Southern Ragon (World of Al'Dravin)
A large building set up against a river, holding wears ranging from astounding to mundane. Comes equipped with private lodging for 5 important persons and bunks or hammocks for up to 45 travelers, traders, or passing merchants. This structure also includes a caravansary.
A small roadside house for travelers, filled with the smells of cooked and pack animals. Outside, visiting merchants bark their wares, enticing locals with colorful goods from distant lands
Roll 4 times on the merchant table. These merchants are present at this location for 7 days, after which they depart and four new randomly-rolled merchants arrive, continuing this pattern every 7 days.
This room generates an income of 20gp times 2d10 every 30 days.
The waves lap lazily against wooden pilings and the bells of tall ships clang idly. The air is entwined with the briny smell of fresh fish and the loud conversation of burly dockworkers as travelers come and go from this port of call.
4 trading ships may lay anchor safely at this room. Roll twice on the Merchants table. These merchants are present for 7 days, after which they depart and two new randomly-rolled merchants arrive, continuing this pattern every 7 days.
This room generates an income of 25gp times 2d10 every 30 days.
Deep beneath the earth, a tunnel lined in ancient masonry runs from your structure to some safe and innocuous point in the outside world. Should the worse come to pass, you at least have a way out.
A secret tunnel runs from a point in your structure you choose to another point outside within a mile, also of your choosing. This room automatically benefits from the Hidden Improvement.
There’s no telling what secrets a cleverly-designed structure may hide. Behind tapestries, false book-cases, or hidden switches lurk chambers tucked away where none may find them, save those that know the secret to accessing them.
This modification is added to hide a room from view. Allies may know of the secret, otherwise a DC 15 Intelligence (investigation) check is required to discover the presence of a hidden chamber, followed by a DC 15 (Sleight of Hand) check to uncover how to enter, once aware of its presence
Possible Construction Addon: