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A bustling city trading hub for the world's greatest roleplaying game

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Published by knightquill, 2023-10-22 23:39:31

House of Professions

A bustling city trading hub for the world's greatest roleplaying game

1 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 1 st 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 2 nd 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


2 HOUSE OF PROFESSIONS elcome to the world-renowned House of Professions! Whatever we have is the best of class, whatever we don’t have does not exist. Feel free to carouse and meet our proprietors. But be mindful! Some are only ready to see you if you have made an appointment beforehand – and oh of course – all are only happy to see you if you have the necessary amount prepared for… financial compensation. I hope we have an understanding, now go! The House is not open all day! WHAT IS THIS? This supplement contains the description of a two-story trading hub, called “The House of Professions” which can fit any D&D 5th edition large city as a famous market. In this (decently long) document you can find the following: • 21 Professions and stores with descriptions and inventory. • 21 NPCs with short backstories and some secrets that your players can potentially uncover. • 16 Apartments available for your players to occupy and set up their business in. • 36 Bite-sized random encounters to liven up this large house. • 3 Large floor maps with descriptions, and highresolution 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! HOW TO USE THIS SUPPLEMENT A LARGE TRADING HUB The supplement can be inserted in a campaign “as is” with the location, the stores the NPCs and the Mystery. IDEAS FOR YOUR OWN STORES If you wish to you can lift specific stores and their descriptions from the file and insert them into any other setting – using only the descriptions, items, and story hooks. The basic backstories give you a chance to fill local details and your own ideas with creativity. HOME FOR YOUR PLAYERS Either as a reward for a successful quest, or for a large lump-sum of gold, you can allow your players to buy an apartment, replacing the trader occupying it. Let the players get to know the other owners, make friends, use the existing services, uncover the secrets – and give them the home they deserve! MAP FOR INDOORS FIGHTING You can drop the whole trading hub idea and just make this map an all-out battlefield; nobody stops you from doing so! Use the chimneys, toilets, windows, small storage areas to hide, set up ambushes and create a memorable battle. SMALL STORE MAPS You can pick smaller areas of the map and disregard that they are parts of a large house. Place them in any location as smaller, standalone houses. The only things needed to add are windows – to make the stores fully functional as standalone buildings. THE MYSTERY Take the Everflame, and its elusive nature, and put it into any large manor, castle or keep. The players may find uncovering its existence interesting – and either make friends with it or send it back to its home plane. W


3 1 ST FLOOR ESTABLISHMENTS This chapter details the first floor’s inhabitants - their secrets, their wares and in general how they spend their time. GENERAL CHARACTERISTICS The building is made from smooth, polished stone. It values function over elegance, and everything is serving the effective transport of goods and the ease of access to buyers coming to the House. Walls are 3 foot thick towards the outside, and on the west-east supporting walls inside. The separators between rooms are thinner, 1 foot in width. As guests enter, a permanent cold feeling greets them, thanks to the large mass of stone all around. The corridors seem to isolate sound very well, being able only to hear discussions clearly that are within 30 feet of any character. The main door to the south is always open during the day and is manned by no one – expecting guests to know what they are here for. The door gets locked for the night, by an inhabitant who gets here first at about 10:00 PM. The ceiling is a little more than 8 foot high, flat, and made from polished stone supports, large wooden beams and covered with decorative wooden panels. The back door to the north is a rough looking plank door with a crude mechanism locking it from the inside. It is always closed and manned by the storage operator – used only to supply the goods needed for the businesses within. The windows are made from wood and have glass 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.


4 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 someone requires privacy during their appointment. Unlocking them is possible with a DC12 Thieves’ Tools check, or by a DC10 Strength check, which may alert the owner of the apartment. The doors inside the apartments have a 30% chance to be closed, but they are not locked. Heating is solved by fireplaces on both sides of the building. Each fireplace is connected to a chimney, on their back wall having a 2 by 2 feet opening above the mouth of the fireplace that serves as ventilation. Sanitation is solved through chutes powered by gravity. Toilet bowls are directly connected to the chutes and above them wooden service doors (2 by 2 feet) are openable to throw any additional trash inside. The chutes are 5 feet squares in layout and end in the cellar. In homes where the kitchen has access to the same chute, a similar service door is available from there, to get rid of excess materials, or unwanted remains. Lighting is solved through natural means. Some use candle-light, some use torchlight to provide the necessary illumination. Torches are fixed on the walls at 5 feet height and provide an orange hue to the interior. The House is wedged in between 2 other buildings of similar size. They cover daylight from the east and west side windows, dimming it – providing no direct rays of sunshine on the first floor. The staircases house wooden stairs both upwards and towards the cellar. They are empty, clean, and frequently travelled by patrons of the establishment. The schedule of the building is dependent on the inhabitants’ businesses, but as a rule of thumb, the location is closed to the public between 10:00 PM and 6:00 AM. At this time, the main door is closed and locked, the inhabitants being able to travel in and outwards only. During business hours the location has guests actively visiting the two floors – sometimes even creating crowds – this building being the largest and most prominent trading hub in the region. Smells, sounds and atmosphere – the house is well insulated; sound can still be heard through eavesdropping on doors with a DC12 Perception (Hearing) check. The House is enormous, and even those who come here often – respect the architecture and the magnificence of the establishment. The air in the corridors is stale, smells of dust, each business has their own smell though – 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 some loot with them. RANDOM ENCOUNTERS The location is alive; positive, and negative things can and will transpire while the party is spending time inside. You can use the following table to determine a set of random events on the first floor, to make the place more alive and provide tasks to solve for your players. Roll (1d12) Random event 1 A lady running out from the hairdresser (1), crying, saying that her hair has been ruined. 2 A business discussion ending in a fight in the parlour (4), one stern looking man holding a dagger and stabbing his business partner. 3 An old lady looking for her son – asking for help. Her son is not located here, and she seems to be completely lost. 4 You see a thief lifting gold pouches from unsuspecting buyers standing in line for the Antique Boutique (2) 5 A torch falling from its socket causing small excitement in people walking next to it. (See the chapter – Everflame) 6 A random business owner not being available, their door closed, guests not being able to contact them for multiple days in a row. 7 A dirty worker arriving from the cellar, holding a large pot of half liquid trash, tripping and covering a couple of clients. 8 The party finds a single small earring fallen on the ground. 9 A rat runs out from the storage and disappears into the staircase. It holds something in its mouth. 10 A happy young man comes to you and hugs members of the party. He holds a small parchment in his hands. After hugging he skips further and eventually leaves the House. He just got a great poem he can share with his lover and is excited about it. 11 A recently bought live fish looks at you from a bag. It looks distraught and you feel it needs help. 12 For a second all torches dim, and then return to their original state. A reason can be an experiment of the scientist on the second floor. Throwing your waste into a hole in the wall is a true miracle of society. Better than buckets and gets rid of the smell… mostly. Boris Orialt – Antique Boutique


