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  SHOPPES AND STORES SUPPLEMENTS
  V0.5 (MARCH 9, 2020)
  Note: This content is still being edited and playtested, new versions to follow!
  
  Shoppes and Stores Supplement
  waves from across the world
  INTRODUCTION
  Any group of adventurers traveling the long trade roads 
  that cross through Humblewood are bound to run into 
  merchants of one specialty or another. From peddlers’ carts 
  laden with foreign curiosities to stores that have become local 
  fixtures in their communities, the world of Everden is bound 
  by webs of commerce. Listed within this supplement are a few 
  such shops that characters might encounter in their adventures 
  through Humblewood. 
  The shops and their wares are described in detail, as are the 
  shopkeepers: a colorful band of characters from all walks of life. 
  Each shopkeeper has a personality, background, and a storyline 
  you can use to further flesh out your game. These stories can 
  be used wherever needed, either as small side quests or as plot 
  points in your own Humblewood adventure!
  NEW ITEMS
  The shop descriptions each contain new items, which are 
  detailed in the shop entry. Any magic items that can be found 
  in the Humblewood Campaign Setting book or in the New 
  Magic Items PDF have been marked with an asterisk.
  TRAVELING MERCHANTS
  Whether they sailed a lengthy voyage from faraway ports or 
  crossed through the western Horned Ridge mountains, folks 
  from all over Everden can be found seeking their fortunes in 
  Humblewood. The traveling merchants listed here can appear 
  anywhere in the Wood. Each one is a member of a new race 
  that hails from a foreign land. A brief description of each new 
  race is included in their entries for reference.
  HANNU’S PROVISIONS 
  Jonall Hannu is a middle-aged capran merchant who hails 
  from the western land of Firnveldt. She treks across the moun-
  tains to Humblewood every few years during the spring and 
  summer months to peddle her wares, which consist mainly of 
  wilderness survival and exploration equipment.
  Jonall chose to become a traveling merchant to see far-off 
  destinations and has since journeyed the length and breadth 
  of the continent. Though never formally schooled, she became 
  a veteran explorer and an expert on many locations across 
  Everden, entirely through exploration and a willingness 
  to learn. Over the years, she has recorded her journeys in 
  impeccably detailed traveler’s guides, which she prints in small 
  quantities and sells for a modest price. 
  Kiana Hamm
  1
  Shoppes and Stores Supplement
  
  Shoppes and Stores Supplement
  Thanks to her time on the road, Jonall is in excellent 
  physical condition, and her extensive experience has given 
  her an eye for assessing both the quality of merchandise and 
  the character of her patrons. Her pastoral manners may come 
  across as rather rough, but her bluntness comes from a place 
  of honesty, and those who hold her customs tend to appreciate 
  her forthrightness.
  The Caprans 
  Caprans are a goat-like folk who hail from Firnveldt, a 
  land to the west of Humblewood, beyond the mountains 
  of the Horned Ridge that encircle the Scorched Grove. 
  Firnveldt consists of vast plains, high peaks, and boreal 
  forests. The winters there are harsh and can last from 
  mid-autumn to early spring. Caprans have adapted to life 
  in the cold mountains and great steppes, and they possess 
  an uncanny surefootedness on rocky cliffs. An old legend 
  states that caprans are distantly related to the cervans of 
  Humblewood and followed their Amaranthine, Arghan, 
  across the mountains. There, caprans were given unique 
  gifts to survive in their new home.
  Background
  During her childhood, Jonall lived in Firnveldt on the vast 
  plains of the Gargan Steppe. Her family is a clan of steppe 
  nomads, the Hannu, who travel seasonally across these plains. 
  The clan lives in harmony with a herd of giant bison-like 
  creatures called gargaths, caring for the sick or injured among 
  them, protecting the herd from danger, and shepherding them 
  to the best grazing areas throughout the year. In return, the 
  Hannu harvest milk from the gargaths and shear their thick 
  winter coats in the spring to make warm clothing and blankets. 
  Jonall’s mother and father led the Hannu, and also traded 
  with nearby towns and villages to obtain supplies for journeys 
  to more remote parts of the steppe. These new places, filled 
  with diverse peoples and differing ways of life, intrigued 
  Jonall from a young age. This passion for discovery was fueled 
  by Jonall’s eldest brother, who taught her to read. Together, 
  through books, they learned about the wondrous places 
  beyond the vast plains of their home and planned to travel the 
  world together. However, one year at the height of summer, a 
  deadly plague known as “the languishing” spread throughout 
  the Hannu camp. While the young Jonall survived, many, 
  including her brother, did not. The loss devastated Jonall, but 
  it drove her to pursue her dream of traveling the world. 
  Jonall has spent years living on the road, never staying in 
  one place for too long, as her wanderlust and explorer’s spirit 
  drive her onward. She still returns to her home on the steppe 
  occasionally to visit, sharing tales of her adventures with her 
  clan. Though her parents have since passed away, Jonall’s 
  sister, Tashun, took over leading the Hannu clan, and the two 
  remain close. 
  Some of the wares Jonall carries were purchased from her 
  clan’s craftspeople. She is proud of all that she sells, and she 
  hopes that her stories will help inspire others to one day set out 
  on journeys of their own.
  Bello
  Jonall travels the land with her faithful companion and 
  friend, Bello, a gargath. She has known and cared for Bello 
  ever since he was a calf, and when Jonall decided to strike 
  out on her own, the clan considered it only fitting that Bello 
  accompany her.
  Bello’s immense size makes it possible for him to carry 
  Jonall’s supplies in a hut on his back. In exchange for his 
  friendship and service, Jonall keeps Bello groomed, fed, and 
  sheltered. The pair regularly camp together beneath a large 
  canvas tent stored in the hut. Bello is very protective of Jonall, 
  and he enjoys the new sights, sounds, and smells of the places 
  they visit together.
  Jonall’s Hut
  Jonall carries everything she needs to set up her store 
  tent, Hannu’s Provisions, in a solidly constructed wooden hut 
  made to sit on the back of a gargath. This traditional design is 
  used by the nomad clans of the Gargan Steppe to carry their 
  supplies and possessions over vast distances. The hut is fitted 
  with a set of large wheels, which help the gargath support its 
  weight, and a pair of supports which, when deployed, allow 
  the hut to stand on its own and the gargath to walk out 
  from under it.
  A small trapdoor underneath the hut, accessed with a 
  ladder, serves as the primary entrance. Jonall uses her hut both 
  as a stock room and a place to store provisions for herself and 
  Bello. The hut also contains a sizeable store tent in which 
  Jonall sets up Hannu’s Provisions, as well as banners, small 
  tables, and a sturdy wooden chair.
  Ready for Adventure
  Hannu’s Provisions caters to explorers and adventurers, 
  and Jonall keeps her shop well stocked with items useful for 
  traveling around Everden. Characters will be able to find any 
  kind of adventuring gear here, especially lanterns, camping 
  supplies, and rations suited for long journeys. Jonall also keeps 
  a small supply of weapons, as such journeys can easily lead a 
  traveler into danger. While players can find any simple weapon 
  in Jonall’s store, there is only a 40 percent chance that she will 
  have a martial weapon. It’s rare to see Jonall carrying weapons 
  with the heavy property or weighty suits of armor, as these will 
  only slow a traveler down. In addition to these wares, Jonall 
  has the items listed on the Exploration Gear table for sale.
  exploraTion Gear
  Item
  Cost
  Weight
  Beast whistle
  20 gp
  1/4 lb.
  Clothes, gargath wool
  10 gp
  8 lbs.
  Lantern, traveler’s
  12 gp
  1 lb.
  Steppe rations
  25 gp
  1/2 lb.
  Traveler’s guide
  25 gp
  2 lbs.
  2
  
  Beast Whistle. This bone whistle is carved in the shape of 
  a gargath. When blown, it produces a high-pitched sound that 
  can only be heard clearly by certain creatures. When you blow 
  this whistle, any beast within 100 feet of you that hears it can 
  discern its distance from and direction to you. Friendly beasts 
  can be trained to understand signals given with this whistle, 
  and if you spend at least 24 hours training a friendly beast 
  in this way, you can use it to deliver coded instructions to a 
  trained beast within the whistle’s range.
  Clothes, Gargath Wool. Warm, heavy clothing from the 
  Gargan Steppe made of spun gargath wool lined with coarse 
  fur. When worn, these clothes allow you to remain comfort-
  able in temperatures as low as -50 degrees Fahrenheit.
  Lantern, Traveler’s. This compact hooded lantern features 
  a large metal ring on its top, allowing it to be affixed to a belt, 
  sash, or similar article of clothing while still providing light. 
  The lantern sheds bright light in a 15-foot radius, and dim 
  light for an additional 15 feet. Once lit, it burns for 6 hours 
  on a flask (1 pint) of oil. As an action, you can lower the hood, 
  reducing the light to dim light in a 5-foot radius.
  Steppe Rations. These small rations are made of smoked 
  plants, dried berries, ground nuts, and honey, baked into a 
  chewy bar. Though not sufficiently filling for a day of travel, a 
  bar will stave off hunger for 2 hours. These rations are spiced 
  in such a way that they warm you from the inside out. When 
  you eat a bar, you gain resistance to cold damage for 1 hour. 
  Traveler’s Guide. These handy books contain detailed 
  information on a single large city or notable destination 
  chosen by the GM. Most of these guides were written by 
  Jonall, though some were written by other notable explorers. 
  A traveler’s guide allows you to add your proficiency bonus to 
  any Intelligence checks you make related to the destination 
  it details.
  Special Supplies
  Jonall has 1d3 magic items in her inventory at any given 
  time. These are rare acquisitions she obtained during her 
  travels. You can roll randomly on the Jonall’s Inventory 
  table for appropriate magic items, or decide what she has in 
  stock. Jonall primarily sells to explorers and adventurers, and 
  her wares are mainly focused around themes of exploration, 
  navigation, and utility outside combat. She prefers smaller, 
  portable items which are easily carried by travelers and don’t 
  take up too much room in her hut. Owing to her straightfor-
  ward and honest nature, Jonall tries to set fair prices for these 
  special supplies, and she will agree to an exchange for a magic 
  item if a character makes her a reasonable offer.
  Jonall’s invenTory
  d100
  Magic Item
  Price
  1
  Rope of climbing
  350 gp
  2–5
  Belt of the weald*
  400 gp
  6–11
  Boots of the winterlands
  700 gp
  12–17
  Antlers of the true path*
  500 gp
  18–23
  Staff of climbing ivy*
  400 gp
  24–31
  Ring of warmth
  350 gp
  32–37
  Gloves of swimming and climbing
  350 gp
  38–43
  Goggles of night
  350 gp
  44–49
  Figurine of wondrous power (ivory 
  goats, only sells the goat of traveling)
  500 gp
  50–55
  Immovable rod (two, sold as a pair)
  700 gp
  56–61
  Bag of holding
  350 gp
  62–67
  Ring of the sky hunter*
  1,200 gp
  68–73
  Handy haversack
  1,000 gp
  74–79
  Ring of the ram
  1,200 gp
  80–85
  Wand of enemy detection
  900 gp
  86–91
  Band of fruitfulness*
  1,000 gp
  92–94
  Pathfinder’s pebble*
  1,200 gp
  95–97
  Ring of free action
  1,500 gp
  98–99
  Flame of ingenuity*
  2,000 gp
  100
  Carpet of flying
  2,000 gp
  Lauren Henderson
  3
  Shoppes and Stores Supplement
  
