D&D 5E Emporium Items

rgoodbb

Adventurer
Looking for ideas for interesting things to fill out an emporium.

One of the first things my players might do is cast detect magic and then leave if nothing lights up, but their interest might be piqued if there are some unusual items in this nick-knack shop that sells a bit of everything

What might those non-magical items consist of?

Thanks.
 

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- A sextant. Obviously part of a navigator's Kit but still a 'toy' for others to play with. Put a rangefinder or a compass directional on it to pique interest.
- An orrery. Turn the crank and watch the stars / planets revolve.
- Grandfather clock. Admittedly difficult to bring along on adventures...
- Matched set of coins from several nations. In frame, suitable to mount on a wall. Also can be taken apart and used to buy stuff.
- High-fashion clothing (looks like 1920s "flapper" outfit)
- High-fashion clothing (looks like 1960 Jackie Kennedy good taste / class / style)
- High-fashion clothing (looks nothing like what you would ever give your own family)
- Low-fashion clothing (visibly cries out 'I don't fit in to society!')
- Low-fashion clothing (as in, lower classes wear this)
- Perfectly good pair of traveler's boots
- Various parts and pieces of Artisans Kits that can be used to repair their own
- Various parts and pieces of Artisans Kits that can be used to upgrade their own
 

Crystal balls leap to my mind. Along with the other fancier material components used in spells, these items could draw wizards to the shop, giving the place a magical reputation despite not carrying actual magic.


And artwork - small sculptures, paintings, etc - of the sort typically looted from dungeons should indicate that the emporium will buy this sort of stuff from the players.

Or better yet, if you have the emporium sell the artwork by consignment (emporium is an agent, takes a small cut of the sale, but the players still own the artwork if it doesn't sell), the art currently on display can include notes describing the NPCs who own the works, and thus the emporium also becomes a place the players can come to learn about and connect with other adventurers
 



You can have some small statues and holy symbols that have been removed from old crypts and tombs. Some can be made from metal or stone. One can even have an old treasure map hidden inside. Better if one has a map ,but is falsely planted to get people to try and kill something on behalf of the planter.

If you want to place minor magic items you can have something like a smoking pipe that lights by itself or a bedroll that also keeps bugs away. Small things that make life easier, but offer not much in game terms
 

One can even have an old treasure map hidden inside.
I'm using this idea!

Some nice, expensive item on full display - a masterwork painting, say - that just doesn't sell. Then the players discover some clue that it holds a map. Now, the players are gonna have to spend a small fortune to buy the painting; or convince the painter's owner to destroy the masterpiece to get at the map . . . or steal it. Or something. Lots of options.
 

I had a merchant that was a former adventurer. He hid that from the community (few knew of it, and those that did knew to keep it secret). When adventurers or mages were in town, he'd hire a local kid to give him a heads up if the discerning folk were approaching... and then when warned he'd cast Nystul's Magic Aura on as many non-magical items as he could. Then he'd let them come in detect magic and offer to buy items. If they told him they were magical he'd scoff at the, but charge a high price. If they never mentioned the magical aura he'd ask why they were so eager and charge a slightly higher price... and if PCs/mages came back angry that the items were not truly magical, he'd shoot back that he never said they were.

I also have - for years - had a lot of 'mundane' magic available in town stores. These often were of more interest than the magical weapons, armor and other real advenuring tools. An amulet that casts unseen servant once per week. A toy that animates and sings a song. A coin that always lands on heads when flipped. Statues that always point at each other. A miniature elephant. A haunted locket. A magical mirror that glimpsed into a whorehouse in a city on another plane. A stick that oozed chocolate sauce. An arrow that turned ethereal when shot. A ring that carried a ... loacalized enlargement enchantment. A wand that vibrated when activated. A toy that wandered around collecting rocks and piling them up when activated. An earring that translated Gnome to Halfling. A book that copied the text of (non-magical) books. Goggles that made everyone appear nakes (only an illusion). A mug of endless beer. A pipe that poisoned you... in a good way ... when anything was smoked in it. A shell that always sounded like the sea. A paint brush that gave advantage on perform (painting) checks. A powder puff that colored anything it touched pink.
 


Masterwork weapons.

My home brew version: the stats in the PHB describe iron weapons. Weapons with steel edges and/or points do +1 damage. A weapon custom-made for a specific individual, optimized for heft and balance, gives that individual +1 to hit. Nobles tend to have steel weapons custom-made, and *then* magically enchanted.

Also masterwork thief tools.

There are plenty of items in the PHB which could be improved. Oil which burns hotter and/or longer. Nets which are harder to break. Extra-sharp caltrops. If the description involves a number, then a superior version can exist.
 

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