Zastoth, a rotund scamp of an Imp, is a devil who goes out of his way to assure that he's just a merchant. Of course, the reality is much more heinous- his mission is to desensitise his customer to infernal presence and to the weight of deeds performed with his goods. He speaks honestly, and has little need for actual gold when he feeds from the souls of his customers. Those who buy from him are cajoled into deeper and deeper acts of deliberate acceptance of evil, at a bargain rate!
Here are some of the goods he might offer to adventurers in need:
Part of building any world is filling it with vegetation and herbs that are used for medicinal (and poisoning) purposes - Kingsfoil, Tears of Lys, Angolan Sauntering Tree, Gurdyroot, and Firemoss, among others. These can help to distance the reader or player just enough that they stop trying to formulate paracetamol or gunpowder, as well as helping the world to feel lived-in. Some might be inherently magical, or just medically useful.
Here are a few herbs that you might find in the shop of a well-stocked apothecaries, or even in the rare jars of specialist herbalists. 1 - Yakkio Leaf: A thick, lush green leaf with a luminescent purple vein running down the middle of it, this plant grows deep in tropical jungles. If folded into a cup or bowl, one quart of water becomes fortified over the course of about an hour, and pouring it onto another plant produces an effect similar to Druidcraft, making it instantly develop a month's growth. This causes the Yakkio leaf to crumble to dust after use. 2 - Snowhusk: This pale pink flower grows only in extremely-cold climates, and has silky leaves similar to corn husks. Although the flower is sweet-tasting and its stamens are used in the preparation of a specific botrytis wine, its seed pods are small, tasteless black beads. When ground into a powder, they can become an almost instantly-lethal inhaled poison. 3 - Stinky Wormgrass: A spindly grass that grows at the base of larger deciduous trees and produces a terrible putrefying smell. When picked, its roots squirm briefly. If brewed into a tea, stinky wormgrass is often known as 'dosira' and is tasty, though still fragrant. It allows those who drink it to pass without sweating for a few hours, preventing them from being tracked by scent. 4 - Wytchsalt: This red, crumbly crystal grows deep underground in areas of magical radiation. It splinters to the touch, easily penetrating humanoid skin and giving them disadvantage on saving throws against spells and magical effects for the next 7 days. When carefully harvested and kept in absolute darkness, it can be administered in food to affect those who eat the food, although cooking weakens its hold, meaning it only takes hold for 24 hours. Those affected by Wytchsalt begin to bleed softly from their fingernail-beds. 5 - Dreamtea Nuts: Growing in arid or dry conditions, Dreamtea nuts are often taken for their hallucinogenic effects. Their hard exteriors can be cracked open to reveal a bluish brainlike interior that squishes on the tongue. Those who partake of the tea or eat the nut report that it tastes like the memory of the number seven, for unexplained reasons, and then descend into vivid fever-dreams for 2d6 hours, during which time they are incapacitated. They receive the effects of a Divination spell as they navigate this dream, although people who partake of tea from the same nut share the dream together, receiving only one spell benefit. 6 - Yeklogan Shoots: These soft grass roots are woody and damp, like bamboo shoots, and grow in mangrove areas. If planted in dry soil, they cause nearby plants to grow into a Spike Growth effect over the course of one minute, lasting over an hour. Only by keeping the roots wet can this be prevented. 7 - Fire Petals: The vivid orange petals of this delicate vine grow in damp jungle climes, and shimmer with heat. If plucked, they increase in heat quickly and dramatically. A single petal, if broken, can ignite a fire much like flint and tinder, while a handful of petals produce an effect similar to Burning hands (save DC 12). 8 - Kojiary: Growing generally on extremely high mountaintops (24,000 or more feet high), this tiny blue flower is almost unnoticeable, and seems to wilt quickly when exposed to oxygen-rich environments. However, legend says it was blessed by the Sun God, and its juice grants the effects of a Greater restoration. 9 - Hateblister: A fungal growth that manifests as sheets of pale mushroom flesh, often a foot or more square, and pinkish. It blisters instantly if touched, and the yellowish fluid within is a contact poison that causes the target to become Stunned for 8 hours (Constitution saving throw DC 14). At the end of the time period, the target is allowed another saving throw, remaining stunned for an additional 8 hours if they fail. Those who fall prey to Hateblister sometimes die next to the growth, allowing it to spread to a wider area. 10 - Cavern Vaggath: Unlike 'normal' vaggath, a harmless roadside weed, cavern vaggath is bioluminescent, with a pale blue radiance. Its taste is indescribably vile and it squeaks in the teeth, but allows someone who consumes a fresh handful to gain darkvision with a 60-foot range for about 1 hour. 11 - Blood Saffron: Growing in remote mountain valleys, blood saffron is a violently crimson-coloured flower. Crushing its petals and stamen into a powder allows those who inhale it to enter a barbarian's rage for up to one minute, seeing visions from Guthurzk, the fiendish god of murder. It is carefully harvested by the Orc tribes of the far north for religious purposes, and sometimes used in extreme situations to create legions of berserkers to attack their foes. 12 - Jade Moss: A pale green moss with slight translucence which grows in very sunny areas, this moss must be harvested carefully by someone wearing thick gloves, due to its slight acidity. It is tasteless, odorless, and has the consistency of jiggly pudding. If an ounce of jade moss is touched to metal surfaces, it causes the metal to heat quickly, as the Heat metal spell (saving throw DC 13). This causes the jade moss to evaporate and crumble. Requested by Yosuke Jones. An enterprising and charismatic gnome by the name of Knagnog (pronounced "Nag-nog") owns and operates a travelling sale-wagon he calls Knagnog's Knicknacks, selling Potions of Dubious Quality and travelling from town to town. His patter is engaging and charming, and his goods are indeed of Dubious Quality, meaning he's sometimes chased out of town for being a fraud.
