The Merchmaid Yardhena brings forth wares from the deepest seas, from sunken ships and lightless grottos. She even ventures occasionally to the Elemental Plane of Water and returns with exotic goods for sale. Those who can journey beneath the sea to exchange rare goods of the Drylands Above for her treasures may have a chance to receive goods not available anywhere else.
Here are some of the exotic goods that Yardhena might have for sale: 1. Heavy Water - This water comes from the deepest depths of the Elemental Plane of Water, near the borders of the Positive Energy and Earth Elemental Planes. A small vial containing one fluid ounce weighs nearly a pound, and it is a rich cobalt colour, glowing with a dim blue light about equivalent to a mundane candle. A drop of the water cures any thirst, and tipping the vial on even the driest desert can transform it into a lush and verdant garden. A vial sells for around 2,000 gold pieces. 2. Primeval Eolith - This weathered and worn fossil was retrieved from the black abyss below the seas, where even the greatest leviathans fear to go. It is said that all life emerged from these depths in the times before ancient was even the future, and that this relic is all that remains of the beasts that developed in this sludge. Necromancers, druids, and archmages have all sought these specimens at times, and the possibility of magically restoring one of these primal beasts could offer incredible secrets and knowledge. This fossil sells for close to 10,000 gold pieces. 3. Bag of Sand Coins: This simple bag of knotted mesh ropes, woven from Triton hair, holds a bundle of a dozen small flat discs, marked with what seem to be starfish shapes and fine scribbles. Each is a living creature, and if pulled from the bag as an action and tossed to an empty space within 30 feet, they expand in size and rapidly become a thrashing undersea creature. The creature has statistics equal to a Giant Octopus, and will follow the owner's commands for 1 minute before drying up and fading into a sand coin again, then rapidly crumbling into dust. 4. Bag of Drenchair - This leather sack, nearly the size of a human, bobs and floats while in water, but seems to weight nothing when above the waves. It comes with a ribbed hose and an awkward leather mouthpiece, which can be strapped onto most creatures. It is gathered from certain vents that open to dimensional pockets leading to the Elemental Plane of Air, and creatures that are required to breathe water can breathe this vapour without experiencing any ill-effects. Some say it was creates for the servants of dread Aboleths, others say that it hails from the mystical Kephaloth Empire. A bag sells for close to 500 gold pieces, and lasts a Medium humanoid for around a month, with careful use. If spilled, the vapour causes invisible moisture to manifest on surfaces, and quickly boils away. 5. The treasure of Ardrossan's Bounty - Four centuries ago, a vast sailing-vessel was built, named Ardrossan's Bounty, a dreadnought of the Empire of the Blood. She was a beauty, with a hull of darkwood, seven tall masts, more than forty sails, and scores of weapons. She was unconquered in battle against the pirate fleets of the Sapphire Isles, but vanished beneath the waves with all hands following a mighty storm. Her holds were filled with the treasure of a hundred towns, and chief among these was a polished sphere of labradorite, nearly the size of a man's head. This was a precious relic valuable to the goddess of the sea, and it is said that by making this an offering to her, one can earn an incredible boon. However, it draws the attention of the Kephaloths, or perhaps even a Kraken, and possessing it for too long may bring down destruction on your head. This gemstone sells for no less than 20,000 gold pieces, although Yardhena may take a lower offer to shift it from her stock quickly. 6. Pearl of Lustrous Power. This pearl is a perfect sphere of exquisite colour and lustrousness, constantly shifting like a living oilslick. Holding it in the hand confers a surge of magical energy. While this pearl is on your person, you can use an action to speak its command word and cast a single spell from the sorcerer spell list, up to 2nd level. Once you use the pearl, it can't be used again until dawn of the next day. If you are a spellcaster, it can be a spell of up to 5th level instead. This pearl sells for no less than 20,000 gold pieces. Masks perform a variety of different cultural and religious functions, whether these allow an actor or to portray an important role as a recognizable character or archetype, to hide the identity of the wearer for criminal or social purposes, or to protect against airborne diseases. In a fantasy milieu, it is not surprising that some would even be enchanted or have special qualities. Here are some that might exist in your game:
1. Mask of the Intruder: This wooden mask displays a wide heart-shaped face with eyes of polished black stone. Those who wear it avoid notice and evade attacks. This mask has 5 charges, and when donned as an action, the wearer is protected by a Sanctuary spell (saving throw DC 11) for one minute. The mask regains 1d2 charges at midnight each night. 2. Mask of the Berserker: This mask features a wide shovel-like jaw crammed with jagged teeth, and stirs the heart of the wearer to aggressive action. While worn, the wearer can add their proficiency bonus on Initiative rolls and to Intimidate checks. 3. Mask of the Maiden: This mask has an elongated and smooth androgynous face with long, silvery hair and a slight pout. The mask has 5 charges. While worn, the wearer can use one charge as a reaction when targeted by a spell or other magical effect to gain advantage on the saving throw. When the final charge is expended, the mask's hair crumbles into dust, and the mask shifts into a permanent sneer and has a sagging, aged appearance, losing its protective qualities. 4. Mask of the Hero: This mask has dramatic asymmetrical markings such a star or lightning bolt over one eye, often in a shocking colour or metallic adornments. The mask has 3 charges. When reduced to 0 hit points, or when the wearer fails a saving throw, the wearer can spend a charge as a reaction to instead drop to 1 hit point, or to reroll the saving throw. When all of the mask's charges have been expended, or if the wearer betrays their morals, the mask cracks apart at its marking and loses its qualities permanently. 5. Mask of the Fool: This asymmetrical mask often features a grinning face from one direction and a tragic face from the other direction. While worn, no matter what the wearer says, magic or effects that would determine whether the wearer is telling the truth indicates that the wearer is being truthful. 6. Mask of the Moon: A silver-leafed mask in the shape of a round moon, this mask represents wisdom and the passage of time. The mask has 4 charges. As an action, the wearer can spend one charge to cast Haste or Slow (saving throw DC 12). As each charge is used, the moon's phase shifts, becoming more shrouded in darkness. The mask regains all expended charges when the moon becomes full. 7. Mask of the Sun: This mask, covered in gold leaf, has radiant sunbeams and features a face split by a beatific smile. It represents renewal and truth. The mask has 3 charges. While worn, the wearer can spend one charge as an action to cast Daylight (centred on the mask) or Zone of truth (saving throw DC 12). The mask regains one use at dawn each day. 8. Mask of the Chaperon: This plain, round-faced mask has rosy cheeks and a simple appearance, worn to denote a hero's companion. The mask has 5 charges, represented by freckles on the mask's cheeks. While the mask is worn, the wearer can cast Warding bond by spending one charge. While the bond is active, the wearer can spend one charge as a reaction when the target of the bond is the target of a melee weapon attack, to teleport up to 50 feet to a space adjacent to the target, and to become the target of the attack instead of the original target. The mask regains one charge each morning at dawn. 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. There are times when you want to have some kind of magical blessing that's not just "here's a +1 sword", whether that's the local tribal shaman bestowing some powers in defending their village, an ancient Elven crone attuning the PCs with powers from the spirit world, or something that feels a little less mechanical than 'standard'.
