TABLE OF CONTENTS
Table of Contents............................................................... 1
House of Professions ........................................................2
What is this?......................................................................... 2
Structure.......................................................................... 2
How to use this supplement............................................. 2
A large trading hub ....................................................... 2
Ideas for your own stores ............................................ 2
Home for your players.................................................. 2
Map for indoors fighting ............................................. 2
Small store maps ........................................................... 2
The mystery.................................................................... 2
1st Floor Establishments .....................................................3
General Characteristics .................................................3
Random Encounters ..................................................... 4
1 – Hairdresser & Barber...............................................5
2 – Antique Boutique.................................................... 6
3 – Butcher ......................................................................7
4 – Parlour ...................................................................... 8
5 – Storage...................................................................... 9
6 – Fishseller & Sculptor ............................................10
7 – Poet........................................................................... 11
8 – Mapmaker...............................................................12
9 – Jeweler ..................................................................... 13
2nd Floor Establishments..................................................14
General Characteristics ...............................................14
Random Encounters ....................................................15
10 – Weaver ...................................................................16
11 – Bookseller ..............................................................17
12 – Fortune Teller.......................................................18
13 – Trader .....................................................................19
14 – Brewery................................................................. 20
15 – Chapel.....................................................................21
16 – Scientist ................................................................ 22
17 – Tanner ................................................................... 23
Cellar.................................................................................... 24
Alternate stores ................................................................. 25
Weaponsmith ............................................................... 25
Magic shop .................................................................... 25
The Secret of The House Of Professions...................... 26
The Everflame .............................................................. 26
Motivations................................................................... 26
Clues ............................................................................... 26
Encounters and Resolution ....................................... 26
Resources .........................................................................27
The House of Professions (1st Floor) (40*40) ............ 27
The House of Professions (2nd Floor) (40*40)........... 28
The Cellar (40*40) ........................................................... 29
Credits ..............................................................................30
1
HOUSE OF HOW TO USE THIS SUPPLEMENT
PROFESSIONS
A LARGE TRADING HUB
W elcome to the world-renowned House The supplement can be inserted in a campaign “as is”
of Professions! Whatever we have is the with the location, the stores the NPCs and the Mystery.
best of class, whatever we don’t have
IDEAS FOR YOUR OWN STORES
does not exist. Feel free to carouse and If you wish to you can lift specific stores and their
descriptions from the file and insert them into any other
meet our proprietors. But be mindful! Some are only setting – using only the descriptions, items, and story
hooks. The basic backstories give you a chance to fill
ready to see you if you have made an appointment local details and your own ideas with creativity.
beforehand – and oh of course – all are only happy to HOME FOR YOUR PLAYERS
Either as a reward for a successful quest, or for a large
see you if you have the necessary amount prepared for… lump-sum of gold, you can allow your players to buy an
apartment, replacing the trader occupying it. Let the
financial compensation. I hope we have an players get to know the other owners, make friends, use
the existing services, uncover the secrets – and give
understanding, now go! The House is not open all day! them the home they deserve!
WHAT IS THIS? MAP FOR INDOORS FIGHTING
This supplement contains the description of a two-story You can drop the whole trading hub idea and just make
trading hub, called “The House of Professions” which this map an all-out battlefield; nobody stops you from
can fit any D&D 5th edition large city as a famous market. doing so! Use the chimneys, toilets, windows, small
storage areas to hide, set up ambushes and create a
In this (decently long) document you can find the memorable battle.
following:
SMALL STORE MAPS
• 21 Professions and stores with descriptions and You can pick smaller areas of the map and disregard
inventory. that they are parts of a large house. Place them in any
location as smaller, standalone houses. The only things
• 21 NPCs with short backstories and some secrets that needed to add are windows – to make the stores fully
your players can potentially uncover. functional as standalone buildings.
• 16 Apartments available for your players to occupy and THE MYSTERY
set up their business in.
Take the Everflame, and its elusive nature, and put it
• 36 Bite-sized random encounters to liven up this large into any large manor, castle or keep. The players may
house. find uncovering its existence interesting – and either
make friends with it or send it back to its home plane.
• 3 Large floor maps with descriptions, and high-
resolution versions attached to the DM’s Guild listing.
• 1 Mystery the House holds for adventurers.
STRUCTURE
The document’s later parts describe each floor of the
building separately - having 1 page dedicated to each
store and containing a description of the general look
and features of the house – and potential ways for the
players to interact with certain elements.
The chapters will leave space for you to fill in details of
your own but provide story hooks and a high-level
guidance – should you decide to use them.
The stores are marked by numbers and will be referred
to either by their name, the profession they represent, or
their number in brackets.
The NPCs are detailed in light textboxes, for your easy
reference, and have their dwellings and behavior in basic
terms also described.
Some items may require descriptions. If an item is
purely homebrew in a store inventory, it is described in
line, or at least on the same page it is first mentioned.
If an item is official D&D content you will see a page
number and the source book’s name next to it. 2 Source
books were used in creation of this supplement – the
Dungeon Master’s Guide (dmg) and Xanathar’s Guide to
Everything (xge). Both are properties of WOTC, and you
should support them by getting them either in print or
digital!
2
1ST FLOOR ESTABLISHMENTS The main door to the south is always open during the
day and is manned by no one – expecting guests to know
This chapter details the first floor’s inhabitants - their what they are here for. The door gets locked for the
secrets, their wares and in general how they spend their night, by an inhabitant who gets here first at about 10:00
time. PM.
GENERAL CHARACTERISTICS The ceiling is a little more than 8 foot high, flat, and
The building is made from smooth, polished stone. It made from polished stone supports, large wooden
values function over elegance, and everything is serving beams and covered with decorative wooden panels.
the effective transport of goods and the ease of access to
buyers coming to the House. Walls are 3 foot thick The back door to the north is a rough looking plank
towards the outside, and on the west-east supporting door with a crude mechanism locking it from the inside.
walls inside. The separators between rooms are thinner, It is always closed and manned by the storage operator –
1 foot in width. As guests enter, a permanent cold feeling used only to supply the goods needed for the businesses
greets them, thanks to the large mass of stone all within.
around. The corridors seem to isolate sound very well,
being able only to hear discussions clearly that are The windows are made from wood and have glass
within 30 feet of any character. panels inside. They are openable from the inside without
issue. From the outside a DC12 Sleight of Hand, or a DC10
Strength check is needed to open the window.
3
The doors in the corridor are smooth, walnut-colored Throwing your waste into a hole in the
wooden constructs, with silver colored steel hinges. wall is a true miracle of society.
They have an engraved metal plaque on them detailing Better than buckets and gets rid of
the kind of business that is hidden behind. They are the smell… mostly.
closed and locked when the business does not operate, or
someone requires privacy during their appointment. Boris Orialt – Antique Boutique
Unlocking them is possible with a DC12 Thieves’ Tools
check, or by a DC10 Strength check, which may alert the RANDOM ENCOUNTERS
owner of the apartment. The location is alive; positive, and negative things can
The doors inside the apartments have a 30% chance to and will transpire while the party is spending time
be closed, but they are not locked.
inside. You can use the following table to determine a set
Heating is solved by fireplaces on both sides of the
building. Each fireplace is connected to a chimney, on of random events on the first floor, to make the place
their back wall having a 2 by 2 feet opening above the
mouth of the fireplace that serves as ventilation. more alive and provide tasks to solve for your players.