Here are some of the goods he might have for sale: 1 - Ichor Draught (50gp): These green, honey-consistency potions contain a couple of tentacles from some aquatic monster, and are popular with cultists as a defensive measure. They taste absolutely vile, but grant the drinker the ability to manifest shadowy tentacles which lash out at all around them. When drunk as an action, the target can manifest Arms of Hadar. 2 - Cure-All (50gp): This thin vial of clear liquid seems unremarkable, having the consistency of water, and no discernible smell or taste. Knagnog promises that it'll "cure your ills" and sells it to folks who are unwell. When drunk, this potion cures the drinker of any of the following conditions which currently affect them: blinded, charmed, deafened, exhaustion, frightened, invisible, paralyzed, petrified, poisoned, stunned, or unconscious. The drinker then gains the poisoned condition for the next 24 hours. 3 - Anti-venom Elixir (50gp): A brilliant cobalt-coloured solution with the taste of rotted chalk, Knagnog promises that this will cure any poison. When drunk, the drinker loses the poisoned condition and if they have taken any poison damage in the past 24 hours, they regain 2d6 hit points. However, they gain 5 levels of exhaustion. 4 - Fun-Gal Libation (25gp): This liquid is pinkish-grey and streaky, flavoured something like strawberry syrup. He promises this will give someone a 'good time' (accompanied by a creepy wink). If drunk or consumed with alcohol, this potion enhances the drinker's enjoyment and fun, without impairing their judgement at all. Any children conceived by the drinker or their immediate partner in the next 24 hours will be born as baby Myconids, who will escape at the first opportunity to found a new colony. 5 - Thirst Quencher (50gp): This drink comes in a comically-large conical flask, nearly two pints, and is a soft red colour. It tastes of burned copper, and when drunk, which requires at least an entire round's worth of actions, the drinker is cured of any levels of exhaustion and finds themselves feeling bloated with liquid and strongly smelling of copper. For the next hour, the wearer has vulnerability to fire damage, and any attempts to locate them by smell have advantage. 6 - The Swagswig (500gp): Knagnog promises that this very rare potion will bring incredible luck to someone who drinks it, and only carried one, in a secure box. The potion comes in a bottle wrapped with golden wire and decorated with tiny quartz gems, and has tiny flakes of gold floating within its liquid. As surprising as it sounds, this potion is actually blessed by the gods of fortune. When drunk, the value of any random amounts of coinage, art objects, or jewellery that the drinker discovers or finds in the next 24 hours are doubled. Eberron introduced the concept of Magewrights, skilled NPC crafters who can build low-level magical items for everyday use. While these don't work for every campaign, having very limited-use items can be fun and characterful, especially in a magic-rich region such as a mage school.
Here are a variety of low-level magical items you could use for your campaign, either as purchases or magic items which a player character might start with: 1 - Ring of Preparation: By turning this ring entirely around a finger, the wearer's clothing is made clean and fresh. The ring recharges at dawn of the next day. 2 - Bear's Tooth: This trophy necklace is engraved with a rune and worn as a necklace. When the wearer lets out a bestial roar, their voice booms three times as loud as normal. It cannot be used to amplify spoken words. 3 - Light stone: This fist-sized chunk of yellowish quartz shines like a candle when shaken, and then can float in the air, as if affected by Levitate. Over the course of an hour, the stone drifts to the ground and then the light goes out. If grasped by a creature during this time, the light extinguishes and the levitation ceases. 4 - Remembrance Urn: This urn stores the ashes of a deceased family member, marked with a memorial skull. When the urn is held in both hands, a silent image of the deceased appears, about a foot high. It shows a pre-prepared loop of about three seconds. 5 - Straw Effigy: This simple child's doll made from straw has a pair of daises for eyes. It can repeat three phrases of up to ten words which are set when the effigy is made, such as "someone's poisoned the waterhole" or "there's a snake in my boot". 6 - Sympathetic Lantern: This glass and iron box lantern causes all other nonmagical candles or lantern flames within a 10-foot radius to go out when the lantern is extinguished. 7 - The Anykey: This mostly-unremarkable iron key can be pressed to another nonmagical key as an action, instantly changing to duplicate the tines. It retains its plain iron ring hole at the top. 8 - Enchanted Acorn: This fat acorn is marked with a triple-swirled triskelion. If planted and watered with the contents of a waterskin, it grows to a 5-foot height tree by the next round, becoming difficult terrain. The oak sapling grows naturally from there. 9 - Sunhat: This straw hat bears a green kerchief pressing a small card with a magical rune painted on it. While very rural-looking, the hat keeps the wearer and their clothing dry from any nonmagical rain or weather effects. 10 - Freshened Fruit: This fruit has been marked with a rune keeping it from going off. This means it can last for up to a year before starting to rot. 11 - Spectaculars: These iron-rimmed round eyeglasses can be adjusted as an action. They can be set for long range (granting advantage on vision-based Perception checks and disadvantage on vision-based Investigation checks), or close range (granting advantage on vision-based Investigation checks and disadvantage on vision-based Perception checks). 12 - Timber Axe: This plain woodcutter's axe never dulls while cutting wood. It might be used as a hand axe in combat, although its enchantment is rarely useful when used for this purpose. Also posted on Game Masters Stash on 24 November 2021. "The Daydream Dealer" reads the lovingly hand-painted sign outside what seems to be a cave mouth, welcoming you in. Inside, warm air makes the cavern surprisingly appealing, and a scattering of fresh flowers and soft autumn leaves belie the weather outside. A scattering of dimly-glowing stones illuminate the interior as an entrancing voice calls to you.
