Inns & Taverns
This document provides you with everything you need for the (impromptu) creation of a Tavern or Inn. As always, aim to keep it simple! Last page contains some links and a list with loose ends. I've created this doc to help me with DM-ing in the Forgotten Realms setting and thus has a lot of references to it.
Inn, Tavern or Pub?
A Tavern is a place to drink & eat, but also to do business. An Inn, additionally, also provides lodging. A pub is a British word for a Tavern. Appendix A contains Tavern names.
Architecture
| d4 | Building material | ||
|---|---|---|---|
| 1 | Wattle and daub | 3 | Stone |
| 2 | Wood | 4 | Bricks |
| d6 | Size | ||
|---|---|---|---|
| 1 | Tiny | 4 | Medium |
| 2 | Small | 5 | Large |
| 3 | Medium | 6 | Huge |
Gothic, Shabby, Imposing, ...
As the party enters...
- Describe the atmosphere, smell(s) and how crowded it is.
- Describe a special feature, see: Appendix B.
- Describe some of the staff / patrons.
| d12 | Atmosphere | ||
|---|---|---|---|
| 1 | dead | 7 | quiet |
| 2 | dark | 8 | loud |
| 3 | worrisome | 9 | safe |
| 4 | serious | 10 | warm |
| 5 | sad | 11 | jovial |
| 6 | cold | 12 | festive |
| d12 | Smells | ||
|---|---|---|---|
| 1 | dank | 7 | fresh bread |
| 2 | sour beer | 8 | bbq'ed meat |
| 3 | sweaty | 9 | spices |
| 4 | moldy | 10 | chopped wood |
| 5 | wet dog | 11 | fresh herbs |
| 6 | smokey | 12 | perfume |
| d4 | Crowdedness | ||
|---|---|---|---|
| 1 | empty | 3 | busy |
| 2 | 1d6 tables have patrons | 4 | packed |
| d12 | Tavern archetypes | d12 | |
|---|---|---|---|
| 1 | Thieves' den | 7 | Specific class |
| 2 | Roadside Inn | 8 | Specific race |
| 3 | Upper class dining club | 9 | Specific guild |
| 4 | Brothel | 10 | For adventurers |
| 5 | Gambling house | 11 | For merchants |
| 6 | Members-only club | 12 | Blue-collar |
Services Offered
Inns and Taverns provide access to (false) gossip (quests, etc), bard songs, drinking games, perhaps a new ally or enemy, and the following list of more official services:
- Lodging. Inns (as opposed to Taverns) provide lodging.
- Stabling. Provides food, water and a stable for your horses. The PHB lists stabling at 5 sp per day.
- General Store. In isolated or very small towns the local Inn may double as a general store.
- Gambling. Provides a place to gamble. See section on Gambling.
- Brothel. Allows prostitutes on-premise, and provides room by the hour (at 20% the normal rate).
- Other. Carrier pigeons, messenger services, ...
Tavern Quality
The tavern quality defines the quality of food and services, and thus the sort of patrons you will find here. It also defines the cost of lodging. Both are represented:
| Quality | Lodging | |
|---|---|---|
| Lower Class | Wretched | 5 cp |
| Squalid | 7 cp | |
| Poor | 1 sp | |
| Middle Class | Modest | 5 sp |
| Comfortable | 8 sp | |
| Upper Class | Wealthy | 2 gp |
| Aristocratic | 4 gp |
- Default rate may be higher/lower depending on room type and price factor.
- Brothels offer a stay per hour, which is about 20% of the normal night rate.
Pricing
Price is an optional factor; a place can be low quality, but ask high prices, or the other way around.
Running the Tavern
Opening hours
Inns are open 24/7. Taverns may have opening hours.
| Type | Opening hours |
|---|---|
| Regular tavern, lunch | 12:00-00:00 |
| Watering hole | 15:00-02:00 |
Staff
| Size | Staff |
|---|---|
| Small | Bartender = Owner |
| Medium | 1 Bartender, 1-2 barmaids, a chef |
| Large | 2 Bartenders, 3-* barmaids, a chef + assistants, bouncers |
Additionally, there may be a stable boy
Ordering
Staff will ask players for drink/food (depending on time), and will describe the menu. See "Food and Drinks". Menu categories are: Ale, wine, liquor, tea and food.
Payment and tipping
Payments. Unless the players want to make a run for it without paying, tell them to deduct the correct amount from there character sheet at any purchase. Normally, a tab is kept, which is paid when leaving the tavern. Rooms are paid for up-front.
Tipping. May make tavern encounters needlessly more complicated, but it also provides opportunities for RP. Unless playing a table with emphasis on social encounters I'd recommend to exclude it from the game.
What happens when?
Taverns have a dynamic which we can reflect on by time of the day.
| Time | Description |
|---|---|
| 07:00 - 08:00 | Breakfast time |
| 11.00 - 12:00 | Lunch time |
| 16:00 - 17:00 | Happy hour (after work) |
| 17:00 - 18:00 | Dinner time |
| 00:00 | Family friendly taverns close |
| 02:00 | Slightly more rowdier taverns close |
| 04:00 | |
| 07:00 | The 'worst'(?) places close |
Local Customs
Discuss these with the players up-front. As residents in the game world they are aware of the customs. You could unexpectedly change these when they are in foreign lands.
Events and Activities
Though some taverns are bastions of peace 'n quiet. Most often, they're not. Common events:
| d4 | |||
|---|---|---|---|
| 1 | Bar games | 3 | Gambling |
| 2 | Bar fight | 4 | Guild meeting |
More inspiration on the d100 list: "Tavern Encounters". http://dndspeak.com/2018/02/100-tavern-encounters/
Layout
Some quick snippets to quickly generate a tavern on the fly.
- Bar
- Main area
- Guestrooms
- Stables
- Kitchen
- Storage
- Private rooms
TODO: Modular Tavern pieces.
Bar
- (Very) Long, Short, L-shaped, Circular.
- Wood, Stone, Made out of half barrels
- Barrels on it, Behind it (in stone half arches).
- Liquors bottles, Candles, Lanterns.
- Bartender: Appendix D.
Main area
- Stage
- Hearth
- Balconies, Stairs
- Doors (Kitchen, Storage, Guestrooms, Outside, Private halls, Toilets)
- Wrestling pit
- Type of tables:
- Long tables (communal)
- Smaller round tables
- Booths (privacy)
- Chambers (more privacy)
Is anybody serving?