Sanitation is solved through chutes powered by Roll
gravity. Toilet bowls are directly connected to the chutes
and above them wooden service doors (2 by 2 feet) are (1d12) Random event
openable to throw any additional trash inside. The
chutes are 5 feet squares in layout and end in the cellar. 1 A lady running out from the hairdresser (1),
In homes where the kitchen has access to the same crying, saying that her hair has been ruined.
chute, a similar service door is available from there, to
get rid of excess materials, or unwanted remains. 2 A business discussion ending in a fight in the
parlour (4), one stern looking man holding a
Lighting is solved through natural means. Some use dagger and stabbing his business partner.
candle-light, some use torchlight to provide the
necessary illumination. Torches are fixed on the walls at 3 An old lady looking for her son – asking for help.
5 feet height and provide an orange hue to the interior. Her son is not located here, and she seems to be
completely lost.
The House is wedged in between 2 other buildings of
similar size. They cover daylight from the east and west 4 You see a thief lifting gold pouches from
side windows, dimming it – providing no direct rays of unsuspecting buyers standing in line for the
sunshine on the first floor. Antique Boutique (2)
The staircases house wooden stairs both upwards and 5 A torch falling from its socket causing small
towards the cellar. They are empty, clean, and frequently excitement in people walking next to it. (See the
travelled by patrons of the establishment. chapter – Everflame)
The schedule of the building is dependent on the 6 A random business owner not being available,
inhabitants’ businesses, but as a rule of thumb, the their door closed, guests not being able to
location is closed to the public between 10:00 PM and contact them for multiple days in a row.
6:00 AM. At this time, the main door is closed and
locked, the inhabitants being able to travel in and 7 A dirty worker arriving from the cellar, holding a
outwards only. large pot of half liquid trash, tripping and
covering a couple of clients.
During business hours the location has guests actively
visiting the two floors – sometimes even creating 8 The party finds a single small earring fallen on the
crowds – this building being the largest and most ground.
prominent trading hub in the region.
9 A rat runs out from the storage and disappears
Smells, sounds and atmosphere – the house is well into the staircase. It holds something in its
insulated; sound can still be heard through mouth.
eavesdropping on doors with a DC12 Perception
(Hearing) check. The House is enormous, and even those 10 A happy young man comes to you and hugs
who come here often – respect the architecture and the members of the party. He holds a small
magnificence of the establishment. parchment in his hands. After hugging he skips
further and eventually leaves the House. He just
The air in the corridors is stale, smells of dust, each got a great poem he can share with his lover and
business has their own smell though – depending on is excited about it.
their profile either a good or a repulsive feel greets
adventurers opening certain doors of business owners. 11 A recently bought live fish looks at you from a
bag. It looks distraught and you feel it needs help.
Items – All apartments are equipped with items and
ingredients used for cooking, personal hygiene, and 12 For a second all torches dim, and then return to
other, general utilities. Specific items related to the their original state. A reason can be an
apartments you can find in their corresponding experiment of the scientist on the second floor.
chapters. You can use those tables and the Inventory as
guidelines if your players would like to enter uninvited
and take some loot with them.
4
1 – HAIRDRESSER & BARBER The Rooms
City life comes with obligations! A good look helps reach The apartment contains a working room with the
your goals, let that be signing a good deal, charming a new
lover, or pulling a successful political maneuver. barber chairs, shelves, and cupboards for equipment,
and is decorated with thin tapestries. A modest,
Tor’s Beauty & Elegance, the hairdresser and barber undecorated kitchen, bathroom and dining room are
shop provides beauty services to both male and female attached to the room on the south west. To the east the
patrons, regardless of species. They operate based on sleeping chambers with a personal office table and a
bookings, but sometimes you might find an empty spot living room with instruments are to be found, providing
just dropping by… a comfortable atmosphere.
The owners are devoted to their profession but have Family Items
their personal preferences as well. At night they are 1d4 books (love and mystery novels), 2d100+52GP, 1
often found outside, in pubs, concerts or attending balls
– all in the name of having a good time. lute, 1d4 Disguise Kits
Owners of the business Plot hooks
• A usual client did not show up for their regular
appointment. Nobody heard of them in the last couple
of days, she was last seen in a nearby library.
• Judit is dreaming of attending a royal ball one day. She
feels this is out of her reach – but there is a ball
happening just a week from now in the city.
• You overhear Finn playing the piano – and he shares
his lifelong passion – music. He never got to perform
in a real concert hall though.
There are things magic can’t fix, but
a good haircut can. Just look at you!
You look…. Better come, take a seat!
Finn Tor – Barber
Services Effect Cost
Service
Looking nice and crisp, and having a +2 better chance to Persuade others after 5GP
Shaving & beard care the shave for 1d4 days. 10GP
Hair coloring & haircut A new fresh look, and a +2 to Deception Checks related to covering your
identity for 1d20+5 days.
Disguise appearance
A full makeover - Advantage on Deception checks for 1 day. 20GP
Preparation for an event Effortless elegance, and a+2 to any Persuasion checks for 1d8+3 hours. 5GP
Inventory Effect Cost
Item It is a Disguise Kit! 50GP
Disguise Kit
An improvised weapon, or a way to maintain your beard. 2GP
Razor
Looking fresh and elegant. 5SP
Perfumes, makeup 350GP
Magical Item – Rare. The Perfume has 1d12+6 uses. After each use, the wearer
Perfume of Charm has advantage on Persuasion checks for 1d6 hours.
5
2 – ANTIQUE BOUTIQUE The Rooms
What better way to remember past than to own a piece of The apartment is furnished lavishly. The walls of the
it? At the Boutique you can find your very own artifacts.
There is something here from all eras, some may even be client area are covered with expensive curtains, and the
legit! floors with expensive carpets. In the home most of the
space is dedicated to storing and organizing artifacts on
The Antique Boutique is a place of historical artifacts. An different shelves and in cupboards. A notable item inside
open-door trader, open for the full day. Artifacts are is the pure golden cage, housing two pigeons.
kept in lockboxes and leather bags, organized in a way
which nobody aside of Boris understands. Family Items
1d6 spell scrolls (up to level 3), 6d100+657GP, 1d4-1
Some of the wares are displayed in the client room,
but for some, Boris needs to run back and check the Wondrous items (maximum rare)
multiple cupboards within his home. He organizes his
deliveries to the Storage through pigeon-based Plot hooks
communication, and rarely leaves the House himself.
• One of the valued carrier pigeons disappeared. The
Owner of the business windows were closed, and there seem to be no traces
of it flying away.
• Rumors have it that an excavation to the south
uncovered some wondrous books – Boris would like to
get his hands on some of them.
• Entering the Boutique, you see Boris standing on the
table, miniaturized, 5 inches high. He seems to have
activated an artifact from his collection…
Welcome! To the Boutique! What can
I… NO, NO, NO!
Don’t touch ANYTHING!
Boris Orialt – Artifact Trader
Services Effect Cost
Service
A magical item will be identified, and their effect will be known to the players. 50GP
Identify magical item 100GP
Acquire lore A piece of lore will be uncovered for players through the knowledge of Boris.
This takes 1d5+1 days of research for Boris to complete.
Inventory
Effect Cost
Item
Control Water 300GP
Spell Scrolls Comprehend Languages 150GP
Stoneskin 150GP
Wondrous Items Silence 150GP
Imprisonment 800GP
Useless historical junk Plane shift 700GP
Fog Cloud 100GP
Driftglobe (dmg 166) 1000GP
Boots of the Winterlands (dmg 156) 800GP
Wand of Secrets (dmg 211) 800GP
Gem of seeing (dmg 172) 650GP
Tankard of Sobriety (xge 139) 800GP
Ring of Resistance (Fire) (dmg 192) 2000GP
Horn of Silent Alarm (xge 137) 500GP
Some chipped artifacts, rusted weapons, crushed gems. 10-50GP
6
3 – BUTCHER The Rooms
What is on the menu? Fresh meat – today and every day. A small, functional apartment with worn tables – kept
The butcher serves the town elite – the wares rarely stay
here for more than an hour because of the high demand. clean. The fireplace is the centerpiece of the decoration
– looking at the home and working arrangements you
Bourlak’s Butchery is a place for quality game meat. The would not be able to tell that this is a successful butcher.
town elite is always looking for more, and Andy is
committed to deliver. Family Items
He has multiple sources – the best hunters from around 1d12+4 family letters, 1 butcher’s knife, 1d100+10 GP,
the world – who deliver exotic and rare game to his
butchery to be processed and almost instantly to be sold. 1d4 bottles of moonshine.
