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

CapnZapp

Legend
Page 3

Jobal
Deals in guides and sell-swords


Scimitar of the Fool +1 1500 sp
You have disadvantage on Wisdom saving throws while you hold this weapon. These weapons are popular with iron rulers who don’t entirely trust their guards.
Boots of the Battle Charger 2000sp
While wearing these boots, you gain the use of the Charger feat.
Vest of Bravery 6000 sp
The wearer of this silk vest with platinum embroidery gains a +2bonus to Strength and Wisdom saves
[STRIKE]Wand of Endure Elements8000 sp[/STRIKE]


Kwayothé
Deals in fruit,wine, ale, tej, oil, perfume, insect repellent, and black magic


Potion of Animate Dead 1000 sp[STRIKE]1500 sp[/STRIKE]
When you administer this potion to a pile of bones or a corpse of a Medium or Small humanoid, you create a zombie or skeleton as per the animate dead spell.
Drop of Vampire Blood 2500 sp
You're incapacitated with pain for one minute as you transform into a Vampire Spawn (MM298). At sunrise you must make a Wisdom DC 10 saving throw to change back or you fall into torpor for one hour and must then repeat the save. If you fail three such saves, you awaken as a true Spawn with your alignment permanently set to Chaotic Evil.


Thorn of Dim Vision (req attn) 880sp
You gain the Dim Vision cantrip: one creature within 90 ft must make a Wisdom saving throw or have its visual range limited to 20 ft(including darkvision) until the end of your next turn.
Dagger of Chill Touch 1900 sp
This pocked and notched piece of yellowed bone seems to have once been used as the pommel for
a dagger, though the blade is now missing. When you grasp the hilt of a spectral dagger,
a “blade” of ghostly light coalesces into existence. Attacks with this dagger cause no regular damage. Instead, if used in melee the target is affected as if you cast the Chill Touch cantrip on it.
Darkfire Gloves 3000 sp (req attn)
You gain the racial feat Flames of Phlegethos. This item is part of the Caelynnvala’s Boons set.
Rodof the Pact Keeper +1 (req attn) 10000sp[STRIKE]15000 sp[/STRIKE]
DMG197
Nychyaella’s Shadow Spear +2 18000sp[STRIKE]36000 sp[/STRIKE]
This spear is made of shadow-top wood. Three times per day on a successful attack, in addition to dealing damage normally, you may(as a free action) choose to drain the victim of life energy to heal yourself, as if you cast the Vampiric Touch spell on the target.
Wand of Binding (req attn) 20000 sp
DMG209
Wand of Curses(req attn by a spellcaster)24000sp
This wand has 7 Charges. While holding it, you can use an action to expend1 or more of its charges to cast the Bestow Curse spell (DC 15) from it. For 1 charge, you cast the 3rd-level version of the spell.You can increase the spell slot level by one for every additional charge you expend. The wand regains 1d6+1 expended charges daily at midnight. If you expend the wand's last charge, roll a d20. On a 1, the wand is transformed into a swarm of scorpions attacking you and is destroyed.
 

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CapnZapp

Legend
Wakanga O'tamu (discreetly gives a 25% discount to Harpers)
Deals in white magic and lore


