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7/21/2019 The Mad Merchant's Shop of wars http://slidepdf.com/reader/full/the-mad-merchants-shop-of-wars 1/6 1  p h i l i p r e e d  a u t h o r w w w . p h i l i p j r e e d . c o m w w w . s t u d i o r o n i n . c o m The Mad Merchant’s Shop of Curious Wares is copyright © 2003 Philip Reed. Cover and interior art copyright Christopher Shy, used with permission. All text in this book is designated as open game content. You may not distribute this PDF without permission of the author.  Dungeons & Dragons ® and Wizards of the Coast® are Re gistered Trademarks of Wizards of the Coast and are used with permission. Several PDF products are available from www.rpgnow.com or www.philipjreed.com. For limited edition print products, visit www.philipjreed.com. Introduction The Mad Merchant’s Shop of Curious Wares is a free D20 PDF supplement for use in any fantasy campaign. This PDF details a shop that deals in treasures both mundane and magical. The shop is designed to be dropped in the largest city in your campaign world and should need little to no work for it to integrate with your already ongoing campaign. Open Game Content All of the text in this book is presented as open game content. You may use this con- tent in your own work as long as you follow the terms of the license. The Open Game License is printed at the end of this book. The layout, graphics,and illustrations pre- sented in this book are not open game con- tent. You may not distribute this PDF with- out permission of the author. The Mad Merchant’s  Shop of Curious Wares  A Free PDF for use with 101 Mundane Treasures Requires the use of the Dungeons and Dragons ® Player’s Handbook, Third Edition, Published by Wizards of the Coast. ®

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1

 p h i l i p r e e d a u t h o r

w w w . p h i l i p j r e e d . c o m

w w w . s t u d i o r o n i n . c o m

The Mad Merchant’s Shop of Curious Wares is copyright © 2003 Philip Reed. Cover and interior art copyright

Christopher Shy, used with permission. All text in this book is designated as open game content. You may not

distribute this PDF without permission of the author.

 Dungeons & Dragons® and Wizards of the Coast® are Registered Trademarks of Wizards of the Coast and are

used with permission.

Several PDF products are available from

www.rpgnow.com or

www.philipjreed.com.

For limited edition print products, visit

www.philipjreed.com.

IntroductionThe Mad Merchant’s Shop of Curious

Wares is a free D20 PDF supplement for usein any fantasy campaign. This PDF details ashop that deals in treasures both mundaneand magical. The shop is designed to bedropped in the largest city in your campaign

world and should need little to no work forit to integrate with your already ongoingcampaign.

Open Game ContentAll of the text in this book is presented as

open game content. You may use this con-tent in your own work as long as you followthe terms of the license. The Open Game

License is printed at the end of this book.The layout, graphics, and illustrations pre-sented in this book are not open game con-tent. You may not distribute this PDF with-out permission of the author.

The Mad Merchant’s

 Shop of Curious Wares A Free PDF for use with

101 Mundane TreasuresRequires the use of the Dungeons and Dragons®

Player’s Handbook, Third Edition,Published by Wizards of the Coast.®

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The shop is quite large, with a main shopping

area, a large storeroom, a smaller storeroom, andan office. There are usually three employees in the

shop during business hours and, when closed, fiveor six employees will be here assisting the Mad

Me rchant with nume rous tasks. The Mad

M erchant lives here and sometimes allowsemployees to sleep here. When the Mad Merchant

is traveling he leaves an employee in charge whoalso stays the night to watch the shop.

1. The main shopping area. This massive, open

room is littered with dozens of small tables, eachholding dozens of small items. In this area of the

shop are kept the least valuable items (anythingunder 100 gp in value). A glass case on the easternwall houses weapons and armors (of any value,but

only non-magical items). This is also where thecommon items can be found (most items from the

 Pl aye r’s Handbook can be found in this room).

One or two employees work this room duringbusiness hours, keeping their eyes on all cus-

tomers. Suspicious characters will be asked toleave and, if there’s any trouble, one employee will

run to find the city watch while the other continueswatching the character(s).

2. The office. This is also where the MadMerchant sleeps. This room is fairly bl a n k ,s t ockedwith accounting books and the personal belong-

ings of the Mad Merchant. There are no foodpreparation areas here since the Mad Merchanteats all of his meals at a local tavern.

3. The small storeroom. This is where the mag-

ical items are held. The room is protected by anynumber of magical wards and traps the GM feels

appropriate. The local wizards constantly assist theMad Merchant in making sure these items are safeand it is not uncommon to find a wizard in thisroom during store hours carefully inspecting a

recent addition to the items kept here.