"Welcome, I'm interested to see what you have to trade. You may call me Carnelia, may I have your names?" comes the greeting from the reclining merchant, a long-haired woman wearing a crown of leaves. Here are some of the wares a Fey merchant might offer, and the price they might ask: 1 - A dead name: For the cost of a name no longer wanted, you can have one someone else has discarded. If you give it to someone else, they will believe it is yours unless they have information to the contrary. If subject to a curse that uses this name, you have advantage on the saving throw.. 2 - Silver tongue: For the cost of an absolute truth, never before spoken, you can purchase a potion of quicksilver-fluid chrome-bright liquid which can be drunk. Once within the next hour, when you make a Charisma check, you can replace the number you roll with a 15. Additionally, no matter what you say, magic that would determine if you are telling the truth indicates that you are being truthful. 3 - Unwanted child: For the cost of an unspecified favour later, a childless couple can have their very own baby. Well-behaved, quiet, and with the stare of an 'old soul', this cherubic babe does not age or grow for fifty years, until it transforms into a full-sized Doppelganger. Like a cuckoo, it harbours little love for its adoptive parents, even if treated well. 4 - Brave spirit: Perfect for when you need confidence for a special event, this garish neck-cloth imbues you with not only certainty, but social grace. While worn, your Charisma modifier is increased to +3 unless your natural modifier is higher, and you can add a number equal to your proficiency bonus to any Charisma-based checks. At midnight, or when you take it off, it loses its magic, and your Charisma modifier becomes -2 until 1d4 long rests have passed. 5 - A Delicious Secret: This will cost a secret of its own, one that you don't want to tell. However, for this juicy price, you will learn something that the merchant couldn't possibly know- the location of a lost treasure, the name of a villain, the identity of a murderer. 6 - Deepest Wish (dot com?): This, the most valuable of goods available, can solve your deepest desire- at least for a little while. As with any Fey gift, what you get might not be what you actually bargained for, and it's likely to be only a cheap facsimile, perhaps forged of illusion magic or one that falls apart as it's being used. This comes at the princely cost of the promise of your firstborn child- whether you already have one or will do later. Also posted on Game Masters Stash on 10 November 2021. The Orderly Emporium is an automated plane-travelling merchant, able to craft and supply many goods in a short timeframe, but also able to sell exotic wares from the plane of Mechanus. Its 'shopkeeper', Vendore, is some kind of golem who is as much part of the shop and its manufacturing process as it is a creature. Its prices and travelling schedule are rigidly defined, and it rejects any efforts at bargaining.
Here are some of the exotic wares which Vendor sells: 1 - Nanodrons (500 gp) - A 1-pound jar of a gritty silver liquid, these miniscule creations can be poured out to effect a Fabricate spell. After use, their energy is expended, and they crumble into blackened ash. 2 - Crysteel (100 gp per pound) - This material has the hardness of tempered steel, but is nearly transparent (about as much as quartz). It makes for fascinating weapons, hardened window-panes, or interesting sculptures. 3 - Magnacubes (450 gp per pair) - These magnetic cubes, two inches per side, are sold as a pair, with a small square of leather between them. When stuck together, they require a Strength check (DC 25) to separate, or can support up to 1,000 pounds of weight if used to hold up an object. 4 - Fractal Cog (1,000 gp) - This cog is manufactured of purest platinum mined from beneath Mount Celestia. Its teeth turn and rotate independently, and the closer you look, the finer they are. This cog can be inserted into any machine, and will permanently shapechange into the needed parts. 5 - Personal Differential Assistant (2,500 gp) - This tiny Modron (about 3 inches per side) is a savant at any mathematical equation and can count and catalogue objects within a 20' cube volume as an action. It must be fed a gold piece on completing a long rest, or it becomes weakened, and will leave or begin to malfunction. 6 - Faulty Cubes (20 gp each) - These cubes are made up of 27 smaller irregularly-shaped blocks, 9 to a face, and are asymmetrically-arranged. Once per day, as an action, the user can make an Intelligence check (DC 20) to array one face of the cube correctly. A failed check has a 50% chance of causing each completed surface to rearrange, losing progress as well as causing the user 1d6 psychic damage per side which rearranges. If all six sides of the cube are arrayed correctly, the cube begins to flash and float for one round, then vanishes back to Mechanus, granting the person who completed it a magical Charm (DMG, p228). Also posted on Game Masters Stash on 27 October 2021. The Mӧlnanja, presumed to be a weak offshoot of the Shadar-Kai race have a weapon culture peculiar to their race. They craft impractical and visually striking weapons that they sell in markets, often to young warriors who wish to appear intimidating. Some are blackened or vibrantly-coloured through alchemical processes, and most have extraneous hooks, points, blades, and spikes. Some include extra weapons which are hidden within their structure.
Some Mӧlnanja warriors can be found joining or leading gangs, and equipping allies with these weapons. They are strangely common with Drow and assassins for their fearsome appearance. Mӧlnanja Weapons These weapons cost the same as their usual Player's Handbook equivalent, and have the following alterations. A creature holding a Mӧlnanja weapon in at least one hand believes they gain a +2 bonus on Intimidation checks. In addition, on a critical hit, the weapon deals an additional 1d6 slashing damage, no matter what type of damage the weapon inflicts. However, on an attack roll of 1, the weapon either shatters or inflicts the weapon's damage on the wielder (50% chance of either). Also posted on Game Masters Stash on 15 October 2021. The Player's Handbook rules for shields are simple, and easy to remember, but sometimes a little overly simplistic. They're fine, but for those who prefer a little variety, here are rules for a few different kinds of shields which you can implement in your games if you prefer a little more detail.
