TEXT:  
   
   
   
  by NAZIR NORTH 
  
   
   
  1 
  Bendolin’s Compendium of Brews and Cuisine 
  By N. North 
   
   
   
  
   
   
  2 
  A valuable resource for Dungeon Masters to draw upon, this book contains a collection of 
  vibrant sample taverns, pubs and inns which can be inserted into your campaign world of 
  your Dungeons & Dragons game. 
   
  Each location features a barkeep and a range interesting patrons with whom your 
  adventurers may interact, some of which will provide quest prompts. Most importantly, each 
  tavern has its own unique food and drink menu. Certain food and drink items have unique 
  effects on those who consume them. 
   
  This book also includes an original ruleset for intoxication, composed of drunkenness levels, 
  drinker’s resilience, hangovers and addiction, as well as a supplementary food and drink 
  table, and finally, a roll table for generating random tavern names. 
   
  This content is intended to be setting neutral. 
    
   
  
   
   
  3 
  Preface 
   
  Bendolin sure knows his aromas and flavors, and 
  he can handle his drink like an ogre! He’s seen 
  more of the world than anyone I’ve met, keeping 
  records of the most important things a dwarf 
  can know - where to get the best grub! 
   
  - Duncan Pynewood, owner of the Finger 
  and Thumb  
   
   
  A journey from the bottom of one mug to the 
  froth of the next. 
   
  Since my retirement from adventuring, at the 
  ripe old age of two hundred and fifty three, I’ve 
  spent my twilight years revisiting some of the 
  finest taverns in the land and discovering a few 
  new ones along the way. 
   
  I’ve roamed from coast to coast, along busy 
  highways and down ill-lit alleys, from bustling 
  metropolises to hidden hamlets. Any inn or 
  tavern where the drinks flow or where the 
  steam rises from the kitchen chimney, has 
  received a knock on their door from me. 
   
  I’ve sampled every dish and brew these eateries 
  can offer, ranging from the hearty and the 
  familiar to the exotic and downright absurd. 
   
  In these pages I have laid out the details of some 
  of my favorite establishments, the food and 
  drink they serve, and some of the colorful 
  characters I met along the way! 
   
  Remember: When in doubt always have one 
  more. unless, of course, that one more is 
  Runner’s Rum!] 
   
  - Bendolin, Worldly Connoisseur 
   
   
  This book contains a selection of 
  taverns, public houses and inns 
  ranging from the fantastic to the 
  mundane. These inspiring locations 
  offer food, drink, accommodation and 
  a litany of intriguing patrons. 
   
  In addition to the locations, there 
  is a suggested intoxication ruleset, 
  a general tavern food and drink menu, 
  and a roll table for a random tavern 
  name. A traveler could expect most 
  things on the general food and drink 
  menu to be available anywhere, 
  whereas the menu items listed under 
  each tavern in chapters one, two, and 
  three are typically specialties of 
  that tavern. 
   
  Although names and suggestions are 
  provided, true to the spirit of D&D, 
  it is recommended that you change and 
  adapt these to fit into the settings 
  you have created in your campaign. 
   
  You should also remember to apply 
  your own discretion and balance as 
  Dungeon Master if some features in 
  this book seem under or over powered 
  within your campaign setting. 
   
  Happy drinking! 
   
  A Tavern, an Inn or a Pub? 
   
  During your campaign there is 
  certainly no harm in using each of 
  these terms interchangeably. All 
  typically offer the same three key 
  elements of food, drink, and 
  lodgings. However, you could apply 
  the general definitions below to help 
  describe the venues in your campaign. 
   
  Tavern: Has a focus on alcoholic 
  beverages. May offer a wide selection 
  of drinks, some local, some imported. 
   
  Tap House (Tavern Variation): Similar 
  to a tavern, although specifically 
  has alcoholic beverages available on 
  draught (on tap) direct from a 
  barrel, rather than from a bottle. 
   
  Inn: Has a focus on food and 
  accommodation. May have many rooms 
  for rent which are well tended to. 
  Will usually serve a hot meal in the 
  evening and a simple breakfast in the 
  morning. 
   
  Public House (or Pub): A general term 
  which can be used to describe any of 
  the above. 
   
   
  
   
   
  4 
  Chapter 1: Lighthearted 
  Lodges 
   
  Listed here are the locations open to 
  all, where the barkeep is not 
  particular about the company they 
  keep, and most entrances are not 
  hidden and can be found without 
  magical means. These are your 
  everyday taverns with their own 
  distinctive local flavor. 
   
  The taverns in this chapter are 
  typically full of locals, travelers, 
  traders and the occasional mysterious 
  figure. 
   
  These places are hubs of information, 
  where tavern staff pick up rumors and 
  stories from home and abroad. They 
  know the locals well, and while they 
  are welcoming of newcomers they keep 
  one keen eye on them.  
   
   
   
  Bendolin enjoying a mug of ale 
  
   
   
  5 
  The Bottleneck 
   
  The Bottleneck is a narrow pub which 
  had been squeezed into a space 
  between two older buildings in what 
  used to be an alleyway. After 
  entering the building the visitor is 
  presented with a narrow hallway, 5 
  ft. wide and 30 ft. long, which opens 
  up into the main bar. 
   
  The bar itself is homely, with 
  cushioned chairs, round tables, and 
  decorations colored in dark browns 
  and deep reds. A diamond patterned 
  stained glass window separates the 
  serving space behind the bar and the 
  kitchen. Glimpses of the cook rushing 
  back and forth can just be caught 
  through the colored panes. 
   
  The patrons mostly sit in small 
  groups, many of whom may have come 
  for a snack and a drink during their 
  lunch break, or who are winding down 
  at the end of a hard day’s work. 
   
  There are four rooms to let above the 
  bar, each has two beds. The rent is 2 
  sp per night. 
   
  Landlord: Talia Redtop / Tilly Redtop 
   
  Ha! A new person! Tilly, come see. Oh, she must 
  be busy cooking something up. Hope she doesn’t 
  burn the bread again… 
   
  We don’t get too many new faces in here, just 
  the same old group of grumpy fellas! 
   
  You hungry, thirsty, or both? We’ve got fresh 
  beef on the grill and I’ve just opened up a new 
  barrel of ale. What can I get for you? 
   
  Talia and Tilly are identical human 
  twins who take shifts working in the 
  bar and kitchen. They are both 
  chaotic-neutral and enjoy tricking 
  and confusing patrons, who have a 
  hard time telling them apart. They 
  both have long red hair adorned with 
  different colored bows; a different 
  color for each day of the week.  
   
  Patrons: Any and all. Although mostly 
  visited by human locals, with the 
  occasional halfling or dwarf. 
   
  Characters of note: 
   
  Linda Braithwaite. Linda sits 
  quietly in the corner of the 
  bar. She nervously brushes her 
  white hair from her face and 
  keeps one hand on her belt. If 
  engaged in conversation she 
  speaks of a dragon terrorizing 
  her husband’s farm to the 
  north-east and offers a bounty 
  of 250 gp to slay it. She has 
  already tried asking the town 
  guards for help, but they have 
  refused. She is willing to part 
  with 25 gp up front, with the 
  rest payable on completion of 
  the job. 
   
  Shraeten, a halfling tradesman. 
  Shraeten is a bearded halfling 
  who carries with him a sack of 
  general goods which he is 
  willing to trade. He does not 
  accept coin for his goods, but 
  will instead accept items of a 
  similar value. For items of 
  approximately 60 gp in 
  exchange, he will trade his 
  magic quill. This quill does 
  not require an inkpot and never 
  runs out of ink. 
   
  Suggested location: Medium to large 
  human city. 
   
  Unique features: Due to its very 
  narrow entrance, there are often 
  fights and scuffles as people try to 
  enter or leave the bar. These rarely 
  result in any serious injuries, but 
  can cause some disruption. 
   
  Tilly and Talia will cheer on the 
  fights – until they start causing any 
  damage to the pub that is.  
   
  
   
   
  6 
  The Bottleneck 
  Menu 
   
  Food 
   
  Item 
  Description 
  Price 
  Steak Bap 
  Slices of succulent 
  sirloin steak, cooked 
  medium-rare, and 
  served in a soft 
  brown bread roll 
  with garlic butter 
   
  Served straight into 
  your hand 
  9 sp 
  Blood 
  Sausage in a 
  Bun 
  A peppery blood 
  sausage made with 
  sage and onion 
  served in a long bun 
   
  Served straight into 
  your hand 
  2 sp 
  Veggie Stew 
  A hot stew of mixed 
  vegetables and 
  garlic 
   
  Served in a wooden 
  bowl with a spoon 
  4 cp 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Drink 
   
  Item 
  Description 
  Strength 
  Price 
  Black 
  Ale 
  A very dark 
  ale with a 
  bitter hoppy 
  taste 
   
  Served by the 
  mug 
  2 
  2 sp 
  Old Elk 
  Special 
  A sweet amber 
  ale with a 
  malty aroma 
   
  Served by the 
  mug 
  3 
  5 sp 
  Gold-
  bottle 
  wine 
  Wine from 
  across the sea, 
  presented in 
  bottles 
  adorned with 
  gold 
  trimmings, has 
  a rich 
  sweetness and 
  fruity aroma 
   
  Served by the 
  goblet  
  3 
  1 gp 
   
   
  A Steak Bap 
  
   
   
  7 
  Another Brick in the Fourth Wall 
   
  Another Brick in the Fourth Wall, 
  commonly referred to as Bricks, is an 
  everyday tavern with open doors to 
  anyone who may be passing by. Bricks 
  shares one wall with the exterior 
  wall of the city, giving the tavern 
  its iconic name. 
   
  Bricks’ exterior is indistinguishable 
  in style from any other building in 
  the town. What makes it stand out is 
  the raucous laughter, singing, and 
  shouting often heard coming from 
  within. There is a strong smell of 
  pipe smoke and a wooden tavern sign 
  swinging above the doorway. The 
  interior features a bar, several worn 
  wooden tables, and a warm hearth 
  where the tavern’s signature stews 
  are cooked. For those seeking 
  lodgings, there are two basement 
  rooms, available for 8 cp each per 
  night, and 8 upstairs rooms, for 1 sp 
  each per night. 
   
  Landlord: Barrock 
   
  I must have tried my hand at every job going 
  back in my youth and this is the only thing I’ve 
  enjoyed my whole life. Been working in the 
  mines, on the walls, in the fields, always saving 
  up my gold to buy my own place. 
   
  Lucky for me, the previous owners got in 
  trouble with the guards for smuggling so the 
  whole place got shut down and auctioned. Got 
  myself a good deal on the place, cleaned it up 
  and got it back up and running in no time. 
   
  Barrock is a pragmatic half-orc who 
  understands the meaning of hard work. 
  Despite being a seemingly law-abiding 
  citizen, there are rumors that he 
  picked up the smuggling business 
  right after the previous owners. Few 
  know this for sure, and even fewer 
  would confront Barrock on it. He is 
  physically strong and fit, and is 
  known to have a good relationship 
  with the guards. 
   
  Patrons: Any and all, although 
  typically full of commoners and the 
  poor, including and handful of thugs 
  and shifty looking figures. 
   
  Characters of note: 
   
  Enfila, a dwarf beggar. As a 
  child, Enfila was left to fend 
  for herself when her parents, 
  the previous owners of Bricks, 
  were thrown in jail for 
  smuggling. Now a young woman, 
  she frequents Bricks, 
  unrecognized by Barrock, always 
  plotting on how she can get 
  back what she believes to be 
  rightfully hers. She may even 
  ask passing travelers for help 
  in this endeavor. 
   