During the evenings he pursues the best meat, during
the day he processes and sells it – almost no rest in- Plot hooks
between.
• A magnificent beast is said to have appeared in the
Owner of the business nearby forest. A beast, which was never presented in
Andy’s butchery. He wants you to help hunt the animal
down.
• You find the butcher drunk and looking out the
window. He will ask you to help him get clean from the
influence of alcohol.
You come here buying? Don’t look the
kind, but who am I to judge! Prices
start from 10 gold a pound!
Andy Bourlak – Butcher
Services Effect Cost
Service
Any carcass brought in, Andy will be able to cleanly skin and provide the fur to 20GP
Skin animal you. 5GP
1GP
Identify pelt/meat Any pelt or meat brought in will be identified by the butcher if it originates
from a Beast.
Beast lore
You have an 80% chance to receive useful information about a beast of your
Inventory interest. The information can be senses, vulnerabilities, skills, or immunities of
the target. The service has a 20% chance to provide false information.
Item
Various meats Effect Cost
Cook’s Utensils Can be cooked and eaten, providing a quality meal.
10GP
Beast Trophies
Utility Item, to make meals and consume them. (phb 154) 1GP
Headpieces, hooves, claws of dangerous and unique beasts, preserved. These 5-200GP
items do not hold any practical use but can serve as a present or decoration in
any home or for any occasion.
7
4 – PARLOUR The Rooms
Sometimes you need an open but comfortable place to The hall is adorned with a soft carpet, and the walls
discuss business propositions. Either because of
convenience, or to avoid being stabbed in a dark alley. have carvings representing the many professions being
practiced in the house. The tables, chairs and cupboards
The Parlour serves as an open central unmanned meting are all intricate, with silver and gold inlays, and smooth,
space in the heart of the first floor. It is warmly lit, shiny surfaces.
convenient, and almost always has at least one table
occupied with folks in the middle of negotiating or Items
considering procurement decisions. 1 lost golden watch, 1 lost golden ring, firewood, and
The place is adorned with ornate cupboards and tables,
with openable drawers – but all are just there for the pokers next to the fireplace.
looks, empty.
The House really has everything, and
Sometimes the hall is used just to rest between I appreciate not being stabbed with
different milestones of the shopping journey – it is not 5000 gold on my person.
uncommon to see some folks dozing off in one of the
comfortable chairs, next to the crackling fireplace. Fil’Toihas – A satisfied customer
Random events
1d12 Event
A business discussion closes, and two well dressed men stand up laughing, shaking hands. They leave the area in a
1 friendly composure but players with a DC12 Arcana or Insight check can identify that one of the parties is under the
influence of a charm.
2 You see a lady rush in the parlour and throw a paper into the fireplace, immediately rushing off, seemingly angry.
3 3 gnomes come in carrying one barrel each. They are visibly overburdened. The barrels contain beer, and they have just
procured them. It is supposed to be a present for the birthday of their father who likes a good drink.
A kid approaches the adventurers, saying they lost their parents. The players can identify that the kid looks calm and
4 composed. The kid did not lose his parents and upon possibility will try to pickpocket the players – either taking money
or some sort of valuable looking item.
5 You see a magic user try their skills, summoning a spectral cat on a table. The can jumps in the air, turns to a bat, jumps
back on the table, and turns to a cat again, only to be dispelled by a wave by the now smug looking caster.
6 You see a figure entering the room with a guitar, starting to play a song, throwing a top hat at his feet, hole upwards. He
is a beggar who came in to trust the goodwill of people having a coin to spend.
7 Looking into the fire for a second you would swear that you have seen two flaming eyes looking back. (See chapter –
Everflame)
8 A usually empty drawer in one of the tables contains a letter, written in a cypher you can’t decode. The ink itself looks
special, almost sucking in light.
9 A bird makes its way inside the chamber, and flies around carelessly, annoying people and hurting itself in the process.
Catching and freeing it, you can see it got scared by something large, and dangerous.
10 You arrive to the Parlour and find it devoid of furniture. Asking around nobody knows who took the chairs and tables. It
feels like they just vanished into thin air.
11 Sitting down and tending to your own business a lady comes up to your table, humbly asking for a minute of your time.
She is selling pocket sized paintings, and she shares that she needs the money to make ends meet.
12 You hear a sigh coming from the torches and the fireplace. Looking at them you do not see anything special… (See
chapter – Everflame)
8
5 – STORAGE The Rooms
The warehouse sleeps during the day and is busy at night. The main area is stuffed with shelves, packed to the
Whatever materials were ordered here by the businesses
within, are being handed out and restocked after the main maximum with wares, categorized and labelled orderly.
doors close. The living arrangements of Tine are very reserved,
simplistic – having no adornments, barely holding
The Storage is what keeps the house going, serving as an together – but kept clean and orderly.
entry point for incoming wares, and as a logistics hub for
orders by the various business owners. Family Items
1 amulet with the shape of an anchor, 1d100GP, 1 crude
At first, the work that needs to be done here looks
purely that of muscle – but scratching the surface one dagger.
can uncover that there are multiple nuances and
intricacies of managing stock, making sure things do not Plot hooks
spoil – and keeping the city rat infestation under
control… • A set of crates have recently been delivered to Tine;
crates that were not included in any of their order.
The place generally serves as wholesale only – but They do not want to open them, not knowing what is
sometimes there are wares that are superfluous and can inside, nor where the delivery is from.
contribute to the owner’s personal pocket directly.
• Rats start to swarm the Storage, disregarding any
Accepting supplies, organizing deliveries, and serving effort that tried to keep them at bay. Catching one of
the businesses of the house all happens during the night the rats, the party can identify that they are
– daytime is mostly resting time for Tine Levaric. manipulated through magic.
Owner of the business • Tine receives a letter from their old employer, the
dockmaster, detailing a decline in his business, asking
Tine to come back to work.
Sorry, we do not serve customers
directly, please visit one of the many
establishments within the house!
Tine Levaric – Logistics Expert
Services Effect Cost
Service Cost of the material plus
Players can put an order for specific materials they desire to acquire. a 20% acquisition fee.
Order materials Depending on the rarity of the material there is a chance that it will not be
found by Tine’s contacts. Tine’s success rate is 80% of finding and delivering -
Sell materials the needed items.
Inventory Tine may be interested in items you want to sell them. Upon passing a DC14
Persuasion check, or if the item is visibly valuable, Tine will be willing to buy,
Item for between 50-90% of the official price.
All materials supplying
the House’s businesses Effect Cost
Not for direct resale
Every business acquires their raw materials from Tine. The materials are only
for their consumption, not for resale.
9
6 – FISHSELLER & SCULPTOR The Rooms
The smell of the sea and the sound of chiseling makes for It is a large apartment, with a child’s room (having
an interesting combination of sensory effects. The expertise
of the proprietors is not questionable though, they are multiple children’s books organized on shelves) a main
among the best in both professions. bedroom (having wardrobes and bedside tables for
personal belongings) a sculptor’s room (containing
The Martinez Hall specializes in quality, rare seafood, work equipment) a living room (with a large fish tank
live and processed – and sculptures made on order. The and kitchen accessories.
family consists of the parents and their little daughter,
who all work together and keep a humble lifestyle, The client area contains ever fresh fish on display –
generally respected by all in the city. both alive in a tank and processed on polished wooden
shelves, put on ice.
