An inn... [Archive] - Wizards Community

Post/Author/DateTimePost
sourface

11-06-05, 12:50 PM
I don't know if this is the right place to post this, but here we go...
The party in a game I am playing (and sometimes DMing) in has started an inn in a house we got as a payment from a guild for saving a guild member.
The problem is, how should we calculate wins/losses?

I have read an excellent solution to this problem on the boards, but I can't seem to find it. Please help me with a solution or give me a link to a system.
(The inn is quite large, with loads of rooms, a big bar and a sponsored smith; it is located quite close to the centre of the city, and specialises in serving travellers and adventurers, and we're playing in quite a big city with lots of travelling merchants.)
Lxarth

11-06-05, 01:03 PM
In an old Dragon magazine (#268). Has ways to invest your loot and ways to run a tavern
da beast

11-06-05, 01:08 PM
DMGII Had everything for running buisnesses in it
Elven Doritos

11-06-05, 01:10 PM
I second that. DMG II was an excellent resource and had all the information you're looking for.
sourface

11-07-05, 09:33 AM
Thanks! One problem though, I haven't got it yet... maybe it's time to get it. Until I can save enough money would a simple system like this work? (proffession: barkeeper roll, roll for each month, taking 10 is possible, but not 20)
1-5 catastrophic failure (lose 2d6 gp)
5-10 failure (lose 1d6 gp)
10-15 ok (no win nor loss)
15-20 good (win 1d6 gp)
20-25 excellent (win 2d6 gp)

These aren't exact numbers, just something along these lines might work.
Sulaco

11-07-05, 09:40 AM
It all really depends on how much of a focuse you want the inn to be. Also, do you mean inn (provides lodgings) or tavern (sells booze)?

The easiest way is to mek the inn self-sustaining - meaning it always makes at least enough cash to keep itself going - and then radnomly make a die roll to determine any profit above and beyone that. I would keep it pretty minimal though.

Only if you want to make it far more of a focal point do you need to delve into the more complex systems (such as in DMG II).
sourface

11-07-05, 01:34 PM
It's a ridiculously big thingy, built in an old storing facility (it was owned by a huge guild very rich from trading). It includes a stable (we got the yard as well), lots of rooms for rent, a bar; a smith and an alchemist, both setting up shop in the yard.

It is not a focal point in the campaign (yet, at least...), but I guess that the other guys will want to get some payoff from all the work they have put into it...
Lxarth

11-07-05, 03:27 PM
The old Dragon mag that I was talking about has this basic formula to determine the profit for any given month.

Take an inn that has ten modest private rooms (10 x 5 sp/day x 30 days/month = 150 gp/month, it also has space for sleeping thirty in the common room (30 x 1 sp/day x 30 days/month = 90 gp/month), and enough tables and chairs to serve thirty people at every meal (30 people x 3 sp/meal x 30 days/month x 2 meals/day = 540 gp/month) per month. Thus the place can generate a maximum income of 780 gp (150 + 90 + 540) per month.

The monthly cost to run the tavern is simply 50% of the maximum income, or 390 gp/month for your heroes. This is the cost to keep the doors open without making modifications to the place. This figure includes salaries for the help, consumables such as ale and food, and basic maintenance.

Every month you (the DM) must determine how much income the place generates. If the PCs put no real effort into bringing in customers, the amount is simply 46% to 65% (45+1d20) of the maximum cost, reflecting that many guests in the rooms and patrons in the tavern. The PCs can increase this figure by spending money every month on renovations, better food, advertising, and so forth, at a rate of 1% income to 1% cost. (For example, spending 60%, instead of the regular 50%, generates 56% to 75%). The DM may also impose a +10% to -10% to reflect special circumstances, like a local religious festival bringing in more guests or damaging rumors about the place. No matter how much the PCs spend, the place never generates more then 100% of the maximum income. The PCs can attempt to raise the price of food and rooms, but this risks driving away customers.

The prices in this can also very from game to game. But I hope this helps you in the mean time. Also...the mag suggest the to purchase an inn it would cost 18 months worth of income (or 14,040 gp just to buy the place).

Have fun.
sourface

11-08-05, 10:31 AM
Thanks Lxarth! I'll definately use that system, as it generates some income, but not too much. There's only one problem, as it is an old storing facility and therefore is huge, it now contains 40 (!!!) rooms. They're quite small, but there's loads of them... It sounded nice when our DM awarded it to us, the only problem is that when we had done the maths, we could build really small rooms (they contain a bed, and if the occupant is lucky, a small chair and a minimal table). But, as we're approaching higher levels, this shouldn't be too much of a problem as we find big treasures and don't need too much downtime (we don't have an arcane caster, for example).
Sulaco

11-08-05, 10:45 AM
Thanks Lxarth! I'll definately use that system, as it generates some income, but not too much. There's only one problem, as it is an old storing facility and therefore is huge, it now contains 40 (!!!) rooms. They're quite small, but there's loads of them... It sounded nice when our DM awarded it to us, the only problem is that when we had done the maths, we could build really small rooms (they contain a bed, and if the occupant is lucky, a small chair and a minimal table). But, as we're approaching higher levels, this shouldn't be too much of a problem as we find big treasures and don't need too much downtime (we don't have an arcane caster, for example).

Then just adjust the rate downwards for the tiny rooms and scrap the common room. The result should be about the same.