of life. The alewife disappears 
  and enters the drinking vessel and the vessel animates. 
  While inhabiting the vessel, the alewife retains its 
  Intelligence, Wisdom, and Charisma scores, as well as 
  its understanding of Sylvan and its traits. It otherwise 
  adopts the statistics of a tiny servant. 
   If the vessel drops to 0 hit points or a protection 
  from evil and good spell is cast on the vessel, the 
  alewife is forced out and appears within 5 feet of its 
  drinking vessel. The alewife can voluntarily leave the 
  vessel. 
  The brass bartender was the invention of a thirsty 
  gnome artisan who was too busy to lead a life 
  outside the workshop. Her construct enforced 
  mandatory revelry to ensure she enjoyed some 
  downtime between tasks, but it lost its temper with 
  dire consequences when she made the mistake of 
  refusing a drink. While the artisan didn’t survive 
  long enough to appreciate her work, her plans live 
  on. Many tinkerers have created variations of the 
  original, but none have managed to remove the flaw 
  that sometimes results in a fiery evening at the bar. 
   A brass bartender looks like a mustachioed brass 
  gnome with monocle and apron. A half dozen 
  functioning beer taps are embedded its chest and its 
  fingers are nozzles capable of dispensing high proof 
  spirits.   
   A Hot Time. When endangered or angered, the 
  brass bartender can spray the highly flammable 
  spirits housed inside it as a line of fire capable of 
  flambéing a customer.   
   Just A Little Possessive. The brass bartender is 
  very concerned about the happiness of its patrons 
  and sometimes takes leaving before closing time 
  very personally. Indeed, the only hint that the 
  construct is about to go berserk is a twitch in its 
  mechanical face before it attempts to beat everyone 
  into unconsciousness until they have had their 
  allotment of mandatory fun. Unconscious patrons 
  are deposited outside the bar at dawn.   
   
  Small construct, unaligned 
  Armor Class 13 
  Hit Points 18 (4d8) 
  Speed 30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   10 (+0) 
  16 (+3) 
  11 (+0) 
  8 (-1) 
  14 (+2) 
  8 (-1) 
   
  Skills Insight +4, Perception +4 
  Damage Immunities poison; bludgeoning, piercing, and 
  slashing from nonmagical attacks that aren’t 
  adamantine 
  Condition Immunities charmed, exhaustion, 
  frightened, paralyzed, petrified, poisoned 
  Senses darkvision 60 ft., passive Perception 14 
  Languages understands one language of its creator but 
  can’t speak 
  Challenge 1 (200 xp) 
  Jealous Mein. Whenever a patron attempts to leave 
  the bar before closing time, roll a d6. On a 6, the brass 
  bartender goes berserk and attempts to attack the 
  patron and anyone else who tries to leave. All other 
  creatures in the bar must succeed on a group DC 14 
  Charisma (Deception or Persuasion) check to convince 
  the brass bartender that they’re happy and not 
  planning to leave. If no leavers are near enough to 
  attack, or every creature is happily drinking, the brass 
  bartender resumes its duties.  
  Magic Resistance. The brass bartender has advantage 
  on saving throws against spells and other magical 
  effects. 
  Multiattack. The brass bartender makes two attacks 
  with its punch.  
  Punch. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 5 (1d4+3) bludgeoning damage. 
  Flaming Spirits (Recharge 6). The brass bartender 
  sprays a 30-foot line of alcohol which it ignites. Each 
  creature in the line must make a DC 13 Dexterity saving 
  throw, taking 14 (4d6) fire damage on a failed save, or 
  half as much fire damage on a successful one. 
   
  
  DURNAN’S GUIDE TO TAVERNKEEPING 
  42 
  Accidents happen. It’s a tragic fact. And when fatal 
  accidents happen in a brewery, the spirit of the 
  deceased is occasionally unable to find rest—forever 
  tormented by the thought of never again being able 
  to enjoy a cold beer. These bitter, resentful spirits 
  are called buzzkills.  
   Resentful of Fun. Buzzkills lurk in the Border 
  Ethereal, in search of parties to ruin and tavern 
  reputations to destroy. Even if not prone to violence, 
  they’re known to knock over drinks, pull out chairs 
  just as someone is about to sit down, or even foment 
  anger and sadness in those under the influence. 
   Grotesquely Un-Fun. Buzzkills bear exaggerated 
  features of the accidents that took their lives. Those 
  who drowned in a fermentor might look bloated and 
  water-logged, while a buzzkill whose life was 
  snuffed out in a cleaning accident might bear terrible 
  chemical burns. However, they’re terribly 
  embarrassed about their appearance, and spend 
  most of their time invisible. Their appearance is a 
  terrible weapon of last resort; revealed only if all 
  other attempts to ruin the fun fail. 
   
