D&D 5E The many and fabulous bazaars of Port Nyanzaru - and beyond

CapnZapp

Legend
Souk cont'd...

Consumables
Ointment of Barkskin 250 sp
The albino dwarves of Chult use this greasy ointment. When slathered over the user's skin, it protects her with a barkskin spell.
Potion of Burning Fire 600 sp
During the next ten minutes, re-roll three damage dice whenever you cast a spell causing fire damage. You must use the new rolls.
Bird feather headdress (requires attunement) 2900 sp
This gaudy headdress has six large plumes and many smaller ones. Each large plume can be plucked and thrown into the air to summon three hawks, two eagles or owls, or one giant eagle or giant owl each as per summon animal. Once all large plumes are used, the headdress is no longer magical.

Permanent items
Anklet of Translocation 1400 sp
Once per day you can spend your reaction to teleport 30 feet to a spot you can see.
Gloves of Lightning 2200 sp
These flexible leather gloves are covered with small copper rivets. Three times per day the
wearer may choose to deal an additional 2d8 points of lightning damage upon a successful hit with either an unarmed attack or with a light melee weapon.
Wondrous Survival Pouch 5000 sp
Produce various survival items 5/day, including rations, water, tent, rope, campfire, shortbow, mule.
Instrument of the Bards – Doss Lute 16000 sp
DMG176

Flint dagger +1 500 sp
Regular flint weapons dull quickly, though the enchantments placed on this dagger prevents this.
Obsidian yklwa +1 600 sp
Simple melee weapon dealing 1d8 piercing with the throwing (range 10/30) property

Staff of Divination 55000 sp
Requires attunement by a bard, cleric, druid, sorcerer, warlock, or wizard
The staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: find traps (1 charge), locate object (1 charge), tongues (2 charges), locate creature (3 charges), arcane eye (4 charges) or true seeing (5 charges). The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff curls itself into a spiral and becomes useless.
You know one extra language while attuned to this staff.
 

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CapnZapp

Legend
As a break from my listing, I can report three purchases being made already by my group (from those few I have listed) ☺

The Sentira Shell Mail sold by Zhanti was picked up by the Druid. The anklet and gloves was both bought at the Grand Souk by the Monk.

My players are exceedingly wary of consumables - they almost always prefer permanent items, and they very reluctantly use up the consumables they do have (except straight-forward healing), preferring to hoard them "for later" (which then never happens) 😄

Sent from my C6603 using EN World mobile app
 

CapnZapp

Legend
Merchant's Ward cont'd

Temple of Savras (#7)
This is one of the oldest, grandest buildings in the city. The tiled roof of its great dome resembles an unblinking eye, staring skyward.

Scholar's Dreams 175 sp
Consumable spell component that doubles the duration and range of casting of a spell from the Knowledge domain.
Potion of Mind-reading 180 sp
Potion of Clairvoyance 1100 sp

Scrolls
Spell scrolls from the PHB wizard class list are available for purchase by visitors that spend one hour in meditation and make a donation commensurate with their perceived wealth. If availability is indicated up to 1d6 scrolls can be acquired as one purchase, last scroll costs twice as much. Regular visitors are allowed one purchase per day; diviners, truth-tellers and scholars half a dozen. Spellcasters devoted to deities such as Azuth, Mystra or Savras have no purchase limit.

Wizard Spell scroll, 1st level spell 60 sp
99% availability
Wizard Spell scroll, 2nd level spell 120 sp
90% availability
Wizard Spell scroll, 3rd level spell 200 sp
50% availability

Spellcasting Services (pending availability)
Identify 20 gp
Speak with dead 90 sp
Divination 210 sp
Raise Dead 1250 sp

Items
Reliquary Holy Symbol 1000 sp
You gain one daily Channel Divinity: Turn Undead.
Heward's Fortifying Bedroll 2500 sp
This woolen sleeping bag is embroidered with stars and moons in silver and blue thread, and it smells of lavender. After sleeping for 1 hour in the bedroll, you recover one spell slot if you are a spellcaster. After sleeping for 4 hours in the bedroll, you additionally recover 1 hit point per character level. After sleeping for 8 hours in the bedroll, you additionally gain advantage on one Constitution check to resist Exhaustion during the day. Once you stop sleeping, the bedroll does not function again until the next dusk.
Pearl of power 7000 sp
DMG184
Amulet of proof against detection and location 20000 sp
DMG150
 

CapnZapp

Legend
Temple of Gond (#8)
This boxy stone temple features an immense fountain whose water jets shift continually to create amazing shapes.