  Shoppes and Stores Supplement
  Quest: Spreading on the Wind
  In this side quest, characters find Jonall distressed about 
  a terrifying rumor she’s heard in her travels, and they have a 
  chance to help ease her troubled mind by investigating it. This 
  is best suited to a party who has had at least one encounter 
  with Jonall prior to this.
  Jonall seems uncharacteristically distressed when they visit 
  wherever she has set up shop. At first, she doesn’t wish to speak 
  about her concern. If pressed, however, she relents and tells the 
  party what is bothering her.
  “My last customer told me a rumor about folks 
  falling ill in a village not far from here, and I can’t get it 
  out of my head. They said the sickness came swiftly, that 
  it causes a strange fatigue that lasts for days, and that it’s 
  spreading rapidly.” Jonall looks away, and then contin-
  ues grimly, “This sounds too much like the languishing 
  sickness that ravaged my clan and took my brother from 
  me. I can’t leave this alone, but just thinking about 
  going there myself makes me freeze. Please, if this is 
  the languishing, then there are steps to slow the spread 
  that healers need to know about. Can I count on you to 
  help me find out what’s happening over there? I’ll gladly 
  reward you for your efforts… I only hope I’m wrong 
  about the sickness.”
  If the party agrees to help, Jonall provides them with a 
  large satchel of herbs that smell faintly of mint. This mix of 
  dried firnflowers, rhonasblade nettles, and king’s wreath leaves 
  can be brewed into a tea that will help abate the symptoms of 
  the languishing and slow its progression. These herbs are native 
  to Firnveldt, and Jonall carries them with her as a precaution. 
  Jonall is prepared to head back to Firnveldt to obtain more 
  herbs if the languishing sickness is truly to blame.
  Mystery in the Village
  This village can be anywhere in the Wood that works 
  logistically for your game, ideally about a day’s trek away from 
  where the party encounters Jonall. You can either modify the 
  information about the village presented here to fit within an 
  existing city or town in Humblewood, or use the information 
  provided, choosing your own name for this place. The small 
  forest village consists of a few houses standing in a clearing. 
  When the party arrives, they can learn that the plague started 
  only a week ago and that a traveling apothecary calling himself 
  Fibble the Meek has thankfully already arrived with medicine 
  to treat the sick. At 50 gp per vial, only enough to treat one 
  patient, the cure is unreasonably expensive. According to this 
  apothecary, however, if the villagers don’t act soon, the sickness 
  will likely be fatal. The apothecary is actually Spleck Smandra 
  (pg. 6), a con artist who has paid a group of forest brigands to 
  repeatedly dump a mild poison into the local well so he can 
  trick villagers into buying his “miracle cure.” However, the 
  cure is simply the poison’s antidote. 
  If the party administers the tea provided by Jonall to any 
  ill villagers, they will find that it appears to have no effect on 
  the subject’s symptoms. Anyone who succeeds on a DC 15 
  Wisdom (Medicine) check to examine an afflicted villager will 
  recognize the symptoms as the effects of a mild poison and not 
  the onset of a disease. Casting detect poison and disease within 
  30 feet of an ill villager or a source of well water will reveal 
  the presence of poison. Any creature that drinks from the well 
  water must succeed on a DC 16 Constitution saving throw or 
  be poisoned for 24 hours. While poisoned, the creature experi-
  ences lethargy and symptoms mimicking a disease. 
  Should the party not have access to this spell, they can 
  learn everything they need to know through investigation. The 
  villagers say that the apothecary arrived in town just three 
  days ago, and after hearing of their plight and seeing their 
  symptoms, he was able to provide them with a diagnosis. It’s 
  lucky that he happened to have the cure on him, but according 
  to Spleck, the rarity of the imported herbs used to concoct it 
  means he can’t lower the price without falling into financial 
  ruin. Though most of the villagers seem convinced of his good 
  intentions (especially those who paid for the cure and began 
  feeling better after taking it), some are understandably upset at 
  the high cost and fear for their loved ones. 
  If the party questions Spleck directly, he lies to the party 
  as best he can to keep them from discovering his con. Spleck 
  attempts to flee town that night if he feels that his operation 
  is in danger of being uncovered. Should the party launch an 
  attack, Spleck defends himself, hiding behind his bandits or 
  teaming up with the two slicars that pull his wagon, so long as 
  they aren’t hitched up to it. If cornered, he begs for mercy and 
  offers the party a bribe to let him escape. 
  There is only one well on the outskirts of town, which 
  everyone in this community uses, from locals to travelers refill-
  ing their waterskins. If the party asks the right questions, they 
  can learn that those visiting this place with their own water-
  skins have only reported feeling sick after refilling them at the 
  well. Examining the well with a successful DC 14 Intelligence 
  (Investigation) check reveals a phial hidden in the dirt next to 
  it. The phial was accidentally left behind by the bandits, and 
  a few drops of the poison remain, enough for the detect poison 
  spell to function. A character can also attempt to identify the 
  liquid by taste. Doing so means that character must succeed 
  on a DC 16 Constitution saving throw or be poisoned for 24 
  hours, as if the character drank the well water.
  The bandits are sloppy and, due to the relative distance 
  from town, make no attempt to conceal their approach. They 
  arrive each night at midnight to poison the well while the 
  village sleeps. The group consists of three mapach bandits 
  and two vulpin captains led by a strig tracker. The bandits 
  immediately sell out Spleck if the party defeats them. 
  4
  
  TREASURE
  If the party takes a bribe from Spleck, each party 
  member receives a free potion from his wagon (pg. 8). 
  These appear to be standard potions but usually have  
  some sort of defect. Have a player roll 2d4 when a charac-
  ter drinks a potion, then consult the Potion Fraud table 
  (pg. 7) to see if anything is wrong with it. 
  Upon returning to Jonall with any news, Jonall 
  rewards the party with a copy of a “Traveler’s Guide to 
  Alderheart” as well as a 50 percent discount off their next 
  purchase for their trouble, whether or not they uncovered 
  Spleck’s plot. 
  If they managed to discover the source of the apparent 
  sickness, Jonall openly expresses her relief. The party can 
  pick a single magic item from among Jonall’s wares, which 
  she gives as thanks for their help. 
  REWARDS
   l
  Award XP as normal for defeated foes.
   l
  Each party member receives an additional 50 XP if 
  they managed to uncover Spleck’s plot. 
  Jonall Hannu
  medium humanoid (Capran), neuTral Good
  a
  Armor Class  
  11 (leather armor)
  Hit Points  
  19 (3d8 + 6)
  Speed  
  30 ft.
  a
  STR
  DEX
  CON
  INT
  WIS
  CHA
  11 (+0)
  10 (+0)
  14 (+2)
  11 (+0)
  14 (+2)
  9 (-1)
  a
  Skills  History +4, Insight +6, Nature +2, Perception +4, 
  Survival +4
  Senses  passive Perception 14
  Languages  Birdfolk, Capran, Eluran
  Challenge  1/8 (25 XP)
  a
  Explorer. As long as she is outside and can see the sky, 
  Jonall can always tell which way is north. If given one 
  minute with a map to find her bearings, she can always 
  identify the safest, most direct route to a location.
  Sure Footing. Jonall ignores nonmagical difficult terrain.
  Traveler’s Tales. Jonall makes History checks with advan-
  tage for anything related to towns, cities, or prominent 
  regional features, such as unique geographic formations 
  or landmarks.
  Actions
  Quarterstaff. Melee Weapon Attack: +2 to hit, reach 5 ft., 
  one target. Hit: 3 (1d6) bludgeoning damage, or 4 (1d8) 
  bludgeoning damage if used with two hands.
  Light Crossbow. Ranged Weapon Attack: +2 to hit, range 
  80/320 ft., one target. Hit: 4 (1d8) piercing damage.
  Gargath
  huGe beasT, unaliGned
  a
  Armor Class  
  14 (natural armor)
  Hit Points  
  66 (7d12 + 21)
  Speed  
  40 ft.
  a
  STR
  DEX
  CON
  INT
  WIS 
  CHA
  21 (+5)
  8 (-1)
  16 (+3)
  5 (-3)
  12 (+1)
  5 (-3)
  a
  Senses  passive Perception 11
  Languages  -
  Challenge  4 (1,100 XP)
  a
  Cold Tolerance. The gargath can exist comfortably in 
  temperatures as low as -50 degrees Fahrenheit. It makes 
  Constitution saving throws made to resist effects that deal 
  cold damage with advantage. 
  Stampede. If the gargath moves at least 20 feet straight 
  toward a target and then hits it with a Ram attack on the 
  same turn, the target takes an extra 9 (2d8) bludgeoning 
  damage. If the target is a creature, it must succeed on a 
  DC 13 Strength saving throw or be knocked prone. If the 
  target is prone, the gargath can make one Stomp attack 
  against it as a bonus action.
  Actions
  Ram. Melee Weapon Attack: +7 to hit, reach 10 ft., one 
  target. Hit: 14 (2d8 + 5) bludgeoning damage. 
  Stomp. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  prone creature. Hit: 21 (3d10 + 5) bludgeoning damage.
  Christina Kraus
  5
  Shoppes and Stores Supplement
  
  Shoppes and Stores Supplement
  SPLECK SMANDRA’S WAGON OF 
  WORLDLY WONDERS
  A colorful and astute tilian merchant from across the sea, 
  Spleck Smandra uses his status as a curiosity in Humblewood 
  to dupe those eager to spend large amounts of coin on the 
  low-quality and dangerous items he sells as “exotic goods.” A 
  survivor and a narcissist, he sees most of the folk in Humble-
  wood as easy marks and is eager to swindle just about anyone. 
  This daring nature gets Spleck into trouble more often than not, 
  but thanks to his charm and quick wit, he is adept at controlling 
  conversations and turning even bad situations to his advantage. 
  Spleck’s preferred tactic for dealing with conflict is to lie his way 
  out of the situation. Failing this, he prefers bribery or deal-mak-
  ing over combat. Fighting is something Spleck considers a last 
  resort, and he would much rather leave such unpleasantness to 
  hired strongarms as he makes his escape. When Spleck must 
  defend himself, he resorts to underhanded tactics such as strik-
  ing at his foes with a holdout dagger steeped in poison.
  Despite his knack for causing trouble, Spleck sells a number 
  of useful wares. To those who are willing to accept a bit of risk, 
  Spleck offers rare items at bargain prices.
  The Tilias 
  Tilias are a gecko-like people who hail from the warmer 
  parts of Everden, such as the jungles of the Tanglewilds, 
  the deserts of Dustbloom, and the lush, tropical Gaspar-
  ian Isles. They are capable of climbing almost any surface 
  thanks to special pads on their hands and feet, and 
  they have excellent night vision. Their skin is resistant 
  to water and produces secretions which ward against 
  disease. These secretions can also be used in potioncraft as 
  a medium for mixing all kinds of elixirs. Some less scru-
  pulous tilias will even use their own secretions to dilute 
  potions, turning a strong elixir into many weaker ones, 
  which can be sold fraudulently at a profit. Tilias also have 
  a love of language, and most enjoy learning how to say 
  new words in unfamiliar tongues. 
  Background
  Spleck grew up orphaned in an archipelago within the 
  Songsea known as the Gasparian Isles. There, great storms 
  can unexpectedly swirl up and completely encircle an island, 
  cutting it off from the world for months or even years at a time. 
  One such storm descended when Spleck was a child, and he lost 
  contact with his parents, who were fisherfolk. He never learned 
  what became of them. After their disappearance, the eye of the 
  hurricane settled over the island, trapping all its inhabitants 
  within. Soon after, Spleck was placed in an orphanage, where 
  he remained for the rest of his childhood. 
  Spleck was small and frail for his age, and he was bullied 
  mercilessly. Even those whom Spleck thought to be his friends 
  would later turn against him when it suited them. From these 
  bitter lessons he learned that people who saw him as insignif-
  icant and incapable of harm were easy to manipulate. Spleck 
  resolved never to trust anyone but himself and to do anything 
  necessary to survive. Over the years, Spleck became a talented 
  liar, capable of molding himself with words alone to assume 
  any identity that suited him. By the time he left the orphanage, 
  he was ready to make his way to the cities, where he mastered 
  the art of exploiting people’s trust, and advanced his plans to 
  leave the island once the endless storm lifted. To accomplish 
  this, he befriended a privileged luma noble named Ruill Lyris 
  under the pretense that he was the heir to a family of merchant 
  sailors. Spleck convinced Ruill that they could found a trading 
  company together once the storm dispersed. With Ruill’s 
  money and Spleck’s connections, the tilia claimed, they would 
  both become wealthy beyond their wildest dreams. 
  It was a stroke of luck that the storm clouds finally parted 
  soon after Ruill agreed to Spleck’s proposal. With a concocted 
  story about visiting his departed parents’ merchant contacts, 
  Spleck tricked Ruill into lending him a large sum of money for 
  a voyage to the Tanglewilds. Instead, Spleck hopped on the first 
  ship going anywhere else. Once he landed in Humblewood, he 
  vowed never to return to the Isles. Spleck used what was left of 
  the money to buy his wagon and began his career as a traveling 
  merchant. 
  Spleck plies his carefully honed skills as a con artist to make 
  money wherever he travels. This often lands him in trouble, 
  and he usually finds himself on the run, wearing disguises and 
  using his guile to throw off pursuers.
  Vamos and Slaa
  Spleck’s wagon is pulled by a pair of slicars, Vamos and 
  Slaa, which he purchased from the Talongrip Coast. These large 
  monitor lizards are native to the jungles of the Tanglewilds 
  and have an upright stance with long limbs suited for running 
  down prey. Their bite is powerful and venomous. Strong yet 
  dim-witted creatures, Vamos and Slaa were raised in captivity 
  and are gruff and mean. Spleck has trained them for combat, 
  and they prove to be formidable guards when not pulling his 
  show wagon. He also feeds them often, as they become unruly 
  when not properly fed.
  Spleck’s Wagon
  This shop is a fabulously painted, four-wheeled, covered 
  wagon with a fringe on the top and large signs along both sides 
  that read “Spleck Smandra’s Wagon of Worldly Wonders.” This 
  is the wagon’s usual configuration, but the signs can be changed 
  and the fringe removed for different con jobs, or to disguise it. 
  In addition to its primary mode, Spleck can make the wagon 
  appear as an apothecary’s cart, a fortune teller’s shop, or an 
  alchemist’s workshop. 
  The back of the wagon has double doors which open into a 
  space that can be used to store stock, props, costumes, as well 
  as any traveling supplies Spleck might need when his journey 
  necessitates that he sleep on the road. One side of the wagon 
  opens into a till window for sales and merchandise display. 
  The space inside the till window is only a small part of the 
  wagon and is separated from the wagon’s storage area by an 
  interior partition. Spleck regularly changes the merchandise he 
  displays on a row of shelves behind him to match the wagon’s 
  configuration.
  6
  
  The other side of the wagon can fold open into a small stage, 
  with a thick curtain blocking the view to the wagon’s interior. 
  Spleck uses this stage to rally a crowd when he wishes to make a 
  spectacle of his wares to prospective buyers.
  Spleck’s Inventory
  Spleck carries an inventory of potions, reagents, and 
  magical baubles, nearly all of which are fake or of lower quality 
  than he claims. Spleck also sells potions of healing for double the 
  going rate. Spleck highlights different merchandise based on 
  how he’s disguised his wagon, but characters who shop here can 
  expect to find an assortment of cheaply made arcane focuses, 
  holy symbols for deities that don’t exist, and druidic focuses 
  looted from protected groves. Spleck assures customers that his 
  wares are from distant lands. This is far from the truth: all of 
  them were in fact purchased or pilfered close to home, even if 
  some have been altered to look more “exotic.”
  Best Potions, Best Prices!
  Spleck carries a variety of magic potions in all of his wagon’s 
  configurations, although he will put a different spin on these 
  items depending on the con he’s trying to run. When posing as 
  an apothecary, he’ll sell the potions as strange medicines. When 
  disguised as an alchemist, he’ll try and pass them off as his own 
  miraculous concoctions. Spleck has 1d4 + 1 of these potions 
  for sale at any given time. You can roll on the Potions for Sale 
  table to see which potions Spleck has in stock, or choose for 
  yourself. Spleck is always looking for ways to turn a profit, and 
  there is usually something wrong with his items. Whenever a 
  character purchases a potion from Spleck, roll on the Potion 
  Fraud table to see what is wrong with it.
  poTion Fraud 
  1d8 Potion Fraud
  1–2 The potion works as expected, but it has a strange or 
  unpleasant taste.
  3–4 The potion has been intentionally mislabeled and is 
  actually a different potion at uncommon rarity (chosen 
  by the GM).
  5–6 The potion has been diluted. If the potion’s effect has a 
  duration, it lasts only half as long as normal. If the potion 
  heals or deals damage, the amount of each is halved.
  7
  The potion is defective. When consumed, it has a 50% 
  chance of having the opposite of its intended effect or 
  of giving an additional negative effect (included in the 
  Potions for Sale table).
  8
  The potion is a dud; it does nothing when consumed.
  Lauren Henderson
  Paul Scott Canavan
  7
  Shoppes and Stores Supplement
  