  A man with a sack. A young 
  bearded human who refuses to 
  give his name. He carries a 
  large black sack and allows 
  anyone to reach inside and take 
  out a single item for 1 gp. 
  There are no refunds. Each item 
  is wrapped in a weighted brown 
  package, so that all of the 
  packages look and 
  feel identical. 
  See the roll 
  table on the 
  following 
  page for 
  possible 
  prize items 
  and effects. 
   
  Suggested location: Medium to large 
  city, any race. 
   
  Unique features: Bricks has a secret 
  tunnel that leads from one of the 
  basement rooms to the tree line 
  outside the city. This is the prime 
  route for goods smuggled into and out 
  of the city. The tunnel can be 
  spotted by an Investigation or 
  Perception check in the basement. The 
  information can also be drawn from 
  Barrock by passing an Intimidation or 
  Persuasion check.  
   
   
  
   
   
  8 
  A man with a sack – item list 
   
   
  1 
  On opening the package it 
  explodes causing 4d10 force 
  damage to anyone within a 15 
  ft. cube 
  2-8 
  On opening the package a 
  hostile Swarm of Insects is 
  released (see “Miscellaneous 
  Creatures” in the Monster 
  Manual) 
  9-12 
  On opening the package it 
  releases a strong scent of 
  lavender. The package itself 
  is empty. 
  13-16 An assortment of 2d20 small 
  round stones 
  17-20 A mundane wooden tankard 
  21-25 A mundane wooden spoon 
  26-30 A common dagger 
  31-35 1d4 cp 
  36-40 1d4 sp 
  41-60 1d8 sp 
  61-65 1d8 sp and 1d4 cp 
  66-70 1d4 gp 
  71-75 1d8 gp 
  76-80 1d20 gp 
  80-85 
  A small glass marble. If 
  submerged in a clear liquid, 
  the marble will change color 
  to indicate if the liquid is 
  safe for the creature who 
  submerged the marble to 
  drink. If it turns blue the 
  liquid is safe, if it turns 
  red the liquid is not safe.  
  86-90 
  A small vial which on 
  appearance is a standard 
  Potion of Healing. On 
  consumption, the potion 
  deals 2d4 +4 poison damage 
  to the creature. 
  91-94 
  A small vial containing a 
  brilliant red liquid. On 
  consumption, the liquid 
  fully restores the creature 
  to its hit point maximum. 
  95 
  A pair of red and black 
  painted and engraved bone 
  dice. 
   
   
  96-98 
  A carved wooden horse with 
  the letter ‘H’ cut into one 
  side. 
   
  If smashed or broken the 
  carving magically transforms 
  into a Warhorse which is 
  loyal to the creature who 
  opened the package (see 
  “Miscellaneous Creatures” in 
  the Monster Manual). 
   
  If burned or struck by 
  lightning, the carving 
  magically transforms into a 
  hostile Warhorse Skeleton 
  (see “Warhorse Skeleton” in 
  the Monster Manual). 
  99 
  10d20 gp and roll a d12 on 
  the “50 GP Gemstones” table 
  in the Dungeon Master’s 
  Guide 
  100 
  A voodoo doll which can be 
  crafted to match the 
  appearance of a known 
  humanoid. To do this, make a 
  Dexterity check, DC 10, 
  along with 3 gp of materials 
  (thread, cloth, buttons, 
  needle etc.). A result below 
  5 destroys the doll. 
   
  A crafted doll can be 
  interacted with to cause the 
  same effect on the humanoid 
  it is crafted after. To do 
  this, make an Arcana check, 
  DC 10. On a result lower 
  than 5 the effect is 
  reflected back on the 
  creature interacting with 
  it. A result below 3 
  destroys the doll. 
   
  The doll has a 10d10 +12 hit 
  point maximum. If the doll’s 
  hit points reach 0 it is 
  destroyed. If it takes some 
  damage, but not an amount 
  equal to or greater than its 
  hit point maximum, it can be 
  repaired using 3 gp of 
  materials (as above) and 
  another Dexterity ability 
  check, DC 10. 
  
   
   
  9 
  Another Brick in the Fourth Wall 
  Menu 
   
  Food 
   
  Item 
  Description 
  Price 
  Rodent on a 
  Stick 
  A rat or large mouse 
  skinned, gutted, and 
  cooked over an open 
  flame 
   
  Served on a stick 
  2 cp 
  Perpetual 
  Stew 
  Over the hearth 
  hangs a large iron 
  stew pot which is 
  constantly bubbling, 
  new components 
  added and bowls 
  served up, while the 
  pot itself is never 
  completely emptied, 
  never cleaned and 
  never allowed to go 
  cold 
   
  A bowl of hot, tasty 
  stew of unknown 
  ingredients 
   
  Served in a wooden 
  bowl with a spoon 
  3 cp 
  Moldy 
  Cheese1 
  Cheese which has 
  been left uneaten 
  for too long and has 
  developed blue and 
  green veins 
  throughout, some 
  are said to even 
  prefer this taste to 
  regular cheese 
   
  Served in small 
  chunks, straight into 
  your hand 
  1 cp 
   
   
   
   
                                                                      
   
  1 On consumption any playable character who does 
  not have the Outlander or Urchin background must 
  make a Constitution saving throw. On a result less 
  than 10, they vomits immediately. After eating three 
  Drink 
  Item 
  Description 
  Strength 
  Price 
  Mug O’ 
  Brown 
  Is it ale? Is it 
  gravy? Is it 
  something 
  Barrock 
  scooped out 
  of the drain? 
  Who can be 
  certain? 
   
  A fruity 
  brown drink 
  with a hoppy 
  aftertaste 
   
  Served by the 
  mug 
  2 
  1 cp 
  ‘Top 
  Shelf’ 
  Mead 
  A weak mead, 
  tasting faintly 
  of honey 
   
  Served by the 
  short glass 
  2 
  4 cp 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  A few chunks of Moldy Cheese 
   
  portions of ‘Moldy Cheese’ the character no longer 
  needs to make this saving throw and grows 
  accustomed to the taste. 
  
   
   
  10 
  The Finger and Thumb 
   
  The Finger and Thumb is an upper 
  class establishment serving only the 
  finest quality products to any and 
  all who are privileged enough to 
  afford them. Built in clear view of 
  the palace, the tavern sports 
  beautifully crafted stained glass 
  windows and hung cloth banners 
  featuring the sigil of the local 
  ruler. 
   
  Thumbs has a well-lit spacious lounge 
  and bar area with over a dozen rooms 
  to rent on the upper floors. The 
  lounge regularly hosts musicians, 
  most often a harpist and vocalist. 
  Accommodation in a standard room is 4 
  gp per night while the master bedroom 
  is 25 gp per night. 
   
  Landlord: Duncan Pynewood 
   
  I used to work as a woodcutter just outside the 
  city walls, just like my father and his father 
  too. That all changed back about thirty years 
  ago when the King, a young prince at the time, 
  had gotten himself lost in the woods all alone. 
   
  I spotted him struggling to fend off a whole 
  pack of vicious Dire Wolves. I dashed over, wood 
  axe in hand, and cut the lot to pieces! Save one, 
  who managed to gnaw off my three fingers on 
  my left hand before scarpering off. 
   
  The Prince was so grateful for saving him he 
  gave me a great big bag of gold. I used it to buy 
  these three townhouses here and merge them 
  together into this pub! 
   
  Duncan is a lawful-neutral human and 
  is generally friendly to all 
  visitors. He enjoys 
  re-telling the story 
  of the wolves, 
  although he often 
  exaggerates 
  the 
  details. 
   
  He dresses in formal aristocratic 
  clothing, although does not judge 
  others on their appearance, being 
  from a humble family himself. He has 
  put a lot of work into making The 
  Finger and Thumb a success. 
   
  Duncan can generally be found pouring 
  drinks, while his daughters, Gretta 
  and Letta, work the tables. His wife, 
  Moretta, takes care of the tavern’s 
  inventory and accounts. 
   
  Patrons: Any and all. Although more 
  often than not, the richer residents 
  of the city including merchants, 
  nobles, city officials, and high 
  ranking soldiers. 
   
  Characters of note: 
   
  Jadus, a human cleric. Jadus is 
  a disgraced member of a large 
  religious organization, 
  dismissed on account of his 
  drinking problem and tendency 
  to steal books from the holy 
  library. Jadus wears stained 
  white robes and a pendant of 
  the god he serves. He has 
  brought a small chest into the 
  tavern with him, which he 
  hasn’t allowed to leave his 
  sight. There are rumors that he 
  has been enquiring around the 
  town about a locksmith. 
   
  Marina, a half-elf sword for 
  hire. Marina carries a scimitar 
  and a round wooden shield. She 
  can be hired for 3 gp per day. 
  See appendix A for her stat 
  block. 
   
  Suggested location: Medium to large 
  human city. 
   
  Unique features: The 
  whole tavern is adorned 
  with silverware, 
  jeweled goblets and 
  other valuable 
  trinkets. A true 
  treasure trove for 
  the morally ambiguous 
  and Sleight-of-Hand 
  adept.  
   
  King’s Reign, 
  served with 
  fresh fruits 
  
   
   
  11 
  The Finger and Thumb 
  Menu 
   
  Food 
   
  Item 
  Description 
  Price 
  Pig’s Meat 
  Pastry 
  Ground pork, 
  stuffed in a spiced 
  pastry pocket with 
  rosemary and thyme 
   
  Served on a small 
  plate with a small 
  three-pronged fork 
  6 sp 
  Salted 
  poultry 
  wings 
  twenty four 
  assorted wings of 
  quails and 
  partridges, grilled 
  to cook the meat and 
  fried to crisp the 
  skin, seasoned with 
  salt 
   
  Served on a sharing 
  platter 
  2 gp 
  Roasted 
  Partridge 
  Dinner2 
  Sumptuous whole 
  roasted partridge, 
  served with steamed 
  seasonable 
  vegetables and a 
  thick brown gravy 
   
  Served on a large 
  plate with a knife 
  and fork 
   
  Includes a glass of 
  wine 
  5 gp 
  Blueberry 
  Pie 
  Sweet blueberry 
  filling in a flaky pie 
  crust 
   
  Served by the slice 
  in a small bowl, with 
  a spoon, alongside a 
  small 2oz cup of 
  fresh cream 
  5 sp 
                                                                      
   
  2 On consumption the creature is granted one bonus 
  d4 which can be added to one Constitution saving 
  throw over the next twenty-four hours. 
  Drink 
   
  Item 
  Description 
  Strength 
  Price 
  Golden 
  Ale 
  Cool and 
  crisp with a 
  light 
  fruitiness 
   
  Served by the 
  mug 
  2 
  9 cp 
  Fine Red 
  Wine 
  Sweet, rich 
  and aromatic 
   
  Served by the 
  glass 
  3 
  4 sp 
  Fine White 
  Wine 
  Sweet, sharp 
  and dry 
   
  Served by the 
  glass 
  3 
  3 sp 
  King’s Rain 
  (Specialty) 
  An opaque 
  vibrant 
  purple 
  liqueur 
  served in a 
  short glass 
   
  sweet on the 
  tongue and 
  viscous to 
  swallow, 
  aftertaste of 
  woodland 
  berries 
  6 
  1 gp 
   
   
   
   
   
   
   
   
  A whole roasted partridge, fresh from the oven 
  
   
   
  12 
  The Windock 
   
  The Windock is a long-standing 
  tavern, having been situated near the 
  city docks for as long as the docks 
  have existed. The Windock is always 
  full of sailors and traders who bring 
  fantastic stories and exotic goods 
  from abroad. 
   
  The building itself is made from gray 
  brick and timber, reinforced on each 
  corner with the jaw bones of four 
  blue whales. The interior is 
  decorated in the style of a captain’s 
  cabin aboard a galleon.  
   
  The air always smells salty and there 
  is often a tune or shanty being 
  whistled or sung by the patrons. 
   
