How to Imagine Unforgettable Pubs and Inns for Your 5e Campaign
Get Rid of Bland and Basic D&D 5e Taverns With This Quick and Easy Step by Step Guide
by Riley Rath
Title Image © Johannes Sundlöv
DnD Taverns are key places in the world and scenes in the story of any Dungeons & Dragons campaign. They're where adventurers meet up, take a break over a pint, and chat with each other and NPCs.
Sounds mundane? Well, yeah... they can be a nice change of pace in an action packed adventure! But they can also be essential to the narrative as they provide new quests and exciting turning points as players learn dark secrets...
In this blog post, we'll dive into the various kinds of DnD taverns you can find, look at their role back in medieval and colonial times, and see how they fit into fantasy adventures. Plus, if you're interested in making your own D&D tavern, included is a step by step guide to help you quickly make interesting, fun taverns over and over again throughout your campaign.
Table of Contents
- The Historical Significance of Taverns
- Taverns in Medieval Times
- Colonial Era Taverns
- Taverns in Fantasy Adventures
- Let Modern "Taverns" Inspire You!
- 12 (ish) Step by Step Guide to Creating a DnD Tavern
- Frequently Asked Questions
- Conclusion
The Historical Significance of Pubs and Taverns
First things first.. what the heck is a tavern? What are they REALLY? What was their role in a community, and WHY are they so important to Dungeons and Dragons campaigns?
If you are like me, the answers might surprise you!
Taverns in Medieval Times
This was the biggest surprise when researching real life taverns...
There weren't that many taverns in the medieval world.
Yeah they existed... in fact they have existed since ancient Babylon... but there were a lot less of them throughout most of the medieval era, including the high and late middle ages. And for simple reasons: not enough people traveled and most people just brewed their own ale at home.
Honestly, if you were traveling the medieval European countryside, you were much more likely to stay with a local lord, at a monastery or church, with a family member, or camp on the side of the road. And if the host charged for the lodging, they were seen as immoral.
But that said, they certainly DID exist, particularly in cities or along heavily trafficked roads. They were commonly called "ale houses" or "boarding houses." They were run by a single family, usually a husband and wife, and would usually supplement income rather than be their primary occupation.
And while our imagination matches some of the reality... a big ol' room with tables for people to drink... it wasn't anything like a hotel or bed and breakfast today. There was maaaaybe one other spare room for guests to rent.
John Lewis Krimmel
16th-18th Century (Colonial Era) Taverns
All that changes in just a few hundred years. By the colonial era, taverns are not only everywhere, but are one of the centers of society and civilization.
Often called "publick houses" or "ordinaries," for travelers they were a place to stay, eat, drink, relax, and sleep for the night. But for locals they were the very center of social life: games, business, news, conversation, and politics all took place in the taverns. In other words, they were one-stop-shops for food, drink, lodging, and socializing.
In fact, they were THE center of social life. When a new town was founded the tavern was one of the first buildings to be put up, often right across the street from the church. In fact, the nature of the tavern was so universal that inside could be found men of every social class (although women served, they were often banned from being customers).
In the countryside they were spaced about half a days ride apart from one another along major roads. The arrival of a stagecoach would drawn in the locals, who would drop in to converse with strangers around the fire and listen to news from afar. Food tended to be kinda basic (simple meals like scones and cheese) and lodging tended to be limited; usually groups would need to cram into a single room... and in winter, many strangers would share the same beds for warmth!
© Vicki Stevens
In cities, taverns had varying levels of quality and competed for customers. Some offered better food (steak pies). Others prioritized private rooms with nicer beds and a chamber pot. If there was no city hall or government headquarters, city officials frequently tended to have their meetings in the local tavern. And often, right below them, secret groups with alternative agendas would meet in the private basement room (this is what typically happened at the Green Dragon tavern in Boston).
Running colonial taverns was a full time job for the owners. They tended to be modest, middle class men moving up in society. Their proximity to constant news and conversation made them the most informed person in the town, which made them important to anyone wanting to get anything done. This, combined with the fact that literally EVERYONE knew them, meant they enjoyed a position of prominence in the hearts and minds of the rich and poor alike. They often also held some sort of low-level government position, like post-master.
During the 1800s, the wide variety of offerings of a tavern were naturally split up among restaurants, boarding houses, hotels, theaters, and saloons. But all those establishments... including modern ones like board game cafes... owe their existence to the tavern!