4. The large storeroom. Duplicates of items inthe main shopping area are kept here as are the

more valuable items available for sale. An employ-ee in this room watches the back door which isused only by the Mad Merchant and his employ-

ees. The door is locked and will not be opened foranyone (except, perhaps, the city watch).

2

The Shop

One Square Equals 5 ft.

1

2

3

4

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The selection of non-magical merchandiseavailable in the shop far surpasses the selectionof magical wares. The Mad Merchant is fre-quently turning his inventory, bringing in newitems and selling those already in the shop.What follows is a sampling of the selection of mundane wares found in the shop at the time of this writing. The GM should modify this selec-tion as he sees fit, adding or subtracting mer-chandise from the list. While published descrip-tions of mundane treasures are not as numerousas magical item descriptions, mundane treas-ures are much easier to invent so the GM should

have little trouble devising a large selection of new treasures unique to his campaign world.

ARMORThe following wares are all classified as

“armor.”These include, in addition to full suitsof arm o r, i n d ividual components such asgauntlets. Shields are also included in this cate-gory.

Avarkia’s Terrible ArmorAp p e a ra n c e : This gray - c o l o red leat h e r

armor is, at first glance, rather common.

Appraise Information: DC 15. This leatherarmor is fashioned completely from the flesh of 

slain nilbogs. This unusual material gives thearmor an almost magical ability.

Value: 875 gp (10 gp for leather armor and675 gp for the nilbog flesh.)

Special Rules: Each time the wearer of thearmor is hit in combat there is a 15% chancethat 15 points of damage will, instead of harm-ing the wearer, heal him. Weight: 15 lbs.

 Crazdock’s ChainmailAppearance: This chainmail is red in color

with the symbol of an open eye painted on thechest. It is in excellent condition though a fewspots on the back show signs of repair. Thechainmail does not include gauntlets.

Appraise Information: DC 12. This master-work suit of chainmail is constructed of a steeland electrum mixture and has been painted adull red. It was worn, fifty years ago, by thehuman wa rrior Cra z d o ck the Th i rs t y.Crazdock’s symbol, the open eye, was paintedon all of his equipment.

Value: 390 gp (150 gp for chainmail, 150 gpfor masterwork, 30 gp for the metal, and 60 gphistorical value.)

Special Rules: None. Weight: 40 lbs.

 Crazdock’s GauntletsAppearance: Being the type of shopkeeper

that he is,the Mad Merchant is offering these red,mitten-style gauntlets separate of the chainmailhe purchased them with. The back of the rightgauntlet features the same eye design as found onCrazdock’s chainmail (above).

App raise Informat i on : DC 12. The segauntlets are constructed of a steel and electrummixture and painted red. The gauntlets are

secured to the steel chain glove with iron rings.

 3

Mundane Wares

Unusual Material: Nilbog FleshThe gray-colored flesh of these hideous once-goblins is sometimes used in the creation of armors

or clothing. It is rare that a lawful or good-aligned character will craft or use materials made fromthe flesh of these creatures but many of chaotic or evil alignment have no hesitation when present-ed with the opportunity. A slain nilbog usually leaves behind only enough flesh so that a craftsmancan fashion 3 lbs. worth of this unusual material. It would take many slain nilbogs to create a suitof armor completely from their flesh.

Value: 45 gp/pound.

Hardness: 2.

Hit Points: 3/inch.

Uses: May be used instead of leather or other tough materials used in the creation of clothing,armors, satchles, etc.

Special Rules: When used in clothing or armor, nilbog flesh imparts some of the creature’s dam-age reversal ability on the wearer. For every pound of nilbog flesh used in the creation of clothingor armor there is a 1% chance (per hit) that 1 point of damage will instead heal the wearer.

 Example: A suit of studded leather armor crafted with 10 lbs. of nilbog flesh would have a 10%chance per hit of reducing up to 10 points of damage from the attack and, instead, healing the wear-er by that amount.

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Value: 193 gp (8 gp for the gauntlets, 150 gp formasterwork, 15 gp for the metal, and 20 gp forhistorical value).

Special Rules: The “mitten” nature of thegauntlets forces a circumstance modifier of -4 onall Dexterity checks. Weight: 1 lb.

 Shield of NightAppearance: This steel shield with frayed andworn leather straps, with two dozen small metalstars. The shield is in almost perfect conditionexcept for a large gash in the face and the condi-tion of the straps.

Appraise Information: DC 12. Other than thestars, which are electrum, this shield is fairly com-mon.

Value: 44 gp (20 gp for the shield and 1 gp foreach electrum star).

Special Rules: None. Weight: 15 lbs.