5 1 – HAIRDRESSER & BARBER City life comes with obligations! A good look helps reach your goals, let that be signing a good deal, charming a new lover, or pulling a successful political maneuver. Tor’s Beauty & Elegance, the hairdresser and barber shop provides beauty services to both male and female patrons, regardless of species. They operate based on bookings, but sometimes you might find an empty spot just dropping by… The owners are devoted to their profession but have their personal preferences as well. At night they are often found outside, in pubs, concerts or attending balls – all in the name of having a good time. Owners of the business The Rooms The apartment contains a working room with the barber chairs, shelves, and cupboards for equipment, and is decorated with thin tapestries. A modest, undecorated kitchen, bathroom and dining room are attached to the room on the south west. To the east the sleeping chambers with a personal office table and a living room with instruments are to be found, providing a comfortable atmosphere. Family Items 1d4 books (love and mystery novels), 2d100+52GP, 1 lute, 1d4 Disguise Kits 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. Services Service Effect Cost Shaving & beard care Looking nice and crisp, and having a +2 better chance to Persuade others after the shave for 1d4 days. 5GP Hair coloring & haircut A new fresh look, and a +2 to Deception Checks related to covering your identity for 1d20+5 days. 10GP 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 Item Effect Cost Disguise Kit It is a Disguise Kit! 50GP Razor An improvised weapon, or a way to maintain your beard. 2GP Perfumes, makeup Looking fresh and elegant. 5SP Perfume of Charm Magical Item – Rare. The Perfume has 1d12+6 uses. After each use, the wearer has advantage on Persuasion checks for 1d6 hours. 350GP 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


6 2 – ANTIQUE BOUTIQUE What better way to remember past than to own a piece of it? At the Boutique you can find your very own artifacts. There is something here from all eras, some may even be legit! The Antique Boutique is a place of historical artifacts. An open-door trader, open for the full day. Artifacts are kept in lockboxes and leather bags, organized in a way which nobody aside of Boris understands. Some of the wares are displayed in the client room, but for some, Boris needs to run back and check the multiple cupboards within his home. He organizes his deliveries to the Storage through pigeon-based communication, and rarely leaves the House himself. Owner of the business The Rooms The apartment is furnished lavishly. The walls of the client area are covered with expensive curtains, and the floors with expensive carpets. In the home most of the space is dedicated to storing and organizing artifacts on different shelves and in cupboards. A notable item inside is the pure golden cage, housing two pigeons. Family Items 1d6 spell scrolls (up to level 3), 6d100+657GP, 1d4-1 Wondrous items (maximum rare) Plot hooks • One of the valued carrier pigeons disappeared. The 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… Services Service Effect Cost Identify magical item A magical item will be identified, and their effect will be known to the players. 50GP 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. 100GP Inventory Item Effect Cost Spell Scrolls Control Water Comprehend Languages Stoneskin Silence Imprisonment Plane shift Fog Cloud 300GP 150GP 150GP 150GP 800GP 700GP 100GP Wondrous Items Driftglobe (dmg 166) Boots of the Winterlands (dmg 156) Wand of Secrets (dmg 211) Gem of seeing (dmg 172) Tankard of Sobriety (xge 139) Ring of Resistance (Fire) (dmg 192) Horn of Silent Alarm (xge 137) 1000GP 800GP 800GP 650GP 800GP 2000GP 500GP Useless historical junk Some chipped artifacts, rusted weapons, crushed gems. 10-50GP Welcome! To the Boutique! What can I… NO, NO, NO! Don’t touch ANYTHING! Boris Orialt – Artifact Trader