  Shoppes and Stores Supplement
  poTions For sale
  d10 Magical Potion
  Defect (Optional)
  Price
  1
  Philter of love 
  50% chance of causing the drinker to instead become immediately hostile toward the 
  first person the drinker sees
  50 gp
  2
  Potion of animal 
  friendship
  50% chance that a beast is not charmed by the animal friendship spell cast by the 
  drinker; in this case, the beast becomes aggressive toward the drinker
  50 gp
  3
  Potion of growth
  50% chance of being a potion of diminution
  50 gp
  4
  Potion of greater healing 
  50% chance of being a potion of poison
  50 gp
  5
  Potion of gaseous form
  50% chance that the drinker becomes heavy and stone-like; the drinker will be  
  affected by the barkskin spell instead and will weigh twice as much for 1 hour
  150 gp
  6
  Potion of heroism
  50% chance of the drinker losing 10 hp and being affected by a bane spell instead 
  (save DC 15)
  150 gp
  7
  Potion of clairvoyance
  50% chance of dealing 4d4 psychic damage to the drinker when consumed, but the 
  effect still works
  150 gp
  8
  Potion of speed
  50% chance that the drinker will be affected by the slow spell instead (save DC 15)
  200 gp
  9
  Potion of invisibility
  50% chance that the drinker will be affected by the blink spell instead
  300 gp
  10
  Oil of sharpness 
  50% chance of making the target item too slippery to grasp unless the wielder succeeds 
  on a DC 16 Dexterity saving throw, but the effect still works
  350 gp
  mis-ForTune TellinG 
  Spleck can set up his wagon as a fortune teller’s shop, and while this 
  isn’t his most lucrative con, it is nonetheless a go-to disguise if he ever 
  finds himself eager to disappear. After leashing Vamos and Slaa to a 
  tree and applying the brakes to his wagon, Spleck can make it look 
  like a roadside fortune stand to throw off pursuers. The accompanying 
  costume hides his face under the hood of mystic-looking robes. Of 
  course, even when on the run, Spleck still can’t help but try and make 
  a little more coin. Should anyone wish to have their fortune told, 
  Spleck charges 1 gp to read their fate. You can roll on the Fortunes 
  table to determine the fortune he will give.
  ForTunes
  d20
  Fortune
  1
  “You will suffer terribly bad luck. Ward against it with a mostly jade figurine from the famed land of Roccononga.  
  Just 5 gold pieces!”
  2–3
  “You will see a familiar face from your past. They will be haggard and wish they had spent more money on their equip-
  ment. Don’t make the same mistake!”
  4–5
  “You will have need of a fortune teller in the future. Come back later.”
  6–7
  “You will suffer a grave injury… You know I also sell potions of healing, right?”
  8–9
  “You will be reunited with a loved one, and they have bought you an expensive gift. They expect one from you in return.”
  10–11 “The Amaranthine will fail to hear your pleas. Hedge your bets with a holy symbol dedicated to the Great Snail or the 
  Piping Shrew!”
  12–13 “You will be robbed of all your coin. Better spend it while you still can.”
  14–15 “You will be rewarded for your generosity in the coming days. Be sure to tip your fortune teller.”
  16–17 “You will be blessed with a great bargain! Keep your eyes open for a handsome merchant from across the sea.”
  18–19 “You will be saved just in the nick of time by a handy item. I’m sure I have just the thing you seek in my wagon.” 
  20
  “You will find yourself on an empty plain. Your friends will be near death, your foe too strong to defeat. Then, 
  suddenly… I’m sorry; the future is muddled. Perhaps if I had another gold piece?” (If the character pays 1 gp, roll again, 
  rerolling 20s.) 
  8
  
  Worldly Wonders
  Spleck sells magic items he’s purchased from other merchants 
  at a bargain, usually because they’re risky or outright danger-
  ous. He has 1d4 of these items for sale at any given time. 
  Many of the magic items he sells are cursed, but Spleck keeps 
  this information carefully hidden from his patrons, often by 
  playing up the beneficial qualities of a cursed item to compen-
  sate, referring to the item with a fake name. A few uncursed 
  magic items can be found among his wares, which tend to 
  have dangerous or random effects. Spleck proudly displays a 
  sign which announces that all sales are final, and he is quick 
  to pack up and leave town after a day of business. You can roll 
  randomly on the Spleck’s Inventory table for appropriate 
  magic items, or decide what he has in stock.
  spleCk’s invenTory
  d10
  Magic Item
  Fake Name
  Price
  1
  The chronicle of fools* Book of 
  worldly wisdom
  350 gp
  2
  Glowing ember*
  Beacon of warmth 
  300 gp
  3
  Berserker’s axe 
  +1 greataxe
  500 gp
  4
  Bag of beans 
  (contains 5 beans)
  Magic beans
  800 gp
  5
  Bag of devouring 
  Bag of holding
  300 gp
  6
  Bag of holding
  Deluxe bag 
  of holding 
  400 gp
  7
  Marotte of chance*
  Divine scepter 
  of Clhuran 
  400 gp
  8
  Kwark’s wondrous 
  kernels (bag of 
  planters)*
  Spleck’s patented 
  magic seeds 
  (plantable)
  350 gp
  9
  Kwark’s wondrous 
  kernels (bag of 
  tossables)*
  Spleck’s patented 
  magic seeds 
  (throwable)
  350 gp
  10
  Shield of missile 
  attraction 
  Shield of 
  invulnerability
  800 gp
  Quest: To Reap the Whirlwind
  In this side quest, characters will be able to either help 
  Spleck evade the consequences of his crimes for a substantial 
  reward or see that he faces justice for his many misdeeds. This 
  is well suited to a party who has had at least one encounter 
  with Spleck prior to this, or to a party who might just be meet-
  ing Spleck for the first time, provided they are famous enough 
  that Spleck would have heard of their heroic exploits. 
  On the way to visit his wagon, the party can see that Spleck 
  appears to be agitated. When Spleck sees the party approach, 
  his eyes light up, and he smiles widely, addressing them with 
  unbridled cheer. 
  “Ah! Yes! Friends! So good to see you! You’re all brave 
  adventurers, yes? A group like you couldn’t just sit by 
  while someone was in danger, surely? You’d rush to save 
  them, I know you would.” Spleck wrings his hands as 
  a look of genuine nervousness plays behind his smile. 
  “Seems I’ve attracted the company of some nasty bandits. 
  They’re keeping me on the move and scaring away my 
  business, but that’s just half of it. They have it out for 
  me, might even want to off me and take what I have in 
  my wagon. You’ll help me, won’t you? It goes without 
  saying that you’ll be paid for your efforts. I’ll even give 
  you half in advance if you promise to stop these fiends 
  before they destroy me.”
  Spleck is only telling part of the truth. He knows that 
  the people following him are bounty hunters, not bandits. 
  Furthermore, he has a fairly good idea who hired them and 
  strongly suspects that they have a warrant for his capture. He 
  discovered the bounty hunters’ presence in a nearby town five 
  days prior and has been on the run from them ever since. A 
  character can attempt an Insight check opposed by a Decep-
  tion check from Spleck. If successful, the character can press 
  Spleck to get him to reveal the truth.
  The Bounty Hunters
  Ruill Lyris, the luma noble Spleck swindled in order to 
  leave the Gasparian Isles, used his influence to ensure that 
  Spleck’s case is brought to trial. To this end, he has funded a 
  team of professional bounty hunters to capture Spleck and 
  bring him back to the Isles so that he can be tried in court 
  for his wrongdoing. The party can choose to leave Spleck to 
  his fate if they wish, but Spleck will plead for their assistance. 
  According to Spleck, he never really swindled Ruill: he fully 
  intends to pay the luma back, with interest, once he makes 
  enough money. This lie can be easily seen through if a charac-
  ter succeeds on a DC 14 Wisdom (Insight) check. Truthfully, 
  Spleck is sure that death awaits him back on the Isles. Even if 
  he’s only imprisoned for his crime, he knows a storm could 
  isolate him there for years should he return. If the party is 
  unsympathetic, he will resort to whatever underhanded tactics 
  necessary to ensure his escape from all parties who would see 
  him captured.
  The bounty hunting team consists of:
   l
  Three neutral raptor explorers wielding longbows instead 
  of the hand crossbows listed in their stat block 
   l
  Two chaotic neutral berserkers adjusted with swift 
  strig traits 
   l
  a seasoned lawful neutral raptor ranger named Cadwyll 
  Piper who leads the team and wields a red-feather bow* 
  9
  Shoppes and Stores Supplement
  
  Shoppes and Stores Supplement
  Cadwyll and his team are operating under lawful order, 
  and he has the warrant to prove it. They have been tracking 
  Spleck since they arrived in Humblewood and are currently in 
  a forest just an hour’s travel from where the party encounters 
  Spleck. The bounty hunters are waiting until nightfall to make 
  their move and hope to catch Spleck sleeping. Cadwyll is 
  experienced in pursuit of especially slippery criminals, and he 
  would prefer to hold his forces back until capture is assured. As 
  long as they keep on Spleck’s heels, Cadwyll reasons, it’s only a 
  matter of time before the tilia’s exhaustion catches up with him.
  The bounty hunters are currently in a makeshift camp 
  hidden in the dense undergrowth just off the main road. Two 
  raptor explorers serve as lookouts in the trees. If the explorers 
  detect movement, they whistle in a precise code, signalling the 
  direction of the intruders to the rest of their group. The other 
  bounty hunters hide in the underbrush as best they are able 
  and use the trees for cover. Once the intruders are close, the 
  bounty hunters attack first and ask questions later. If the party 
  loses here, they won’t be killed. Instead, Cadwyll ties them up 
  and interrogates them to figure out who they are and how they 
  relate to Spleck. 
  If captured, the party can easily escape the situation by 
  agreeing to cooperate and turn Spleck over to them. If he 
  judges the party to have good (or at least lawful) intentions, 
  Cadwyll asks for their assistance in Spleck’s capture. Alterna-
  tively, Cadwyll simply lets the party go if they give him their 
  word that they won’t interfere. If Cadwyll doesn’t believe the 
  party will stay out of his way, he keeps them restrained under 
  the watchful guard of the two raptor explorers as the rest of 
  the bounty hunters attempt their capture that night. Cadwyll 
  doesn’t want to hurt anyone, but his duty comes first, and he 
  won’t show the party any mercy if they stand against him.
  If his team is defeated, Cadwyll attempts to escape on his 
  own, and it will take some time before he can pursue Spleck 
  again. The bounty hunters working with Cadwyll are simply 
  hired mercenaries and don’t share his sense of duty. They can 
  be easily convinced to abandon their cause.
  TREASURE
  If the party sides with Spleck, they receive: 
   l
  500 gp for their assistance. He’ll offer to pay half (250 
  gp) up front and will pay them the rest once they’ve 
  taken care of the bounty hunters
   l
  One potion of their choice from the shop for each 
  party member
   l
  One magic item of their choice from the 
  shop’s inventory
   l
  The party can also claim Cadwyll’s red-feather bow (if 
  they defeat him)
  If the party sides with the bounty hunters against Spleck, 
  they receive:
   l
  250 gp for their assistance, from Cadwyll
   l
  Any potions or magic items Spleck has in stock at 
  the time (the bounty hunters have no interest in 
  Spleck’s wares)
  REWARDS
   l
  Award XP as normal for defeated foes.
  Each party member receives an additional 100 XP if 
  they helped Cadwyll capture Spleck.
  10
  
  Slicar
  larGe beasT, unaliGned
  Armor Class  
  14 (natural armor)
  Hit Points  
  30 (4d10 + 8)
  Speed  
  40 ft.
  STR
  DEX
  CON
  INT
  WIS 
  CHA
  15 (+2)
  14 (+2)
  15 (+2)
  2 (-4)
  10 (+0)
  5 (-3)
  Skills  Perception +2, Stealth +4 
  Senses  darkvision 30 ft., passive Perception 12
  Languages  -
  Challenge  1/2 (100 XP)
  a
  Keen Smell. The slicar has advantage on Wisdom  
  (Perception) checks that rely on smell.
  Actions
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 7 (1d10 + 2) piercing damage plus 5 (2d4) poison 
  damage. The target must succeed on a DC 12 Constitution 
  saving throw or become poisoned for 1 hour. 
  Spleck Smandra
  medium humanoid (Tilia), neuTral evil
  a
  Armor Class  
  13 (leather armor)
  Hit Points  
  22 (5d8)
  Speed  
  30 ft., climb 20 ft.
  a
  STR
  DEX
  CON
  INT
  WIS 
  CHA
  10 (+0)
  14 (+2)
  10 (+0)
  12 (+1)
  11 (+0)
  18 (+4)
  a
  Skills  Deception +8, Insight +4, Perception +2, 
  Performance +8, Persuasion +6
  Senses  darkvision 60 ft., passive Perception 12
  Languages  Birdfolk, Jerbeen, Mapach, Tilia, Vulpin
  Challenge  3 (700 XP)
  a
  Cunning Action. On each of his turns, Spleck can use a 
  bonus action to take the Dash, Disengage, or Hide action. 
  Sneak Attack (1/Turn). Spleck deals an extra 7 (2d6) 
  damage when he hits a target with a weapon attack and 
  has advantage on the attack roll, or when the target is 
  within 5 feet of an ally of Spleck that isn’t incapacitated 
  and Spleck doesn’t have disadvantage on the attack roll.
  Actions
  Multiattack. Spleck makes two melee attacks with 
  his dagger.
  Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 
  5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing 
  damage plus 13 (3d8) poison damage.
  Leesha Hannigan
  Christina Kraus
  11
  Shoppes and Stores Supplement
  