Catalyzing Robes of Light 280 sp
Any light source originating from wearer has its radius increased by +10 ft.
Circlet of Revelations 3000 sp (req attn)
You gain the racial feat Drow High Magic. This item is part of the Caelynnvala’s Boons set.
Rodof Defiance 3300 sp
This crudely shaped, bone-white rod resembles a cudgel. You can use a rod of defiance in combat as a +1 flail. In addition, undead creatures gains disadvantage on the wielder's Turn Undead actions while suffering damage dealt by the rod.
Circletof Mages 5000 sp
This leather circlet has a silver headpiece showing crescent moons on either sideof a
seven-pointed star. A circlet of mages grants you a +2 bonus on Constitution saving throws to maintain Concentration. In addition, when you cast a spell,roll a d4. If the result is equal to or higher than the spell's level, you retain the spell slot as if you didn't cast the spell.Once you have used this property, you must take a long rest before you can use it again.
Wandof the War Mage +2 (req attn) 5000 sp
Runeof Magic Weapon 7500 sp
A small stone tablet bearing the dwarven rune for “magic weapon”. The rune canbe permanently affixed to a magic melee weapon. Once affixed, the rune empowers any casting of the Magic Weapon or Elemental Weapon spells to target its weapon, despite already being magical.
Bracers of Defense 7500 sp(req attn)
DMG156
[STRIKE]Wand of Magic Missiles 8000sp[/STRIKE]
Runestaff of Fire (requires attunement by a sorcerer, warlock or wizard) 8400 sp
This staff is crafted from bronzewood with rune-scribed brass bindings. A runestaff of fire allows you to cast any of the following spells(each three times per day) by expending a spell slot as if the spell was known and prepared to you: burning hands, fireball, and wallof fire.
Shroudcrown (requires attunement) 10700sp [STRIKE]11300 sp[/STRIKE]
This agate-studded bronze circlet holds considerable power over undead. The wearer can turn undead as a 10th-level cleric, and she is constantly affected as if by an Invisibility spell as regards undead.
Orb of Spell Sequencing, Lesser 11000 sp (requires attunement by a Bard, Sorcerer, Wizard or Warlock)
A spell focus. This orb stores spells cast into it, holding them for up to eight hours. The orb can store up to 5 levels worth of spells at a time. You may cast a spell of 1st through 3rd level into the orb by touching it as the spell is cast. The spell has no effect,other than to be stored in the orb. The level of the slot used to cast the spell determines how much space it uses. While you hold the orb, you can take the Cast Spell action to use it as your spell focus to cast up to three of its stored spells in a single turn. This makes you suffer one level of exhaustion.
 

CapnZapp

Legend
Page 5

Zhanti
Deals in gems,jewelry, cloth, and armor


[STRIKE]Sentira Shell Mail +1 2250 sp[/STRIKE]
Non-metal Scale Mail; provides a +1 bonus to AC and Constitution saves made to maintain Concentration.
Circlet of Resolve 5000 sp
While wearing this plain silver headwear you gain a +2 bonus to Constitution and Intelligence saves
Mithral Half Plate 6000sp
Valiant Vambracers of Warding 8000 sp
These golden bracers are engraved with the holy sigils of Ubtao. You gain a +2 bonus to AC against ranged attacks and a +2 bonus to Wisdom saves.
Tigerskin Armor 8800 sp
Hide Armor +1 with no limit on Dexterity bonus to AC. Three times a day you can activate the suit(no action) to gain the following powers during the next minute:
- you gain keen smell:advantage on Wisdom (Perception) checks that rely on smell
- you gain advantage on Strength (Athletics) checks
- you gain the Pounce ability: If you move at least 20 feet straight toward a creature right before hitting it with a melee attack, the target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, you may take a bonus action to make one attack against it.
Wand Bracelet 12000 sp
This golden chain wrist bracelet has a number of small metal objects hanging from it like charms. A wand bracelet can store one to three items, each weighing no more than 3 pounds, which appear as charms along the bracelet. You can make one of the charms from the bracelet appear in your hand as your free object interaction. This makes any other charm held disappear. In addition, if you store two or three implements or spell foci, holding one counts as holding all of them for purposes of spells cast through them. You can change which items you store during a short rest.
Valiant Gloves of Missile Snaring 13000 sp
DMG172 plus Valiant: While you are not wearing heavy armor; bludgeoning,piercing, and slashing damage that you take from non-magical weapons is reduced by 3.
 
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CapnZapp

Legend
Old City
Beggar'sPalaces(#1)
Shops and tenements of bamboo are jammed onto the terraces of the two largest ziggurats
of the Old City in wild profusion.


Consumables
Chult Camouflage Dye 30 sp
If you wear no or light armor you gain +1 Stealth until you complete a long rest.
Dwarf grease30 sp
If you wear no armor creatures trying to grapple you suffer disadvantage until you complete a long rest.
Dwarf mud 45 sp
If you wear no or light armor you gain +1 AC until you complete along rest.


Bloodvine rope 160 sp[STRIKE]200 sp[/STRIKE]
A creature bound with bloodvine rope has disadvantage on escape attempts.
Tanglefoot Bag 200 sp
You can throw this up to 50 feet. Wherever it lands, it creates the effects of an Entangle spell (save DC 13).
Amber Amulet of Vermin 330 sp[STRIKE]350 sp[/STRIKE]
This amber nugget on a gold chain holds a normal-size centipede within its yellow depths. When broken, it releases the vermin, which instantly grows into a giant centipede which attacks the nearest creature that is not you. Each amulet works only once.
[STRIKE]Slashing Sand 500 sp[/STRIKE]
Rot of the Earth 1050sp
If you attempt to ingest this foul compost, you immediately take1d12 necrotic damage and you must make a Constitution DC 10 saving throw to not throw up. Even if you fail, the rot is not rendered unusable – you may attempt to eat it again. If and when you successfully consume the Rot, your creature type changes to Plant until you take a long rest. If you are a druid, you can and must Wild Shape into Plant forms while you are a Plant yourself. Additionally you may spend two uses of Wild Shape to transform into a Shambling Mound.
Beetle Elixir 1350 sp
Drinking beetle elixir causes your skin to harden, darken, and gloss over, and short antennae to sprout from your forehead. You gain darkvision 60 ft, tremorsense 20 ft and natural armor equivalent to a+2 bonus to AC. These effects last for 12 hours.


