Art by Veronika Firsova

This is part two to an earlier post. Go read that for more context on these stores. This is a smattering of items you might find at those stores deep within the domain of anarchy, and what they might cost.

Kal’s Temple of Carnage

Prices at Kal’s are in blood, represented by max hit points. The math here is for D&D 5e, so don’t use it wholesale without changing it up for your game. Remember, for consumable items, the max HP returns the next time you take a long rest after you use it.

Uncommon (5 HP)

Rare (10 HP)

Very Rare (20 HP)

Legendary (30 HP)

Kal sells any weapon, consumable, or wand that deals damage from your item book. He sells nothing that would help you protect yourself, under any circumstances. He also sells the following unique items.

Sword of the King (Rare). This simple blade’s only adornment is a curled dragon emblem placed on the crossguard. It is a +1 longsword. In addition, the character attuned to it is the rightful king of Embriet. No one knows where that is, but everyone is sure it’s a real kingdom. All creatures that are aware of monarchies recognize your inherit kingship while you’re attuned to it.

Giant’s Greatsword (Uncommon). This blade is very, very large. It’s a greatsword that deals 3d10 damage. To wield it, a character must have at least 18 strength or have their carrying capacity increased by an ability or feature. To attack with it they must forfeit one attack, attacking with their next attack they take before they move. Any character hit by the weapon must make a DC 20 Strength check or be knocked prone and thrown 10 feet away from the attacker.



Also comes in greathammer and greataxe, with the same statistics

The Duelist’s Sword (Rare). The sword is of an archaic design, but it is in impeccable shape. It is a +1 magical weapon. It reads the mind of anyone who attunes to it, and transforms into their favorite melee weapon. When the weapon deals damage to another creature, they must make a DC 17 Charisma saving throw. If they fail, both the wielder and the hit creature are teleported to a demiplane, where they will be trapped until one of them dies or submits. After a creature is teleported in this way, the sword loses this magic until the next dawn.



The demiplane is an ancient arena. It is usually a simple stone platform, but it changes to make the fight fair (including plentiful water if the struck target was a shark, for example). Both participants know the rules intrinsically. The killed party’s corpse is teleported back, but stripped of some trophy. Those trophies are displayed inside the arena.

Executioner’s Axe (Very Rare). This +2 greataxe can only do damage to people who’ve been lawfully tried and found guilty of a major crime. Non sapient creatures are usually exempt from this for obvious reasons, but a bounty from a government body will also satisfy this weapon. In addition, if a creature has been found guilty of a capital crime and is currently bound, the axe will remove one of their heads with a single action.



If the wielder is striking deals with legal bodies to get specific people labeled as criminals or other abuse of the technicalities of law, the lawful magic of the axe will rebel. It will disappear in the night.

Chariot Knife (Uncommon, Consumable). It appears to be a knife on a chain, with a manacle on the other side that snaps around your wrist. This is a consumable item that activates when thrown, as long as the manacle is worn. The knife transforms into a horse made of knives, charging in the direction it was thrown. It moves 40 feet when thrown and at the start of your turn, dragging you 5 feet behind it. You may use your action at any point during the move, or use your action to change the direction of the charging steed.



The horse jumps over small obstacles, and makes very small adjustments to try to run as far as possible, at the DM’s discretion. If the horse would hit anything, the victim must make a DC 17 Dexterity saving throw or take 4d6 slashing damage. Half damage on a successful save. If the horse hits an object it doesn’t destroy, the horse explodes. Everyone within 10 feet roll as if they were hit by the horse, including the “rider”

Die! Die! Die! (Rare, Consumable) This crossbow has been enchanted, and is a consumable item. When fired, it makes 5 attack rolls against random targets in a 90 foot cone in front of you. On your next turn, you must make a DC 18 strength saving throw to keep control of the rapidly blasting device. If you fail, turn to face a different random direction. If you succeed, you may face in any direction you choose. Either way, fire 5 more shots. After the device has made 20 shots, it sputters out.



You cannot move or take other actions while Die! Die! Die! Is firing. It also will not leave your hand until it stops firing for any reason. This was included as an extremely misguided safety feature.

Falling Lightning Pellet (Rare, Consumable) This jar holds 5 pellets. They can be thrown up to 60 feet as a bonus action. When thrown, the thrower teleports to where they land with an enormous crash of thunder and lightning. Everything within 10 feet of where they left and where they arrive must make a DC 18 Dexterity saving throw or take 2d8 lightning damage.

The Brewery

Experimental Potions (4d10)

Roll once on each table to find out what your potion does. All effects last 1 hour unless otherwise specified. Get 2 credits when you take the potion, and get 2 more credits when you return with your report. Only get the extra credits if you used it in combat. They’ll only let a group take out 5 potions at once, and they’ll stop giving them to you (and probably retaliate) if you abuse the system. You get extra credits if whatever happened was really funny.