Owner of the business
Family Items
Tifani’s diary, 1d10 gemstones (random), 10d100GP.
Plot hooks
• Irina starts acting disturbed, forgetting things,
reacting in unusually aggressive manner. Upon
investigation the party can find that one of the sea
creatures in her fish tank hold her under a light charm
effect.
• Tifani will ask the party to help her learn about the
professions in the House. She says that there are some
people who will not let her observe their work, but she
would like to do it very much.
• Boyle recently received a headpiece order – from a
suspicious nobility. Among a lot of specific asks, the
statue should have the eyes made from red rubies. He
will ask the party to acquire them.
Services Effect Cost
Service
The party can place an order for a sculpture or figurine. The materials of choice 10-500GP
Order sculpture can be any stone or marble kinds, and the size can be between 2 inches to a 3 Enchantment:
by 3-foot headpiece. The items can be enchanted. An order takes 1d10+2 days 200-5000GP
Sea lore to complete, enchanting takes an additional 1d6 days.
Inventory The party can gather information about marine history or lifeforms. Irina has 5 GP or free, being on
an 80% chance of knowing the answer to the questions asked. friendly terms with Irina
Item
Marble figurines Effect Cost
Fish The leftovers from an unclaimed order, these 3-inch marble figurines represent
various animals. For each figurine there is a 10% chance that it is one of the 50GP
“Figurines of Wondrous Power (dmg 169)”.
Quality fish. Upon consuming the fish in cooked form, the following special 5GP
properties can be acquired – at random.
-Advantage on Constitution Saving throws for 1d8 hours.
-1 extra spellslot on the day of consumption (Level: caster’s maximum - 1)
-Your Proficiencies become Expertise for 1d4 days.
-Your hair grows 5 inches a day for 1d8 days.
-Your strength score increases by 1 permanently. The effect does not stack.
10
7 – POET The Rooms
No better way to show love, appreciation or A small, messy flat, with papers and empty bottles all
commemorate a joyful occasion than a heartwarming
poem or song. around. Some bottles are broken, and just swept aside,
Indigo trying to hide them – with little success.
The Poet has no business name but accepts donations
and in return will supply the requestors with poems or Family Items
songs specially written according to their instructions. Letters from the sanatorium where his mother
Writing on order is hard though – sometimes words resides, 1d20SP, 1d12 bottles of cheap moonshine, 1d10
just don’t come out as well as they should, or as well as empty bottles, a lot of quality paper and ink
they would come for personal, heartfelt compositions.
Plot hooks
Indigo is torn between pursuing his love for poetry for
his own sake and earning money – putting him in a • Indigo’s mother resides in a small village in a
difficult life situation. sanatorium operated by powerful wizards –
supposedly to treat her illness. Indigo sends most of
Owner of the business his earnings to pay for the treatment, and is crushed
under the responsibility, feeling lost, and caged by it.
The illness is not what it seems though, and the
wizards have no intentions in healing the lady… All of
this is happening behind Indigo’s back, while he is
crumbling under stress…
No, no, no… It’s just not… coming
together!!! Oh hello – I didn’t see you
there!
Indigo Ulion – Poet
Services Effect 20GP Cost
Service Cost
You can commission Indigo to write you a piece, with the designated subject.
Song or poem on order The final product has a 10% chance of being a masterpiece, 50% chance of
being a good quality art, 20% chance of being acceptable, and 20% chance of
Inventory being near worthless. Payment is needed regardless of quality. Players can
determine quality by passing a DC12 Insight check, or automatically if they are
Item proficient in Performance checks.
Quill, ink, paper Upon being read, or played for the designated target audience, the different
Quality paper and ink quality art has the following properties and potential impacts.
-Masterpiece: Advantage on the Performance check presenting the piece, and
afterwards advantage on Persuasion and Deception checks on the targeted
audience.
-Good quality: Advantage on Performance checks presenting the piece.
-Average quality: No extra effect.
-Worthless: Disadvantage on Performance checks when presenting the piece.
Effect
Simple utility items for sale. 2SP
50GP
Items of high quality, potentially fitting for magical use as well.
11
8 – MAPMAKER The Rooms
Finding your way in the world is hard. Why make it even The apartment is dedicated to mapmaking to its
harder? Choose the right professional to supply you with
travel maps, wherever you go. fullest extent. Most of the floor and shelves have traces
of dried ink on them and most of the walls contain rolled
Orlak’s Treasury is arguably the best mapmaker the up parchments of ready or in progress maps.
world has to offer. Orlak is dedicated to his profession
and knows no boundaries when it comes to precision and Orlak does not accept drop-in visitors, his chambers
accuracy. are locked, aside of the first small room, with a guest
book – which can be used to book an appointment with
Most officials, nobilities and war experts rely on the him for the day after.
maps created by Orlak – him having a strong indirect
influence on the status quo and how we know life. Family Items
1d4-2 Treasure maps, Nolzur’s Marvelous Pigments
He is a generally straightforward, open man, but has
his price and can be bargained with… (dmg 183), 2d100+10GP.
Owner of the business Plot hooks
• You find an entry in Orlak’s guest book – unsigned,
detailing an ask called “necessary alterations” for the
next day, at sunrise. This “someone” wants to erase a
fort from all maps, giving them an option to overtake
it and not trigger any tax and military patrols visiting
the location.
Services Effect Cost
Service
Change information on official maps – add or remove features, towns, or other 1000GP
Alter maps elements and from that point on, spread only maps with the newly changed 10GP
elements.
Geography lore As he is the most prominent mapmaker, whose maps count as blueprints
worldwide, in 1d6 months the changes you order will be known across the
Inventory world, and in 1d12+6 months, the original status will be mostly forgotten.
Item Orlak can provide information about geographical questions the party has. If
Maps the party is on neutral terms with him, there is a 10% chance that he will give
false information, if they are on negative terms, there is a 50% chance for that.
Effect Cost
Local or regional maps, to help orient yourself in the world. 2GP
The best quality you can find, containing every detail, except for secrets that
were commissioned to be deleted.
12
9 – JEWELER The Rooms
Shiny gemstones and precious metals. Every nobility and The apartment is furnished as a regular-sized human
even poor folk appreciate the sentimental value of quality
materials, especially if they are masterfully crafted. apartment, with 2 beds for the 4 fairies, a working area
in the living room, a client greeting area with the
Kvartett Jewelry is a family business operated by four currently on sale items, and a personal kitchen and bath.
fairies, who try to live life as close to “large creatures” as
possible. Their little forms and nimble hands allow the The bedroom hosts a small shrine to all good-aligned
most dexterous and fine work – giving a distinct look gods, and on the floor, there are multiple poems
and quality of any production of the fairy sisters. scattered around – all worshipping one of those gods.
Aside of trying to mimic life of other larger creatures, Family Items
they are overly religious – regularly commissioning 10d100 worth of Gold dust, 15d100+350GP, 4d10+20
Indigo to write songs to different gods of the good
alignment. gemstones, 2d10 papers containing poetry.
Owners of the business Plot hooks
• You find an angry Char flying out the front door
casting small puffs of fire in the air. She seemed to
have a conflict with her sisters – they say her magic
bothers their work – but Char is sure that her sisters
also have this innate talent, they just haven’t realized
it yet.
• Timber is sitting at the client area, and as you arrive,
tucks away a small note. Upon investigating, she will
hesitantly share it is a prayer to a god the sisters aren’t
supposed to worship. She asks you not to share her
secret.
