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What does it cost to buy a tavern?
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$begingroup$
Suppose an adventurer retires and wants to buy a tavern.
Is there an official gold piece figure in D&D 5e for how much it would cost to buy a tavern or similar property in a town or city? If not, are there any guidelines?
dnd-5e pricing downtime
$endgroup$
add a comment |
$begingroup$
Suppose an adventurer retires and wants to buy a tavern.
Is there an official gold piece figure in D&D 5e for how much it would cost to buy a tavern or similar property in a town or city? If not, are there any guidelines?
dnd-5e pricing downtime
$endgroup$
add a comment |
$begingroup$
Suppose an adventurer retires and wants to buy a tavern.
Is there an official gold piece figure in D&D 5e for how much it would cost to buy a tavern or similar property in a town or city? If not, are there any guidelines?
dnd-5e pricing downtime
$endgroup$
Suppose an adventurer retires and wants to buy a tavern.
Is there an official gold piece figure in D&D 5e for how much it would cost to buy a tavern or similar property in a town or city? If not, are there any guidelines?
dnd-5e pricing downtime
dnd-5e pricing downtime
asked 8 hours ago
Quadratic WizardQuadratic Wizard
38.4k6124195
38.4k6124195
add a comment |
add a comment |
2 Answers
2
active
oldest
votes
$begingroup$
The rules provide no clear answer to the cost of purchasing a tavern.
Maintenance costs of a tavern are described in detail (DMG 127). The purchase of a tavern is not described in detail, but there are a few things that provide guidance.
Building A Stronghold (DMG 128) offers pricing for land and estate deeds which are the listed first step to building a stronghold, this would be the land on which your tavern is build or resides. Then you can compare the kind of tavern that you want to build with the listed strongholds, of which a tavern notably is none. A DM may choose the price at their discretion and could be advised by comparing your desired tavern to the most similar building on the Building a Stronghold-table (DMG 128).
The rules offer no further guidance on buying taverns. They do mention that retired adventures commonly own taverns (DMG 127, 129) and receive them as rewards (DMG 129).
$endgroup$
2
$begingroup$
My inclination would be to suggest that the "Guildhall" or "Trading Post" options from that section are the closest equivalent to a typical tavern, both suggesting a construction cost of 5,000gp and 60 days. I also have stuck in my head the general principle (from earlier editions, I think) that it costs half as much to build something from scratch as it does to buy outright, suggesting a reasonable price for purchasing an existing tavern might be ~10,000gp.
$endgroup$
– Carcer
8 hours ago
$begingroup$
@Carcer "Ill Gotten Gains" (Dragon #268, February 2000) lists an inn at 10k gp. I think that the 5 to 10k gp is a good ballpark. The 5e GH and TP are listed at 5k gp (sans land/deeds), but I would be inclined to also compare it to the noble estate (25k gp) See hireling differences for rural or city Inns (DMG 127).
$endgroup$
– Akixkisu
8 hours ago
add a comment |
$begingroup$
Waterdeep: Dragon Heist provides an option
Warning: possible spoilers of the adventure ahead.
In the Chapter 2 of Waterdeep:
Dragon Heist, the "Open for Business?" section (page 41) explains how
the characters can reopen a closed tavern located in Trollskull Alley.
Since the building is already there, the cost for maintenance is 1000
gp, plus 250 gp paid upfront for the guild licenses and contracts.
There's additional details involved, like the guilds you have to talk
to (Brewer's Guild, Fellowship of Innkeepers, etc), but the cost to
open is 1250 gp.
After opening, you have to pay an additional 60 gp
every tenday for maintenance costs and guild expenses, and you have to
roll a d100 + 10 and consult the Running a Business table in chapter 6
of the Dungeon Master's Guide to determine whether the tavern lost
money or earned profit.
If you wanna build one from the ground up, your best guideline is to use the building cost of a Guildhall or Trading Post, presented in the page 128 of the Dungeon's Master Guide. Pages 126-127 of the DMG also provide guidelines for recurring expenses of an Inn (be it on rural roadside or within a town/city).
For additional help around taverns, the DMs Guild Adept supplement, Durnan's Guide to Tavernkeeping provides extra options on how to build and maintain taverns, but this supplement is not official.
$endgroup$
5
$begingroup$
The Trollskull Alley tavern, run as written, has a basically worthless expected return on investment. On average it loses money unless the party spends at least 4gp a tenday advertising, and the optimal profit point is spending 50gp/tenday promoting the business for an almighty net 15.75gp of expected profit - it'll take more than two years to pay itself off and the money it'll make after that is pitiful compared to adventuring revenue.