7 3 – BUTCHER What is on the menu? Fresh meat – today and every day. The butcher serves the town elite – the wares rarely stay here for more than an hour because of the high demand. Bourlak’s Butchery is a place for quality game meat. The town elite is always looking for more, and Andy is committed to deliver. He has multiple sources – the best hunters from around the world – who deliver exotic and rare game to his butchery to be processed and almost instantly to be sold. During the evenings he pursues the best meat, during the day he processes and sells it – almost no rest inbetween. Owner of the business The Rooms A small, functional apartment with worn tables – kept clean. The fireplace is the centerpiece of the decoration – looking at the home and working arrangements you would not be able to tell that this is a successful butcher. Family Items 1d12+4 family letters, 1 butcher’s knife, 1d100+10 GP, 1d4 bottles of moonshine. Plot hooks • A magnificent beast is said to have appeared in the 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. Services Service Effect Cost Skin animal Any carcass brought in, Andy will be able to cleanly skin and provide the fur to you. 20GP Identify pelt/meat Any pelt or meat brought in will be identified by the butcher if it originates from a Beast. 5GP Beast lore You have an 80% chance to receive useful information about a beast of your interest. The information can be senses, vulnerabilities, skills, or immunities of the target. The service has a 20% chance to provide false information. 1GP Inventory Item Effect Cost Various meats Can be cooked and eaten, providing a quality meal. 10GP Cook’s Utensils Utility Item, to make meals and consume them. (phb 154) 1GP Beast Trophies Headpieces, hooves, claws of dangerous and unique beasts, preserved. These items do not hold any practical use but can serve as a present or decoration in any home or for any occasion. 5-200GP 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


8 4 – PARLOUR Sometimes you need an open but comfortable place to discuss business propositions. Either because of convenience, or to avoid being stabbed in a dark alley. The Parlour serves as an open central unmanned meting space in the heart of the first floor. It is warmly lit, convenient, and almost always has at least one table occupied with folks in the middle of negotiating or considering procurement decisions. The place is adorned with ornate cupboards and tables, with openable drawers – but all are just there for the looks, empty. Sometimes the hall is used just to rest between different milestones of the shopping journey – it is not uncommon to see some folks dozing off in one of the comfortable chairs, next to the crackling fireplace. The Rooms The hall is adorned with a soft carpet, and the walls have carvings representing the many professions being practiced in the house. The tables, chairs and cupboards are all intricate, with silver and gold inlays, and smooth, shiny surfaces. Items 1 lost golden watch, 1 lost golden ring, firewood, and pokers next to the fireplace. Random events 1d12 Event 1 A business discussion closes, and two well dressed men stand up laughing, shaking hands. They leave the area in a 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. 4 A kid approaches the adventurers, saying they lost their parents. The players can identify that the kid looks calm and 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) The House really has everything, and I appreciate not being stabbed with 5000 gold on my person. Fil’Toihas – A satisfied customer


9 5 – STORAGE The warehouse sleeps during the day and is busy at night. Whatever materials were ordered here by the businesses within, are being handed out and restocked after the main doors close. The Storage is what keeps the house going, serving as an entry point for incoming wares, and as a logistics hub for orders by the various business owners. At first, the work that needs to be done here looks purely that of muscle – but scratching the surface one can uncover that there are multiple nuances and intricacies of managing stock, making sure things do not spoil – and keeping the city rat infestation under control… The place generally serves as wholesale only – but sometimes there are wares that are superfluous and can contribute to the owner’s personal pocket directly. Accepting supplies, organizing deliveries, and serving the businesses of the house all happens during the night – daytime is mostly resting time for Tine Levaric. Owner of the business The Rooms The main area is stuffed with shelves, packed to the maximum with wares, categorized and labelled orderly. The living arrangements of Tine are very reserved, simplistic – having no adornments, barely holding together – but kept clean and orderly. Family Items 1 amulet with the shape of an anchor, 1d100GP, 1 crude dagger. Plot hooks • A set of crates have recently been delivered to Tine; crates that were not included in any of their order. They do not want to open them, not knowing what is inside, nor where the delivery is from. • Rats start to swarm the Storage, disregarding any effort that tried to keep them at bay. Catching one of the rats, the party can identify that they are manipulated through magic. • Tine receives a letter from their old employer, the dockmaster, detailing a decline in his business, asking Tine to come back to work. Services Service Effect Cost Order materials Players can put an order for specific materials they desire to acquire. 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 the needed items. Cost of the material plus a 20% acquisition fee. Sell materials 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, for between 50-90% of the official price. - Inventory Item Effect Cost All materials supplying the House’s businesses Every business acquires their raw materials from Tine. The materials are only for their consumption, not for resale. Not for direct resale Sorry, we do not serve customers directly, please visit one of the many establishments within the house! Tine Levaric – Logistics Expert


10 6 – FISHSELLER & SCULPTOR The smell of the sea and the sound of chiseling makes for an interesting combination of sensory effects. The expertise of the proprietors is not questionable though, they are among the best in both professions. The Martinez Hall specializes in quality, rare seafood, live and processed – and sculptures made on order. The family consists of the parents and their little daughter, who all work together and keep a humble lifestyle, generally respected by all in the city. Owner of the business The Rooms It is a large apartment, with a child’s room (having multiple children’s books organized on shelves) a main bedroom (having wardrobes and bedside tables for personal belongings) a sculptor’s room (containing work equipment) a living room (with a large fish tank and kitchen accessories. The client area contains ever fresh fish on display – both alive in a tank and processed on polished wooden shelves, put on ice. 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 Service Effect Cost Order sculpture The party can place an order for a sculpture or figurine. The materials of choice can be any stone or marble kinds, and the size can be between 2 inches to a 3 by 3-foot headpiece. The items can be enchanted. An order takes 1d10+2 days to complete, enchanting takes an additional 1d6 days. 10-500GP Enchantment: 200-5000GP Sea lore The party can gather information about marine history or lifeforms. Irina has an 80% chance of knowing the answer to the questions asked. 5 GP or free, being on friendly terms with Irina Inventory Item Effect Cost Marble figurines 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 “Figurines of Wondrous Power (dmg 169)”. 50GP Fish Quality fish. Upon consuming the fish in cooked form, the following special 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. 5GP