Guestroom
- Wardrobe
- Chest
Simple rooms:
- Straw bed(s) have straw pillows and linen sheets
Luxury rooms:
- Feather bed(s)
- Table, quill and ink
- Bedpan
- Footlocker
Stables
Kitchen
Storage
Private rooms
Food and Drinks
These are foods and drinks found in The Forgotten Realms. See appendix E for descriptions.
| Regular Wine (cont'd) | Description |
|---|---|
| Heart of Wine | |
| Kaorph | Blue, floral |
| Manycherries wine | |
| Mint wine | |
| Rootweal | |
| Saerloonian Glowfire | |
| Saerloonian Special Vat | |
| Saerloonian Topaz | |
| Tethyrian tanagluth | Red, spiced |
| Utterdark | |
| Zzar |
Conditions
Drunk
Make a Constitution save for every drink. The DC is set by the DM, and depends on strength of the drink. The DC should be lowered for watered down drinks or increased for fortified drinks. On a failed save you add one level of drunk.
Rule of Thumb:
| Drink | Normal DC |
|---|---|
| Ale | 12 |
| Wine | 13 |
| Spirit | 14 |
Dwarves and other creatures with resistance vs. poison can make the check with Advantage.
| Level | Effects |
|---|---|
| 1 Merry | |
| 2 Drunk | and Wisdom checks and Saving throws. |
| 3 Unconscious |
A short rest removes one level of inebriation; a long rest removes all effects of inebriation.
Variant: Hangover
Add one exhaustion level after a long rest, after having fallen unconscious.
Gambling & Bar games
Gambling is an easy, though risky, way of making money. A proper establishment is set-up such that the house always wins. Gambling may also be illegal, in which case it may be hidden and you will need to know who to ask.
Events
Happy hour, gambling events
Bar games:
- Armwresting (money may be betted)
- Leg wrestling
- Dwarven Roulette (drinking game)
- Dagger pitching
- Twezeliewop
Gambling
- Pitfighting (bet on a fighter)
- Monster fighting (like rooster, only with [...])
- Dice Poker (Witcher 2)
- Spider races
Arm Wrestling. Simple version: Strength Skill Contest between the two players. Reroll when equal. A variant to bring some tension is to imagine two postitions between center and table. Winning the Skill Contest brings you one position closer. Rolling a 1 or a 20 brings you back or advances you by two.
Leg wrestling. Akin to arm-wrestling, except participants lay on the floor on their backs, side-toside, their heads pointed in different directions. Players lock legs and try to flip each other over, a test of both strength and dexterity.
Dwarven Roulette (drinking game). One tankard is beer mixed with piss.
Dagger pitching. Players stand at one end of a 15' long "lane" and throw daggers at a 6' high wooden target. On the target is the outline of a man; the vital areas (heart, lungs, eyes, etc.) are represented in this outline. Players get three shots at the target with throwing daggers; they score points depending on the accuracy of the shot. Competition is fierce and sometimes dangerous. The Diamond Spider has a regular dagger pitch league, but anyone who cares to join in when it isn't league night is welcome. The minimum throwing distance is 12'; ajudicate attempts based on the normal dagger-throwing mechanics of your system.
Twezeliewop. A large log is placed on the floor and two people face each other standing on the log. Each person must hold one hand behind his back; in his other hand he holds a large grain sack filled with goosefeathers. Each player attempts to knock the other off the log by hitting him with the sack.
Spider races. Various arachnids are placed in glass-topped "lanes" and race for insects at the end of the lane. First spider there wins!
Monster fighting. Trained or controlled monsters are pitched against each other.
Appendix - A Tavern Names
A name may be based on an origin story:
- The Hag's End: It's said that this used to be a Hag's House, at night it might get haunted every now and then
- New Beginnings: A tavern run by a group of retired adventurers who decided to start a new life.
The name may simply reflect the name of the town, such as The Daggerford Inn.
(The...)
Misc/Descriptive
- Road’s End
- Keystone Roadhouse
- Cedar Hearth Lodge
- Headless Dragon
- Devil's Arse
- Blind Beholder
- Westgate Beds and Brewery
- Gutted Fish
- Deepwater
- The Dragon's Hoarde
- Good Night Inn
- Knotted Beard
- Laughing Cat
- Seven Priests
- Wagonhouse
- Wandering Minstrel
- Lucky Die
- Fiddler's Riddle
- Jolly Cabbage
- Thirsty Troll
- Troll's Head
- Alibi Bar
- The Archer
- Learned Goat
- Old Haunt
Puns
- Last Drop
- Seven Drunken Knights
- Broken Drum (can’t be beat)
- Tipsy Tarrasque
- Cloak and Stagger
- Flagonborn
- Duck and Cover
- Grape Escape
Objects
Add a color for extra flavouring. The object may be hung outside for travelers to easily recognize the place.
- Copper Kettle
- Rusty Blade
- Rusty Nail
- Broken Plow
- Bronze Hook
- Amber Casks
- Bronze Buckle
- Black Flagon
- Broken Arrow
- Crossed Daggers
- Red Barrel Brewery
- Three Swords
- Brass Lantern
Heraldic
Most often animal names combined with colors.
| Red | Orange | Yellow | Iron | Copper |
| Green | Blue | Gray | White | Silver |
| Purple | Pink | Brown | Black | Gold |
- The White Hart
- The Black Stirge
- The Blue Quipper
- The Yellow Griffin
- The Blue Boar
- The Copper Dragon
- The Red Lion
- The Black Swan
- The Silver Unicorn
- The Black Horse
- The Red Pony
Paired names
- Mule and Mare
- Cat and Fiddle
- Frog and Firkin
- Pig and Whistle
- Piss and Whistle
- Axe And Bramble
- Pints and Potatoes
- Flask and Sword
- Axe and Compass
- Cock and Hen
- Devil and Deva
- Eights and Aces
- Fig and Gristle
- Fox and Hound
- Hammer and Anvil
- Lion and Lantern
- Slap and Tickle
Dwarven
- Miner's Arms
- Cavern Club
Misc UK pub names
- The Moon Under Water
- The Tap and Spile
- The Slug and Lettuce
- The Cat and Custard Pot
- The Moon and Sixpence
- Laughing Gravy
- The Boot and Flogger
- Dogget's
Postfixes
Besides Tavern and Inn...
| Arms | Hearth |
| Bar | Lodge |
| Club | Pub |
| Hall |
Reources
DMG page 113 provides a Tavern name generator. http://dndspeak.com/2017/12/100-tavern-names/ https://www.dandwiki.com/wiki/Well_Over_100_Tavern_Names_(DnD_Other) https://en.wikipedia.org/wiki/List_of_fictional_bars_and_pubs
Appendix B - Features
Tavern unique features
- Aligned to a guild, temple or secret society? Are there signs that show this?