Using the Charms section of the Dungeon Masters' Guide can be a real help here, giving players a short-term or short-use magical power that often functions similarly to a magic item, perhaps represented by a rune written in ochre on the recipient's face, a tattoo inked onto or into their skin, or drinking some concoction during a mystical ceremony. Different characters might even receive different effects, at the shaman's discretion. Here are some additional charms you might find useful: Charm of Alteration. This charm usually decorates the recipient's face and hands. When activated as an action, the recipient's face changes, as the 'change appearance' option of an Alter self spell. However, the recipient cannot end the effect early. After 1 hour, the charm fades away. Charm of Bravery. This charm allows you to find courage when you are terrified. When you would become frightened of an opponent, you can instead become immune to that effect (spell, frightful presence, etc.) from that opponent or type of opponent, for 24 hours. The charm then fades away. Charm of Gentle Repose. This charm preserves the spirit within the body, preventing its corruption. For 10 days, the recipient cannot be transformed into an undead creature, and if they die, the time to restore them to life does not start until the 10 days expire. The charm fades after 10 days. Charm of Health. This charm often takes the form of a tattoo or marking upon the chest and back of the recipient. For 24 hours, the recipient is immune to any disease, and then the charm fades away. Charm of Longstriding. This charm decorates the recipient's limbs, allowing them to run faster and more cleanly. When activated as an action, the recipient is under the effect of a Longstrider spell, increasing their movement speed by 10 feet. After 1 hour, the charm fades away. Charm of Seeing Invisibility. This charm takes the effect of bold kohl rims around the eyes of the recipient. While worn, the recipient can tap their forehead as an action to See invisibility for 1 hour. The charm then fades away. Also posted on Game Masters Stash on 7 January 2022. Those magical artisans who can accurately scribe marks and runes have a valuable skill, one that is highly-prized. Originally a dwarven invention, the concept was surreptitiously copied for the creation of Elven Moonblade runes, although their use has now spread to other races and cultures. These marks, while temporary, can be valuable to those who do battle with strange and dangerous monsters.
Here are a few of the runes or marks they might be able to inscribe, each taking around an hour and expensive components (usually diamond dust, although other gems are sometimes used). A weapon can usually have no more than three runes if non-magical, or an additional one per +1 of enchantment: Rune of Enchantment (Common): This rune can be engraved in a weapon, and activated as a bonus action by running a finger over the rune. When activated, the weapon counts as being magical for the purposes of damage reduction and damage immunity for 1 hour. Rune of Smiting (Uncommon): This rune causes the weapon to buzz with restless energy, and does not require activation, instead lasting for 24 hours. A weapon with this rune inflicts an additional 3 points of force damage when it hits an enemy. Rune of Death (Uncommon): This rune causes the weapon to feel heavy and ponderous within the hand. When you hit with a melee attack using this weapon, you can activate the rune to inflict an additional 4d6 points of necrotic damage. Rune of Rage (Uncommon): Although named for rage, this rune merely causes restlessness and agility. When activated as a bonus action, you gain a +10 bonus to Initiative, and gain the benefits of the Mobility feat for 1 minute. Rune of Strength (Uncommon): This rune causes the wielder to feel mighty of arm, and can be activated as a bonus action, allowing you to make attacks with this weapon as if you had a Strength score of 18 until the end of your turn. This rune can be activated four times before it burns out. Rune of Finesse (Uncommon): This rune causes the weapon to feel light in the hand, and can be activated as a bonus action, allowing you to treat it as if it had the Finesse quality for 1 minute. This rune can be activated three times before it burns out. Rune of Clarity (Rare): This rune is activated as a reaction when you fail a saving throw against an effect that would make you charmed or frightened, ending the condition immediately. Rune of Breaking (Rare): This rune activates when you make a critical hit using it. The target takes an additional 10 points of force damage. Rune of Swiftness (Rare): This rune can be activated as a bonus action when you make the Attack action, allowing you to make an