You can only benefit from one of these shields at a time. Bucklers: A buckler can be made from metal or wood, and can be carried in one hand or strapped to a wrist or shoulder (when worn on the shoulder, this is known as an ecranche). Wielding a buckler increases your Armour Class by 1. As a bonus action if you are using a buckler in your hand, you can choose a target, and gain +1 to your Armour Class against melee attacks by that target. Although it cannot be used as a weapon, wielding a buckler in one hand counts as using a light weapon. Small Shield: A small shield can be made from metal or wood, and is carried in one hand. Wielding a small shield increases your Armour Class by 1. As a bonus action, you can choose a target, and gain +1 to your Armour Class against attacks by that target. Medium Shield: A medium shield can be made from metal or wood, and is carried in one hand. Wielding a medium shield increases your Armour Class by 2. (This is the standard "shield" option from the Player's Handbook) Large Shield: A large shield can be made from metal or wood, and is strapped to one arm. Wielding a large shield increases your Armour Class by 2. As a bonus action, you can choose a target, and gain +1 to your Armour Class against attacks by that target. Tower Shield: A tower shield (also known as a pavise) can be made from metal or wood, and carried in one hand or strapped to an arm, which cannot be used for other purposes such as reloading. Wielding a tower shield increases your Armour Class by 2 and gives you disadvantage on melee weapon attack rolls. As a reaction when you are subject to an attack or effect that requires a Dexterity saving throw, you can set the tower shield against the attack, and gain three-quarters cover (+5 bonus to Armour Class and Dexterity saving throws) against the effect or attacks from that creature until the start of your next turn. You may also choose to shield another creature within 5 feet of you, giving both you and the creature half cover (+2 bonus to Armour Class and Dexterity saving throws) against the effect or attacks from that creature until the start of your next turn. If you use a tower shield to set against an attack, your movement speed is reduced to one-half for your next round. (Additional benefit for the Shield Master feat: If you use a tower shield, you do not take disadvantage on melee weapon attack rolls) Also posted on Game Masters Stash on 12 October 2021. Juggernaut plate is the heaviest kind of armour known, layering plates and covering every conceivable weak spot. It was originally invented by dwarven defenders, but the concept has spread to some other cultures as well. Some suits of this armour are magically augmented, making them even more impregnable to blows. All suits of this armour are worn only for a short time, as it is exhausting to move within and takes great time to don and doff. For this reason, it is usually kept in reserve until necessary, usually for a defensive action or final assault.
Juggernaut Plate (5,000 gold pieces) Proficiency: Wearing this armour requires heavy armour proficiency. Wearing this armour without proficiency gives the wearer disadvantage on any ability check, saving throw, or attack roll that requires Strength or Dexterity, and you can't cast spells. Armour Class (AC): Wearing this armour confers an AC of 22. Speed penalty: Wearing this armour reduces your speed by 10 feet. Dwarves instead have their speed reduced by only 5 feet. Reflex Penalty: Wearing this armour confers disadvantage on Dexterity saving throws. Strength: Wearers with a Strength score lower than 17 have their speed reduced by an additional 10 feet. Stealth: Wearing this armour confers disadvantage on Stealth checks. Getting into and out of armour: This plate cannot be donned without assistance from at least two creatures, and takes 30 minutes to put on and fit appropriately. Taking it off requires just as much time, and requires assistance from at least one creature. Exhausting: At the end of any encounter wearing this armour, the wearer must spend 1 Hit Die or gain a level of exhaustion. It is impossible to take a short or long rest while wearing this armour. Also posted on Game Masters Stash on 9 October 2021. The infamous Salon D'eterriere, owned and operated by the scholar Jorylo Orelion, is a library and bookstore containing rare and highly sought-after books of occult lore, daemonology, and forbidden studies. It is whispered that Jorylo, an aloof and studious man, is secretly a Binder, a student of strange entities and bizarre creatures.
While he has an eclectic library at his fingertips, rare or unique books will guarantee his attention and the probability of coin. Here are some that your PCs might happen across, or require for study. 1 - Norenno's Mind Castle - A treatise on memory aids and maintaining concentration through complex distractions, this tome is bound in simple black leather with silver foil patterns traced within. Studying this book during a long rest grants a +1 bonus on Constitution saves and any memory-based Arcana checks for the next day. 2 - Celebrations of Mystical Medimagic - A rare scholastic tome by a clerical healer, this tome has an oilskin wrapping, although the page edges are stained by various substances. Within, it discusses the arts of mundane and magical healing in combination. Studying this tome during a long rest grants advantage on Medicine checks, and the user has gains 3 extra d6s which can be added to any healing spell which they cast during the next day. 3 - My Accidents in Protection Against the Dark Arts, by Seryna - This battered canvas-bound book is singed and scorched, and has definitely seen battle. While held in at least one hand, the user has advantage on ability checks used for Counterspell and Dispel magic spells. 4 - Displays of Dynamic Transformation, vol II - This tome of simple tan leather holds an array of dry technical knowledge on transmutational magic. What makes it truly fascinating is the scrawled margin notes by no less famous an archmage than the vampire Dynerion, which hold a bewildering and earthshaking array of knowledge on several historical figures and events, including incredibly personal disclosures. 5 - Unknown Astronomies of Nilaena - This book is bound in inky-black leather, and a minor illusion effect shows shimmering stars that shift as the book moves around. It goes into incredible detail of the astrology and astronomy of an unknown world, none of which matches any known stars. The book is valuable for its detail, and no-one is sure if this is fiction at an incredible level or truly a book belonging to a different planet. 6 - Voloris' Beginner Handbook of Mystical Sites - This book has incredibly detailed geographical maps with specifics on ley lines, specific mystical sites, and notes on the dazzling array of people who have welcomed the author and explained their ways. These include two archdruids, a tribe of verbeeg giants, and a singularly welcoming Aboleth. It is more thrilling as an adventure travel journal than its level of detail on the actual mystical sites. Also posted on Game Masters Stash on 30 September 2021. Hocuspo is a confident, unassuming shaman who makes her home in the markets of Falidari. She singles out the PCs as they approach, telling them that she is fated to deliver them gifts which will aid them on her journey. If they could just pay something towards her costs of living, she'd really appreciate it, though... maybe a bit more... they certainly look like successful adventurers who can afford to be generous?
