Hey all! I’m planning on a home brew game through the Sword coast. I was wondering if anyone had any ideas on where I can find a list of shops in the various cities/towns? I’m gonna use the ones from Dragon Heist for WatersDeep, but I’m unsure if the others.
Put in the top three (smith, general goods, apothecary) then if the players ask, "Hey, is there a shop that sells XX?" then say Yes, there is! and make it up. Except for a magic shop selling serious magic items. It would advise against that one.
I wrote a homebrew with my son at Christmas. We included ...
Two taverns, one for regular folk and one catering to 'wee folk.' One 'hotel', rooms available at one tavern or rooms available at the adventurer's guild.
General goods store and caravans that might be encountered traveling from one town to another.
Clothing shop, leather goods shop, fletcher, armorer / weapon smith (except for what he has already available, the weapon smith can only mend armor or sharpen weapons - he wouldn't be able to make any new items in the time a typical campaign would take place), glass blower (although his wares are normally purchased from a caravan or at the general goods shop)
Cabinet maker, carpenter's guild, wheel wright, cart / wagon maker (wood boards may be purchased from the carpenters)
Horse farmer, sheep farmers, cow farmer, many many grain farmers (near by) and a grain mill
Temple for the local clerics aligned with the government (where carrier pigeons could also be rented)
Alchemist, jeweler, two blacksmiths (one for general goods for the farms and residents and a second one that was more able to deal with weapons and armor needs - either smith would provide hinges, hasps, hardware for locks although locks would be purchased from thieves who knew how to make locks better than anyone), cartographer and calligrapher (spent his free time copying maps for sale when he wasn't doing calligraphy for the governor or someone else in court)
Adventurer's Guild
Magic items, except for potions that would be available at the alchemist, could only be obtained from the court wizard with approval of the governor.
The DM could have a 'stray' magic items show up somewhere it was not expected to turn up such as a magic scroll in the hands of the calligrapher or the caravan.
Obviously the general goods shop would have many things from other trades such as clothing, chests, boxes, bags, lanterns, pottery, glassware, typical tools and all sorts of things. If his shop isn't build like a fortress, I wouldn't have any significant armor or weapons available there by order of the governor because the place isn't secure enough to store them.
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Hey all! I’m planning on a home brew game through the Sword coast. I was wondering if anyone had any ideas on where I can find a list of shops in the various cities/towns? I’m gonna use the ones from Dragon Heist for WatersDeep, but I’m unsure if the others.
Put in the top three (smith, general goods, apothecary) then if the players ask, "Hey, is there a shop that sells XX?" then say Yes, there is! and make it up. Except for a magic shop selling serious magic items. It would advise against that one.
"Sooner or later, your Players are going to smash your railroad into a sandbox."
-Vedexent
"real life is a super high CR."
-OboeLauren
"............anybody got any potatoes? We could drop a potato in each hole an' see which ones get viciously mauled by horrible monsters?"
-Ilyara Thundertale
I wrote a homebrew with my son at Christmas. We included ...
Two taverns, one for regular folk and one catering to 'wee folk.' One 'hotel', rooms available at one tavern or rooms available at the adventurer's guild.
General goods store and caravans that might be encountered traveling from one town to another.
Clothing shop, leather goods shop, fletcher, armorer / weapon smith (except for what he has already available, the weapon smith can only mend armor or sharpen weapons - he wouldn't be able to make any new items in the time a typical campaign would take place), glass blower (although his wares are normally purchased from a caravan or at the general goods shop)
Cabinet maker, carpenter's guild, wheel wright, cart / wagon maker (wood boards may be purchased from the carpenters)
Horse farmer, sheep farmers, cow farmer, many many grain farmers (near by) and a grain mill
Temple for the local clerics aligned with the government (where carrier pigeons could also be rented)
Alchemist, jeweler, two blacksmiths (one for general goods for the farms and residents and a second one that was more able to deal with weapons and armor needs - either smith would provide hinges, hasps, hardware for locks although locks would be purchased from thieves who knew how to make locks better than anyone), cartographer and calligrapher (spent his free time copying maps for sale when he wasn't doing calligraphy for the governor or someone else in court)
Adventurer's Guild
Magic items, except for potions that would be available at the alchemist, could only be obtained from the court wizard with approval of the governor.
The DM could have a 'stray' magic items show up somewhere it was not expected to turn up such as a magic scroll in the hands of the calligrapher or the caravan.
Obviously the general goods shop would have many things from other trades such as clothing, chests, boxes, bags, lanterns, pottery, glassware, typical tools and all sorts of things. If his shop isn't build like a fortress, I wouldn't have any significant armor or weapons available there by order of the governor because the place isn't secure enough to store them.