- Illusions in guestroom (with idyllic tropical beach, etc)
- Colorful birds are flying around inside
Text over the bar
- "Many times, a man’s mouth has broken his nose."
- "In heaven there is no beer…That’s why we drink ours here."
- "Here’s to our wives and girlfriends: May they never meet!"
- ~"Everyone is wise until he speaks"
- ~"The Gods invented whiskey to prevent the Dwarves from ruling the world"
Sources: https://brandongaille.com/45-funny-and-witty-irish-sayings/
Decorations
- Fish or Head of an (exotic) beast.
Other
Rumble Inn. Once every hour a bell tolls and the whole inn shakes. The patrons all seem aware that this is going to happen and don't bat an eyelid as unattended glasses fall to the floor and shatter. All tables, chairs and stools are bolted to the ground to stop them tumbling every time there's a rumble.
The Boney bar is, if anything, creepier than it sounds. Not only are there skeletons serving you, nearly everything is made out of bones. The tables and chairs, a massive chandelier hanging in the centre of the room... even the mugs are skulls with the holes plugged up!
Hunters Rest. Adorning the walls of the three floors are the heads of all sorts of beasts, ranging from stags and boar to more exotic creatures like Owlbears and Displacer Beasts. There is a leaderboard filled with the top 20 hunter's names and how many points they have for the season.
The Drunken Dummy. Every night the owner is on stage with his wooden ventriloquist dummy. This thing looks creepy as hell, but they are telling some great jokes and the crowd is eating it all up! The act seems to show they have a complicated relationship, with the dummy regularly shouting down the owner and slapping him. It's a fantastic routine... or so it seems.
The King's Armistice. This tavern has been untouched by many wars over the years. Said to have been blessed by a mighty wizards final words as he sacrificed himself to end a long and gory war, it is a place to go for some respite during warring times. Upon entering all equipment disappears, including clothing. No magic seems to work either.
The Roasting Duck. Besides roasts, also every night, has on-stage roastings. Best roaster wins 30 gp.
The Tower. Tower with upstairs (open/closed) terrace with amazing views.
The Knife & Pork. With its very own in-house abattoir, feel free to select your favourite from a wide selection of pigs to chow down on this evening. It's the perfect place to be swined and dined!
The Boar Inn. This tavern seems really standard. Just a really old sweet couple who are like 90 years old. Offer tea and coffee and cakes rather than booze. There are those white lacy doilies on the tables and it's just proper classic old person vibe.
However, you do notice a dull repetitive thudding through the floorboards. With some investigation you find a bright neon, seizure-inducing underground club. Everyone is covered in glow in the dark patterns. Drink and drugs are in high supply. If you decide to stay you're soon joined by the old couple who properly rave it up. They ask that you do not tell anyone else of their secret club because the nobles wouldn't approve it. In return you get half price food and drink, either upstairs or downstairs.
Rise and Shine. You arrive at the tavern after a hard day's dungeon diving, just to find it is shut. Looking at the opening hours you see it is open from 6AM-7AM. Who on earth is drinking at 6 in the morning??
If they go during open hours they find it is absolutely heaving with customers, drunkards stumbling out after being in there for just a few minutes. Whilst inside you notice time is so much slower too. It will feel like hours pass whilst inside, even if you're only in there for 10 minutes of real time. (Maximum 12 hours in the 1 hour it's open, so 10 minutes real time would be 2 hours drinking time, for example)
Source: https://www.reddit.com/r/DnDBehindTheScreen/comments/ancztc/50_weird_wonderful_taverns/
Appendix D - NPC
- Barkeeper
- Barmaid
- Cook
- Bouncer
- Stable boy
Bartender, Innkeeper
There is an important distinction between the bartender and the innkeeper. The latter actually owns the place and has more on the line.
Bartender/Innkeeper
- Armor Class 10
- Hit Points 5 (1d8+1)
- Speed 30 ft.
STR DEX CON INT WIS CHA 8 (-1) 10 (+0) 13 (+1) 12 (+1) 14 (+2) 15 (+2)
- Skills Insight +4, Persuasion +4, Deception +4, Investigation +3
- Languages Common
The first to know. All the gossip from the city comes to the tavern first.
I know a guy. Due to his job, a innkeeper has some known contacts on the underworld. With a proper gold or persuasion, he can make things happen.
Actions
Dagger. Melee weapon attack: +2, 5 ft., one target. Hit: 2(1d4) Piercing damage
Dagger. Ranged weapon attack: +2, range 20/60 ft., one target. Hit: 2(1d4) Piercing damage
| d8 | Personality Trait |
|---|---|
| 1 | I've sampled the best concoctions around and model my own after them. |
| 2 | I speak with every patron I don't recognize. |
| 3 | I like to sing a tune to entertain my patrons. |
| 4 | I pride myself on having the best quality food and drinks. |
| 5 | I don't judge those who pass through my doors. All are welcome. |
| 6 | I like to give free drinks to people I REALLY like. |
| 7 | I never forget a face. Nor a bar tab. |
| 8 | I'm handy when it comes to many tasks, a veritable jack of all trades. |
| d6 | Ideal |
|---|---|
| 1 | Charity. I donate some of my profits and leftovers to the poor to help them get back on their feet. (Good) |
| 2 | My pub, my rules. I won't hesitate kicking someone out who doesn't like that. (Lawful) |
| 3 | Brawler. I like a good fight every once in a while. I can be very ingenuitive in a brawl, using anything within reach. (Chaotic) |
| 4 | Greed. Business is top priority and I need gold to keep everything running. I don't ask questions about who's doing what in my bar. (Evil) |
| 5 | Respect. Paying customers are first come, first served and are greeted with cold brews. (Neutral) |
| 6 | Manager. I welcome anyone who comes through my doors and doesn't make a ruckus. (Any) |
| d6 | Bond |
|---|---|
| 1 | I have a significant number of repeat customers whom I can trust. |
| 2 | My collection of vintage wines/ales/spirits is unprecedented in my hometown. |
| 3 | My bartender/barmaid is someone I can always turn to when things get hectic. |
| 4 | Day in and day out I can always turn to my family. They support my choices no matter what. |
| 5 | The town's guild hall keeps my tavern supplied with adventurers. I share a kinship with the guilds and their money is always welcome. |
| 6 | I craft my own brews with a secret method and ingredients. |
| d6 | Flaw |
|---|---|
| 1 | I cannot go too far or stay away too long from my tavern. It's my precious to me than any amount of gold. |
| 2 | I owe a huge debt for my tavern. I pay it back best I can, and hope the debt is not collected soon. |
| 3 | I drink as often as I can, especially from the tavern's stash. It's the only way I can get through the horrors. |
| 4 | When someone tells me a story, I must listen to it and believe every word. |
| 5 | My family raised me up specifically for great deeds and I abandoned them. |
| 6 | After spending a long time among the noise and ruckus, my hearing and sensitivity has almost wasted away. |
Some names, in a pinch..