  There are well over a dozen rooms 
  available to rent for the night for 4 
  sp each. 
   
  Landlord: Kallistra the Blind 
   
  Once you’ve seen all there is to see, why bother 
  opening your eyes ever again? 
   
  I’ve sailed under the flags of a hundred 
  different ships, experiencing all the wonders 
  the world has to offer. After getting sprayed 
  in the eyes by a giant squid, I was left 
  completely blind, but still a better fighter than 
  most of my wretched crew! 
   
  Alas, they abandoned me in the next town they 
  made port in. Old Bangor, the previous gaffer 
  of this place, took me in. He taught me how to 
  use my other senses to find my way around and 
  gave me that shelled beast over there as a pet 
  and a guide. Queg’s been my best pal ever since 
  that old fool kicked the bucket.  
   
  Kallistra is a chaotic-neutral 
  Teifling with a tortle pet-come-
  bodyguard-come-friend named Queg. 
   
  She has two curled horns like a ram, 
  and her eyes are both white with 
  patterned erratic black streaks from 
  the inky poison which took her sight. 
  Her hair is black with three streaks 
  of white showing through on the 
  crown. 
   
  Despite her condition she is 
  perfectly capable of cooking, 
  serving, and pouring and, with a 
  little help from Queg, is still 
  lethal with a cutlass. 
   
  Queg is a middle-aged tortle who 
  keeps a keen eye on visitors to the 
  tavern. He is exceptionally strong 
  and tough due to his size and hard 
  shell. He carries a quarterstaff. 
   
  Patrons: Sailors, traders and 
  travelers, often carrying interesting 
  goods from afar and wild stories of 
  lands distant. 
   
  Characters of note: 
   
  Ambria, a halfling first mate. 
  Ambria is a female halfling 
  with bronze colored skin and 
  several seafaring-themed 
  tattoos. She works as the first 
  mate aboard the Crabby Cruiser, 
  a trading ship which 
  specializes in seafood. If 
  befriended, she will speak to 
  Kallistra on the adventurer’s 
  behalf and convince her to 
  provide one evening’s worth of 
  food and drink at half price 
  for the adventurer’s party. 
   
  Bolg Boar-arm. Bolg is a hairy, 
  muscular human male who will 
  challenge any passerby to an 
  arm wrestle with a stake of 5 
  sp each, winner takes all. To 
  win, the player must beat Bolg 
  in a Strength contest. Bolg has 
  a +4 Strength modifier and 
  rolls with advantage.  
   
  Suggested location: Coastal or port 
  town, any race. 
   
  Unique features: Cheap sea crossings 
  can be chartered from here. 
  
   
   
  13 
  The Windock 
  Menu 
   
  Food 
   
  Item 
  Description 
  Price 
  Seafood 
  Soup 
  Assorted fish, 
  shellfish, and 
  seaweed boiled in a 
  buttery broth 
   
  Served in a wooden 
  bowl with a spoon 
  6 cp 
  Giant Crab 
  Claw 
  Whole steamed crab 
  claw, with radishes 
  and pickles on the 
  side  
   
  Served on a tray 
  with a copper crab 
  cracker and a two-
  pronged crab fork 
  2 sp 
  Kraken’s Eye 
  Pudding 
  A milk and rice 
  pudding shaped into a 
  ball and coated in 
  salted caramel, 
  arranged to 
  resemble a beady eye 
   
  Served in a wooden 
  bowl with a spoon 
  4 sp 
  Speared 
  Seabird 
  Seabird chunks 
  skewered and grilled 
  in hot spices 
   
  Two skewers served 
  straight to your 
  hand 
  1 sp 
   
   
   
   
   
                                                                      
   
  3 On consumption the creature feels as though the 
  ocean is calling them and has an urge to sail or swim. 
  For the next twelve hours the creature has 
  Drink 
   
  Item 
  Description 
  Strength 
  Price 
  Port in 
  the 
  Storm 
  A fortified 
  dark grape 
  wine with a 
  bittersweet 
  taste 
   
  Served by the 
  glass 
  4 
  1 sp 
  Sea Salt 
  Rum 
  A salted and 
  spiced dark 
  rum brewed 
  with foreign 
  herbs and 
  flavors 
   
  Served by the 
  short cup 
  5 
  5 cp 
  Ocean’s 
  Ichor3 
  A dark blue 
  spirit which 
  tastes both 
  sweet and 
  salty 
   
  Served in 
  small stone 
  cup, with a 
  cooked baby 
  squid resting 
  on the edge 
  6 
  1 gp 
   
   
   
  advantage on ability checks which relate to Strength, 
  Dexterity or Constitution when they are swimming 
  in, or sailing on, water. 
  A Giant 
  Crab Claw 
  
   
   
  14 
  The Horse’s Mouth 
   
  The Horse’s Mouth is situated on a 
  country highway, well placed to 
  receive travelers moving in either 
  direction along the road. Politics is 
  a common discussion point in The 
  Horse’s Mouth. 
   
  The building is large, with fifteen 
  rooms for lodging. Each is 2 sp per 
  night. The bar is on the back of the 
  building, with doors opening into a 
  small garden. The garden has benches 
  and is used in the summertime. 
   
  Affixed to the west of the main 
  building is the stable, capable of 
  holding up to seven horses. It costs 
  5 cp to stable a horse per night, 
  although there is no charge for 
  stabling if the patron spends more 
  than 1 sp on food and drink. 
   
  Landlord: Branon Ordmere 
   
  What better place to set up shop than on a 
  well-travelled road? No trader or messenger 
  need camp out in the dangerous woods while the 
  candles still burn in The Horse’s Mouth. I’ve 
  been running this place for nearly thirty years, 
  and before that my Ma kept it going for sixty! 
   
  My boy Brin sweeps the floor and tends the 
  stable and my sister Arlene helps me on the bar 
  and in the kitchen. We’ve got hot food, strong 
  drinks and comfortable beds. Make sure you try 
  a cup of Red Fox before you leave! 
   
  Branon is a bronze-skinned human 
  male. He is friendly to all, although 
  he is generally distrustful of anyone 
  who keeps their head or face hidden, 
  for example by wearing a hood or 
  mask. Branon’s whole family are 
  enamored by horses and they treat 
  them well at the stable. His family 
  can also be a valuable source of 
  information and rumors due to the 
  number of people which pass through. 
   
  Patrons: Traders, travelers, 
  messengers, adventurers – anyone 
  using the road. A favored locale of 
  gamblers. 
   
  Characters of note: 
   
  Drek, a goblin private 
  investigator. Drek has a 
  network of contacts across the 
  region and, for a price, can 
  track down a named individual. 
  For 25 gp he will search for 
  your mark and will return to 
  you in two weeks’ time with 
  information on their recent 
  activities and last known 
  location. 
   
  Grailla, a lucky halfling. 
  Grailla will play any 
  challenger in a game of dice. 
  Travelers can bet up to 5 gp 
  per game, winner takes all. To 
  play, both Grailla and the 
  challenger choose a number. 
  Each player rolls a d10, d12 
  and d20. Each player then 
  chooses an opponent’s die to 
  re-roll. The sum of each 
  player’s dice, after the re-
  roll, is their score. The 
  player who scores closest to 
  their number wins a strike. A 
  draw awards no strikes, a score 
  of forty-two awards two 
  strikes. The first player with 
  three strikes win the game. 
   
  Suggested location: On a long road in 
  a temperate region, close to 
  farmland. 
   
  Unique features: There is a three 
  mile dirt track which circles the 
  nearby farmland and is used for horse 
  racing, usually in the early morning. 
  Each race has only two competitors. 
  Travelers can either ride their own 
  horses in the race, or bet on another 
  racing horse. 
   
  
   
   
  15 
  The Horse’s Mouth 
  Menu 
   
  Food 
   
  Item 
  Description 
  Price 
  Hare and 
  Leek Soup 
  Boiled and diced 
  hare with leeks and 
  other seasonal 
  vegetables 
   
  Served in a wooden 
  bowl with a spoon 
  8 cp 
  Bread and 
  Cheese 
  Two slices of crusty 
  bread with two slices 
  of yellow cheese 
   
  Served into the 
  patron’s hand 
  3 cp 
  Buttered 
  Beef Curry 
  Marbled beef cuts 
  fried in a butter mix 
  with local herbs and 
  spices, served over 
  brown rice 
   
  A thin slice of bread 
  is included 
   
  Served in a wide 
  ceramic bowl 
  8 sp 
   
   
   
   
   
   
   
   
   
   
   
   
                                                                      
   
  4 On consumption the creature’s senses are attuned. 
  They roll with advantage on ability checks related to 
  hearing sounds and they gain the effects of the 
  Drink 
   
  Item 
  Description 
  Strength 
  Price 
  Red Fox 
  (Specialty)4 
  An orange-
  red whisky 
  with a sharp 
  citrus taste 
   
  Served by the 
  short cup 
  6 
  5 sp 
  The 
  Galloper 
  A pale ale 
  with a subtle 
  grassy flavor 
  and a savory 
  aftertaste 
   
  Served by the 
  mug 
  2 
  5 cp 
  Mule Perry 
  A sweet pear 
  cider with a 
  pale green 
  coloring 
   
  Served by the 
  mug 
  3 
  1 sp 
   
   
   
   
   
  The Galloper (left) and Mule Perry (right) 
  Darkvision spell for up to 30 ft. These effects last for 
  eight hours. 
  
   
   
  16 
  The Green Barrel 
   
  The Green Barrel is a halfling-run 
  tavern built into the side of a hill. 
  It has a jolly atmosphere and there 
  is often a flute player in the bar 
  area. Patrons are encouraged to 
  whistle along to a tune. The interior 
  is humbly decorated in a homely 
  halfling style. 
   
  There are nine subterranean rooms for 
  rent at 3 sp per night. 
   
  The Green Barrel is famed for its 
  namesake – Green Barrel Lager - which 
  is brewed on site. 
   
  Landlord: Theya Hillmont 
   
  I inherited a large family home from my great 
  uncle’s second cousin when he went off 
  adventuring and never returned. That was back 
  some twenty years ago, but being as I never had 
  no kids of my own I did up the whole place as a 
  tavern. 
   
  We’ve got the brewery out back, where we make 
  our signature lager, and a great cook to keep 
  the customers fed. 
   
  All in all I’ve got four employees helping me 
  run this place, all fellow halflings: Borna 
  cooks, Curt cleans up, Mella manages the 
  brewery and Selia helps run the bar. 
   
  Theya is a lawful-
  neutral halfling who 
  owns and runs The 
  Green Barrel. She 
  happily works the 
  bar, serving drinks, 
  although she gets 
  her employees to do 
  most of the work. 
  When she’s not 
  needed on the bar, 
  she spends her time 
  greeting patrons and 
  occasionally joining in 
  with the flute player. 
   
  Her employees love to gossip and, if 
  pried enough, may reveal information 
  about the hidden tunnels beneath the 
  tavern. 
   
  Patrons: Any and all, although 
  typically full to the brim with 
  halflings. 
   
  Characters of note: 
   
  Folwaith, a halfling sorcerer. 
  Folwaith dresses in common 
  clothing, save for an unsubtle 
  blue pointed hat with six stars 
  embodied into it. Folwaith 
  likes to brag about his 
  partially successful 
  combinations of the fields of 
  horticulture and sorcery. If 
  engaged in discussion about 
  this, he will offer to sell the 
  player a pouch containing three 
  magic beans for 15 gp. When in 
  contact with wet soil and 
  exposed to direct sunlight the 
  beans sprout forth in an 
  explosion of growth, creating a 
  climbable beanstalk reaching up 
  to 100 ft. in height. 
   
  Orlan, an elf ranger. Orlan is 
  an expert archer and hunter who 
  can be hired for 2 gp per day. 
  See appendix A for his stat 
  block. 
   