What shiny piece are you looking for
today, my dear?
Tain Folitree – Jeweler
Services Effect Cost
Service
Players can ask the fairy sisters to identify gems they have. The process will say 5GP
Identify gems whether the stones are genuine, and what type they are.
Evaluate jewlery Evaluate the price of any precious item you present. The sisters are not 5GP
proficient in identifying magical enchantments but will tell you with an 80%
Inventory chance of being honest, how much the item is worth. If you are on positive
terms with them, they will always tell the value honestly.
Item
Gemstones Effect Cost
Rings, necklaces, other Gemstones as described in the official rules, with their official list prices. 50-5000GP
jewelery Jewelry of all kinds, made from precious metals and gems. 100-500GP
Gold dust, Silver dust
Materials for spells and other arcane rituals. Their weight in gold coins
13
2ND FLOOR ESTABLISHMENTS insulation, but the creaking of the floor gives
disadvantage on stealth checks while moving.
This chapter details the second floor’s inhabitants, their
secrets, their wares and in general how they spend their The ceiling is a little more than 7 foot high, flat, and
time. made from large wooden beams and covered with
decorative wooden panels.
GENERAL CHARACTERISTICS
The second floor is made from smooth, polished The windows are made from wood and have glass
stone, the floor mostly wooden or carpeted. It values panels inside. They are openable from the inside, from
function over elegance, and everything is serving the the outside a DC12 Sleight of Hand, or a DC10 Strength
effective transport of goods and the ease of access to check is needed to open the window. Descending on the
buyers coming to the House. Walls are 3 foot thick outside walls through the windows is possible on
towards the outside, and on the west-east supporting protruding stone wall elements by passing a DC14
walls inside. The separators between rooms are thinner, Acrobatics check, or by falling 20 feet to ground level.
1 foot in width. Entering through either staircase brings
guests to light corridors, which have good sound The doors in the corridor are smooth, walnut-colored
wooden constructs, with silver colored steel hinges.
They have an engraved metal plaque on them detailing
the kind of business that is hidden behind. They are
closed and locked when the business does not operate, or
14
someone requires privacy during their appointment. RANDOM ENCOUNTERS
Unlocking them is possible with a DC12 Thieves’ Tools The location is alive, positive, and negative things can
check, or by a DC10 Strength check, which may alert the
owner of the apartment. and will transpire while the party is spending time
The doors inside the apartments have a 30% chance to inside. You can use the following table to determine a set
be closed, but they are not locked.
of random events on the second floor, to make the place
Heating is solved by fireplaces on both sides of the
building. Each fireplace is connected to a chimney, on more alive and provide tasks to solve for your players.
their back wall having a 2 by 2 feet opening above the
mouth of the fireplace that serves as ventilation. The Roll
only exception is the Scientist (16) Who has their own,
central heating through the electric contraption in his (1d12) Random event
laboratory.
1 A drunk patron comes out of the brewery (14) and
Sanitation is solved through chutes powered by soils the walls of the western corridor.
gravity. Toilet bowls are directly connected to the chutes
and above them wooden service doors (2 by 2 feet) are 2 A thief pickpockets a lady arriving to the chapel
openable to throw any additional trash inside. The (15) and then tries to leave through the staircase.
chutes are 5 feet squares in layout and end in the cellar.
In homes where the kitchen has access to the same 3 There is a muffled explosion sound coming from
chute, a similar service door is available from there, to the Scientist (16) – an experiment gone wrong.
get rid of excess materials, or unwanted remains.
4 The Fortune teller (12) walks in the corridor and
Lighting is solved through natural means. Some use looking at you she draws protective signs in the
candle-light, some use torchlight to provide the air, as if she has seen a devil.
necessary illumination. Torches are fixed on the walls at
5 feet height and provide orange hue to the interior. 5 2 young ladies come out of the Bookseller (11),
holding a stack of books, discussing happily.
The only exception is the Scientist (16) who has Upon inquiry the party can identify that they are
electric light inside her apartment. students, and they spent all their allowance on
these books, interests of their research.
The House is wedged in between 2 other buildings of
similar size. On this floor there is a 30 feet gap between 6 A small white cat turns around the corner, but as
this and the other houses, allowing sunshine to enter the you follow, it is nowhere to be seen.
windows.
7 The fireplace in the chapel emits a small sound –
The staircases house wooden stairs. They are empty, akin to a sigh. (See chapter – Everflame)
clean, and frequently travelled by patrons of the
establishment. 8 A bird flies crashing straight into the window, and
then disappears, leaving a small rolled up
The schedule of the floor is the same as that of the parchment behind.
building. At about 10:00 PM, businesses close, and
reopen only at 6:00 AM. Between these timeframes, 9 The floor starts shaking, but nobody seems to
inhabitants tend to their own desires. care. The shaking subsides in a couple of seconds.
During business hours the location has guests actively 10 Your hairs and hair start to raise upwards – as if
visiting the two floors – sometimes even creating being subjected to static electricity.
crowds – this building being the largest and most
prominent trading hub in the region. 11 A maddened man leaves the fortune teller (12) –
shouting “Hahaaa I am going to be rich soon!”
Smells sounds and atmosphere – the house is well
insulated, but the wooden floor gives off a creaking 12 Arriving to the floor, complete silence greets you.
sound. You see no movement, hear no sounds – as if the
establishment were empty. It is a rare occurrence.
The air in the corridors is rather fresh on this floor,
smells of pine, and each business has their own
corresponding smell – depending on their profile either
a good or a repulsive feel greets adventurers opening
certain doors of business owners.
Items – All apartments are equipped with items and
ingredients used for cooking, personal hygiene, and
other, general utilities. Specific items related to the
apartments you can find in their corresponding
chapters. You can use those tables and the Inventory as
guidelines if your players would like to enter uninvited
and take loot with them.
15
10 – WEAVER The Rooms
Garments, pillows – quality fabric. Essentials to a The flat is small and unkept, most cleaning limited to
civilized lifestyle and a comfortable life. At Cloth and
Thread you can get everything you need – maybe even a bit the client area. Every drawer, cupboard and table are
more. stacked with threads, wool, and other materials – or
ready made products. She has a lot of money in her
Cloth and Thread has everything a civilized household drawers, not having any real time to go out and spend,
could ever ask for. The proprietor Emilla Calitun her work being the only thing occupying her mind.
procures the finest threads, makes her fabric herself,
and transforms it into amazing masterpieces of textile Family Items
products. Her life is simple, and her love for the Diary – detailing her inability to stop working, One
profession is most visible on the consistent quality she
provides. Periapt of Wound Closure, 30d100+1400GP.
People keep a distance from Emilla, her devotion Plot hooks
giving a cautious feel for all who interact with her, trying
to keep said interactions to a minimum. She even seems • Persuading or gaining Insight on Emilla, you can
obsessed with her work sometimes… identify that she is bound to her work. A DC15 Arcana
check will identify that the bind is related to a hag –
Owner of the business and can only been broken by a deal or killing the
source…
• One of the textiles shines with an otherworldly light.
Asking about it, Emilla will share that a mysterious
stranger brought the fur in – asking to make a cloak
out of it. She also mentions that working with the fur
seemed to almost revitalize her…
I am happy you came! Do you have an
order for me? Please?