human, male
Durand, Gustave, Barthold, Piligrim
human, female
Edith, Ethelgard, Farahilda, Herenborg
Barmaid, tavern wench
Have you ever wanted to spend your days babysitting belligerent drunkards while trying desperately to earn a living? Well too bad, someone has to do it. As a Barmaid you spent your life using charisma and/or brute strength to "persuade" drunkards to follow the rules like everybody else.
Proficiencies
- Weapons: Improvised weapons (serving tray, tankard, etc.)
- Skills: Insight (Wis), Persuasion (Cha), Deception (Cha)
Choose an instrument, or a language.
Barmaid
- Armor Class 10
- Hit Points 4 (1d8)
- Speed 30 ft.
STR DEX CON INT WIS CHA 8 (-1) 13 (+1) 10 (+0) 12 (+1) 14 (+2) 15 (+2)
- Skills Insight +4, Persuasion +4, Deception +4
- Languages Common
The first to know. All the gossip from the city comes to the tavern first.
Plastered Persuasion. After spending years tending to the regular drunkards and new faces in the establishment you work in, you have become an expert at getting what you want from the drunk, the tipsy and the plastered. You gain advantage on any charisma skill check on a target, if that target is considered drunk.
Actions
Serving tray/Tankard. Melee weapon attack: +2, 5 ft., one target. Hit: 2(1d4) bludgeoning damage
| d8 | Personality Trait |
|---|---|
| 1 | I understand that sometimes a little bit of flirting goes a long way. |
| 2 | Regulars always get the cheapest drinks. New-comers are almost always trouble. |
| 3 | Drinking on the job is never a problem. |
| 4 | My quick temper can end as many problems as it starts. At least, that's what I tell myself. |
| 5 | Sleazebag pervert is one bad comment away from a slap. |
| 6 | A jolly smile and cheerful laugh is the best way to start the day. |
| 7 | I hate my job and everyone I have to serve. |
| 8 | My loyalty to my employer is unmatched. |
| d6 | Ideal |
|---|---|
| 1 | Kindness. Service with a smile is everyone's right. (Good) |
| 2 | Strictly Business. You get what you pay for and I can't help that. (Lawful) |
| 3 | Loose Change. The drunk make easy money for stealing. (Evil) |
| 4 | Work Ethic. Hard days work for a hard days pay. (Neutral) |
| 5 | Fickle. My time is worth whoever is paying me. (Chaotic) |
| 6 | Self-Betterment. I'm working to be the best I can be. (Any) |
| d6 | Bond |
|---|---|
| 1 | My employer saved me from a horrible fate. I want to repay him properly |
| 2 | The regulars keep money in my pocket and food on my table, they're like family. |
| 3 | A great debt keeps me tied to this tavern. |
| 4 | I will never forget the name of the adventurer who saved me from a cruel fate. |
| 5 | My family has run this tavern for years. |
| 6 | I work at a tavern to support my family. |
| d6 | Flaw |
|---|---|
| 1 | My bar was raided, which has led to a natural distrust of authority figures. |
| 2 | I am a perfect example for why you shouldn't sample your own product. |
| 3 | I can never turn down a chance to gamble. |
| 4 | I'm willing to try anything to have a good time. |
| 5 | A little coin and I will do anything you want. |
| 6 | Never leave money out around me. |
Some names, in a pinch..
human, female
Agatha, Barbala, Lora, Regula, Verena
Bouncer
The tough guy who has to deal with bad patrons. These are level 1-2 fighters for bigger establishments or just tough guys in case of small establishments. Smaller establishments usually don't have bouncers. Establishments which attracts the nastier type of patron will have tougher or a few extra.
Proficiencies
- Armor: Light armor
- Weapons: Simple weapons
- Skills: Insight (Wis), Intimidation (Cha)
Bouncer
- Armor Class 11 (padded)
- Hit Points 11 (2d8+2)
- Speed 30 ft.
STR DEX CON INT WIS CHA 15 (+2) 14 (+2) 10 (+0) 8 (-1) 13 (+1) 12 (+1)
- Skills Insight +4, Intimidation +3
- Languages Common
Escorting out. The bouncer has advantage on grapple checks.
Actions
Club. Melee weapon attack: +2, 5 ft., one target. Hit: 2(1d4) bludgeoning damage
| d8 | Personality Trait |
|---|---|
| 1 | I am always polite and respectful. |
| 2 | My friends know they can rely on me no matter what. |
| 3 | Drinking on the job is never a problem. |
| 4 | Breaking up a brawl is the fun part of my day. |
| 5 | I can stare down a hell hound without flinching. |
| 6 | I enjoy being strong and able to protect others. |
| 7 | My language is as foul as a bug-bear. |
| 8 | My loyalty to my employer is unmatched. |
| d6 | Ideal |
|---|---|
| 1 | Sacrifice. Our lot is to lay down our lives for others. (Good) |
| 2 | Strictly Business. You get what you pay for and I can't help that. (Lawful) |
| 3 | Abusive. People will always do as I say with force. (Evil) |
| 4 | There will always be crime, as sure as there will be guards. (Neutral) |
| 5 | Fickle. My time is worth whoever is paying me. (Chaotic) |
| 6 | I love my tavern, and I will do anything to protect it. (Any) |
| d6 | Bond |
|---|---|
| 1 | My employer saved me from a horrible fate. I want to repay him properly |
| 2 | It is my duty to protect the tavern and its patrons. |
| 3 | A great debt keeps me tied to this tavern. |
| 4 | My honor is my life. |
| 5 | I fight for those who cannot fight for themselves. |
| 6 | I work at a tavern to support my family. |
| d6 | Flaw <-update |
|---|---|
| 1 | My bar was raided, which has led to a natural distrust of authority figures. |
| 2 | I am a perfect example for why you shouldn't sample your own product. |
| 3 | I can never turn down a chance to gamble. |
| 4 | I'm willing to try anything to have a good time. |
| 5 | A little coin and I will do anything you want. |
| 6 | Never leave money out around me. |
Some names, in a pinch..
human, male
Berolt, Draga, Hanry, Hraban, Odibrand
Appendix E - Drink descriptions
Ale
Baldur's Gate Pale
- Made by: Baldur's Gate
- Quality:
- Availability: Common in the North of Faerûn
Belbuck
- Made by: Halflings
- Quality:
A translucent green spearmint beer favored by halflings.
