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View Full Version : Preflavoured buildings for quick reference.



AtlasSniperman
2017-04-30, 11:21 PM
I don't know about you guys, but I often find myself stumped for a flavourful building when my players decide to go somewhere out of the norm in a city. Sometimes they'll want to go to a Magic-Mart and I didn't have one prepared, or want to change Tavern HQ's because they don't like the current barkeep. I like to make all these kinds of buildings stand out and be special, so I've clumped together a bunch I've used in the past as an index for anyone who is in a similar situation either between games or currently right in the middle of a game.
Of course, it might be super handy for other people to share others so we have a good quick reference in case the DM's stuck.

Magic-Marts:
You enter a chaotically built, very cluttered shop. Racks of items locked in glass cabinets stretch to the 20ft tall ceiling. At random places around the store are ladders carved into the walls, sized for the smaller kinds of partitioners; Kobolds and Halflings. Of which several can be seen hovering somehow 6 and 12ft in the air, perusing the shelves. Lined against the wall by the door are several large vats of bubbling potions, with a container holding dozens of glass vials beside them. A small, textless sign, above these cauldrons shows several images in sequence; first a hand placing coins into a glass vial, second the coins in the vial disappearing, third the hand dipping the vial into a cauldron, and finally a second hand stoppering the now full vial. Ocassionally the glass cabinets show a similar diagram, with the coins being pressed into the glass until the hand is allowed to somehow pass through the glass and take the item on the other side. Every item on display throughout the store sparkles and is easily seen; each having a little sign stating the amount of gp the item costs, as well as showing a diagram of the number and appearance of each coin.
DM NOTES:
none of the displays have any sort of lock or percievable way to open them aside from the placing of coins. The shopkeeper can push items in through the glass with no problem or cost, when he needs to restock the shelves. When coins are placed in a vial, that vial will only successfully gather liquid from a vat of a potion that costs as much as was paid, other potions simply do not enter the vial. In addition the exterior of the vials(and indeed the users hand) does not actually touch the potion, and so no residue will be present on either.
At the 6ft and 12ft heights are invisible floors of force. These floors do not interact with someone if they are holding onto one of the ladders with both hands, and do not interact with people passing through them from below.
The shopkeep; Kethrital, is a happy and friendly Wyrmling Copper Dragon that polymorphs himself into a Halfling around customers. He loves to chat and tell jokes, and will happily direct the customers to any item he has in stock that they ask about, or that he figures would suit them
STOCK:
The dragon's copper always has Cure Light and Cure Moderate wounds potion in stock, and has a 40% chance to stock any prefabricated magical item(so not custom weapons or armor) of up to double the gold piece limit of the settlement in which it is located. And a 90% chance to stock items of that category that are of the settlement gold value or less. The shopkeep is willing to order in custom or difficult to find items that he does not stock, though charges a 20% commission fee and it takes 1 days per 2000gp in the price(minimum a week however).

This store is quite dark, with no apparent windows and only the front and back doors. Stock sit on low lying, poor quality tables and cabinets, with no percievable security measures. The dim chamber is lit only by the occasional candle situated near some of the pricier items around the room, though enough light exists to allow even a human to see where they are going. Behind the counter sits a grinning Tiefling with his feet up on the bench. Every item has a small paper card showing its price and a brief description of what it does.
DM NOTES:
Attempting to take any item, even simply to inspect it, counts as purchasing it. If someone tries to purchase an item and does not have sufficient funds to do so, their hands pass through the item as if it doesn't exist. If they do have sufficient money however, the coins are teleported off them and into a safe behind the counter, and the person is then able to pick up the item. While no signs exist in the store to alert new customers to this, a DC5 Gather Information, Diplomacy, or Knowledge(local) check will inform a player of this through pure reputation of this store.
The shopkeep, a tiefling called Petter Mongrave, doesn't care about the plight of customers and is in general not a pleasant person to interact with as he seems to consider himself above anyone he talks to. He will however happily buy anything the players wish to sell, for at most 30% of its market price. And all prices in the store are 80% of regular market price.
STOCK:
Avorakalia stocks any and every magic item it gets. Even cursed items, poisons, and illegal items. In the case of these items, the Shopkeep informs the local guard of any purchase of suspicious or illegal items after he closes shop for the day. Though a DC 10 Sense Motive check when this topic is brought up gives the sense that this is purely so he himself does not get arrested for selling the items. The store has a 50% chance to stock any item of the settlements market value or less(including cursed items, evil items, and poisons) and a 10% chance of stocking any items of up to double the settlement's gold piece limit.