Emilla Calitun – Textile worker
Services Effect Cost
Service From any fitting material Emilla can weave threads and create textiles upon 50GP
request. This takes 1d4+1 days. 5-50GP
Weave thread Magical items or secrets
Emilla can craft fitting clothing for any occasion. Upon request she can add included:
Clothing on order secret pockets, or tailor in magical items to the cloth. 100GP
Inventory Effect Cost
Magically enchanted bag to contain more than it looks. (dmg 153) 2000GP
Item
3000GP
Bag of Holding
2000GP
Cape of the Mountebank A red cape imbued with magical energy (dmg 157)
Cloak of Protection
A bit of a defense against adversities, not sacrificing style over utility. (dmg
159)
16
11 – BOOKSELLER The Rooms
Education is a privilege that everyone should have – but The main living room is organized as the bookstore,
these books have a price in gold, regardless of this
magnificent goal. fully disregarding any comfort, and giving all priority to
the tomes. A small fireplace and the small bench to eat is
The Olden Tomes is a packed bookseller with a large the maximum that Albert was willing to place here to
array of old, new, copied, original, magical, and provide utility.
mundane books and scrolls.
His personal quarters look similarly mundane, with
Albert Kovacs – referred to himself – by himself – as some of his favorite books on small shelves – not for
the Librarian is proud of his collection. Contrary to the sale.
name he gave himself, there is no free reading or books
for loan – everything is just for sale only. Family Items
A book containing stories of a bully who “got what
Not only the name is pretentious about Albert though
– his representation, the fanfare, the mystery he tries to they deserved”, 1d100+50GP.
show – all seem just a bit too much, too artificial.
Plot hooks
Owner of the business
• Overhearing Albert’s mumbling, players can identify
that he seems to be talking to someone. With some
persuasion they can gain the insight, that earlier in his
life he was bullied a lot – and he feels like the bully
never got what they deserved.
• You see the store empty, with an open book on the
main table – looking into the book you see stars and
darkness as the night sky. Albert’s shoes are on the
ground, next to this table.
This store is maaaaagnificent!!!
Albert Kovacs – Bookseller
Services Effect Cost
Service 500GP
Albert can be commissioned to do research for you on subjects shared with 50GP/day
Lore dump him. He will always answer honestly, but his books have limited knowledge on
characters and living beings. Research takes 1d4-1 days, and has a 100%
Research opportunity chance of success – for lore about people or monsters, the success rate is 50%.
While this is not a library, a certain amount of gold can help players to do
research on their own.
Inventory Effect Cost
Item A small wooden case with a worn piece of parchment (dmg 199) 200GP
Scroll of Protection
Silence 200GP
(Undead) Water Breathing 200GP
Wrathful Smite 100GP
Spell Scrolls (dmg 200)
The tome has 80% chance to still contain magical essence. In case it does not 5000GP
The Tome of Leadership have the magic – roll 1d100 – this is how many years it takes for it to regain the
and Influence essence. (dmg 208) 5000GP
Tome of Understanding The tome has 80% chance to still contain magical essence. In case it does not
have the magic – roll 1d100 – this is how many years it takes for it to regain the
essence. (dmg 209)
17
12 – FORTUNE TELLER The Rooms
Sometimes things can’t be explained through logic and The apartment is small, and furnished to give the
science. For those cases, the occult might help – if you
believe in that such of things. impression of a hut, located somewhere in a desolate
location. The window is covered with a thick curtain, and
The 1000 Fortunes has everything related to mystery and the fire is barely lit, the tables are messy, with potions,
unexplainable magics. Shady fortunes, and predictions, scrolls, notes, and books all around.
a crystal ball, a scary looking proprietor, and an ever dim
chamber. The personal chamber – the bedroom – is hosting the
personal belongings of Pannan, and this is the place
The fortunes told here are almost always accurate and from where she usually goes on her planar journeys.
tie into the fears and desires of the client – thanks to the
regular use of Potions of Mind Reading before the Family Items
ceremonies start. 1d8 Scrolls of Plane Shift, 1 Amulet of the Planes (dmg
Owner of the business 150), 5d100+50GP, one Sending Stone (dmg 199), A Ring
of Three Wishes (dmg 193) with one charge left, 6
Potions of Mind Reading
Plot hooks
• Arriving to an appointment you catch the glimpse of a
portal opening inside Pannan’s chambers, afterwards
her stepping out. If questioned, Pannan will deny,
saying she was here all along.
• Before a ceremony Pannan looks at you shaken –
persuading her she will tell that she is out of Potions
to help her mind reading abilities. She will ask you to
help procure as soon as possible, as she has clients due
in the next couple of hours.
Services Effect Cost
Service
Players need to pass a DC13 Wisdom Saving throw. If failed, the fortune telling 50GP
Telling of fortune will link directly to their backstory and experiences – upon success, they will
receive more general information.
Inventory
Effect Cost
Item A revitalizing mix to help ease any burdens. (dmg 168)
Elixir of Health A pink cocktail giving a better chance at romantic relationships (dmg 184) 300GP
Philter of Love A steaming blue potion making you brave and confident (dmg 188)
Potion of Heroism 300GP
300GP
I see great mysteries, and glory in
your aura – come closer!
Pannan Elderdream – Fortune Teller
18
13 – TRADER The Rooms
Foodstuffs, trinkets, odds and ends – look for them at The The home has two very distinct areas. The client space
Trader! – No name needed; the wares speak for themselves.
You are welcome to pay later – if you REALLY want to pay. is warmly lit, comfortable, emanating a friendly and
welcoming feel, but the personal quarters look dire,
The Trader has a reputation to be able to procure unfriendly, and cold.
everything you might need. If you have a tab open at
Martinez, you are considered among the elite of the Most of the personal cabinets contain weapons,
town. Some folks who deal with him though – eventually bloodied items and cloths, and there are some cleaned
leave the city never to return… skeletons to be found – in wardrobes, in the bathroom
and in the chimneys and chutes.
Owner of the business
These bodies are clients – who forgot to pay their
debts to Alvaro.
Family Items
10d100+2430GP, 1d6 Wondrous items (maximum
rare)
Plot hooks
• A well-known nobility has gone missing in town. The
last information leads to a deal they made with Alvaro.
• You hear through the door Alvaro talking to someone,
but as you enter you see that the room is empty. The
trader will say that their companion had to lie down,
not feeling so well.
Procuring that?! Who do you think you
are looking at? The Trader will not soil
their hands with such a petty deal.
Alvaro Martinez – Trader
Services Effect Cost
Service
Alvaro takes orders to find any magical or non-magical item of your choice. As
Procure item
a DM you can categorize these procurements into three categories, based on
Loan
how challenging it might be to complete such a mission. Each has a different Item cost plus a royalty
price tag, and estimated time to complete: 10% for mundane items
Mundane items: 1d4 days. 20% for interesting items
Interesting items: (Uncommon/rare magical items) 1d10+4 days, 10% to fail, 50% for special items
still required to pay the royalty.
Special items: (Legendary magical items) 2d10+6 days 30% to fail, still required
to pay the royalty.
Alvaro is ready not only to keep a tab for you for buying their wares, but also to 5-10% per month
lend money to whoever needs it. The terms in both cases come with interest –
10% for each 30 days passing need to be paid as extra.
Terms of a loan:
Payback is a minimum 10% of the total debt each 30 days. On the remainder
the 10% interest is counted each 30 days. Upon failure to comply, players will
be tracked down by hired assassins.
Terms of the tab:
Payback is a minimum 10% of the tab each 30 days. On the remainder, a 5%
interest is counted. Upon failure to comply, players will be tracked down by
hired assassins.
19
14 – BREWERY The Rooms
Drinks are not only a source of recreation for the poor – The brewery’s main hall contains tasting stations with
but the elite have very specific tastes and expectations. The
Kiwon Brewery specializes in vintage ales and will cover all barrels of different drinks on tap, with mugs and glasses
tastes and needs in the higher end of the quality scale. next to them. Each station has a short description of the
drink with its history and taste the drinker should feel.