1d10 Color 1d10 Look 1 Red 1 Opaque 2 Orange 2 Clear 3 Yellow 3 Viscous 4 Green 4 Sparkly 5 Blue 5 Swirly 6 Purple 6 Metallic 7 White 7 Filled with Stars 8 Black 8 Filled with… bits 9 Pink 9 Bubbly 10 Grey 10 Multi-Colored (Roll a second color)

1d10 Effect 1d10 Effect 1 You can’t affect… in any way 1 Metal 2 You can’t see… 2 Wood 3 You’re vulnerable to… (Treat it as if it was on fire) 3 People 4 Your skin turns into… 4 Stone and Dirt 5 You phase through… 5 Fire 6 Belch out… for 10 rounds (Treat as a mandatory breath weapon) 6 Water 7 You can only eat… for 24 hours. It doesn’t harm you if it otherwise would. 7 Animals 8 You know the location of all… within a mile 8 Light 9 You can control… with your mind 9 Cloth 10 You’re immune to… 10 Poison

Spending Credits

Ba and Shee can produce any potion from the Dungeon Master’s guide. They make them custom to order and quickly. They’ll give you a Common potion for 1 Credit, an Uncommon potion for 2 Credits, a Rare potion for 4 Credits, a Very Rare potion for 8. They’ll make you a legendary potion for 15 credits, but only if you complete their questline.

An Odd for Every End

Saldana sells rings, staffs, wands and non-clothing wondrous items. Basically anything in those sections of whatever book of items you’re using. She’ll trade them for any magic item of equal or greater worth. You can use the rarity alone, or you can use one of the many “fixed magic item prices” posts floating around blogs. The best way perhaps is to let players suggest a trade, and then judge it in the moment in the character of Saldana.

She also sells a few items of her own making.

Ghost Glasses (Uncommon) Anyone wearing these glasses can see ghosts and spirits. The vast majority of spirits are invisible to the naked eye, but also don’t or can’t interact with people. There are so many of them. Objects, if old enough, have a spirit of their own. The city of anarchy, which is composed entirely of ancient buildings, is packed full of them.



Save vs fear whenever you look at something truly ancient through these. Also in places of mass death, like graveyards and battlefields.

Chittering Skull (Rare) This enchanted skull is primed and ready for possession. If you can coax a spirit into it, the spirit can speak through it, and even move around slightly by hopping. If you don’t have a particular spirit in mind, you can use one of Saldana’s rituals to seek a willing spirit. The incense costs 50 gp, but Saldana will give you enough for one go for free. The DM will roll an arcana check for you in secret. Most spirits will leave willingly when asked, but a remove curse spell will get rid of the current occupant.

Arcana Check Spirit Description 1-7 None The ritual failed 8-12 Demon Pretends to be a ghost, but is unrepentantly evil. Will cast curses out of the skull when discovered. 13 Greater Demon As above, but it has much more power. Will try to tempt the owner to evil. When found out, will try to strike a bargain. Can cast Wish on your behalf, for a price. 14-18 Ghost The remnants of a local person’s spirit. Not the actual soul. Has knowledge of the area, plus has two skills (It rolls +5) 19-21 Spirit A natural spirit of a nearby object or environment (such as a shrine or stream). Knows everything about that thing but not much else. Knows 3 spells appropriate for whatever it was. It can cast each once per day 22-25 Soul The soul of a dead person that has not yet passed beyond the veil. Knows everything the person knew in life, and has 4 skills at +7. 25-30 Greater Spirit Same as above, but a much more powerful spirit (Such as a temple or great river). Knows 6 spells, and can know more powerful ones 30+ Celestial An angel or similar creature. Has extremely broad knowledge and magical power, but has a limitation on their use such as, “Can only be used against creations of an evil god”.

The more powerful a spirit, the more demands they’ll make. If players fail to meet the demands, the spirit can leave of their own accord.

If the owner has a specific spirit they’d like to contact, a similar ritual can contact it, but they must convince it to join them.

Something Lost

Her knowledge trade system ranks knowledge like so:

Core Class Feature or Martial Weapon Proficiency Class Feature or Truly Forbidden Knowledge Skills or Minor Class Feature Tool Proficiency, Spells, and Languages Secrets

She’ll give you any of these for anything of a higher rank. She’ll give you something of a higher rank for 2 from the rank below, or 4 from the rank below that, and so on. She’ll mix and match too, such as a Skill and two Languages for Forbidden Knowledge. If you want to trade within a rank, you must include a second item that’s no more than 2 ranks lower. Such as a Skill and a Secret for a different skill.

For spells, she won’t trade with Clerics or Druids, because they already know their whole spell list. For secrets, she’ll take it from the whole group, not just one person. The ranking of class features is done at the DMs discretion.