  Mila, a halfling trader. Mila 
  stocks pipe bushweed and will 
  sell it for 6 sp per ounce. She 
  also has handcrafted wooden 
  pipes for sale at 3 sp each. 
   
  Suggested location: In a rural, hilly 
  region with a significant halfling 
  population. 
   
  Unique features: The partially 
  underground tavern has three secret 
  passages. The first is behind the 
  main hearth and leads to the woods a 
  short distance away. The second 
  connects the kitchens to one of the 
  subterranean bedrooms. The third 
  passage is under a rug in the office 
  room which leads to a safe room. 
  
   
   
  17 
  The Green Barrel 
  Menu 
   
  Food 
   
  Item 
  Description 
  Price 
  Grape Jelly 
  on Bread 
  A sweet grape 
  preserve spread in 
  generous amounts on 
  thick sliced bread 
   
  Served on a pewter 
  plate 
  1 sp 
  Boar Roast 
  Roasted boar slices, 
  served over root 
  vegetables with an 
  apple sauce 
   
  Served on a pewter 
  plate with a knife 
  and fork 
  8 sp 
  Peach and 
  Apricot Pie 
  Sliced peaches and 
  apricots baked into a 
  hearty pie, served 
  with fresh cream 
   
  Served by the slice 
  on a pewter plate 
  with a dessert spoon 
  3 sp 
   
   
   
   
   
   
   
   
   
   
   
  A slice of Peach and Apricot Pie, with a dollop of 
  cream 
   
                                                                      
   
  5 If applied to a weapon which makes contact with, 
  or if ingested by, a green dragon, the dragon has 
  Drink 
   
  Item 
  Description 
  Strength 
  Price 
  Green 
  Barrel 
  Classic 
  A dark bitter 
  lager with a 
  deep green 
  coloring and 
  an earthy 
  taste 
   
  Served by the 
  mug 
  2 
  7 cp 
  Green 
  Barrel 
  Reserve 
  Aged Green 
  Barrel Lager 
  mixes with red 
  and green 
  grapes 
   
  Served by the 
  pewter cup 
  4 
  2 sp 
  Green 
  Dragon 
  Slayer5 
  A strong 
  green spirit, 
  rumored to be 
  potent enough 
  to bring a 
  great green 
  dragon to its 
  knees 
   
  Served in a 
  bronze cup 
  with two apple 
  slices 
  8 
  8 sp 
  Herbal 
  Tea 
  A fresh-
  brewed tea 
  with a dash of 
  rum, served 
  with a sugar 
  biscuit 
   
  Served by the 
  cup 
  1 
  3 cp 
   
   
   
  disadvantage on Dexterity and Wisdom saving 
  throws for ten minutes. 
  
   
   
  18 
  I must say, even as the brave dwarf I am, some of 
  these places scared the pants off me! 
   
  These taverns have a specific clientele which may 
  not be for the faint of heart.  They cater to ne’er-
  do-well and sneaks, killers and thieves, and users of 
  all manner of dark magic. 
   
  If you must travel to one of these places, be safe, 
  go prepared. 
   
  - Bendolin, Visitor of the Mysterious 
  Chapter 2: Distrustful Dens 
   
  This chapter contains some of the 
  more sinister locations that a 
  traveler can visit, assuming they 
  know how to find them. Informed, 
  perhaps, by a rumor or whisper, or a 
  mysterious note, these places are 
  notoriously difficult to locate. Many 
  of these locations have very specific 
  criteria for entry. 
    
   
  Making a bad joke, spilling 
  somebody’s drink, or even looking at 
  them the wrong way, could lead to 
  some serious trouble in these places. 
   
  Unwary travelers will need to watch 
  their step… 
   
   
  
   
   
  19 
  Grim’s Cellar 
   
  Grim’s Cellar is situated deep within 
  a desolate mansion house, long 
  believed to be abandoned. Upon 
  inspecting the fireplace in the 
  dilapidated dining room, a spiral 
  staircase, leading down to Grim’s 
  Cellar, can be found. The Cellar is 
  dimly lit and decorated with symbols 
  of death and the occult – skulls of 
  exotic and unrecognizable creatures 
  hang from the ceiling, the 
  furnishings appear to be carved from 
  bone, and the great hearth burns with 
  a hellish blue flame. 
   
  Neutral-good characters may become 
  frightened on entry. Lawful-good 
  characters may refuse to enter. 
   
  While the Cellar is a shrine to 
  death, the patrons are not 
  necessarily evil. Violence is not 
  tolerated within the Cellar under any 
  circumstances. 
   
  The Cellar has several bedrooms 
  available for 1 sp per night. 
   
  Landlord: Grim 
   
  It’ll all be all right in the end. Everything dies 
  eventually, and death ain’t that bad. 
   
  I don’t remember much about being alive. Guess 
  that means it couldn’t have been that 
  interesting, or perhaps it was just too long ago…. 
   
  Anyway, I set up shop down here over two-
  hundred years ago, just after the wraiths 
  scared away the Arforth family from upstairs. I 
  figure that even the lost and the damned need 
  somewhere to unwind, a safe space for those 
  who might not be welcome elsewhere. 
   
  I’ve got some seriously dangerous drinks for the 
  brave, and some food which is mostly 
  safe for humanoid consumption. The 
  beds aren’t bad, but they’re not that 
  good either. I think people mostly 
  come here for the company. 
   
    
   
  Grim is a sentient skeleton who wears 
  a long brown hooded robe tied at the 
  waist with a length of white rope. He 
  has a generally positive demeanor and 
  is always happy to greet new 
  visitors. 
   
  Grim is obsessed with death and has a 
  soft spot for the undead, believing 
  them to be victims more than 
  monsters. 
   
  He runs the Cellar with the help of 
  Gorban, an elderly dwarf wizard. 
  Gorban assists Grim in the running of 
  the Cellar and heads to the surface 
  on occasion for supplies. If patrons 
  misbehave, he teleports them to the 
  center of the mansion’s haunted hedge 
  maze. 
   
  Patrons: Dark and mysterious 
  characters of various rare and 
  uncommon races. Known to play host to 
  beings from other planes and all 
  varieties if undead. 
   
  Characters of note: 
   
  Whinthorp the Wight. Whinthorp 
  is an armored Wight who drinks 
  alone in the Cellar. He was 
  once a soldier slain in a great 
  battle only to be raised by a 
  necromancer. He enjoys telling 
  war stories and likes to hear 
  similar stories in return. 
   
  Suggested location: City outskirts or 
  rural area. 
   
  Unique features: Grim is always on 
  the lookout for interesting bones, 
  particularly skulls. He will pay up 
  to 10 gp, depending on their rarity 
  and quality, for any you bring to 
  him. 
   
  The Cellar also hosts a 
  resident undead band, The No 
  Bodies.  
   
   
  
   
   
  20 
  Grim’s Cellar 
  Menu 
   
  Food 
   
  Item 
  Description 
  Price 
  Plate of 
  Flesh 
  A not-so-fresh 
  looking pile of skin 
  and meat, probably 
  edible 
   
  Served on a carved 
  bone plate with a 
  bone fork 
  2 cp 
  Peppered 
  Raven Thighs 
  Eight raven thighs, 
  rubbed with cracked 
  black pepper and 
  fried in duck fat  
   
  Served on a long 
  bone serving tray 
  4 sp 
  Candy Skull 
  grey rice pudding 
  inside a hard white 
  candy shell, carved 
  to look like a human 
  skull, served with a 
  rich red raspberry 
  sauce 
   
  Served as is with a 
  spoon 
  1 gp 
  Ecto-feast6 
  An ectoplasm fillet, 
  expertly cut and 
  cooked medium-rare, 
  served with rotten 
  vegetables and 
  sprinkled with 
  cremated remains 
   
  Served on a bone 
  plate with a bone 
  knife and fork 
   
   
  6 sp 
   
                                                                      
   
  6 Any non-undead creature which consumes this 
  must make a Constitution saving throw. On a result 
  less than 20, the creature vomits immediately and 
  takes 4d8 necrotic damage. 
  Drink 
   
  Item 
  Description 
  Strength 
  Price 
  Grim’s 
  Bone 
  Broth 
  liquor 
  A dense white 
  drink with a 
  chalky yet 
  savory taste 
   
  Served by the 
  cup 
  5 
  3 sp 
  Life 
  Blood 
  Ale 
  A rich and 
  thick cherry 
  ale with a 
  metallic 
  aftertaste, 
  dark red in 
  color 
   
  Served by the 
  mug 
  2 
  5 cp 
  Death’s 
  Door7 
  A liquid so 
  black that it 
  reflects no 
  light 
  whatsoever, it 
  has no taste 
   
  Served in a 
  small skull 
  cup 
  8 
  945 
  gp 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  A Plate of Flesh 
   
  7 On consumption will instantly kill a living creature, 
  or re-animate an undead creature. Has no effect on 
  creatures from a different plane of existence. Grim 
  only stocks one portion of this drink as it takes 
  decades to ferment. 
  
   
   
  21 
  The Night Bar 
   
  The Night Bar is a tavern hidden 
  within a cloth and fabric business. 
  The Bar is accessed via a back alley 
  and is difficult to locate if you 
  haven’t been there before. The bar 
  area is only open during the night. 
   
  The interior is lit by dim 
  candlelight and shadows dance across 
  the floor. All the windows are 
  shuttered and bolted at sunset, 
  letting no outside light in. There is 
  a long bar and several medium to 
  large tables. There are a number of 
  half-height walls strategically 
  placed within the bar, making every 
  table a corner table. 
   
  It’s quiet in The Night Bar, with 
  most patron talking in hushed tones. 
  There is no music. 
   
  There are an unknown number of 
  basement rooms, accessed via a 
  seemingly never-ending spiral 
  staircase, each for 1 sp per night. 
  During their stay, lodgers are well 
  hidden from anyone who may come to 
  the city looking for them. 
   
  Landlord: Unknown 
   
  Why do you want to know my name? Don’t ask 
  mine, and I won’t ask yours. If you’re here to do 
  business, find a seat at the bar. If you’re here 
  for food, drink and lodgings, take a seat at a 
  table. 
   
  If you’ve got special goods or services to sell, 
  or you’re looking to buy, check the board. You 
  can leave your own notice on the board for 1sp 
  per day. 
   
  We serve through the night ‘til sunup, then we 
  re-dress the place for Belle to sell her fabrics 
  during the day. 
   
  The landlord of The Night Bar is a 
  hooded male figure who stays in the 
  shadows. His side of the bar is 
  always dark and he never leaves it. 
  When a meal is ready to be served, he 
  whistles softly and the patron comes 
  to the bar to collect it. The kitchen 
  and pantry are strictly off limits. 
   
  Patrons: Quiet and discerning 
  figures, most of whom dress in dark, 
  hooded clothing. Few will engage in 
  conversation with visitors they do 
  not recognize, and will instead 
  silently point towards the job board. 
   
  Characters of note: 
   
  Grinq, the fence. Grinq, a 
  gnome, fled from her husband 
  after discovering he was part 
  of a death cult. She decided to 
  make her own way in the world 
  by becoming a fence for stolen 
  goods. Grinq will buy anything 
  of value from you, with no 
  regard for its origin. 
   
  Malawhan, a tattooist. Malawhan 
  is a dark-skinned, and heavily 
  tattooed, human. For 3 gp she 
  will take you to her room 
  downstairs and give you a 
  tattoo of your choice. 
   
  Elsa-Olaya, the Memory Wiper. 
  Elsa-Olaya is a Teifling 
  Warlock who, for 80 gp, will 
  offer to wipe one hour of 
  memory from a targeted 
  individual. The target must be 
  within the city. All visitors 
  forget Elsa-Olaya exists as 
  soon as they exit The Night 
  Bar. 
   
