The Palomino and Fox (and other establishments)
The Palomino and Fox and other establishments: Mike’s Fantasy Tavern Generator Pt 1

Old Tavern courtesy of Freeimages.com/Karol S
Preface
As part of the series on Beginner GMs, I promised a Fantasy Tavern Generator after showing how you could start with one Tavern and ring in variation after variation as needed.
This is a little more complex than the example provided in that article simply because I’m not a beginner and a more thorough solution comes naturally to me. To make it practical to post – there’s a LOT of formatting involved – I’ve divided the system into three parts:
• Part 1: The physical properties of the Tavern/Inn;
• Part 2: The look-and-feel of the Tavern/Inn;
• Part 3: The family-in-residence of the Bartender, the guestrooms (if any), and the tavern entertainments.
• Part 4: The worksheets that bring it all together.Each step has full instructions, and each part is accompanied by three ongoing examples. Length is another reason for dividing the article; this has turned out to be a VERY long item because of all the html code and explanations – in fact, some 36,200 words (and counting)! Anyway, without further ado:
Introduction
A Tavern serves multiple functions. It’s a place to drink, eat, socialize, and rest; it may be a place to gamble, hold meetings, meet contacts, catch up on the latest gossip, or serve as a base of operations; all too often, it serves as the launching point of a campaign wherein the PCs gather together as a unit for the first time. You can buy, sell, haggle, and horsetrade. In fact, there’s not very much that you can’t do in a tavern! Technically, if an establishment has accommodations other than the common room, it’s an Inn or Hotel; if it does not, it’s a Tavern. So what I’m offering is actually a “Tavern/Inn generator”.
This generator has been designed to accommodate and facilitate that entire myriad of activites. I can’t tell you how many valid combinations there are; only that the number is something less than 695,335,579,885,000,000,000,000,000 combinations (6.9e+25) – more than one for every kilogram in the weight of planet earth, by a factor of 10). Maybe as few as one one-billionth of that preposterous number. but even lopping 9 zeros off the end, or 12 (depending on what you mean by a “billion”) should leave more than enough to keep everyone going for the foreseeable future!
Tavern Generator Instructions:
The following is just an outline; more specific instructions accompany each table.
Part 1: Physical Construction
- Table 1 – Overall Size: Roll a d% to determine the overall size of the tavern and a partial listing of the rooms within. Each result on Table 1 also yields a Tavern Size Modifier that is used extensively as a modifier on other tables.
- Table 2 – Common Room Size: Roll 1d8 and add the Tavern Size Modifier to determines the relative size of the common room of the Tavern. This result yields additional modifiers used on some tables.
- Table 3 – Common Room Table Size: Roll 1d6 plus modifiers to determine the number and general size of dining/drinking tables. Each result also directs attention to a subtable (Tables 3a to 3e) that is used to determine the specific shape and construction of the tables. Note that each table space includes room for the chairs and for people to move around the table.
- Table 4 – Kitchens: Roll 1d8 plus Tavern Size Modifier to determine the nature and size of the cooking facilities. This roll is also the minimum result on table 5. Kitchens are divided into two components, Cooking facilities and preparation space. Although it is possible to roll seperately, the same roll normally determines both. The total size of the kitchen space is used as a modifier on table 5.
- Table 5 – Meals: Roll 2d6 + Kitchen Size to determine the nature, quality, and price of the meals provided by the tavern. If this result is less than the result rolled on table 4, use the table 4 result instead. Prices are based on those in the Pathfinder Core Rulebook, p159.
- Table 6 – Walls: Roll d20 and cross-referance with the Tavern Size Modifier to determine the nature of the walls.
Part 2: Interior Ambience
- Table 7 – Decorations: Roll d% to determine the nature of the decorations in the Common Room.
- Table 8 – Bar Decorations: Roll d20 to determine the decorations behind the bar.
- Table 9 – Bar: Roll 5d6 and add the Tavern Size Modifier to determine the range and quality of the drinks on offer.
- Table 10 – Accommodations: Roll 3d6 to determine the size, quality, and suggested price of accommodation of guest rooms provided by an inn. It is assumed that these accommodations are on a second story, and note that the rooms include corridor space used to access the guest quarters. Also note that there is no random determination as to whether or not accommodations are provided; that is a choice for the GM to make. Prices should be used as a guide rather than a fixed result, and are based on those quoted in the Pathfinder Core Rules p159.
