Des Kurators Beifall Building / Landmark in Basitin | World Anvil
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Des Kurators Beifall

Laden Lokal der Tahara Familie in Neverwinter wenn Andros Tahara und Lleer Tahara auf Reisen sind, ist der Shop von Außen nur eine Wand mit einem Schild daran. Zwischen zwei mehrstöckigen Gebaüden ist eine Lücke, alshätte man dort ein ähnliches Gebäude abgerissen. Stattdessen erhebt sich fort eine einstöckige Wand aus dem Boden - Ein Schild, wie jedes andere hängende Ladenschild, verkündet, dass es sich hier um "Des Kurators Beifall" handelt. Blümenkübel mit immergrünen Pflanzen Rahmen die Stelle wo man normalerweise die Tür erwarten würde. Doch stattdessen ist dort ununterbrochen der rote Backstein der die restliche Wand bildet Bei näherere Betrachtung zeigt sich, dass die Wand auch wirklich nur eine Wand ist und dahinter kein Gebäude ist. Eine kleine bronzene Plakette an der Stelle wo man eine Tüklinke erwarten würde, verkündet via ihrer Gravur. (DC 12) "Auf Reisen." Hochachtungsvoll A.T. /L.T."
Wiederholte Kunden können bekommen eine kleine Visitenkarte die die aktuelle Position des Ladens zeigt, und können die Geschwister über diese Karte auch kontaktieren (Reisen dann zur nächsten Stelle)
Wer etas in Auftrag gegeben hat bekommt eine Variante der Karte, die den Status der Bstellung anzeigt, und bei Fertigstellung die Position des Ladens. Die Karte verschwindet soweit das Produkt abgeholt wurde.

Design

Der expansive Raum ist erfüllt von warmen Licht, und den Reflektionen von Wasser und Messing und dem Geruch nach wilden Kräutern. Ein dunkler Holzboden glänzt wohlpoliert unter allem. Sanftes warmes Licht fällt durch falsche Milchglasfenster. SSie zeigen keine Bilder aber sind segmentiert, weißes Milchglas in Messingfassungen. Die Reihen an Regalen laufen in rechten Winkel zu euch, mit einem zentralen Gang in der Mitte, der zu einem Bereich mit Sesseln zu führen scheint. Die Regale jedoch versperren ert einmal den Blick auf die Größe des Raumes selbst. Nach links und rechts geht der Raum ca. 30 ft weiter bis er Wände aus hellem grauen Stein trifft.

Entries

Ein Haupteingang
Im Hinteren Bereich ist eine Tür "Privat" markiert zu den Wohnräumen der Taharas

Contents & Furnishings

Direkt links neben der Tür ist eine Ladentheke aus demselben Material, gefüllt wie eine Vitrine mit Tool-Packs. Dahinter ist der Stuhl auf dem Lleer gerne sitzt. Die Ladenfläche ist gefüllt mit Reihen aus Regalen aus Glas und Messing, die von den Decken hängen. An den Wänden entlang stehen Waffenrecks mit ordinären Waffen. Andere Regale sind Vitrinen mit Tränken oder Materalien darin. Die Bereiche sind sortiert nach Preisbereichen. Wenn man weiter in den Laden hineingeht sieht man dass die Regale in der Mitte Raum lassen für einen kreisförmigen Aitzbereich, mit Sesseln und Teppichen, und Beistelltischen mit Teeservicen darauf. Es ist ein Aufenhaltsbereich in dem Kunden sitzen können um ihre bereits gekauften Gegenstände zu attunen.

Valuables

Inventar: Charlatan's Die

Xanathar's Guide to Everything

Charlatan's Die

Wondrous Item

Common Illusion

Whenever you roll this six-sided die, you can control which number it rolls.


Cost: 70GP

Perfume of Bewitching

Perfume of Bewitching

Wondrous Item

Common Enchantement

This tiny vial contains magic perfume, enough for one use. You can use an action to apply the perfume to yourself, and its effect lasts 1 hour. For the duration, you have advantage on all Charisma checks directed at humanoids of challenge rating 1 or lower. Those subjected to the perfrume's effect are not aware that they've been influenced by magic.

Cost: 90 GP

Immovable Rod

Immovable Rod

Adventuring Gear Uncommon

This flat iron rod has a button on one end. You can use an action to press the button, which causes the rod to become magically fixed in place. Until you or another creature uses an action to push the button again, the rod doesn't move, even if it is defying gravity. The rod can hold up to 8,000 pounds of weight. More weight causes the rod to deactivate and fall. A creature can use an action to make a DC 30 Strength check, moving the fixed rod up to 10 feet on a success

Cost: 500 GP Weight: 2lb


 
Pot of Awakening

Xanathar's Guide to Everything

Pot of Awakening

Wondrous Item Magical Common

If you plant an ordinary shrub in this 10-pound clay pot and let it grow for 30 days, the shrub magically forms into an awakened shrub (see the Monster Manual for statistics) at the end of that time. When the shrub awakens, its roots break the pot, destroying it.

