Ideas for taverns, inns, bawdy houses, and gambling dens. Roll up the name of the establishment, its design, then its unusual feature, and finally its proprietor.
Roll up an Establishment
Roll 1d20 (add up to +5 for a more reputable establishment), then roll the die or dice suggested. You can append Inn, Tavern, Alehouse, Public House, or some similar descriptor to the end, depending on the sort of establishment you want. Some of these are more appropriate for a tavern than an inn.
| 1d20 (+5?) | First Part | Second Part |
|---|---|---|
| 1 | The… | 1d12: 1=Iron Maiden; 2=Village Idiot; 3=Harlot’s Kiss; 4=Wiley Wench; 5=Bloody Dagger; 6=Dirty Oar; 7=Captain’s Daughter; 8=Grass Widow; 9=Juggler’s Balls; 10=Smuggler’s Cove; 11=Maid’s Favors; 12=Merry Widow |
| 2 | The… 1d10: 1=Wicked; 2=Bawdy; 3=Winking; 4=Bathing; 5=Jolly; 6=Dancing; 7=Lusty; 8=Naughty; 9=Saucy; 10=Dreaming | 1d10: 1=Maids; 2=Lady; 3=Witch; 4=Mermaid; 5=Nuns; 6=Damsels; 7=Nymphs; 8=Sylph; 9=Wenches; 10=Lasses |
| 3 | The Pirate’s… | 1d10: 1=Standard [flag]; 2=Jack [flag]; 3=Hat; 4=Skull; 5=Chest; 6=Parrot; 7=Monkey; 8=Dice; 9=Rest [gibbet]; 10=Hand [severed] |
| 4 | The… 1d6: 1=Orc’s; 2=Goblin’s; 3=Ogre’s; 4=Dragon’s; 5=Troll’s; 6=Fiend’s | Head |
| 5 | The… 1d6: 1=Jolly; 2=Dicing; 3=Handsome; 4=Hardy; 5=Armored; 6=Laughing | 1d8: 1=Gent; 2=Lad; 3=Rakes; 4=Knights; 5=Archers; 6=Rogue; 7=Fellows; 8=Outlaws |
| 6 | The… | 1d8: 1=Spinster’s Spindle; 2=Bard’s Lute; 3=Witch’s Broom; 4=Wizard’s Wand; 5=Sorcerer’s Staff; 6=Shepherd’s Crook; 7=Fisher’s Hook; 8=Hunter’s Horn |
| 7 | The… 1d8: 1=White; 2=Black; 3=Gray; 4=Green; 5=Brown; 6=Spotted; 7=Blue; 8=Red | 1d8: 1=Balls; 2=Bell; 3=Dog; 4=Calf; 5=Hare; 6=Mare; 7=Cat; 8=Pig |
| 8 | The Dog &… | 1d8: 1=Cat; 2=Bone; 3=Pony; 4=Ball; 5=Boy; 6=Rat; 7=Chain; 8=Frog |
| 9 | The Hammer &… | 1d6: 1=Axe; 2=Tongs; 3=Nail; 4=Anvil; 5=Helm; 6=Hand |
| 10 | The… | 1d8: 1=Beehive; 2=Crossroads; 3=Armored Lion; 4=Fellowship; 5=Bridge; 6=Full Pint; 7=Fool’s Cap; 8=Jester’s Bells; 9=Waterfall; 10=Fair Maiden |
| 11 | The Oaken… | 1d8: 1=Barrel; 2=Bucket; 3=Club; 4=Table; 5=Stump; 6=Log; 7=Boat; 8=Door |
| 12 | The… | 1d12: 1=Lock & Key; 2=Cup & Plate; 3=Moon & Stars; 4=Sun & Moon; 5=Bridge & Boat; 6=Lad & Lass; 7=Bottle & Boot; 8=Horse & Carriage; 9=Lucky Bowler; 10=Broken Bell; 11=Jolly Drover; 12=Silver Goblet |
| 13 | The… 1d8: 1=White; 2=Black; 3=Gray; 4=Green; 5=Golden; 6=Silver; 7=Brass; 8=Red | 1d8: 1=Dragon; 2=Griffon; 3=Eagle; 4=Falcon; 5=Giant; 6=Stallion; 7=Lion; 8=Unicorn |
| 14 | The… 1d8: 1=Resting; 2=Rampant; 3=Leaping; 4=Sleeping; 5=Slain; 6=Hungry; 7=Ferocious; 8=Laughing [tongue out] | 1d8: 1=Dragon; 2=Lion; 3=Bear; 4=Ogre; 5=Serpent; 6=Griffon; 7=Troll; 8=Eye [beholder] |
| 15 | The Lion &… | 1d6: 1=Lantern; 2=Cub; 3=Fowl; 4=Falcon; 5=Lady; 6=Goat |
| 16 | The Bull &… | 1d6: 1=Bear; 2=Cow; 3=Calf; 4=Dog; 5=Boy; 6=Boat |
| 17 | The Bear &… | 1d6: 1=Beaver; 2=Cub; 3=Candle; 4=Maiden; 5=Boy; 6=Bridge |
| 18 | The… 1d6: 1=Bell; 2=Knight; 3=Mage; 4=Tower; 5=Dog; 6=Damsel | & Dragon |
| 19 | The Stallion &… | 1d6: 1=Groom; 2=Stabler; 3=Smith; 4=Saddle; 5=Monkey; 6=Fence |
| 20 | The Eagle &… | 1d6: 1=Sword; 2=Shield; 3=Helm; 4=Dragon; 5=Bell; 6=Book |
| 21 | The 1d6: 1=Wayside; 2=Wayfarer’s; 3=Traveler’s; 4=Pilgrim’s; 5=Wanderer’s; 6=Stranger’s | 1d6: 1=Rest; 2=Welcome; 3=Friends; 4=Well; 5=Relief; 6=Stop |
| 22 | The Monk’s… | 1d6: 1=Hands [praying or making a sign]; 2=Wife [nun]; 3=Book; 4=Head; 5=Sheep; 6=Bird |
| 23 | The… 1d6: 1=Crowned; 2=Regal; 3=Royal; 4=Noble; 5=Loyal; 6=Trusty | 1d8: 1=Eagle; 2=Dog; 3=Steed; 4=Charger; 5=Lion; 6=Boar; 7=Servant; 8=Officer |
| 24 | The Knight’s… | 1d8: 1=Arms [coat of arms]; 2=Helm; 3=Steed; 4=Pavilion; 5=Tomb; 6=Portrait; 7=Lady; 8=House |
| 25 | The King’s… | 1d8: 1=Arms [coat of arms]; 2=Helm; 3=Steed; 4=Carriage; 5=Men [soldiers]; 6=Portrait; 7=Head; 8=House |
Design
Roll 1d6 for the overall look of the place…
1. H-Shaped
2. Cross-Shaped
3. Rectangle
4. L-Shaped
5. Tower
6. W-Shaped
Main Hall Layout
Roll 1d6 for the layout.
1. Little Local Spot
2. Cozy
3. Homey
4. Old Hall
5. Dark Recesses
6. Grand hall
Ordinary Features
It’s… (1d6: 1=dark; 2=light and airy; 3=smoky; 4=noisy; 5=quiet; 6=odd-smelling).
Roll 1d6 for salient feature.
- Official town meetings are held in the back room, where issues are discussed.
- Money-lenders, merchants, or shipping traders meet in the back room to make deals.
- There is gambling in the back rooms.
- There are private rooms away from the main hall for quiet discussions.
- It’s on a courier route, so some people receive or leave letters here.
- Roll twice, avoiding duplicates.