- Table 11 – Barman Skill: Roll d6 and add the Tavern Size Modifier to determine the skill of the barman. Each result also specifies a “Staff Modifier” which is a reflection of how many typical staff the Barman counts as – a skilled individual may be worth as many as 4 or 5 average staff. For Pathfinder / 3,x, the skill result may be read as the number of ranks the barman has in any skill the GM deems relevant to his occupation; for other systems, it may need interpretation.
- Table 12 – Barman Profile: Roll d20 three times to determine the basic personality profile of the barman. I think I’ve weeded out all the nonsense combinations.
Part 3: Residents, Staff, and Guests
- Table 13 – Family Size: children: Roll d% to determine the size of the barman’s family-in-residence. The result may give a modifier to Table 13a. Each entry also gives a Family Size Modifier representing the number of “staff” the family can provide (younger children are less than a whole worker). A pre-calculated distribution of ages is assumed.
- Table 13a – Co-owners: Roll d10 to determine the presence of co-owners who also work in the tavern. Some results require rolls on Tables 13b and 13c. Some entries also give a bonus to the Family Size Modifier.
- Table 13b – Parental presence: Roll d20 to determine the presence of parents or in-laws. Most entries also give a bonus to the Family Size Modifier.
- Table 13c – Non-Parental relatives table: Roll d% to determine the presence of relatives other than parents and in-laws. Most entries also give a bonus to the Family Size Modifier.
- If parents, in-laws, and other relatives are not present, any third party indicated by Table 13a is an unrelated business partner who also works in the Tavern.
- The Family Size Modifier is used to adjust the Family Residence size from table 1.
- “Table” 14 – Staff Numbers & Entertainment: A three-line worksheet (with instructions) uses 2d4 plus modifiers to determine the number of staff (excluding entertainers) required to maintain and operate the Tavern. This result is adjusted for Barman Skill and Family-in-residence, assuming that they also work in the Tavern, to determine the number of paid employees required. The third line of the worksheet uses some of these values to determine how many rolls should be made on Table 15.
- Table 15 – In-Tavern Entertainment: Roll d% and cross-referance with the Tavern Size Modifier to determine the type of entertainment (if any) offered by the Tavern. Each entry is accompanied by a relative size for the space inside the tavern that is devoted to the entertainment.
Part 4: Layout and Size Specifics
- “Tables” 16-21: Final Calculations: A series of worksheets to generate final specifics of the ground floor and possible first, second, third, and fourth floors. This is followed by a worksheet to determine the patronage at different times of day (ie how busy the bar and kitchens usually are).
- Give your tavern a name (if you haven’t already), decide on its customer base (ditto), describe the ambiance as though you were stepping into the place for the first time, and you’re done!
The observant may note that there is nowhere in the procedure given where the number of levels within the tavern is determined. I wanted to leave this, and the size of the building’s “footprint” entirely up to the GM – which is why the relative space system was devised. In fact, there is (intentionally) very limited information concerning the exterior appearance of the tavern, again to permit maximum flexibility for the GM. Nor is there any table for determining the clientele – that is something that the GM should decide for himself based on the other answers determined and the location of the tavern.
As a rule of thumb (percentages are approximate and can be varied according to the “local” architectural style):
- A Large Tavern/Inn will sometimes have 4 floors (20%), most commonly will have 2-3 floors (40% and 30% respectively), and will sometimes (10%) only have 1 floor.
- A Medium-Large or Medium Tavern/Inn will rarely-if-ever have 4 floors (5%), will rarely have 3 floors (15%), most commonly will have 2 floors (50%), and will sometimes (30%) only have 1 floor, indicating that all accommodations are located on the ground floor.
- A Medium-Small Tavern/Inn will never have 4 floors (0%), only truly exceptional examples will have 3 floors (10%), will usually (70%) have 2 floors, and will occasionally only have 1 floor (20%), indicating that all accommodations are located on the ground floor.
- A Small Tavern/Inn will never have 3 or 4 floors (0%), will often have 2 floors (60%), but will frequently (40%) have only 1 floor, indicating that all accommodations are located on the ground floor.
I thought about including each of the descriptive elements that I have listed as omitted, but realized that there was no practical way to do so, cover all the alternatives, and ensure consistency. On reflection, I realized that this is actually an advantage to the GM, who can customize the tavern’s layout and outward appearance based on the surroundings, location, bartender, etc, so that it fits the location and game world like a glove. Furthermore, it was clear that the clientele would be dependant on several of these factors, so logically, that also had to be left to the GM’s creativity, inspired by what information the system provides.
Finally, although primarily intended for D&D 3.x / Pathfinder, it should be realized that the Tavern Generator will require minimal adaption to serve in other fantasy games, in 7th sea, or in a pulp/steampunk setting.