  Suggested location: Medium to large 
  city, any race. 
   
  Unique features: The most prominent 
  feature is the two-sided job board. 
  One side is labelled “I’m looking 
  for”, with the other labelled “I can 
  offer”. The board is well used and 
  holds many offers and requests for 
  illegal goods and services. 
   
  See the following page for an example 
  of the job board. 
   
   
  
   
   
  22 
  The Night Bar 
  Job Board 
  Instructions 
   
  Selling: Pick something off the “I’m looking for” 
  side, or add your own note to the “I can offer” 
  side. 
   
  Buying: Pick something off the “I can offer” side, 
  or add your own note to the “I’m looking for” side. 
   
  If you are adding a note, be sure to check back 
  regularly - at least once a week. The barkeep will 
  charge you 1 sp per day that your note is on the 
  board. 
   
  If you are picking a note from the board, tell the barkeep and give him your alias. Check back in 
  two days and he will have arranged a meet with the buyer or seller. What you do from here is 
  your own business. 
   
  DO NOT USE YOUR REAL NAME
   
  I’m looking for… 
  Alias 
  I will pay… 
  Somebody to accompany me on a journey through the city 
  sewers, looking for an item I have lost. 
  Redhood 
  45 gp 
  Somebody to acquire a city guard uniform. Must be of a 
  medium fit and unbloodied. 
  Imposter 
  85 gp 
  Human or halfling eyeballs, as many as you can provide. Must 
  be undamaged and in matching pairs. 
  The Alchemist 3 sp 
  (per pair) 
  Somebody to take a cursed item from me. Must be willingly 
  accepted as a gift. Curse will be explained during meeting. 
  Broan 
  92 gp 
   
   
  I can offer… 
  Alias 
  I will charge… 
  An alibi-to-order service. Have you been accused of a crime 
  you may or may not have committed? If so, I will swear by any 
  and all of the gods that you were in fact spending the whole 
  week on a hunting trip with me and my family. 
  Copan 
  5 gp 
  A detect and identify service. Stolen something special, but 
  don’t know how it works? For a flat fee I will determine if it 
  is magical and if so, how it works. 
  Trinket 
  25 gp 
  An evidence planting service. Need something suspicious 
  planted in somebody’s home, pocket or place of work? Leave 
  it with me. 
  Quick-Fingers 
  6 gp 
  A jailbreaking service. I can break somebody out of the city 
  jail. 
  Trayn 
  55 gp 
  (per prisoner) 
   
   
   
   
  
   
   
  23 
  Runner’s Rum 
  The Night Bar 
  Menu 
   
  Food 
   
  Item 
  Description 
  Price 
  Cold Stew 
  A salty stew of mixed 
  meats and vegetables, 
  served cold 
   
  Served in a stone 
  bowl with a spoon 
  3 cp 
  Loui’s Pie 
  A soft crust pie with 
  chopped carrots and 
  an unknown meat 
  (rumored to be 
  humanoid) 
   
  Served on a small 
  slate tray 
  1 sp 
  Ranger’s 
  Lunch 
  A mixture of nuts, 
  berries, roots and 
  salted meat strips 
   
  Served in a wooden 
  box 
  2 sp 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
                                                                      
   
  8 On consumption, allows the creature to pass their 
  hands and forearms through non-magical solid 
  objects. Effect lasts for 18 seconds. 
  Drink 
   
  Item 
  Description 
  Strength 
  Price 
  Thieves 
  Elixir8 
  A silvery 
  translucent 
  liquid with an 
  earthy taste 
   
  Served by the 
  short cup 
  3 
  4 gp 
  Night 
  Ale 
  A light fruity 
  ale with a dark 
  color 
   
  Served by the 
  mug 
  2 
  6 cp 
  Grey Sky 
  Mead 
  A sweet, 
  strong mead 
  flavored with 
  cinnamon 
   
  Served by the 
  mug 
  4 
  5 sp 
  Runner’s 
  Rum 
  A potent rum 
  crafted to 
  keep night 
  messengers 
  warm and to 
  give them 
  energy to run 
  through the 
  night 
   
  Tastes like 
  fire 
   
  Served by the 
  short cup  
  10 
  5 gp 
   
   
  
   
   
  24 
  The Tooth and Horn 
   
  The Tooth and Horn is a haughty orc 
  pub. The building is mostly made of 
  timber and features a long hall with 
  a high ceiling. The hall can hold 
  dozens of patrons on its long, 
  battered wooden tables and crude 
  benches. The Tooth and Horn is always 
  noisy, with orcs shouting, arguing, 
  and often fighting. Patrons sleep on 
  the floor, where they can find space. 
   
  Although brawling is tolerated, no 
  weapons are permitted to be drawn 
  inside. Although teeth, claws, and 
  horns are fair game. 
   
  Entry is not granted to all, and 
  several orc fighters guard the front 
  door. Orcs, goblins, ogres and 
  related sub-races, including half-
  breeds, are allowed in. A visitor who 
  is of a different race, but who can 
  speak the Orc language well may be 
  allowed in if they pass a Charisma 
  check. Other visitors may be able to 
  persuade or intimidate their way in, 
  although they run the risk of being 
  attacked by the guards should they 
  fail. A feat of strength may impress 
  the guards. 
   
  Landlord: Dill the Fist 
   
  You got a problem, eh? Don’t like my cookin’? 
  Can’t handle your grog? Well you can shove it! 
  Be grateful I’m even letting you breathe my air, 
  in my hall. 
   
  If you ain’t here for trouble, then find yourself 
  a seat and one of the goblins will see to you. 
   
  If you’re gonna puke, do it in the corner, and if 
  you’re gonna die, do it near the kitchen so chef 
  can keep you fresh. 
   
  Dill is a neutral-evil 
  orc with a short temper 
  and a mean stare. He 
  wears bronze full-plate 
  armor, even when pulling 
  drinks. He is renowned for his 
  brawling in his younger days and is 
  rumored to have knocked out an ogre 
  with a single left hook. 
   
  Patrons: Orcs, goblinoids and other 
  allied races and sub-races. There is 
  a clear hierarchy within where the 
  big and strong take the best seats 
  and the best cuts of meat. 
   
  Characters of note: 
   
  Grukk, an orc blacksmith. Grukk 
  is an expert blacksmith and 
  warrior veteran. For 60 gp he 
  will craft a custom heavy 
  weapon on demand. For an extra 
  8 gp he will add an inscription 
  to the weapon. For an extra 12 
  gp he will add engraved imagery 
  to the weapon. Grukk’s custom 
  weapons have +1 to hit. 
   
  Barg, Grukk’s son and 
  apprentice. Barg has a custom 
  maul, with a leather grip, 
  which he made and will sell for 
  30 gp. The gnome who ordered it 
  could not wield it and crushed 
  himself when trying it out for 
  the first time. The maul is 
  intricately engraved with roses 
  and thorns and sports an 
  elaborate head shaped like an 
  elongated lizard. A spiked 
  tongue emerges from the skull. 
  It has a +2 to hit reptilians.  
   
  Suggested location: In the 
  uncivilized wilderness, close to orc 
  camps, optionally in a cold or 
  mountainous region. 
   
  Unique features: A blacksmith’s shop 
  and forge at the back of the inn, run 
  by Grukk. 
   
  A fighting pit. Visitors can 
  challenge a patron or companion to a 
  fight. Bets can be placed on each 
  fight. Contenders fight until 
  one surrenders or is knocked 
  unconscious. Deaths are 
  not uncommon. There are 
  no rules in the pit. 
  
   
   
  25 
  The Tooth and Horn 
  Menu 
   
  Food 
   
  Item 
  Description 
  Price 
  Prime Cut 
  A joint of meat 
  cooked over an open 
  flame, could be beef, 
  mutton, pork - 
  whatever was 
  recently slain 
   
  Served on the bone 
  1 sp 
  Mutton 
  Jerky 
  Salted and preserved 
  slices of mutton, 
  tough and chewy 
   
  Served straight into 
  your hand 
  5 cp 
  Boiled fruits 
  Assorted fruits 
  boiled in a pot with 
  honey 
   
  Served in a wooden 
  bowl with a spoon 
  8 cp 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
                                                                      
   
  9 The Red Poison is available only on special 
  occasions, where a horse is fed cider, slain, and 
  drained completely of its blood. Traditionally this is 
  Drink 
   
  Item 
  Description 
  Strength 
  Price 
  Grog 
  A vicious 
  mixture of 
  beer and rum, 
  favored by 
  orcs 
   
  Served by the 
  horn 
  6 
  2 cp 
  The Red 
  Poison9 
  The drained 
  blood of a 
  drunk horse, 
  has a hint of 
  sweetness to it 
   
  Served by the 
  small stone 
  cup 
  8 
  9 sp 
  Gill’s 
  Mulled 
  Apple 
  Cider 
  A strong, 
  sweet cider, 
  served hot 
   
  Served by the 
  horn 
  5 
  1 sp 
   
   
   
   
   
   
   
   
   
  done prior to a battle, and is believed to give the 
  drinker good luck. 
  Prime Cut 
  
   
   
  26 
  The Ritual Room 
   
  The Ritual Room is a sinister place 
  which reeks of evil. No act is 
  considered taboo, and the word of the 
  law carries no weight there. 
   
  The Ritual Room has no doors or 
  windows, and even its regular patrons 
  do not know its physical location. 
  The only way to gain entry is to take 
  the blood of a recently slain 
  creature in your hand and utter the 
  following phrase: 
  “Hear my words as this creature meets its doom, 
  feast upon this soul and take me to The Room” 
  If done correctly, the creature 
  appears within a pentagram in the 
  center of The Ritual Room. To leave 
  they must return to the pentagram and 
  say: 
  “All my desires have now been sated, taken me 
  back to the place vacated” 
   
  The Room is black. There are dashes 
  of red throughout, although it is 
  unclear whether this is a decorative 
  choice, or spilled blood. Distant 
  horrified screams can be heard from 
  all directions. Bones and body parts, 
  some still writhing in un-life, hang 
  from the ceiling. 
   
  Neutral or good characters who enter 
  The Ritual Room will suffer from 
  Short-Term Madness. See the section 
  on “Madness” in the Dungeon Master’s 
  Guide. 
   
  The Ritual Room has an unknown number 
  of boarding rooms available at 1 gp 
  per night. These rooms are accessed 
  via teleportation by 
  Hilga. 
   
  Landlord: Hilga the 
  Witch 
   
  New visitors? How 
  intriguing! Come, come, 
  take a seat. Welcome. 
  I set up shop here about ten 
  years ago. The people in my 
  village never understood me, 
  you see. Always ridiculing and 
  tormenting me. I was an outcast. All 
  because I dabble in a little Necromancy 
  from time to time. 
   
  I found myself a nice little space here and 
  nobody can tell me what’s right or wrong. 
  Visitors are free to practice what they like, 
  however they like it. We are free from the 
  judgement of the rest of society. 
   
  If you want something to eat or drink, just hit 
  one of those ugly reptiles scurrying around and 
  they’ll see to you. They’re obedient when given 
  the right motivation. It’s always good to have a 
  fresh source of organs on hand. 
   
  Hilga is a neutral-evil witch who 
  wears a ragged black dress and, on 
  occasion, a pointed black hat. She 
  openly practices necromancy and 
  forbidden rituals, and encourages 
  patrons to do the same. She has a 
  number of lizardfolk slaves who help 
  her run The Room. They have all had 
  their tongues removed. 
   
  Patrons: Evil creatures of all races 
  and classes. 
   
  Characters of note: 
   
  Benn Black-eye, the 
  communicator. Benn is a lawful-
  evil Teifling who journeys to 
  the material plane in search of 
  evil characters worthy of 
  entry. If he finds such a 
  person he will tell them how to 
  access The Ritual Room. 
   