  Shoppes and Stores Supplement
  FIXED SHOPS
  Listed here are a few shops which have their own history 
  and place within Humblewood.
  The Last Stand
  Located just a short distance off the main road from 
  Alderheart that winds through the forest near Brackenmill, 
  a shabby-looking wooden shack stands among the trees. A 
  weathered, hand-carved sign swings from the shack’s awning, 
  emblazoned with the words “The Last Stand.” Woodland 
  supply depots like these are not as popular as they used to be, 
  and the store’s age is apparent. Yet this shop contains some 
  of the most valuable items in the Wood for canny customers 
  who don’t mind dealing in stolen or smuggled goods. The Last 
  Stand is owned and operated by a reclusive mapach named 
  Cathus Gright, a former member of the Bandit Coalition who 
  now fences valuable plunder for his contacts in the criminal 
  organization. Cathus lives with his ward and occasional helper, 
  a jerbeen child named Finnan Softpad. 
  Finnan uses the stat block for a commoner with jerbeen 
  traits. He is chaotic good. 
  Cathus and Finnan
  Cathus is a middle-aged mapach with grey-and-black fur 
  tinged with a rusty red undercoat that is beginning to turn 
  white in places. His once-impressive physique has lessened 
  somewhat over the years, but what’s left attests to his time as 
  an enforcer in the Bandit Coalition. Back then, he was tasked 
  with keeping other Coalition members in line and persuading 
  those harboring notions of deserting to reconsider, by force 
  if necessary. Cathus has tried to leave his criminal life behind, 
  but he knows all too well how hard it is to escape the Bandit 
  Coalition. Where Finnan idolizes the Coalition as heroes for 
  the humblefolk and defends the organization fiercely, Cathus 
  has seen its darker sides and often vocally disapproves of 
  Finnan’s stance on the Coalition.
  Cathus is a gruff fellow. He generally treats his customers 
  curtly unless he is certain they are sufficiently trustworthy to 
  deal in real business. He is canny and suspicious of anyone 
  who enters his shop, and if he doesn’t have confidence in the 
  party’s ability to keep a secret, he won’t bother to show them 
  his hidden stock.
  Beneath his rough exterior, Cathus is simply trying to do 
  the best he can for Finnan. Cathus has enrolled the boy at a 
  nearby schoolhouse in a woodland village not far from the 
  shop. He also teaches Finnan the honest parts of running a 
  business. Cathus keeps his dealings with Coalition contacts 
  hidden from Finnan as best he can, but the kid is sharp; while 
  Finnan doesn’t know enough to be involved, he is nonetheless 
  aware that Cathus is still in contact with the Coalition.
  Finnan is a loud, tough-talking jerbeen who has almost 
  reached adolescence, though he still has quite a bit of maturing 
  to do. Finnan has a deep appreciation for the Coalition, but 
  his admiration stems more from his idealism rather than a seri-
  ous understanding of the organization and its goals. Though 
  he doesn’t always get along with Cathus, he does idolize him, 
  and he is always asking questions about Cathus’s past with the 
  Coalition, the mapach’s relationship with his parents, and what 
  exactly is beneath the trapdoor he knows is hidden behind the 
  till counter. Cathus has only told Finnan that the area is off 
  limits, and Finnan’s attempts to open the trapdoor on his own 
  have never succeeded. 
  Finnan is energetic, easily excitable, and always on the 
  move. He doesn’t have much respect for authority figures aside 
  from Cathus, which frequently gets him into trouble at school. 
  Nevertheless, Finnan is caring, strikingly earnest, and possessed 
  of a moral compass that compels him to do the right thing, 
  even if it sometimes points him in the wrong direction. When 
  not at school or with his friends, Finnan helps Cathus by 
  cleaning the shelves and arranging stock in the store. He is not 
  normally permitted behind the counter, but Cathus allows him 
  to be there when teaching him about handling coin, or when 
  an interesting customer shows up. Finnan isn’t shy and will 
  usually share his opinion on those who enter the shop, much 
  to Cathus’s chagrin.  
  Background
  Cathus joined the Coalition when he was an idealistic 
  youngster from the Roots of Alderheart. His position as an 
  enforcer left him with few friends in the Coalition, save for a 
  jerbeen named Durban Softpad. Durban also grew up in the 
  Roots, in a district known as “Pesthaven,” and the two became 
  fast friends bonding over their experiences. When Liann, a 
  free-spirited jerbeen swashbuckler, joined their gang, Cathus 
  Dawn Carlos
  12
  
  watched as his best friend fell in love. It wasn’t long before 
  Cathus was attending Durban and Liann’s wedding, and the 
  couple somehow managed to make a life for themselves on 
  the road with the Coalition. Throughout all of it, Cathus 
  remained close with the couple. Liann was given temporary 
  leave from her duties when she was with child, and Cathus 
  often visited Liann to deal with chores and help her care for 
  her newborn son, Finnan, when Durban was occupied with 
  the Coalition. Despite the cruelty Cathus had witnessed and 
  even wrought upon others in his time as an enforcer, the love 
  and care he saw in Durban’s new family filled him with hope. 
  Eventually, Liann returned to her duties, leaving her son in the 
  care of old friends in Pesthaven. 
  One day, while on her way to visit her son, Liann was 
  captured by the Perch Guard, and Cathus later discovered 
  the capture was a setup. The Coalition had learned the Perch 
  Guard were preparing a trap to capture their unit’s captain, 
  and Liann had been sent instead to take the fall. Cathus 
  reluctantly kept the information to himself, lest Durban do 
  something reckless, but it cost him what little faith he had in 
  the Coalition. 
  Not long after, as their unit started to dwindle due to 
  arrests or worse fates, Cathus and Durban were sent out 
  together on missions. A few months later, they were discov-
  ered alone robbing a cart. Durban allowed himself to be 
  captured so that Cathus could escape, but not before making 
  Cathus vow to take care of Finnan. Durban’s last words to 
  Cathus were: “Don’t let him turn out like us.” Upon his 
  return, Cathus attempted to leave the Coalition, assuming 
  that his years of loyal service would allow him to be respect-
  fully discharged. Instead, he was told by his captain, a cruel 
  hedge known as Aster the Thorn, that he would begin fencing 
  stolen property for the Coalition somewhere quiet. Cathus 
  begrudgingly accepted, on the condition that Aster promise 
  to leave Finnan out of their business. Aster agreed and began 
  using Finnan to keep Cathus in line. As far as Cathus knows, 
  Finnan has no living relatives besides his parents, who won’t 
  be released from Alderheart’s prison until Finnan is grown. 
  Cathus hopes he can provide a better life for the boy, but he 
  feels great guilt at his situation. Cathus wishes they could leave 
  for somewhere better, but the risk of such a flight is too great 
  so long as Aster remains.
  Just Your Average Store
  The shack appears to comprise a single floor, most of which 
  is taken up by an assortment of shelves stocked with basic 
  supplies. By the back wall rests a counter with a till and a sign 
  painted in stiff, red letters, reading, “Ask us about our new 
  stock.” A door to the left of the counter is kept closed during 
  business hours and opens into sleeping quarters with two cots, 
  one of which is strewn with toys. 
  The Last Stand seems to be an average general store, filled 
  with a rather modest supply of functional—if not particularly 
  well-kept—items. Characters looking to shop here will be able 
  to find serviceable adventuring gear as well as common trade 
  goods. Cathus doesn’t sell weapons or armor on the main level.
  More Than Meets the Eye
  The Last Stand carries a large variety of stolen items. These 
  are hidden in a storeroom accessible only via by a hidden trap-
  door behind the counter. The trapdoor is locked, and Cathus 
  has the only key. Customers aware of the fencing operation 
  must ask about the “new stock” to see what illegitimate goods 
  Cathus has on offer. If anyone new or untrustworthy asks 
  Cathus about this stock, he’ll reply that “it’s not in yet” in a 
  threatening tone. Characters can attempt a Charisma (Decep-
  tion) or Charisma (Persuasion) check opposed by Cathus’s 
  Wisdom (Insight) check to talk their way into seeing his 
  hidden merchandise. If successful, Cathus draws the curtains, 
  locks the front door, and leads the characters through the trap-
  door and down a set of stairs into the lamp-lit basement which 
  contains the items he is currently fencing.
  This basement looks empty except for a table solidly bolted 
  to the floor with a few chairs around it. Three of the walls are 
  trick walls, activated by a mechanism hidden under the table. 
  Pressing this button causes sections of the walls to flip and 
  reveal The Last Stand’s inventory of stolen goods. 
  Two mapach brutes, disguised as suppliers, make regular 
  visits three times each week to ensure the merchandise is secure 
  and drop off new merchandise for Cathus to fence. They 
  change their visitation times to keep Cathus on his toes, but 
  they only arrive when Finnan is at school or after Finnan is 
  asleep. Whatever the party’s history with the Coalition, the 
  brutes stand down as long as the party is with Cathus. If 
  combat ensues, the mercenaries fight to the best of their ability, 
  but they aren’t interested in losing their lives over this job. If 
  one or both of the brutes manage to escape from combat, 
  Aster finds out within a day and arrives with his gang to press 
  Cathus for details of the incident. The brutes meet with Aster 
  once every five days to receive their stipend, and if they miss a 
  meeting, Aster becomes suspicious and questions Cathus.
  Lauren Henderson
  13
  Shoppes and Stores Supplement
  
  Shoppes and Stores Supplement
  Black Market Goods
  Cathus does his best to find buyers for his items quickly, 
  but the clandestine nature of The Last Stand’s operations 
  means he must carefully consider with whom he deals. Many 
  of his items need to be fenced carefully to avoid tipping off 
  the authorities, and some that are actively being searched for 
  need to be kept hidden. These circumstances mean Cathus’s 
  basement is nearly always full, and 1d4 + 1 of his stocked items 
  are magical. Characters can find just about anything at The Last 
  Stand; you can roll randomly on the Cathus’s Inventory table 
  for appropriate magic items, or decide what he has in stock. All 
  of the magic items that come into Cathus’s possession are either 
  stolen property, smuggled in under the beaks of the Perch 
  Guard, or “salvaged” from unfortunate travelers. The items 
  are brought to Cathus by his contacts in the Coalition, so he 
  usually doesn’t have a clear idea of what an item is or where it 
  came from. Cathus has a good eye for value, but he will usually 
  sell his wares for less than they would fetch in legitimate shops 
  just to ensure they move. All sales are final, and characters will 
  be told in no uncertain terms that any mention of their busi-
  ness here will attract the wrath of the Coalition.
  CaThus’s invenTory
  d100
  Magic Item
  Price
  1
  Glowing ember*
  300 gp
  2–5
  Cloak of spines*
  500 gp
  6–11
  Pipes of the sewers
  350 gp
  12–17 Staff of climbing ivy*
  350 gp
  18–23
  Slippers of spider climbing
  350 gp
  24–31 Ring of X-ray vision
  800 gp
  32–37 Dagger of venom
  950 gp
  38–43 Vicious weapon (roll a d6 for dagger 
  [1–2], club [3–4], or shortsword [5–6])
  950 gp
  44–49 Portable hole
  900 gp
  50–55 Fangs of guile*
  1,550 gp
  56–61 Cube of force
  1,300 gp
  62–67 Eye of starsight*
  1,500 gp
  68–73 Cogwork wings*
  1,200 gp
  74–79 Cape of the mountebank
  1,500 gp
  80–85 Sword of sharpness (shortsword)
  1,500 gp
  86–91 Saber of unity*
  1,500 gp
  92–94 Feather robe*
  2,350 gp
  95–97 Deck of many things
  2,000 gp
  98–99 Holy avenger (rapier)
  2,400 gp
  100
  Shroud of Ending* (mislabelled as a 
  robe of stars)
  2,500 gp
  WanTed iTems 
  Some of the stolen goods that fall into Cathus’s hands are 
  still being sought. These items are usually kept for a time 
  to throw off any pursuers, but all the better for Cathus 
  if they can be moved onto an unlucky scapegoat. These 
  dangerous items are sold for half their listed price in the 
  Cathus’s Inventory table, but they come at the cost of 
  painting a target on whoever purchases them. Cathus will 
  keep this information to himself, lest it spoil a sale.  
   