  Medium undead, neutral evil 
  Armor Class 15 
  Hit Points 54 (12d8)  
  Speed 0 ft., fly 50 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   
  1 (-5) 
  20 (+5) 
  11 (+0) 
  10 (+0) 
  12 (+1) 
  16 (+3) 
    
  Damage Resistances acid, fire, lightning, thunder; 
  bludgeoning, piercing, and slashing from nonmagical 
  attacks 
  Damage Immunities poison 
  Condition Immunities poisoned 
  Senses darkvision 60 ft., passive Perception 11 
  Languages understands all languages it knew in life, 
  but can’t speak 
  Challenge 4 (1,100 XP) 
  Ethereal Sight. The buzzkill can see 60 feet into the 
  Ethereal Plane when it is on the Material Plane, and 
  vice versa. 
  Incorporeal Movement. The buzzkill can move through 
  other creatures and objects as if they were difficult 
  terrain. It takes 5 (1d10) force damage if it ends its turn 
  inside an object. 
  Multiattack. The buzzkill makes two attacks with its 
  forceful slam.  
  Forceful Slam. Melee Spell Attack: +5 to hit, reach 5 ft., 
  one target. Hit: 10 (3d6) psychic damage. 
  Etherealness. The buzzkill enters the Ethereal Plane 
  from the Material Plane, or vice versa. It is visible on 
  the Material Plane while it is in the Border Ethereal, 
  and vice versa, yet it can't affect or be affected by 
  anything on the other plane. 
  Horrifying Visage. Each living creature within 60 feet 
  of the buzzkill that can see it must succeed on a DC 13 
  Wisdom saving throw or take 21 (6d6) psychic damage. 
  If the save fails by 5 or more, the target also ages 1d4 × 
  10 years. The aging effect can be reversed with 
  a greater restoration spell, but only within 24 hours of 
  it occurring. 
  What a Downer (Recharge 6). One creature that the 
  buzzkill can see within 30 feet of it must succeed on a 
  DC 13 Wisdom saving throw or be magically charmed 
  for 1 minute. An intoxicated creature makes this saving 
  throw with disadvantage. A charmed creature can 
  repeat the saving throw at the end of each of its turns 
  
  DURNAN’S GUIDE TO TAVERNKEEPING 
  43 
  or if it takes damage, ending the effect on itself on a 
  success. 
   A creature charmed in this way is afflicted with an 
  intense emotion of the buzzkill’s choosing: 
   Anger. At the beginning of each of its turns, the 
  creature attacks the creature nearest to it. However, 
  it is filled with primal rage and eschew weapons, 
  attacking with unarmed strikes instead. 
   Despair. At the beginning of each of its turns, the 
  creature must move to the nearest chair, or if none 
  are nearby, lie down on the floor. Once there, it uses 
  its action to mewl with despondent sorrow. 
   Envy. At the beginning of each of its turns, the 
  creature is overcome by jealousy of an item 
  belonging to a random creature it can see. On its 
  turn, the creature must move towards the target of 
  its jealousy using the shortest and most direct route. 
  If the creature ends its movement within 5 feet of 
  the target of its jealousy, it must attempt to take the 
  object from its owner, by force if necessary. 
  Invisibility. The buzzkill magically turns invisible until it 
  attacks or until its concentration ends (as if 
  concentrating on a spell). 
   