Anything more modern will require further tweaks, as will usage for Sci-Fi campaigns, but the generation of a “psuedo-medieval” tavern which can then be updated in technology – adding poker machines, etc – should not present insuperable difficulties. You will probably need to add space for services that medieval taverns and inns would not provide eg laundry, boiler room, etc. Room sizes should generally be increased to include bathroom facilities, though some intermediate-period dwellings may well dedicate a “guest room” to the purpose of being a shared bathroom facility instead. And, of course, the number of floors can increase massively; additional ground floor space can be consumed by adding shops and restaurants, booking desk, concierge, etc. Kitchen spaces may also need to increase in size considerably.
Update: With the examples for Part 3 now totalling 10,000 words and not finished yet, I’ve made the decision to split this article into four parts instead of three, and updated the above accordingly.
Tavern generator tables
As far as was possible, the following tables are specified in a standard format that should be self-explanatory.
Table 1: Overall Size
Roll a d% for the overall size of the tavern and a listing of the rooms. Some rooms have a number in brackets after their listing which represents their Relative Room Size (more on that below). Each result on Table 1 also has a Tavern Size Modifier associated with it.
d% | Overall Size Description | Listing of the rooms (Relative Room Size) | Tavern Size Modifier |
---|---|---|---|
01-18 | Small | bar (1), common room, store-room (0.75), family dwelling (1) | 0 |
19-41 | Medium-Small | bar (1.5), common room, store-room (1), family dwelling (1) | 1 |
42-76 | Medium | bar (1.5), common room, storage cellar, family dwelling (1.5) | 2 |
77-93 | Medium-Large | bar (2), common room, storage cellar, family dwelling (2) | 4 |
94-00 | Large | bar (2.5), common room, storage cellar, family dwelling (2.5) | 6 |
Table 2: Common Room Size
Roll 1d8 and add the Tavern Size Modifier. The result determines the relative size of the common room of the Tavern. Each size of common room also has a Relative Room Size value and a Commons Size Modifier Value.
d8 + Tav Size Mod |
Common Room Size Description |
Relative Room Size | Commons Size Modifier |
---|---|---|---|
1-3 | small | 3 | 0 |
4-6 | small-medium | 3.5 | 1 |
7-8 | medium | 4 | 2 |
9-10 | medium-large | 5 | 3 |
11-12 | large | 5 | 4 |
13-14 | 1 large, 1 medium | 6. 4 | 5 |
Table 3: Common Room Table Size
Roll 1d6 and add both the Tavern Size Modifier and the Commons Size Modifier value. The total determines the result on Table 3, which describes the number and size of tables. Each result also directs attention to a subtable for shape and construction of the tables. Table sizes include space for chairs and for staff/customers to walk between tables.
d6 + Tav Size Mod + Commns Size Mod |
Number & Size of tables | Physical Size Estimate (each table) | Go to Subtable |
|
---|---|---|---|---|
1 | 8 | small (seats 3) |
5 sqr m = apr 50 sqr ft = 2 x five ft sqr spaces |
3a |
2 | 4 | medium (seats 6) |
7.5 sqr m = apr 80 sqr ft = 3.2 x five ft sqr spaces |
3b |
3 | 2 | large (seats 20) |
apr 27 sqr m = apr 300 sqr ft = 12 x five ft sqr spaces |
3e |
4 | 12 | small (seats 4) |
6 sqr m = 65 sqr ft = 2.6 x five ft sqr spaces |
3a |
5 | 10 | medium (seats 6) |
7.5 sqr m = apr 80 sqr ft = 3.2 x five ft sqr spaces |
3b |
6 | 3 | large (seats 16) |
18 sqr m = apr 200 sqr ft = 8 x five ft sqr spaces |
3d |
7 | 8 | medium (seats 8) |
9 sqr m = apr 100 sqr ft = 4 x five ft sqr spaces |
3c |
8 | 12 | medium (seats 6) |
7.5 sqr m = apr 80 sqr ft = 3.2 x five ft sqr spaces |
3b |
9 | 5 | large (seats 16) |
18 sqr m = apr 200 sqr ft = 8 x five ft sqr spaces |
3d |
10 | 15 | medium (seats 6) |
7.5 sqr m = apr 80 sqr ft = 3.2 x five ft sqr spaces |
3b |
11 | 6 | large (seats 20) |
apr 27 sqr m = apr 300 sqr ft = 12 x five ft sqr spaces |
3e |
12 | 12 | medium (seats 8) |
9 sqr m = apr 100 sqr ft = 4 x five ft sqr spaces |
3c |
13 | 15 | medium (seats 8) |
9 sqr m = apr 100 sqr ft = 4 x five ft sqr spaces |
3c |
14 | 20 | medium (seats 6) |
7.5 sqr m = apr 80 sqr ft = 3.2 x five ft sqr spaces |
3b |
15 | 10 | large (seats 12) |
13.5 sqr m = 145 sqr ft = 5.8 x five ft sqr spaces |
3d |
16 | 25 | medium (seats 6) |
7.5 sqr m = apr 80 sqr ft = 3.2 x five ft sqr spaces |
3b |
17 | 12 | large (seats 16) |
18 sqr m = apr 200 sqr ft = 8 x five ft sqr spaces |
3d |
Table Notes: These numbers have had to be revised several times to correct errors on my part, especially given that some were giving space per table and some space for ALL tables.
