The tavern map generator draws the ground floor of an inn, ready to put on the table the moment a fight breaks out over a card game. Plank floors sit inside stone walls on a five-foot grid. The common room fills the front of the building, with the bar set in front of the kitchen door, kegs racked behind it, a hearth in the side wall and tables and stools across the rest. A row of back rooms runs along the rear wall, and outside there's a yard with a path to the front door. Every room is numbered and keyed under the map, and the inn gets a name on the sign.
How the inn is laid out
The layout follows how real inns were built, because that's what makes a map feel right when players start asking where things are. The back rooms come first: three or four of them along the rear wall, cut at random widths. One is always the kitchen. The others are drawn from a storeroom, a stair hall with a trapdoor to the cellar, a private room for hire and the landlord's own room. A storeroom next to the kitchen opens into the kitchen rather than the common room, the way a pantry would.
The bar goes in front of the kitchen door, so the person pouring drinks can reach both. The counter runs across the front of the bar with a return to the back wall on one end; the other end stays open as the flap. Stools line the counter, and the space behind it is clear for whoever's working.
The common room
The hearth is built into one of the side walls, with a rug and two armchairs in front of it. If the bar or a snug leaves no room on that wall, it moves to the other side or the front. Tables fill what's left: round ones with two to four stools, and the odd long trestle table seating six. A clear path always runs in from the front door, so nobody has to climb over a table to get inside.
About half of the inns have a snug, a small walled booth room in one of the front corners with its own door, a rug and a table for private business. Just under half have a stable lean-to on one side, with stalls, hay and a water trough, open to the yard at the front and with a side door into the common room.
Using it at the table
Taverns are where adventures start, and they're also where a surprising number of them go wrong. A keyed map earns its place the moment someone draws steel: players can see the hearth they want to throw someone into, the bar they want to vault, and the stair they need to reach before the guards do. It's just as useful for quieter scenes. Put the informant in the snug and the rival party at the long table, and let the players decide where to sit.
The plan is system-neutral. Squares are five feet, which suits D&D, Pathfinder and most d20 games directly; for games with no grid, it's still a clear picture of who's where.
Free SVG and PNG downloads
Both formats are free for your games, streams and published adventures. The PNG is a 1920-pixel render for a VTT or a second screen, and the Print button saves a black-and-white version for a home printer. The SVG is the original vector file: open it in Inkscape, Affinity or Figma to rename the rooms, move a table or draw in the upper floor. Everything on the map is drawn by our own code, so there's no attribution to carry and no asset licence to read.
What it won't do
It draws the ground floor of a roadside or town inn. It doesn't draw upper floors, cellars, or huge halls like a guild feast hall, and it won't populate the room with patrons. For the people at the tables, use the generators below.
Name the inn, then fill it
The tavern name generator writes the inn's history and draws this same map beside its result, with the generated name on the sign. The bard name generator gives you whoever is playing by the hearth, the rogue name generator the one watching the door, and the battle map generator covers the dungeon the rumour in the common room sends the party to.