If you’re trading for her magic clothing, the equivalent ranks are based on the rarity of the item you’re buying. She will not buy magic items from the players.

Legendary Very Rare Rare Uncommon Common

She sells most magical items from your item book that are made of cloth or leather. Boots, gloves, cloaks, etc. She also sells cloth talismans that are variants of amulets and wands. She also has a few unique items:

Token of Remembrance (Common) This item is small enough to hold in one hand and made of cloth. Each is made specially for the holder, and cannot be used by anyone else. Its shape reminds you of someone you were fond of long ago. If you ever fall victim to a charm or mind controlling effect, you instead find this in your hand. Memories of that loved one fill your mind, and the effect is dispelled. You are immune to such effects for 24 hours. The token unravels, and the magic is lost.

Forget Me Not (Uncommon) It is a blue flower made of silk. It has 10 petals. Anyone can touch a petal, and speak something they know. They will forget it, and the petal will retract into the stem. If they later touch the stem and say “Forget me not”, they will remember everything they put into the flower, and any petals they used will bloom again.

This final item is not usually for sale. You’d need her utmost trust to even be shown it. How she got such a thing from the god of death herself is not known. She will not say. She’ll only give it to you if she believes in your morals unwaveringly, and then only if you do an immense quest for her.

Unraveling (Legendary) This inconspicuous piece of cloth was woven by the Crone. The magic is simple, but incredibly powerful. You place it on anything and pull the loose thread until the cloth unravels fully. The thread will continue to pull, unraveling a rainbow of threads from inside the object. It takes three rounds to complete the unraveling.



Once it’s done, whatever you placed on it will have been thoroughly dispelled. Any non-physical qualities are gone. Ongoing spells end. Enchantments are removed. If it was alive, it’s soul has departed permanently. There are no limits to what it can dispel.

MC-9 Planning and Design

Using MC-9s services is simple. You make an appointment or come during scheduled walk-in hours. You pitch an idea to it. It either approves or denies the request, and gives you a time frame for completion of schematics. The price is that you must make two copies of the item, and bring one to it.

MC-9s goal is to have a perfectly cataloged copy of every machine in the universe. It’ll never get 100% of the way there, but it does make a lot of progress. Of course, this means that its vault is full of machines and items. But MC-9 doesn’t just make designs for others, it also has several personal projects. It also has some finished designs laying around that no one has built yet, if you don’t come with your own ideas.

Aerothopter. A machine that can fly, if clumsily. It can move in one direction quite fast after building up speed, but takes almost a minute to change directions. It’s also very loud.



The machine itself is made of steel and wood costing 1000 GP and requiring 20 workweeks of work, half by someone with metalworker’s tools and half by carpenter’s tools. It is round and tall, with a large augur set atop it. It has seats inside for 6 passengers and 2 operators, two seats at each level reached by a ladder.



At this stage the engine is still without power. The diagram also details the process of attracting and capturing a rotation elemental. Unfortunatley, step 6: Subdue the elemental, is quite sparse. Rotation elementals are extremely dangerous, on par with the sentient elementals like djinn, mostly due to their alien nature. Their attacks cause whole or part of the target to rotate, and they can tunnel through almost anything.

The Stabilizer. MC-9 dreamed up this contraption after watching yet another building in the city collapse as another grew from below it. The Stabilizer prevents this, at least for long enough to make structural repairs. When activated, all objects that are not being worn or held in a hand stops dead, as if it was an immovable rod. People will have to shed bags inside the field, those aren’t close enough to the body.



People can grab items floating in the field and move them, but as soon as they leave the hand they stop dead. There are two dials on the machine, for radius and duration. The radius goes from 10 feet to 100 feet, and the duration is from 1 hour to 24 hours. It cannot be turned off prematurely, as it will freeze itself. After the duration ends, it cannot be used for 24 hours.



It is 5’2″ tall, and weighs 174 pounds, with a steel exterior and a globe atop it made of strange metal. To create it, one will need an immovable rod and a few pounds of radiant weave. Radiant weave is a strange material that propagates magical effects. After that, only 500 GP and 10 work weeks with metalworking tools will be enough to create the device.

The Vault

The vault where it stores the items. The interior is an extra dimensional space. Much, much larger than it would seem. Some of the machines are the size of buildings, and they exist in huge domed rooms. But there are small, extremely valuable things as well. This might make the vault a target for thieves or raiders, a fact that MC-9 is very aware of.

To this end, all of the security features and traps that would usually be displayed in the vault are instead used to guard it. There is one of every trap in existence somewhere in the halls. Essentially, if your players break in, they should encounter a copy of every trap they’ve encountered.

