Room 5/2 is behind a thick door with a complicated and strong lock on it. While it's plain as day the door is mismatched and was replaced at some point, only someone with the appropriate carpentry or similar trade as a background realizes it was reinforced as well. If adventurers make it past, the rich smell inside the small building suggests why - it's a spice shop! Moving through the well kept and dusted shelves, it's clearly been picked through over the years, but there's enough rare spices to take back and use for cooking or selling.
#The Tree & The Tower
Room 5/1 is an old pet store whose door has been gnawed through. All matter of almost-musical commotion comes from inside. If an adventurer pokes their head in, they find the bright-eye stare of a pack of instrument wielding raccoons staring right back! A pack of Ractunes has made its nest here after long going feral, and they defend it with all matter of peculiar instruments.
Hidden in the back, in a battered and clawed case, is a still protected magic instrument, waiting to be found.
Room 4/30 is a darkened house. The front, western room is trashed from fighting, but an effort's been made to clear the dance floor built into the southern end of the room. On the floor, two Water Elementals dance back-and-forth to an unheard tune and in the way only amorphous beings unburdened by form but beholden to gravity can.
The eastern rooms are in better shape, but have been largely picked over. They consist of a dining room, a sitting room, and a kitchen. Stairs off the hall lead down to room 4/23.
Room 4/29 is a plaza full of damaged market stalls. When midnight comes around, the stalls transform, as if repaired, and become laden with goods. Sounds of people trading fills the air, even as no actual people walk about. The area remains this way till sunrise.
Adventurers can trade for basic goods, and sometimes rarer fair. Vendors, though unseen, actively bargain, though they don't trade in coin. Instead, it's like goods for like goods, or else an adventurer can trade something a bit more intangible, such as their True Name, a year of service, their voice, etc.
If someone takes an item without trading for it, the item becomes cursed at sunrise.