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The many and fabulous bazaars of Port Nyanzaru - and beyond
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<blockquote data-quote="CapnZapp" data-source="post: 7264249" data-attributes="member: 12731"><p><span style="font-size: 18px">Old City</span></p><p><span style="font-size: 15px">Beggar's Palaces</span> (#1)</p><p><em>Shops and tenements of bamboo are jammed onto the terraces of the two largest ziggurats of the Old City in wild profusion.</em></p><p></p><p>Chult Camouflage Dye <strong>30 sp</strong></p><p>If you wear no or light armor you gain +1 Stealth until you complete a long rest.</p><p>Dwarf grease <strong>30 sp</strong></p><p>If you wear no armor creatures trying to grapple you suffer disadvantage until you complete a long rest.</p><p>Dwarf mud <strong>45 sp</strong></p><p>If you wear no or light armor you gain +1 AC until you complete a long rest.</p><p></p><p>Bloodvine rope <strong>200 sp</strong></p><p>A creature bound with bloodvine rope has disadvantage on escape attempts.</p><p>Tanglefoot Bag <strong>200 sp</strong></p><p>You can throw this up to 50 feet. Wherever it lands, it creates the effects of an Entangle spell (save DC 13).</p><p>Amber Amulet of Vermin <strong>350 sp</strong></p><p>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.</p><p>Slashing Sand <strong>500 sp</strong></p><p>You can throw this up to 50 feet. Wherever it lands, it creates the effects of a Spike Growth spell (save DC 13).</p><p>Vuddor of Thard Harr (requires attunement by a cleric or druid) <strong>3000 sp</strong></p><p>This amulet was designed by albino dwarf Druids that venerate the Lord of the Jungle Deeps.</p><p>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 a long rest.</p><p></p><p>Dragon Scale Mail, black (req attn) <strong>5000 sp</strong></p><p>DMG165. Covetous – the wearer becomes obsessed with material wealth.</p><p>Dragon Scale Mail, green (req attn) <strong>6500 sp</strong></p><p>DMG165. Confident – the item helps the wearer feel self-assured.</p><p></p><p></p><p>Corrosive Shortsword +1 <strong>3000 sp</strong></p><p>This sword drips with acid upon command, dealing +1d4 acid damage on every hit.</p><p>Tentacle Rod <strong>7500 sp</strong></p><p>DMG208</p><p>Fanged Ring <strong>8500 sp</strong></p><p>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.</p><p></p><p><u>Spellcasting Services (pending availability)</u></p><p>Cure wounds (1st level) <strong>10 sp</strong></p><p>Purify food and drink <strong>20 sp</strong></p><p>Remove curse <strong>90 sp</strong></p><p>Speak with dead <strong>90 sp</strong></p></blockquote><p></p>
[QUOTE="CapnZapp, post: 7264249, member: 12731"] [SIZE=5]Old City[/SIZE] [SIZE=4]Beggar's Palaces[/SIZE] (#1) [I]Shops and tenements of bamboo are jammed onto the terraces of the two largest ziggurats of the Old City in wild profusion.[/I] Chult Camouflage Dye [B]30 sp[/B] If you wear no or light armor you gain +1 Stealth until you complete a long rest. Dwarf grease [B]30 sp[/B] If you wear no armor creatures trying to grapple you suffer disadvantage until you complete a long rest. Dwarf mud [B]45 sp[/B] If you wear no or light armor you gain +1 AC until you complete a long rest. Bloodvine rope [B]200 sp[/B] A creature bound with bloodvine rope has disadvantage on escape attempts. Tanglefoot Bag [B]200 sp[/B] 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 [B]350 sp[/B] 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. Slashing Sand [B]500 sp[/B] You can throw this up to 50 feet. Wherever it lands, it creates the effects of a Spike Growth spell (save DC 13). Vuddor of Thard Harr (requires attunement by a cleric or druid) [B]3000 sp[/B] 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 a long rest. Dragon Scale Mail, black (req attn) [B]5000 sp[/B] DMG165. Covetous – the wearer becomes obsessed with material wealth. Dragon Scale Mail, green (req attn) [B]6500 sp[/B] DMG165. Confident – the item helps the wearer feel self-assured. Corrosive Shortsword +1 [B]3000 sp[/B] This sword drips with acid upon command, dealing +1d4 acid damage on every hit. Tentacle Rod [B]7500 sp[/B] DMG208 Fanged Ring [B]8500 sp[/B] 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. [U]Spellcasting Services (pending availability)[/U] Cure wounds (1st level) [B]10 sp[/B] Purify food and drink [B]20 sp[/B] Remove curse [B]90 sp[/B] Speak with dead [B]90 sp[/B] [/QUOTE]
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