Spellcasting Services (pending availability)
Cure wounds (1st level) 10 sp
Purify food and drink 20 sp
Remove curse 90 sp
Speak with dead 90 sp
 

CapnZapp

Legend
Permanent items
Amulet of Natural Armor 1000 sp(req attn)
You gain a +1 bonus to AC.

Gloves of Swimming and Climbing1460 sp (req attn)
DMG172

Leather Armor of Blocking 1750sp
When you are attacked in melee, you may make a melee attack roll as a reaction. Use the result as your AC against melee attacks this turn. Whenever you successfully block an attack in this fashion, you deal 2d4 magical bludgeoning damage to the attacker.

Rusty Scimitar of Gore +1 toss a coin: even 22 sp odd 2200 sp
This weapon appears to be in poor condition and does not register as magical. Whenever you use a bonus action to attack with this weapon, make two attacks instead of one.

Corrosive Shortsword +1 2500 sp[STRIKE]3000 sp[/STRIKE]
This sword drips with acid upon command, dealing +1d4 acid damage on every hit.

Enemy Spirit Pouch 2000+ 2d6x100 sp
A small collection of teeth, small scales, knots of hair, and strange bits of jerky fills this pouch. Choose a type of enemy(PHB91). You gain a +1 bonus to proficiency on attack rolls and ability checks pertaining to creatures of this type. If you have the favored enemy class feature, the bonus is doubled for your favored enemies. The worn leather bag’s strings are long enough to allow the pouch to be worn as a necklace. As part of the purchase, the pouch is tied around your neck, and it loses its power if you ever remove it.

Vuddor of Thard Harr (requires attunement by a cleric or druid) 3000sp
This amulet was designed by albino dwarf Druids that venerate the Lord of the Jungle Deeps.
Use an action to activate, then roll 1d6 – you immediately transform as per Wild Shape to a random jungle beast of the rolled Challenge Rating. You can't use this ability again until you finish along rest.

Resilient Battle Staff of Breaking3900 sp
This magical quarterstaff confers +1 AC to its wielder, and sunders the weapon or shield or other held item of your foe (your choice, doesn't apply to natural or magical items) on any critical hit.

Zombie Hide +1 4000 sp
This Hide +1 armor grants the Deathless Fortitude property to its wearer: If damage reduce you to 0 hit points or below, you must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, you drop to 1 hit point instead.

Dragon Scale Mail, black (req attn) 4000sp [STRIKE]5[/STRIKE][STRIKE]000 sp[/STRIKE]
DMG165. Covetous – the wearer becomes obsessed with material wealth.

Bog Crown (req attn) 4800 sp
This laurel is made of spongy, fungus-riddled wood, and carries a faint odor of rotting vegetation.
As an action you can transform into an amphibian version of yourself: you remain humanoid and generally recognizable, but you become shorter and gaunt, you sprout gills and bulging eyes, and your hands and feet sprout webbing. Anything worn except the crown are merged into your new form and becomes non-functional. You become slippery – your unarmored AC is 12 + Dexterity and you gain advantage on Dexterity checks made to escape grapples. You are treated as a marshland native (for purposes of disease, exhaustion and so on). You gain low-light vision, breathe air and water and you gain advantage on Strength (Athletics) and Wisdom (Survival) ability checks made to climb, swim, forage and navigate in swamp terrain. If you are a spellcaster, the Swamp circle spells (PHB68) are added to your class spell list and become known and prepared to you while you remain in amphibian form.

