Durnan's Guide, Simplified (aka Player's Guide to Trollskull Manor/Tavern Upgrades)

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Upgrade Options for Trollskull Manor

Waterdeep: Dragon Heist rewards players with the deed to Trollskull Manor, a run-down former mansion/tavern. With enough gold, the party can make basic renovations and set themselves up to re-open the tavern. With a little more gold, they can make the place shine.

This guide draws from Janek Sielicki's Dragon Heist Options for Trollskull Manor and Durnan's Guide to Tavernkeeping while simplifying and streamlining several aspects and bringing the economy more in accordance with the W:DH module.

Manor Renovations

The 1000 gp renovations will rehab the manor into a livable condition. Extra upgrades can enhance TSM as a party headquarters. If not completed at the same time as the initial renovations, anticipate some construction time.

Demo / Build Walls

Don't like the floorplan? No problem. Remove a non-load-bearing wall or build a partition to reconfigure your layout.

Cost: 10 gp per wall demolished or built

Extra Bathroom

Sometimes you want to take a nice, long bath to recover. This is easier if you have more baths!

Cost: 20 gp per added private bath

Benefit: On a Short Rest taken at TSM, you may reroll one Hit Die. You must use the new roll.

Secret Exit

A hidden tunnel behind the bar. A door masked by a wardrobe. Voila! Handy for making quick escapes.

Cost: 10 gp / 20 gp / 70 gp, depending on quality

Benefit: The doorway requires prior knowledge or a DC 10/15/20 to discover. High-quality exits also grant advantage on the Stealth check required by the Theft downtime activity.

Security Enhancements

Reinforced shutters and doors protect the structure from outside threats. For a little extra, your floorboards chirp like birds when even the stealthiest of intruders steps on them.

Cost: 50 gp / 100 gp, depending on quality

Benefit: Players gain full cover if attacked from outside. For upgraded enhancements, install up to 10 5x5 squares of flooring which alerts anyone on the same floor to movement.

Magical Security

A spellcaster will enchant a door or window to raise the alarm in the form of a mental ping or a loud ringing bell in the event of intruders.

Cost: 100 gp per tenday

Benefit: A selected door or window is equipped with the Alarm spell for the duration.

Vault

A secure, fortified space, complete with traps and a sturdy dwarf-made door. Perfect for storing treasures and income.

Cost: 100 gp / 200 gp, depending on quality

Benefit: Your vaulted space is equipped with a DC 18/23 lock and 1/2 setback trap(s). The upgraded vault also has 1 dangerous trap (as outlined in the Basic Rules).

Manor Fixtures/Furniture

These additions can be added by the party at any time by spending one day shopping and paying the requisite gold.

Crafting Bench

A workspace occupying a 5x5 square allows characters to craft items more easily. This does not replace the artisans' tools necessary for specific crafting projects.

Cost: 50 gp

Benefit: Items cost 5 gp less to craft in downtime.

Furnishings and Decor

Make your house a home with softer beds, more comfortable sofas, a washbasin in every bedroom, or even a small fire elemental heating your bath.

Cost: 200 gp / 400 gp / 1,000 gp, depending on quality

Benefit: Taking a Long Rest in the manor provides 2/4/10 temporary HP.

Library

Tomes of many subjects line the walls of a cozy room built for those who thirst for knowledge (or who enjoy a little light reading).

Cost: 60 gp / 100 gp, depending on quality

Benefit: Characters gain Advantage on Intelligence checks made in the library. The upgraded library also allows you to roll an additional 1d4 and drop the lowest when resolving the Research downtime activity.

Arcane Library

Distinguish your library with additional volumes of rare books of and about magic, which are most valuable to any arcane spellcaster.

Cost: 300 gp in addition to Basic or Upgraded Library

Benefit: In addition to the benefit(s) above, once a day, one arcane caster may cast one spell of their class (no higher than 3rd level) as a ritual. Spells above the spellcaster's level require a check with DC 10 + spellcasting modifier.