Here are the six tokens she offers, and the powers they have. Each of these crumbles and loses its enchantment after being used once. 1 - A deer antler - This token speaks of connection to spiritual authority. While holding this token in one hand, the wielder gains the effect of an Enhance ability spell for 1 minute. 2 - A fresh green leaf - This token speaks of growth and openness. While holding this token in one hand, the wielder can cast Plant growth. 3 - An acorn - This token speaks of strength and durability. As a reaction when the wielder of this token would die, they instead drop to 1 hit point. 4 - A bone - This token symbolises worry and mortality. As a reaction when the wielder is subject to a spell of 3rd level or lower, they are immune to the spell effect instead. 5 - A feather - This token represents removal of a burden. As a reaction when the wearer falls, the wearer gains the effect of a Fly spell for 1 minute. 6 - A red crystal - This token represents working in harmony. While this token is held in one hand, the wielder of this token can use their reaction to cast Shield, affecting all friendly creatures within 5 feet until the start of their next turn. Also posted on Game Masters Stash on 25 September 2021. Jynla is a travelling journeyman armourer, seeking to try her skills in unexpected situations and with unusual resources. She has set out on the road to meet with adventurers, who come up with the most unnatural situations that anyone can possibly imagine. She seeks interesting people to travel with for a while, looking for useful materials, and in the meantime, can offer some innovations that might improve someone's existing gear.
Here are some of the innovations she might be able to make for someone supportive (only one per set of armour, and at a great discount): 1. Stowage (50gp): Jynla festoons the armour with straps and extra pouches, tailoring it to the wearer's arm length, height, and a myriad of other measurements. This allows the user to interact with two different objects on their person during their turn, as part of their other actions, or to Use An Objectas a bonus action once per round. 2. Reinforced (100gp): The armour has additional layered and interleaved joints, as well as fortification around vulnerable areas like the throat and groin. When the wearer takes a critical hit, they can use their reaction to reduce the damage taken by 1d6 points. 3. Easy Escape (50gp): The armour is linked by a strange series of hinged pins and ropes, meaning it can disassemble quickly. As an action, the wearer can disassemble the armour, causing it to fall off their body entirely in its separate components. The reassmbly stage is laborious and painstaking, and can only be done over a long rest, if all the parts can be found again. 4. Jynla's Nose-Tink Treatment (free): Jynla, although a skilled armourer, is not fond of the sweaty muck that adventurers usually accumulate. This features a chemical layer on greaves and bracers, as well as some strategically-tucked alchemical scent neutralisers. The armour wipes off any substance with only a damp cloth, and the wearer leaves no scent. This means that dogs and other creatures that gain benefits on Perception checks to track by scent have disadvantage to locate them. 5. Intimidating (50gp): The armour incorporates larger pauldrons, ornamental protrusions, and is shaped more strategically for the wearer's frame. This means that when the wearer makes an Intimidation check, their result is equal to their roll or their Armour Class, whichever is higher. 6. Jynla's Runic Finish (5,000gp): Jynla's most experimental work, and the one on which she hopes to claim the title of Master, this involves carefully plating each surface in an iridescent alchemical mixture, and carefully graving dwarven runes of protection to repel magic. The user has advantage on saving throws against all spells, but has to make a saving throw if the spell allows it. Also posted on Game Masters Stash on 1 August 2021. On the walls overlooking the docks of Laufenzell, an urchin by the name of Drasia sits, bored and waiting for travellers. She sells exotic pets, often small creatures stolen or liberated from ship's holds. While chatty, Drasia doesn't really know a lot about the different types of creatures she sells, but will happily make up things she thinks they might do, if it'll get her the sale. She sells these creatures for her bosses, getting a percentage of the sale. She'll try to talk up the sale in order to get tips.
Here are a few of the critters she has for sale, and what she might say about them: 1. Fledgling Hyenagriff (150gp): This winged doglike beast, about the size and weight of a small kitten, only hatched last week. It has a scrap of leather as a collar, and barks manically like a chihuahua. Drasia says it'll breathe fire if you tell it the right jokes. 2. Ooze Salamander (75gp): This rather sluggish reptile with a blunt head has a frill of large scales behind its neck. It mostly just sits there but will occasionally eat an insect that wanders past. Drasia tells that if you treat it well, it grants wishes. 3. Floating Eyes (20gp each): Drasia has three of these single-eyed beasts with wings, tied up on string and flitting about at head-height. They're ugly and ill-tempered, and her bosses can't quite figure out what to do with them, so if someone buys all three, she can let them go for 50gp. Unknown to her, they are bizarre variants of Spectator Beholderkin, and can each Counterspell once per day, with a spellcasting ability modifier of +2. 4. Drakehound Hatchling (250gp): This small wingless drake, about the size of a Jack Russell dog, is a territorial and aggressive critter. Drasia says it's a fine creature and well-behaved. In actuality, it has a breath weapon which produces a 5-foot cone of cold, dealing 1d6 cold damage, which refreshes on a short rest. 5. Tentacle... Thing? (100gp): This roiling mass of tentacles and eyes emits pitiful mewling noises. It is being held in a wooden cage to avoid it slithering away. It is some juvenile form of chaos beast, found on a faraway island some time ago. Drasia has no clue what it is, and just wants it gone because it's creepy. 6. Iguana (35gp): This sizeable lizard is personable and has no magical talents. Drasia tells that it was once a prince, and that only his true love's kiss can turn him back to his proper dwarven form. Also posted on Game Masters Stash on 26 August 2021. There are areas of the city where whistles, bangs, and booms draw attention- but not so much near Urrek's Boomshop. There, brightly-coloured flashes, loud explosions, and painful curses are expected and commonplace, although still disturbing for locals. Urrek Bitterfingers (because he's "still got a bit o' fingers") experiments with, manufactures, and sells a variety of explosives to brave (and sometimes unfortunate) adventurers.