Bitter Black
- Made by: Arabel
- Quality:
This heavy dark stout tasted best when served at cellar temperatures. Arabellans looked down upon anyone drinking it at a different temperature. Bitter Black had a dark black color with a thick head of deep brown foam. See Aurora Whole Realms Catalog p. 127
Black Bottom
- Made by: Cormyr
- Quality:
An ale with a rough-edged, smoky taste.
Brown Mold Beer
- Made by: Humans, Dwarves; Usually connected to a temple.
- Quality: Normal
Beer made from Brown Mold is usually safe to drink. There is nothing that can be considered extremely dangerous about the mold once a Cure Disease spell has been cast on it. The beer has a strong malted taste. What is special about this beer is that it is always cold at 4 degrees Celsius). This beer will stay cold forever, even in the hottest climates. For some reason when this mold is fermented it retains its cold nature. To make Brown Mold Beer, the brewery must obtain some live mold. This means finding a way to transport the mold without it absorbing all the heat from whoever is transporting the mold. A container made from the hide of Draco Rigidus Frigidus (White Dragon) would be the best. With enchanted hides from a Winter Wolf being adequate. Before fermentation the mold must be killed. The most efficient way to kill the mold is to cast a Cure Disease spell on it. Then the mold should ferment normally. The Cure Disease spell should stop the cold absorption that allows the mold to grow. Sometimes if the spell does not work correctly (25%) the liquid will freeze after it is poured from the bottle.
Dimech Beer
- Made by: Dwarves
- Quality: Poor
This potent beer was created by the dwarf Dimech who became quite fond of brewing. Dimech kept one strapped under his neck like a Saint Bernard with a tube going thru his beard so he could drink anywhere with nobody seeing him. He discovered during a fireball one day, his beer is flammable as it blew up under his chin. (He failed his critical check and due to the special circumstances his beard burnt off.) Now "stubble" as he is affectionately called has a new weapon discovered by accident. He made a few small casks for use in combat. He throws them as a cocktail, but it is so thick that it acts like napalm (1d10 points of damage per cask).
Game Effects: The beer is so potent that the any non-dwarf drinker must make a Constitution check or else grimace and make an involuntary "Uckgh!" sound. If he fails, then another check must be made or he vomits. The beer gets the drinker drunk fast. The Constitution check for intoxication is made with a -5 penalty rather than a -1.
Dragon's Breath Beer
- Made by: Sembia
- Quality:
This beer had a strong and harsh flavor. It was best served with dark rye bread and death cheese. See Aurora Whole Realms Catalog p. 127
Elminster's Choice
- Made by: Immersea
- Quality:
This dark beer had a thick head and was clouded with yeast. It had a smokey aftertaste. It remained unclear if Elminster actually favored this beer or if it was a simple marketing ploy by Aurora's. See Aurora Whole Realms Catalog p. 127
Fire Beer
- Made by: Gnomes
- Quality: Normal
While some unscrupulous tavern owners would have people think that this drink is made on/from the Elemental Plane of Fire, it is actually nothing more than obscure gnomish ale that started life as a practical joke (as the race is often know for). The primary ingredients (at least those different from other beers) are a combination of cinnamon and hot peppers. Definitely an acquired taste and one of the few beers that needs a water chaser.
Golden Sands Brews:
- Made by: Calimshan
- Quality:
Golden Sands Brews encompassed several different lagers from Calimshan. They were only available from vendors in Waterdeep and Baldur's Gate and were also sold through Aurora's Whole Realms Catalogue. See Aurora Whole Realms Catalog p. 127 The different types of Golden Sands brews are listed below:
- Golden Sands Basic – The purest form of the Golden Sands lagers, this brew did not contain any additional flavorings. It had a light yellow coloration.
- Golden Sands Gold – This lager contained flavor from select cacti and nettles, adding a distinctly sharp taste to the drink. It had a deep golden color.
- Golden Sands Orange – Orange and currant were used to flavor this lager, giving it a slightly acidic aftertaste. This lager was the sweetest of the Golden Sands brews.
Iraeboran North Brew
- Made by: Iraebor
- Quality:
Iriaeboran North Brew was a local brew from Iriaebor. This beer was appreciated by the commoners more than those with more refined palettes. It had a dark amber color combined with a bitter aftertaste. Iriaeborans called this the "bite of the north winds". See Aurora Whole Realms Catalog p. 128
Luiren's Best
- Made by: Smokardin clan, Luiren
- Quality: Excellent
Sweet black thick stout, Luiren's Best was a heavy stout beer. It was jet-black and had a thick consistency. Luiren's Best had a sweet aftertaste. It was the favored beer in Luiren, Halruaa, and the Shining South. Sembia was able to acquire limited quantities on occasion. See Aurora Whole Realms Catalog p. 128
Night Ale
- Made by: Voonlar, for the Swords Meet Inn.
- Quality:
This strong ale was very dark in color and thus the name. It was available by the tankard for 1 sp each. The cost of a room at the inn included a meal and all the ale one cared to drink. Visitors could also buy a meal and a bottomless tankard of ale for 8 sp.
Old One Eye
- Made by: Llorbauth, Hills' Cheer Distillery & Brewery
- Quality:
Araneth Idogyr acquired the recipe for Old One Eye from a cyclops whom he met, and befriended, during the Goblin Wars of 1358 DR.
Similar to the brews from Calimshan, this brew had a light coloring but a higher alcohol content compared to its northern counterparts. Old One Eye had a red coloration that developed during the brewing process. The aftertaste was decidedly hot due to its secret ingredients.
It was considered one of the best liquors one could purchase outside of the Purple Hills. See Aurora Whole Realms Catalog p. 128
Samman
- Made by: Duergar from Gracklstugh
- Quality:
Samman ale had bitter flavor and was brown in color.
