Barmaid's Brewery

by Ogskive

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Barmaid's Brewery
1
Barmaid's Brewery | Ogskive

About this Supplement

Barmaid's Brewery contains supplemental material and tables for DMs. Taverngoing is a time-weathered Dungeons & Dragons tradition, allowing characters to escape from the burden of adventure, enjoy a drink, and connect with the town and its denizens. As a DM, you can use Barmaid's Brewery as a quick reference guide for things to do in a tavern, a way to add complexity and intrigue to your local dive, or a spark of inspiration for designing a flourishing watering hole.

Drinking

Adventuring and imbibing alcohol are close bosom buddies. Each day, a creature can safely consume a number of alcoholic drinks equal to their Constitution modifier (minimum of 1 drink). For each drink a creature consumes beyond that limit, they must make a Constitution saving throw with a DC equal to 9 + 1 for each drink past their limit. On a failed saving throw, a creature is poisoned for 1 hour. If a creature fails their saving throw by 5 or more, they retch and are poisoned for 4 hours instead.

A creature that is proficient with brewer's supplies can use their action to stifle the effects of alcohol poisoning. If the creature succeeds on a DC 20 Constitution (Brewer's Supplies) check, they are no longer poisoned. Once a creature uses this action, they can't do so again until they finish a long rest.

Brewing Beer

Refer to page 79 of Xanathar's Guide to Everything for a description of the contents of brewer's supplies. As Xanathar's Guide to Everything suggests, you can brew beer using brewer's supplies.

It takes 1 hour of work and 5 cp worth of hops to begin the process of brewing beer. This involves sterilizing your equipment and boiling hops. Following this process, the liquid must be left to ferment for at least 7 days. After fermentation is complete, it takes an additional 1 hour of work to bottle the beer. You create 10 drinks worth of beer using this method, the quality of which is determined by an Intelligence (Brewer's Supplies) check at the end of the process. You have advantage on this check if the beer was allowed to ferment for 14 days or longer.

      Check       Result
5 or lower The beer is impotable. A creature that consumes the beer must succeed on a DC 10 Constitution saving throw or be poisoned for 1 hour.
6–10 The taste is unappealing.
11–17 The taste is average. Some may find it pleasant.
18 or higher The taste is sensational, palatable, and unique.

Types of Beverages

This table expands upon the options for beverages on page 158 of the Player's Handbook.

Beverage Cost Number of Drinks
Ale (gallon) 2 sp 5
Ale (mug) 4 cp 1
Beer (mug) 4 cp 1
Cider (glass) 5 cp 1
Cider (gallon) 3 sp 6
Mead (mug) 5 cp 1
Spirit (bottle) 15 gp 15
Spirit (shot) 1 gp 1
Wine (common, pitcher) 2 sp 6
Wine (fine, bottle) 10 gp 5

Tavern Staff

The personnel of a tavern serve as its lifeblood, existing as tools for your players to interact with. Use this section to stock your drinking establishment with a cast of characters. You can roll on the Tavern Staff Personality table to quickly give any staff member a memorable quirk. If you want to further flesh out a character, refer to chapter 4 of the Dungeon Master's Guide, "Creating Nonplayer Characters."

Tavern Staff Personality
 1d12  Personality
1 Has their own item on the menu, and feverishly recommends it to customers
2 Professes their opinions about which beverages are superior and which aren't worth your coin
3 Forlornly gulps the forgotten remains of ale at the end of the day
4 Readily accepts a drinking challenge, despite their weak constitution
5 Disdains dwarves and their drinking culture
6 Conjures phony rumors about new customers as they walk through the door
7 Points out things to see in do around town
8 Can't help but stare in awe at muscular hunks
9 Prone to accidents, always bumping into tables and bar patrons
10 Will eat anything off the floor, no questions asked
11 Barks the same old story every night as if it was their first time telling it
12 Gets drunk and sneaks free ale to customers they fancy
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Barkeep

Medium Humanoid, Any Alignment


  • Armor Class 10
  • Hit Points 4 (1d8)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 13 (+1) 10 (+0) 12 (+1)

  • Skills History +3, Insight +2
  • Senses passive Perception 10
  • Languages Common and one other language
  • Challenge 0 (10 XP)

Mixologist. The barkeep has advantage on Wisdom (Perception) checks that rely on taste.

Actions

Glass Bottle. Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 2 (1d4) bludgeoning damage. On a critical hit, the damage type is piercing instead of bludgeoning and the speed of the target is reduced by 10 ft. until the end of their next turn.