© Disney
A Tavern's Role in Fantasy Gameplay
With the history in the back of our minds, let us now turn away from reality and to imagination; what role do taverns play in fantasy narratives? How do some of the most famous fictional establishments inspire DnD taverns?
- Resting Place: DnD taverns are where adventurers hang up their boots in between or after a long journey. They rest up and figure out their next adventure. When not on the road, Geralt of Rivia (the Witcher series) rests and recuperates in the town's tavern.
- Meeting Place: If two groups of people are traveling and trying to meet up, they will meet at a tavern. When Frodo and the hobbits wanted to rendezvous with Gandalf the Grey, they stayed at the Prancing Pony in the village of Bree (The Lord of the Rings).
- Quest Delivering: A lot of stories either start in a tavern, receive clarity in one, or discover the next step in the journey. Luke and Obi-Wan Kenobi need to save the galaxy from the empire, but they can't do that unless they have a ship. So they head to the Mos Eisley Catina to find a smuggler who can get them off world. They stumble into Chewbacca and Han Solo, who are thrilled with such a "simple mission" with a high payout (Star Wars: A New Hope).
- Character Development: You get to know a lot more about a person by how they enjoy themselves in a tavern. In Beauty and the Beast, the audience learns about Gaston; how strong and talented, yet also vain and devious he is as the town praises him in the tavern.
- Role-Playing Opportunities: When you're in a DnD tavern, chatting with other characters or NPCs can help you get into your role better and develop your character. The Yawning Portal is an eclectic DnD tavern in the port city of Waterdeep, filled with strange travelers from all across the world and even stranger city inhabitants (The Forgotten Realms).
- Dangerous Strangers: Sometimes the last person in the world you want to see will be in the corner enjoying a drink. The covert plant of the allies in Inglourious Basterds was thwarted by the clever Gestapo major Dieter Hellstrom, who manages to cause a shootout that kills the SAS agent and wounds the actress.
- Realism and Immersion: Not everywhere can be a dungeon. Not every activity can be slaying a dragon. Even the mundane can be interesting when it makes the world feel detailed and lively. The Three Broomsticks is a popular tavern where the students and faculty of Hogwarts go to relax (Harry Potter).
Let Modern "Taverns" Inspire You!
Before I explain how to build your own tavern, there is one era of inspiration I forgot to mention... OUR OWN!
I hate to admit it, but so often my fantasy adventures are just modern day settings with a magical veneer. We want something fantastical, but it also needs to be somewhat relatable so that our players aren't completely clueless. Case and point: my players went through a portal station that was basically a medieval airport!
And while I usually suggest that Dungeon Master's help their players escape the modern world in favor of a premodern one, DnD taverns are an exception. Because the fact of the matter is:
Medieval and colonial taverns all basically looked the same.
People didn't travel all that much, so there was no reason to have it stand out as unique, as "instagrammable"!
So I encourage you to draw inspiration from the following list of modern establishments (with some fictional/real examples):
Café Sperl © Kotomi
- Bars ("The Hard Deck" from Top Gun or "Cheers")
- Breweries (whatever is closest to you on Google Maps)
- Cocktail Bars (Any place James Bond gets a drink in his movies)
- Bead and Breakfasts ("The Dragonfly Inn" from Gilmore Girls)
- Beer Halls ("Hofbrauhause Muchen" in Munich, Germany)
- Wine Bars ("Los Olivos Café" from Sideways)
- Cafes ("The Blue Box Cafe" in Breakfast at Tiffany's)
- Pubs ("The Eagle and Child" in Oxford)
- Afternoon High Tea (any episode of Bridgerton)
© Danjaq LLC
- Saloons ("Brimstone Saloon" from Brimstone)
- Speakeasies ("The Marlborough House" from the Great Gatsby)
- Nightclubs ("Rick's Cafe Americain" from Casablanca)
- Boutique Hotels ("The Continental" from John Wick)
- Gentleman/womans Clubs ("The Diogenes Club" from Sherlock Holmes)
- Coffee Shops ("Central Perk" from Friends)
One other note...
A lot of people make the tavern the place where players can gear up for their adventure and learn about the surrounding area. Unless it is the ONLY building for miles around, I would suggest against this. More often than not, the DnD tavern is part of a TOWN, and a town has tradesmen, churches, and a local lord. Putting all that in a tavern robs your players of a multi-layered, textured world to explore.