Table 3a: Tables Details Subtable A
Roll 3d6 to determine the shape of small-sized tables and d% on the associated sub-subtable to determine the primary construction material. Note that some designs may involve carved surfaces, decorative inlays, and/or glass tops – such details are left to the creative powers of the individual GM.
3d6 | Table Shape | Table Construction |
---|---|---|
3 | triangular | metal (95%) or bone (5%) |
4-5 | triangular | wood (95%) or stone (5%) |
6-7 | rectangular (n-2):1 | wood (90%) or stone (10%) |
8 | rectangular (n-2):1 | metal (90%) or bone (10%) |
9 | round | metal |
10 | round | wood (90%) or stone (10%) |
11 | square | wood (90%) or stone (10%) |
12 | square | metal (90%) or bone (10%) |
13-16 | rectangular 2:1 | wood (90%) or stone (10%) |
17 | octagonal | wood (80%) or metal (20%) |
18 | bent (L-shape) | wood (85%), stone (10%) or metal (5%) |
Table 3b: Table Details Subtable B
Roll 3d6 to determine the shape of smaller medium-sized tables and d% on the associated sub-subtable to determine the primary construction material. Note that some designs may involve carved surfaces, decorative inlays, and/or glass tops – such details are left to the creative powers of the individual GM.
3d6 | Table Shape | Table Construction |
---|---|---|
3 | triangular | wood (85%), stone (5%), metal (5%) or bone (5%) |
4-8 | round | wood (75%), stone (10%), metal (10%) or bone (5%) |
9-10 | square | wood (85%), stone (10%), metal (5%) or bone (5%) |
11-12 | rectangular 2:1 | wood (85%), stone (6%), metal (6%) or bone (3%) |
13-15 | rectangular (n-2):1 | wood (89%), stone (5%), metal (3%) or bone (3%) |
16-17 | octagonal | wood (85%), stone (5%), metal (5%) or bone (5%) |
18 | bent (L-shape) | wood (87%), stone (6%), metal (4%) or bone (3%) |
Table 3c: Tables Details Subtable C
Roll 3d6 to determine the shape of larger medium-sized tables and d% on the associated sub-subtable to determine the primary construction material. Note that some designs may involve carved surfaces, decorative inlays, and/or glass tops – such details are left to the creative powers of the individual GM.
3d6 | Table Shape | Table Construction |
---|---|---|
3 | triangular | wood (91%), stone (2%), metal (4%) or bone (3%) |
4-7 | rectangular 2:1 | wood (90%), stone (2%), metal (5%) or bone (3%) |
8-10 | rectangular (n-2):1 | wood (90%), stone (2%), metal (5%) or bone (3%) |
11 | octagonal | wood (91%), stone (2%), metal (4%) or bone (3%) |
12-14 | bent (L-shape) | wood (91%), stone (2%), metal (4%) or bone (3%) |
15-16 | round | wood (90%), stone (2%), metal (5%) or bone (3%) |
17-18 | square | wood (90%), stone (2%), metal (5%) or bone (3%) |
Table 3d: Tables Details Subtable D
Roll 3d6 to determine the shape of smaller large-sized tables and d% on the associated sub-subtable to determine the primary construction material. Note that some designs may involve carved surfaces, decorative inlays, and/or glass tops – such details are left to the creative powers of the individual GM.