  When a character purchases an item, you can choose 
  to have it be “wanted.” If you do, roll secretly on the 
  Wanted Items table, or choose who is looking for the 
  object. These items should cause issues for players some-
  where along their adventure, as the party searching for 
  the item will begin to pursue it as soon as they receive 
  word that it has come into a character’s possession.
  WanTed iTems
  1d8 The item is sought by...
  1
  Multiple parties. Roll twice on this table, re-rolling 1s.
  2–3 A powerful bandit lord has caught wind of the item 
  and is looking to take it for selfish gain.
  4–5 A valiant hero wishes to see the item returned to the 
  place from whence it came.
  6–7 The item was stolen from a wealthy noble’s collection, 
  and the noble has hired experienced bounty hunters to 
  retrieve it.
  8
  The item has been magically tied to a legendary entity 
  of great malice who requires it to restore the entity’s 
  faded power. 
  Quest: Chained to the Past
  In this side quest, characters will be able to explore 
  Cathus’s dark past and will have a chance to help him come to 
  terms with it. This is best suited to a party who has had a few 
  interactions with Cathus and has seen the relationship between 
  him and Finnan once or twice while in his shop. 
  Owing to Cathus’s caution and lack of faith in others, it 
  may take a while for him to open up to the party. If they have 
  gained renown throughout the Wood as heroes, Cathus simply 
  tells them about his problem in the hopes they might offer to 
  help after hearing of his plight.
  Cathus is nursing a half-empty bottle of cheap ale 
  when you walk in. He sways unsteadily as he walks, 
  addressing you with a finger to his lips. “Shh…the lad’s 
  asleep.” An unspoken burden seems to weigh heav-
  ily upon him.
  14
  
  At this point, whether or not Cathus continues depends 
  on his disposition toward the party. If Cathus doesn’t know 
  the party as reputable heroes but has done business with them 
  before, or if he has reason to believe they are trustworthy 
  individuals, a party member can attempt a DC 14 Persuasion 
  check to convince Cathus to speak to them about what has 
  him troubled. 
  On a failure, Cathus simply insists they leave before they 
  wake Finnan. Otherwise, he continues.
  Cathus sighs, taking the last swig of his ale. “Ye 
  know, I wanted to go straight, give the boy a shot at a 
  proper life. But ye don’t leave the Coalition that easy.” 
  Cathus gives a rueful laugh. “I shoulda known that; I 
  broke enough kneecaps for ’em over the years! Some-
  how I still thought I could get away clean, y’know? As 
  a thanks for doing any rotten thing they’d ask fer. Heh, 
  ain’t no honor ’mong thieves, eh?” Cathus slumps, look-
  ing darkly at the floor. “I deserve this, I know that. But 
  the kid? I owe him a fresh start. I wish I could fight back, 
  for his sake.”
  Cathus explains the situation: His old captain, Aster the 
  Thorn, is preventing him from leaving the Bandit Coalition 
  behind and leading an honest life. If Cathus tries anything, 
  Aster will make sure he regrets it by going for Finnan first. 
  Cathus doesn’t think even someone as awful as Aster will hurt 
  a child, but the captain wouldn’t hesitate to bring Finnan into 
  the Bandit Coalition, something Cathus vowed to prevent. 
  Still, Cathus can’t keep this up. Aster and his crew keep 
  taking bigger cuts of The Last Stand’s profits—even the 
  legitimate sales—and it’s hard enough to feed and clothe the 
  lad as it is. Recently, the gang has also been demanding that 
  Cathus hold onto larger amounts of stolen goods, which are 
  already hard to move. If the items are discovered, Cathus will 
  go to prison and Finnan will likely join the Coalition anyway. 
  Cathus can’t see a way out. A party of adventurers, however, 
  could help him. If Aster and his group were out of the way, 
  Cathus is certain he could get himself and Finnan well hidden 
  before the Coalition noticed.
  Cutting Ties
  Cathus lets the party know that Aster and his gang make 
  camp in the forest around a stretch of road to the northwest of 
  Brackenmill, near where the path splits into three. The camp 
  covers a 60-foot-square area and has a 15-foot-tall wooden 
  watchtower with a 20-foot-wide covered platform on top. In 
  the center of the camp are four tents, the largest of which 
  belongs to Aster. It contains a table with a map of the area, in 
  addition to a large wooden chest and a bed. The other tents 
  simply contain bedrolls.
  The bandit gang consists of:
   l
  two mapach thugs (they have mapach traits and are 
  neutral evil) 
   l
  two jerbeen thieves
   l
  two vulpin spies (they have vulpin traits and are 
  neutral evil)
   l
  Aster the Thorn
  The mapach thugs sit together in the watchtower (which 
  grants them half cover) and have their heavy crossbows at the 
  ready in case anyone approaches. The jerbeen thieves keep 
  watch for intruders, and each have signal whistles they can use 
  to rouse the camp. The spies serve as Aster’s personal guard 
  and are always at his side. 
  The easiest and surest way to solve this issue is to defeat 
  Aster and his goons. If the party tries to reason with Aster, 
  however, they find him difficult to persuade. While he isn’t 
  keen on making any deals with the party, he is at least willing 
  to listen to their offer, as long as they aren’t known enemies of 
  the Coalition. Aster is making too much money from Cathus’s 
  operation to accept a simple pay off, but a clever party could 
  attempt to trick him with the offer of a better opportunity for 
  making money elsewhere, or offer to take over operations here 
  in Cathus’s stead. Aster is no fool, and either offer requires a 
  character to succeed on a DC 18 Charisma (Deception) or 
  Charisma (Persuasion) check. If Aster agrees to any deal, he 
  lets them know, in no uncertain terms, that if he finds they 
  have cheated him, Cathus will be made to pay for it.
  Though the party may read this as an empty threat, Aster 
  has documents with information on Finnan’s family kept 
  securely in his tent. Aster knew that Finnan’s mother, Liann, 
  had family in the Trunk this whole time, something he kept 
  secret from Cathus. Ever since Finnan’s parents were impris-
  oned, the hedge captain has been running a protection racket 
  using this information, threatening Finnan’s safety if his 
  relatives refuse to pay a monthly sum. If need be, he will use 
  Finnan’s family to get to Cathus.
  When news of Aster’s defeat, or another clever resolution, 
  reaches Cathus, he expresses that he honestly wasn’t sure the 
  party could succeed. If the party volunteered to take over 
  fencing Aster’s stolen goods, Cathus laments that it came to 
  this, but he thanks them all the same. He immediately collects 
  Finnan and starts packing for their departure to an undisclosed 
  destination the Wood. If the party found the documents, 
  Cathus instead accompanies Finnan to the Trunk in Alder-
  heart, where he plans to set up an honest store in the market. 
  Either way, Cathus offers the following parting:
  “Thanks. I mean it. Ye gave me a second chance, and 
  I’m gonna do things right this time around.” 
  15
  Shoppes and Stores Supplement
  
  Shoppes and Stores Supplement
  TREASURE
  If the party defeats Aster and the bandit gang, they 
  find the following rewards:
   l
  The chest in Aster’s tent contains 250 gp.
   l
  A table inside Aster’s tent contains documents and 
  ledgers which attest to his protection racket and reveal 
  the location of Finnan’s relatives in the Trunk.
   l
  The party is free to claim Aster’s barbed longsword if 
  they defeat him. Treat this item as a vicious longsword 
  except that it is not magical. 
  Additionally, Cathus now has a great deal of illicit goods 
  to dispose of before he can truly go straight, and he 
  wouldn’t mind if the party helped themselves to one or 
  two items as thanks.
  If the party found another resolution which didn’t 
  see Aster and his gang defeated, they instead obtain the 
  following: 
   l
  Cathus presents them with his barbed shortsword, 
  mentioning they should keep their wits about them, 
  as Aster is not to be trusted. Treat this item as a vicious 
  shortsword except that it is not magical. 
  If the party managed to trick Aster, they can help them-
  selves to an item or two from Cathus’s inventory, except 
  that each one is wanted by Aster and his gang crewmen, 
  whom the party may run into later once he figures out 
  their ruse (see Wanted Items).
  If the party instead took over for Cathus, it’s up to the 
  GM to decide how this plays out. The Last Stand could 
  end up becoming a base of operations for the party, and 
  should their renown grow, Aster may try and intimidate 
  or deceive them into doing favors on his behalf. If the 
  party leaves the store, it’s their responsibility to pay a hire-
  ling to watch the shop in their stead, lest they risk Aster’s 
  retribution. Any items that go missing or stolen during 
  their stewardship will have the same wanted property 
  listed previously.
  REWARDS
   l
  Award XP as normal for defeated foes.
  Cathus Gright
  medium humanoid (mapaCh), ChaoTiC neuTral
  Armor Class  
  14 (studded leather)
  Hit Points  
  49 (9d8 + 9)
  Speed  
  30 ft., climb 20 ft.
  STR
  DEX
  CON
  INT
  WIS 
  CHA
  16 (+3)
  15 (+2)
  12 (+1)
  12 (+1)
  14 (+2)
  10(+0)
  Skills  Athletics +5, Deception +4, Insight +4,  
  Intimidation +4
  Senses  darkvision 60 ft., passive Perception 12
  Damage Resistances  poison
  Languages  Birdfolk, Jerbeen, Mapach
  Challenge  3 (700 XP)
  a
  Scowl (2/Day). As a bonus action, Cathus can attempt to 
  intimidate a creature within 30 feet of him who can see 
  him. The creature must succeed on a Wisdom (Insight) 
  check opposed by Cathus’s Charisma (Intimidation) check 
  or become frightened of Cathus for up to 1 minute. The 
  target can attempt a new opposed check at the end of 
  each of its turns, ending the effect on a success. 
  Resilience. Cathus has advantage on saving throws against 
  being poisoned.
  Skulker. Cathus has advantage on Stealth checks made in 
  dim light or total darkness.
  Actions
  Multiattack. Cathus makes two melee attacks with his 
  barbed shortsword and one with his dagger. Or Cathus can 
  make two ranged attacks with his daggers.
  Barbed Shortsword. Melee Weapon Attack: +5 to hit, reach 
  5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. When 
  Cathus scores a critical hit with this weapon, his attack 
  deals an extra 2d6 piercing damage.
  Dagger. Melee or Ranged Weapon Attack: +5 to hit,  
  reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) 
  piercing damage.
  Lauren Henderson
  16
  
  Aster the Thorn
  small humanoid (hedGe), neuTral evil
  Armor Class  
  17 (natural armor)
  Hit Points  
  60 (11d6 + 22)
  Speed  
  35 ft., burrow 15 ft.
  STR
  DEX
  CON
  INT
  WIS 
  CHA
  17 (+3)
  16 (+3)
  15 (+2)
  10 (+0)
  14 (+2)
  12 (+1)
  Skills  Deception +5, Insight +4, Intimidation +4,  
  Perception +4, Survival +4
  Senses  passive Perception 14
  Languages  Birdfolk, Hedge, thieves’ cant
  Challenge  3 (700 XP)
  a
  Bandit Fighting (1/Turn). When Aster makes a melee attack 
  against a creature he can see, he can spend a bonus action 
  to either take the Disengage action or attempt to trip the 
  creature. A creature he attempts to trip must succeed on a 
  DC 13 Strength saving throw or be knocked prone.
  Bandit Flight. Whenever Aster takes the Dash or Disengage 
  actions in combat, difficult terrain doesn’t cost him extra 
  movement that turn.
  Actions
  Multiattack. Aster makes two melee attacks with his 
  barbed longsword. If using his longsword with one hand, he 
  can also make an attack with either his shortsword or hand 
  crossbow. 
  Barbed Longsword. Melee Weapon Attack: +5 to hit, reach 
  5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 
  + 3) slashing damage if used with two hands. When Aster 
  scores a critical hit with this weapon, his attack deals an 
  extra 2d6 piercing damage.
  Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one target. Hit: 6 (1d6 + 3) piercing damage.
  Hand Crossbow. Ranged Weapon Attack: +5 to hit, range 
  30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
  Curl Up. Aster curls up into a spiny ball. While curled up 
  in this way, he cannot move, attack, or cast spells with 
  somatic components, and his base armor class becomes 
  19. Any creature that misses Aster with a melee attack 
  while he is curled up takes 2d4 points of piercing damage 
  from his sharp quills. If a creature hits Aster while he is 
  curled up, however, Aster is knocked prone in his space at 
  the end of the turn. Aster may uncurl himself at any point 
  during his turn.
  Juila Metzger
  17
  Shoppes and Stores Supplement
  
  Shoppes and Stores Supplement
  THE MARGUERITE ROSE
  On the beach southwest of Saltar’s Port sits a most unusual 
  shop, The Marguerite Rose. Built from the remains of a 
  shipwrecked vessel of the same name, the store resembles an 
  upturned hull rising from the sand. Folks around these parts 
  know The Rose as much for its eccentric construction as for 
  the spices, silks, and treasures from far-off lands which are 
  sold within. The Rose regularly welcomes customers from the 
  nearby port and from villages all along the Talongrip Coast. 
  The store’s owner, “The Captain,” is a briny old salt with 
  a warm heart beneath her stern demeanor. She was once a 
  captain in the Saltar’s Port coast guard before her retirement, 
  after which she had her ship dismantled and rebuilt as a 
  seaside shop, and settled into the life of a humble merchant. A 
  few of her crew members followed her after being honorably 
  discharged and took up positions within the shop. Since then, 
  The Captain has added to her “crew,” offering work to those 
  who have impressed her with their words and deeds. The Rose 
  has since grown into a prosperous business, thanks to both The 
  Captain’s guidance and the dedication of her crew. 
  The Captain
  The enigmatic proprietor of The Rose is Petra Cloud-
  burst, a venerable maran raptor known to her patrons as “The 
  Captain.” She is a dignified figure who runs her business with 
  the discipline of a naval vessel, and she still wears her full coast 
  guard regalia, despite her retirement. One of her more distin-
  guishing features is her left arm, which is missing wing feathers. 
  This injury was wrought by the bolt of a heavy ballista, which 
  struck her during a heated battle against pirates harassing a 
  merchant fleet. Petra survived, but her injury never healed 
  properly, and she permanently lost the ability to glide. Even-
  tually, Petra’s age caught up with her, and she chose to retire 
  honorably rather than risk the safety of the ships under her 
  protection. As a reward for her years of loyal service, she was 
  allowed to keep her ship, The Marguerite Rose. However, as the 
  ship was also showing its age, Petra decided to scuttle it and 
  use its remains to build the quiet seaside shop she had always 
  dreamed of one day retiring to. 
  Despite her age, Petra doesn’t believe her best years are 
  behind her. She speaks of her past more with a sense of pride 
  Paul Scott Canavan
  18
  