In its free time, MC-9 continues to design and build even more devious devices. The newest one is always used to guard the entrance, just inside the door. It’s currently a trap that creates an illusion of a giant battlefield, except it makes parts of the illusion close to the intruders real. The soldier’s weapons are animated weapons, the catapult stones are real giant rocks, etc. They’re not magically conjured either, if you disable the illusion you’ll see the machines throwing rocks and feeding out enchanted swords.

Magnum Opus

MC-9 is working on its greatest project yet. The work of an immortal lifetime. The machine incorporates hundreds of smaller machines. It has to operate over several planes of existence simultaneously. The raw materials alone would cost billions of gold if you could buy them, which you can’t.

What MC-9 will ask of the players is for remnants and artifacts of different deities or extremely powerful creatures. If the players discover forbidden magics and tell MC-9, chances are it will think of something it needs from the location. Some will be used for power, some are the only materials that can withstand the strain put upon them, some have unique magical properties. He can’t offer pay for any of them, but he will promise an eventual reward. Once the machine is complete, you’ll learn its purpose. MC-9 will step into the machine, and achieve a kind of omniscience. It will know the mechanical details of the whole universe, though not the contents of any minds or any spiritual matters. It will use this information to complete its collection.

As a reward, MC-9 will imbue the party with some of the divine magic that created it. They will be able to cast the spell Power Word Create once a day between them.

Hall of Free Things Just For You, Fleshy Mortal

All items here are free, but cursed.

Ring of Waterbreathing. The wearer can breathe underwater.



Curse: You cannot breathe out of water. You cannot remove the ring, unless you cast remove curse to break attunement first.

Lead Ring. This lead ring was made by a muscle wizard to encourage his apprentice to get stronger. When unattuned, this ring is as heavy as lead. Once attuned, it’s even heavier. It weighs 50 pounds. It adds to your encumbrance/inventory size, but worst is that the weight is on the end of your arm. You have disadvantage using any item in the hand you’re wearing it on. You sink like a stone in water.



On the upside however, unarmed attacks with that hand deal 1d12 damage. The curse can be removed by getting your natural strength score to 20. If you break the curse in this way, you gain the ability to change its weight at will, up to 300 pounds.

Black Yew Lute. This magical instrument is made of a curious black wood. It works as an instrument of the bards. It lets the holder cast Darkness, Sleep, and Dream.



Curse: The holder begins to have dark dreams. They see a sky with the sun blotted out, and a river of blood falling from the sky. While they are asleep, they walk about, preparing a dark and unfathomable magic. The dream self is extremely cunning. It is the same person as the sleeper, only holding onto a piece of dark knowledge that has driven them to this quest. It still cares about everyone the sleeper does, and will try to spare them until the end.



The dreamer will only act on nights when it thinks it can get away with it. It will ritually murder someone each night that it can. After the 13th murder, the next night it will cast its dark spell. A nightmare legion of dream monsters will ride out, and the sun will rise eclipsed. The dreamer now has one day to kill their companions. If they make this sacrifice, they ascend to godhood. If they fail or are killed themselves, the curse is broken.



Also, anyone the sleeper targets with the dream spell, in addition to the other effects, is subject to the same dreamer’s curse until they awake, acting as the dreamer’s ally.

Black Yew Blade. This looks like a training sword carved from black wood. It comes in the form of any bladed weapon or bow. It acts as a +2 weapon. Anyone reduced to 0 HP by it is put to sleep for 1d4 days, and cannot be awoken. If they are immune to sleep, they are killed as normally. The same curse affects this blade as the lute above. The people put to sleep by the blade’s effects are affected by the curse as well, and will work as the dreamer’s allies. These allies understand that they are subservient to the dreamer, but maintain their original personality, just as the dreamer does. If two people become dreamers, they will be allies. Only after the ritual is complete will they turn on each other to see who becomes the godhead.

Telescoping Lenses. While wearing these, you can see 10x as far. Unfortunately, you can’t see anything within 30 feet of you clearly, and you can’t remove the glasses. The curse can be broken by discovering a new landmass.

Deseree 317. This aged bottle of wine tastes incredible. It has enough wine for everyone who sits down to drink it, once. It feels fortifying. Everyone who drinks it gets the benefits of a long rest, plus anyone you’re trying to impress will be impressed by the vintage.



Curse: Everyone who drinks this is drunk until the curse is removed. It can be broken by drinking an extremely rare type of coffee.

The Second Sin. A jagged piece of volcanic rock. It fits smoothly in one hand, with a protrusion of sharp rock acting as a crude blade. This stone acts as a normal dagger, with the exception that everything is vulnerable to the damage it deals.



Curse: Envy. Every time another person receives accolades instead of you, or when another person’s contributions are valued above your own, roll a DC 15 Wisdom check in secret. If you fail, you must try to kill them at the next available opportunity. If you fail via them escaping or knocking you unconscious, you don’t have to try again. You can only discard this weapon after you succeed in killing someone this way, or via a wish spell.