3d6 | Table Shape | Table Construction |
---|---|---|
3 | triangular | wood (94%), stone (1%), metal (4%) or bone (1%) |
4-7 | rectangular 2:1 | wood (93%), stone (1%), metal (5%) or bone (1%) |
8-11 | rectangular (n-2):1 | wood (93%), stone (1%), metal (5%) or bone (1%) |
12-13 | bent (L-shape) | wood (94%), stone (1%), metal (4%) or bone (1%) |
14-15 | round | wood (94%), stone (1%), metal (5%) or bone (1%) |
16 | octagonal | wood (94%), stone (1%), metal (4%) or bone (1%) |
17-18 | square | wood (93%), stone (1%), metal (5%) or bone (1%) |
Table 3e: Tables Details Subtable E
Roll 3d6 to determine the shape of longer/larger large-sized tables and d% on the associated sub-subtable to determine the primary construction material. Note that some designs may involve carved surfaces, decorative inlays, and/or glass tops – such details are left to the creative powers of the individual GM.
3d6 | Table Shape | Table Construction |
---|---|---|
3 | triangular | wood (99%) or metal (1%) |
4-5 | rectangular 2:1 | wood (98%) or metal (2%) |
6-12 | rectangular (n-2):1 | wood (97%) or metal (3%) |
13-15 | bent (L-shape) | wood (97%) or metal (3%) |
16 | octagonal, hollow | wood (99%) or metal (1%) |
17 | round | wood (98%) or metal (2%) |
18 | square | wood (99%) or metal (1%) |
Table 4: Kitchens
Roll 1d8 and add the Tavern Size Modifier to determine the nature and size of the cooking facilities. This roll is also the minimum result on table 5. Kitchen Sizes are divided into two variables, cooking facilities and preparation space. Normally both are determined by the same roll, but can be rolled seperately for more diverse results. The downside of doing so is that consistency is not assured – you might get a combination that make no sense. I think the design of this subsystem will protect you from that, but it’s not certain.
d8 + Tav Size Mod |
Nature and (size) of Cooking Facilities | Size of the Food Preparation Area | Total Kitchen Area |
---|---|---|---|
1 | hearth (0.25) | small (0.25) | 0.5 |
2 | small pit/rack (0.5) | small (0.25) | 0.75 |
3 | small ovens (0.5) | small (0.5) | 1 |
4 | small stove/grill (0.5) | medium (0.75) | 1.25 |
5 | small stove & ovens (0.75) | medium (0.75) | 1.5 |
6 | medium stove & ovens (1) | medium (1) | 2 |
7 | medium stove, ovens, grill (1.25) | medium (1) | 2.25 |
8 | lg stove/grill (1.5) | large (2.5) | 4 |
9 | lg stove, med ovens, grill (1.75) | smallish (1.25) | 3 |
10 | lg pit/rack, med stove, lg oven (2) | large (3) | 5 |
11 | med stove, lg ovens, med grill (1.75) | medium (2.5) | 4.25 |
12 | med stove & ovens, lg grill (1.75) | medium (2.5) | 4.25 |
13 | lg pit/rack, sm stove/oven (2.25) | large (3) | 5.25 |
14 | lg stove, ovens, grill (2.5) | large (5) | 7.25 |
Table 5: Meals
Roll 2d6 + Kitchen Size to determine the nature, quality, and price of the meals provided by the tavern. If this result is less than the roll made on table 4, use the table 4 roll instead. Prices are based on those in the Pathfinder Core Rulebook, p159.
Greater: 2d6 + Kitchen Size, or Result Table 4 |
Meal Quality | Meal Nature | Meal Price / serve |
---|---|---|---|
3 | poor | bread, soups, stews, broths OR bbq/smoked meat if grill, 0-7 (d8-1) days old | 1 sp |
4 | average | bread, soups, stews, broths OR bbq/smoked meat if grill, 0-3 (d4-1) days old | 2 sp |
5 | good | bread, soups, stews, broths OR bbq/smoked meat if grill, 0-1 (d3:0, 1/2, 1) day old | 3 sp |
6 | poor | bread, small meal (soup, stew, or pie) AND meat 0-7 (d8-1) days old | 4 sp |
7 | average | bread, small meal (soup, stew, or pie) AND meat/fish 0-3 (d4-1) days old | 5 sp |
8 | good | bread, small meal (soup, stew, or pie) AND meat/fish 0-1 (d3:0, 1/2, 1) day old | 6 sp |
9 | poor | hearty meal with bread and meat 0-7 (d8-1) days old | 5 sp |
10 | average | hearty meal with bread and meat/fish 0-3 (d4-1) days old | 6 sp |
11 | good | hearty meal with bread and meat/fish 0-1 (d3:0, 1/2, 1) day old | 7 sp |
12 | very good | hearty meal with bread and fresh meat/fish | 9 sp |
13 | average | large meal with bread, pastries and meat/fish 0-3 (d4-1) days old | 7 sp |
14 | good | large meal with bread, pastries and meat/fish 0-1 (d3:0, 1/2, 1) day old | 8 sp |
15 | very good | large meal with bread, pastries and fresh meat/fish | 1 gp |
16 | average | feast (3 course meal) with bread, pastries and meat/fish/poultry 0-3 (d4-1) days old | 2 gp |
17 | good | feast (3 course meal) with bread, pastries and meat/fish/poultry 0-1 (d3:0, 1/2, 1) day old | 3 gp |
18 | very good | feast (3 course meal) with bread, pastries and fresh meat/fish/poultry | 5 gp |
19 | good | feast (4 course meal) with bread, pastries and meat/fish/poultry (d3:0, 1/2, 1) 0-1 day old | 7 gp |
20 | very good | feast (5-7 course meal) with bread, pastries and fresh meat/fish/poultry | 10 gp |
A Word On The Interpretation Of Quality
A meal’s quality is a very subjective appraisal, but I’ve tried to take the subjectivity out of such questions whenever possible. This insert contains my own, strictly non-canonical, interpretation of the quality results given in the table above.