The awakened shrub is friendly toward you. Absent commands from you, it does nothing.

Cost: 50 gp


 
Potion of Fire Breath

DND DMG

Potion of Fire Breath

Potion After drinking this potion, you can use a bonus action to exhale fire at a target within 30 feet of you. The target must make a DC 13 Dexterity saving throw, taking 4d6 fire damage on a failed save, or half as much damage on a successful one. The effect ends after you exhale the fire three times or when 1 hour has passed. Uncommon

This potion's orange liquid flickers, and smoke fills the top of the container and wafts out whenever it is opened.

Type Damage Damage Range Properties
None Fire 30 ft After drinking this potion, you can use a bonus action to exhale fire at a target within 30 feet of you. The target must make a DC 13 Dexterity saving throw, taking 4d6 fire damage on a failed save, or half as much damage on a successful one. The effect ends after you exhale the fire three times or when 1 hour has passed.

Cost: 250 GP


 
Bag of Holding

Bag of Holding

Wondrous Item

Uncommon Conjuration

This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action.
  If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate.
  Placing a bag of holding inside an extradimensional space created by a handy haversack, portable hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened.
  The used variant comes with a bit of a problem. Any item submerged in the bag fully, comes out dusted with non mangical glitter of varrying colours.

Cost: 500 GP / 250GP for the used variant

Coin of Revivify

Coin of Revivify

Wondrous Item

Rare Necromancy

This incredibly powerful item lets anyone cast the Revivify spell. For it to work, the coin must be placed on the dead body.
Once used the coin disintegrates.

Revivify
3rd level necromancy
Casting time: 1 action
Range: Touch
Duration: Instantaneous
You touch a creature that has died within the last minute. That creature returns to life with 1HP
This spell can't return a creature that has died of old age, nor can it restore any missing body parts.

A silver coin, on first glance it might passs as a normal sivler piece.

But the face is a little grave stone, and the head side is an image of a blossoming flower.

Cost: 690 GP

Scroll of Silence

Scroll of Silence

Scroll

Uncommon Illusion

A spell scroll bears the words of a single spell, written in a mystical cipher. If the spell is on your class’s spell list, you can read the scroll and cast its spell without providing any material Components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell’s normal Casting Time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is interrupted, the scroll is not lost.   If the spell is on your class’s spell list but of a higher level than you can normally cast, you must make an ability check using your Spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spell’s level. On a failed check, the spell disappears from the scroll with no other Effect.   The level of the spell on the scroll determines the spell’s saving throw DC and Attack bonus, as well as the scroll’s Rarity, as shown in the Spell Scroll table.   Silence
Level: 2
Casting time: 1 Action
Range: 120 feet
Components: V (reading the scroll), M (the scroll)
Duration: Concentration, up to 10 minutes , must be held by the caster
  For the duration, no sound can be created within or pass through a 20-foot-radius sphere centered on a point you choose within range. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there.
Page: 275 Players Handbook

Cost: 100 GP

Potion of Poison

DMG

Potion of Poison

Poison

Uncommon

This concoction looks, smells, and tastes like a potion of healing or other beneficial potion. However, it is actually poison masked by illusion magic. An identify spell reveals its true nature.
If you drink it, you take 3d6 poison damage, and you must succeed on a DC 13 Constitution saving throw or be poisoned. At the start of each of your turns while you are poisoned in this way, you take 3d6 poison damage. At the end of each of your turns, you can repeat the saving throw. On a successful save, the poison damage you take on your subsequent turns decreases by 1d6. The poison ends when the damage decreases to 0.

Cost: 200 GP
Weight: 0.5 lbs

Potion of Greater Healing

DnD 5e SRD

Potion of Greater Healing

Potion Uncommon

You regain 4d4+4 hit points when you drink this potion. The potion’s red liquid glimmers when agitated.

Cost: 100gp


 

Hazards & Traps

Die Vitrinen sind gesichert mit einem Alarm. Die Tür zum hinteren Bereich ist verschlossen und gesichert mit einer magischen Falle.
Type
Shop, Magic
Environmental Effects
Gegenstände die nicht an der Ladentheke gekauft verschwindne und tauchen wieder in ihren Regalen auf.
Connected Rooms
Related Report (Secondary Locations)

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