Roll 1d6 for patrons.
- Currently empty, perhaps one fellow in a shadowy corner.
- A few patrons in the middle, obvious friends of the owner.
- A few patrons along the sides, keeping to themselves.
- A fair number of patrons, with tales being traded and a little music.
- A decent crowd, some engaged in a discussion of the topic of the day.
- Quite crowded, with a song going.

Unusual Feature
Roll 2d12.
- It offers a free lunch.
- It has dwarf-tossing contests.
- It’s bigger on the inside than it is on the outside.
- It’s decorated with skulls of the fallen from a battle long ago, dug up nearby.
- It has an enchanted water basin that, when all is quiet, whispers mysteriously.
- A tame bear is chained up out back.
- It has amazing carved-wood columns and railings.
- Portraits of nobles and heroes hang on the walls, painted by an elf who traveled extensively and met many people and made this establishment a second home.
- It has a… (1d6: 1=tennis court; 2-3=bowling green; 4=kolf course; 5-6=horseshoe pitch) out back.
- It has a fantastic view of… (1d6: 1=the castle; 2=the harbor; 3=the river; 4=the mountains; 5=the city streets; 6=a historic building or monument).
- It has a secret tunnel in the cellar to… (1d6: 1=the stables; 2=the guildhall; 3=the church; 4=a merchant’s house; 5=the castle; 6=tunnels all under the city).
- On the wall is the mounted head of a… (2d6: 2=cyclops; 3=griffon; 4=lion; 5=elephant; 6=giant elk; 7=aurochs; 8=bear; 9=dire wolf; 10=troll; 11=sea serpent; 12=dragon).
- It has a regular minstrel who plays… (1d6: 1=pipes; 2-3=lute; 4=flute; 5=horn; 6=harp).
- It currently features… (1d6: 1=a dancing boy; 2-3=dancing girls; 4=an entertaining monkey; 5=entertaining dogs; 6=fights).
- Some walls are painted with elaborate murals of… (1d6: 1=landscapes; 2=battles between armies; 3=heroes fighting monsters; 4=dainty damsels; 5=ships at sea; 6=maps of the shire).
- It has the full, articulated skeleton of a… (1d6: 1=mastodon; 2=giant; 3=sea serpent; 4=dinosaur; 5=whale; 6=dragon) hanging from the ceiling.
- There is a trap door down into cellars that connect to natural caverns of unknown extent.
- An important noble and with a small entourage is currently stopped over.
- The decor includes a few carved stone lids of tombs from the Old Kingdom.
- The courtyard outside features a sword embedded thru an anvil into a stone, with an inscription that is weather-worn and illegible.
- It was once a church/temple, and its crypt/ossuary is intact in the cellar.
- It has a huge horn from some ancient beast hanging on the wall. Blowing it produces a great, deep bellow that will likely (2+ on 1d20) soon result in an answer from its brother hanging on the wall of another tavern miles away. Otherwise, there’s a chance (20 on 1d20) its brother will be blown, & the staff will invite a patron to blow the reply.
- It has a secret room in the cellar that keeps an outlawed religious relic safe.
- Roll twice, avoiding repeats.

The Proprietor(s)
| 2d6 | Description | NPC |
|---|---|---|
| 2 | Sour | Treacherous* |
| 3 | Skeptical | Elf male |
| 4 | Disabled | Dwarf male |
| 5 | Superstitious | Halfling male |
| 6 | Nosy | Human couple |
| 7 | Curious | Human male |
| 8 | Jolly | Human female |
| 9 | Friendly | Halfling female |
| 10 | Knowledgeable | Dwarf female |
| 11 | Helpful | Elf female |
| 12 | Conspiratorial | Unusual** |
* Treacherous: A fae or supernatural being or doppelganger or other creature disguised or polymorphed as a regular person. Roll again for the disguise.
** Unusual: One of the less common or less accepted ancestries in the realm.
















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