The rules for what counts as an "associated object" aren't particularly specific, so it'll be up to your DM to decide if whatever you took from your tavern counts as an associated object for the ruins of your tavern. If they decide it does, then you should be able to teleport there with perfect accuracy. If they decide it doesn't, then you'll be teleporting to a location that no longer exists. Teleport includes specific rules for this circumstance.
“False
destination”
is
a
place
that
doesn’t
exist.
Perhaps
you
tried
to
scry
an
enemy’s
sanctum
but
instead
viewed
an
illusion,
or
you
are
attempting
to
teleport
to
a
familiar
location
that
no
longer
exists.
If you consult the table provided in the spell description, you can see that, when teleporting to a false destination, you have a 50% chance of teleporting to a similar area, and 50% chance of suffering a mishap. Since a mishap causes a reroll on the table, you will inevitably end up teleporting to a similar area. What the dice will determine is how much damage you take getting there.
Similar
Area.
You
and
your
group
(or
the
target
object)
wind
up
in
a
different
area
that’s
visually
or
thematically
similar
to
the
target
area.
If
you
are
heading
for
your
home
laboratory,
for
example,
you
might
wind
up
in
another
wizard’s
laboratory
or
in
an
alchemical
supply
shop
that
has
many
of
the
same
tools
and
implements
as
your
laboratory.
Generally,
you
appear
in
the
closest
similar
place,
but
since
the
spell
has
no
range
limit,
you
could
conceivably
wind
up
anywhere
on
the
plane.
So if you try to teleport to your tavern, you'll end up at the closest tavern, possibly bleeding out from force damage you took along the way.
However, you know that it's been destroyed, so you're not going to try to teleport to the tavern - you're going to try to teleport to the rubble where it used to be. That gives you some more options.
If you can find a way to take a look at the ruins (perhaps you already have, given that you know that it was ruined; if not, Scrying is recommended), you can teleport to it as a "viewed once" destination. If not, you can try as a "description" destination.
“Viewed
once”
is
a
place
you
have
seen
once,
possibly
using
magic.
“Description”
is
a
place
whose
location
and
appearance
you
know
through
someone
else’s
description,
perhaps
from
a
map.
In either case, your accuracy is greatly improved over "false destination", but still leaves a lot to be desired. You'll have a 27% chance of arriving at your intended destination, 20% chance of arriving some number of miles away, 10% chance of arriving at a similar area (although that wouldn't be too bad - the closest ruin to your tavern is likely to be nearby), and a 43% chance of a mishap.
Yes, teleport can do that
This spell instantly transports you [..] to a destination you select.
[..] The destination you choose must be known to you, and it must be
on the same plane of existence as you. (PHB 281)
Nothing in the description of the spell states or implies that the destination must be a fixed location, like a town. A destination is simply a place to which one is journeying or to which something is sent. "Onboard the Jolly Roger" could certainly be a destination.
This is also supported by this tweet from Jeremy Crawford:
The teleport spell requires a destination. The nature of that place
isn't specified. It can be the deck of a moving ship, for instance.
Best Answer
Interplanetary teleport is a spell that matches your requirements. It functions as teleport, except that it allows you to teleport to a location you haven't seen; and unlike greater teleport, it doesn't require a reliable description of your destination: By RAW, as long as you "have a specific destination in mind," the spell takes you there with no chance of failure, no matter whether you have a visual description of that destination or not.
Despite the name, interplanetary teleport can be used to teleport from one part of a planet to another part of the same planet without problems.
And yes, it is a real Pathfinder spell. You'll find it on page 225 of Ultimate Magic.