 CLOTHINGThese treasu res are fi ne ly - crafted cl o th e s

including silk cape, fashionable tunic, and styl-ish boots.

Black Leather TunicAppearance: This leather tunic is common in

appearance, decorated with small metal studs. Itis pulled tight and secured to the wearer with

several leather strings stitched down the front of the tunic.

Appraise Information: DC 12. The tunic isan excellently crafted item, durable enough tooffer the wearer a small degree of protectionwhen in combat. Casual observers will not evenconsider that the tunic is a finely-crafted suit of light armor.

Value: 113 gp (3 gp for the tunic, 10 gp for theleather, and 100 gp for the craftsmanship).

Special Rules: Armor bonus +2 (does not

stack with worn armor). Weight: 3 lbs.

Elegant Silk Open CoatAppearance: This open coat is knee length

and fashioned of a dark green silk that is linedwith a thin leather to give is some strength. Thestitching is exquisite and obviously the work of a master. An oriental dragon is embroidered onthe back of the coat, made of a dozen bright and

beautiful colors of thread.Appraise Information: DC 12. This is a per-

fect example of the type of clothing worn bynoblemen 100 years ago. The style is a bit datedbut impressive.

Value: 330 gp (5 gp for the open coat, 75 gpfor the silk, and 250 gp for the artistry and age of the coat).

Special Rules: None. Weight: 6 lbs.

Nobleman’s Boots

Appearance: These high black boots, fash-ioned of the richest leathers, are decorated with adozen small red gemstones. The metal buckles onthe boots are polished to a high shine.

Appraise Information: DC 12. The gemstonesare small rubies. The buckles are silver-platediron.

Value: 308 gp (3 gp for boots, 25 gp for eachruby, and 5 gp for the buckles).

Special Rules: None. Weight: 3 lbs.

 Silk CapeAppearance: A beautiful,long silk cape red onone side and white on the other. A clasp at theneck, metal and white in color, holds the capeabout the wearer’s neck. It is reversible, allowingthe wearer to have the red or white side showingwhen it is worn. The clasp locks with a simplemechanical device that is adorned with a singlewhite gemstone.

Appraise Information: DC 14. The gemstoneis white onyx. The clasp is constructed of plat-inum. The silk is a sturdy, valuable materialbrought from the far eastern lands.

Value: 241 gp (45 gp for the onyx gemstone,19 gp for the clasp, 175 gp for the silk, and 2 gpfor the cape).

Special Rules: None. Weight: 2 lbs.

JEWELRY Rings, broaches and other fine pieces of jew-

elry created for the wealthy.

 Crown of DestructionAppearance: A large metal crown with six

long spikes protruding from the top, ringing thewearer’s head. Six skulls are engraved in thecrown, evenly spaced apart.

Appraise Information: DC 12. The crown ismade entirely of steel. Its name comes from theword “destruction” that is engraved on thei n s i d e. The exact ori gin of the crown is

unknown though many believe that it was worna thousand ye a rs ago by the goblin king,Rackkarzak.

Value: 515 gp (65 gp for the crown and 450gp for the artistry and age).

Special Rules: None. Weight: 11 lbs.

Ring of HellAppearance: This heavy metal ring is a dark 

red in color, almost the color of dried blood.Silver metal thread is wrapped tight about it,

giving it a slight shine when held in the light.Appraise Information: DC 14. The ring is

constructed of a rare metal known as hell iron.Its exact age is unknown though most estimatethat it is 500 years old.

Value: 82 gp (2 gp for the ring, 50 gp for thehell iron, 5 gp worth of silver, and 25 gp for theage and artistry of the ring).

Special Rules: None. Weight: 1 lb.

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 Silver BroachAppearance: A 5” round silver broach with a

single green gemstone set in the center and adozen small red gemstones set carefully aroundit.

Appraise Information: DC 12. This broachis constructed of pure silver. The green gem-stone is a flawed spinel stone while the redstones are imperfect sardonyx.

Value: 64 gp (1 gp for the broach, 27 gp forthe spinel, and 3 gp for each sardonyx).

Special Rules: None. Weight: 1 lb.

Winged AmuletAppearance: A gold amulet sculpted in the

shape of an angel. The wings of the angel, silverin color, are spread wide. The eyes of the angelare made of small, white gemstones.

Appraise Information: DC 15. The entirepiece is a marvelous work of art. The amulet iswithout a chain though the hook to thread achain through is still intact. The gemstones arewhite onyx. The amulet is at least two hundredsyears old and free of markings. The wings ares li g h t ly wo rn but a masterc raftsman couldrepair the damage with a day of work.

Value: 702 gp (2 gp for the amulet,100 gp forthe gold and silver, and 600 gp for the artistryand age). If in pristine condition, the amuletwould be worth 750 gp.