Dragon Scale Mail, green (req attn) 6500 sp
DMG165. Confident – the item helps the wearer feel self-assured.
Tentacle Rod 7500 sp
DMG208
[STRIKE]Fanged Ring 8500 sp[/STRIKE]
The damage die of your unarmed melee attacks is increased one step. If you score a critical with such an attack, the target's hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest.
Armor of Fallen Leaves 17350 gp
A riot of red, yellow, and orange leaves has been sewn together into a rigid suit of armor resembling a breastplate. This suit is a non-metallic +1 beastskin breastplate.
  • Beastskin armor: Whenever you use wild shape to turn into a beast, you may transform your beastskin armor along with you, rather than simply allowing it to merge with your body. When you do so, the armor transforms into a suit of armor of the same type, fitted for your new beast form.
  • Form of Fallen Leaves: Once per day you can spend your action to cast a version of gaseous form, causing the leaves of the armor to turn brown and scatter on the breeze. During this process, you merge with the fallen leaves and disappear. Though the leaves appear to flutter near the ground, they are actually under your disembodied control. Other than this, the effect is exactly the same as the gaseous form spell.
 
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CapnZapp

Legend
Page 9

Merchant's Ward
Grand Souk
Traders from up and down the Sword Coast come to this market to buy timber, spices,medicines concocted from jungle plants, dinosaur skulls and claws, iron, tiger pelts, carved ivory, Batiri and Grung handiwork, colored feathers, tropical fruit, monkeys, plesiosaur meat, and all the other riches of Chult. It's a noisy, jostling, aroma-rich circus. Street performers and Tabaxi minstrels add to the cacophony. Colorful awnings protect the market from sun and rain but also trap the heat and smells. Business begins before the sun comes up, and dealing doesn't stop until well after darkness.

Canoe 3-seater (minimum 1) 15 sp
Canoe 6-seater (minimum 2) 60 sp
Canoe 12-seater (minimum 4) 240 sp

Flying monkey, giant lizard, hadrosaurus 100 sp
Ankylosaurus, deinonychus 250 sp
Flying snake 250 sp (only to Zhentarim members)
Triceratops 500 sp

Poisons
Assassin's Blood 150 sp
Serpent Venom 200 sp

Services
Hireling,Commoner, per month5 sp (inadvance)
Hunter,Tribal Warrior with yklwa 1d8+1, per month50 sp (in advance)
Warrior,Tribal Warrior with 33 hp,yklwa 1d8+3and shield AC 16, per month150 sp (in advance)
Guide, individual NPC, per month 1500 sp(in advance)

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) 1900sp [STRIKE]2900 sp[/STRIKE]
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.
Ointment of Stoneskin 1200 sp
When applied, you gain resistance to non-magical bludgeoning,piercing, and slashing damage for one hour.
Potion of Vitriol 600 sp
After drinking this potion, during the next 10 minutes you may spend an unused Hit Die when causing acid damage. Your effect causes additional acid damage equal to the hit die rolled.
Potion of Speed 500 sp
Potion of Vitality 800 sp
DMG188
 

Quickleaf

Legend
Really appreciate you sharing your work here [MENTION=12731]CapnZapp[/MENTION]! Very useful for establishing the wonder of Chultan markets.

Have you given any thought as to what might be sold at the Hall of Gold (Waukeen's temple) in Port Nyanzaru? The sources I have on Waukeen go into scant detail of her church & specialty priests.

Lock lurkers do seem to be associated with Waukeen. And back in AD&D lock lurkers were an ingredient for oil of etherealness...which can't be found elsewhere in the adventure and could come in handy facing the Sewn Sisters earlier on (before getting Strawbundle's Charm).

Elsewhere (Peril at Port D&D Epic), Mother Sibonsensi – head priestess of Waukeen – is described as having the largest mercenary army in Port Nyanzaru, so much so the merchant princes must sway her captain for critical support in fending off a pirate attack.
 

CapnZapp

Legend
Special sneak peek on two of the Hall of Gold items from upcoming page 19, only for [MENTION=20323]Quickleaf[/MENTION] !

Actually, given today's date, they're especially appropriate :)

Oil of Wealth 7500 sp [STRIKE]5000 sp[/STRIKE]
Can be applied to any slashing weapon, giving it a golden sheen. During 10 minutes, any blood shed by your foes while Waukeen smiles upon you is converted to gold (each point of damage inflicted by the weapon yields 1 gp) that can be collected.
Golden Pantaloons 10000 sp
Woven from threads of shining gold and sewn with skill surpassing all known craft, these Golden Pantaloons transcend mere clothing. They are like the raiment worn by gods, and only dreamed of by mortals. The wearer gains advantage on Charisma (Persuasion) checks against wealthy
creatures.

PS. I didn't know any of your lore tidbits. DS.
 