Pigeon Loft

Not just pets, but helpers! A well-kept pigeon loft is erected on the rooftop, with trained pigeons who always come home.

Cost: 200 gp

Benefit: Once a day, you may send a message to a designated partner location or send a pigeon home.

Roof Garden

A beautiful roof garden, full of flowers, herbs, and benches where you can sit and watch the colorful birds and butterflies that visit.

Cost: 200 gp

Benefit: The garden gives a free source of herbs for medicine, cooking, potions, and poisons. Potions cost 5 gp less to brew in downtime.

Scribing Desk

A fine desk occupying a 5x5 square - perhaps in a library? - allows characters to scribe spellscrolls more easily.

Cost: 50 gp

Benefit: Spell scrolls cost 5 gp less to scribe in downtime.

Shrine

A room, corner, small building, or tree dedicated to the worship of a deity of your choice who will receive praise and possibly answer prayers.

Cost: 60 gp / 100 gp

Benefit: A Long Rest at TSM charges a Token of Favor, allowing one PC to reroll a 1 on d20 check, as long as the action does not conflict with the deity's dogma. The upgraded shrine also allows you to roll an additional 1d4 and drop the lowest when resolving the Service downtime activity.

Consecrated Shrine

A donation to the god's temple is rewarded with a consecration ceremony that allows a devotee to strengthen their bond with the god.

Cost: 300 gp in addition to Basic or Upgraded Shrine

Benefit: In addition to the benefit(s) above, once a day, one divine caster may cast one spell of their class (no higher than 3rd level) as a ritual. Spells above the spellcaster's level require a check with DC 10 + spellcasting modifier.

Tavern Upgrades

Basic renovations include a basic-level kitchen, cellar, taproom with hearth, and larder–everything you need to get started.

However, these are the bare minimum, leaving your tavern in Squalid condition. Most tavern upgrades grant an increase in your tavern's valuation. Valuation levels then determine the base cost (and revenue!) of the tavern, as well as the kind of patrons to expect. See page 4 (Calculating Revenue) for a description of how to use valuation and expected costs.

Valuation Tavern Quality Expected Cost Per Tenday
1-5 Squalid 45 gp
6-12 Poor 60 gp
13-19 Modest 75 gp
20-30 Comfortable 95 gp
31-44 Upscale 125 gp
45+ Aristocratic 160 gp

Aquarium

Want to provide a calming, ethereal display for your patrons or bring a little nature indoors? Just add water! And fish.

Cost: 10 gp / 30 gp / 50 gp, depending on quality

Benefit: Increases valuation +1 / +3 / +5 .

Cobbled Street(s)

Well-laid streets allow heavy carts to travel even during rain or snow, saving overhead costs and increasing clientele. They also increase the overall quality and appearance of the neighbourhood.

Cost: 200 gp / 300 gp, depending on quality

Benefit: Increases revenue 10 gp per tenday. Upgraded cobbled streets grant advantage once a day on Persuasion checks to neighbors.

Beer Engine

A dwarven-invented mechanical apparatus that propels cask ale from the cellars to hand pumps at the bar, allowing taverns to serve customers at greater speed.

Cost: 40 gp / 60 gp / 80 gp, depending on quality

Benefit: Increases valuation +4 / +6 / +8 . At luxury tier, also increases revenue 1gp per tenday.

Beer Garden

Outside seating allows customers to escape the smoke and grime of the tavern interior. It also raises the respectability of your establishment.

Cost: 20 gp / 40 gp / 100 gp, depending on quality

Benefit: Increases valuation +2 / +4 / +6 . Grants bonus of +1 / +2 / +2 on Persuasion checks made in the garden. The luxury tier beer garden also allows you to roll an additional 1d4 and drop the lowest when resolving the Carousing downtime activity if on location.

Fighting Pit

Tucked away from the taproom in a repurposed cellar, a secret fighting pit allows patrons to taste the thrill of the fight–or of the betting pool.