Spell scroll (purify food and drink) 60 sp
Spell scroll (endure elements) 100 sp
Spell scroll (lesser restoration) 120 sp
Spell scroll (create food and drink) 250 sp

Potion of Greater Healing 200 sp
Potion of Diminution 300 sp
Potion of Growth 300 sp
Potion of Heroism 300 sp
Potion of Resistance 300 sp
Potion of Water-Breathing 300 sp

Quaal's Feather Token, Anchor 100 sp
Quaal's Feather Token, Whip 250 sp
Keoghtom's Ointment 600 sp
Dust of Sneezing and Choking, 600 sp
Dust of Dryness, 800 sp
Quaal's Feather Token, Fan 1000 sp

Darksteel War Hammer +1 5000 sp
Silvery in hue but deep purple when newly scratched or cut, darksteel weapons inflict cumulative lightning damage each time they hit in a combat round (a +2 weapon deals 2 lightning damage on the first hit, 4 on the second, and so on).
Cyrite Half Plate +1 5500 sp
This steel features multihued bands at odd intervals. You gain a +1 bonus to AC and saving throws while wearing this armor.
Stone Half Plate 14 + Dex (max 2) AC, requires Str 13 750 sp
Stone Plate 17 AC, requires Str 17 1500 sp
Plate Armor made out of intricately interlocking carved stone plates. This armor costs only a third of what metal plate costs in metal-scarce Chult and is almost as good. It is an especially good alternative when you can't or won't wear metal armor.

Ring of Sustenance (requires attunement) 2500 sp
While you wear this ring, you only require half as much food or drink and are immune to poison damage and the poisoned condition.
Gondian Sun Hat (requires attunement) 6000 sp
While you wear this hat you suffer no harm from being in a hot or cold environment. You remain comfortable in conditions between -50 and 140 degrees Fahrenheit without risking exhaustion. Your equipment is likewise protected. You gain no protection from actual fire or cold damage, nor against other environmental hazards such as smoke, lack of air, and so forth.
Ring of Free Action (requires attunement) 17000 sp
DMG191
Gondian Action Belt (requires attunement) 22000 sp
Provides 3 charges per day which may be spent the following ways: 1 charge for a Dash action, 2 for an extra attack, 3 for an additional action.
 

CapnZapp

Legend
Temple of Sune (#9)
Isolated atop a rocky formation in the sea, when seen from the distance, the temple's roof seems to float in midair. As a newcomer to the temple, make a Charisma DC 15 check to gain access to the temple's goods and services.

Philter of Love 100 sp
Spell scroll (lesser restoration) 120 sp
Potion of Greater Healing 250 sp
Potion of Eagle's Splendor 250 sp
Your Charisma score is 19 for one hour. The potion has no effect on you if your Charisma is
already 19 or higher.

Everburning Torch 110 sp

Draught of Evergold 10000 sp
Your Charisma score is 25 for one hour, and acts as a philter of love upon anyone who can see you clearly for at least one full minute during that time. The potion has no effect on you if your Charisma is already 25 or higher.

Spellcasting Services (pending availability)
Lesser restoration 40 gp
Greater restoration 450 sp
 

CapnZapp

Legend
Jewel Market (#10)
Every gemstone spell component is available for purchase at PHB prices.

Aquamarine of Spell Extending 2700 sp
This is a spell focus. Once per day when used to cast a spell of 5th level or lower that has a duration longer than instantaneous, you can double its duration. The spell requires Concentration, if it didn't already.
Vibrant purple prism 5000 sp
Ioun stone of Reserve, DMG177

The following gemstones can be mounted in a wand when first purchased, adding its cost to the cost of the wand.

