
Come on down to the market once again! Find your fate, find a magic item, find the piece of jewelry that will tie your outfit together!
There’s always more to the Adventurer’s Market, whether it’s a new stall set up by a fresh-faced merchant, a long-established stall hidden in the maze of pathways, or a dusty setup you swear wasn’t there yesterday. This article provides more of these mini-shops, each designed to work in the context of the greater market while still being modular enough to drop into any town or city in your fantasy campaign.
Most of the content in this article is system-agnostic, save for Telvor’s Scrolls, which sells D&D 5E spell scrolls.
Ambrose Jewelry Company
The Ambrose Jewelry Company used to be a prosperous company, serving the needs of every noble house in the land. Decades of poor business decisions have resulted in a steady decline of the company, leaving it with only its stall in the Market.
This stall is home to dozens of gems behind thick, magically-alarmed glass. Amethysts, garnets, and sapphires shine under magical lights. Alongside them are more exotic materials: Mana gems, a dragon’s tooth, and the glowing green crystal known as “drowlight.”
A small selection of necklaces, bracelets, and rings are on display as well. Most of them are mundane— a cushion-cut emerald set on a gold band, a diamond-cut ruby on a silver band, a step-cut amethyst pendant— but there is also a silver band with five sapphires set in it, with a large one in the center and two smaller ones on each side. This is a Ring of Swimming.
Jewelry Description Generator
| Roll 3d8 | Type of Jewellery | Type of Gem | Cut of Gem |
|---|---|---|---|
| 1. | Earring | Sapphire | Princess |
| 2. | Ring | Emerald | Cabochon |
| 3. | Pendant | Ruby | Barion |
| 4. | Bracelet | Diamond | Rose |
| 5. | Armlet | Amethyst | Step |
| 6. | Tiara | Peridot | Briolette |
| 7. | Anklet | Jasper | Crescent |
| 8. | Hair clip | Garnet | Trillion |
Mundane jewelry from Ambrose costs about 5 GP, while the Ring of Swimming costs 500 GP.
Belle Ambrose can also identify magic jewelry for 15 GP.
Belle Ambrose, jeweller. Belle Ambrose is a tall woman with blonde hair and glasses. She likes to hum while she works. The declining fortune of her family’s business weighs heavily on her, and she desperately wants to turn the business around.
The Fateseer’s Den
The tent of Emiline the Fateseer is bright red on the outside, and a dark purple on the inside, which makes stepping inside of it feel like stepping into another realm. This effect is enhanced by sparkling gems sewn into the purple fabric in the shapes of constellations, reflecting the light of candles.
In the center of the tent is a round oak table with a black cloth in the center. There are two chairs in the tent, an elaborate one for Emlinie and a slightly uncomfortable one for clients.
Emiline performs readings with a deck of tarot-like cards. She is not a charlatan; she is a legitimate diviner, but she has adopted the showmanship the charlatans are known for. In her view, people are more interested in a show than the truth, so she has to deliver both.

Emily “Emiline” Gardner, human diviner
Emily is a woman from the eastern shore who learned the art of fortune-telling from the coastal wizards who offered their services as makeshift meteorologists to ship captains willing to pay for their services. She goes by “Emiline” to sound more mysterious. Recently, she has been haunted by visions of one member of the party.

Narratively, Emiline is a tool for pushing your players in the right direction. Drop ominous hints while hamming it up and waving your arms.
“Ah, the Crocodile… your fate awaits you in the eastern swamps. The Divine Five… The gods smile on your quest. And finally, the Seven of Eyes. An ill portent, to be sure. Beware of bloodthirsty vagabonds on your travels…”
That sort of thing.
Telvor’s Spells
Telvor’s Spells is a steel booth covered in arcane wards. A small vestibule allows a single customer at a time to buy spell scrolls. A list of spell scrolls for sale has been taped to the glass, facing into the vestibule. Behind the glass, there is a swivelling chair where either Telvor or his apprentice sits, and behind that, there is a large scroll rack filled with scrolls and the occasional bottle of alcohol. A small drawer has been built into the glass, allowing payment to be taken and scrolls to be dispensed with minimal danger.
A hatch behind the scroll rack provides access to a small basement, where a teleportation circle allows Telver and his apprentices to move between the stall and Telvor’s tower, a dozen or so kilometers away. There is no other entrance to the stall.