  Suggested location: Nowhere. 
   
  Unique features: The Ritual Room is 
  in an unknown physical location, 
  making it a good hiding place for 
  outlaws or precious items. 
   
  Hilga offers visitors the opportunity 
  to purchase a locker for 1500 gp, 
  within which many items can be safely 
  stored. 
   
  
   
   
  27 
  Human Heart, 
  served beating 
  The Ritual Room 
  Menu 
   
  Food 
   
  Item 
  Description 
  Price 
  Something to 
  Start10 
  A small white biscuit 
  which has no taste 
   
  Served straight onto 
  your tongue 
  1 gp 
  Human 
  Heart11 
  A still beating human 
  heart 
   
  served raw, straight 
  into your hand 
  5 gp 
  Many Humors 
  Soup 
  A hot soup composed 
  of the bodily fluids 
  of various creatures, 
  tastes foul to most 
  humanoids 
   
  Served in a stone 
  bowl with spoon 
  3 cp 
  Ashen 
  Steak12 
  A fatty beef steak 
  burned to a crisp, 
  served dressing made 
  from snake venom 
   
  Served on a stone 
  plate with a knife 
  and fork 
  6 cp 
   
   
   
   
   
                                                                      
   
  10 For the next hour, the creature’s tastes are 
  reversed; disgusting things taste good and vice 
  versa. For this duration, poison and necrotic damage 
  taken instead have a healing effect on the creature. 
  11 On consumption an evil creature gains 1d8 plus 
  their character level in temporary hit points for 1d4 
  days. A good or neutral character who consumes this 
  becomes evil for the next 1d8 days. 
  Drink 
   
  Item 
  Description 
  Strength 
  Price 
  Ichor of 
  the Deep 
  A thick dark 
  purple spirit 
  with a sweet 
  yet strangely 
  metallic 
  cherry taste 
   
  Served by the 
  short cup 
  9 
  12 gp 
  Hilga’s 
  Brew 
  A pale ale in 
  appearance, 
  this drink 
  tastes 
  different for 
  every drinker 
   
  Served by the 
  mug 
  2 
  8 sp 
  Essence 
  of 
  Hate13 
  A dark red 
  liquor, tastes 
  like pure rage 
   
  Served by the 
  short cup 
  6 
  45 gp 
   
   
   
   
   
   
  12 On consumption the creature must make a 
  Constitution saving throw, DC 15. On a fail the 
  creature takes 2d10 poison damage. 
  13 On consumption the creature gains advantage on 
  every attack roll against a good or neutral creature 
  for the next 1d4 days. 
  
   
   
  28 
  Flying taverns? Pubs run by dragons? Inns 
  inside trees? I know it’s hard to believe. 
   
  Had I not visited each of these places and 
  laid my own eyes on them, I too would be 
  doubtful that they exist! 
   
  Memories of such strange and magical 
  places are sure to stick with you for the 
  rest of your days. 
   
  - Bendolin the Awe-Struck 
  Chapter 3: Wonderful 
  Wayhouses 
   
  The locations in this chapter are 
  some of the most unusual tap houses 
  and eateries that you could wish to 
  find in your travels. 
   
  Ranging from the mystical to the 
  maleficent, visiting these places can 
  be a risky venture, but the rewards 
  can be great. These venues often play 
  host to powerful characters who may 
  be able to offer advice, guidance, or 
  useful items to help in your quests. 
   
  Each venue here generally fits into a 
  specific niche, be it magic, history, 
  or nature. Every one of them is 
  unique in its own way.  
   
   
  
   
   
  29 
  The Cloud Cutter 
   
  Far above the tallest mountains, The 
  Cloud Cutter floats aimlessly across 
  the sky. The Cloud Cutter is a small 
  stone keep. It sits on a patch of 
  earth which floats magically in the 
  air. There is a large field of grass 
  and fog where visitors can land their 
  flying mounts or park their airships. 
   
  The keep has a portcullis and a 
  drawbridge which stretches over the 
  vast drop below. The inside is 
  decorated like a king’s castle, with 
  red, blue, and gold banners. There 
  are comfortable cushioned benches and 
  warm fireplaces. Along the back wall 
  is the bar. 
   
  There are six standard rooms for 
  rent, as well as four tower rooms. 
  Standard rooms are 4 gp per night, 
  tower rooms are 8 gp per night. 
   
  Landlord: Albazan Whitebeard 
   
  Who are you? And what’s all this about wizards 
  not being able to handle their booze? 
  Codswallop I say! I’ve had two shandys already 
  tonight and I’m still standing aren’t I? 
   
  Now, what was your name again? Oh wait, you 
  didn’t tell me, did you? Bah, no point in telling me 
  anyway I’ll just forget. Take a seat and Dorbin 
  will be over to take your order. 
   
  Believe it or not, this place is of my own 
  creation. Behold its majesty, built upon the 
  clouds themselves! I haven’t stepped on the 
  ground in years, and you know what? I don’t miss 
  it. It’s so peaceful up here… 
   
  Albazan is a chaotic-neutral, half-
  elf wizard with a long white beard. 
  He wears traditional wizard’s garb: a 
  pointed blue hat, and long blue robe, 
  tied at the waist with a silken rope. 
  He is old and very forgetful, but was 
  rumored to have been a very powerful 
  wizard in his youth. 
   
  He is assisted by his apprentice, 
  Dorbin. Dorbin is a young dwarf who 
  is eager to learn spellcasting from 
  his master, although Albazan keeps 
  him more than busy waiting tables and 
  cleaning mugs. 
   
  Patrons: Wizards, sorcerers, and 
  warlocks who have mastered the use of 
  flight, as well as airship captains 
  and migrating Aarakorca. 
   
  Characters of note: 
   
  Ir-zerra, an Aarakorca 
  linguist. Ir is surrounded by a 
  pile of books while and holds a 
  glass of whisky. If befriended, 
  she will offer to translate any 
  written materials you have from 
  their source language into 
  common. She happily does this 
  for free as she never turns 
  down an opportunity to use her 
  skills and learn something new. 
   
  Kork, a sky pirate. Kork has 
  recently lost his crew to an 
  attack by a group of vicious 
  wyverns. Kork has managed to 
  track down the beasts’ nest and 
  is looking for a new crew to 
  help him destroy it and to 
  avenge the deaths of his 
  friends. Kork will allow those 
  who accompany him to help 
  themselves to any treasure in 
  the nest. Vengeance is now the 
  only thing that will satisfy 
  him. 
   
  Suggested location: Several miles 
  above the ground. Exact location 
  varies as The Cloud Cutter floats 
  aimlessly with the wind. 
   
  Unique features: Albazan offers a 
  taxi service of sorts. For 600 gp he 
  will use a spell he created to move 
  The Cloud Cutter to a specific 
  location, albeit still several miles 
  above the ground. He will wait there 
  for one day before allowing the wind 
  to take The Cloud Cutter once again. 
  
   
   
  30 
  A cold perspiring 
  Bottomless Pint 
  The Cloud Cutter 
  Menu 
   
  Food 
   
  Item 
  Description 
  Price 
  Albazan’s 
  Fantastical 
  Food 
  Substitute 
  A thick green paste, 
  which tastes of 
  grass, apparently 
  highly nutritious, 
  made in a laboratory 
   
  Served in a beaker 
  2 sp 
  Cloud Cake 
  A soft white creamy 
  cake, with a delicate 
  taste, looks like a 
  slice of cloud 
   
  Served on a small 
  silver plate with a 
  fork 
  8 sp 
  Summoned 
  Boar Roast 
  Roasted boar meat 
  with apple sauce 
  summoned seemingly 
  from nowhere by 
  Albazan, vanishes if 
  not eaten within ten 
  minutes 
   
  Served on a silver 
  plate with a fork 
  3 gp 
   
   
   
   
   
   
   
   
   
   
                                                                      
   
  14 On consumption the creature’s weight is halved 
  for 1d12 hours. 
  Drink 
   
  Item 
  Description 
  Strength 
  Price 
  Wizard 
  Shandy 
  Beer and 
  lemon tonic 
   
  Served by the 
  mug 
  1 
  4 sp 
  The 
  Bottomless 
  Pint 
  A sky blue 
  beer with a 
  beautiful 
  fruity taste, 
  magically 
  refills on 
  consumption 
   
  Served by the 
  translucent 
  crystal pint 
  glass 
  3 
  2 gp 
  Floating 
  Whisky14 
  A delicious 
  yet mild 
  whisky with a 
  smoky taste 
  and a hint of 
  orange 
   
  Served by the 
  short cup 
  4 
  3 gp 
   
   
   
   
  
   
   
  31 
  Undermont’s 
   
  On a sheer rock 
  face, when viewed 
  in direct 
  sunlight, the 
  outline of a 
  strange door is 
  visible. It is 
  covered in 
  faint runic 
  symbols. The door 
  will only open if 
  spoken to in dwarvish. 
   
  Upon entry, creatures are faced with 
  a short stone corridor leading to a 
  more traditional wooden door, behind 
  which the sounds of laugher and 
  clanging cups can be heard. 
   
  The interior of Undermont’s resembles 
  a typical tavern, apart from the 
  walls, which are bare stone, and the 
  patrons, which are almost all 
  dwarves. Lit iron braziers are 
  scattered across the room, encircled 
  by stone chairs and simple wooden 
  stools. 
   
  In the center of the room is a round 
  stone bar, harboring many casks and 
  kegs of various sizes. 
   
  There are six rooms available to rent 
  for the night for 6 sp each. 
   
  Landlord: Torezul Undermont 
   
  Hello there! Managed to sneak yer way in did ya? 
  Well, this is a dwarvish establishment first and 
  foremost, but I’ll never turn down custom. Just 
  as long as ya got the coin to pay? 
   
  Eight generations the Undermonts have been in 
  this business, my ancestors carved this entire 
  room out of the rock and people have been 
  eatin’ and drinkin’ in it ever since. 
   
  Torezul Undermont is a lawful-neutral 
  dwarf with a tied brown beard and 
  bald head. He has thick bushy 
  eyebrows which dance up and down as 
  he speaks. While he is tolerant of 
  other races in his establishment, he 
  does not like them staying for more 
  than two or three nights. 
   
  Patrons: Dwarves of all descriptions. 
  Very few visitors from other races, 
  save a few halflings. 
   
  Characters of note: 
   
  Nordekum the 
  Painter. Nordekum 
  is a middle-aged 
  dwarf who excels 
  at painting 
  portraits. For 6 
  gp he will paint 
  a portrait of 
  anyone who will 
  stand and model 
  for him. The 
  time it takes 
  him to complete 
  the portrait is 
  2d6 hours. 
   
  Shea the Healer. Shea is a 
  neutral-good dwarven cleric who 
  offers special healing 
  services. For 5 gp she can 
  remove an old battle wound or 
  scar. For 80 gp she can cure 
  most variations of madness. 
   
  Suggested location: At the base of a 
  mountain in a region predominantly 
  populated by dwarves. 
   
  Unique features: All races other than 
  dwarves pay double the price for 
  food, drink, and lodging at 
  Undermont’s. 
   
  As a collector of 
  fine gems, 
  Undermont will 
  purchase any 
  precious stones 
  brought to him 
  for twice their 
  normal market 
  price. 
   