Beljuril +6000 sp
Beljurils are large gemstones that periodically blaze with a sparkling, winking, flashing light. This spellcasting focus increases the lightning damage of any spell cast by +1d8. When you expend a charge from a beljuril-mounted wand of Lightning Bolts, the spell slot level is increased by one.

Black Opal +5000 sp
Black opal is a greenish type of opal with black mottling and gold flecks, that has been found in ancient hot springs. This spellcasting focus increases the force damage of any spell cast by +1d4. When you expend a charge from a black opal-mounted wand of Magic Missiles, the spell slot level is increased by one.

Emerald +5000 sp
A brilliant green beryl, the emerald is usually cut square. When you expend a charge from an emerald-mounted wand of Binding, the spell slot level is increased by one.

Jacinth +8000 sp
At the heart of every jacinth a tiny flame flickers and dances—not enough to illuminate surroundings, but enough to be seen from afar. This spellcasting focus increases the fire damage of any spell cast by +1d6. When you expend a charge from a jacinth-mounted wand of Fireballs, the spell slot level is increased by one.
 

Coming back to this thread to offer my thanks [MENTION=12731]CapnZapp[/MENTION] for the work. It's interesting stuff, and certainly also shows your philosophy on magic items. One thing that I've found as an effective method of helping out parties who struggle with the (generally more difficult than the DMG suggests) big book adventures is to hand out more treasure than normal; just letting them buy it with the treasure that they cannot spend otherwise instead gives the same effect with less work on my part...

It also seems to incentivise the players to actually leave the jungle after level 3, since as written I can see the adventure consisting of a single expedition that sees the players level from 3-10 in one trip. If they become aware of the exciting magic item shops available in Port Nyanzaru, they'll be more likely to want to return to civilisation - giving a change of pace for half a session or so, along with some roleplaying opportunities.
 

CapnZapp

Legend
Thanks.

As you might or might not be aware, these prices are set based on a specific set of assumptions:

They assume the characters gain wealth roughly by the rate the DMG treasure guidelines result in. To be specific, I actually am not using the "Typical" wealth curve (since that wasn't available to me when I started). Instead I'm using the XP = GP curve. Details here: http://www.enworld.org/forum/showthread.php?619626-Design-amp-Development-Wealth-Curves

They're using the Sane prices as a (very) rough starting point: http://www.giantitp.com/forums/showthread.php?424243-Sane-Magic-Item-Prices

I have found they are too cheap in many cases. This, despite the "wealth curve" being roughly the same as the expected wealth of 3E, which remains the basis for Sane.

In simpler words, I think a 5E character needs to have fewer items than a 3E character of the same level.

When you offer plenty of "cheap" items it creates more of a 3E feeling campaign, and my aim is not to recreate 3E here - my aim is to play 5E but with items for gold.
 
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CapnZapp

Legend
The time has come for my adventurers to return triumphantly to the city, laden with treasures (about 25000 sp each). :) For that purpose, here's the second iteration of the many and fabulous bazaars of Port Nyanzaru.

We'll post one page at a time, and I'll start a separate thread to discuss noteworthy items, their design and usage. In order to save (a lot) of time, I'm testing out a WYSIWYG to BBCODE converter, feel free to report any especially strange formatting error.

Port Nyanzaru
Metal armor isvery rare in Chult – this is represented by medium and heavy metalarmor costing three times the PHB prices.


MerchantPrinces
Ekene-Afa
Deals in weapons,shields, traveling gear, rain catchers, saddles, wagons, and canoes