Telvor Kev, human wizard
Telvor is a haggard old man with white hair and dark circles under his eyes. Telver is terse and somewhat unpleasant, as a result of spending multiple decades dealing with adventurers. He uses the profits from the sales to work towards his life’s dream: creating the ultimate hybrid lifeform, the “octo-ape.”

Kameron Wolfbrace, human apprentice
Kameron is a lanky teenage boy with black hair. He is a decently competent mage, but most of his time is spent copying spells instead of casting them. Somehow, every time the party visits him, he is biting into a sandwich.
1st level: Grease, Hellish Rebuke, Purify Food and Drink, 100 GP each
2nd level: Pass Without Trace, Protection from Poison, Moonbeam, 250 GP each
3rd level: Speak with Dead, Vampiric Touch, Fireball, 500 GP each
4th level: Black Tentacles, Ice Storm, Giant Insect, 1000 GP each
5th level: Animate Objects, Flame Strike, Raise Dead, 3000 GP each.
6th level: Blade Barrier, Chain Lightning, Wall of Ice, 7500 GP each.
Higher level spell scrolls can be created upon request, though the costs are quite absurd.
Tinmis Teas
Tinmis Teas is a welcome oasis in the chaos of the market. Thick cloth walls dampen the sounds of haggling, shouting, and bickering. Three tables and a bar provide ample places to sit. Behind the bar, there is a rich selection of teas from various lands.
Tea Menu:
Starlight Shimmer, a dark blue tea with notes of vanilla. This mix of leaves comes from the western plains, where shepherds used it to keep alert during the long journeys across the flat lands.
Silver Spirit, a tea made with silver leaves from the northern settlements of the old elvish empire. It tastes like cinnamon with hints of lemon zest. Silver Spirit is popular among humans from the northlands, who moved into the old elven settlements when the empire declined.
Sylvandale Spice, a light red, sweet brew with small pieces of apple.
Midnight Mint. Midnight Mint is a brew of human origin, originating in the small towns of the western plains, where nights are long, and the howls of distant creatures unnerve many commoners. It tastes like mint and has a calming effect on the body.
Gaelgar Grey. Light grey with a slightly bitter taste. Crystals of sugar glint among the loose leaves.
Caramel Dawn. Caramel Dawn is a light brown tea with a light, sweet taste. It comes from the elven homelands. It is traditionally drunk with breakfast, and many a tradesman credits their productivity to it.
Obsidian Flower. A light brown tea made from blackened leaves. It has an earthy taste. This variety of tea comes from the dwarves of the southern volcano belt.
River Breeze. An elven brew from the marshlands, River Breeze is a green tea that tastes like cranberries and cinnamon.
Plains Peppermint. A human staple favored by game hunters on the plains, some people believe that this minty tea makes it easier to sneak through the brush. People believe a lot of strange things.
Border Territory Black. A black tea with a slightly iridescent sheen. It tastes faintly of ash.
Maple Black. This brew originated among the tree-tappers of the north, who drink it to drive the cold away on long nights in the sugar shacks. The traditional method of making Maple Black involves adding real maple syrup straight out of the boiling pots, but this version achieves a similar flavor by adding crystallized syrup to the herbal mix.
Breakfast Cactus. A tangy herbal tea from the eastern deserts, this tea is made of aloe leaves and crushed brittlebush stems. It is traditionally steeped overnight in a kettle sitting on the desert sand, then drunk cold over the course of the next day.
Maple Pearl Tea. Made of maple leaves and dried wild rose petals, made into a ball and glazed with maple sugar to keep its shape until it is put in hot water. It tastes sweet and flowery. Real tea enthusiasts will make sure you know that it is not technically a tea but rather a herbal tisane, due to not containing any proper tea leaves.
Bell’s End Nut Tea, a legume-derived brew with a light color and notes of honeysuckle under the earthy, peanut-like taste.
Dwarven Detox. A dark orange tea made with a unique dwarven cultivar of the tea plant, crossbred with underworld foliage. It tastes unpleasantly bitter and is unsettlingly thick when made properly, but the dwarves swear it will suck any poison out of your body as it passes through you.
Krenophias’ Blessing, a traditional elvish brew that tastes like vanilla and grass. Named after an Elvish deity of health.
Aria Herbal Mix, a mix of herbs and leaves from a small town in the west. Its taste is often described as “nostalgic” or “simple.”