“Quality” refers to flavor, texture, and appropriateness of cooking time. Flavor and texture are both, to some extent, also functions of cooking time, but an equally-important factor is the age of the raw materials. An awful lot of progress in the late 19th and early-to-mid 20th century was in the field of food preservation; before these techniques, something always had to be done to preserve foods that would otherwise go rotten. Popular methods were salting, smoking, and pickling, and each of these methods imparted a different flavor and texture to the food being preserved. Similarly, fruits were turned into jams, dried, or occasionally pickled.
However, sometimes these methods were incorrectly applied, or the resulting food was incorrectly cooked, or the cook simply used “fresh” produce that was getting a bit long in the tooth. What’s more, it was not uncommon to cook food and leave it in the pot (topping up liquids) until it was consumed – which might take days. I doubt that a stew that was palatable on day 1 would be anywhere near as tasty four, five, or six days later! Spices were often added to disguise the flavor of meat that had begun to go bad.
Ultimately, quality comes down to the freshness of the meal and its ingredients and the skill of the cook in processing those ingredients. I’ve provided a measure for the first within the meal descriptions, and if you feel that this result is enough to justify the quality assessment, that’s fine; any shortfall in such justification indicates a problem with the food processing. It might taste a little off, or be too salty, or the meat might be rubbery and overcooked, or undercooked (which may lead to health problems), or the chef may have used a flavor combination that simply doesn’t work very well.
The quality indication gives an overall non-subjected interpretation that sums up all of these factors except quantity and variety, which were used to distinguish between the different meals:
- “Poor” – It’s nourishing, there’s little more to be said about it. You eat it because you have to eat something.
- “Average” – An “average” dish or meal makes an occasionally-nice change-of-pace but it’s nothing more than edible.
- “Good” – A “good” meal is one that you can actually enjoy eating. It’s not something that you’re likely to go out of your way for (unless all the other choices would qualify for a “poor” rating).
- “Very Good” – A “very good” meal is one that you – and many other diners – would go out of their way for. It’s most enjoyable and will frequently lead to eating more than you really should.
- I also thought about incorporating a fifth rating, “Excellent,” but these four were the quality ratings given in the Pathfinder core book, there wasn’t enough difference between “very good” and “excellent” to justify it, and “excellent” meals would be too rare to matter, anyway. Save the “Excellent” rating for invite-only feasts at Noble Tables, and don’t worry about the price if you don’t have to – it could be anything up to hundreds of GP per diner, as you see fit, but your PCs won’t be paying for it, anyway.
One other term gets used in the meal descriptions that needs clarification, while I’m at it: “Hearty” means there’s lots of content in the meal – lots of meat, lots of veggies, plenty of variety of veges, etc. As you descend the quality scale, the meat not only gets worse, but the quantity of protein per serving goes down; and as you descend still further, even the quantity, quality, and variety of non-meat content declines, leaving you with a thin, watery, concoction of little substance, flavor, or dietary value.