additional melee attack with the weapon. This rune can be activated three times before it burns out. Rune of Sure-Striking (Rare): This rune can be activated as a bonus action, giving you advantage on the next attack roll made with the weapon. This rune can be activated three times before it burns out. Rune of Restoration (Rare): When activated as an action, you recover 1 hit point at the start of your turn for 10 rounds. Also posted on Game Masters Stash on 5 January 2022. A mystical merchant who travels the realms searching for the finest deals and opportunities, Oluronin's Arcane Exchange is a shop that can appear anywhere, even within a dungeon. The titular Oluronin, a canny and personable fellow, is willing to chase down opportunities he hears of, and trades in rare and magical items. Here are some of the goods he might have available, or might offer for a particular item which your player characters possess:
1 - Censer of Censure: This brass censer can be filled with incense and, when lit, floats in mid-air, moving around slowly in a 10-foot radius from the owner and filling the air with thick, sweet-smelling smoke. Once per day as an action, an attuned owner can surreptitiously select a creature within 20 feet and the censer will circle around that creature for 1 minute. The creature gains half cover, but also gains the poisoned condition for the duration. At the end, the censer drops to the ground and the smoke dissipates. 2 - Containment Jar: This gold-inlaid glass jar comes with a warded lid. By holding the jar and spending a reaction when a creature that the owner can see casts a spell within 60 feet, they can cast Counterspell. The jar is then filled with roiling, violent magical energy and seals itself. By unsealing the jar or shattering it as an action, the counterspelled spell is then released, with the jar counting as the target. 3 - Orb of Pondering: This cursed orb looks and acts exactly as an ordinary Crystal ball. However, each time it is used, the user must make a Wisdom saving throw (DC 17). On a successful save, the orb functions normally. On a failed save, the user instead becomes Charmed by the orb and will gaze at it until interrupted by an outside source, ignoring even the need for sleep or food. 4 - Wand-Polishing Wax: This small tin contains a wax made from a combination of manticore oil, powdered diamond dust, and giant bee wax. The tin contains 6 charges of wax. When used to polish a magical wand during a short rest, using the spell from the wand lowers the wand's maximum number of charges by 1, but the saving throw DC of spells used from the wand increases by 1. 5 - Robe of Safety: This magical robe includes detailed gold piping and embroidered sigils of warding. The wearer has resistance to damage from their own spells, which is applied after a saving throw, if applicable. 6 - Pocket Watch of Chronurgy: This brass clockwork pocket-watch hangs on a chain, and its face bears a tiny starry sky made with glinting diamonds. The watch has three charges, and as an action, the wearer can spend one charge to use either Haste or Slow. The watch regains 1 charge at dawn. Also posted on Game Masters Stash on 8 December 2021. 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. This enchanted belt allows the wearer to lift tremendous weights. It was made by a dwarven king for a halfling friend who had struggled to carry his share of treasure. When buckled up, the belt hums loudly and the metal plaques ripple around the wearer's body.
BELT OF HEFT Wondrous item, rare While wearing this belt, your Strength score is considered to be 25 for the purposes of carrying weight and for lifting heavy objects. The belt has no effect on your Strength score for making attack or damage rolls. This means that the wearer can lift 375 pounds of weight in total, and to push, drag, or lift items weighing 750 pounds. As an action, the wearer can plant themselves with solid footing, choosing to become restrained until the start of their next round. While planted like this, the wearer has advantage on Strength checks or saving throws (at a +7 bonus). Also posted on Game Masters Stash on 19 November 2021. Known only to those with magical talent (and invited guests), the Arcane Auctions are held yearly, usually in different cities. At these auctions, no moral bounds inhibit anything sold- the bones of a widow, shards of a dragon egg, splinters of a saint's sword, secret plans to an abyssal citadel- and by mutual agreement, no party may offer violence to one another, on pain of violent retribution from all parties involved, and then permanent expulsion. Given that this audience typically includes at least three archmages and more than a few celestials and fiends, this retribution is quite a threat.