K’yor Tinmis, elf tea master
K’yor is a wispy elf woman with white hair. She is old, even by elven standards, and she spent her younger days travelling the world, learning about teas and tisanes. She can tell what kind of tea someone would like best just by looking at them. Thanks to her years of travelling, she knows a lot about the cultures and geography of the world, but few people think to consult a simple tea maker for such things.

Topaz, genasi apprentice
Topaz is a brown-skinned earth genasi with bright yellow eyes. He has a noticeable northern accent, the sort that you and I would describe as “Nordic.” He met K’vor during her journey, and accepted an invitation to be her apprentice once she settled down in the Market.
Zi Prosthetics
Adventuring is dangerous work. Between the traps, the monsters, and the occasional betrayal, many an adventurer has returned to the surface missing an arm or a leg. For some, this is the end of their career, a wake-up call about the danger they put themselves in. Others, however, need to delve back in, whether due to debt or the simple understanding that this is the only way they can live their life.
For the first group, a hook hand or a peg leg is often sufficient; not ideal by any means, but it improves their quality of life substantially at a reasonable cost.
For the second group, more is needed. Magically animated metal limbs are the standard for adventurers. They are expensive, but nearly as good as a flesh and blood limb. Just don’t let the Rust Monsters get too close to it.
Specialized prostheses meant to do things a flesh and blood limb can’t— shooting fire, lighting areas up, opening to reveal an axe for breaking shields— can be built, but are rarely available for sale.

Wahrwa sa’Zi, elf prosthetist
Wahrwa is a short, slender elf woman with long black hair. Her left leg is an animated wood prosthetic made by the elders of her homeland after she was severely injured by a bear. After she recovered, she decided to dedicate her life to helping others regain what had been taken from them by injury, and there is nowhere with more life-altering injuries than the Dungeon. She has made several improvements on the traditional elven prosthetics, as well as adopting more economical human designs so that she can offer less-expensive alternatives.
These prices include the cost of fitting the prosthetic, a process which is at best uncomfortable and at worst excruciating.
Peg Leg: Reduces movement speed to 15 ft. 2 GP.
Hook Hand: Gives disadvantage to any ability check that uses both hands. 2 GP.
Animated Prosthetic, Steel: Performs just as well as a flesh and blood limb, but it can attract rust monsters. 100 GP.
Animated Prosthetic, Wood: Performs as well as a limb of meat and bone, and doesn’t attract rust monsters. 125 GP.
The cost of specialized prostheses varies wildly depending on the intended function. As a rough guideline, a utility feature (like a built-in light) costs an extra 50% of the base cost, and a feature useful in combat costs an extra 100% of the base cost.
Afterword
I’ve spent a lot of time in flea markets, antique malls, and artists’ alleys over the years, searching for good deals and strange objects. Those places are at the forefront of my mind when I’m working on the Adventurers’ Market articles, and I hope those experiences bring a feeling of authenticity to these stalls.
I leave you with a token for the ultimate life form.

-Garm
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