Table 6: Walls
Roll d20 and cross-referance with the Tavern Size Modifier to determine the nature of the walls.
d20 by Tavern Size Mod | Wall Materials / Construction | ||||
---|---|---|---|---|---|
Tav Size Mod 0 | Tav Size Mod 1 | Tav Size Mod 2 | Tav Size Mod 4 | Tav Size Mod 6 | |
1-4 | 1-3 | 1-2 | 1 | – | log/bamboo (if available) |
5-7 | 4-5 | 3 | 2 | – | mud brick or wattle & daub |
8-10 | 6-9 | 4-5 | 3-5 | 1 | rough-hewn stone |
11-13 | 10-12 | 6-8 | 6-7 | 2-3 | sawn timber |
14-16 | 13-15 | 9-11 | 8-9 | 4-5 | low-quality brick |
17-19 | 16-18 | 12-14 | 10-12 | 6-8 | plastered/surfaced/rendered brick |
– | 19 | 15-16 | 13-15 | 9-12 | superior brick |
– | – | 17 | 16 | 13-14 | timber with facing stones (eg granite sheets) |
– | – | 18 | 17 | 15-17 | brick with facing stones (eg granite sheets) |
– | – | 19 | 18-19 | 18-19 | high-quality stone blocks |
20 | 20 | 20 | 20 | 20 | exotic (marble, metal, bone, etc) |
Table Notes:
- “Rendered” means that the bricks have been coated with something that gives a textured or smooth finish and hides the gaps between bricks.
- “Poor Quality bricks” are inconsistent in size and shape, necessitating additional filler between them. These bricks are frequently more fragile, and often broke during the building process, further compromising the consistency of shape and size.
- “Superior Bricks” are still not as uniform as those produced by modern industrial processes, but if you could afford decently-made bricks, you could usually afford to throw away the odd one that was incorrectly shaped or that broke along the way, yielding a far superior result.
An example: The Palomino and Fox
The first example I’m offering is “The Palomino and Fox”. Obviously, to identify the examples, I have already given these taverns/inns names (and it was quite a struggle without knowing anything else about them). The name is vaguely suggestive of hunting, though it could simply be named for the picture shown on the tavern sign, so I haven’t let that influence me!
- Table 1: 87 rolled: Medium-Large Tavern: bar (2), common room, storage cellar, family dwelling (2) Tavern Size Modifier 4.
- Table 2: 6 rolled + Tavern Size Modifier 4 = 10: Medium-Large Common Room (5), Commons Size Modifier 3
- Table 3: 4 rolled + Tavern Size Modifier 4 + Commons Size Modifier 3 = 11: 6 large tables (seat 20 each); each is 27 sqr m = 300 sqr ft = 12 x five-foot sqr spaces; 6 x 12 = 72 five-foot squares. Use subtable 3e.
- Subtable 3e: 15 rolled: L-shaped tables; 05 rolled: tables are made of wood
- Table 4: 7 rolled + Tavern Size Modifier 4 = 11: Medium Stove, Large Ovens, Medium Grill (1.75); Food Prep: Medium (2.5); Total Kitchen Area 4.25
- Table 5: 5 rolled + Kitchen Size 4.25 = 9.25; minimum result 11, so use 11: Good Quality Food: hearty meal with bread and meat/fish 0-1 (d3:0, 1/2, 1) day old, costing 7 sp.
- Table 6: 7 rolled, Tavern Size Modifier 4 column: Walls are rough-hewn stone.
A second example: The Spotted Parrot
This was actually the first name that I came up with, and it’s so suggestive of pirates that it has definitely shaped my thinking – which is good in a second example, because it lets me illustrate the right way of shaping the generator results toward a predetermined outcome, which is to keep rolling until you get an outcome that fits. In this case, my thought was of a floating tavern, either a barge decked out to look like a sailing ship, or an unseaworthy vessel that has been recommissioned as a novel tavern or inn. The presence of a cellar would decide which. Meals would be served on the deck, and would have a definite seafood theme. If there are any accommodations – something I haven’t yet decided – these would be small staterooms, probably below decks, while the family would live in accommodations on the ship’s deck level, which is also where the kitchens would be located.
- Table 1: 55 rolled: Medium Tavern: Bar (1.5), common room, storage cellar, family dwelling (1.5), Tavern Size Modifier 2.
- Table 2: 2 rolled + Tavern Size Modifier 2 = 4 Small-Medium Common Room (3.5), Commons Size Modifier 1
- Table 3: 5 rolled + Tavern Size Modifier 2 + Commons Size Modifier 1 = 8: 12 medium tables (seat 6 each); each 7.5 sqr m = 80 sqr ft = 3.2 x five-foot sqr spaces; 12 x 3.2 = 38.4 five-foot squares; Use subtable 3b.
- Subtable 3b: 13 rolled: tables are rectangular (2:1 proportions); 88 rolled, tables are made of stone.
