D&D: How to Create a Seedy Dive in Dungeons and Dragons

The best information adventurers in Dungeons and Dragons seek isn’t found in a Tavern or an Inn but inside a seedy dive. Stick around as we delve into how to create a great seedy dive for your more unscrupulous characters to gather information or pass their downtime.

Broken Joint

“It’s my first experience encountering the six-legged panther of the Feywild. Pearl claims that, if I can win, then my debt will be clear. Shouldn’t be too hard. I’ve defeated zombies, wild beasts and so much more. How hard could a large cat with tentacles be? Either way my love, after this battle, you and our children will be safe from the Whistlers.”

— Frederick Astley, Adventurer

Overall Concept

When designing an interesting seedy dive you first need to include details on its name, what draws people to it, and of course an interesting owner.

The Broken Joint is a taproom and arena for thugs, soldiers, adventurers, and pretty much anyone interested in testing their mettle and placing a bet. The underground establishment is run by Pearl Kettlewhistle, a female halfling from Luiren judging by her accent. Her keen mind and swiftness with a blade have led to the creation of the Broken Joint.

Specialties of the House

Each location should always feel unique and having a simple list of unique foods, drinks and services help bring the world to life. It also provides you the tools for roleplay with the commoners and servers in the establishment.

Drinks.  Frosted Buzzer. A nutty-tasting ale with a whipped topping from Cormyr.

Food. Banana Nut Bread, Black Cheese, Pan-Fried Owlbear Steak, Sauteed Tomatoes and Toadstool 

Mercenaries. The Broken Joint’s arena is more than just training and testing mettle. It attracts people of power. Pearl decided early on that her arena would need a great front if it was to last long term. She fleshed out a core business model that allowed adventurers, merchants, nobles and any others who needed some hire help a central place to locate them. A character who can read Thieves’ Cant spots a collection of symbols and warnings scattered around the dive hidden in plain sight. It warns against hiring some of the “Experts'' for they are likely to lighten your coin purse. Additionally, it warns that some of the arena battles are “Fixed” and to never gamble on any person who is in the arena in debt to Pearl Kettlewhistle. There is only one way it will end.

Hiring Prices

Sidekick Cost/Day Risk

Expert Moderate Likely to pilfer gold, gems and other items.

Spellcaster Expensive Will fight to hoard lore, scrolls and spellbooks

Warrior Cheap Isn’t willing to die for the party. Will run.

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Diversions

Each inn and tavern should always have games, challenges or entertainment. Seedy dives are no different. If you can design these in a way that different characters can really excel at, it will likely draw the characters into it.

Orcs Eye. This game stems from masterful thieves practicing dagger throwing. On a wall there hangs a circular board with concentric circles. Each circle is worth a variety of points. Each participant (usually 2-5) are given 3 daggers. The smaller the circle, the more points. At its center is the smallest and most difficult target known as the orcs eye.

Target Circle AC Points

Orcs Eye 25 15

Orcs Head 19-24 10

Orcs Body 14-20 5

Orcs Other 6-11 1

Miss the Board <5 0

Scrap Arena. Characters are allowed to participate in a controlled one vs one battle within the arena. 

Monster Arena. Late at night, the scrap battles are pleased with progressively more challenging battles against monsters and dangerous traps. 

Layout

Every location needs a layout. Seed dives are no different. But something to always consider is the fact seedy dives have secrets. Lean into this with hidden passages, thieves’ cant and similar details to remind the characters of its underground nature.

The Broken Joint is a simple design. It used to be a basement that has been refurbished and optimized for viewing of the arena. Tables placed alongside the wall allow for VIP viewing, and benches for the commoners. Pearl prefers to keep the high-rollers away from the commoners if she can. At its front is a large dais where Pearl and her personal guests watch the arena spectacles.

THE ENTRANCE

A set of well worn stairs lead from the large heavy oak entrance door. Upon entering the smell of burning incense, oil and slight brimstone fills the entrance. To most it simply descends down to a stone archway with paintings of warriors and monsters on them leading into the Broken Joint from the street. A character who knows Thieves’ Cant reads a hidden message in the paintings reveals information of the date, time and password into the Broken Joint for the next Monster Arena fight.

Pearl has wasted no efforts ensuring that her establishment is one protected. She has spent thousands of gold to place the Broken Joint under a permanent guards and wards spell. The casting of which took place on the landing on the stairs.

Main Hall

Pearl’s Lounge

Pearl’s Private Chambers

Monster Passageway

Trophy Room

Personalities

As mentioned before, having a fleshed-out owner or person of interest gives the characters a strong contact within the establishment. This further gives us an interesting roleplaying opportunity, as well as a world-building tool to connect other aspects of the seedy underbelly to the characters and the game.

Pearl Kettlewhistle 

(use bandit captain statblock)

Physical description. Pearl, a halfling, stands 2’11” and has a muscular build easy to spot even under her breastplate. On which is painted two black threads intertwining. This represents the importance of binding contracts. For each thread effects all others woven in the pattern. 

Brief history. Thirteen years ago Pearl and her adventuring party broke apart a thieving crew planning a complex robbery in what is now, the Broken Joint. 

Goals and motivations. As owner of the Broken Joint, Pearl is responsible for all contracts that come through. She is seeking to build the most reliable hiring agency. Regardless if it's a bounty hunter, assassin, or just a bodyguard. She is responsible for overseeing all parties involved in a construct to uphold their end of the agreement. 

“Combat is meant to be savored. The challenge sends a thrill into you better than the high of any plant.”