$endgroup$
– Carcer
6 hours ago
1
$begingroup$
@Carcer in the tavern's defense, almost any honest work is pitiful profit compared to going into intelligent monsters' lairs and taking their stuff.
$endgroup$
– nitsua60♦
20 mins ago
add a comment |
Your Answer
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2 Answers
2
active
oldest
votes
2 Answers
2
active
oldest
votes
active
oldest
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active
oldest
votes
$begingroup$
The rules provide no clear answer to the cost of purchasing a tavern.
Maintenance costs of a tavern are described in detail (DMG 127). The purchase of a tavern is not described in detail, but there are a few things that provide guidance.
Building A Stronghold (DMG 128) offers pricing for land and estate deeds which are the listed first step to building a stronghold, this would be the land on which your tavern is build or resides. Then you can compare the kind of tavern that you want to build with the listed strongholds, of which a tavern notably is none. A DM may choose the price at their discretion and could be advised by comparing your desired tavern to the most similar building on the Building a Stronghold-table (DMG 128).
The rules offer no further guidance on buying taverns. They do mention that retired adventures commonly own taverns (DMG 127, 129) and receive them as rewards (DMG 129).
$endgroup$
2
$begingroup$
My inclination would be to suggest that the "Guildhall" or "Trading Post" options from that section are the closest equivalent to a typical tavern, both suggesting a construction cost of 5,000gp and 60 days. I also have stuck in my head the general principle (from earlier editions, I think) that it costs half as much to build something from scratch as it does to buy outright, suggesting a reasonable price for purchasing an existing tavern might be ~10,000gp.
$endgroup$
– Carcer
8 hours ago
$begingroup$
@Carcer "Ill Gotten Gains" (Dragon #268, February 2000) lists an inn at 10k gp. I think that the 5 to 10k gp is a good ballpark. The 5e GH and TP are listed at 5k gp (sans land/deeds), but I would be inclined to also compare it to the noble estate (25k gp) See hireling differences for rural or city Inns (DMG 127).
$endgroup$
– Akixkisu
8 hours ago
add a comment |
$begingroup$
The rules provide no clear answer to the cost of purchasing a tavern.
Maintenance costs of a tavern are described in detail (DMG 127). The purchase of a tavern is not described in detail, but there are a few things that provide guidance.
Building A Stronghold (DMG 128) offers pricing for land and estate deeds which are the listed first step to building a stronghold, this would be the land on which your tavern is build or resides. Then you can compare the kind of tavern that you want to build with the listed strongholds, of which a tavern notably is none. A DM may choose the price at their discretion and could be advised by comparing your desired tavern to the most similar building on the Building a Stronghold-table (DMG 128).
The rules offer no further guidance on buying taverns. They do mention that retired adventures commonly own taverns (DMG 127, 129) and receive them as rewards (DMG 129).
$endgroup$
2
$begingroup$
My inclination would be to suggest that the "Guildhall" or "Trading Post" options from that section are the closest equivalent to a typical tavern, both suggesting a construction cost of 5,000gp and 60 days. I also have stuck in my head the general principle (from earlier editions, I think) that it costs half as much to build something from scratch as it does to buy outright, suggesting a reasonable price for purchasing an existing tavern might be ~10,000gp.
$endgroup$
– Carcer
8 hours ago
$begingroup$
@Carcer "Ill Gotten Gains" (Dragon #268, February 2000) lists an inn at 10k gp. I think that the 5 to 10k gp is a good ballpark. The 5e GH and TP are listed at 5k gp (sans land/deeds), but I would be inclined to also compare it to the noble estate (25k gp) See hireling differences for rural or city Inns (DMG 127).
$endgroup$
– Akixkisu
8 hours ago
add a comment |
$begingroup$
The rules provide no clear answer to the cost of purchasing a tavern.
Maintenance costs of a tavern are described in detail (DMG 127). The purchase of a tavern is not described in detail, but there are a few things that provide guidance.
Building A Stronghold (DMG 128) offers pricing for land and estate deeds which are the listed first step to building a stronghold, this would be the land on which your tavern is build or resides. Then you can compare the kind of tavern that you want to build with the listed strongholds, of which a tavern notably is none. A DM may choose the price at their discretion and could be advised by comparing your desired tavern to the most similar building on the Building a Stronghold-table (DMG 128).