- Table 4: 3 rolled + Tavern Size Modifier 2 = 5: Small Stove & Ovens (0.75), Food Prep: Medium (0.75), Total Kitchen Area 1.5
- Table 5: 7 rolled + Kitchen Size 1.5 = 8.5; minimum result 5; roll is greater so use 8: Good Quality food: bread, small meal (soup, stew, or pie) AND meat/fish 0-1 (d3:0, 1/2, 1) day old; 6 sp per serve.
- Table 6: 8 rolled on Tavern Size Modifier 2 column: Walls are sawn timber.
One more example: The Robber’s End
I had no clear ideas about this establishment beyond having decided that either this or the Palomino and Fox should be a multi-story establishment while the other should be a more typical 2-floor choice. The determination as to which was the taller building would be decided by the tavern size rolled, i.e. on the basis of whichever seemed the more reasonable choice.
- Table 1: 09 rolled: Small Tavern: Bar (1), Common Room, Store-room (0.75), Family Dwelling (1), Tavern Size Modifier 0.
- Table 2: 6 rolled + Tavern Size Modifier 0 = 6: Small-Medium Common Room (3.5), Commons Size Modifier 1
- Table 3: 3 rolled + Tavern Size Modifier 0 + Commons Size Modifier 1 = 4: 12 small tables (seat 4 each); 6 sqr m = 65 sqr ft = 2.6 x five-foot sqr spaces each, so 12 x 2.6 = 31.2 sqr spaces; Use subtable 3a
- Subtable 3a: 11 rolled: tables are square; 09 rolled: tables are made of wood.
- Table 4: 2 rolled + Tavern Size Modifier 0 = 2: Small Pit/Rack (0.5), Food Prep Area: Small (0.25); Total Kitchen Space: 0.75
- Table 5: 3 rolled + Kitchen Size 0.75 = 3.75; minimum result 2; roll is greater so use 4: Average Quality food: bread, soups, stews, broths OR bbq/smoked meat if grill, 0-3 (d4-1) days old; 2 sp / serve.
- Table 6: 17 rolled using Tavern Size Modifier 0 column: Walls are plastered/surfaced/rendered brick.
Four Walls do not a dwelling make: wrap-up and prolog to part 2
So far the reader has seen only the tip of the depths built into the tavern generator. I have employed just about every trick I know of in table mechanics and random die rolls, from weighted probability matching, to nested sub-tables, bias mechanics, stepped outcomes, and compound constructions. Somewhere along the line, I’ll explain those terms – for now, I want readers to focus on the mechanics that they have produced, and not on how these mechanics and the way they interlock have been designed. A supplemental article somewhere along the way sounds like the perfect solution.
But in the meantime, It’s time to turn our attention away from what the tavern or inn is made of, and look inside at those elements that create the atmosphere and ambiance…
- The Palomino and Fox (and other establishments)
- The Spotted Parrot (and other establishments)
- The Robber’s End (and other establishments)
- Going down to the pub: Mike’s Fantasy Tavern Generator Pt 4
- Draw Another Pint: Mike’s Fantasy Tavern Generator Pt 5
- All Over Bar The Shouting: Fantasy Tavern Generator Pt 6
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September 2nd, 2015 at 2:37 pm
Someone commented to me privately that they didn’t know what I meant by “rectangular (n-2):1” in the table 3 subtables. n can be any number you like, but it’s best to set it to the number of guests that can be seated – so a 6-seater would be 4:1 in proportions.
Also, for the record: In working out the table sizes for Table 3, I generally allowed each seat 3/4 of a meter table space, I allowed 1/2 m for seats (just enough for them to be pulled out from the table) – on each side of the table in most cases – and each table also recieved 1/4m clearance on all sides. Put two of those together (for 2 tables) and you get a 1/2-meter passage between tables (about 1.6′), just enough space for servants/staff/patrons to walk through to find seats. In all cases, this is about the minimum possible space that the tables can occupy, and in a lot of establishments spacing (and area used) will exceed this value.
Mike Bourke recently posted..The Palomino and Fox (and other establishments)
September 5th, 2015 at 4:05 pm
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January 29th, 2016 at 7:29 pm
I’m glad I found something like this. I was looking for some information on detailing buildings and stores with somehow a more standardized system to create these things.
I just never thought Someone would calculate even the space between tables, the shape of the tables and even the composition of them.
I appreciate your effort and work on it but for me this is just Overkill.
January 29th, 2016 at 11:27 pm
Believe me, Jorge, when I started working on these tables I never intended or expected to go that far either! But the whole point of being so detailed is that people can disregard as much or as little as their needs require. Thanks for reaching out anyway, I appreciate it :)