Special Rules: None. Weight: <1 lb.

MISCELLANEOUSThese wares do not fit simply within any of 

the other categories in the store.

Assassin’s GobletAppearance: This metal goblet, white in

color and bejeweled with ten small red gem-stones, stands about 8” high. The inside of thegoblet is bright red in color.

Appraise Information: DC 14. The gobletknown as an “assassin’s goblet.” Assassins usegoblets like this to kill their targets with a poi-son that is coated on the inner surface. The poi-

son lies dormant until wine is added. At thattime the poison becomes active, striking the vic-tim within five minutes of consumption. Onceused the poison must be readministered to thegoblet. The gemstones are rubies.

Value: 965 gp (15 gp for the goblet, 250 gpfor the poison, and 70 gp each ruby).

Special Rules: The poison is quite deadly(DC 15, 1d12 hp initial damage, 2d6 temporaryCon secondary damage). Weight: 1 lb.

Bottle of CologneAppearance: A small, metal container with

an open top that’s currently sealed with a cork.Removing the cork reveals a clear, pleasant-smelling liquid. The container is labeled “love”in elvish.

Appraise Information: DC 12. This bottle of elvish cologne is quite commonly used bynobles of elvish and human communities.

Value: 15 gp.

Special Rules: The wearer of this colognere c e ives a +1 circumstance bonus to allCharisma checks for a period of two hours afterthe cologne has been applied. There is enoughcologne in the bottle for twenty applications.Weight: <1 lb.

5

Unusual Material: Hell IronThis metal, only found surrounding the base

of recently active volcanos, is crimson incolor and as hard as steel. Using it increasesthe difficulty of crafting items (+5 to craftDC) but it does make the items more valuable.

The dwarves who first discovered this metalsome five thousand years ago named it “helliron” and, over time, it came to be known asirons of hell, helliron, and iron of hell. Any of these names are appropriate for describingthis odd-looking metal.

Value: 60 gp/pound.

Hardness: 10.

Hit Points: 30/inch.

Uses: May be used instead of iron or othermetals.

Special Rules: None, really. The metal istreasured for its artistic qualities, and not anybenefits it grants items constructed from it.

Available Now!101 Mundane Treasures – $4.00

From the author of 101 Spellbooks, Tomes of Knowle d ge, and Fo r bi dden Gri m oi re s comes another batch of 

treasure items. Every gamemaster has hundreds of magic items to choose from when selecting treasure but how

many “mundane” treasures are available?

This book helps remedy that minor problem. With 101 treasure items, each one written specifically for this book,

gamemasters may now start adding various mundane armors, shields, articles of clothing, pieces of jewelry, and

even weapons to the treasure hoards their players find.

While players may find the contents of this 26-page book interesting, it is the gamemasters who will really ben-

efit from the items within.

www.philipjreed.com

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OPEN GAME LICENSE Version 1.0a

The following text is the property of Wizards of theCoast, Inc. and is Copyright 2000 Wizards of the Coast,Inc ("Wizards"). All Rights Reserved.

1. Definitions: (a)"Contributors" means the copyrightand/or trademark owners who have contributed OpenGame Content; (b)"Derivative Material" means copy-

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Licens e, including tran sl ations and derivative worksunder copyright law, but specifically excludes ProductIdentity. (e) "Product Identity" means product and prod-uct line names, logos and identifying marks includingtrade dress; artifacts; creatures characters; stories, story-lines, plots, thematic elements, dialogue, incidents, lan-guage, artwork, symbols, designs, depictions, likenesses,formats, poses, concepts, themes and graphic, photo-graphic and other visual or audio representations; namesand descriptions of characters, spells, enchantments, per-sonalities, teams, personas, likenesses and special abili-ties; places, locations, environments, creatures, equip-ment, magical or supernatural abilities or effects, logos,symbols, or graphic designs; and any other trademark or

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15 COPYRIGHT NOTICEOpen Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.System Reference Document Copyright 2000, Wizardsof the Coast, Inc.; Authors Jonathan Tweet, Monte Cook,Skip Williams, based on original material by E. Gary

Gygax and Dave Arneson.

The Mad Merchant’s Shop of Curious Wares Copyright2003, Philip Reed, www.philipjreed.com

N i l b og from Tome of Horro rs , C o py right 2002,Necromancer Games, Inc.; Author Scott Greene, basedon original material by Roger Musson.

'D20 System' and the 'D20 System' logo are Trademarksowned byWizards of the Coast and are used according tothe terms of the D20 System License version 3.0. A copyof this License can be found at www.wizards.com/d20.

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