Among his wares are: 1 - Whistle Rocket (25 gp each, 1/2 lb.): A Whistle Rocket can be lit as an action. At the start of the next turn, it launches as a thrown ranged attack (range 30/120), dealing 2d6 bludgeoning damage on a successful hit and then detonating in a 10-foot radius to deal an additional 3d6 thunder damage (Dexterity save DC 11 for half damage). It whistles loudly on its passage and can automatically be heard for 100 feet around. 2 - Brightflare (20 gp each, 1/2 lb.): A Brightflare rocket can be lit as an action. At the start of the next turn, it launches as a thrown ranged attack (range 80/600), dealing 2d6 bludgeoning damage on a successful hit and then detonating in a 50-foot radius to deal an additional 2d6 fire damage (Dexterity save DC 11 for half damage). This explosion is brightly-coloured and can automatically be seen for at least a mile in any direction. 3 - Silverbanger (5 sp each, 1/10 lb.): A Silverbanger is a tiny explosive, barely the size of a little finger. A Silverbanger can be lit as an action. At the start of the next turn, it can be thrown as a ranged attack (range 10/30), detonating in a 5-foot radius to deal 1d3 thunder damage (Constitution save DC 9 for half damage, minimum 1). This explosion is loud, and draws attention from anyone nearby. 4 - Boombundle (150 gp each, 5lb.): A Boombundle is a bundle of brightly-coloured sticks of explosive, banded together with strips of steel and with a small pouch of alchemical glue tied to one side. A Boombundle can be lit as an action, and then thrown as a ranged attack (range 10/20), or attached to a surface as a Use An Object action (Strength DC 16 to dislodge). The Boombundle detonates at the start of the next turn, dealing 6d6 fire damage and 4d6 thunder damage to all creatures and objects in a 20-foot radius. If mounted to a surface using the alchemical pouch, all damage die rolls of 1 or 2 on the object to which it is mounted are counted as a 3 instead, and the radius is only 10 feet. 5. BIG ROKKET (1,500 gp, 25lb.): Urrek's prize and joy invention, the BIG ROKKET is a cylinder almost a foot high, and nearly as thick as it is tall. The BIG ROKKET can be lit as an action. At the start of the next turn, it launches as a thrown ranged attack (range 200/1000), dealing 4d6 bludgeoning damage on a successful hit and then detonating in a 40-foot radius to deal 10d6 thunder damage (Dexterity save DC 18 for half damage). The explosion is incredibly loud and bright, and anyone caught in the radius must also make a Constitution saving throw at DC 18 to avoid being Blinded and Deafened for 1 minute afterwards. The explosion can be seen and heard from over a mile away, and using it indoors expands the radius to 80 feet as the shockwave rebounds from hard surfaces nearby. Urrek has only manufactured one of these, and producing more would take nearly 6 months each in addition to his normal work. 6 - Lightstarter (10 gp each, 1/2 lb.): One of Urrek's inventions, this contraption combines a flint and tinder into a one-handed device that produces a shower of sparks with a Use An Object action (or the action above to light any of his other devices). If used offensively, the sparks can deal 1d2 fire damage to an creature or object within 5 feet (Dexterity save DC 8 to avoid) but might also briefly blind or distract an opponent. The fuse on any of these can be lengthened, as Urrek sells additional fuse string for 2 silver pieces per 'round', in pre-cut lengths of 1-6 rounds. On an attack roll of 1 for any of the above items, the rocket instead detonates immediately in the user's hands. Also posted on Game Masters Stash on 18 August 2021. The great and powerful Smoldrisanian al-Wazzani is known as the Prince of Embers and is an influential merchant-lord of Dis. His emporium, The Fyrre Sayle, is known by plane-travelers and deities as a site to find preposterously-priced but fabulously rare wares.
Here are some of the specials available at The Fyrre Sayle: 1. Liquid fire: This liquid catches and burns when exposed to flame, but burns cool enough not to harm skin. It feels warm to the touch, and has the consistency of honey, but can only be put out when exposed to magical cold. 20gp per vial. 2. Phoenix Feathers: The feathers of this fabulous bird crumble to ash at gentle pressure. When firmly crushed in the hand as an action, a target in touch range is subject to a Revivify effect. 1,000gp per feather. 3. Vulcan's Chili Seeds: A pinch of this spice has enough heat to stagger a storm dragon, while a handful can send a red dragon into a fit of coughing and spluttering for minutes. A single sesame-seed, ground into a fine powder, can imbue a feast for dozens with amazing fiery taste. This spice sells by the pound, for around 10,000 gold pieces. 4. The Star of the North: A diamond of incredible size, forged from the heart of a star and heated by the thousand wives of Imix, Archomental of Fire, on the Plain of Burnt Dreams, and carved by blunting a dozen vorpal blades. Rumour tells that this was set aside for the resurrection of Mystryl herself, but that it was stolen before it could be used. This diamond is the prize possession of Smoldris, and he will part with it for no less than a million gold pieces. 5. Sunflare: This dagger's blade is forged of pure flame plasma, folded upon itself so many times that it has become a white-hot solid. So hot that it cannot be sheathed in anything less than pure adamantium, a strike from this dagger deals 6d6 fire damage. The intricately-wrought hilt forms the head of a slender dragon with pearl scales. 25,000 gold pieces. 6. Sparkchaff: A foil-lined bag of volatile sparks from the depths of the Plane of Fire, this can be tossed to create a blaze of incredible light, automatically blinding all creatures that can see within 50 feet for one minute, and dealing 1d4 points each of fire, radiant, and psychic damage to all creatures and objects in the area. Each sack sells for 1,000 gold pieces. Also posted on Game Masters Stash on 31 July 2021. It is a fantasy staple to have a cauldron bubbling away at the back of a witch's lair, wafting fragrant and exciting-coloured smoke. But what's in such a cauldron, and why does every witch seem to have one?