11 7 – POET No better way to show love, appreciation or commemorate a joyful occasion than a heartwarming poem or song. The Poet has no business name but accepts donations and in return will supply the requestors with poems or songs specially written according to their instructions. Writing on order is hard though – sometimes words just don’t come out as well as they should, or as well as they would come for personal, heartfelt compositions. Indigo is torn between pursuing his love for poetry for his own sake and earning money – putting him in a difficult life situation. Owner of the business The Rooms A small, messy flat, with papers and empty bottles all around. Some bottles are broken, and just swept aside, Indigo trying to hide them – with little success. Family Items Letters from the sanatorium where his mother resides, 1d20SP, 1d12 bottles of cheap moonshine, 1d10 empty bottles, a lot of quality paper and ink Plot hooks • Indigo’s mother resides in a small village in a sanatorium operated by powerful wizards – supposedly to treat her illness. Indigo sends most of 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… Services Service Effect Cost Song or poem on order You can commission Indigo to write you a piece, with the designated subject. 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 being near worthless. Payment is needed regardless of quality. Players can determine quality by passing a DC12 Insight check, or automatically if they are proficient in Performance checks. Upon being read, or played for the designated target audience, the different 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. 20GP Inventory Item Effect Cost Quill, ink, paper Simple utility items for sale. 2SP Quality paper and ink Items of high quality, potentially fitting for magical use as well. 50GP No, no, no… It’s just not… coming together!!! Oh hello – I didn’t see you there! Indigo Ulion – Poet


12 8 – MAPMAKER Finding your way in the world is hard. Why make it even harder? Choose the right professional to supply you with travel maps, wherever you go. Orlak’s Treasury is arguably the best mapmaker the world has to offer. Orlak is dedicated to his profession and knows no boundaries when it comes to precision and accuracy. Most officials, nobilities and war experts rely on the maps created by Orlak – him having a strong indirect influence on the status quo and how we know life. He is a generally straightforward, open man, but has his price and can be bargained with… Owner of the business The Rooms The apartment is dedicated to mapmaking to its fullest extent. Most of the floor and shelves have traces of dried ink on them and most of the walls contain rolled up parchments of ready or in progress maps. Orlak does not accept drop-in visitors, his chambers are locked, aside of the first small room, with a guest book – which can be used to book an appointment with him for the day after. Family Items 1d4-2 Treasure maps, Nolzur’s Marvelous Pigments (dmg 183), 2d100+10GP. 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 Service Effect Cost Alter maps Change information on official maps – add or remove features, towns, or other elements and from that point on, spread only maps with the newly changed elements. 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 world, and in 1d12+6 months, the original status will be mostly forgotten. 1000GP Geography lore Orlak can provide information about geographical questions the party has. If 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. 10GP Inventory Item Effect Cost Maps Local or regional maps, to help orient yourself in the world. The best quality you can find, containing every detail, except for secrets that were commissioned to be deleted. 2GP


13 9 – JEWELER Shiny gemstones and precious metals. Every nobility and even poor folk appreciate the sentimental value of quality materials, especially if they are masterfully crafted. Kvartett Jewelry is a family business operated by four fairies, who try to live life as close to “large creatures” as possible. Their little forms and nimble hands allow the most dexterous and fine work – giving a distinct look and quality of any production of the fairy sisters. Aside of trying to mimic life of other larger creatures, they are overly religious – regularly commissioning Indigo to write songs to different gods of the good alignment. Owners of the business The Rooms The apartment is furnished as a regular-sized human apartment, with 2 beds for the 4 fairies, a working area in the living room, a client greeting area with the currently on sale items, and a personal kitchen and bath. The bedroom hosts a small shrine to all good-aligned gods, and on the floor, there are multiple poems scattered around – all worshipping one of those gods. Family Items 10d100 worth of Gold dust, 15d100+350GP, 4d10+20 gemstones, 2d10 papers containing poetry. 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. Services Service Effect Cost Identify gems Players can ask the fairy sisters to identify gems they have. The process will say whether the stones are genuine, and what type they are. 5GP Evaluate jewlery Evaluate the price of any precious item you present. The sisters are not proficient in identifying magical enchantments but will tell you with an 80% 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. 5GP Inventory Item Effect Cost Gemstones Gemstones as described in the official rules, with their official list prices. 50-5000GP Rings, necklaces, other 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 What shiny piece are you looking for today, my dear? Tain Folitree – Jeweler