With the appearance of a small local library, and in fact used by the patrons as such, this store is very quiet and has this ever present sense that one should avoid talking above a whisper. Several people sit at tables around the central open space of the building, many reading books or scrolls, or jotting things down in their own books. Small copper plaques on the end of each bookshelf briefly describe what can be found on that shelf in a suprisingly large and clear font and in three different languages simultaneously. Approaching any item on a shelf causes the illusion of a small metal sign under the item to angle itself out perfectly for you to read the name and price of the item. If you wish to retrieve this item, it simply drifts gently out of the shelf and into your hand. An illusionary text floats just off every item removed from the shelves in this manner, showing different prices related to it.
DM NOTES:
Unless paid for, no item in this store can be removed from the premesis by anything short of a Gate spell. The illusionary text on each item vary depending on the item, and are detailed further in the "STOCK" section below. This store also has a small table containing bags of all the materials required for the scribing of spells onto scrolls or into spellbooks, at market price.
Feel free to choose whichever languages are most common in the area to be those used on the signs.
The graying old elven wizard who runs the store is quiet and doesn't much care for conversation, but is polite and willing to help customers find what it is they are looking for. He will (to the suprise of most experienced players and DM's) buy any magic scroll, religious text, or Skill Book(see STOCK) for full market price. He is also happy to assist new spellcasters in understanding how various spells work and the like. If as a DM you like to have a flavour reason for characters to multiclass into spellcasting classes, this wizard is a great way to 'train' PC's for multiclassing into any Arcane spellcasting class, or Cleric. For the purposes of stats, if playing in Pathfinder, it is recommended to treat the shopkeep as a Level 15 Universalist Wizard with the Instructor archetype.
STOCK:
The Wizard's Tome has an 95% chance of containing a scroll or spellbook that contains any given spell the players may be looking for. Though feel free to simply say it isn't currently in stock if you don't want them to have it.
Scrolls: Show the spell name, the types of people that can use it(spell list), its rough effect, and the price
Empty spellbooks: Shows the number of pages and price. If using the D&D 3.5 supplement "Complete Arcane", all combinations of Customizable spellbooks can be found here.
Used Spellbooks: Shows a list of spells, the cost to use the book to learn the spell, and the cost to purchase the book outright
Religious Texts: The god or gods it covers, the cost to read the book per hour(usually some trivial amount, often a couple copper pieces if anything at all), and the cost to buy the book.
Skill Books(Any book that functions as a masterwork tool and grants a +2 in a specific skill. Typically Knowledge Skills, but Spellcraft, Linquistics, Various Professions, Appraise, and Survival are not impossible): Shows a flavour description of what the book can help with, the cost to read the book per hour(usually some trivial amount, often a couple copper pieces if anything at all. Particularly good if you like to have your PC's actually research before being able to put ranks into Knowledge skills), and the cost to buy the book.
The store also functions as a basic library for the purposes of any research rules you may be using, and grants a +2 on Spellcraft, Knowledge(arcana), Knowledge(religion), and Linguistics in addition to whatever research rules exist for a basic library.