Cost: 30 gp / 40 gp / 50 gp, depending on quality

Benefit: Alters valuation -1 / +0 / +1 . Grants bonus of +1 / +2 / +2 on attack rolls made in the pit. The highest tier fighting pit also gives Advantage on the Unarmed Strike check when resolving the Money-Making (Pit Fighting) downtime activity if on location.

Gambling Table

Late at night, unbeknownst to the City Watch, in a secret corner (or snug), the dice roll and prayers are muttered to Tymora, the Lady of Luck.

Cost: 10 gp / 30 gp / 90 gp, depending on quality

Benefit: Increases valuation +1 / +3 / +5 . Grants bonus of +1 / +2 / +2 on Insight checks made at the table. The luxury tier gambling table also gives Advantage on the Insight check when resolving the Money-Making (Gambling) downtime activity if on location.

Lavatory

Most taverns make do with an outhouse or chamber pot for patrons; building a lavatory indoors will make customers feel pampered and more likely to stay for another round.

Cost: 20 gp / 40 gp / 60 gp, depending on quality

Benefit: Increases valuation +2 / +4 / +6 .

Snug

A room with frosted glass protects the privacy of those who would pay a little extra to be drink away from prying eyes.

Cost: 20 gp / 40 gp / 100 gp, depending on quality

Benefit: Increases valuation +2 / +4 / +6 . Grants bonus of +1 / +2 / +2 on Deception checks made in the snug. The luxury tier snug also allows you to roll an additional 1d4 and drop the lowest when resolving the Spreading Rumors downtime activity if on location.

Stage

A raised platform gives a natural place for bards, actors, or tipsy amateur poets to perform and entertain tavern patrons.

Cost: 10 gp / 30 gp / 90 gp, depending on quality

Benefit: Increases valuation +1 / +3 / +5 . Grants bonus of +1 / +2 / +2 on Performance checks made on the stage. The luxury tier stage also gives Advantage on the Performance check when resolving the Money-Making (Performing) downtime activity if on location.

Upgraded Cellar

A stone-lined cellar allows the tavern to stockpile wines and spirits at temperature and hold reserves of ale inside giant storage barrels.

Cost: -- / 20 / 60

Benefit: Increases valuation +1 / +3 / +5. At luxury tier, also increases revenue 1gp per tenday.

Upgraded Hearth

The center of any room is the hearth, and a taproom is no exception. An upgraded hearth elevates the atmosphere (and the temperature, on cold nights).

Cost: -- / 20 / 60

Benefit: Increases valuation +1 / +3 / +5. At luxury tier, also increases revenue 1gp per tenday.

Upgraded Kitchen

Providing food is the very first step to better service; an upgraded kitchen comes with more room for more cooking techniques and faster service.

Cost: -- / 20 / 60

Benefit: Increases valuation +1 / +3 / +5. At luxury tier, also increases revenue 1gp per tenday.

Upgraded Larder

A storage area for wholefood supplies with a cool room for perishables. The fresher the ingredients, the better the meal!

Cost: -- / 20 / 60

Benefit: Increases valuation +1 / +3 / +5. At luxury tier, also increases revenue 1gp per tenday.

Upgraded Taproom

The taproom is the heart of your tavern. A basic taproom has spit-and-sawdust floors, worn tables, and cracked mugs; a a luxury-level taproom would have polished floors and crystal.

Cost: -- / 20 / 60

Benefit: Increases valuation +1 / +3 / +5. At luxury tier, also increases revenue 1gp per tenday.

Calculating Revenue for Your Tavern

The following is a formula for calculating revenue that reflects more realistic profit margins of a tavern that is operating with a full staff in a mortgaged or rented property. This is a guide that the DM can adjust as appropriate for the individual circumstances of the tavern in question.

Once a tenday, the party should roll 2d20 - 10 to determine the profit percentage (range -8% to +30%).

To calculate profits earned, multiply the percentage by the cost found on the chart below.