14 2 ND FLOOR ESTABLISHMENTS This chapter details the second floor’s inhabitants, their secrets, their wares and in general how they spend their time. GENERAL CHARACTERISTICS The second floor is made from smooth, polished stone, the floor mostly wooden or carpeted. It values function over elegance, and everything is serving the effective transport of goods and the ease of access to buyers coming to the House. Walls are 3 foot thick towards the outside, and on the west-east supporting walls inside. The separators between rooms are thinner, 1 foot in width. Entering through either staircase brings guests to light corridors, which have good sound insulation, but the creaking of the floor gives disadvantage on stealth checks while moving. The ceiling is a little more than 7 foot high, flat, and made from large wooden beams and covered with decorative wooden panels. The windows are made from wood and have glass panels inside. They are openable from the inside, from the outside a DC12 Sleight of Hand, or a DC10 Strength check is needed to open the window. Descending on the outside walls through the windows is possible on protruding stone wall elements by passing a DC14 Acrobatics check, or by falling 20 feet to ground level. 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


15 someone requires privacy during their appointment. Unlocking them is possible with a DC12 Thieves’ Tools check, or by a DC10 Strength check, which may alert the owner of the apartment. The doors inside the apartments have a 30% chance to be closed, but they are not locked. Heating is solved by fireplaces on both sides of the building. Each fireplace is connected to a chimney, on their back wall having a 2 by 2 feet opening above the mouth of the fireplace that serves as ventilation. The only exception is the Scientist (16) Who has their own, central heating through the electric contraption in his laboratory. Sanitation is solved through chutes powered by gravity. Toilet bowls are directly connected to the chutes and above them wooden service doors (2 by 2 feet) are openable to throw any additional trash inside. The chutes are 5 feet squares in layout and end in the cellar. In homes where the kitchen has access to the same chute, a similar service door is available from there, to get rid of excess materials, or unwanted remains. Lighting is solved through natural means. Some use candle-light, some use torchlight to provide the necessary illumination. Torches are fixed on the walls at 5 feet height and provide orange hue to the interior. The only exception is the Scientist (16) who has electric light inside her apartment. The House is wedged in between 2 other buildings of similar size. On this floor there is a 30 feet gap between this and the other houses, allowing sunshine to enter the windows. The staircases house wooden stairs. They are empty, clean, and frequently travelled by patrons of the establishment. The schedule of the floor is the same as that of the building. At about 10:00 PM, businesses close, and reopen only at 6:00 AM. Between these timeframes, inhabitants tend to their own desires. During business hours the location has guests actively visiting the two floors – sometimes even creating crowds – this building being the largest and most prominent trading hub in the region. Smells sounds and atmosphere – the house is well insulated, but the wooden floor gives off a creaking sound. 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. RANDOM ENCOUNTERS The location is alive, positive, and negative things can and will transpire while the party is spending time inside. You can use the following table to determine a set of random events on the second floor, to make the place more alive and provide tasks to solve for your players. Roll (1d12) Random event 1 A drunk patron comes out of the brewery (14) and soils the walls of the western corridor. 2 A thief pickpockets a lady arriving to the chapel (15) and then tries to leave through the staircase. 3 There is a muffled explosion sound coming from the Scientist (16) – an experiment gone wrong. 4 The Fortune teller (12) walks in the corridor and looking at you she draws protective signs in the air, as if she has seen a devil. 5 2 young ladies come out of the Bookseller (11), holding a stack of books, discussing happily. Upon inquiry the party can identify that they are students, and they spent all their allowance on these books, interests of their research. 6 A small white cat turns around the corner, but as you follow, it is nowhere to be seen. 7 The fireplace in the chapel emits a small sound – akin to a sigh. (See chapter – Everflame) 8 A bird flies crashing straight into the window, and then disappears, leaving a small rolled up parchment behind. 9 The floor starts shaking, but nobody seems to care. The shaking subsides in a couple of seconds. 10 Your hairs and hair start to raise upwards – as if being subjected to static electricity. 11 A maddened man leaves the fortune teller (12) – shouting “Hahaaa I am going to be rich soon!” 12 Arriving to the floor, complete silence greets you. You see no movement, hear no sounds – as if the establishment were empty. It is a rare occurrence.


16 10 – WEAVER Garments, pillows – quality fabric. Essentials to a civilized lifestyle and a comfortable life. At Cloth and Thread you can get everything you need – maybe even a bit more. Cloth and Thread has everything a civilized household could ever ask for. The proprietor Emilla Calitun procures the finest threads, makes her fabric herself, and transforms it into amazing masterpieces of textile products. Her life is simple, and her love for the profession is most visible on the consistent quality she provides. People keep a distance from Emilla, her devotion giving a cautious feel for all who interact with her, trying to keep said interactions to a minimum. She even seems obsessed with her work sometimes… Owner of the business The Rooms The flat is small and unkept, most cleaning limited to the client area. Every drawer, cupboard and table are stacked with threads, wool, and other materials – or ready made products. She has a lot of money in her drawers, not having any real time to go out and spend, her work being the only thing occupying her mind. Family Items Diary – detailing her inability to stop working, One Periapt of Wound Closure, 30d100+1400GP. Plot hooks • Persuading or gaining Insight on Emilla, you can identify that she is bound to her work. A DC15 Arcana check will identify that the bind is related to a hag – 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… Services Service Effect Cost Weave thread From any fitting material Emilla can weave threads and create textiles upon request. This takes 1d4+1 days. 50GP Clothing on order Emilla can craft fitting clothing for any occasion. Upon request she can add secret pockets, or tailor in magical items to the cloth. 5-50GP Magical items or secrets included: 100GP Inventory Item Effect Cost Bag of Holding Magically enchanted bag to contain more than it looks. (dmg 153) 2000GP Cape of the Mountebank A red cape imbued with magical energy (dmg 157) 3000GP Cloak of Protection A bit of a defense against adversities, not sacrificing style over utility. (dmg 159) 2000GP I am happy you came! Do you have an order for me? Please? Emilla Calitun – Textile worker