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 


Barmaid

Medium Humanoid, Any Alignment


  • Armor Class 11
  • Hit Points 4 (1d8)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
10 (+0) 12 (+1) 10 (+0) 10 (+0) 11 (+0) 13 (+1)

  • Senses passive Perception 10
  • Languages any one language (usually Common)
  • Challenge 0 (10 XP)

Server. The barmaid can hold three items in each hand, as long as none of the items are weapons or shields.

Actions

Pan. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage. On a critical hit, the target must succeed on a DC 10 Constitution saving throw or be stunned until the end of their next turn.

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Barkeeps and Barmaids

A standard tavern is staffed by 1d2 barkeeps and 2d4 barmaids (see their stat blocks on the previous page). Barkeeps and barmaids both tend to the everyday needs of the establishment, performing mundane chores, interfacing with customers, and cooking food.

As they face the gregarious public, barkeeps and barmaids are at the center of the gossip grapevine. If a player wants to take part in towny intrigue, you can roll on the Rumor Mill table for inspiration. Rumors can be used as jumping-off points for adventures or side quests.

Rumor Mill
 1d6  Rumor
1 An aristocrat has been dressing down lately, perhaps having lost their fortune
2 A member of the council has been having a torrid love affair with a being from another realm
3 A safe has been unearthed from a local's land and nobody has been able to open it
4 Two rogue guilds have been price-gouging general goods in secret, leading to price hikes
5 A nearby monastery, though abandoned, has been producing eerie noises and lights in the night
6 The young children of a commoner have been spotted taking flight

Bards

A harmonious bard is a common sight at places of revelry. There, they can display their craft to an absorbed and drunken audience, be it a soothing song or a tale of heroics. Typical services a bard can offer and their prices are listed below in the Bard Services table. You can use the Ballad table to generate the theme for a random performance.

On the job, bards rarely gather in groups, preferring not to split the profits of a day's work. As such, usually only a single bard can be found in a tavern at a time. You can find their stat block in Volo's Guide to Monsters and Mordenkainen's Tome of Foes.

Bard Services
Service Cost
Perform a particular song or act 5 sp
Make music for an hour 1 sp
Write a poem 2 gp
Ballad
 d8  Genre
1 A solemn lamentation
2 A tale of whimsy
3 A chilling ghost story
4 A lilting lullaby
5 A sorrowful melody
6 A feel-good tune
7 An absurd rant
8 A chanted shanty
 d8  About
1 Twin dragons
2 A drunken pirate
3 The bard's muse
4 The local area
5 The greatest wizard
6 A prophesied storm
7 Faraway nobles
8 A mythical beast

Star Patrons

Though not technically staff, patrons that do regular business at a tavern may have a greater connection with the establishment than the average booze binger. If you'd like to populate your tavern with a star patron, you can roll on the Patron table and the Patron Service table below to give them a purpose. You can find the stat blocks for the patrons listed in the Patron table in the Monster Manual.

Patron
 d10  Patron
1 An acolyte from a nearby parish
2 A bandit hiding from the law
3 A commoner who inherited a lump of gold
4 A cultist looking for initiates
5 A druid who spends their time in the form of a cat
6 A guard who middlemans for the lord and lady
7 A mage who frequents the bar between adventures
8 A noble that's desperately in love with a member of the staff
9 A scout that got lost on the road
10 A spy who has suspicions about the tavern's true identity
Patron Services
 d20  Service
1 Has a grand plan and will hire adventurers to achieve their mission
2 Owns a farm and can pay for labor
3 Is friendly with a local artisan (smith, baker, clothier, or another profession of your choice) and can get a discount in exchange for a favor
4 Trades in secrets
5 Seeking to dispose of an unwanted magic item
6 Can lend a horse and carriage to kind folks in need of a ride
7 Has access to a large amount of raw materials
8 Using their connections, can rapidly spread word around town
9 Rents out their shed and basement as places to stay
10 Sells mundane equipment out of their backpack
11 Exchanges copper and silver coins for gold and platinum coins
12 Can cast remove curse for a price
13 Seeking work as a hireling
14 Trains exotic beasts for use in combat
15 Digs holes and doesn't ask questions
16 Runs messages throughout nearby towns
17 Has an in with a seedy underbelly, black market, or gambling den
18 Owns a family library with an abundance of historical texts
19 Appraises gemstones and artifacts, but isn't particularly accurate
20 Is willing to share recipes for magical brews (see the Magical Brews section)
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Tavern Features

In order to succeed as a business, a tavern has to stand out from the competition. If a tavern has a unique feature, it will also make it a memorable location for your players. Roll on one or more of the tables in this section to give your tavern a special flare.