How to Create a DnD Tavern: Step by Step Guide
We have covered how taverns functioned in history and in fiction. And we've established the role of taverns in DnD and TTRPG campaigns. You now have all the context you need to make your own amazing, fun, interesting DnD tavern.
And best of all, oh busy DM, it will take only a handful of minutes! You can start with a map from Pinterest or Google, or you can brainstorm your DnD tavern and drawn your own map after. Either way works fine!
The best part of this... one you have all these down, an image of the tavern should come to mind, making descriptions super easy!
And with that in mind, here's how you can do it step by step:
Step 1: Where Is It?
Upon writing this post, I realized that the first step HAS to be figuring out where the DnD tavern is located.
Cuz if it's on a road, then it better have stables. And if it's in a city, then it better be associated with some guild or trade. And if it's in the dwarven heartland, then it probably is mostly dwarves. But if it's near the boarder or at a harbor, then it is sure to be filled with all sorts of fantasy races. And if it's in the middle of nowhere, then it is probably a strange, magical place that defies convention.
Just like in real estate... where the top 3 things that matter are "location, location, location"... A LOT of your tavern is going to be predetermined by WHERE it is.
© Klabater
Step 2: Identify a Tone
When your players' characters first walk into the DnD tavern, what do you want them to FEEL? Maybe a sense of mystery as they look for a thief? Or the loving kindness of a hearth in a childhood home?
This can be determined by the plot, setting, or simply pacing of the game. Maybe they are in the tavern looking for a notorious thief? Or the tavern is a staple of a flowery elven city? Or they have been fighting monsters and you just need some kooky NPCs for them to chat with for some good role-playing encounters.
Step 3: Determine the Quality
How nice is it? Are rats scurrying across the floor as they serve you gruel after you chopped wood? Or are the player characters dining at linen tables before retiring to private quarters with lovely feather pillows for 10 gold pieces a night?
Step 4: Find Its Purpose
As previously established, historical taverns served three roles: 1) housing, 2) food + drink, and 3) socializing. And there is no shame in your DnD tavern serving those bare minimums. But there is also nothing wrong with adding a little extra...
Is there live music? Do people dance? Is anyone gambling in the corner? Or playing chess? Are drunks laughing outrageously loud, or are many quietly whispering as to not disturb other patrons reading books?
Or is the additional entertainment somewhere else entirely? Do they have luxurious baths or natural springs? Is there an outdoor theater out back used by a theater troupe? Or is the stage for grand magical performances? Or is it a ring for arcane/martial one-on-one fights?
Step 5: How Big Is It?
How big is the main room? Are there private rooms that can be rented? is there a large cellar beneath or another secret, illegal operation? And upstairs, how many rooms are there to rent? And are these rooms larger for groups (it was common in the medieval world for members of the same sex to share rooms, and even beds, in taverns) or private rooms?
But those are just the basic necessities. If your DnD tavern is inspired by modern establishments, is there a lobby or office? And if it takes from the old world, are there stables, both for beasts and magical pets? And who is behind the counter: one dude cooking stew over a big fire, or is the kitchen a complex operation?
© Martyna Nowak
Step 6: Craft the Menu (Grub and Ale!)
Speaking of the kitchen... what do they serve? is it mutton day in and day out? Or a team of chefs serving a five course meal? And don't forget... the menu also includes drinks! And since I have always found this to be the hardest part about DnD taverns, here is a helpful list of resources to help you craft a menu:
Hope that helps!
Step 7: What's Its Style (Architecture)?
Does it have a Spanish style tiled roof with a courtyard in the middle? Or is it a Tudor building with a thatched roof? Is it mostly stone or wood? Are the pillars or tables intricately carved or rustic and simple?
This is not an architecture blog post (but there will be one eventually!), so for now I redirect you to the "gothic secular architecture" Wikipedia page.
Step 8: Give It a Theme
This step could go anywhere depending on how your creativity works. Its purpose is to help your DnD tavern A) stand out and B) have everything fit together into a nice, cohesive whole.
Now you can make the theme as simple as "purple" or "stars." But I would say that the theme of the tavern should reflect the people that frequent the DnD tavern the most. Which, from what I can tell, would be of the following things:
- Military: A local garrison or station of soldiers and guards. Expect armor, weapons, and battle flags as decorations, with maybe separate tables for different units.
- Athletics: Think American sports bar, but for chariot racing.
- Religious: Different churches or faiths might prefer to socialize separately. Expect religious iconography on the walls, the tavern closed for holy days, and a more pious environment.