  in her accomplishments than with nostalgia. Rather than 
  lamenting that she no longer patrols the high seas, she puts 
  everything into making her store the best it can be. Thank-
  fully, her former career as a protector of merchant fleets means 
  she knows many seafaring traders grateful for her service and 
  captains who are happy to provide her with preferential prices 
  on their extraordinary stock.
  Petra is self-assured and possesses an unshakable faith in 
  order and justice. Her unvarnished opinions can rub some 
  folks the wrong way, but the strength of her convictions is 
  inspirational, and she always seems to have the right words 
  to rouse the spirits of others. She usually takes a hands-on 
  approach to managing her staff, and when not issuing orders, 
  she can be found upstairs in her quarters, where she deals with 
  the paperwork that accompanies managing a store that works 
  closely with seafaring merchant companies.
  The Captain’s Crew
  The Rose has a dedicated staff that has remained mostly 
  unchanged since the establishment of the shop, which Petra 
  refers to proudly as her “crew.” The first crew members 
  followed The Captain into retirement, and many more have 
  since come to serve at The Rose under Petra’s guidance. More 
  than just workers, the crew members and The Captain share 
  a bond akin to family. The Rose currently has a crew of six, in 
  addition to The Captain.
  luCas azira
  Lucas Azira is an aged vulpin with a peg leg who was once 
  Petra’s first mate. An exile who escaped from the tumultuous 
  Gasparian Isles in his youth, Lucas was one of the first to join 
  Petra’s crew. She taught him everything she knew about living 
  on the sea and helped give his life structure and purpose. Ever 
  since, Lucas has served Petra with unmatched diligence and 
  loyalty. He lost his leg in the same battle that cost Petra her 
  wing, and were it not for him, she would have lost her life. 
  After following Petra into retirement, Lucas played a pivotal 
  role as her primary assistant. Once the shop was established, 
  Petra entrusted him with managing the store’s coin and keep-
  ing the crew in line, much as he had during his previous years 
  of service. Lucas is patient and kind and possesses an affection 
  for the captain which he finds difficult to act on due to their 
  professional relationship. He cares deeply for Petra and would 
  do anything to help her achieve her dreams. 
  Lucas uses the stat block for a vulpin captain. He is 
  lawful good.
  slip TidesWell
  Slip Tideswell is a stoic and disciplined maran raptor who 
  lost his right eye serving in the coast guard. Before he followed 
  Petra into retirement, he acted as the ship’s quartermaster. Slip 
  is now in charge of security at The Rose. An expert in weap-
  onry and a master of several birdfolk combat techniques, Slip 
  gladly offers his expertise to any customers in need. 
  Slip uses the stat block for a birdfolk skirmisher, adjusted 
  with the traits of a maran raptor. He is lawful good.
  GerTa doWnyruFF 
  A warmhearted and savvy stout strig, Gerta once served 
  Petra as the ship’s navigator. Her knowledge of sea routes and 
  the ways weather patterns can affect shipping lines have made 
  her well-suited to setting the prices for The Rose’s various 
  imported goods. Her expertise ensures that customers don’t get 
  overcharged and that the store turns a profit.
  Gerta uses the stat block for a scout, adjusted with the 
  traits of a stout strig. She is neutral good.
  hanniTy lerune
  A relatively recent addition to the crew, Hannity Lerune 
  is a young sable luma with a foul mouth and a crude sense 
  of humor. She formerly served as a sailor on an independant 
  merchant vessel before she was dismissed by her captain for 
  being “bad luck.” Petra saw these baseless superstitions for 
  what they were, and instead judged the luma on her indomita-
  ble spirit. Since Petra took her in, Hannity has proven herself 
  a capable member of the crew, thanks to her strong work ethic 
  and never-say-die attitude. Hannity can be abrasive to those 
  who haven’t earned her trust, but anyone who can take a joke 
  or two at their own expense will find her to be warm and jovial. 
  She works closely with Gerta and has taken on the role of 
  inventory manager, ensuring that all stock that passes through 
  the shop is accounted for. 
  Hannity uses the stat block for a birdfolk sailor, adjusted 
  with sable luma traits. She is chaotic good.
  Anna Christenson
  19
  Shoppes and Stores Supplement
  
  Shoppes and Stores Supplement
  lorno and lanelle burroWbriGhT
  A pair of jerbeen siblings hailing from a small village down 
  the Talongrip Coast, Lorno and Lanelle Burrowbright have 
  only worked for Petra for a year. They came to Saltar’s Port 
  seeking work to support their family back home but found 
  little success until they chanced upon The Rose and managed 
  to impress The Captain with their earnestness. Since then, the 
  pair’s efforts have made quite an impact on the store, and they 
  have been accepted into The Rose’s small family. 
  Lorno is the younger brother, and though he’s perpetually 
  serious and fretful, he is nevertheless a hard worker who always 
  has his mind set on the next task. He does odd jobs around 
  the store, from stocking to cleaning to running errands for The 
  Captain. Lanelle, the elder sister, is cheerful and compassion-
  ate, and she puts her personal touch into sewing banners for 
  the various displays, arranging products, and generally keeping 
  the place looking its best. She also helps behind the counter. 
  Both siblings use the stat block for a commoner, adjusted 
  with jerbeen traits. They are neutral good.
  a ship oF splendors
  The round door to The Rose opens with a brassy jingle 
  from the ship’s bell suspended just over the door frame. Inside, 
  patrons find a bright and spacious showroom full of colorful 
  displays of freshly imported produce, spices, and supplies. 
  Merchandise is stacked on shelves, piled in nets that hang from 
  the ceiling, and presented in opened burlap bags or crates 
  fresh from the ships on which they arrived. A glass counter set 
  against the back wall of the showroom contains magic items 
  which are kept under lock and key. On the wall behind the 
  counter, weapons are displayed on pegs that protrude from the 
  wooden planks. The main floor has a lively, homey atmosphere 
  that is accentuated by the porthole windows’ natural light and 
  the low, slanted ceiling, which owes its shape to the shop’s 
  unique construction. 
  From this main room, there are two exits besides the entry 
  door, both off limits to customers. A door behind the counter 
  opens into a stockroom housing surplus inventory and items 
  awaiting appraisal. The shop’s coin is secured in a heavy iron 
  safe inside this room. A set of stairs to the side of the counter 
  lies under a hanging wooden sign reading “Crew Only.” The 
  stairs lead up to the shop’s second level where the ship’s 
  original quarters have been reconstructed into eight small 
  bedrooms. A hallway connects these bedrooms to the captain’s 
  chamber, as well as to a large mess hall which serves both as 
  the kitchen and dining area for those who live here.
  From beyond The sea
  The Marguerite Rose sells a variety of wares, all of which 
  are assembled through Petra’s connections with captains of 
  various merchant vessels. The Rose sells tools for naval travel, 
  trade goods from far-off lands, and well-forged weapons.
  Those who visit can easily find Cartographer’s Tools, 
  Gaming Sets, Musical Instruments, Navigator’s Tools, and 
  Weaver’s Tools for purchase. There are also several trade goods 
  on display, including some from shores far to the east. 
  Lauren Henderson
  20
  
  Trade Goods
  Trade Good
  Cost
  Dustbloom spices (1 lb.)
  5 gp
  Gasparian tree nuts (1 lb.)
  2 gp
  Imported fruits (1 lb.)
  3 gp
  Dustbloom Spices. Spices procured from the far-off desert 
  of Dustbloom, prized for their unique and peppery flavor. 
  Gasparian Tree Nuts. Large, hollow tree nuts from the 
  Gasparian Isles. They are filled with flavorful liquid, and the 
  sweet white flesh inside can be eaten. A popular item for use  
  in confections.
  Imported Fruits. Various fruits from different lands 
  beyond the Songsea, these items are sold fresh and are in high 
  demand among Alderheart’s nobility.
  The weapons on offer at The Rose include hand crossbows, 
  heavy crossbows, light crossbows, nets, rapiers, scimitars, 
  and shortswords. A few special martial weapons can also be 
  found here.
  marTial Weapons 
  Weapon 
  Cost
  Damage
  Weight Properties
  Boarding axe
  8 gp
  1d8 slashing or 
  1d8 piercing
  3 lb.
  Special
  Twinshot 
  hand crossbow
  85 gp 1d6 piercing
  5 lb.
  Ammunition  
  (range 30/90), 
  light, load-
  ing, special
  Boarding Axe. This one-handed axe has a pick on the 
  opposite end of the blade. The wielder can choose to deal 
  either slashing damage or piercing damage, depending on 
  which end is used to make attacks. The pick end of the axe also 
  allows anyone proficient with the axe to add their proficiency 
  bonus on any checks made to climb a vertical surface when 
  wielding it.
  Twinshot Hand Crossbow. This hand crossbow has been 
  modified to support two crossbow mechanisms, each one 
  activated with a seperate trigger. Unlike other weapons with 
  the loading property, it can be fired twice before it needs to 
  be reloaded. Any character proficient with a hand crossbow is 
  proficient with a twinshot hand crossbow as well.
  Enchanted Treasures
  Petra’s relationship with grateful seafaring merchants 
  means that she has first pick of any rare magical objects they 
  might procure on their voyages. Thanks to this, The Rose has 
  an eclectic and ever-changing stock of wondrous treasures 
  imported from far-off lands. There are 1d4 + 1 magic items on 
  display at any given time. You can roll on the The Captain’s 
  Inventory table for appropriate items, or decide what Petra 
  currently has in stock. The Captain’s own inclinations mean 
  her wares often have a nautical theme, but any treasure from a 
  far-off land would be a good fit among her wares.
  d100
  Magic Item
  Price
  1
  Necklace of adaptation
  350 gp
  2–5
  Trident of fish command
  400 gp
  6–11
  Talons of the squall
  700 gp
  12–17
  Cloak of the manta ray
  500 gp
  18–23
  Gloves of swimming and climbing
  400 gp
  24–31
  Javelin of lightning
  350 gp
  32–37
  Ring of swimming
  350 gp
  38–43
  Wind fan
  350 gp
  44–49
  Boots of speed
  400 gp
  50–55
  Ring of resistance (tourmaline, citrine, 
  or spinel)
  700 gp
  56–61
  Iron bands of binding
  350 gp
  62–67
  Ring of the sky hunter*
  1,200 gp
  68–73
  Folding boat
  1,000 gp
  74–79
  Cogwork wings*
  1,200 gp
  80–85
  Staff of thunder and lightning
  900 gp
  86–91
  Scimitar of speed
  1,000 gp
  92–94
  Saber of unity*
  1,200 gp
  95–97
  Flame of ingenuity*
  1,500 gp
  98–99
  Pathfinder’s pebble*
  2,000 gp
  100
  Horn of Valhalla (iron) 
  2,500 gp
  Quest: Saltfeather’s Revenge
  In this side quest, characters learn of the pirate captain respon-
  sible for Petra’s injury and will have a chance to help her finally 
  bring the notorious freebooter to justice. This is best suited to 
  a party who has had a few interactions with Petra and her crew 
  and has had a chance to witness the family bond they share.
  The mood in The Rose is somber today. Petra is anguished, 
  and Lanelle is openly weeping, surrounded by sympathetic 
  crew members. Everyone seems devastated. Lorno is nowhere 
  to be seen. When Petra sees you enter, she approaches you 
  with purpose.
  “The bloody coward,” Petra curses, her rage barely 
  restrained. “Lorno never came back from the market 
  today, and we found a ransom note left on the door. It 
  bears the mark of a nasty crew of pirates led by a blag-
  gard called Saltfeather. He ordered the shot that took 
  my wing, and I repaid him by taking his claw. It’s me he 
  wants, yet the craven threatens my crew. I’ve no choice 
  but to accept his demands. By my oath, I’ll not let him 
  win! You lot seem to be stalwart folks. Will you help me 
  put an end to Saltfeather’s villainy?”
  21
  Shoppes and Stores Supplement
  
  Shoppes and Stores Supplement
  The piraTe’s plans
  Petra places a piece of parchment into your hands. It is 
  marked with a single black brushstroke in the shape of a 
  feather, under which messily scrawled figures spell:
  “Midnight, The Seafoam Grotto, With all yer 
  coin, Or else.”
  Petra is familiar with the meeting spot and knows a way 
  the party might be able to set up an ambush once the exchange 
  is complete. She already has her crew gathering a bag of coins 
  for the ransom. Some crew members express their disapproval 
  of the plan, but none will go against the captain’s orders. One 
  of the party members can choose to act as an intermediary 
  between Saltfeather and the Captain in the hostage negoti-
  ations. It is this character’s job to ensure that Lorno is safely 
  returned and to keep Saltfeather distracted while their forces 
  close in on him and his crew. The Captain insists on being 
  present with the party member during the exchange regard-
  less—her honor demands nothing less.
  The pirate force consists of:
   l
  four neutral evil birdfolk sailors 
   l
  a neutral evil birdfolk dockmaster, adjusted with maran 
  raptor traits 
  This crew is led by Saltfeather, a notorious corvum 
  pirate with a deep hatred for The Captain, owing to their 
  last encounter in which she sliced off his claw. Saltfeather’s 
  plumage has mottled grey specks, and his right claw has been 
  replaced with a fierce, three-pronged silver hook.
  Saltfeather has no reason to kill Lorno, he just wants to 
  use him to exact revenge on Petra. Once he has lured her 
  close during the hostage exchange, he plans to order his crew 
  to kill her.
  The pirates are wary and are carrying lanterns to illumi-
  nate the area where the trade will take place. The shadows 
  outside the lantern light are perfect for someone wishing to 
  hide. The party can attempt a group Dexterity (Stealth) check 
  with advantage to conceal themselves in a formation of rocks 
  overlooking the exchange 60 feet away. They can attempt to 
  conceal themselves closer to the exchange, 30 feet away, by 
  choosing to make their Stealth checks without advantage. As 
  long as the party succeeds on a DC 16 Dexterity (Stealth) 
  check, the pirates are surprised on the first round of combat. 
  If the pirates are losing the fight, Saltfeather turns tail and 
  attempts to make his getaway with Petra’s coin.
  If the party is successful in saving Lorno, The Captain 
  thanks them heartily:
  Petra stands at attention, as she and her crew all 
  give you a crisp salute. “Thank you all. You’ve shown 
  you possess the spirits of true heroes, and I’ll not forget 
  what you’ve done this day. You’ll always be welcome at 
  The Rose.”
  If Petra dies in the battle, Lucas instead offers the party his 
  thanks for their support:
  “The Captain was strong, and she gave that strength 
  to everyone around her. We here at The Rose thank 
  you and offer our sincerest gratitude for heeding the 
  Captain’s call for aid. She knew full well the dangers and 
  was prepared to face them, for the sake of her crew. I 
  have to believe her unwavering courage has earned her a 
  place at Altus’ side.”
  TREASURE
  The party is awarded one magic item from the shop 
  for their service.
  If the party also managed to return the store’s coin, 
  each character receives 250 gp for their assistance.
  If the party instead took over for Cathus, it’s up to the 
  GM to decide how this plays out. The Last Stand could 
  end up becoming a base of operations for the party, and 
  should their renown grow, Aster may try and intimidate 
  or deceive them into doing favors on his behalf. If the 
  party leaves the store, it’s their responsibility to pay a hire-
  ling to watch the shop in their stead, lest they risk Aster’s 
  retribution. Any items that go missing or stolen during 
  their stewardship will have the same wanted property 
  listed previously.
  REWARDS
  Award XP as normal for defeated foes.
  Each party member receives an additional 50 XP 
  if Lorno and Petra returned from their encounter with 
  Saltfeather alive.
  Jessica Nguyen
  22
  