The rules offer no further guidance on buying taverns. They do mention that retired adventures commonly own taverns (DMG 127, 129) and receive them as rewards (DMG 129).
$endgroup$
The rules provide no clear answer to the cost of purchasing a tavern.
Maintenance costs of a tavern are described in detail (DMG 127). The purchase of a tavern is not described in detail, but there are a few things that provide guidance.
Building A Stronghold (DMG 128) offers pricing for land and estate deeds which are the listed first step to building a stronghold, this would be the land on which your tavern is build or resides. Then you can compare the kind of tavern that you want to build with the listed strongholds, of which a tavern notably is none. A DM may choose the price at their discretion and could be advised by comparing your desired tavern to the most similar building on the Building a Stronghold-table (DMG 128).
The rules offer no further guidance on buying taverns. They do mention that retired adventures commonly own taverns (DMG 127, 129) and receive them as rewards (DMG 129).
answered 8 hours ago
AkixkisuAkixkisu
4,56021749
4,56021749
2
$begingroup$
My inclination would be to suggest that the "Guildhall" or "Trading Post" options from that section are the closest equivalent to a typical tavern, both suggesting a construction cost of 5,000gp and 60 days. I also have stuck in my head the general principle (from earlier editions, I think) that it costs half as much to build something from scratch as it does to buy outright, suggesting a reasonable price for purchasing an existing tavern might be ~10,000gp.
$endgroup$
– Carcer
8 hours ago
$begingroup$
@Carcer "Ill Gotten Gains" (Dragon #268, February 2000) lists an inn at 10k gp. I think that the 5 to 10k gp is a good ballpark. The 5e GH and TP are listed at 5k gp (sans land/deeds), but I would be inclined to also compare it to the noble estate (25k gp) See hireling differences for rural or city Inns (DMG 127).
$endgroup$
– Akixkisu
8 hours ago
add a comment |
2
$begingroup$
My inclination would be to suggest that the "Guildhall" or "Trading Post" options from that section are the closest equivalent to a typical tavern, both suggesting a construction cost of 5,000gp and 60 days. I also have stuck in my head the general principle (from earlier editions, I think) that it costs half as much to build something from scratch as it does to buy outright, suggesting a reasonable price for purchasing an existing tavern might be ~10,000gp.
$endgroup$
– Carcer
8 hours ago
$begingroup$
@Carcer "Ill Gotten Gains" (Dragon #268, February 2000) lists an inn at 10k gp. I think that the 5 to 10k gp is a good ballpark. The 5e GH and TP are listed at 5k gp (sans land/deeds), but I would be inclined to also compare it to the noble estate (25k gp) See hireling differences for rural or city Inns (DMG 127).
$endgroup$
– Akixkisu
8 hours ago
2
2
$begingroup$
My inclination would be to suggest that the "Guildhall" or "Trading Post" options from that section are the closest equivalent to a typical tavern, both suggesting a construction cost of 5,000gp and 60 days. I also have stuck in my head the general principle (from earlier editions, I think) that it costs half as much to build something from scratch as it does to buy outright, suggesting a reasonable price for purchasing an existing tavern might be ~10,000gp.
$endgroup$
– Carcer
8 hours ago
$begingroup$
My inclination would be to suggest that the "Guildhall" or "Trading Post" options from that section are the closest equivalent to a typical tavern, both suggesting a construction cost of 5,000gp and 60 days. I also have stuck in my head the general principle (from earlier editions, I think) that it costs half as much to build something from scratch as it does to buy outright, suggesting a reasonable price for purchasing an existing tavern might be ~10,000gp.
$endgroup$
– Carcer
8 hours ago
$begingroup$
@Carcer "Ill Gotten Gains" (Dragon #268, February 2000) lists an inn at 10k gp. I think that the 5 to 10k gp is a good ballpark. The 5e GH and TP are listed at 5k gp (sans land/deeds), but I would be inclined to also compare it to the noble estate (25k gp) See hireling differences for rural or city Inns (DMG 127).
$endgroup$
– Akixkisu
8 hours ago
$begingroup$
@Carcer "Ill Gotten Gains" (Dragon #268, February 2000) lists an inn at 10k gp. I think that the 5 to 10k gp is a good ballpark. The 5e GH and TP are listed at 5k gp (sans land/deeds), but I would be inclined to also compare it to the noble estate (25k gp) See hireling differences for rural or city Inns (DMG 127).
$endgroup$
– Akixkisu
8 hours ago
add a comment |
$begingroup$
Waterdeep: Dragon Heist provides an option
Warning: possible spoilers of the adventure ahead.