Valuation Tavern Quality Expected Cost Per Tenday
1-5 Squalid 45 gp
6-12 Poor 60 gp
13-19 Modest 75 gp
20-30 Comfortable 95 gp
31-44 Upscale 125 gp
45+ Aristocratic 160 gp

Additional Factors

As stated above, the baseline formula presented above is for a tavern with a fully paid, fully staffed tavern paying rent. The following common factors will adjust the formula:

  • Without rent or a mortgage, raise the profit percentage by 8% (i.e., roll 2d20 - 2).
  • Costs include N workers, where N = Expected Cost / 10 (round up). Non-living staff can count as 2 workers.
  • If any staff are unpaid, add 3 gp per tenday to the profit.
  • If any paid staff are paid in part with room and board, add 1 gp per tenday to the profit.
  • If the tavern has any of the applicable upgrades that increase revenue (upgraded cobble streets, luxury beer engine, luxury cellar, luxury hearth, luxury kitchen, luxury larder, luxury taproom), remember to add the appropriate amount to the final profit.
  • If one or more characters spend a full Downtime managing tavern operations, they may add 1d4 to the profit percentage roll.

Example Calculation

The Adventurers Five run a tavern of with valuation 34 (Upscale). The weekly expected of an upscale tavern is 125 gp, but they own the property, the bartender is a poltergeist, and 9 of their 11 living employees live onsite. They have upgraded cobbled streets and a luxury taproom.

At the end of the first tenday, the party rolls an 18 on their 2d20, their profit percentage would normally 8%. However, since they own the property, their profit percentage roll is 2d20 - 2, leaving them with a 16% profit percentage.

16% of 125 gp is 20 gp, which is the tavern's base profit for the tenday. However, they are saving 12 gp per tenday on staff and earn 11 gp from their upgrades.

20 gp (base) + 12 gp (staff) + 11 gp (upgrades) = 43 gp

The Adventurers Five takes 43 gp in profits for the tenday.

Tavern Events

Durnan's Guide to Tavernkeeping has a delightful table of Tavern Events the DM can throw at the tavern owners in the event that they are not present for the nightly operations of the tavern. If you use that table, make the following edits:

  • For events that deduct or add to the business results roll, reduce by a factor of 10 and deduct/add to the percentage profit roll. For example, instead of a +20 bonus on the business results table, give a +2 bonus to the percentage profit roll (2d20 - 8 instead of 2d20 - 10) .
  • For events that give a straight award or cost in gold, reduce by a factor of ten (i.e. "1d6 x 10 gp" becomes "1d6 gp" and "8d8 gp" becomes "8d8 sp") .

Tavern Bills

Unless characters are dealing with day-to-day running of the tavern, prices of individual tabs should not come up regularly. However, keep in mind the daily cost of living for each lifestyle level associated with the tavern's quality. The below chart reflects the full cost per day, the average cost of a larger meal, and the average cost of a night of lodging (or an extravagent meal with many rounds of alcohol, a la the Carousing Downtime activity).

Tavern Quality Full Day Expenses Large Meal Lodging or Carousing
Squalid 1 sp 1 cp 5 cp
Poor 2 sp 2 cp 1 sp
Modest 1 gp 1 sp 5 sp
Comfortable 2 gp 2 sp 1 gp
Upscale 4 gp 4 sp 2 gp
Aristocratic 10 gp 1 gp 5 gp

Tavern Quality Descriptions

Tavern Quality Description
Squalid A seedy bar serving a few near-toxic brews, attracting criminals and the very poor.
Poor A dive bar in a poor neighborhood, attracting laborers, veterans, and rich kids slumming it.
Modest A humble pub, serving some modest target clientele, such as soldiers or students.
Comfortable A respectable tavern with a range of patrons, like adventuers, merchants, or artisans.
Upscale A polished taphouse serving adventurers with coin, merchants, or young nobles.
Aristocratic A posh gastropub or private club catering to the nobility and the wealthiest citizenry.
 

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