  Saltfeather
  medium humanoid (Corvum), laWFul evil
  Armor Class  
  16 (studded leather)
  Hit Points  
  71 (13d8 + 13)
  Speed  
  30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0)
  18 (+4)
  12 (+1)
  12 (+1)
  14 (+2)
  16 (+3)
  Saving Throws  Dex +7, Con +4, Wis +5 
  Skills  Insight +5, Intimidation +8, Perception +5, Stealth +8
  Senses  passive Perception 15
  Languages  Birdfolk, Jerbeen, Tilia; understands Auran  
  but can’t speak it
  Challenge  5 (1,800 XP)
  a
  Glide. When falling at least 10 feet, Saltfeather can spend 
  a reaction to fly up to his speed in one direction as he 
  descends. He lands in an unoccupied space at the end of his 
  movement and takes no falling damage. Saltfeather cannot 
  glide while carrying heavy objects, heavy weapons, or shields 
  (though he can drop any held items as part of his reaction).
  Hook and Talon. Saltfeather has advantage on Strength 
  (Athletics) checks to climb any surface his talons and 
  silvered hook-hand could reasonably grip. 
  Sneak Attack (1/Turn). Saltfeather deals an extra 17 (5d6) 
  damage when he hits a target with a weapon attack and 
  has advantage on the attack roll, or when the target is 
  within 5 feet of an ally of Saltfeather that isn’t incapacitated 
  and Saltfeather doesn’t have disadvantage on the attack roll.
  Skulker. Saltfeather has advantage on Dexterity (Stealth) 
  checks made in dim light or darkness.or landmarks.
  Actions
  Multiattack. Saltfeather makes three melee attacks: two 
  with his cutlass and one with his hook.
  Talon. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 6 (1d4 + 4) slashing damage.
  Hook. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 6 (1d4 + 4) piercing damage. On a successful hit, 
  Saltfeather may spend a bonus action to grapple the target 
  (escape DC 11). A target who escapes from this grapple must 
  make a DC 15 Dexterity saving throw or take 5 (2d4) piercing 
  damage from the hook. This is a silvered weapon.
  Cutlass. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 7 (1d6 + 4) slashing damage. 
  Bomb (3/Day). After sparking his hook to light the fuse, Salt-
  feather lobs an iron shell filled with alchemical explosives. 
  Choose a point within 60 feet of Saltfeather that he can see. 
  Each creature within 10 feet of that point must attempt a 
  DC 15 Dexterity saving throw, taking 7 (2d6) fire damage and 
  14 (4d6) piercing damage on a failed saving throw, or half as 
  much on a successful one.
  reactions
  Parry. Saltfeather adds 3 to his AC against one melee attack 
  that would hit him. To do so, Saltfeather must see the 
  attacker and be wielding a melee weapon. If not grappling a 
  target with his hook, Saltfeather can use it to parry.
  Petra Cloudburst
  small humanoid (rapTor), laWFul Good
  Armor Class  
  15 (studded leather)
  Hit Points  
  35 (10d6)
  Speed  
  25 ft., swim 25 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  8 (-1)
  16 (+3)
  10 (+0)
  11 (+0)
  12 (+1)
  15 (+2)
  Skills  Athletics +1, Perception +3, Persuasion +6
  Senses  passive Perception 13
  Languages  Birdfolk, Jerbeen, Tilia; understands Auran  
  but can’t speak it
  Challenge  2 (450 XP)
  a
  Missing Wing. Petra’s missing wing means she can’t 
  truly glide the way she used to, but she can still use her 
  remaining wing to slow her descent. When falling at least 
  10 feet, Petra can spend a reaction to gain resistance to 
  falling damage until the end of the turn. Petra can’t do 
  this if she is carrying heavy objects, heavy weapons, or 
  shields (though she can drop any held items as part of her 
  reaction). 
  Talons. Petra has advantage on Strength (Athletics) checks 
  to climb any surface her talons could reasonably grip. 
  Patient. When Petra takes a readied action, she has advan-
  tage on the first attack roll, skill check, or ability check she 
  makes as a part of that action.
  Leadership. Petra and all allies within 10 feet of her who 
  can see her and hear her have advantage on Constitution 
  saving throws and saving throws against fear.
  Actions
  Multiattack. Petra makes three melee attacks—two with 
  her cutlass and one with her talons— or she makes two 
  ranged attacks with her twinshot hand crossbow.
  Cutlass. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 6 (1d6 + 3) slashing damage. 
  Talons. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 5 (1d4 + 3) piercing damage.
  Twinshot Hand Crossbow. Ranged Weapon Attack: +5 to 
  hit, reach 5 ft. or range 30/90 ft., one target. Hit: 5 (1d6 + 2) 
  piercing damage. This special hand crossbow can be fired 
  twice before it needs to be reloaded.
  Reactions
  Parry. Petra adds 2 to her AC against one melee attack 
  that would hit her. To do so, Petra must see the attacker 
  and be wielding a melee weapon.
  23
  Shoppes and Stores Supplement
  
  ZEPHYR & CO.
  Just outside the main circle of vendor tents and stalls 
  that comprise the Canopy Market in Alderheart stands a 
  large, two-story building nestled within the foliage. This 
  stately structure is Zephyr and Company Fine Imports and 
  Luxury Goods, known throughout the Wood as Zephyr & 
  Co. Owned by the distinguished Windsweft family, Zephyr 
  & Co. is renowned as a purveyor of fineries and is a veritable 
  institution within the Great Tree City. The fashions, imports, 
  and finely crafted art objects displayed here reflect the hottest 
  trends and the most luxurious lifestyles of Alderheart’s social 
  elite. Nobility, city officials, magnates of trade and industry, 
  as well as other high-society perch dwellers count themselves 
  among Zephyr & Co.’s illustrious clientele. Zephyr & Co. sells 
  the finest goods, and those looking for bargains know to shop 
  elsewhere, as this store caters only to the most discerning tastes. 
  Zifa Freewind
  Zephyr & Co.’s reputation as the preeminent store in 
  the Wood is due to the stewardship of its star manager, Zifa 
  Freewind. An enterprising and enchanting young sera luma, 
  Zifa has been entrusted with all major decisions in the store as 
  well as smaller logistical concerns relating to staff and inven-
  tory. When she isn’t personally seeing to the needs of her most 
  important clientele, Zifa can usually be found flitting about 
  with a notepad, busily preparing for the next season’s arrivals. 
  Prior to being employed at Zephyr & Co., Zifa used to be 
  a personal servant at Windsweft Manor, and before that she 
  was an impoverished trunk dweller, though the latter is a well-
  kept secret. Zifa has worked her way up from nothing, and she 
  flaunts her refined manners and excellent sense of style as a 
  way of distancing herself as much as possible from her former 
  life. She is keenly aware of the debt she owes to the Wind-
  swefts, and both her sense of personal pride and her desire 
  to please her benefactors have led to her working tirelessly to 
  improve Zephyr & Co. Zifa is also well paid for her efforts, 
  and she wishes to save as much coin as possible to ensure she 
  and her mother need never worry about returning to a life of 
  poverty. Her financial success has even allowed her to support 
  her aging mother with a comfortable home in the canopy. Zifa 
  has run her store for five years now and has accrued a great 
  deal of experience and a keen sense for business.
  The events of Zifa’s past have left her with a sense of superi-
  ority, stemming from her success. Living in poverty taught her 
  that not everyone in the world can succeed, and so she cut ties 
  with everyone in her old life on the belief that they would only 
  hold her back. As someone who built herself up from nothing, 
  she has no patience for people who don’t meet the high stan-
  dards she sets for herself and her clientele. Zifa makes people 
  who appear unable to afford her wares feel unwelcome in her 
  store, and she insists they only return once they have made 
  something of themselves. Although she takes pride in how far 
  April Borchelt
  24
  
  she’s come, she keeps her past as a street urchin under wraps 
  for fear of how it would reflect on both her business and her 
  employers. Zifa is adept at becoming the center of attention in 
  any situation, and she is equally capable of convincing displays 
  of deference and humility when necessary.
  Zifa’s Background
  Zifa grew up in an impoverished area of the Trunk beneath 
  the Bright Hollows with her mother, a small-time seamstress 
  who struggled to make ends meet. Zifa knew from a young 
  age that she needed to help her mother in order for the two of 
  them to survive, and so she worked any odd job she could find, 
  despite having little skill. She eventually turned to thievery 
  out of desperation and was caught by a hedge street musician 
  named Moonflower Mosswell. Instead of turning Zifa in, 
  Moonflower hired her. She found that Zifa had an incredible 
  voice, and she began to train the young luma to perform 
  alongside her. It was the first job Zifa managed to keep, and 
  although she never made much, the small share she took home 
  helped a great deal.
  One day, Zifa’s performance was overheard by Abel and 
  Aria Windsweft, the heads of their illustrious noble house. The 
  Windswefts were enchanted by the young girl and were so 
  moved by her plight that they offered Zifa and her mother 
  jobs as servants in their manor. The pair worked for the 
  Windswefts for years, and Zifa was educated in manners, 
  etiquette, and proper ways to behave around the upper 
  class. She was precocious and learned much from the 
  nobles when working galas and banquets held by the family.
  In later years, it became clear to the Windswefts that 
  Zifa was being stifled in her position. She had a talent for 
  numbers and organization, which led her to taking over 
  management of the servants, as well as many household 
  responsibilities, including making necessary purchases 
  for the estate. Recognizing her talent, the Windswefts 
  asked her to assist at Zephyr & Co., one of the family’s 
  stores which was struggling at the time. Zifa found that 
  her work for the store was more fulfilling than her house-
  hold chores, but she felt guilty for wanting to leave her 
  position at Windsweft manor. The Windswefts noticed, 
  and rather than waste her talents, they encouraged 
  Zifa to pursue full-time employment at the store.
  In a short time, Zifa found herself promoted 
  to store manager, where her insights helped the 
  struggling store blossom into what it is today. 
  Zifa is forever grateful to the Windswefts. She 
  cares deeply for her work and has made it 
  her personal mission to make the store as 
  successful as possible.
  Simply Extravagant
  The building which houses Zephyr & Co. is largely made 
  of limestone from the Talongrip Coast, and it has been fitted 
  with a roof thatched with expertly crafted clay tiles. Zephyr & 
  Co. has two floors connected by a spiral stairway shaped from 
  a part of Alderheart. An immaculate, polished granite floor 
  was built around the living wooden stairway to connect with it 
  as naturally as possible.
  At the entrance to the store customers are greeted by a 
  clerk. They then enter to the right of a long polished counter, 
  behind which another clerk works the till. Jars filled with tea 
  leaves are lined up on shelves behind the counter alongside 
  rows of floral extracts and essential oils from places as distant 
  as the southern jungles of the Tanglewilds.
  Kiri Leonard
  25
  Shoppes and Stores Supplement
  
  The counter stands at one end of a large, open showfloor 
  where extravagant art objects, some containing wondrous 
  magic, are displayed in gilded cases. On the other end of the 
  showfloor, bottles of wine are stocked on shelving built into 
  the wall. Furnishings are also on display here, both crafted 
  by local artisans and imported from the workshops of famed 
  carpenters from the faraway forests of Timberfell.
  A large display window at the front of the main floor 
  features a selection from Zephyr & Co.’s wide variety of wares, 
  focusing on the priciest and most en vogue of their catalogue. 
  These displays are updated regularly and decorated to match 
  the season. Zifa insists they keep the window looking fresh and 
  in touch with current trends in the Canopy. 
  The upper level contains a spacious showfloor devoted to 
  fine jewelry and clothing. Any magic items displayed here are 
  shown in special display cases. Clothing is presented on racks, 
  and wooden mannequins of both birdfolk and humblefolk 
  showcase different ensembles. These are changed frequently at 
  Zifa’s discretion to showcase the season’s latest styles. 
  The upper levels also contain offices of a jeweller and a 
  tailor. The store’s tailor operates on-site to make adjustments 
  to nonmagical garments, as any magical clothing adjusts to the 
  wearer once it is attuned. A velvet curtain behind the tailor’s 
  counter leads to a small fitting room that is used whenever the 
  tailor needs to make alterations to a garment.
  The jeweler can appraise jewelry according to the value of 
  its composite stones and minerals, as well as the level of its 
  craftsmanship. The jeweler is also responsible for appraising 
  and purchasing suitable magic items brought into the shop, as 
  the jeweler is sufficiently trained in magic to be able to identify 
  such items. The jeweler can make adjustments to jewelry 
  and craft custom settings for customers willing to pay the 
  extra coin.
  A Market Fixture
  Zephyr & Co. was first established by the Zephyrs, an 
  enterprising family of textile merchants, over a century ago. 
  Nearly four decades later, it was purchased by the Wind-
  swefts, who were looking to own a stake in Alderheart’s 
  thriving marketplace. The store has remained under their 
  ownership ever since. Zephyr & Co. has long been a fixture of 
  the Canopy Market, although in the last decades its reputa-
  tion suffered greatly, and public opinion held that the store 
  had become a thing of the past. However, thanks to Zifa’s 
  management, the store has seen a resurgence in popularity, 
  and it is currently seen as the taste-maker among high society 
  perch dwellers.
  Zephyr & Co. has always been known for selling fine 
  clothing, jewelry, and accessories. However, under Zifa’s stew-
  ardship Zephyr & Co. has rebranded and expanded as a shop 
  catering to the lifestyles of the wealthy elite. Zifa has leveraged 
  the Windswefts’ merchant connections to find importers of 
  wine, tea, plant extracts, and imported bulk goods. Zephyr & 
  Co. has also begun importing art and furnishings from around 
  the Wood and beyond. In addition to rare spices, expensive 
  fabrics, and fine clothing, Zephyr & Co. has the items listed 
  on the Luxury Goods table available for sale.
  luxury Goods
  Item
  Cost
  Weight
  Elderberry wine
  25 gp
  2 lb.
  Noble’s jewelry
  10 gp
  1 lb.
  Perfume
  20 gp
  1/2 lb.
  Tea
  5 gp
  per 1 pound
  Elderberry Wine. A vintage wine made from elderberries 
  specially cultivated by forest vintners. It is highly prized among 
  the Alderheart elite for its heady bouquet and dry sweetness.
  Noble’s Jewelry. A set of designer jewelry fit to adorn any 
  high-society socialite. When worn with a set of fine clothes, 
  it allows the wearer to pass for a noble. The jewelry can be 
  custom made, in which case it costs an additional 10 gp.
  Perfume. An aromatic liquid made from various rare 
  ingredients, including floral extracts, ambergris, and essential 
  oils. When daubed lightly on the skin, fur, or feathers, it leaves 
  the user smelling pleasant for 8 hours. It comes in a small, 
  stoppered, 1-ounce vial, which is good for 20 uses before 
  it runs out.
  Tea. Different kinds of high-quality tea leaves, dried and 
  ready to use.
  desiGner Fashions 
  Zephyr & Co. sells several outfits designed by well-
  known tailors throughout the Wood. Each garment costs 
  twice as much as a normal set of fine clothes (30 gp) and 
  is guaranteed to allow anyone who wears it to look the 
  part of a high-society perch dweller. Players can select 
  which brand they would like to buy from those listed on 
  the Designer Fashions table, or you can roll randomly 
  to see what Zephyr & Co. has in stock.
  desiGner Fashions
  d10 Designer Name
  1
  Renell’s
  2
  Jonquil
  3
  Nightsong
  4
  Lord and Lady
  5
  Thistledown
  6
  Highfeather
  7
  Juniper
  8
  Sharp’s
  9
  Fireweave
  10
  Breezeway and Son’s
  26
  