- Arts: Artists, musicians, and philosophers.
- Academy: Some of the most famous taverns in the world are found in university towns. Marble busts, tons of knickknacks and lore from over the years, with different tables for different colleges.
- Racial/Cultural: An elven bar is likely to be very... elven. Or, conversely, the halflings in a dragonborn city may prefer to meet at their own tavern, where everything is halfling sized (still comes in pints tho...).
- Profession: This is likely the most common theme. A tavern in the center of the smithing district is probably going to be smithing themed. And one in the countryside is going to have more farmers and reflect their lifestyle.
Step 9: Choose a Magical/Curse Element
Onto my favorite part... MAGIC. If you are playing in a high fantasy, high magic world, then the tavern should have something magical about it. Plus, if the goal of DnD 5e is to re-enchant our lives with escapism, adding enchanting elements to the DnD tavern is sure to make it a memorable experience.
Now this magic can be bombastic, like the whole tavern teleports to the plane of fire for a split second anytime anyone orders a shot of fireball (actually, that's not a bad idea...), but even simple, little things will make the tavern stand out:
- Smell: Fresh rain, blooming roses, perfume
- Lighting: Candle flame of dancers, torches that change color
- Entertainment: Indoor prestidigitation fireworks, a band of taking animals playing instruments, or an illusionist wizard performing a show where patrons have to guess which object is actually cake.
- Maintenance: Unseen servants bussing tables, pixies taking orders, and gelatinous cubes cleaning scraps off the ground.
- Occupants: Devils and angels having theological discussions on the nature of chaotic evil, or just fey creatures selling aphrodisiac alcohol in exchange for a linen vest.
- Security: Animated armor, gargoyles, or a wand that teleports anyone rough-housing onto the street.
© Antonio J. Manzenedo
Step 10: Fill It With Interesting NPCs
A building is only as interesting as the people that inhabit it. So you want to put NPCs in the building that feel like distinct people and are engaging in conversation.
Ideally, every single patron of the DnD tavern would have a whole backstory, motivations, dreams, and fears... and the tavern would be filled with well over a dozen of them.
But very, VERY few Dungeon Master's have that kind of time, and their creative attention is often better spent elsewhere. So to help y'all out, there is the bare minimum NPCs you need for your tavern to come alive:
A) Employee: Can be the owner, cook, or server. Just someone who works there and knows the day to day.
B) Generic Locals: What do the majority of the people look/act like? You need to set the baseline so that it makes sense why the distinctive NPCs stand out.
C) Weirdo: This can be anything from a half-orc wise wizard to a crazed halfling madman.
D) Celebrating/Mourning: Show somebody experiencing the highs (ex: baby being born) or lows (ex: fired from job) of life. It doesn't even need to be relevant to the plot or something the characters can fix. But it's an easy way to remind the players that the world exists apart from them and their adventure, which helps the world come alive.
E) Mystery: Think of Aragorn staring from the corner... someone that seems out of place, or suspicious, but the characters cannot figure out WHY. They are interesting because they are unknown, guarding some secret the players must learn.
F) Plot (OPTIONAL): If visiting the DnD tavern is important to the development of the narrative, then have someone in there that helps lead to the next step. Can be any one of the above characters.
Side note: of course you can use any NPC generator out there, but I sometimes find it difficult to incorporate those people into a preexisting context, location, and scene. Which is why I wrote "How to Create an NPC in less than 60 seconds" for Eventyr! Read it here.
Step 11: Create a "Standard Day"
Don't forget about day-to-day stuff: it's important to think about how many people you need working there, how much things cost to keep running smoothly, and any rules from the town that you've got to stick by. Weave in bits of local tales or history within your tavern's backdrop, sparking curiosity and potential new adventures.
Step 12: Name It!
You can spend as much time as you want trying to name your DnD tavern, but if you have to think on the fly, here are four foolproof ways to name a tavern:
1) Name of a Depressing Local Dive Bar ("Yesterdays" or "The Pit")
2) The "Tool" and "Animal" ("Hatchets and Sparrow" or "Sword and Rooster")
3) The "Title" 's "Noun" ("The Duke's Delight" or "The Baron's Bastion")
4) The "Color" "Monster" Inn ("The Red Giant Inn" or "The Yellow Beholder Inn")
Step 13: Let the Players Contribute!