The Kiwon Brewery serves as the central hub for the
city’s elite when it comes to procuring alcoholic To the side in an open, bright space the brewing
beverages for their receptions, events – or personal bars. equipment is located, and there is a separate dim storage
chamber with well documented drinks of all kinds.
Artas, 4th generation of the Kiwon family is a proud
brewer – keeping the family recipes for ales, and other, There is a chamber containing multiple toilets – to
stronger alcohols in great secret – ever improving on wash up for clients who try maybe a bit too much.
them and contributing to the family name.
Artas does not live in The House – he leaves each
Owner of the business evening and locks the doors behind himself, only to
return shortly before the official opening of the House in
the morning.
Family Items
In the sales desk - 1 Amulet of the Drunkard, 1 ledger
of sales invoices, 1 crude dagger on the sash of Artas,
1d100+30GP
Plot hooks
• A guest comes in the hall and is acting suspiciously
around the barrels. Focusing on them the party can see
that they are working on pouring some liquid into the
barrels out in the open, used for the tastings.
• Players notice a weird amulet around the neck of
Artas. The amulet is usually connected to people who
drink a lot – but Artas seems abstinent.
100-year-old family recipes, to cheer
with on your 100th birthday!
Artas Kiwon – Brewer
Inventory Effect Cost
It is good quality ale, that is well known and respected around the world. The 50GP
Item minimum amount to buy is 1 barrel. There are multiple tastes and afternotes. 20GP a bottle
Ale It is exquisite, aged whiskey, that can serve as present even at the highest of 800GP a barrel
nobilities. Buying is possible in bottles or barrels. 15GP a bottle
Whiskey A niche drink, preferred by some – who are looking for exotic tastes. Sells by
the bottle. 5GP
Fruit Schnapps
A thick green liquid in a small vial – with the effect to cure hangover.
Revitalizing mix
20
15 – CHAPEL The Rooms
The Chapel is the respite for all who want to find The Chapel consists of the main hall used for
salvation and embrace the goodness of the gods. It is
dedicated to Pelor, but all are welcome – who worship gods ceremonies with a pedestal, statues of Pelor and prayer
of the good alignment. benches all around. It is clean, lit through a dome in the
ceiling, through a colored glass window.
The Chapel is the religious heart of The House of
Professions. It has its doors open, and a small sermon is Attached to the main chamber the simple – near
hosted each day shortly after the House opens – to help empty bed chamber of Tornak is located – with nothing
ease the minds and souls of those receptive to the but a bed, a wardrobe, and a table.
message of the gods.
Family Items
The only servant of Pelor in the chapel is a half-orc, Tornak has no items of interest, aside of his clothes.
his story of crime and dishonesty turning to religious
zeal after a sudden loss. Plot hook
Owner of the business • A crying lady is praying on her knees at the side of the
chapel, grasping an amulet and the statue of Pelor.
Asking her she will share that she recently lost her
brother to a cult – and that they took the body away –
not even allowing her a proper burial.
May the light guide you, my children!
Tornak Anamesh – Cleric
Services Effect Cost
Service 50GP
Through the power of Pelor, any curse that does not have a strong material
Remove curse bind (e.g., a deal with a Hag) can be removed from the target creature. 500GP
This service can be used 3 times a day. Donation
Divine Intervention
Cure disease The cleric of the Chapel can convene with Pelor to provide a 10% chance of a
desired event to happen. This service can only be used once a week.
Through the healing power of goodness, all diseases and the Poisoned
condition can be removed from the target creature.
Inventory Effect Cost
Holy water, operating in line with standard 5th edition rules. 1SP
Item
Holy water
Amulet of Proof Against This can take evil eyes off you. You can rest now, child. Stay in the light. (dmg 500GP
Detection and Location 150)
21
16 – SCIENTIST The Rooms
Experiments are the only ways to achieve progress. The location is ultra-modern compared to the other
Science is the way to bring magic to those who otherwise
could not benefit from it. Some explosions might happen homes of the city. Multiple items can be found here that
during the process though. are Allie’s own designs – including a boiler, radiators, a
gas-operated stove, a generator, and electric lights.
The Scientist has a reputation of being a weird person. Most of these are made from brass and other, rarer
She lights her apartment with something she refers to as materials inside – which Allie will keep secret form
“electricity” that she has “generated”. Most disregard anyone.
this as foolishness – but those who decide to buy from
her, have a hard time explaining the lights and the The rooms otherwise contain tables for working,
general way her apartment looks. containing the ready items (enchanted, magical, or
bottled as potions) and are looking convenient but out of
Owner of the business place in a medieval style world.
Family Items
1 Ring of Protection (Lightning) (dmg 191),
2d100+250GP, 1 Periapt of Wound Closure.
Plot hooks
• Allie’s new design requires a rare material. Nobody
seems to be able to procure it, but she has a lead. The
nearby mountains house a dragon, whose hoard might
just contain what she is looking for.
• Entering the apartment, you find Allie blackened, and
barely standing, her Periapt glowing bright. She had
an … unfortunate … incident just some minutes ago.
Inventory Effect Cost
50GP/piece
Item Experiments show that these arrows work better than anything you would buy
10 Unbreakable Arrows at your regular blacksmith. Limited quantity, so take care of them! (xge 139)
Potions of Superior A drink that puts you back on your feet. No, not magical, how many times 250GP
Healing should I tell you – it is made with science! (dmg 187)
Bead of Force Throw this only at your risk. It will hurt and might lock you in - for a minute. 500GP
Single use! (dmg 154) 1000GP
Oil of Sharpness
Need an extra kick for your weapon? Apply this oil and feel like a king – at least
Universal Solvent for a while. (dmg 184)
Sovereign Glue
For breaking bonds that were not meant to be broken. (dmg 209) 5000GP
For binding things together – to eternity and beyond. (dmg 200) 5000GP
Take a look. This should be interesting
for you.
Allie O’Hear – Scientist
22
17 – TANNER The Rooms
Leather work is one of the most ancient professions. You The tannery is dripping, wet, acidic, and messy. This
would think everyone knows how to do it – but do they
really? Mary is the best when it comes to quality – magical area serves as the place to meet customers, process skin
or otherwise. and leather – but you can’t find any ready products here.
Mary’s Leather Emporium smells of acid, and Ready products are found stashed and organized next
concentrated cured leather. It is near impossible to come to Mary’s drawings in the living chambers, in large
to the apartment without flinching or breathing heavy, wardrobes. Upon a customer arriving, Mary will scurry
but if you want to receive good quality armor, leather inside to get the relevant item and gather the payment.
items, or cure your own materials – this is the best place
you can find. Aside of this, the home is a regular household, with
average quality wooden furniture.
Owner of the business
Family Items
10 vials of Acid, 1d100+50GP, 1d6 vials of ink, 1d12+6
pieces of small charcoal and multiple feathers used to
write and draw.
Plot hooks
• Mary has a piece of leather in an acid bath that seems
to glow slightly. Asking her she says – it was brought
in by a mysterious client, and so far, the processes
needed to cure it, do not seem to start. She does not
know what animal it may belong to.
• You see Mary bring to her personal chambers a very
finely crafted piece of armor. Upon inquiring she says
it is going to be worn by a lord of very high posture on
a tournament organized in the city.
How did you skin that beast? Do you
think I can do anything with… This?
Mary Alabaster – Tanner
Services Effect Cost
Service
Players can bring in any fresh skin, for Mary to prepare and cure it. The process 50GP
Cure and Prepare Leather takes 1 day for the skin of a medium creature, and each larger size adds 2 extra 50GP
days to the time taken and doubles the cost.
Skin Animal
Players can bring in an animal for Mary to skin. The process takes 1d4-1 hours
and provides an uncured piece of skin.