With a capering Arcanoloth serving as master of ceremonies and hurrying the auctions along, no offer is off the table, so long as it has value to someone. Here are some of the items which might be on offer this year, and the details you would receive at the auction: 1 - The Axe of Xalkux: With blades of jagged green glass and a brass handle, this double-bitted axe glows brightly. Some say this weapon was the weapon that slew the Lich King Xalkux, while others maintain that it was his personal weapon. Either way, this weapon has an aura of strong evocation and necromancy magic and is in near-mint condition. Tested recently on slaves, with a result of three out of three casualties, it has a proven track record of fatality and lethal efficiency. Starting bids beginning at eight soul coins! 2 - Shards of the First Light: A small wooden crate of bright glass shards allegedly broken from the first light of Creation. These pieces can be used as spell components at great value, or you could try gluing them back together, I guess? Those guys up the back from the Prince of Night's court have been eyeing these all day, I'd get in early if you can! 3 - The Sun Helm: Taken from the Solar Asteroth after he was defeated in battle, and he's still looking sore about it over there on the left. As light as a feather, stronger than mithril, and blessed with the the beinons of the Seven Mounting Heavens themselves. Good luck bidding, I'm sure he won't wreak vengeance upon you or generations of your descendants! 4 - The Curse Codex: A tome clad in sheets of bronze and warding runes, this tome allegedly holds the seventy-seven curses of the witch Gornennak. With these, you can level or lift any of the curses detailed. Need to cure your grandfather of the wandering mumps, or change the reason you wake up in the morning, drenched in sweat and blood and other people's gore, Roger? Just get your bids in early and often! 5 - The Godcleaver: This knife was said to have been forged to spill the blood of the gods themselves. Get ready, the Stygian delegation at the back has tried to steal it three times this afternoon already and they've got that look in their lack of eyes that says they'll try again. If you want it, be ready to wear the ire of the deities themselves, but you'll be equipped to defend yourself well. 6 - Thirkaz' Amulet: This is the phylactery of the lich Dread Thirkaz over there, who's still regenerating his body. Holding this might make you able to resist his magic, but he certainly won't be happy about it- in fact, he's sending me a message by telepathy to tell me about the vengeance he'll take right now. Good luck and the gods bless your bid! Also posted on Game Masters Stash on 18 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. This stately and ornate Elven-made helm draws the eye and imbues the wearer with grandeur. It was originally made for the Captain of a cavalry brigade, but was lost in battle against a horde of Orcs in times past. Since then, it has passed from owner to owner, before being added to a pile of treasure somewhere in a dark and dingy hold.
The family of those who once owned it would pay a valuable price for its return, or might commission other adventurers to recover it from someone who wishes to retain it for their own use. HELM OF GLORY Wondrous item, rare (requires attunement) While wearing this helm, you have advantage on Charisma saving throws. This helmet has 3 charges. While wearing it, you can use a bonus action and expend a charge to cast Divine favor on yourself for 1 minute (no concentration needed). The helm regains 1d3 expended charges at dawn. Also posted on Game Masters Stash on 5 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. A curious and quiet merchant, the Unkindness Trader appears to be a young human woman of albino-pale skin and hair, marked by some paint on her face. Her garb is adorned with shiny black raven feathers, and she usually chooses an out-of-the-way corner of whatever market she happens to be in. Her stall is a simple affair of a canvas sheet over a wooden frame, but it is inevitably festooned with at least a dozen silent ravens who watch all passers-by, tracking their movements.