17 11 – BOOKSELLER Education is a privilege that everyone should have – but these books have a price in gold, regardless of this magnificent goal. The Olden Tomes is a packed bookseller with a large array of old, new, copied, original, magical, and mundane books and scrolls. Albert Kovacs – referred to himself – by himself – as the Librarian is proud of his collection. Contrary to the name he gave himself, there is no free reading or books for loan – everything is just for sale only. Not only the name is pretentious about Albert though – his representation, the fanfare, the mystery he tries to show – all seem just a bit too much, too artificial. Owner of the business The Rooms The main living room is organized as the bookstore, fully disregarding any comfort, and giving all priority to the tomes. A small fireplace and the small bench to eat is the maximum that Albert was willing to place here to provide utility. His personal quarters look similarly mundane, with some of his favorite books on small shelves – not for sale. Family Items A book containing stories of a bully who “got what they deserved”, 1d100+50GP. Plot hooks • 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. Services Service Effect Cost Lore dump Albert can be commissioned to do research for you on subjects shared with 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% chance of success – for lore about people or monsters, the success rate is 50%. 500GP Research opportunity While this is not a library, a certain amount of gold can help players to do research on their own. 50GP/day Inventory Item Effect Cost Scroll of Protection (Undead) A small wooden case with a worn piece of parchment (dmg 199) 200GP Spell Scrolls (dmg 200) Silence Water Breathing Wrathful Smite 200GP 200GP 100GP The Tome of Leadership and Influence 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 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) 5000GP This store is maaaaagnificent!!! Albert Kovacs – Bookseller


18 12 – FORTUNE TELLER Sometimes things can’t be explained through logic and science. For those cases, the occult might help – if you believe in that such of things. The 1000 Fortunes has everything related to mystery and unexplainable magics. Shady fortunes, and predictions, a crystal ball, a scary looking proprietor, and an ever dim chamber. The fortunes told here are almost always accurate and tie into the fears and desires of the client – thanks to the regular use of Potions of Mind Reading before the ceremonies start. Owner of the business The Rooms The apartment is small, and furnished to give the impression of a hut, located somewhere in a desolate location. The window is covered with a thick curtain, and the fire is barely lit, the tables are messy, with potions, scrolls, notes, and books all around. The personal chamber – the bedroom – is hosting the personal belongings of Pannan, and this is the place from where she usually goes on her planar journeys. Family Items 1d8 Scrolls of Plane Shift, 1 Amulet of the Planes (dmg 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 Service Effect Cost Telling of fortune Players need to pass a DC13 Wisdom Saving throw. If failed, the fortune telling will link directly to their backstory and experiences – upon success, they will receive more general information. 50GP Inventory Item Effect Cost Elixir of Health A revitalizing mix to help ease any burdens. (dmg 168) 300GP Philter of Love A pink cocktail giving a better chance at romantic relationships (dmg 184) 300GP Potion of Heroism A steaming blue potion making you brave and confident (dmg 188) 300GP I see great mysteries, and glory in your aura – come closer! Pannan Elderdream – Fortune Teller


19 13 – TRADER Foodstuffs, trinkets, odds and ends – look for them at The Trader! – No name needed; the wares speak for themselves. You are welcome to pay later – if you REALLY want to pay. The Trader has a reputation to be able to procure everything you might need. If you have a tab open at Martinez, you are considered among the elite of the town. Some folks who deal with him though – eventually leave the city never to return… Owner of the business The Rooms The home has two very distinct areas. The client space is warmly lit, comfortable, emanating a friendly and welcoming feel, but the personal quarters look dire, unfriendly, and cold. Most of the personal cabinets contain weapons, bloodied items and cloths, and there are some cleaned skeletons to be found – in wardrobes, in the bathroom and in the chimneys and chutes. 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. Services Service Effect Cost Procure item Alvaro takes orders to find any magical or non-magical item of your choice. As a DM you can categorize these procurements into three categories, based on how challenging it might be to complete such a mission. Each has a different price tag, and estimated time to complete: Mundane items: 1d4 days. Interesting items: (Uncommon/rare magical items) 1d10+4 days, 10% to fail, still required to pay the royalty. Special items: (Legendary magical items) 2d10+6 days 30% to fail, still required to pay the royalty. Item cost plus a royalty 10% for mundane items 20% for interesting items 50% for special items Loan Alvaro is ready not only to keep a tab for you for buying their wares, but also to 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. 5-10% per month 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