  A lifetime only lasts for so long, and musicians strive 
  to collect the tales of hundreds of lifetimes. As such, 
  it’s only expected that the most dedicated 
  entertainers would seek out undeath as a means of 
  perfecting their craft. Coronachs are obsessed, 
  undead entertainers who spend eternity in pursuit 
  of lost and forgotten stories and songs: a hunger that 
  they can never satisfy. 
   Becoming a Coronach. Becoming a coronach 
  involves a lengthy ritual that spans a tenday. During 
  this time, the would-be coronach must continuously 
  play the first song it ever learned. At the end of the 
  ritual, the musician’s heart finally fails and its soul is 
  drawn into its instrument, where it remains forever. 
  Due to the need to eat and drink during the ritual, 
  the would-be coronach usually enlists the aid of 
  others (who are slain afterwards to ensure that the 
  coronach’s first song remain a secret). 
   Eternally Searching. Coronachs must travel from 
  place to place and search ancient ruins and libraries 
  for new stories to tell through their songs. The 
  instrument of a coronach who fails or forgets to do 
  so physically decays until it’s finally destroyed. 
   Eternally Ironic. Only by destroying a coronach’s 
  instrument can it be prevented from reforming. 
  Physical destruction is only temporary as the 
  instrument reforms along with its owner. However, 
  if the instrument is used to play the first song that 
  the coronach ever learned, both it and the coronach 
  explode in a jarring blast of sound. Because of this, 
  
  DURNAN’S GUIDE TO TAVERNKEEPING 
  44 
  coronachs jealously guard their own story—lest it be 
  used to destroy them. 
   Death and Restoration. When a coronach’s body 
  is destroyed, its spirit is drawn into its instrument 
  which fades away into nothingness. Within days, the 
  coronach and its instrument reforms on the stage 
  upon which the coronach played its first song in life. 
   Undead Nature. A coronach doesn't require air, 
  food, drink, or sleep. 
   
  Coronachs are found in every culture that has discovered the 
  magic inherent in music. As such, the instruments that they 
  play are bound to vary. In addition, specific instruments seem 
  to attract certain personalities: 
   Stringed Instruments. Lutes, mandolins, and guitars are 
  usually bound to coronachs who use cunning and coercion 
  to further their goals. 
   Fiddles, Violins, and Flutes. Coronachs that prefer these 
  types of instruments are fleeting and brash. 
   Drums. Stubborn and determined, it’s not a good idea to 
  stand in the way of a creature that beats on an instrument 
  for a living. 
   Bagpipes. Only the cruelest coronachs are malicious 
  enough to use these, and revel in the agony and terror 
  that they provoke. 
  Medium undead, neutral evil 
  Armor Class 17 (natural armor) 
  Hit Points 135 (18d8 + 54)  
  Speed 30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   12 (+1) 
  16 (+3) 
  16 (+3) 
  16 (+3) 
  15 (+2) 
  20 (+5) 
    
  Saving Throws Con +7, Wis +6, Cha +9 
  Skills Arcana +7, Deception +13, History +7, Insight +6, 
  Perception +6, Performance +13, Persuasion +13 
  Damage Resistances cold, lightning, necrotic 
  Damage Immunities poison; bludgeoning, piercing, and 
  slashing from nonmagical attacks 
  Condition Immunities charmed, exhaustion, 
  frightened, paralyzed, poisoned 
  Senses darkvision 60 ft., passive Perception 16 
  Languages All 
  Challenge 11 (7,200 XP) 
  Legendary Resistance (3/day). If the coronach fails a 
  saving throw, it can choose to succeed instead. 
  Magical Instrument. Attacks made with the coronach’s 
  instrument are magical. 
  Rejuvenation. If its instrument hasn’t been destroyed, 
  a destroyed coronach gains a new body and instrument 
  in d10 days, regaining all its hit points and becoming 
  active again. The new body appears on the first stage 
  that the coronach ever played upon in life. 
  Spellcasting. The coronach is an 18th-level spellcaster. 
  Its spellcasting ability is Charisma (spell save 17, +9 to 
  hit with spell attacks). The coronach can cast charm 
  person and disguise self at will and knows the following 
  bard spells (spells marked with an asterisk appear in 
  Xanathar’s Guide to Everything): 
  Cantrips (at-will): friends, prestidigitation, 
  thunderclap*, vicious mockery 
  1st level (4 slots): dissonant whispers, Tasha’s hideous 
  laughter, shield 
  2nd level (3 slots): see invisibility, silence 
  3rd level (3 slots): fear, hypnotic pattern 
  4th level (3 slots): greater invisibility 
  5th level (3 slots): dominate person, synaptic static* 
  6th level (1 slot): Otto’s irresistible dance 
  7th level (1 slot): forcecage 
  8th level (1 slot): feeblemind 
  9th level (1 slot): power word: kill 
  Turn Resistance. The coronach has advantage on 
  saving throws against any effect that turns undead. 
  Instrument Slam. Melee Weapon Attack: +7 to hit, 
  reach 5 ft., one target. Hit: 9 (2d6 + 2) bludgeoning 
  damage. If the target is a creature, it must also succeed 
  on a DC 17 Constitution saving throw or be paralyzed 
  for 1 minute. The target can repeat the saving throw at 
  the end of each of its turns, ending the effect on itself 
  on a success. 
  Jarring Words (3/day). When a creature within 60 feet 
  of the coronach makes an attack roll, ability check, 
  damage roll, or saving throw, the creature rolls a d8 
  and subtracts the result from the number rolled. A 
  creature is immune to this effect if it can’t hear the 
  coronach or if it is immune to being charmed. 
  The coronach can take 3 legendary actions, choosing 
  from the options below. Only one legendary action 
  option can be used at a time and only at the end of 
  another creature's turn. The coronach regains spent 
  legendary actions at the start of its turn. 
  