In the Chapter 2 of Waterdeep:
Dragon Heist, the "Open for Business?" section (page 41) explains how
the characters can reopen a closed tavern located in Trollskull Alley.
Since the building is already there, the cost for maintenance is 1000
gp, plus 250 gp paid upfront for the guild licenses and contracts.
There's additional details involved, like the guilds you have to talk
to (Brewer's Guild, Fellowship of Innkeepers, etc), but the cost to
open is 1250 gp.
After opening, you have to pay an additional 60 gp
every tenday for maintenance costs and guild expenses, and you have to
roll a d100 + 10 and consult the Running a Business table in chapter 6
of the Dungeon Master's Guide to determine whether the tavern lost
money or earned profit.
If you wanna build one from the ground up, your best guideline is to use the building cost of a Guildhall or Trading Post, presented in the page 128 of the Dungeon's Master Guide. Pages 126-127 of the DMG also provide guidelines for recurring expenses of an Inn (be it on rural roadside or within a town/city).
For additional help around taverns, the DMs Guild Adept supplement, Durnan's Guide to Tavernkeeping provides extra options on how to build and maintain taverns, but this supplement is not official.
$endgroup$
5
$begingroup$
The Trollskull Alley tavern, run as written, has a basically worthless expected return on investment. On average it loses money unless the party spends at least 4gp a tenday advertising, and the optimal profit point is spending 50gp/tenday promoting the business for an almighty net 15.75gp of expected profit - it'll take more than two years to pay itself off and the money it'll make after that is pitiful compared to adventuring revenue.
$endgroup$
– Carcer
6 hours ago
1
$begingroup$
@Carcer in the tavern's defense, almost any honest work is pitiful profit compared to going into intelligent monsters' lairs and taking their stuff.
$endgroup$
– nitsua60♦
20 mins ago
add a comment |
$begingroup$
Waterdeep: Dragon Heist provides an option
Warning: possible spoilers of the adventure ahead.
In the Chapter 2 of Waterdeep:
Dragon Heist, the "Open for Business?" section (page 41) explains how
the characters can reopen a closed tavern located in Trollskull Alley.
Since the building is already there, the cost for maintenance is 1000
gp, plus 250 gp paid upfront for the guild licenses and contracts.
There's additional details involved, like the guilds you have to talk
to (Brewer's Guild, Fellowship of Innkeepers, etc), but the cost to
open is 1250 gp.
After opening, you have to pay an additional 60 gp
every tenday for maintenance costs and guild expenses, and you have to
roll a d100 + 10 and consult the Running a Business table in chapter 6
of the Dungeon Master's Guide to determine whether the tavern lost
money or earned profit.
If you wanna build one from the ground up, your best guideline is to use the building cost of a Guildhall or Trading Post, presented in the page 128 of the Dungeon's Master Guide. Pages 126-127 of the DMG also provide guidelines for recurring expenses of an Inn (be it on rural roadside or within a town/city).
For additional help around taverns, the DMs Guild Adept supplement, Durnan's Guide to Tavernkeeping provides extra options on how to build and maintain taverns, but this supplement is not official.
$endgroup$
5
$begingroup$
The Trollskull Alley tavern, run as written, has a basically worthless expected return on investment. On average it loses money unless the party spends at least 4gp a tenday advertising, and the optimal profit point is spending 50gp/tenday promoting the business for an almighty net 15.75gp of expected profit - it'll take more than two years to pay itself off and the money it'll make after that is pitiful compared to adventuring revenue.
$endgroup$
– Carcer
6 hours ago
1
$begingroup$
@Carcer in the tavern's defense, almost any honest work is pitiful profit compared to going into intelligent monsters' lairs and taking their stuff.
$endgroup$
– nitsua60♦
20 mins ago
add a comment |
$begingroup$
Waterdeep: Dragon Heist provides an option
Warning: possible spoilers of the adventure ahead.
In the Chapter 2 of Waterdeep:
Dragon Heist, the "Open for Business?" section (page 41) explains how
the characters can reopen a closed tavern located in Trollskull Alley.
Since the building is already there, the cost for maintenance is 1000
gp, plus 250 gp paid upfront for the guild licenses and contracts.
There's additional details involved, like the guilds you have to talk
to (Brewer's Guild, Fellowship of Innkeepers, etc), but the cost to
open is 1250 gp.
After opening, you have to pay an additional 60 gp
every tenday for maintenance costs and guild expenses, and you have to
roll a d100 + 10 and consult the Running a Business table in chapter 6
of the Dungeon Master's Guide to determine whether the tavern lost
money or earned profit.