This building seems to be a single large, open room. Many short display tables can be seen all around the chamber, lined with many strange odds and ends as well as some very impressive immediately recognizable magic weapons and armour. The floor of this room is not paved or tiled, but in fact a thick bed of soft, comfortable grass. In the middle of the room is an exquisitely carved marble plinth, bearing a floating ball of light. The light is soft and warm, and does not hurt to look at but lights the room perfectly for you. Many people can be found here at any given moment, talking happily with each other, or reading or perusing the stock. It's not uncommon to find some travellers asleep in the corners of the room at any given time. And it's not hard to understand why. Upon stepping into this room you feel a quick wave of contentment wash over you. A calmness and comfort that makes it slightly difficult to remember why you entered.
Almost every item on display has a little price tag stating that is on sale. Some discounts as big as several platinum, some as small as a single copper. But almost everything is on sale. Those not on sale are listed as "NEW" and have their own special display locations as well as a plaque listing many tidbits about the item.
A placid and calm rust monster wanders around the store. It does not seem in any way a threat or threatened by the other customers or yourself and much of the time can be seen chewing on the thick grass, potentially the reason for the consistent length. It's not uncommon to see other customers absentmindedly patting the strange creature as it wanders near them. And it does not seem to mind when little people; children usually, climb around on it.
DM NOTES:
I like treating Rust Monsters as primarily herbivorous creatures, which can and do eat metal as a dietary supplement that improves their armoured plating(i.e. it's where their natural armor comes from). If you don't want to change your rust monster to be like this, you can always change this creature to something else(dinosaurs work well) or simply state that this one is magically manipulated to be different from the standard ones.
This store is open constantly, and is often used as a local gathering spot; an alcohol free tavern in a sense. And is manned by three elven brothers. Each of these men works 16 hour shifts, and despite their long hours are always personable and friendly. They'll happily engage in prolonged conversation with anyone, while subtly shifting the conversation space close to certain display units, where the ever present sale items are sure to eventually get under someone's psyche.
The Rust monster that happily wanders around, has been trained to be extremely patient, and usually only raises its rusting tendrils against people who brandish weapons in the store with intent to threaten or harm the occupants. Though it will move itself between a thief and the only exit, should it notice someone stealing, and bray loudly to get the attention of everyone else in the store.
STOCK:
The caged rustie traffics in mostly jewelery and general adventuring magic supplies, always having a Bag of Holding, Handy Haversack, ring of protection and amulet of natural armour in stock. Aside from this, the store has an 70% chance to have any magical jewelry, wand, or utility magic item within the settlement's gold piece limit in stock. If the store does not have the desired item, but will stock it(i.e. not a potion, scroll, weapon, or armor) the brothers are quite happy to order it in at no charge, though this process usually takes at least a week. They're also willing to try and order in or make objects of their purview that are above the settlement gold piece limit, though there is only a 30% chance of success in such cases and they will add a 15% ordering fee on these items.

This large chapel is bigger inside than out. A magnificent stone temple with high vaulted ceilings, beautiful gothic architecture inside and magnificent stained glass windows. The priests, or maybe their monks, wear only long gowns and no holy symbols of their own. Long hallways extend away from the central hall used for sermons. These hallways are lined with possibly thousands of items, and a single look is enough to give you the sense of an enormous labyrinth of gear. Upon every wall, in easy view from everywhere, is an exquisite platinum sign. Beautifully intricate and written in your own primary tongue. The signs read "The Holy man walks here among friends. The Righteous man may always find here aid. But within these walls, sins will not be tolerated. If you intend what the gods call illegal, You will find yourself adrift in a space without evil.
DM NOTES:
The temple of Thorim is actually a massive, near infinite, self contained demiplane, whose door can open in place of and to the front door of any temple dedicated to "Thorim", a very low level deity easily slipped into any campaign that has them. Thorim is a god of peace through power, and wealth. He is often venerated(but not worshipped) by Paladins, and does his best to get along with but not piss off any non-evil gods. This temple cannot be used as a means of fast travel though, as a person leaving the building arrives having left the door they entered to arrive at the place.
The priests/monks are all happy to direct any customer looking for a particular item to that item. They will mention upsale options to customers, but will always focus on the cheaper options, unless the customer makes it clear that they expressly want the more expensive objects.
Theft and attacking other customers here in any way, draws the ire of Thorim himself. When an attack roll(or harmful spell) is declared, the Attacker/caster gains a mental warning not to proceed or be punished to "his lordships extent", at which point the player should be allowed to choose not to follow through with the action. If they do anyway, all their items are dumped on the ground and they are sucked out through the labyrinthian corridors(not hitting anything) through the main doors and out into the Astral Plane. A similar effect occurs upon attempting to steal anything, however theft gets two warnings; one upon taking the item with intent to steal, and another upon attempting to step out the door without paying. In either case, other characters may pay a 1000gp fee to have this person retrieved and have the person and their belongings(without any stolen gear), ejected from the temple back where they originally entered.
STOCK:
The temple of thorim sells all Holy Texts and Holy Symbols of every non-evil god. If you have enchanted holy symbols in your campaign, they'll be available here as well. They also sell Holy Water and it is possible to purchase Divine Spellcasting services for up to fifth level spells. The primary draw of this place however is the available magical weapons and armour. Every Simple and Martial weapon and every type of armor is for sale here, with every single enchantment(multiple special ability enchantments require custom ordering unless it's a "Specific Magic Item" prelisted in a sourcebook you allow) that is not made using a spell with the [EVIL] Descriptor. All of these combinations can be gotten in any special material in which they can be obtained. The priests are happy to listen to what a person wants to use one of these items for and will try their best to suggest weapons, materials, and enchantments to best suit the buyers requirements.