Bar

 1d6  Bar Feature
1 A massive keg sits atop a circular bar, supplying pressure for drink hoses
2 Unfinished drinks are dumped into a well by the bar at the end of the night, and patrons can drink from the well for free
3 The bar is a mechanical wonder, able to serve drinks independent of a bartender
4 Gazing into a magic orb at the bar shows you which item from the menu you most desire
5 The bar is absurdly long, though the bartender can slide a drink down its entire length and not spill a drop
6 A friendly badger lives under the bar and munches on uneaten table scraps

Decor

 1d6  Tavern Decor
1 A gigantic portrait of the owner looms over the seating area
2 A gaudy, priceless chandelier consisting of rare gemstones and precious metals dangles tantalizingly just above the center table
3 A sparkling mist hangs up by the ceiling, and lovelorn patrons occasionally see visions of their soulmate within it
4 All of the mugs in the bar are engraved with the name of a spell
5 The tavern sports its devotion to the township by displaying its heraldry on every available surface
6 Doubling as an archaeological museum, the tavern has various relics on display from a bygone age

Fireplace

 1d4  Fireplace Feature
1 The flames burn emerald green
2 Three stuffed heads of a chimera hang above the mantle
3 The crackling of the flames makes a melodic tune
4 Hot meals are cooked and served through the fireplace

Tavern Sign

The singlemost important decision in a tavernkeeper's career is choosing the name of their business. It ought to be thoughtful, memorable, and curious enough to draw in prospects. A tavern sign is crafted to bear the name and hung above the main entrance. You can roll on the Tavern Adjective and Tavern Noun tables on the following page to randomly create a name for your tavern by combining the results.

Tavern Adjective
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 d100  Adjective
1 Alarming
2 Arcadian
3 Arcane
4 Ashen
5 Bad
6 Baffled
7 Black-bearded
8 Blind
9 Bloated
10 Blushing
11 Boozy
12 Canny
13 Caustic
14 Chilled
15 Colorful
16 Comely
17 Cross
18 Crunchy
19 Cutty
20 Debonair
21 Devious
22 Dilapidated
23 Drunken
24 Elite
25 Even
26 Exploding
27 Feckless
28 Flying
29 Forlorn
30 Friendly
31 Gaudy
32 Giddy
33 Gilded
34 Glistering
35 Groggy
36 Grumpy
37 Haunted
38 Healthful
39 Hearty
40 Heroic
41 Hidden
42 Holy
43 Honest
44 Hooting
45 Humongous
46 Hungry
47 Laughing
48 Lonely
49 Loud
50 Lucky
 d100  Adjective
51 Ludicrous
52 Luminous
53 Macho
54 Magic
55 Meandering
56 Mighty
57 Mouthy
58 Naughty
59 New
60 Noble
61 Oily
62 Old
63 Persnickety
64 Pickled
65 Pouty
66 Prospective
67 Punctual
68 Raging
69 Rambunctious
70 Raucous
71 Rolling
72 Rotten
73 Rusty
74 Sage
75 Salty
76 Serpentine
77 Silent
78 Sinister
79 Sleepy
80 Solo
81 Spectral
82 Speedy
83 Splendiferous
84 Squabbling
85 Standing
86 Steaming
87 Sultry
88 Swimming
89 Thirsty
90 Tiny
91 Umbral
92 Unseen
93 Uppity
94 Vapid
95 Verdant
96 Voluptuous
97 Wimpy
98 Wise
99 Yellow bellied
100 Zealous
Tavern Noun
 d100  Noun
1 Angel
2 Baker
3 Barrel
4 Bell
5 Berry
6 Blood
7 Boots
8 Brawler
9 Brother
10 Bull
11 Canoe
12 Cask
13 Casket
14 Castle
15 Clam
16 Coward
17 Crook
18 Crown
19 Cutlass
20 Dagger
21 Dancer
22 Dog
23 Donkey
24 Dove
25 Dragon
26 Drunkard
27 Duck
28 Eagle
29 Eye
30 Fear
31 Finger
32 Fish scales
33 Flag
34 Flask
35 Foam
36 Folly
37 Friar
38 Galleon
39 Grapes
40 Guardian
41 Gull
42 Hand
43 Head
44 Horse
45 House
46 Ibis
47 Jewel
48 Keel
49 Keepsake
50 Kettle
 d100  Noun
51 King
52 Kiss
53 Ladle
54 Lamb
55 Lantern
56 Lavender
57 Legend
58 Lover
59 Maiden
60 Mask
61 Minstrel
62 Moon
63 Moose
64 Night
65 Oar
66 Petunia
67 Phoenix
68 Pigsty
69 Pilgrim
70 Pole
71 Potato
72 Queen
73 Residence
74 Rest
75 Revelry
76 River
77 Roost
78 Rucksack
79 Sailor
80 Scroll
81 Seamstress
82 Shark
83 Shepherd
84 Smith
85 Spark
86 Stable
87 Stag
88 Star
89 Stone
90 Sunrise
91 Time
92 Tinker
93 Villa
94 Wand
95 Warrior
96 Waves
97 Wench
98 Whaler
99 Widow
100 Wizard
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Barmaid's Brewery | Ogskive