  DURNAN’S GUIDE TO TAVERNKEEPING 
  45 
   Cantrip. The coronach casts a cantrip. 
   Instrument Slam (Costs 2 Actions). The coronach 
  uses its instrument slam. 
   Shocking Revelation (Costs 2 Actions). The coronach 
  recounts a shockingly personal secret about a 
  creature it can see within 10 feet of it. The creature 
  must succeed on a DC 17 Wisdom saving throw or be 
  charmed by the coronach until the end of the 
  coronach’s next turn. While charmed in this way, the 
  creature is incapacitated and has a speed of 0. The 
  effect ends if the creature takes any damage or if 
  someone else uses an action to shake it out of its 
  stupor. 
   Devastating Dirge (Costs 3 Actions). The coronach 
  plays a deafening tune on its instrument. Each living 
  creature within 20 feet of the coronach must make 
  on a DC 17 Constitution saving throw, taking 21 (6d6) 
  psychic damage on a failed save, or half as much 
  damage on a successful one. The coronach then 
  regains a number of hit points equal to half the 
  damage dealt. 
   
  Not all tavern stories are happy and the phantatox is 
  the perfect example of one such tale. A phantatox is 
  the spirit of a creature who died of alcohol poisoning 
  or was drowned in beer, ale or other spirits. The 
  spirit is drawn to intoxicated humanoids and 
  especially hates those who revel while in such a 
  state.  
   A phantatox appears as the humanoid it was in 
  life, but its edges are blurry as though viewed 
  through smoked glass. Its clothing and hair float 
  about it, as if it were underwater.  
   Deadly Foul Breath. The breath of a phantatox is 
  a deadly cloud of alcoholic vapors that catch in the 
  throat and rapidly fill the victim’s lungs with 
  whatever beverage killed the phantatox.  
   Drunken Rambling. The phantatox is quiet until it 
  is about to attack. When moved to strike, it begins to 
  mumble incomprehensible drunk talk. The words 
  are so disruptive that some spellcasters find it 
  difficult to pronounce the necessary verbal 
  components of their spells in the phantatox’s 
  presence.  
  Medium undead, chaotic evil 
  Armor Class 13 
  Hit Points 40 (9d8) 
  Speed 0 ft., fly 40 ft. (hover) 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   
  6 (-2) 
  17 (+3) 
  10 (+0) 
  17 (+3) 
  15 (+2) 
  16 (+3) 
   
  Skills Perception +5, Stealth +6 
  Damage Resistances acid, fire, lightning, thunder; 
  bludgeoning, piercing, and slashing from nonmagical 
  attacks. 
  Damage Immunities cold, necrotic, poison 
  Condition Immunities charmed, exhaustion, 
  frightened, grappled, paralyzed, petrified, poisoned, 
  prone, restrained 
  Senses darkvision 60 ft., passive Perception 15 
  Languages the languages it knew in life 
  Challenge 5 (1,800 xp) 
  Incorporeal Movement. The phantatox can move 
  through other creatures and objects as if they were 
  difficult terrain. It takes 5 (1d10) force damage if it 
  ends its turn inside an object. 
  Inebriating Touch. Melee Spell Attack: +6 to hit, reach 
  5 ft., one target. Hit: 14 (3d6 + 3) psychic damage and 
  the target’s Intelligence is reduced by 1d4. The target 
  dies if this reduces its Intelligence to 0. Otherwise, the 
  reduction lasts until the target finishes a short or long 
  rest. 
   
