1d6 Merchants you meet in a Necropolis

Foreword

In the Dead City of Lorya, there is still trade and merchants even as the city dies around them. Not every shadow that lurks round the corner is a werewolf. Some are though.


1. Blood Rat Trading Post -

These trading posts are marked with signposts for those who know where to look, but to the untrained eye appear as a simple shadow covered nook in the wall. The trading posts lead to a complex network of tunnels inhabited by the Blood Rats, with the entrance too small for any humanoid to enter. Gaze inside and a multitude of rodent eyes will stare back.

To offer a trade, place an item at the mouth of the tunnel along with a few drops of blood to sweeten the deal. Turn the corner and wait. If the item is gone when you look back the trade is accepted. An item of roughly equivalent value will be waiting for you at the next trading post at your convenience.

 

2. The Jackal -

A slender man with yellow animal eyes standing in a circle of salt. Asks politely for the party to break the circle and release him.

Answers “You may call me Jack.” if the party asks who he is.

Will offer the party a gift if they break the circle of salt and let him out. “This gift might fulfil your wildest dreams. Or perhaps not.”

Allows each party member to draw a card from the Deck of Many Things. Or grants the party the Moon card on its own, but an incomplete deck is inert and does nothing. The party must collect the other cards from rivals and monsters if they wish to use it. The Moon card shifts gently towards the nearest card.

Once his gift is given, he transforms into a Jackal and leaps away while cackling. During the transformation, the jackal head rips its way out of his mouth as his jaw opens impossibly wide.

 

3. Patches the Hyena -

A gnoll trader in leather armour who chuckles too much at his own jokes. He’s spotted a pit where ‘shiny trinkets’ from leftover from dead adventurers who have fallen in, but he can’t get them alone. He will tell you the location if you agree to split the profits 50/50.

What’s that puddle in the pit? Definitely not a grey ooze, don’t worry about it.

If confronted, he’ll offer a few potions as a peace offering. If encountered again, he’ll offer to sell undead repulsion charms made from “genooine” clerics. Effectiveness guaranteed.

 

4. Destitute Noblewoman - 

An undead woman wearing a tattered dress that clearly used to be very expensive found in the ruin of a mansion.

Wishes to relive the glory of her old estate and will trade old family heirlooms for items of luxury and art objects.

Has a vault full of magic items that will only open at her command.

 

5. The Fleshweaver - 

A crazed biomancer, the Fleshweaver appears with a different face and limb configurations each time you see them, but is always recognizable due to their distinctive crab claws.

They offer a source of healing and restoration of lost appendages, invaluable to an adventurer, though patients may end up with mismatched limbs. The Fleshweaver is eager to offer more overt modifications, free of charge, and accuses those who refuse of being timid and unadventurous.

The Fleshweaver does not accept money and takes specimens of rare flora and fauna as payment instead. The specimens worth more alive, of course.

 

6. The Blind Augur - 

A blind girl surrounded by crows and doves in her service. Her dwelling is decorated with shiny trinkets and knick-knacks the crows have brought for her.

A seeker of lost things and trader of secrets, she is able to identify magical items and tell their stories for a price. She will only tell what she knows in return for a secret she deems to be the equivalent value. This can be of the adventurer’s sordid past or something hidden they have discovered in their adventures.

Those in her favour are always followed by a murder of crows that caw whenever danger approaches.


Comments

  1. This is great. I love the Jackal—breaking the circle of salt is so obviously a bad idea I can't imagine any players letting that one slip by without twenty minutes of arguing followed by somebody breaking the circle.

    Reminds me a lot of Arnold K.'s dungeon merchants.

    https://goblinpunch.blogspot.com/2019/10/d6-dungeon-merchants.html?m=1

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