20 14 – BREWERY Drinks are not only a source of recreation for the poor – but the elite have very specific tastes and expectations. The Kiwon Brewery specializes in vintage ales and will cover all tastes and needs in the higher end of the quality scale. The Kiwon Brewery serves as the central hub for the city’s elite when it comes to procuring alcoholic beverages for their receptions, events – or personal bars. Artas, 4th generation of the Kiwon family is a proud brewer – keeping the family recipes for ales, and other, stronger alcohols in great secret – ever improving on them and contributing to the family name. Owner of the business The Rooms The brewery’s main hall contains tasting stations with barrels of different drinks on tap, with mugs and glasses next to them. Each station has a short description of the drink with its history and taste the drinker should feel. To the side in an open, bright space the brewing equipment is located, and there is a separate dim storage chamber with well documented drinks of all kinds. There is a chamber containing multiple toilets – to wash up for clients who try maybe a bit too much. Artas does not live in The House – he leaves each 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. Inventory Item Effect Cost Ale It is good quality ale, that is well known and respected around the world. The minimum amount to buy is 1 barrel. There are multiple tastes and afternotes. 50GP Whiskey It is exquisite, aged whiskey, that can serve as present even at the highest of nobilities. Buying is possible in bottles or barrels. 20GP a bottle 800GP a barrel Fruit Schnapps A niche drink, preferred by some – who are looking for exotic tastes. Sells by the bottle. 15GP a bottle Revitalizing mix A thick green liquid in a small vial – with the effect to cure hangover. 5GP 100-year-old family recipes, to cheer with on your 100 th birthday! Artas Kiwon – Brewer


21 15 – CHAPEL The Chapel is the respite for all who want to find salvation and embrace the goodness of the gods. It is dedicated to Pelor, but all are welcome – who worship gods of the good alignment. The Chapel is the religious heart of The House of Professions. It has its doors open, and a small sermon is hosted each day shortly after the House opens – to help ease the minds and souls of those receptive to the message of the gods. The only servant of Pelor in the chapel is a half-orc, his story of crime and dishonesty turning to religious zeal after a sudden loss. Owner of the business The Rooms The Chapel consists of the main hall used for ceremonies with a pedestal, statues of Pelor and prayer benches all around. It is clean, lit through a dome in the ceiling, through a colored glass window. Attached to the main chamber the simple – near empty bed chamber of Tornak is located – with nothing but a bed, a wardrobe, and a table. Family Items Tornak has no items of interest, aside of his clothes. Plot hook • 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. Services Service Effect Cost Remove curse Through the power of Pelor, any curse that does not have a strong material bind (e.g., a deal with a Hag) can be removed from the target creature. This service can be used 3 times a day. 50GP Divine Intervention 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. 500GP Cure disease Through the healing power of goodness, all diseases and the Poisoned condition can be removed from the target creature. Donation Inventory Item Effect Cost Holy water Holy water, operating in line with standard 5th edition rules. 1SP Amulet of Proof Against Detection and Location This can take evil eyes off you. You can rest now, child. Stay in the light. (dmg 150) 500GP May the light guide you, my children! Tornak Anamesh – Cleric


22 16 – SCIENTIST Experiments are the only ways to achieve progress. Science is the way to bring magic to those who otherwise could not benefit from it. Some explosions might happen during the process though. The Scientist has a reputation of being a weird person. She lights her apartment with something she refers to as “electricity” that she has “generated”. Most disregard this as foolishness – but those who decide to buy from her, have a hard time explaining the lights and the general way her apartment looks. Owner of the business The Rooms The location is ultra-modern compared to the other homes of the city. Multiple items can be found here that are Allie’s own designs – including a boiler, radiators, a gas-operated stove, a generator, and electric lights. Most of these are made from brass and other, rarer materials inside – which Allie will keep secret form anyone. The rooms otherwise contain tables for working, containing the ready items (enchanted, magical, or bottled as potions) and are looking convenient but out of 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 Item Effect Cost 10 Unbreakable Arrows Experiments show that these arrows work better than anything you would buy at your regular blacksmith. Limited quantity, so take care of them! (xge 139) 50GP/piece Potions of Superior Healing A drink that puts you back on your feet. No, not magical, how many times should I tell you – it is made with science! (dmg 187) 250GP Bead of Force Throw this only at your risk. It will hurt and might lock you in - for a minute. Single use! (dmg 154) 500GP Oil of Sharpness Need an extra kick for your weapon? Apply this oil and feel like a king – at least for a while. (dmg 184) 1000GP Universal Solvent For breaking bonds that were not meant to be broken. (dmg 209) 5000GP Sovereign Glue For binding things together – to eternity and beyond. (dmg 200) 5000GP Take a look. This should be interesting for you. Allie O’Hear – Scientist


23 17 – TANNER Leather work is one of the most ancient professions. You would think everyone knows how to do it – but do they really? Mary is the best when it comes to quality – magical or otherwise. Mary’s Leather Emporium smells of acid, and concentrated cured leather. It is near impossible to come to the apartment without flinching or breathing heavy, but if you want to receive good quality armor, leather items, or cure your own materials – this is the best place you can find. Owner of the business The Rooms The tannery is dripping, wet, acidic, and messy. This area serves as the place to meet customers, process skin and leather – but you can’t find any ready products here. Ready products are found stashed and organized next to Mary’s drawings in the living chambers, in large wardrobes. Upon a customer arriving, Mary will scurry inside to get the relevant item and gather the payment. Aside of this, the home is a regular household, with average quality wooden furniture. 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. Services Service Effect Cost Cure and Prepare Leather Players can bring in any fresh skin, for Mary to prepare and cure it. The process takes 1 day for the skin of a medium creature, and each larger size adds 2 extra days to the time taken and doubles the cost. 50GP 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. 50GP Inventory Item Effect Cost Leather Armor Standard Enchanted +1 Enchanted +2 20GP 1000GP 2000GP Studded Leather Standard Enchanted +1 Enchanted +2 40GP 1500GP 3000GP Belt of Hill Giant Strength A leather belt, that by looking at it even, seems to make you feel more up to any tasks at hand. (dmg 155) 500GP Leather scroll case A small case, suitable to house a rolled-up piece of paper, defending it from any external effects. 3GP Leather pouch A pouch able to contain small items, helping to keep them at hand, but out of the way. 1GP How did you skin that beast? Do you think I can do anything with… This? Mary Alabaster – Tanner