Shadowdark
- Made by: Shadowdale
- Quality:
Shadowdark ale was a light, bitter tasting ale, brewed in Shadowdale. It has a dark brown cloudy bubbling appearance and a yellow foamy head. It was first served at the Old Skull Inn but was later sold in many areas of Faerûn.
Sleeping Dragon dark
- Made by: Thrun Samallahan (human) from Rassalantar
- Quality:
Sleeping Dragon dark was a drink brewed by Thrun Samallahan at the Sleeping Dragon inn. The drink was made from the local oats and barley and had a nutty flavor with a pleasant bite.
Slow Spout
- Made by: Duergar
- Quality:
Slow Spout was a Duergan ale that was thick and bitter. It was so named because it tended to swirl around in one's insides until it was "spouted" back up. In Menzoberranzan, it was mostly enjoyed by goblins and kobolds, but it was not unknown for drow to drink it.
Spruce beer
- Made by: Humans from Wheloon, Cormyr
- Quality:
Made from the spruce tree. Orlenstar Thirlthorn, a druid of Silvanus and caretaker of the God's Grove shrine in Wheloon, Cormyr, brewed his own spruce beer by 1358 DR. This was one of a number of factors that made the grove a popular spot for locals.
Suzale (Purple Dragon Ale)
- Made by: Cormyr
- Quality:
Suzale, also known as Purple Dragon ale, was a fine-quality nutty ale. The ale was first brewed for King Azoun IV of Cormyr but over time it became sold across Faerûn. The name was a pun on the city of Suzail, the seat of power in Cormyr.
Tanagyr's Stout
- Made by: Moonsea
- Quality:
This beer was a heavy black stout with a malty flavor. It was on par with Evermead when considering its headiness.
It was one of a scant few items exempted from trade embargoes against Zhentil Keep. Long confined to the Moonsea, it was traded to the south in the mid–14th century DR, sold in unmarked barrels to escape the stigma of that area.
Yellow Mold Beer
- Made by: Humans, Dwarves
- Quality: Normal
There is nothing truly dangerous about beers made from Yellow Mold. There is a slight chance that if some spores survive the fermentation process that the drinker will suffer from hallucinations for 1d4 hours (GM's choice). There is a fifteen percent (15%) chance that enough spores will survive the process to cause hallucinations, in one bottle or keg. The mold must be killed without destroying it. This means that fire based spells or flames can not be used to kill the mold. Once the mold colony is dead it can be safely transported to the place of fermentation. The mold is fermented normally and produces alight tasting and pale beer
Yellow Snow
- Made by: All
- Quality: Poor
Yellow snow is a special brew almost all taverns are familiar with. The ingredients are one cask of a good beer, several casks of water (depending on the cheapness of the maker), and a bottle or two of poor quality wine. The best that can be said is that this beer will keep you going all night.
Wizard's Quaff
- Made by: Voonlar
- Quality: Poor
Wizard's Quaff was an ale brewed in Voonlar specifically for the Whistling Wizard inn.
More accurately described as a small beer, the Wizard's Quaff was a locally brewed, low-quality drink. Its only redeeming feature was that it was free to those staying in the inn. The price for non-paying guests was likely a copper or two, but few willingly chose to have another round if they could afford better.
Wyrmwizz
- Made by: Gyudd's Distillery, Skullport
- Quality: Poor
An extremely low quality, muddy beverage.
Wine
Arabellan Dry
- Made by: Arabel
- Quality: 25
This fine red wine was best served at cellar temperature. It was dry with a slight woodsy undertone with a hint of berry. See Aurora Whole Realms Catalog p. 129
Arrhenish
- Made by: Cormyr
- Quality: Normal
Arrhenish was a sweet Cormyrian wine. Although it was popular in the royal court, connoisseurs thought it was swill.
Assassin vine wine
- Made by: All?
- Quality: Cheap
Assassin vine wine was a wine brewed from the berries of the murderous assassin vine. The berries were tough and bitter, yet hearty. They made for a heady wine. Assasin vine grows in temperate forests. Ardeep Forest, east of Waterdeep. Flooded Forest, between the Vast and the Moonsea. Vast Swamp.
Berduskan Dark
- Made by: Berdusk
- Quality: 24
This heavy wine was dark and sweet with a slight burning aftertaste. Possessed of a high alcohol content, this wine was eagerly sought throughout the Realms.
At one point this wine was bottled thanks to cooperation between guilds in Berdusk. However, a falling out between the Vinter's and Alchemists guilds ended the bottling process.
Dry Berduskan was said to pair well with a dish of Tharsultan prawns cooked with plover's eggs in garlic butter. See Aurora Whole Realms Catalog p. 129
Blood Wine
- Made by: Aglarond
- Quality: 4
This heavy-bodied wine had deep red tones complimented by a full taste with a slight afterbite.
Blood Wine used shriveled grapes that only grew on vines rumored to be possessed by spirits who performed act of cruelty during life.
Clarry
- Made by:
- Quality: 2
Clarry was made by blending common table wines with honey and spices. Pink Clarry was used for special occasions.
Dragondew
- Made by: Cormyr
- Quality: ?
.
Fire Wine
- Made by: Old Empires
- Quality: 18sp
Crafted in the Old Empires, this black wine burned the belly with its rich spices. Fire Wine was rumored to have a few medicinal properties. See Aurora Whole Realms Catalog p. 130
Firedrake
- Made by: Cormyr
- Quality:
Firedrake was a type of wine in Cormyr. It was served warm in cold salt-rimmed glasses.
Gorgondy wine
- Made by: Gnomes from the Underdark
- Quality:
Gorgondy wine was a gnomish wine made from water drawn from a series of magical pools. These waters offered glimpses of the past to those who consumed it.
Heart of Wine
- Made by: Zakhara
- Quality: half gallon/pitcher=2gp
Heart of Wine was a special alcoholic beverage found in Zakhara. It was made by aging wine in the desert heat or mountain snows until all of the water evaporated or froze, leaving behind a potent substance. As with all alcoholic drinks, Heart of Wine was forbidden in any area controlled by moralists.
Jhuild
- Made by: Rashemen
- Quality: Excellent; 7-15gp/tankard outside R.
A thick, dark reddish-brown alcoholic beverage that created the sensation of fire in the imbiber's belly, thus earning its name. Jhuild was an extremely potent and spicy wine, and was reputed to have medicinal qualities. The Witches of Rashemen grew the herbs, grapes, and fruits that were used in distilling the wine in the magic-laced soil of the Urlingwood. It was often used as part of a berserker warrior's ritual of invoking the berserker rage.