If you wanna build one from the ground up, your best guideline is to use the building cost of a Guildhall or Trading Post, presented in the page 128 of the Dungeon's Master Guide. Pages 126-127 of the DMG also provide guidelines for recurring expenses of an Inn (be it on rural roadside or within a town/city).
For additional help around taverns, the DMs Guild Adept supplement, Durnan's Guide to Tavernkeeping provides extra options on how to build and maintain taverns, but this supplement is not official.
$endgroup$
Waterdeep: Dragon Heist provides an option
Warning: possible spoilers of the adventure ahead.
In the Chapter 2 of Waterdeep:
Dragon Heist, the "Open for Business?" section (page 41) explains how
the characters can reopen a closed tavern located in Trollskull Alley.
Since the building is already there, the cost for maintenance is 1000
gp, plus 250 gp paid upfront for the guild licenses and contracts.
There's additional details involved, like the guilds you have to talk
to (Brewer's Guild, Fellowship of Innkeepers, etc), but the cost to
open is 1250 gp.
After opening, you have to pay an additional 60 gp
every tenday for maintenance costs and guild expenses, and you have to
roll a d100 + 10 and consult the Running a Business table in chapter 6
of the Dungeon Master's Guide to determine whether the tavern lost
money or earned profit.
If you wanna build one from the ground up, your best guideline is to use the building cost of a Guildhall or Trading Post, presented in the page 128 of the Dungeon's Master Guide. Pages 126-127 of the DMG also provide guidelines for recurring expenses of an Inn (be it on rural roadside or within a town/city).
For additional help around taverns, the DMs Guild Adept supplement, Durnan's Guide to Tavernkeeping provides extra options on how to build and maintain taverns, but this supplement is not official.
edited 6 hours ago
answered 7 hours ago
KuertenKuerten
2,4172941
2,4172941
5
$begingroup$
The Trollskull Alley tavern, run as written, has a basically worthless expected return on investment. On average it loses money unless the party spends at least 4gp a tenday advertising, and the optimal profit point is spending 50gp/tenday promoting the business for an almighty net 15.75gp of expected profit - it'll take more than two years to pay itself off and the money it'll make after that is pitiful compared to adventuring revenue.
$endgroup$
– Carcer
6 hours ago
1
$begingroup$
@Carcer in the tavern's defense, almost any honest work is pitiful profit compared to going into intelligent monsters' lairs and taking their stuff.
$endgroup$
– nitsua60♦
20 mins ago
add a comment |
5
$begingroup$
The Trollskull Alley tavern, run as written, has a basically worthless expected return on investment. On average it loses money unless the party spends at least 4gp a tenday advertising, and the optimal profit point is spending 50gp/tenday promoting the business for an almighty net 15.75gp of expected profit - it'll take more than two years to pay itself off and the money it'll make after that is pitiful compared to adventuring revenue.
$endgroup$
– Carcer
6 hours ago
1
$begingroup$
@Carcer in the tavern's defense, almost any honest work is pitiful profit compared to going into intelligent monsters' lairs and taking their stuff.
$endgroup$
– nitsua60♦
20 mins ago
5
5
$begingroup$
The Trollskull Alley tavern, run as written, has a basically worthless expected return on investment. On average it loses money unless the party spends at least 4gp a tenday advertising, and the optimal profit point is spending 50gp/tenday promoting the business for an almighty net 15.75gp of expected profit - it'll take more than two years to pay itself off and the money it'll make after that is pitiful compared to adventuring revenue.
$endgroup$
– Carcer
6 hours ago
$begingroup$
The Trollskull Alley tavern, run as written, has a basically worthless expected return on investment. On average it loses money unless the party spends at least 4gp a tenday advertising, and the optimal profit point is spending 50gp/tenday promoting the business for an almighty net 15.75gp of expected profit - it'll take more than two years to pay itself off and the money it'll make after that is pitiful compared to adventuring revenue.
$endgroup$
– Carcer
6 hours ago
1
1
$begingroup$
@Carcer in the tavern's defense, almost any honest work is pitiful profit compared to going into intelligent monsters' lairs and taking their stuff.
$endgroup$
– nitsua60♦
20 mins ago
$begingroup$
@Carcer in the tavern's defense, almost any honest work is pitiful profit compared to going into intelligent monsters' lairs and taking their stuff.
$endgroup$
– nitsua60♦
20 mins ago
add a comment |
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