-- Pearl Kettlewhistle, Broken Joint Owner and Broken Champion

Ideals. I value the freedom to pursue my own goals without interference.

Traits. I love hearing about other people’s greatest battles.

Bonds. I formed a close romance with the captain of the guard. Putting my establishment at unnecessary risk.

Flaws. I like sharing stories so much that I often reveal exploits and weaknesses of those involved.

Whistlers

The Whistlers are an expert mercenary organization that work directly for Pearl Kettlewhistle. Each of its 12 members were hand picked by Pearl herself. Using the arena contests to hire the best. 

Story Suggestions

Lastly, but certainly not least. Every seedy dive should have a few good adventure hooks to draw in the players and their characters. I recommend 2-3 stand-out concepts. Any more, and you are likely just wasting precious preparation time.

Test your Might. Thieves’ Cant hidden around town indicate that there is an upcoming monster arena battle. The message challenges any with the stomach to test their mettle against her newest collection. Prize money, title and other perks included. Seek out the Broken Joint at Midnight, make sure nobody spots you, or you gain no entrance.

Gotta Catch ’Em All. Pearl has found herself short-handed and needs to supply her arena. The archway entrance of the arena hall has a call to action written in Thieves' Cant. She is looking for anyone interested in capturing some terrifying monsters to be captured and delivered to her. If interested they must leave a hidden message with the barkeep to set up a meeting to discuss the terms of the contract.

Contract Killer. A contract breaker has skipped town. Pearl is looking for some mercenaries that are interested in locating the lying coward and returning them back to the Broken Joint.

Related Article that May Interest You: 5 Tips for Worldbuilding Factions


Unearthed Tips and Tricks

Monster: Shadowborn

Origin Statblock: Fire Elemental

Lost Features: Fire Form, Illumination, touch attack.

New Features: Increase intelligence and wisdom to 12.

Skills: Stealth +6

Damage Vulnerability: Radiant

Damage Resist: necrotic; bludgeoning, piercing and slashing from nonmagical attacks that aren't silvered

Innate Spellcasting. The shadowborn can innately cast the following spell, requiring no material components:

1/day: phantom steed

Amorphous. The shadowborn can move through a space as narrow as 1 inch wide without squeezing.

Shadow Stealth. While in dim light or darkness, the shadowborn can take the Hide action as a bonus action. Its stealth bonus is also improved to +12.

Sunlight Weakness. While in sunlight, the shadowborn has disadvantage on attack rolls, ability checks, and saving throws.

Undead Fortitude. If damage reduces the shadowborn to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the shadowborn drops to 1 hit point instead.

Actions: 

Strength Drain. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 46 (12d6 + 4) necrotic damage, and the target's Strength score is reduced by 1d4. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest.

If a non-evil humanoid dies from this attack, a shadow rises from the corpse 1d4 hours later.

Legendary Actions

The shadowborn can take 1 legendary action, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The shadowborn regains spent legendary actions at the start of its turn.

Forced Obedience. A target that the shadowborn can see must succeed on a DC 15 Wisdom saving throw or kneel until the end of its next turn. Until this kneeling ends, the target can't take actions or reactions, and its speed is 0 and can't be increased.

Encounter: Seed of Corruption

The sun had been up for hours, but the village still felt dark and oppressive. A foul stench hung in the air, and the few people who dared to venture outside moved quickly and silently, as if they were afraid of being seen. The characters have been asked to investigate what has happened to this once-peaceful place.

As they move through the village, they see signs of a battle: houses that have been burned, bodies that have been mutilated. It is clear that something terrible has happened here. And then they see it: in the center of the village is a massive gemstone, pulsing with dark energy. Around it stand a group of drow, their faces twisted in evil glee.

The drow see the characters and immediately attack. They are powerful mages, and they quickly summon forth demons to fight on their behalf. The battle is fierce, but eventually the characters triumph. They destroy the gemstone and drive the drow back into the darkness. Finally, peace has returned to this troubled village.

Magic Item: Armor of the Infernal

Armor, very rare (requires attunement)

This armor is made of black scales that shimmer red in direct sunlight. While wearing this armor, you have resistance to fire damage. In addition, you can use your action to release a column of flame. When you breathe fire, each creature within 20 feet of you must make a DC 15 Dexterity saving throw. A creature takes 8d6 fire damage on a failed save, or half as much damage on a successful one. Once you use this ability, you cannot use it again until the next dawn.

Dungeon Master Tip: Points of Interest

Worldbuilding is a daunting task, whether you're creating a new world for your favorite roleplaying game or fleshing out the details of the one in which you live. Once you've decided on the general feel of your world, you can start to fill in the details. Points of interest are essential for any world, whether they're natural landmarks like mountains or forests, or man-made wonders like castles and temples. By adding these elements to your world, you're giving players something to explore and discover. This simple technique gives your world real depth and make it more believable for everyone involved.

Player Tip: Roleplaying a Giff

Giff are a proud and militaristic race, always ready to serve as mercenaries or bodyguards. They stand out in a crowd thanks to their towering height, thick muscles, and Hindi-style clothing. Giffs are known for their love of explosives, which they often use in combat. When roleplaying a Giff, it's important to remember that they are always looking for an opportunity to show off their strength and courage. Giffs are also extremely loyal, and will always stand by their friends in battle. To roleplay a Giff effectively, you'll need to be comfortable with portraying a proud and boisterous character. Just remember to stay true to your Giff's code of honor, and you'll be sure to have an enjoyable and challenging roleplaying experience.

Keep your blades sharp and spells prepared heroes!

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