CapnZapp

Legend
Permanent items
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
Etherbound Belt (req attn) 300sp
The bearer can see creatures in the Border Ethereal that overlap with their plane as clearly as if they were fully in the bearer's plane. Such creatures appear as apparitions or ghosts.
Victorious Bracers (req attn) 400sp
Whenever the bearer kills a creature they gain temporary hitpoints equal to the creature's Hit Die.
Dynamic Mask (req attn) 600 sp
The bearer gains +2 to Charisma saving throws.
[STRIKE]Anklet of Translocation1400 sp[/STRIKE]
Once per day you can spend your reaction to teleport 30 feet to a spot you can see.
Sash of Inner Strength 2000 sp
This threadbare white sash is adorned by a single blood-red carbuncle clasp.
You gain a +1 bonus to Strength saving throws. Once a day, you may choose to use Wisdom in place of Strength on a single ability check or saving throw. You have advantage on this roll.
[STRIKE]Gloves of Lightning [/STRIKE][STRIKE]2200sp[/STRIKE]
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.
Steady Greaves of the Ram 2600 sp
These fur-lined leather greaves give you the sure-footed step of the mountain ram.This item is part of the Aspect of the Ram set.
You gain advantage on Strength and Dexterity saving throws made against effects that would knock you prone.
Property: You gain a Climb speed equal to your walking Speed for one minute. Once you have used this property, it cannot be used again for a day.
Charger’s Headdress 3550sp
Fashioned from a mountain ram’s horns, this headdress gives you a boost of vigor on a successful charge. This item is part of the Aspect of the Ram set.
You gain a Ram melee weapon attack, dealing 2d4 + Strength damage. You may only perform one Ram attack per round. If you move at least 20 feet straight toward a target and then hit it with a ram attack on the same turn, the target takes an extra 5 (2d4) bludgeoning damage. If the target is a creature, it must succeed on a Strength saving throw (DC equals 8 + your proficiency bonus + your Strength modifier) or be knocked prone.
Property: When you successfully ram a creature prone, you may steal its pride,giving you temporary hit points equal to the damage inflicted by the ram attack. Once you have used this property, it cannot be used again for a day.
Stunshot sling 3800sp
This weapon functions as a+1 sling. Three times per day, at the beginning of your turn, you can activate a stunshot sling (no action) so that the next target it hits on that turn must succeed on a Fortitude save (DC 5 + bludgeoning damage taken) or be stunned until the end of your next round.
Fleece of the Heavens 3850 sp
This fleece cloak lets you charge unhindered through the spirit world. This item is part of the Aspect of the Ram set.
Your Speed is increased by 10 ft.
Property: When you take the Dash action, you may teleport the distance instead of running normally. Once you have used this property, it cannot be used again for a day.
 

CapnZapp

Legend
Vest of Resistance +1 4000 sp(req attn)
You gain a +1 bonus to saving throws.
Meteoric Knife +1 4250 sp
This throwing knife is made from a seamless piece of shining black metal. This magical dagger has the returning property: at the end of each attack, it returns to your hand. In addition, it has three charges (recharged daily). You may spend any or all charges whenever you make a damage roll, adding +1d6 fire per charge spent. If you used the dagger to cause the damage, spending one (or more) charges additionally creates a fiery explosion that deals an extra 3d6 points of fire damage to the target and all adjacent creatures (Dexterity DC13 half).
Wondrous Survival Pouch 5000 sp
Produce various survival items 5/day, including rations, water, tent, rope, campfire, short bow, mule.
Cloak of Protection (req attn) 5000sp
You gain a +1 bonus to AC and saving throws while you wear this cloak.
Galeb Duhr Hammer 5000 sp
A galeb duhr hammer acts as a magic warhammer with two weapon damage dice: 2d8 bludgeoning (versatile 2d10). In addition, whenever you score a critical hit with a galeb duhr hammer against a non-flying creature, the ground attempts to hold the creature in place. For one minute, the target gains Speed 5 and melee attacks against it are made with advantage.
[STRIKE]Instrument of the Bards –Doss Lute 16000sp[/STRIKE]
Knight's Torch of Plenty 16050sp
A magical club that burns with magical fire upon command. When lit, sheds light as a torch and deals +1d4 fire damage. When you wield this torch in one hand, your melee weapon attacks score acritical hit on 19 – 20.
Staff of Divination 45000sp [STRIKE]55000 sp[/STRIKE]
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 (3charges), 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.
Instrument of the Bards –Anstruth Harp (req attn) 80000 sp
DMG176
 

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