   
  
   
   
  32 
  Sweet Rock 
  Biscuits 
  Undermont’s 
  Menu 
   
  Food 
   
  Item 
  Description 
  Price 
  Pulled Pork 
  in Bread 
  Pork, slow-cooked in 
  a clay dish, shredded 
  and piled onto a 
  seeded roll and 
  topped with a sweet 
  and smoky apple 
  glaze 
   
  Served on a stone 
  plate 
  4 sp 
  Rack o’ Ribs 
  Large beef ribs, 
  marinated in a spice 
  paste and roasted 
  over an open fire 
  until they start to 
  blacken 
   
  Served on a stone 
  sharing platter 
  1 gp 
  Sweet Rock 
  Biscuits 
  Grey biscuits made 
  from dried fruits 
  and grains, cooked to 
  until hard 
   
  Served on a small 
  stone plate 
  2 sp 
   
   
   
   
   
   
   
   
   
                                                                      
   
  15 Any dwarf who drinks this feels an increased urge 
  to initiate combat. They are incapable of using 
  Stealth or Sleight of Hand skills for 2d4 hours. 
  Drink 
   
  Item 
  Description 
  Strength 
  Price 
  Dwarven 
  Stout 
  A dark brown 
  beer with a 
  dry malty 
  taste 
   
  Served by the 
  stone mug 
  5 
  5 sp 
  Mountain 
  Ale 
  A strong 
  dwarven pale 
  ale, served 
  with mountain 
  ice 
   
  Served by the 
  stone mug 
  4 
  3 sp 
  Grindaxe 
  Brew15 
  A beer mixed 
  with potent 
  whisky, brewed 
  to spur 
  dwarves into 
  battle 
   
  Served by the 
  stone mug 
  4 
  1 gp 
   
   
   
   
  
   
   
  33 
   
  The Brass Lair 
   
  The Brass Lair is 
  a spacious 
  tavern 
  ensconced 
  inside a 
  large cave 
  cut into a 
  steep 
  mountain. The 
  tavern can be 
  accessed 
  either by a 
  tough climb up 
  the snowy 
  mountain path, or 
  by flying in 
  through large gap where the mountain 
  has been cut into. 
   
  The Lair is one large cavernous room, 
  with a long wooden bar on one end. 
  The bar is raised above the tavern 
  floor by about 25 ft., with stairs 
  leading up to it from both sides. 
   
  Towering above the bar leans the 
  great brass dragon, Paxodorith. 
   
  While there are no rooms for lodgers, 
  there are set areas with bedrolls and 
  small campfires. A bedroll can be 
  rented for 8 cp per night. If a 
  visitor brings their own bedroll they 
  pay only 3 cp for the space it 
  occupies. 
   
  Landlord: Paxodorith the Brass Dragon 
   
  Hmmm, I’ve not seen you before, come, sit and 
  talk. Have you tales to tell from your journeys, 
  hmm? I have many of my own too, yes. Sit please, 
  and relax. 
   
  Take off your cloak and your boots too, if you 
  wish, hmm? Makes you easier to swallow without 
  those, hahahaha! Hmm? Just a joke, yes! 
   
  What troubles you today? Hmm, let me find you 
  a drink that will wash those troubles away, yes? 
   
  Paxodorith is an old dragon who long 
  ago settled down to tend his bar. He 
  likes to listen to the stories of 
  visitors and tell some of his own 
  from his younger days. 
   
  Patrons: Travelers, climbers and 
  hikers, typically including other 
  metallic dragons, half-dragons, 
  dragonborn, kobolds, other 
  intelligent flying creatures, and the 
  occasional giant. 
   
  Characters of note: 
   
  Artte the Poisoner. Artte is an 
  elf ranger who, for 200 gp, 
  will teach a character how to 
  create Sky Fang poison. One 
  vial of the poison is included 
  as part of this service. Sky 
  Fang is a colorless contact 
  poison made from bird feathers, 
  nettles and fish eyes. The 
  target creature must succeed on 
  a DC 16 Constitution saving 
  throw or become poisoned, 
  taking 2d10 damage and having 
  its speed cut by half for 1d6 
  days. 
   
  Spindellixa the Silver Dragon. 
  Spindellixa is a young female 
  dragon who rarely stays in one 
  place for more than a few days. 
  She flies from country to 
  country, exploring 
  and meeting new 
  folk. For 1 sp 
  per mile per 
  person she 
  will carry a 
  group to any 
  location they 
  wish to go. 
   
  Suggested location: High in a 
  mountain range, far from humanoid 
  civilization. 
   
  Unique features: Brass-colored 
  Draconids who bow in respect and 
  admiration to the landlord are 
  allowed to eat, drink and sleep for 
  free. 
   
   
  
   
   
  34 
  Bendolin 
  attempting to 
  drink Giants’ Bane 
  The Brass Lair 
  Menu 
   
  Food 
   
  Item 
  Description 
  Price 
  Goat Curry 
  A fresh curry made 
  with chunks of 
  stewed mountain 
  goat, served on 
  brown rice 
   
  Served in a wooden 
  bowl with a spoon 
  5 sp 
  Hawk 
  Drumsticks 
  Two roasted hawk 
  thighs, tough and 
  chewy, high in 
  protein 
   
  Served on a wooden 
  plate 
  8 sp 
  Bright 
  Mushroom 
  Stew 
  A hot stew made 
  from glowing cave 
  mushrooms, the stew 
  glows with a dim 
  yellow light 
   
  Served in a wooden 
  bowl with a spoon 
  1 sp 
   
   
   
   
   
   
   
   
   
   
   
   
   
                                                                      
   
  16 On consumption the creature is granted the fire 
  breath ability (cone). This ability can be used once 
  per long rest for up to 1d8 days before the effect 
  Drink 
   
  Item 
  Description 
  Strength 
  Price 
  Mountain 
  Fire16 
  A bubbling 
  orange liquor 
  which is cold 
  to touch but 
  hot on the 
  tongue 
   
  Served by the 
  small glass 
  cup  
  7 
  35 gp 
  Giants’ 
  Bane 
  A dangerously 
  strong brown 
  ale, specially 
  brewed with 
  the purpose 
  of intoxicating 
  giants 
   
  Served by the 
  large flagon 
  8 
  6 gp 
  Snow 
  Apple 
  Cider 
  A frosty white 
  cider made 
  from 
  mountain snow 
  apples, served 
  with ice 
   
  Served by the 
  mug 
  4 
  8 sp 
   
   
   
  wears off. See the “Dragonborn” section in the 
  Player’s Handbook. 
  
   
   
  35 
  The Taproot 
   
  Deep in an idyllic forest, beneath 
  the thick roots of an ancient tree, 
  lies the entrance to The Taproot. 
   
  The Taproot is a hidden underground 
  tavern that specializes in serving 
  and providing refuge for magical 
  woodland creatures. The narrow tunnel 
  entrance, obscured by tangled roots, 
  makes it difficult for most creatures 
  to enter. Any medium creature who 
  attempts to enter must make a 
  Dexterity saving throw, DC 10. On a 
  fail the creature is unable to enter. 
  On a result less than 5, the creature 
  becomes stuck in the entryway. 
  Creatures wearing armor roll with 
  disadvantage on this saving throw. 
   
  An evil creature who attempts to 
  enter must also make a Wisdom saving 
  throw, DC 18. On a failed save the 
  character takes 4d6 psychic damage 
  and is unable to progress further. An 
  additional attempt can be made after 
  one hour. 
   
  The interior is a testament to the 
  ingenuity of nature. Small pink 
  flowers blossom upon the branches, 
  trunks, and vines that make up the 
  walls of the tavern. These flowers 
  emit a bright light which spreads 
  across the tavern. The floor is a 
  mixture of fine dirt and bark 
  chippings. All of the furnishings are 
  carved into the still living wood of 
  the tree it occupies. 
   
  The Taproot has numerous rooms, 
  accessed via narrow warrens leading 
  deeper underground. The rent on each 
  room is 1 sp per night. 
   
  Landlord: Glade 
   
  Greetings, travelers. Enter for safety and 
  peace. This is a place of calm and tranquility.  
   
  Please cause no disturbance, or I shall be 
  forced to remove you. 
   
  Glade is a female dryad 
  who speaks with a 
  deep and soothing 
  tone. Her 
  alignment is 
  neutral-good and 
  she abhors any 
  defilement of 
  nature, unless in 
  self-defense. As 
  a result of this, 
  all food and 
  drink items 
  served in The 
  Taproot are 
  completely free from 
  animal meats or 
  sentient plant products. 
   
  Patrons: Pixies, Gnomes, Firbolgs and 
  other magical woodland creatures of 
  good alignment. 
   
  Characters of note: 
   
  Sinthari, a scribe. Sinthari is 
  a knowledgeable elf scribe, who 
  sits alone at a table 
  surrounded by books. For 300 gp 
  he will offer to lend a wizard 
  one of his books for the night, 
  allowing the wizard to learn a 
  new cantrip of their choice. 
   
  Chyralinx, a violet faerie 
  dragon. Chyralinx is a hungry 
  refugee who can be seen sipping 
  the last drops from leftover 
  mugs and cleaning plates of 
  scraps. If befriended, she will 
  join the party as a 
  pet. 
   
  Suggested location: 
  Deep in a forest, off 
  the beaten track. 
   
  Unique features: 
  While staying in The 
  Taproot, due to its 
  relaxing aura, any 
  short rest taken 
  confers the full 
  benefits of a long 
  rest. 
   
  
   
   
  36 
  Twigglos 
  The Taproot 
  Menu 
   
  Food 
   
  Item 
  Description 
  Price 
  Root 
  Vegetable 
  Patty 
  A circular patty of 
  mashed root 
  vegetables, grilled 
  and served with 
  thinly sliced bread 
   
  Served on a wooden 
  plate 
  4 sp 
  Nut Loaf 
  A brown loaf made 
  of grains and nuts, 
  served with sprouts 
  and an onion gravy 
   
  Served on a wooden 
  plate 
  8 sp 
  Twigglos 
  Small twisted strips 
  of fried dough, 
  coated in sugar and 
  cinnamon 
   
  Served in a wooden 
  sharing bowl 
  1 gp 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
                                                                      
   
  17 On consumption, instantly confers all the benefits 
  of a long rest. 
  Drink 
   
  Item 
  Description 
  Strength 
  Price 
  Spring 
  Tonic 
  A refreshing 
  drink of 
  spring water 
  with a subtle 
  green tea 
  flavor 
   
  Served by the 
  glass 
  1 
  6 gp 
  Noon 
  Dew17 
  A milky green 
  dew magically 
  extracted 
  from flower 
  petals as they 
  reach their 
  zenith 
   
  Served by the 
  small bottle 
  5 
  95 gp 
  Auroch 
  Milk 
  A thick, fatty, 
  and nourishing 
  fresh milk, 
  served cold 
   
  Served by the 
  mug 
  0 
  4 cp 
   
   
   
   
   
   
   
   
  
   
   
  37 
  Chapter 4: Intoxication 
   
  This chapter contains a recommended 
  set of rules for intoxication. The 
  strength levels of the alcoholic 
  drinks used in these rulesets are in 
  each of the menus in the previous 
  chapters of this book. 
   
  Drinks range in strength from one to 
  ten. One being barely alcoholic and 
  ten being extremely strong. 
   
  Intoxication Rulesets 
   
  There are four rulesets below. All 
  four are compatible and complement 
  each other, although you can select 
  which ones to apply to your campaign. 
   
  1 Drunkenness 
  This ruleset applies a series of 
  ongoing effects based on the total 
  amount of alcohol consumed. 
   
  Effects are measured against the ACS 
  (Alcohol Consumed Score). This score 
  is calculated as follows: 
   
  Total strength scores of drinks 
  consumed in the last 4 hours, minus 
  the character’s Constitution 
  modifier. 
   
  Example: Yohanne has a Constitution 
  modifier of +1. He has consumed 5 
  cups of a strength 4 rum. His ACS is: 
  (5 x 4) - 1 = 19 
   
  Refer to the table below to see the 
  effects applied to the character as 
  they continue to drink. The effects 
  of each level of drunkenness stack, 
  i.e. a higher level effect does not 
  replace a lower level effect unless 
  otherwise stated. 
   