In person, the trader is pleasant, if shy, and offers a variety of exotic goods which seem to come from the Shadowfell itself. Among the goods sold are: 1 - Gloomcloak (250gp) - This seems like a single layer of insubstantial dark silk, but is hard for the eye to focus upon. When worn, this grants advantage on Stealth checks and allows a Hide check as a bonus action, even when not in cover. However, once donned, it begins to irreversibly fray, and entirely disintegrates within 1 minute. 2 - Ring of Ravencalling (500gp) - This plain metal ring is a glossy black in colour, and can be magically activated as an action by taking it off and reversing it. When this is done, the user is surrounded by a flock of ravens which grant them three-quarters cover for 1 minute (as Call the concealing horde). If the wearer attacks, the flock dissipates immediately. The ring's magic fades after this has been activated three times. 3 - Midnight apples (10 gp each) - These apples are a deep purple with white spots, appearing much like a night sky. When eaten, they are crisp and flavourful. More surprisingly, these can be eaten by (and interacted with) by incorporeal creatures, often granting them some human comfort in undeath. 4 - Bell of Safe Passage (750 gp) - This small tarnished silver bell can be rung as an action to cast Hold person, affecting only an Undead creature within range. Legend tells that there are seven of these bells, belonging to a special order of 'white necromancers', but the others have been lost. 5 - Feather Token (Raven) (1,500 gp) - This token can be unfolded to conjure an almost horse-sized giant raven (statistics as a Giant Eagle), which will follow your commands for 1 hour. 6 - Second Shadow (a favour) - This particular service costs the customer a favour to the Raven Queen herself, the terms of which are appropriately nebulous. For this favour, the Unkindness Trader uses special thread spun from moonlight to stitch an additional shadow to the customer's heels, meaning that they have double the usual number of shadows under an overhead light. However, when subject to any effect that would kill them instantly (a finger of death spell, or similar effect), the second shadow instead absorbs the curse and burns away, leaving the user with no ill effects. Also posted on Game Masters Stash on 6 October 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. Woven of the light from a thousand Arctic sunrises and stitched with threads from the aurora borealis, this elegant and legendary gown wraps the wearer in shimmering colours. Comprised of a body sheath with voluminous skirts and a half-cape woven with mithril threads, it makes a stunning appearance as well as being heavily woven with magic. It is said that Malagdax, Sable Archduke of the Winter Court, bid for its ownership but that some other offer outstripped his, which left him pledging cold vengeance.
The Prismatic Ensemble Wondrous item, very rare (requires attunement by watching the sunrise while wearing it) This dress sheds softly-coloured light in a 10-foot radius, and dim light for 30 feet beyond that. While worn, the user has an AC of 14 + Charisma modifier, but armour cannot be worn over the top. The dress has one charge, which can be spent as an action to cast Prismatic spray. This charge is restored by wearing the dress while standing in, or holding it up to, the light of a sunrise. Also posted on Game Masters Stash on 14 September 2021. Made most commonly by the Church of Rania the Worldwalker, this translucent gel takes on the appearance and shape of real flesh in a matter of moments, even emitting a realistic-looking blood when cut. Members of her church use it for training in how to administer medicine, or sometimes for pranks. In a pinch, a jar's worth can be used to simulate a very messy death, and has saved the lives of its users many times over.
MOULAGE JAR Wondrous item, uncommon This cream can be applied once per day to a target, either healing them of 3d4 hit points or simulating 3d4 hit points' worth of damage. If applied to simulate damage, the target gains a +10 bonus on Deception checks to pretend that they have been wounded. This check can be opposed by a Medicine check, if a viewer is proficient. The cream wears off in an hour, or can be dissolved by alcohol. The entire jar can be used to create a feign death effect one a target, who can end the effect by taking an action if they wish to. Also posted on Game Masters Stash on 9 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. This magical item is sold by a travelling Marid merchant who somehow has the ability to travel to and from any body of water large enough to accomodate her caravan. While she sells a variety of interesting potions and mineral solutions in water, this magical item is highly-sought by water-breathing creatures and the servants of Aboleths.
HYDRATE-TAPER Uncommon magical item This thick grey wax candle is uncommonly heavy, and a little slick to the touch. When flame is touched to its wick, it emanates a 'flame' of water that quickly fills a 20-foot radius with densely humid air, able to be breathed by any water-breathing creature as if it were water. Air-breathing creatures can hold their breath if within the radius of the candle, but otherwise take a level of exhaustion after 1 round, then again at 1 and 10 minutes of being within the candle's radius. The candle burns down slowly and can burn for a total duration of 1 hour, and cannot be extinguished early without losing its enchantment. Also posted on Game Masters Stash on 12 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. |
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