  Renell’s: Made by Agustin Renell, a reclusive vulpin 
  designer known for his bold fashions which evince an eclectic 
  sense of style that breaks from tradition.
  Jonquil: An established name in Alderheart, the Jonquils 
  are a noble family of hedge tailors who specialize in fashion-
  able clothing for humblefolk.
  Nightsong: Clothing designed by corvum fashionista 
  Aliselle Nightsong, famous for her stylish and audacious 
  evening gowns. Her seasonal offerings are a must for any 
  gala-going Alderite.
  Lord and Lady: A respectable brand of high society cloth-
  ing, well made and tailored to the fashions of the day. A safe 
  choice for conservatively minded gentlefolk.
  Thistledown: A brand known for airy garments made for 
  both style and comfort. Thistledown is the brand of choice for 
  birdfolk who wish to look good while gliding.
  Highfeather: This respectable brand of men’s fashion 
  caters exclusively to ensembles that are as well-suited to soirees 
  as they are to official functions.
  Juniper: The work of designer Juniper Henshaw, an aged 
  jerbeen seamstress whose spring and summer fashions are 
  always in demand.
  Sharp’s: Clothing created by strig tailor Avern Sharp, who 
  makes high-fashion outfits tailored for mages and scholars. He 
  has a lifetime contract with the Avium to design their offi-
  cial garments.
  Fireweave: A collection of lavish, sometimes gaudy-look-
  ing high fashions inspired by various designers. Its name comes 
  from the fire of Gesme, which is said to have given rise to the 
  truly unique creations which are sold under this brand.
  Breezeway and Son’s: The brand of a family of luma tailors, 
  also owned by the Windswefts. Their styles aren’t as daring 
  as others, but they are a good choice for fashion-conscious 
  Alderites who wish to look neither too audacious nor too safe.
  Enchanted Luxuries
  The rarer magic items obtained by Zifa were all purchased 
  directly from trusted enchanters in the Avium, Alderheart, 
  and other parts of the Wood. Each purchase comes with a 
  certificate of authenticity: a lovely vellum scroll that describes 
  the object and its properties in detail, sealed with the shop’s 
  emblem. Zephyr & Co. usually has only 1d4 of these precious 
  wares in stock at any given time. You can roll randomly on the 
  Zifa’s Inventory table for appropriate magic items, or decide 
  what Zifa has in stock. Magic items sold at Zephyr & Co. 
  include garments, jewelry, or luxury goods which look elegant 
  on display. Zifa knows that her competition inflates the price 
  of their wares, and she does the same. If anyone asks about the 
  cost, a clerk happily explains that the high prices are due to the 
  fact that Zephyr & Co.’s magic items are verifiable, authentic, 
  and crafted by skilled local artisans.
  ziFa’s invenTory
  d100
  Magic Item
  Price
  1
  Crown of daffodils*
  450 gp
  2–5
  Pearl of power
  600 gp
  6–11
  Cloak of spines*
  800 gp
  12–17
  Eyes of charming
  500 gp
  18–23
  Ring of plant-speech*
  450 gp
  24–31
  Wind fan
  500 gp
  32–37
  Ring of spell storing
  1,200 gp
  38–43
  Eye of starsight*
  2,000 gp
  44–49
  Necklace of fireballs (7 beads)
  1,500 gp
  50–55
  Fangs of guile*
  2,500 gp
  56–61
  Band of fruitfulness*
  2,500 gp
  62–67
  Cloak of displacement
  3,000 gp
  68–73
  Ring of evasion
  3,000 gp
  74–79
  Wings of flying
  4,000 gp
  80–85
  Ring of shooting stars
  3,500 gp
  86–91
  Robe of scintillating colors
  4,000 gp
  92–94
  Feather robe*
  4,500 gp
  95–97
  Robe of stars
  4,500 gp
  98–99
  Scarab of protection
  5,000 gp
  100
  Egg of rebirth*
  5,500 gp
  Quest: A Matter of Reputation
  In this side quest, characters have the opportunity to help Zifa 
  avoid a social scandal and perhaps reconnect with a figure 
  from her secret past. This is best suited to a party who has had 
  at least one encounter with Zifa while visiting her shop, espe-
  cially if she knows of them as the “Defenders of Alderheart.” 
  As the party enters the shop, Zifa appears to be distracted by 
  something. Eventually, she approaches the party and creates 
  an opportunity to escort them into her office in the inventory 
  room behind the till counter. She locks the door before speak-
  ing, addressing the party curtly. 
  “Loath as I am to admit it, I am in need of your 
  help. A few days ago, I received a bundle of letters, 
  sent directly to the store’s mailbox. Now, before I go 
  any further, I must have you swear never to repeat 
  anything I am about to tell you.” Zifa pauses, measuring 
  your reply.
  27
  Shoppes and Stores Supplement
  
  Zifa doesn’t continue unless the party manages to convince 
  her of their competency and trustworthiness. If the party 
  has achieved renown in Alderheart as heroes, Zifa presumes 
  they can be trusted. Otherwise, success on either a DC 13 
  Charisma (Persuasion) or DC 17 Charisma (Deception) check 
  is required, depending on the tactic chosen by the party. On a 
  failure, Zifa turns up her beak and shows her exasperation.
  “Of course you can’t be trusted. This matter is far too 
  important for such a ruddy group of vagabonds. I shall 
  seek proper assistance. Good day!”
  If the party succeeds, Zifa continues.
  “The letters are blackmail. I would rather not discuss 
  this, but since you must know in order to fully grasp the 
  import of this slander: I was exceedingly poor during 
  my youth. Hungry and desperate, I had to steal to 
  survive. The Windsweft family found me, a mere street 
  urchin, and offered me and my hardworking mother 
  a chance to serve in their noble house. I worked there 
  for many years before I rose to my current position. 
  The blackmailer reveals my sordid past and has forged 
  documents ‘proving’ I stole from the Windswefts during 
  my time in their service. Utter lies, all of it. However, 
  my past is a well-kept secret. If word of it spreads to my 
  customers, the scandal would ruin me, to say nothing 
  of the trouble it would cause the Windsweft name! 
  Needless to say, I am taking a risk trusting you with 
  this. Should you decide to help me, I will ensure you are 
  rewarded handsomely for your efforts. If not, I only ask 
  that you keep this matter to yourselves.”
  The blaCkmailer’s ploT
  Zifa produces a bundle of five opened letters and places 
  them on her desk for the party to examine. Inside are records 
  of purchases that appear to prove she was stealing money from 
  the Windswefts during her time working for them, detailed 
  witness accounts of her thievery during her youth, and an 
  anonymous missive addressed to Zifa stating that word will be 
  sent to the Windswefts, along with every other noble family 
  in Alderheart, should she fail to pay a sum of “10,000 allers” 
  (Alderheart slang for gold pieces).
  This is a plan hatched by Moonflower, the hedge bard 
  whose vocal training helped bring Zifa to the notice of the 
  Windswefts. Moonflower never knew the same level of success 
  as Zifa, and in her jealousy at the current state of affairs, 
  she has concocted this plan to squeeze money out of her 
  former protege.
  Players can examine the letters for evidence. A successful 
  DC 16 Intelligence (Investigation) check reveals the official 
  documents are high-quality forgeries. They are so high-quality, 
  in fact, that only a handful of forgers in the city would be able 
  to achieve this level of imitation. Services like this are hard 
  to come by, but Zifa could point the party to investigate the 
  Trunk Market. If the party spends some time quietly asking 
  around for a quality forger with a successful DC 14 Intel-
  ligence (Investigation) check, they are led toward a cartog-
  rapher’s shoppe run by a well-to-do corvum assassin who 
  performs such favors for those willing to pay the price. She 
  forged the documents for Moonflower in exchange for a cut 
  of her ransom, but she only reveals this information to the 
  party for a bribe of 500 gp. The party can attempt to persuade, 
  intimidate, or otherwise trick her into revealing her client, but 
  if they threaten her, she is prepared to defend herself.
  The paper and the ink used to write the final missive are of 
  lower quality, the kind that would more commonly be found 
  in the Trunk Market. There is also a distinct scent of hyacinth 
  to both the missive and the forgeries. The smell comes from a 
  perfume used by Moonflower that the party could recognize if 
  they got close enough. 
  Moonflower herself is not hard to come by: she can be 
  found performing with her harp in the Trunk Market. She is 
  accompanied by a troupe of performers which include:
   l
  a jerbeen thief lute player
   l
  a birdfolk dockmaster singer, adjusted with the traits for a 
  dusk corvum 
  If cornered, Moonflower and her band attack. The party 
  can convince Moonflower to leave Zifa alone by defeating her, 
  or they can try to reason with her. Moonflower simply wants 
  to provide for her new proteges, and feels hurt that Zifa left 
  her behind. If the party relays this to Zifa, they find that Zifa’s 
  disposition softens somewhat.
  “Hmph, I was so young back then. To my eyes, 
  Moonflower was already so successful. I thought she had 
  everything she could want...”
  Zifa looks off wistfully for a moment before turning and 
  addressing the party in her usual clipped tone.
  “Tell Moonflower I will send a valet to the Trunk 
  Market to collect her presently. She will need to be prop-
  erly cleaned up first, of course. I have a proposition that 
  should present her troupe with an opportunity for work 
  and a place to stay. Talented performers can always find 
  patronage among the gentry…provided they have the 
  right connections, of course.”
  Zifa hastily scrawls a missive containing the details for the 
  party to deliver to Moonflower, and she instructs the party to 
  return after they have delivered the letter for their reward.
  Zifa rewards the party even if they simply manage to run 
  Moonflower and her troupe out of town. In this case, she 
  does not offer any further comment on the matter besides her 
  heartfelt thanks.
  28
  
  TREASURE
  The party may choose one magic item from Zifa’s shop 
  as a reward.
  Each party member also receives a complimentary 
  outfit by Breezeway and Son’s as thanks.
  REWARDS
  Award XP as normal for defeated foes.
  Zifa Freewind
  small humanoid (luma), laWFul neuTral
  Armor Class  
  12
  Hit Points  
  17 (5d6)
  Speed  
  25 ft.
  a
  STR
  DEX
  CON
  INT
  WIS 
  CHA
  10 (+0)
  14 (+2)
  11 (+0)
  13 (+1)
  12 (+1)
  15 (+2)
  a
  Skills  Insight +5, Perception +3, Performance +4, Persuasion 
  +6
  Senses  passive Perception 13
  Languages  Birdfolk, Hedge; understands Auran  
  but can’t speak it
  Challenge  1/8 (25 XP)
  a
  Glide. When falling at least 10 feet, Zifa can spend a reac-
  tion to fly up to her speed in one direction as she descends. 
  Zifa lands in an unoccupied space at the end of her move-
  ment and takes no falling damage. Zifa cannot glide while 
  carrying heavy objects, heavy weapons, or shields (though 
  she can drop any held items as part of her reaction).
  Wing Flap. As a bonus action, Zifa can use her powerful 
  feathered arms to propel herself upward up to half her 
  movement speed. Zifa can use this in conjunction with a 
  regular jump, but not while gliding. 
  Fated (Recharges after a Long Rest). Zifa can choose to 
  reroll any attack roll, skill check, or saving throw. 
  Touched. Zifa knows the fire bolt cantrip. Charisma is her 
  spellcasting ability for this cantrip. Treat her as a 1st-level 
  spellcaster when calculating the damage this cantrip deals.
  Actions
  Dagger. Melee or Ranged Weapon Attack: +4 to hit,  
  reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) 
  piercing damage.
  Fire Bolt. Ranged Spell Attack: +4 to hit, range 120 ft., one 
  target. Hit: 5 (1d10) fire damage. A flammable object hit by 
  this spell ignites if it isn’t being worn or carried.
  Songbird (Recharges after a Long Rest). Zifa casts the 
  charm person spell at 1st level without using a spell slot or 
  somatic components. Charisma is her spellcasting ability 
  for this spell (save DC 12).
  Cynthia F.G
  29
  Shoppes and Stores Supplement
  
  Luma
  ma
  ma
  ma
  LICENSE
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SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/The Deck of Many/Humblewood/Stretch Goals/Shoppes and Stores/HW_StretchGoals_ShoppesandStores_V0.5.pdf