  ACS 
  Drunkenness Level: Effect 
  1-5 
  1: You start to feel the 
  alcohol affecting you. You 
  feel confident. 
   
  You have advantage on 
  Strength and Charisma checks 
  and disadvantage on Dexterity 
  and Wisdom checks. 
  5-15 
  2: You are drunk. 
   
  Roll a d4 and apply the 
  appropriate effect. 1, you 
  feel sad about opportunities 
  in your life you’ve wasted 
  and people you miss or have 
  let down. 2-3, you feel 
  happy, life is great and so 
  are you. 4, you become 
  impulsive and do things you 
  normally wouldn’t do. 
  16-20 3: You are slurring your 
  words and can no longer walk 
  in a straight line. 
   
  The positive effects of Level 
  1 are removed. You now have 
  disadvantage on all ability 
  checks and attack rolls.  
  21-25 4: You are struggling to 
  stand. You sway from side-to-
  side. Your mobility is 
  compromised. 
   
  Your Constitution modifier is 
  reduced to 0. Your speed is 
  reduced to 5 ft. 
  26-35 5: You are barely conscious. 
  Much of your concentration is 
  focused on remembering to 
  breathe. 
   
  You are incapable of any form 
  of combat and your speech is 
  extremely difficult to 
  understand. Your speed is 
  reduced to 0 ft. 
  36+ 
  6: You are prone and cannot 
  get up without assistance. 
  You are at risk of death. 
   
  While in this state you take 
  1d8 poison damage every 
  minute. Without immediate 
  medical attention you will 
  die. 
   
  
   
   
  38 
  2 Drinker’s Resilience 
  This ruleset determines how much a 
  character can drink before they 
  become completely incapacitated. It 
  sets the foundation for characters to 
  have drinking competitions with each 
  other. 
   
  This ruleset limits how far 
  characters can advance their ACS 
  based on a series of die roles. 
   
  Once a character’s ACS equals or 
  exceeds their Constitution score, 
  they must roll a d10 against the 
  table below (adding their 
  Constitution modifier) for each drink 
  they consume, including the drink 
  that made them hit or exceed that 
  threshold. 
   
   
  Example: Thena has a Constitution 
  score of 14. Her ACS is 12 and she is 
  about to consume a strength 2 ale. As 
  she drinks this, and each subsequent 
  drink, she must roll a d10. 
   
  See the table below for the effects 
  based on the outcome of the roll.  
   
  d10 
  +Con 
  Mod 
  Effect 
  1-2 
  You fall unconscious for 1d8 
  hours but do not gain 
  benefits of a short or long 
  rest 
  3 
  You vomit immediately and 
  fall prone, taking 1d4 
  bludgeoning damage 
  4 
  You vomit immediately 
  5-7 
  You feel the urge to vomit 
  and have 20 seconds to find 
  somewhere to do it 
  8-10 No adverse effect 
   
  3 Hangovers 
  This ruleset applies effects to 
  characters the day 
  after they have had 
  a session of 
  drinking. 
   
  After a short or long rest following 
  the consumption of alcohol, the 
  character must make a constitution 
  saving throw of DC 10 once they wake 
  up. The DC increases by 2 for each 
  level of drunkenness they reached 
  during the session.  
   
  On a failed save the character is 
  hungover and suffers from level 2 
  exhaustion for the next 1d8 hours. 
   
  A character who is hungover feels 
  nauseous and may feel tired or get 
  the urge to vomit every so often. 
   
  A character who is already addicted 
  to alcohol does not increase their 
  exhaustion level if it is already at 
  level 2 as a result of the addiction 
  – see next section for details. 
   
  4 Addiction 
  This ruleset determines whether a 
  character has become addicted to 
  alcohol and, if so, the effects the 
  addiction has on them. 
   
  If a character consumes 
  alcohol over three 
  or more consecutive 
  days they must 
  make a 
  constitution 
  saving throw of 
  DC 10. The DC 
  increases by 2 
  for each further 
  consecutive day 
  alcohol is 
  consumed on. 
   
  On a failed save the 
  character becomes 
  addicted to alcohol. 
   
  When addicted, after each long rest 
  the character must make constitution 
  saving throw of DC 18. 
   
  On a success, the addiction has been 
  overcome. On a fail, the character’s 
  exhaustion level increases by 1 if no 
  
   
   
  39 
  alcohol has been consumed since the 
  last long rest. 
   
  At the DMs discretion certain healing 
  effects, such as a Paladin’s Lay 
  on Hands ability, may cure alcohol 
  addiction. 
   
  To help speed up recovery from 
  addiction a character can go 
  through a rehabilitation 
  process. For example, this 
  may include spending some 
  time in a temple 
  meditating, keeping busy 
  with a hobby or craft for 
  several days, or being 
  supported and encouraged by 
  their companions. While 
  in a rehabilitative 
  state the character 
  rolls with advantage 
  on their 
  constitution saving 
  throws when trying 
  to overcome their 
  addiction. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Conversely, if a character is in an 
  environment where drinking is 
  glorified and they are regularly 
  encouraged to drink, they roll with 
  disadvantage on their constitution 
  saving throws when trying to overcome 
  their addiction. 
   
  This ruleset can also be 
  adapted to apply to addiction 
  to other substances or stimuli 
  you have in your campaign. For 
  example, an arena fighter may 
  become addicted to healing 
  potions or a sorcerer may 
  become addicted to a certain 
  spell effect. 
   
  For further inspiration to 
  adapt and tweak these 
  intoxication rules, or to 
  create an intoxication 
  ruleset of your own, you 
  can use the exhaustion 
  rules from Appendix A in 
  the Basic Rules and the 
  “Diseases” section in 
  the Dungeon Master’s 
  Guide as reference. 
   
   
   
   
  
   
   
  40 
  Chapter 5: General Food 
  and Drink Items 
   
  In addition to the items above, 
  listed under each establishment, 
  these general items, listed below, 
  could be expected to be found in 
  almost any tavern your adventurers 
  stumble into. 
   
  Drinks served by the mug can usually 
  be bought by the large flagon or 
  pitcher. This is equivalent to 
  approximately eight portions of the 
  drink for the price of six. Drinks 
  served by the glass or cup can 
  generally be purchased by the bottle. 
  The cost of bottles is far greater 
  than the price of one portion. 
   
  Food 
   
  Item 
  Description 
  Price 
  Meat with 
  Cheese and 
  Bread 
  Locally sourced 
  meat, cheese, and 
  bread 
   
  Served on a simple 
  plate, typically eaten 
  by hand 
  4 sp 
  Assorted 
  Salted Nuts 
  Assorted nuts, 
  skinned and heavily 
  salted, often 
  included at no 
  charge 
   
  Served in a cup, 
  2 cp 
  Porridge 
  Boiled oats with 
  water or milk 
   
  Served in a wooden 
  bowl with a spoon 
  1 cp 
  Common 
  Stew 
  Meat or vegetables 
  cooked in liquid, 
  ingredients vary by 
  locale 
   
  Served in a wooden 
  bowl with a spoon 
  6 cp 
   
  To be used as a supplement to the 
  section on “Expenses” in the Basic 
  Rules. 
  Drink 
   
  Item 
  Description 
  Strength 
  Price 
  Brown 
  Ale 
  A dark amber beer 
  with a sweet taste 
   
  Served by the mug 
  2 
  3 cp 
  Pale 
  Ale 
  A hoppy yellow 
  beer 
   
  Served by the mug 
  2 
  3 cp 
  Stout 
  A malty dry beer 
  with a dark color 
   
  Served by the mug 
  3 
  1 sp 
  Mead 
  A sweet amber 
  drink made from 
  honey, fruits, and 
  spices 
   
  Served by the mug 
  4 
  2 sp 
  Cider 
  A sweet beverage 
  made from 
  fermented apples 
   
  Served by the mug 
  3 
  6 cp 
  Wheat 
  Beer 
  A light and 
  refreshing beer 
  tasting of barley 
  and rye 
   
  Served by the mug 
  2 
  8 cp 
  Wine 
  A sweet acidic 
  drink, ranges from 
  dry white, to pale 
  rose, to rich red 
   
  Served by the 
  glass 
  4 
  4 sp 
  Port 
  A fortified wine 
  with a sweet grape-
  like taste 
   
  Served by the 
  glass 
  5 
  2 sp 
  Whisky 
  A strong smoky 
  drink with a malty 
  taste 
   
  Served by the cup 
  6 
  3 sp 
   
   
   
   
   
  
   
   
  41 
  Chapter 6: Sample Tavern 
  Names 
   
  Want to create your own taverns with 
  authentic sounding names? Here are 
  some suggestions on creating a random 
  tavern name. 
   
  Roll a d100 on each column. Divide 
  your roll by 2 and round up. 
   
   
  d100/2 The… 
  d100/2  
  1 
  White 
  1 
  Cat 
  2 
  Grey 
  2 
  Dog 
  3 
  Black 
  3 
  Mouse 
  4 
  Yellow 
  4 
  Rat 
  5 
  Blue 
  5 
  Horse 
  6 
  Red 
  6 
  Mule 
  7 
  Green 
  7 
  Donkey 
  8 
  Pink 
  8 
  Cow 
  9 
  Purple 
  9 
  Calf 
  10 
  Ivory 
  10 
  Bear 
  11 
  Ebony 
  11 
  Wolf 
  12 
  Charcoal 
  12 
  Bird 
  13 
  Sleepy 
  13 
  Duck 
  14 
  Angry 
  14 
  Gull 
  15 
  Tired 
  15 
  Pheasant 
  16 
  Hungry 
  16 
  Lion 
  17 
  Thirsty 
  17 
  Tiger 
  18 
  Grouchy 
  18 
  Frog 
  19 
  Old 
  19 
  Ape 
  20 
  New 
  20 
  Fox 
  21 
  Stone 
  21 
  Hound 
  22 
  Wooden 
  22 
  Bull 
  23 
  Tin 
  23 
  Goose 
  24 
  Copper 
  24 
  Swan 
  25 
  Bronze 
  25 
  Leech 
  26 
  Iron 
  26 
  Dragon 
  27 
  Steel 
  27 
  Stable 
  28 
  Mithral 
  28 
  House 
  29 
  Adamantine 
  29 
  Inn 
  30 
  Silver 
  30 
  Hand 
  31 
  Golden 
  31 
  Head 
  32 
  Ruby 
  32 
  Arms 
  33 
  Sapphire 
  33 
  Tap 
  34 
  Emerald 
  34 
  Flagon 
  35 
  Diamond 
  35 
  Spoon 
  36 
  Greasy 
  36 
  Bowl 
  37 
  Slippery 
  37 
  Cross 
  38 
  Dead 
  38 
  Moon 
  39 
  Crooked 
  39 
  Sun 
  40 
  Crafty 
  40 
  Ship 
  41 
  Velvet 
  41 
  Wagon 
  42 
  Burned 
  42 
  Crown 
  43 
  Frozen 
  43 
  Heart 
  44 
  Royal 
  44 
  Bell 
  45 
  Noble 
  45 
  Oak 
  46 
  Forgotten 
  46 
  Pine 
  47 
  Lonely 
  47 
  Ash 
  48 
  Muddy 
  48 
  Keys 
  49 
  Dreary 
  49 
  Mill 
  50 
  Bitter 
  50 
  Rider 
   
  In all my travels, the two most humorous 
  tavern names I have come across must be The 
  Noble Duck and The Lonely Spoon! 
   
  - Bendolin, Ponderer of Names 
   
  
   
   
  42 
  Appendix A - Hirelings 
   
   
  Marina. A half-elf sword for hire.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Orlan. An elf ranger and expert 
  hunter. 
   
   
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/DMsGuild/Bendolins Compendium of Brews and Cuisine.pdf