Magic Brews

In ancient dwarven fermentation labs, the wine cellar of an archfey, or on the top shelf of a high fantasy alehouse, refreshments of unusual power can be found. Magical alcoholic brews function identically to potions, though they require brewer's supplies to craft. A flight of magical brews can be found in this section for you to sample.

Fire Mead

Potion, rare


Boiling bubbles erupt from this fiery mead. When you drink this mead, you can choose to mimic the effects of a spell by breathing flames from your mouth, using Constitution as your spellcasting ability modifier. Make a Constitution check. The spell you mimic depends on the result of the check.

Result Spell
4 or lower fire bolt
5–8 burning hands
9–12 Aganazzar's scorcher
13–16 fireball
17–20 fireball (4th-level)
21 or higher flame strike

Hearth Ale

Potion, common


This ale warms the soul. When you drink this ale, you are immune to the effects of extreme cold for the next 8 hours.

 

 

 

 

 

D&D as a Drinking Game

You can turn Dungeons & Dragons into a drinking game by introducing the following magic item to your game. Be responsible while drinking and never drink past your limit.

 

Flagon of Styxwater

Wondrous item, very rare (requires attunement)


This otherwordly flagon magically produces bolstering waters. When you are hit by an attack or fail a saving throw and take damage, you can take a drink of your beverage to gain immunity to the damage. If the attack is a critical hit or if the damage would reduce you to 0 hit points, you must finish your beverage instead.

Home Brew

Potion, uncommon


This brew smells different to every creature that takes a whiff, always offering an aroma of their favorite foods. When you drink this brew, you receive enough nourishment to sustain you for one day, as if you'd eaten a full hearty meal.

Additionally, you feel an all-encompassing sensation of comfort that lasts until you finish a long rest. For the duration, you can't have disadvantage on ability checks, you gain 10 temporary hit points when you finish a short rest, and you don't suffer any drawbacks from sleeping in armor.

Mead of Dwarven Heritage

Potion, rare


This mead tastes acrid to any creature that isn't a dwarf. When a dwarf drinks this mead, a spectral dwarven thrower appears in their hand. This dwarven thrower doesn't require attunement. It vanishes after 1 minute has passed, or if a creature other than a dwarf attempts to use it.

Rum of Echos and Echos

Potion, legendary


When you drink this rum, you merge with a version of yourself from an alternative universe. You may exchange your race for a new one and change your racial traits accordingly. Additionally, you may change your subclass and replace all your old subclass features with the features of the new subclass that are for your new level and lower. You can also swap any number of your skill proficiencies for other skill proficiencies.

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Unseelie Quaff

Potion, uncommon


This spicy ale, known for its ability to induce sleepwalking, is made using soporific herbs from the Feywild. It has no effect on elves or other creatures that can't be put to sleep by magic.

When you drink this quaff, you fall unconscious sometime within the next 10 minutes, but you don't fall prone and you don't drop any items you are holding. You have no awareness of your environment while in this state, but you know the location of visible creatures within 30 feet of you that aren't behind total cover. You regain consciousness after 8 hours pass, if you take damage, or if a creature uses their action to shake you awake.

Your body can move of its own accord while under the effects of this quaff. It travels at a slow pace, and you can take short or long rests while sleepwalking in this way. You can choose for your body to follow a creature that you are aware of within 30 feet of you, or you can choose for your body to amble towards a location you know how to get to. Your body travels by the shortest route you are aware of, avoiding obvious dangers like fires and steep drops. You awake early if you arrive at your destination or if you encounter an impasse.

Wine of Bolstering

Potion, common


When you drink this wine, you gain 1d6 + 1 temporary hit points. These temporary hits add to your current temporary hit points if you have any.

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Credits
  • Created by Andrew/Ogskive
  • Special thanks to my wonderful friends who helped fill the tables
  • Made using GMBinder
Art
  • Cover by Matt Hubel
  • Theme modified from blckthorn's theme
  • Blotches from PNGItem
  • Barkeep by James Green
  • Barmaid from Fantasy Flight Games
  • Tavern by J Line
  • Watercolor stains by Jared Ondricek
  • Mug by Luigi Rao
  • Tavern scene by CONCEPT4

Barmaid's Brewery is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.

 

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