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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?










share|improve this question









$endgroup$



















    8












    $begingroup$


    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?










    share|improve this question









    $endgroup$















      8












      8








      8





      $begingroup$


      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?










      share|improve this question









      $endgroup$




      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






      share|improve this question













      share|improve this question











      share|improve this question




      share|improve this question










      asked 8 hours ago









      Quadratic WizardQuadratic Wizard

      38.4k6124195




      38.4k6124195






















          2 Answers
          2






          active

          oldest

          votes


















          8












          $begingroup$

          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).






          share|improve this answer









          $endgroup$









          • 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





















          6












          $begingroup$


          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.






          share|improve this answer











          $endgroup$









          • 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












          Your Answer








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          2 Answers
          2






          active

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          2 Answers
          2






          active

          oldest

          votes









          active

          oldest

          votes






          active

          oldest

          votes









          8












          $begingroup$

          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).






          share|improve this answer









          $endgroup$









          • 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


















          8












          $begingroup$

          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).






          share|improve this answer









          $endgroup$









          • 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
















          8












          8








          8





          $begingroup$

          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).






          share|improve this answer









          $endgroup$



          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).







          share|improve this answer












          share|improve this answer



          share|improve this answer










          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
















          • 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















          6












          $begingroup$


          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.






          share|improve this answer











          $endgroup$









          • 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
















          6












          $begingroup$


          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.






          share|improve this answer











          $endgroup$









          • 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














          6












          6








          6





          $begingroup$


          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.






          share|improve this answer











          $endgroup$




          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.







          share|improve this answer














          share|improve this answer



          share|improve this answer








          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














          • 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


















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