Let players add their own touch! Give them chances not just to interact, but also shape parts of the DnD tavern as they ask questions and explore. Don't forget: no matter how you imagine it, or how detailed your concept art or map is, the players have their own imagination that will fill in the gaps... and you might REALLY like they ideas they unconsciously come up with!
Step 14 (OPTIONAL): Quest Ideas
For those campaigns that are using the DnD tavern as the place where they players receive quests, I suggest having a variety of options for them to choose from:
- Main Plot: Something that in some way continues the story.
- Character Connection: Something that continues the growth of a player character in the party.
- Deadly but Tempting: Something that is CRAZY dangerous but will yield a CRAZY reward.
- Silly/Random: Something stupid but funny and fun. Go nuts. Doesn't matter if it doesn't make sense with the area or plot. Hell, my players just fought bunnies with blazers with laser guns. Why? Cuz why not... that's why.
© Eddie Mendoza
"Tavern Dnd" Frequently Asked Questions
How much should the players pay for a night in a tavern?
That depends on how you handle money in your game... which is a whoooooooooooooole other topic. In one of my campaigns, the players used the "Silver Shard" (1 silver = 1 dollar), so I can just borrow from real-life hotel prices. In another campaign, they follow the "stages of wealth" from the Dungeon Coach. And in another, they just follow the 5e cost of living rules found in the PHB.
Were medieval taverns also brothels?
Nope! More often than not, they were separate institutions. Combining the two is more common in wild west movies.
What are the best random tables for taverns?
Here are three good ones:
- Page 113 of the DMG has a couple tables for atmosphere and DnD tavern names.
- The Book of Random Tables for Inns and Taverns has 25 d100 tables you can choose from ($10.99)
- Merry Manticore has a smaller, but cheaper list of tables to roll from ($1.99)
What are the best online DnD tavern generators?
- Thieves Guild's generator is one of my favorites, creating VERY detailed DnD tavern menus, patrons, and entertainment with a single click.
- The Copper Sanctum's offers a lot more customization, as well as includes a brief history of the DnD tavern and what kind of accommodations it offers.
- Herebetaverns doesn't have the detail of the other two, but it DOES randomly generate the map of the tavern, which is very helpful!
How can I make my tavern a central hub in my campaign?
Easy: give them free room and board! If the party does some continued service for the owner, or saves the owner in some magnificent way, they can live there for free and return to it after each adventure. In the meantime they will develop close relationships with the non-player characters that reside there. And when the party is ready for a fun quest.. BOOM... in walks a magistrate or local lord looking for daring warriors to aid him in his righteous cause!
Do taverns always have to be friendly places for adventurers?
Absolutely not. Many DnD taverns would be sketchy places full of unseemly characters. A coastal tavern might have pirates willing to slit a throat for a few pieces of gold. And a roadside tavern might be a front for local bandits looking for their next target to waylay on the road.
But even if everyone in the tavern is a law abiding citizen, that still doesn't mean it's safe! For example, there is a TV troupe of animosity bewteen the "cop bar" and the "firefighter bar," or the "army bar" and the "navy bar," each on opposite sides of the street, and the servicemen often getting into drunken brawls. The presence of mere rivals can be enough of an indication for the party to get-the-heck-out-of-dodge.
Can a tavern serve as a starting point for a campaign?
It's basic... but it's basic for a good reason. Since taverns are the social hub of a small town, it makes sense that adventurers stopping in for a drink would be approached by someone offering a "quest" (i.e. job). Would I prefer starting an adventure off in the middle of the action? Or at a fancy ball or wedding? Hell yeah. But starting a campaign in a DnD tavern is easy, straightforward, and classic.
© Vladimir Mokry
Bottom Line: What Makes a Tavern Successful in a Dungeons and Dragons Campaign?
Historically, taverns offered a place for townspeople to eat, discuss business, stay warm, trade, and catch up on the news. And in your games, they do the exact same thing... except with a magical flair and offers to slay bridge trolls!
It's all about being memorable. By adding unique aesthetics, special services, and items, a simple tavern can become a key spot in your adventures. Give them fun quest options, cool NPCs to talk to, and provide changes for everyone to dive deep into their roles and move the story forward.
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Riley Rath
Riley is a freelance copywriter, content writer, and marketer based out of Spokane, WA. He is thankful to have the opportunity to combine his passion for imaginative role-playing to help FLGS, tabletop, board game, and D&D related businesses communicate their distinct value to players everywhere. When not playing or writing about board games or DnD, he is busy hiking, cooking, and gardening... very hobbit-like for a 6'4" dude.