Here are a few options you could use: 1. Alchemical cauldron: The cauldron functions as an Alchemy Jug, but weighs about 30 pounds and is more difficult to transport. 2. Potion-brewing cauldron: A magical potion is being brewed up in the cauldron. There's a 75% chance it's a Potion of Greater Healing, and a 25% chance it's a Potion of Poison. Only an Identify spell will tell the difference. 3. Slow-cooking cauldron: The witches were putting on a lovely slow-cooked casserole (hopefully, a lamb from a nearby paddock). Eating this while spending hit dice during a short rest will restore an additional +1 hit point per hit die, and the witches will be quite upset to have missed out on their dinner. 4. Fruity punch cauldron: With a small slice of fruit wedged decoratively on the edge, a toxic flower floating on its surface, and some sugar crusted around the rim, the cauldron contains alcohol strong enough to blind a coven of Night Hags. Those who partake cautiously will have a memorable evening and a painful headache. Those who drink to excess (more than about a cup) will automatically gain the unconscious condition for 24 hours, and then the poisoned condition until they have taken 1d4 short rests. 5. Mash and hops cauldron: The cauldron has been used for making beer, and the resulting brew is strong, bitter, and foamy. Best enjoyed cold, with the corned-beef sandwich over on the table, the witches will be quite grumpy to find the brew gone. 6. Virulent toxin cauldron: The witches have been brewing some kind of vile poison which might be poured in a nearby river to poison an entire city, or its vapours could pollute the air for miles. Drinking it causes 10 (3d6) poison damage each round for 1 hour, with a Constitution saving throw (DC 15) for half damage. Also posted on Game Masters Stash on 16 July 2021. The Necromerchant is a disquieting and unsettling trader, one who travels by magical means and appears in places unexpected. Their stock in trade is necromantic objects and materials, and their offers are sometimes startling- the price sometimes involves the body (or parts thereof) of someone recently deceased, oftentimes only moments beforehand. They might request a lock of hair of someone who has died, the ashes of someone who was disintegrated, the head of a king, the fingers of an archer, or something similar.
Here are some of the goods that the Necromerchant might offer in trade: 1. Thief's Hand: The mummified hand of a thief, guaranteed to open any lock. By lighting one finger of the hand, the user can cast Knock. Once all five fingers have burned down, the grisly relic loses its power. 2. Ghoul Throat: The throat of a hanging victim, to be wrapped like a scarf around the wearer's throat. While worn, it allows them to speak perfectly with the previous owner's voice and idioms. After an hour, it shrivels and withers to dust. 3. Dead Eyes: These flexible lenses filter the world in shades of wispy grey, and confer disadvantage on any Perception checks which rely on sight, while worn. However, the user is immune to any gaze attacks which rely on making eye contact. 4. Saint's Fingerbone: If used as an additional material component while casting a spell which inflicts radiant or necrotic damage, the target has disadvantage on saving throws against your spell. 5. Unearthly Femur: The thighbone of an ancient hero, able to absorb one last spell. On a failed saving throw against a spell which would damage or cause a condition to affect the user, this bone can be used to counter the spell's effects, crumbling away to glittering dust in the process. 6. Corpse Britches: Made from the flayed skin of a willing victim, these thin leather pants adhere to the wearer's skin permanently. Thereafter, a single gold piece can be drawn from the 'pocket' of the britches. Once this ability has been used, the wearer must finish a long rest before the ability can be used again. Also posted on Game Masters Stash on 7 July 2021. Herbalists are an important part of both medieval economy and village life, and those who practice herbalism are medical specialists as well as gatherers of valuable resources. Herbs can produce an incredible number of effects in modern medicine, and when you add in magical effects, there's no limit to what effects you can use.
Here are six herbs you can use for your games: 1. Silk Fingers - A plant with soft, velvety purple fronds, a draught prepared from this herb makes the body more supple and flexible. Those who drink this draught have advantage on Acrobatics checks for an hour. 2. Sorrow's Seed - A lovely crimson flower that salts the soil around it, the stamens are crushed into a powder that makes a brilliant dye. When drunk in a tea, a spellcaster using the Arcane Recovery feature can regain one additional spell level, once per long rest. It stains teeth a dark red, and is used by the Wytch-clans as a social and functional ritual. 3. Kingspetal - A flower with delicate white petals, edged in shimmering gold. The roots can be boiled and mashed to a paste which aids in wound recovery. Administering this paste to someone who spends Hit Dice to recover during a short rest allows them to regain an additional 1d8 hit points. 4. Hazelmint - A bitterly-flavoured brown leaf, those who place this herb under their tongue have advantage on saving throws against imbibed poisons. 5. Whitepearl Mustard - A very rare herb that grows in places touched by magical energy, the seeds of this are pearlescent white and pea-sized. Combined with vinegar to make a pungent paste and used as a spread, this flavours meat and other foods with piquant and almost dangerously spicy taste. It increases blood flow, and those who eat healthily of the paste take an additional 1 point of damage from slashing weapons for the next 6 hours. 6. Mellowberry - A lavender-coloured berry which grows in clusters on a blade-leafed plant, these berries can calm and soothe those who are emotionally upset, as a Calm Emotions effect with saving throw DC 5. They are often eaten as a mild relaxant, and those who eat them often weep purple tears. Also posted on Game Masters Stash on 30 June 2021. A remote and esoteric specialist store, the Mineral Bazaar is almost a myth among elementalist mages, stocking rare and hard-to-get mineral components as well as interesting and specific pieces. The proprietor is a gargantuan and gravelly-voiced Earth Elemental by the name of Cobble, brooks no insolence and is characteristically hard-edged in all his offers.
