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Black Market


The Black market stores appear in many locations, especially large cities like Jeyton City in Malnax, Pi-Chu in the Pelago Islands, and Farr City in Northern Isle.

POSSIBLE ITEMS

  • Perfume/Cologne, common (1 gp)
  • Perfume/Cologne, rare (1 dose) (10 gp)
  • Perfume/Cologne, exotic (100 gp)
  • Acid (vial) (25 gp)
  • Decorative trim (25 gp)
  • Ram, Portable (4 gp)
  • Tattoo (10 sp)
  • Smokestick (20 gp)
  • Ring, signet (5 gp)
  • Tindertwig (1 gp)
  • Net, butterfly (5 gp)
  • Net, fishing (4 gp)
  • Netting, camouflage (20 gp)
  • Crossbow, Heavy (50 gp)
  • Case, Crossbow Bolt (1 gp)
  • Trap, bear (2 gp)
  • Fishhook (1 sp)
  • Crossbow Bolts (20) (1 gp)
  • Disguise Kit (25 gp)
  • Caltrops (bag of 20) (1 gp)
  • Torch, everburning (110 gp)
  • Disguise Kit (25 gp)
  • Spikes, Iron (10) (1 gp)
  • Ring, poison pill (120 gp)
  • Tanglefoot bag (50 gp)
  • Hennin (50 gp)
  • Forgery Kit (15 gp)
  • Tar bomb (15 gp)
  • Smoke pellet, pepper (60 gp)
  • Smoke pellet, smog (40 gp)
  • Playing Card Set (5 sp)
  • Thunderstone (30 gp)
  • Thieves' Tools (25 gp)
  • Banned books
  • Scrolls
  • Moonshine - Drinking items
  • Feywild Trinkets
  • Bag of Magic Beans
  • Rods, Staffs and Wands
  • Potions and Poisons



  • MORE ITEMS

  • Net Trap: DC 15 to find, DC 10 to disable; affects all targets within a 10 ft. square area, DC 11 save or become restrained; apprentice tier, setback.
  • Fire Spray: DC 20 to find, DC 10 to disable; affects all targets within a 20 ft. cone, DC 13 save or take 2d10 fire damage; apprentice tier, dangerous.
  • Rune of Fear: DC 10 to find, DC 20 to disable; affects all targets within 10 ft., DC 10 save or become frightened for 1d4 rounds; apprentice tier, setback.
  • Rune of Dread: DC 15 to find, DC 15 to disable; affects all targets within 10 ft., DC 11 save or become frightened for 1d4 rounds; apprentice tier, setback.
  • Glamoured Whip (Weapon, whip): This magical whip makes the sound of a stone falling into water when cracked.

  • Potion of Chthonic Transformation (Potion): When you drink this earthy potion, you are polymorphed into an ankheg for 1 hour (no concentration required).
  • Robe of Eyelids (Wondrous Item, requires attunement): This robe is adorned with patterns of closed eyes. While wearing it, you have advantage on saving throws against the petrifying gaze of a basilisk and similar effects.
  • Storyteller's Potion (Potion): After drinking this wispy potion, your speech is accompanied by illusory images. You do not directly control the illusion, but the images are of creatures, objects, and places you describe, and act as you describe them to. The images never move more than 5 feet away from you, and are purely visual. The effect lasts for as long as you concentrate on it, up to 10 minutes.
  • Horseshoes of Speed - (rare, dmg 175)
  • Rod of Flying (Rod, requires attunement): You can use an action to extend this wooden rod and transform it into a parasol. The parasol carries you aloft, and you can change your altitude by up to 20 feet on your turn as part of your move. While aloft, you fly at the speed and in the direction of the prevailing wind.
  • A silver collar set: patterned silver collar with hematite.
  • A brass candlestick crafted in the form of a dragon.
  • A crystalline shard hanging from a brass chain.
  • A lodestone cube which keeps appearing in your dreams.
  • A small spyglass with rose-tinted lenses.
  • A snowglobe/flashbulb - a memory moment of time saved as an illusion.
  • A gold Pegasus figurine.
  • A lodestone candlestick crafted in the form of a vampire.
  • A linen handkerchief printed with a grid of 1-inch squares.
  • Wizard scrolls =
  • Absorb Elements
  • Burning Hands
  • Charm Person
  • False Life
  • Protection from Evil and Good
  • Ray of Sickness
  • Shield
  • Silent Image
  • Tenser's Floating Disk
  • Charm Person
  • Disguise Self
  • Ray of Sickness
  • Darkvision
  • Mind Spike
  • Misty Step
  • Rope Trick
  • Tidal Wave
  • Wall of Water
  • Fire Shield
  • Teleportation Circle


  • TATTOO
    Mundane
    Simple, black ink tattoo = 4 - 8 cp
    Bit of colour or decent artistic merit = 3 - 8 sp
    Nice tattoo with colour and good design = 2 - 10 gp
    High quality, full colour, large tattoos = 1 - 7 pp

    Magical
    Common - Character Level 1 or higher = 50 – 100 gp
    Uncommon - Character Level 1 or higher = 101 – 500 gp
    Rare - Character Level 5 or higher = 501 – 5,000 gp
    Very Rare - Character Level 11 or higher = 5,001 – 50,000 gp
    Legendary - Character Level 17 or higher = 50,001 gp +


    SLAVES
    Slavery, especially of various Genasi, was very common in Esau until 1402AG - when it was out-lawed in Malnax, and many other places followed suit.
    Slavery is still common in the Underdark of Ru'Mal and Ru'Than - mostly practiced by drow, duergar and fomorians.
    About 1/5 such creatures own on average 5 slaves, while 1/50 own on average 50.
    About 1/10 slaves are skilled, of whom 1/10 have tier 1 character-class equivalence.
    Old slaves are rare: most are young or adult.
    Adult slaves in good health are priced on the basis of 2 years earnings from their labour, and are expected to last 10 years in service.
    A seller could be forced down to half the starting price through circumstance or hard bargaining. Prices are sometimes paid in trade goods or promises of goods such as shares in future harvests.
    Unskilled: 40,000 =150 gp - (3d4*20) based on 2sp earnings/day
    Skilled: 4,000 = 1500 gp - (3d4*200)based on 2gp earnings/day
    Tier 1: 400 = 3000 gp - (3d4*400) based on 4gp earnings/day
    Tier 2: 40 = 6000 gp - (3d4*800) based on 8gp earnings/day
    Tier 3: 4 = 10,000 gp - priceless
    Tier 4: 1 = 50,000 gp - priceless

    1) slaves are priced based on anticipated profits from their labour
    2) most slaves will remain in captivity for 5-10 years before dying or escaping
    3) owning a slave comes with costs and risks that more than halve their earnings for the purpose of calculating anticipated profits (hence they're valued on less than half their expected lifetime earnings).
    Show spoiler
    based costs and earnings on PHB 157-159



    Purpose / Function

    * sells general items, as well as many that are illegal or suspicious


    ITEMS: Equipment - Trinkets - Tattoos - Drugs - Slaves - Alcohol - Animal Eggs - Forged Documents
    ALTERNATIVE NAMES: Bootleg Market - Shady - Gray Market - Moonshine - Snake Market - Slaver - Pirated - Contraband - Fence - Peddler
    TYPES: Mundane - Arcane/Magical - Banned - Illict - Illegal



    This is for quick reference using my notes, as well as other websites


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