Greatreach Bracers 1000 sp:n:
This pair of arm-length,leathery bracers is sewn from blackened sinews and tendons. Threerounds each day, these bracers double your reach.
Flaming yklwa +1 2500sp
Anyklwa is a simple melee weapon dealing 1d8 piercing with the throwing(range 10/30) property
Sheds light as per ContinualFlame
Silver dagger +2 4000 sp
Vicious Short Bow of the Jaguar +1(req attn) 3350sp:n:
Your speed increases by 10 feet. You gain low-light vision andadvantage on Wisdom
(Perception) checks that rely on smell. When you score a criticalhit with the bow, the target takes an extra 7 damage.
Manticore Greatsword +1 3850 sp:n:
This greatsword has a wavy blade and an oversized hilt adornedwith six spikes. You can activate a spike in place of making anattack, or you can activate all remaining spikes by spending youraction. Each spike counts as if you threw a +1 Dagger. The spikescrumble to dust after hitting or missing their target. A manticoregreatsword regenerates any thrown spikes at noon each day.
Devastation Gauntlets 4500 sp:n:
These steel gauntlets with stylized flames have three charges,renewed each long rest. Each charge adds a d8 to the damage of anycritical hit (resulting in +2d8 damage) of the attack's damage type.
Dlarun Shield 7000 sp
This bone-white metal can take a high polish and is often mistakenfor ivory when seen in finished items, but has a distinctive greenishsheen in candlelight. The user gains fire resistance.
Coral Falchion of Power 7000sp:n:
A falchion is a 2d4 slashingheavy two-handed simple weapon weighing 8 lbs.
Your Strength increases by 2, to a maximum of 20, and you gainlightning resistance while you wield this magic non-metal weapon thatweighs 4 lbs.
Gloves of Improved Two-WeaponFighting 8000 sp:n:
While wearing these gloves, you fight as though you possess the DualWielder feat. If you already have this feat, you instead get to maketwo attacks whenever you use a bonus action to attack with your offhand per Two-Weapon Fighting.
Yklwa +3 15000sp
Anyklwa is a simple melee weapon dealing 1d8 piercing with the throwing(range 10/30) property
 

CapnZapp

Legend
Page 2

Ifan-Talro'a (only makes personal deals with Zhentarim members)
Deals in beasts and beast training


Flying snake 250 sp
Electric Eel Elixir 400 sp
Imbibing this blue liquid with silvery sparkles turns your skin silver and grants you a +1 AC bonus to AC. You may make a special touch attack that treats the enemy's AC as 10 + Dexterity, maximized to 12 or 10 by medium or heavy armor as usual. This touch attack deals 1d8+3 lightning damage. Alternatively, your unarmed attacks deal +1d8 lightning damage. The elixir lasts one hour, but contains only enough lightning magic for 7 rounds of combat.
Arrowof Slaying (Beasts) 600sp


Viper dagger +1 2000 sp
Once per day, this +1 dagger can turn into a poisonous snake as per conjure animals for up to 1 hour before it reverts to dagger form.
Shaggy Vest of Predatory Vigor 1400sp (req attn)
Whenever you enter a rage, you may spend 2 Hit Dice as part of that action. You may choose to exude a potent animal musk to frighten away lesser predators (beasts of a CR half your level or less avoid you unless cornered).
Choker of the Porcupine 2500 sp
While you wear this around your neck, you can sprout a thousandquills as a reaction, making you deal 1d6 piercing damage to anycreature grappling or grappled by you at the start of the creature's turn.
Panther Strike Bracers 3500sp (requires attunement)
Panther strike bracers allow you to answer an unsuccessful melee attack against you with an unexpected riposte. Spend your reaction to make an opportunity attack immediately after an enemy
has missed you with a melee attack. If this opportunity attack also misses, the bracers can't be used
again until you take a short rest.
[STRIKE]Marble Elephant 6000 sp[/STRIKE]
[STRIKE]Bracers of the Hunter (requires attunement by a rogue) 8500 sp[/STRIKE]


Jessamine
Deals in plants,poison and assassinations


Stalwart Herb 1000 sp
Your Constitution score is 19 for one hour. The herb has no effect on you if your Constitution is
already 19 or higher.


Feystride Boots 3000 sp (req attn)
You gain the racial feat Fey Teleportation. This item is part of the Caelynnvala’s Boons set.
Black Dragon Tooth +1 4000 sp[STRIKE]5000 sp[/STRIKE]
Works as a Dagger of Venom, DMG160. Additionally, it deals triple damage on a critical.
Dagger of Defiance 4000 sp
This magic dagger bestows a +2 bonus to Dexterity and Charisma saves while held
Darkhidden Ring 6700 sp
You are invisible to darkvision. You remain visible to regular vision.
 
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