He does, however, enjoy Amethyst Cakes, and those who bring him a gift of the rare food earn his effusive thanks and a change in his demeanor. Among his wares are the following items: 1. Liquid Metal - Stored in a small double-walled glass vial, this very fluid silver liquid can be poured into mechanisms or onto a surace, hardening into steel-like consistency within seconds. This can be used to create sculpture or repair damage, but also to jam locks irreparably (100gp per vial). 2. Crystal Geode - These small, rough stones can be thrown, breaking open to cause an uncontrollable growth of colourful quartz crystals in a 20-foot radius, some even human-sized. Creatures within the area take 4d6 piercing damage, with a dexterity save (DC 13) for half damage. The crystals deteriorate naturally over time, or can be broken with application of blunt force or thunder damage. (450gp per stone) 3. Obdurium Ingots - This gloosy-black metal is even harder than adamantium, and can only be melted in the depths of the Elemental Plane of Fire, such is its hardness. These small ingots are incredibly dense, around 6" by 2" by 1" and weighing nearly 120 pounds. The metal is all but unbreakable, and is heavily sought-after by metallurgists, alchemists, and master armourers. 4. Magmajel - This dangerous substance is harvested from the border of the Plane of Fire, and somehow defies all laws of nature in its deliciousness. Although its density and heat are instantly lethal to humans, the flavour has been described by those immune to fire as 'beyond description'. It is served in translucent, glowing cubes around one inch in size. All mortals known to have attempted to eat the substance have died. (50gp per cube) 5. Heeblestone - This light stone is suffused with bubbles, making it light and easily carved with a spoon or similar tool. It can be used for sculpture, and weighs only about half a pound per cubic foot. It can be sourced in large chunks, up to about house size, and is considered 'a bit weird' by those who dwell in the Elemental Plane of Earth, who would like to see it removed. (25gp per pound) 6. Foilsilver - This light metal has the substance of fabric, and can only be harvested in thin scraps from beneath the mightiest of earthbergs. The metal flutters like jaggged ribbons, although it is harder than steel. This metal is rare but just an oddity, with no specific usage identified by its sellers. (100gp per sheet, about hand-size) Also posted on Game Masters Stash on 23 June 2021. The Ethereal Emporium is a mysterious shop, welcoming all business but hard to get to. You see, it's located in Liberjinn City, on the Elemental Plane of Air. This is a city inhabited by elemental spirits and freed Djinn, and its architecture defies both gravity and most physics. The shop's owner and merchant, Kharidi the Austere, is a warm and effusive host, offering conjured tea of fantastical flavours while doing business, as well as small lozenges of a jelly-like sweet, rolled in sparkling sugary dust. His wares are equally fantastical, but well worth the trip, and he is as willing to purchase as to sell any magical items he finds interesting.
Among his wares are the following: 1. Blue smoke - A rigid, slightly opaque substance, from paper-thickness to a full inch thick, and entirely immune to fire damage. Those touching it can feel no warmth through it, no matter the intensity of flame on the other side. It weighs next-to-nothing but can be somewhat brittle. This is popular for making expensive decorative windows, but can also be fashioned into other shapes- a shield or dome, perhaps. 2. Essence of Sunlight - This tea, harvested from floating earthbergs high in the Elemental Plane of Air, has been exposed to perhaps the purest sunlight in creation. Drinking the tea feels like dawn's first kiss upon the face, midday's harsh rays overhead, or the golden afternoon light, depending on how it is brewed. Popular among those who cannot actually enter sunlight for any reason, and incredibly exotic. Sells for 100 gold pieces per pound (twice the value of actual gold). 3. Airfluid - This substance, developed by Kharidi himself, is harvested from the admixture of the Elemental Planes of Air and Water. It is a nearly invisible liquid that sloshes heavily and fizzes like soda water if disturbed. Drinking this allows a water-dweller to breathe air, or an air-breather to breathe water, for six hours. He stresses that after this, they must return to their own environment, as the body rejects another dose until someone has finished a long rest. 4. Gellybirds - These curious animals, native to the Elemental Plane of Air, make for fascinating pets. They appear somewhat like jellyfish with intangible fronds fringing all of their tentacles, but 'swim' through the air, and are entirely unaffected by gravity, even upon reaching another plane where it would normally apply. They are small, up to human-hand-size, and have no intelligence whatsoever. They must be fed on sunlight daily, and wilt away like old balloons if not exposed to direct sunlight (or its essence) at least once per day. 5. Soarwood Bonsai - These tiny trees grow on small rocks, and levitate lightly. They are cheap curios that Kharidi is happy to give away as gifts to make a larger sale, or go for around 10 gold pieces each. Several are decorated with exotic coins hung on their branches, or tiny clay humanoid figures. 6. Stalker Skin - This somewhat hush-hush offer is made from a magically preserved skin of an invisible stalker. This inside is quite sticky, and once donned, it cannot be removed easily, or in one piece. It can be worn like a cloak, making someone naturally invisible for as long as they remain at above one-half their maximum hit points, although they can still make attacks, and so on. After they are damaged, Kharidi explains, it starts to unravel and parts of them show through it. Also posted on Game Masters Stash on 19 June 2021. |
AuthorI'm Luke. He/him pronouns. Archives
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