Inns and Taverns:

This large building seems to be a part of the city wall. Two large towers with a section of wall between them and a large archway through which the carriages of many merchants may pass. Around the left side after walking under this structure, you can see a collection of Carriages and wagons parked in a designated area, with a stables nearby tended by a human teen. An inviting door on each side of the inside of the passage bear well kept wooden signs declaring; "The Gatehouse Inn and Tavern: Vacancies". Passing through one door greets you with the sight of several men and women in city guard uniforms, sitting at tables chatting. And a small sign pointing to nearby staircase upwards. This sign again reads "Gatehouse Inn and Tavern", with a little subsign attached that reads "Vacancies". Up the spiral staircase two floors, and along a hallways leads you to a suprisingly large Barroom. A good number of tables are scattered around somewhat haphazardly, with a few patrons scattered among them. A set of doubledoors lead out onto a landing with a parapet wall, overlooking the hinterlands outside the city. Holes can easily be seen scattered across the floor with stoppers connected to lines of chains blocking them. All the chains lead to a round winch set on the wall by the bar. A menu on the bar lists the prices of meals and of rooms, with two classes of rooms available; Merchant and Adventurer. With Merchant rooms costing triple that of Adventurer rooms.
DM NOTES:
The Gatehouse is an inn run by a very very talkative bard who has reaches an agreement with the Mayor(/Head noble) of the town, and the Local guard. He is allowed to use a sizeable section of the gatehouse as his own private Inn, provided he pay rent to the Guard, which they need due to a recent drop in funding. In addition, anyone wishing to rent an "Adventurer" room must sign a contract for the period of their stay that renders them part of the militia, for use in the case that the city is attacked. Due to the proximity of the Gatehouse Inn and Tavern to the garrison, and the contract signed for the Adventurer rooms, the Gatehouse does not often experience bar brawls. And when one does appear to be starting, Bathi Trembol the proprieter, will attempt to use his Fascinate ability to stop it before it gets out of hand.
The cheapest "Adventurer room" is simply a one night bed in a 'bunk dorm' near the top of one of the towers. This dorm costs 1sp per person per night and does not come with a meal. The Penthouse Merchant Suite however is the same room but in the other tower. At 75gp/night, this chamber was converted from the office of the old guard captain and has a sweeping vista-like view of both the Hinterlands and the city itself. It comes with personal grooming facilities, Breakfast lunch and dinner, and a large map of the city showing every legal business, their reputation, and the names of the most trustworthy staff there(Though this map is affixed to the wall and is considered stealing if you take it).

The main chamber of this Tavern isn't a single floor. Instead, it is best described as concentric Octagons, with each one set 6ft lower than the one just outside it, leading down to a stage at the bottom. A thin smoke, not thick enough to cause trouble breathing but enough to make it difficult to see too far away, fills this room. Each 'subfloor' is split into 7 "bays" and the staircase. The bays are seperated by bamboo walls that extend half way to the edge, and the edge of each subfloor is protected by a railing. A small window in the proper wall of each bay can be knocked on, and the drinkers listed drink of preference will be slid out the hole. The tables in each bay are caked with dried food and slopped grog. Popular with criminal, loners, and adventurers, The Tavern of many dark corners is a great place to be dark, mysterious, and not overheard.
DM NOTES:
Running around inside the wall of each subfloor is an additional outer-chamber that is very narrow and connects in a very similar design to the main room, to each other and the bar. A Halfling husband and wife run the Tavern but do not step into the main chamber ever. Instead they take orders and present food and drink through the small windows. As such they don't get involved in brawls and leave the fighting to the adventurers that frequent the place. The smoke is a mix between the smoke of burning Pork and the fumes of an anti-intoxicant. While the anti-intoxicant is so thin that it never stops people getting drunk, it does ensure they don't suffer motor function impairment as to stop them falling down the stairs or over a railing.
In addition, the stage in the center of the room is a great place acoustically, granting a +2 on Perform checks relating to sound.

