Saturday, 22 October 2022

The why of inns

This inn is (1d6):

  1. a tidy building at a crossroads
  2. a rundown building on a trade road
  3. a rebuilt ruin at a river crossing
  4. the remains of a demolished larger building on the outskirts of a city
  5. a grounded boat
  6. a rich man's house, now converted to trade

with (1d6):

  1. a decorative weather vane.
  2. a brightly painted sign.
  3. a fresh coat of whitewash.
  4. a mildly scandalous name.
  5. an outside fire pit and roasting spit.
  6. a crane for loading and unloading carts.

Outside there is (1d6):

  1. a farrier working in the courtyard.
  2. a barber-surgeon using a shed as a surgery.
  3. a wheelwright repairing carts.
  4. a carpenter making barrels.
  5. a blacksmith repairing a horse harness.
  6. a group of tiny stalls selling to passers-by.

 The proprietor is (1d6):

  1. an ex-soldier who bought the place with his pension.
  2. a no-nonsense alewife from a brewing family.
  3. a young gambler, well out of their depth, who won the inn in a card game.
  4. a fat and bustling cook.
  5. a dour man who says little.
  6. a cheerful gossip, who sells rumours to law enforcement.
It offers (1d6):
  1. ale flavoured with local herbs*
  2. strong beer brought by cart from a township miles away
  3. dark beer from a nearby monastery
  4. spirits brought by sea
  5. wine, sort of
  6. an alcoholic concoction of the owner's, which locals seem to like

and (1d6):

  1. a stew of nameless meat, with black bread.
  2. mutton stew with brown bread. 
  3. pickled pork with bread and cheese.
  4. a selection of pies with dried fruit for dessert.
  5. grilled river fish.
  6. barley soup with cabbage. So much cabbage.

Entertainment is provided by (1d6):

  1. a girl who sings folk songs.
  2. a bard who plays lute.
  3. an old man who can whistle any tune.
  4. a juggler.
  5. an arm-wrestling contest.
  6. a skittles game in the courtyard.

Tired customers can (1d6):

  1. sleep under their cloaks near the common room fire.
  2. pay for a straw pallet in a sleeping hall.
  3. pay for a cot in a dormitory.
  4. pay for a bed in a shared room.
  5. pay for a good bed in a shared room with a few amenities.
  6. hire a private room with its own fireplace and a maid to empty the chamber pot.**

An unusual feature is (1d6):

  1. a high stockade wall, in good repair
  2. boards across windows facing the sunrise
  3. an obscure holy symbol over the door
  4. a cellar bigger than the building
  5. a bricked up room
  6. 'decorative' weapons mounted on every wall

and an unusual quality is (1d6):

  1. a ghost. It wails in the common room at midnight. 
  2. a writ from the local lord. It empowers the proprietor to keep customers inside after dark on the night of the new moon.
  3. a forest spirit who comes in for a drink every summer solstice.
  4. a fireplace that won't light unless everyone present asks it to. Politely.
  5. the rent. The proprietor leaves a beer barrel in a nearby stand of trees once a month. It's empty by morning.
  6. that several times each year, a party of riders leaves with one riderless horse. No-one seems to notice.

Click here to randomly generate: 

(Thanks to Spwack of the Slight Adjustments blog for the generator code.)

* Modern beers are usually flavoured with hops. Earlier beers were flavoured with whatever the brewer thought would make a good addition.

** Beds in medieval times were a Big Deal. If you had one, it meant you could afford the material and labour for someone to build and decorate one for you. In fact, if you had one, it was probably on display where guests could see it. Not something you slept in! Want realism in your game? Shorten this list to "you share a pile of straw and a blanket with two strangers. Make a saving roll vs fleas."

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