24 CELLAR The Cellar of The House of Professions is a place housing all items and utilities to tend for hygiene and making sure that the civilized services of the home continue to operate uninterrupted. The floor is made from planks and is neither clean nor well kept. It contains the bottom of the toilet chutes and chimneys, barred with large wooden doors, strengthened with iron plates on the inside. The holes reach 2 feet below the ground level of the cellar. The ceiling is held up by large stone pillars and is supported by 30 by 30 stone plates on top – keeping the whole house standing. The walls are scraped, unpolished, only serving the function to keep the place barred from ground pouring in. All over the cellar there are crates, barrels and boxes containing either the trash to be taken away (which happens after the daily operations close) or tools for maintenance – shovels, pickaxes, gloves, pans, cups. The place is lit by torches, and the occasional embers falling from the chimneys. The cellar smells like rot and smoke and is not a pleasant place to be staying at. Workers clean the area every day, trying to finish as fast as possible, leaving the area empty for the most part of the days.


25 ALTERNATE STORES The Trader (13) and the Antique Boutique (2) can easily be replaced with a more general store concept if you wish to provide a different feel to the House. Alternate stores ideas can be the following, with the attached item tables. You can keep the store owners though, especially related to their secrets and allegiances – to keep the look and feel of the map in line with the stores’ profile. WEAPONSMITH Item Price Arrows, Bolts 5CP Longsword, Shortsword 1GP Longbow 1GP +1 Dart 1500GP Mace of Smiting 500GP +1 Arrows, and Bolts 15GP +1 Light Crossbow 1500GP Sword of Wounding 500GP Backpack 5SP Crowbar 1SP Grappling Hook 1GP Hammer 5SP Lantern 5SP Lock 1SP Iron Pot 5CP Torches 2CP Signet Ring 1GP Rope 2SP Shovel 1SP Sack 1SP Mirror 1SP Axe (woodcutters) 1SP MAGIC SHOP Item Price Wand of the Warmage (+1) 4000GP Ioun Stone (Insight) 7000GP Amulet of the Planes 6000GP Bead of Refreshment 100GP Ring of Free Action 5000GP Spell Scrolls (up to level 5) 100-5000GP Potion of Healing (multiple levels) 50-250GP Potion of Climbing 50GP Potion of Resistance (fire) 200GP Potion of Invulnerability 500GP Potion of Water Breathing 100GP Tinker’s Tools 100GP Herbalism Kit 50GP Periapt of Wound Closure 500GP Quaal’s Feather Token (Anchor) 200GP Ring of Evasion 5000GP Robe of Stars 10000GP Rope of Entanglement 500GP 2 Sending Stones 500GP


26 THE SECRET OF THE HOUSE OF PROFESSIONS The house is a peaceful place, respected and not bothered by a lot of lawless individuals – nor has it any shady dealings – aside of those mentioned in the stores’ descriptions in earlier chapters. It does have one inhabitant though – whose intentions and even presence is mostly unknown, unnoticed. The inhabitant is an elemental, called the Everflame. It was brought into the house on accident, ignited by a magical ember, and now resides inside – unable to be seen and killed – only leaving this plane of existence if at one time all flames are quenched in all floors of The House of Professions. THE EVERFLAME This elemental has no exact shape or size and is not bound to the material plane in ways other creatures would be – limiting movement and bearing physical form. Below is the stat block of the Everflame though it is not meant to be fought. It does not have hitpoints or AC in traditional sense. It can’t be dispelled, but it can be banished from the house. MOTIVATIONS The Everflame is neutral against everyone and is looking only to overhear discussions. Its motivation is to gather as many secrets as possible, it does not want to harm anyone. It loves to reside in common areas – in torches or the fireplace of the Parlour, and when something interesting happens during the evenings at the homes, it switches places regularly to overhear family discussions. CLUES The Everflame can be sometimes heard sighing when no one is around. Players passing a DC16 Perception (hearing) check can identify that the sigh came from a torch, or a fireplace. When the Everflame changes place, the fire’s structure changes briefly. This can be noticed by passing a DC16 Perception check. ENCOUNTERS AND RESOLUTION Once players realize that there is something wrong with the fires, and start to look for more clues, they will be able to overhear more and more regular whispers from the light sources – inquiring – what their intentions are, what do they wish to find. If the players act in a hostile way, the Everflame will start to try and damage them, leaving immediately afterwards to a far location within the House. If the players want to put out all fires the Everflame will start to sound more desperate, eventually shouting, begging for the players to stop, even promising to share its secrets with them in exchange for their mercy. The players can resolve the mystery either in favor or against The Everflame – the house will mostly be unaffected by the change. THE EVERFLAME Elemental, Neutral Armor Class - Hit Points - Speed instantaneous between burning fires of The House of Professions. Senses Passive Perception 18, Blindsight 300 ft Saving throws +5 against Banishment, automatic success against other effects Languages Common 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.


27 RESOURCES THE HOUSE OF PROFESSIONS (1ST FLOOR) (40*40)


28 THE HOUSE OF PROFESSIONS (2ND FLOOR) (40*40)


29 THE CELLAR (40*40)


30 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 other 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 permission 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.


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