You'd have to create furniture items first, and this might not be most efficient, but my initial thought would be to make a common event for each item, and have the item call its corresponding common event. Example: If you want a stool, then in the item tab on database, have a non-consumable item called "stool" which calls common event 'stool'. Now, make a switch "in house" which is turned on every time you enter house and turned off when you exit, as well make a switch called "stool drop". In the house, create an event called stool. Make it transparent, and check the box that says through. As well, make it's speed "Fastest" and it's Frequency "highest". Now, make a custom Move Route which is Repeat Action Move towards Player. Make a new event page in the same event. Have this one called by the switch: [Stool Drop], and make it's image a stool. Change it's speed to fast and it's frequency to high. Input this:
Text: Do you want to push it, pull it, pick it up, or leave it?
Show Choices: Push, Pull, Pick Up, Leave
When Push:
Set Move Route Player (Ignore if Can't Move)
1 Step Forward
Set Move Route [Stool] (Ignore if Can't Move)
Move toward Player
When Pull:
Set Move Route Player (Ignore If Can't Move)
1 Step Back
Set Move Route [Stool] (Ignore if Can't Move)
Move toward Player
When Pick Up:
Control Switch: [Stool Drop] = OFF
Change Items: [Stool] + 1
When Leave:
Branch End
Now, go to common events in the database, and define 'stool' to have a process similar to this:
Conditional Branch: Switch[in house] = ON
Set Move Route [Stool]
Move Up
Control Switch [Stool Drop] = ON
Change Items [Stool], - 1
Else
Text: You cannot drop that here
Branch End
I haven't tested it, but it ought to work. Just post if you are having trouble. Note: If the item is not passable (a stool is), you will have to change the When [Push] to: Move Event: [Stool] move away from player, and put it before the Player Move.