Gildedragon
2017-04-30, 11:51 PM
This is pretty cool.
I got a few temples and inns and taverns I'd not mind sharing

Ursus Spelaeus
2017-05-01, 03:15 AM
Neat! I'll share too. Feel free to expand on this.


The Monstrous Crab Tavern is built over a deep, wide pit where a huge monstrous crab is contained. The pit is covered in an adamantine grate with the tavern constructed on and around it.
The tavern keeper deters drunken brawls in his establishment with a lever behind the bar. Pulling the lever causes the grate to swing open at the middle, dropping combatants into the pit. Brave fools sometimes volunteer to enter the pit to battle the monstrous crab for gold, glory, and the entertainment of their fellow tavern-patrons. Every man who has entered the pit so far has lost their lives to massive crushing claws. Their bones and their treasure fall to the muddy floor of the pit. Whosoever should defeat the monstrous crab may claim its treasure; in addition, the tavern owner will rename the tavern after the conquering hero.
Wiser tavern patrons entertain themselves by playing the "Game of Claws". The tavern-keeper rents fishing poles, lines, and grasping hooked claws at a small markup. Players lower the hooks through the grate in the hopes of snagging some small trinket from the pit below. The challenge lies in avoiding the monstrous crab's notice, for its horrible claws will surely snap the line.

Monstrous Crab
See Stormwrack for huge monstrous crab statistics, or use the stats from the infamous web-article.

Game of Claws
The DM should prepare a list of treasures with DC's noted according to their value.
Each Game of Claws attempt costs 1 gp. The player makes a Dexterity check or a Profession (Sailor) check. If the player succeeds, the monstrous crab makes a Spot check against a DC equal to the player's check result.
If the player fails their check, they do not claim the treasure.
If the player succeeds their check, and the monstrous crab succeeds its check, the player does not claim the treasure.
If the player succeeds their check, and the monstrous crab fails its check, the player claims the treasure!

NPC's:

The nomadic tribesmen of the inland plains have one word in their language that means both "sailing" and "insanity". Therefore, when one of their own becomes touched in the head, it is the duty of his kinsmen to bring him to port to become a sailor. Being the largest tavern in town, it is the tradition for tribesmen to bring their afflicted kinsman here for his sending off. The tribesmen get their poor young "sailor" drunk until he passes out, then quietly leave him there to get shanghaied into a ship's crew or an adventuring party.
Uman, the tribesman, can be found passed out at a large table surrounded by several empty bottles.
Uman is a 1st level human warrior. He has 4 skill ranks in Handle Animal and Ride, and 1 skill rank in Profession (Herder) and Knowledge (Nature). Uman's feats are Point Blank Shot and Hidden Talent (Detect Psionics). His kinsmen have left him with a dagger, a shortbow, a quiver of 20 arrows, padded armor, a desert outfit, a waterskin, and a satchel containing 5 gp and one week's worth of standard rations.

The Monstrous Crab is popular among students at the nearby mage's college. Mages with sailing experience are in high demand in this town, and it is not uncommon for young graduates to go privateering for a year to pay off their exorbitant student loans.
Samiel Sinwell*, the ship's mage, is the son of a fisherman and the first member of his family to attain higher education (and at the mage's college, no less!) His family is very proud of him, but they are unable to help him with his tuition.
Samiel is a 1st level human adept. He has 5 skill ranks in Concentration, Spellcraft, Knowledge (Arcana), and Profession (Sailor). His feats are Improved Initiative, and Extend Spell. Samiel's spellbook contains the spells mending, purify food and drink, read magic, and endure elements. He wears a mage's long coat and scarf over a sailor's outfit, and comes equipped with a waterproof book satchel, and a dagger.
*Samiel Sinwell is his mage name. His real name is Sam Crabber.

Erasmus Scar is one of the surviving warriors that helped to capture the rampaging monstrous crab in the first place many years ago, and now the proprietor of the Monstrous Crab Tavern. Erasmus is a 3rd level human warrior. He has 3 skill ranks in Spot, Listen, Profession (Tavern Keeper), and Knowledge (Local), and 6 skill ranks in Intimidate. His feats are Able Learner, Improved Initiative, and Improved Unarmed Strike. Erasmus lost his right leg fighting the monstrous crab, so his movement rate is reduced to 20'. He gains Improved Grapple as a bonus feat to compensate.
(Equipment is yet to come...)