Also known as Rashemi firewine, Rashemaar firewine, or thrallwine. It's considered to be the national drink of Rashemen.
Kaorph
- Made by: Sword Coast
- Quality:
Kaorph was a type of fine wine that could be found throughout the Sword Coast, made available by the Highmoon Trading Coster. The mercantile organization held exclusive rights to its import and sale.
This wine had a somewhat unique hue, possessing a vivid, clear-blue color. Despite this almost tropical appearance, it didn't possess a fruity taste, rather a more floral flavor.
Lathander's red
- Made by: Priests of Lathander in Dagger Falls
- Quality: Excellent
Lathander's Red was a variety of wine brewed by the priests of Lathander in Dagger Falls. A valuable red wine, it was typically kept in small casks below Lathander's Light (Temple in Dagger Falls).
Manycherries wine
- Made by:
- Quality:
Manycherries wine was a popular wine served in Waterdeep and consumed by nobles.
Mint wine
- Made by: Gold Dragon, Galgentor
- Quality:
Moktessa
- Made by: Dambrath
- Quality: Excellent
Made from rich white grapes, Moktessa was enjoyed by humans and drow. This fine wine was hard to come by even in Dambrath because of the high demand. It was virtually unknown outside of Dambrath.
Mulhorandan lion-wine
- Made by: Mulhorand
- Quality: Excellent
Select vintages were considered to be of exceptional taste by wine connoisseurs.
Neverwinter black icewine
- Made by: Neverwinter
- Quality: Excellent (7sp/bottle)
Considered somewhat rare, black icewine was held in high regard both by local Neverwintans, and by wine enthusiasts along the Sword Coast. Black icewine was made by farmers in the area around Neverwinter.
Ondal's wine
- Made by: Ondal
- Quality:
Ondal's wine were white or golden wines made by the mage and vintner Ondal prior to the spellplague. When the spellplague struck in 1385 DR, Ondal's manor and most of his wine cellar was destroyed. A few wagonloads of wine escaped destruction and these were soon recovered and disbursed throughout the Realms.
The wine was noteworthy in that the spellplague infused wild magic into the bottles and, whenever a bottle was opened, uncontrolled destructive magic was released. Numerous groups attempted to find the remaining bottles and either destroy them or use them for nefarious purposes.
Rootweal
- Made by: Aglarond
- Quality:
A red wine that originated from the forests of the Yuirwood in Aglarond. The beverage had the color of red silk and was a smooth, full-bodied wine. Its flavor was described as "a forest meadow alive in the glad light of the sun".
Saerloonian Glowfire
- Made by: Searloon
- Quality: 26sp
This renowned wine had a slight luminescence, adding a mystical quality to the wine. Neither sweet or dry, this aromatic wine conjured images of refreshing summer breezes. Its flavor evoked the taste of pears. See Aurora Whole Realms Catalog p. 130
Saerloonian Special Vat
- Made by: Searloon
- Quality: 28sp
This pale red wine contained a wonderful blend of sweet fruit and grains, creating a smooth body that left a tingle on the tongue.
It was speculated the "special recipe" for Saerloonian Special was just over half raspberry and strawberry, blended with some grains for a smooth taste and textured body. See Aurora Whole Realms Catalog p. 130
Saerloonian Topaz
- Made by: Searloon
- Quality: 2gp
This dry yellow-amber colored wine had a nutty flavor with fruity overtones. See Aurora Whole Realms Catalog p. 130
Saravva
- Made by: Amn
- Quality: Normal
An Amnian wine made from grapes of the vineyards near the halfling city of Esmeltaran. It was tinted green and possessed a particularly tart taste.
Spiced wine
- Made by: Calimshan
- Quality: Normal; price depends on spices used 25sp-3gp/cask
Spiced wine was said to be an effective remedy against nausea, cough and sore throat.
Each individual spice was used to make a different flavor of spiced wine. Typical flavors which could be ordered through Aurora's included raisins, cinnamon, fennel, anise, nutmeg and clove. See Aurora Whole Realms Catalog p. 131
Stonesulder wine
- Made by: Stonesulder, The Abyss
- Quality:
Stonesulder wine was a white wine produced by crushing berries and vines found in the Abyss. It took its name from the merchant Arlast Stonesulder who popularized its use.
This wine was yellow in color and had a sharp flavor. Stonesulder wine was often used in cooking because it could bind sauces and gravies to food.
It had to be fermented in hardwood barrels and, unlike other wines, in a damp and warm environment.
Tethyrian tanagluth
- Made by: Cormyr?
- Quality:
A red spiced wine.
Undermountain Alurlyath
- Made by: Undermountain
- Quality: 8gp
This sweet white wine had a slightly nutty aftertaste. Undermountain Alurlyath glowed with silver and green light, further enhancing its fully body on a romantic evening. It was usually stored in special ceramic bottles during transport to keep the light from fading.
A wine crafted somewhere in Undermountain and sold through contacts in Skullport.
Utterdark
- Made by: Bogbrook, Cormyr
- Quality:
Utterdark was described as a black wine rather than a red for its incredibly dark coloration. It had a raw, fiery, and almost salty flavor, but was a potent liquor. Distinctly an acquired taste, it was not a popular wine, though those who enjoyed it did so immensely.
The wine was made by a number of families in Bogbrook using a secret process and secret ingredients that were closely guarded by them. These usually included the juice of berries that grew on their lands and various spices like crushed mustard seed, giving them distinct flavors. Each family had its own unique recipe and vintages they held to be the best. The vintages made by the Jhalonsons and Ittreers were highly regarded by utterdark fanciers, while the Athantals sold one with a recently rediscovered combination of seasonings that was quickly growing in popularity around 1367 DR.
Fans of utterdark could be found in numbers in Sembia and Westgate, further afield in Amn and Chessenta, and even as far away as Waterdeep. It was often used as a marinade to hide the taste of spoiled food, so, along with its potency, it was popular with many ship's quartermasters on the Inner Sea. Chefs of large kitchens could also make use of it.
Utterdark was the thing that humble Bogbrook was known for. Utterdark wine was sold at the village's own Utter Inn.
Westgate Ruby
- Made by: Westgate, Dragon Coast
- Quality: 13sp
This bold crimson wine was slightly acidic. It was complimented best when served with a beef or a hearty stew. See Aurora Whole Realms Catalog p. 131
Winter Wine
- Made by: North Faerûn
- Quality: 33sp
This purplish wine was made after allowing the grapes to freeze on the vine. Winter Wine was was typically served in small portions with dessert since it was strong and sweet. It also had a slight spicy tone.