Inventory Effect Cost
Item Standard 20GP
Leather Armor Enchanted +1 1000GP
Enchanted +2 2000GP
Studded Leather
Standard 40GP
Enchanted +1 1500GP
Enchanted +2 3000GP
Belt of Hill Giant Strength A leather belt, that by looking at it even, seems to make you feel more up to 500GP
Leather scroll case any tasks at hand. (dmg 155) 3GP
Leather pouch 1GP
A small case, suitable to house a rolled-up piece of paper, defending it from
any external effects.
A pouch able to contain small items, helping to keep them at hand, but out of
the way.
23
CELLAR The walls are scraped, unpolished, only serving the
function to keep the place barred from ground pouring
The Cellar of The House of Professions is a place in.
housing all items and utilities to tend for hygiene and
making sure that the civilized services of the home All over the cellar there are crates, barrels and boxes
continue to operate uninterrupted. containing either the trash to be taken away (which
happens after the daily operations close) or tools for
The floor is made from planks and is neither clean nor maintenance – shovels, pickaxes, gloves, pans, cups.
well kept. It contains the bottom of the toilet chutes and
chimneys, barred with large wooden doors, The place is lit by torches, and the occasional embers
strengthened with iron plates on the inside. The holes falling from the chimneys.
reach 2 feet below the ground level of the cellar.
The cellar smells like rot and smoke and is not a
The ceiling is held up by large stone pillars and is pleasant place to be staying at. Workers clean the area
supported by 30 by 30 stone plates on top – keeping the every day, trying to finish as fast as possible, leaving the
whole house standing. area empty for the most part of the days.
24
ALTERNATE STORES MAGIC SHOP
The Trader (13) and the Antique Boutique (2) can easily Item Price
be replaced with a more general store concept if you Wand of the Warmage (+1)
wish to provide a different feel to the House. 4000GP
Alternate stores ideas can be the following, with the Ioun Stone (Insight) 7000GP
attached item tables. You can keep the store owners
though, especially related to their secrets and Amulet of the Planes 6000GP
allegiances – to keep the look and feel of the map in line
with the stores’ profile. Bead of Refreshment 100GP
WEAPONSMITH
Item Price Ring of Free Action 5000GP
Arrows, Bolts 5CP
Spell Scrolls (up to level 5) 100-5000GP
Longsword, Shortsword 1GP Potion of Healing (multiple 50-250GP
levels)
Longbow 1GP
Potion of Climbing 50GP
+1 Dart 1500GP
Potion of Resistance (fire) 200GP
Mace of Smiting 500GP
Potion of Invulnerability 500GP
+1 Arrows, and Bolts 15GP
Potion of Water Breathing 100GP
+1 Light Crossbow 1500GP
Tinker’s Tools 100GP
Sword of Wounding 500GP
Herbalism Kit 50GP
Backpack 5SP
Periapt of Wound Closure 500GP
Crowbar 1SP
Grappling Hook 1GP Quaal’s Feather Token 200GP
(Anchor)
Hammer 5SP Ring of Evasion 5000GP
Lantern 5SP Robe of Stars 10000GP
Lock 1SP Rope of Entanglement 500GP
Iron Pot 5CP 2 Sending Stones 500GP
Torches 2CP
Signet Ring 1GP
Rope 2SP
Shovel 1SP
Sack 1SP
Mirror 1SP
Axe (woodcutters) 1SP
25
THE SECRET OF THE HOUSE OF MOTIVATIONS
PROFESSIONS
The Everflame is neutral against everyone and is looking
The house is a peaceful place, respected and not only to overhear discussions. Its motivation is to gather
bothered by a lot of lawless individuals – nor has it any as many secrets as possible, it does not want to harm
shady dealings – aside of those mentioned in the stores’ anyone.
descriptions in earlier chapters. It does have one
inhabitant though – whose intentions and even presence It loves to reside in common areas – in torches or the
is mostly unknown, unnoticed. fireplace of the Parlour, and when something interesting
happens during the evenings at the homes, it switches
The inhabitant is an elemental, called the Everflame. places regularly to overhear family discussions.
It was brought into the house on accident, ignited by a
magical ember, and now resides inside – unable to be CLUES
seen and killed – only leaving this plane of existence if at
one time all flames are quenched in all floors of The The Everflame can be sometimes heard sighing when no
House of Professions. one is around. Players passing a DC16 Perception
(hearing) check can identify that the sigh came from a
THE EVERFLAME torch, or a fireplace.
This elemental has no exact shape or size and is not When the Everflame changes place, the fire’s structure
bound to the material plane in ways other creatures changes briefly. This can be noticed by passing a DC16
would be – limiting movement and bearing physical Perception check.
form.
Below is the stat block of the Everflame though it is not ENCOUNTERS AND RESOLUTION
meant to be fought. It does not have hitpoints or AC in
traditional sense. It can’t be dispelled, but it can be Once players realize that there is something wrong with
banished from the house. the fires, and start to look for more clues, they will be
able to overhear more and more regular whispers from
THE EVERFLAME the light sources – inquiring – what their intentions are,
what do they wish to find.
Elemental, Neutral
If the players act in a hostile way, the Everflame will
Armor Class - start to try and damage them, leaving immediately
Hit Points - afterwards to a far location within the House.
Speed instantaneous between burning fires of The House of
If the players want to put out all fires the Everflame
Professions. will start to sound more desperate, eventually shouting,
Senses Passive Perception 18, Blindsight 300 ft begging for the players to stop, even promising to share
Saving throws +5 against Banishment, automatic success against its secrets with them in exchange for their mercy.
other effects The players can resolve the mystery either in favor or
Languages Common against The Everflame – the house will mostly be
unaffected by the change.
Made of fire. The Everflame is indistinguishable from a burning
fire if it does not decide otherwise.
Non - targetable. The Everflame can’t be impacted by weapon or
spell attacks. The only spell affecting it is Banishment – against
which it has a +5 modifier on the saving throw.
Fire-bound. The Everflame can only be in the same space as a
burning, wood fire. Once the source of the fire is quenched, the
Everflame is instantly transported to the nearest still burning light
source. If transported this way against their will, they can be
noticed by players for 1d4 minutes passing a DC14 Perception
check. During this time, The Everflame is incapacitated. Once the
last fire in The House of Professions is quenched, and the
elemental has nowhere to go, it returns to its home plane forever.
Actions
Flames. Ranged Weapon Attack: +5, Reach 30ft, one target. Hit: 12
(1d12+6) fire damage.
Change location. The Everflame can leave to any other burning
fire within the House of Professions as an action.
26
RESOURCES
THE HOUSE OF PROFESSIONS (1ST FLOOR) (40*40)
27
THE HOUSE OF PROFESSIONS (2ND FLOOR) (40*40)
28
THE CELLAR (40*40)
29
CREDITS
Creator: Peter Kuna
Document Design Template: Simple Microsoft Word Template
by Laura Hirsbrunner
Maps: Created by Peter Kuna on Inkarnate Pro
https://inkarnate.com/
Additional information
All art and content within this adventure was created by Peter
Kuna and only serves the purpose of you having fun within your
tabletop adventures.
If you are interested in finding more resources like this, check
out the following site:
https://peter.kuna.hu/index.php/peters-maps/
If you like the content and wish to contribute to creation of
similar adventures, buy me a coffee here:
Paypal Donation link
If you would like to receive access to the adventure through
Roll20 in a digital format – ready to run – or if you have
questions and requests, drop me a note on:
[email protected]
DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand, Ravnica and all ot her Wizards of the Coast
product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries.
pp
This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permissio n under the Community Content
Agreement for Dungeon Masters Guild.
All other original material in this work is copyright 2021 by Peter Kuna and published under the Community Content Agreement for Dungeon Masters Guild.
30
31