   
  
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  46 
  Breath of Spirits (1/Day). The phantatox releases a 
  deep breath of alcoholic vapors. All other creatures 
  within 30 feet of the undead that breathe must make a 
  DC 14 Constitution saving throw. Dwarves gain 
  advantage when attempting this saving throw. On a 
  failure, a creature’s lungs begin to fill with alcohol and 
  they gain one level of exhaustion. The creature must 
  repeat the saving throw at the end of each of its turns, 
  gaining another level of exhaustion on each failed save. 
  A successful saving throw ends the effect and stops the 
  accumulation of exhaustion.  
   Exhaustion levels are removed when the creature 
  completes a short or long rest or benefits from a 
  remove curse spell. The breath has no effect on 
  creatures that are immune to poison or do not 
  breathe.  
  Slurred Speech. If a spellcaster that the phantatox can 
  see begins to cast a spell with verbal spell components, 
  the phantatox attempts to slur the caster’s speech and 
  disrupt the spell. If the target succeeds on a DC 14 
  Constitution saving throw, they are able to force out 
  the words clearly enough for the spell to take effect. If 
  the saving throw fails, the spell is disrupted and the 
  spell slot is wasted.  
  Yeastlings are mischievous creatures that are 
  frequently found in breweries and taverns near large 
  natural areas (parks, forests, etc.). 
   Solitary, But Love to Party. While not malevolent, 
  yeastlings love watching the effects that alcohol has 
  on mortals—even if it means “helping” them enjoy it. 
  Yeastlings aren’t social creatures on their own but 
  can be encountered in groups if the event is large 
  enough and enough people are all mops and brooms. 
   Collectors at Heart. Yeastlings appear as little 
  more than a vaguely humanoid piles of dirt and 
  sticks, but love decorating themselves with baubles 
  stolen from or talked out of drunk people—which 
  they use to adorn their lairs (which are usually near 
  large containers of alcohol). 
  Tiny fey, neutral  
  Armor Class 15 
  Hit Points 28 (8d6 + 8)  
  Speed 40 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   
  6 (-2) 
  16 (+3) 
  13 (+1) 
  8 (-1) 
  14 (+2) 
  16 (+3) 
    
  Skills Perception +4, Persuasion +5, Sleight of Hand +5 
  Damage Immunities poison 
  Condition Immunities poisoned 
  Senses tremorsense 30 ft., passive Perception 14 
  Languages Sylvan 
  Challenge 1/2 (100 XP) 
  Death Burst. When the yeastling dies, it explodes in a 
  burst of intoxicating fumes. Each creature within 10 
  feet of it must make a DC 11 Constitution saving throw, 
  becoming poisoned for 1 minute on a failed save. A 
  poisoned creature can repeat the saving throw on each 
  of its turns, ending the effect on itself on a success. 
  False Appearance. While the yeastling remains 
  motionless, it is indistinguishable from an ordinary pile 
  of dirt and dust. 
  Dagger. Melee or Ranged Weapon Attack: +5 to hit, 
  reach 5 ft. or range 30/120 ft., one target. Hit: 5 (1d4 + 
  2) piercing damage. 
  Intoxicating Sludge (Recharge 6). The yeastling hurls a 
  tiny handful of sludgy, intoxicating goop at a creature 
  within 30 feet who must succeed on a DC 11 
  Constitution saving throw or become poisoned until 
  the end of the yeastling’s next turn. 
   
   
   
   
   
  
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SOURCE: textdata/thevault/Dungeons & Dragons [multi]/DM's Guild/Durnan's Guide to Tavernkeeping/378174-Durnans_Guide_to_Tavernkeeping_-_Print_Friendly.pdf