Zzar
- Made by: Sword Coast, North
- Quality:
A fortified sherry wine popular in Waterdeep. Zzar had an orange color and an almondy scent (and flavor). Most elves disdained it. It was made by fortifying sluth (a dry, sparkling white wine) with an almond liqueur.
Zzar was produced at wineries such as the House of Good Spirits in Waterdeep.
Liquor
Absinthe
- Made by: Humans
- Quality: Excellent
An alcoholic liqueur flavored with wormwood, an aromatic plant that provides nice flavor and color to absinthe. "Madness and death are not things to which I aspire." is a common saying to those that refuse absinthe. Absinthe is highly toxic to the nervous system causing madness and death. Most regions make absinthe illegal because of its great danger.
If you wish to add insanity effects: https://www.scribd.com/doc/19508351/D-D-Alcohol
Ale flip
- Made by:
- Quality:
Hot drink, 1 rum,15 ale
Dragon's breath
- Made by: Hillsfar
- Quality:
A brandy-like liquor exported from the city of Hillsfar in the Moonsea.
Elquesstria
- Made by: Evereska?
- Quality:
A variety of elven spirit. It was available at the Halfway Inn outside Evereska, among other places.
Elverquisst
- Made by: Evereska
- Quality: Excellent
A variety of elven spirit. Elverquisst was ruby colored, "distilled from sunshine and rare summer fruits." It was smooth but flecked with gold. It was generally stored in bottles made of transparent crystal, capable of absorbing light. Upon speaking a specific phrase in Elvish, the light gathered into thirteen distinct points that resembled the constellation Correlian.
The rare fruits that were used in making elverquisst were orosks and resmers. As of the Year of Wild Magic, 1372 DR, these plants only grew in Evereska and a few other isolated valleys around Faerûn.
Elverquisst was highly prized by elves, especially in autumn. A ritual was involved in drinking Elverquisst. The ritual involved a chant, pouring the liquid into a goblet, swirling it around, sharing it with others, and offering a ritual bow of the head in thanks.
Fireseed
- Made by: Dwarves
- Quality:
The liquor had negligible effects on dwarves and gnomes. Fireseed was more potent to other races, however, either increasing natural resistances or debilitating drunkenness.
Dwarves and expert brewers could easily identify fireseed by its smell. It was stored in brown glass bottles that contained six shots.
Flamebeard's Firebrandy
- Made by: Dwarves (Bryn Shander, Mirabar)
- Quality: Poor
This Fiery liquor is in fact a cheap rotgut from Mirabar that Ogden Flamebeard, proprietor of Kelvin's Comfort in Bryn Shander, purchased in bulk and then relabeled and resold at a considerably higher price.
Gutbuster
- Made by: Dwarves
- Quality: Poor
A strong dwarven brew consumed by the dwarves of northwest Faerûn. Gutbuster was a strong drink that only the toughest dwarves and foolhardiest non-dwarves would ever attempt to drink. However, if the drinker survived it, they were granted immunity to sleep and cold for some time. It was described as the "most foul-tasting concoction ever brewed.
Moon Rum
- Made by: Moon Mountain Brewery, Secomber
- Quality: Normal
A strong, fiery drink that was anything but subtle. It was distilled from sugar beets and was a dark reddish purple.
Moon Rum was not very popular as a straight drink, but it was very popular as a mixer for making ale flips and was even sold in topkegs in the correct proportion with Moon Mountain Ale.
Seawine
- Made by: Nasaqh Estates, Mount Sar, Sword Coast North
- Quality:
A name given to a potent liqueur produced at the Nasaqh Estates on Mount Sar, in the Sword Coast North region.
It was popular in Waterdeep among wealthy merchants.
Narcotics
Haeptum
Harvested from Laerakond. Not much is known.
Kammarth
A magical drug concocted from a rare forest root and a subterranean fungus.
Description: It was taken as a powder or as a beige jelly and was either eaten or taken through skin contact; the former was a more effective way to experience its effects. While it was a magical drug, the producer didn't need to be able to cast magic.
Effects: A potent stimulant, Kammarth made one feel good and energetic but it also had real effects. First, the magical effect of the drug bestowed the effects of the spell expeditious retreat, one of the few ways for non-spellcasters to obtain it. The duration of this magical effect was a few minutes (no concentration required). About a minute after the initial effect kicked in, Kammarth heightened the base agility and reflexes of its user until the spell effect ended.
Overdosing with Kammarth was easy. When a person took two doses in an 8-hour period, they suffered physical damage and was paralyzed for several minutes. When one made the mistake of taking more than three doses in 24 hours, the drug caused serious damage to the body and paralyzed the person for several hours.
Addiction: Moderately addictive. As with drugs of this type, addicts felt the need to take it around every five days. Withdrawal symptoms included temporarily decreased agility and perception abilities.
Green Sleeping Dust
Todo..
Luiren spring cheese
A type of cheese that acts as a drug to Halflings.
Silkroot
also known as Knight's Veil or Styxroot, was a stimulant that improved the reflexes and caused temporary euphoria.
Traveler's dust
Traveler's dust was a deadly, addictive drug. Those that used traveler's dust were said to be walking the crimson road.
Ziran
Ziran or bloodfast was a magical drug made from a number of subterranean fungi. The drow were the first to produce it.
TODO
- Page 1: Patron classes
- Prices & Price differentiation by quality/style.
- Standard room, kitchen, stables descriptions and roll-tables.
- Bouncer still needs a bouncer-y ability.
- Templates for Cooks, Sex workers, Stable Boys. Perhaps add some traveling Bards?
- Narcotics
- Add more links to used sources.
Links
https://forgottenrealms.fandom.com/wiki/Beorunna%27s_cure-all https://forgottenrealms.fandom.com/wiki/Wine https://forgottenrealms.fandom.com/wiki/Category:Liquors https://www.scribd.com/doc/19508351/D-D-Alcohol https://www.dandwiki.com/wiki/Barmaid_(5e_Background) https://www.esquire.com/food-drink/bars/a25516/true-happy-hour-charts-1113/
Feedback
I'm brand new to DM-ing and to the GM-binder. Any feedback is greatly appreciated. Also, let me know what you think of this doc and when you used it in your game! SRG.VENEMA [at] GMAIL [dot] COM