The Emporium In the annals of the city, there are whispers of a place known as Miguel's Most Magnificent Magical Emporium. It is said that the proprietor of this wondrous shop, a man by the name of Miguel Morgante, possesses the uncanny ability to acquire nearly any magical artifact that one might seek, for a fee, of course. But such a shop is not easily found, for it is said to appear only once in every moon cycle, specifically on the night of the new moon. And when it does appear, it is said to manifest in the noble quarter of the city, though its exact location remains a mystery to all but those who have been deemed worthy to enter its hallowed halls. There are those who claim to have glimpsed the shop on such a night, with its doors thrown wide open and its interior aglow with a warm and inviting light. And yet, when they have sought to return to the shop on other nights, it is nowhere to be found. Some whisper that Miguel's Emporium is a place of great power, a nexus of arcane energies that draws upon the very fabric of the cosmos to exist. Others say that it is a place of danger, where those who seek too much power may find themselves in perilous waters. But whatever the truth of the matter, there is no denying the allure of Miguel's Most Magnificent Magical Emporium, and the many wonders that are said to reside within its walls. For those who seek to delve into the mysteries of the arcane, there is perhaps no greater destination in all the land. On the cover: The artifact known as Fate's Flicker. It is said that if the lantern ever goes out, the fate of the world will be in jeopardy.
What is this product? This product introduces a myriad of new magical items for your players to enjoy. But more than that, it provides a useful money sink for your players and building excitement as the new moon approaches. My players often complain that they have little to spend their hard earned gold on, so Miguel's Emporium was my answer. The magic shop may or may not fit your campaign, but below I'll explain how Miguel operates it in my game. The boxed information provided in the introduction holds true – the shop appears once a month on the night of a new moon and disappears at dawn. Other information: • Miguel is an 18th level retired, human wizard of venerable age. • His assistant, accountant, and adviser, Nalsanna Swiftquill, is a female deep gnome (Svirfneblin) named Nalsanna Swiftquill. • Appointments at the emporium are strictly invitation only. As they gain notoriety, and wealth, the heroes may receive an invitation from Nalsanna on Miguel's behalf (see below). • Bartering is strictly forbidden, and will result in a permanent ban form the emporium. A discount of 10-20% may be offered for returning customers. • Your heroes are encouraged to provide a 'shopping list' of desired magical items that Nalsanna's minions (local street urchins) will take to Miguel. • The day prior to a full moon, Miguel's minions will find the heroes and escort them to the shop, which will be located in a wealthy, noble district of a major city. You can't imagine how my players scramble for gold as the month comes to a close and they need to get their orders in. • Miguel marks up the prices noted in the Dungeon Master's Guide by the following multiplier: ◦ Common magical items x 3 ◦ Uncommon magical items x 5 ◦ Rare magical items x 7 ◦ Very rare magical items x 10 ◦ Legendary magical items (market price, to be decided by you)
An Invitation from Miguel Greetings from Miguel's Most Magnificent Magical Emporium! I hope this letter finds you well and in high spirits. It has come to my attention that you are adventurers of great skill and renown, and as the proprietor of the most wondrous and magical shop in the city, I would like to extend to you an invitation to visit my emporium. My shop is unlike any other in the city, for it is filled with the most extraordinary and unique magical artifacts that you could ever hope to lay your eyes on. I take great pride in acquiring only the finest items of magic from across the land. I would be honored to show you around my shop and offer you the opportunity to peruse my wares. I understand that finding my shop can be a challenge, but rest assured that I will provide you with all the necessary instructions to reach it. I eagerly await your arrival, and I look forward to sharing the magic of my emporium with you. Warm regards, Miguel Morgante
The Egg of Nazar Found in the adventure: The Silent Sands
BAND of UNBREAKABLE CONCENTRATION Ring, very rare (requires atunement) While wearing this ring, you have advantage on constitution saving throws to maintain concentration on spells. The ring is crafted from a shimmering silver metal, with intricate engravings that run along the band. When the wearer puts on the ring, they immediately feel a sense of calm and clarity wash over them. BELT of REQUIREMENT Wondrous item, very rare (requires atunement) This leather belt has four pouch-like pockets that are sized for potions. While wearing this belt and drawing a potion from one of the belt's pockets, the potion can be used as a bonus action. The belt features four small, cylindrical pouches at the front. The pouches are specifically designed to hold small bottles or vials of potions, which can be quickly drawn out in the heat of battle. The bottles are snugly secured within the pouches, but can be easily removed by the wearer with a quick flick of the wrist. BOOTS of EVASION Wondrous item, very rare (requires atunement) While wearing these boots, when you are subjected to an effect that allows you to make a dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. These boots are made of soft, supple leather that molds perfectly to the wearer's feet.
CLOAK of the URCHIN Wondrous item, rare (requires atunement) When worn with the hood up, this dirty and threadbare cloak grants the wearer advantage on Stealth checks while in an urban setting. This cloak is a simple, functional garment designed to provide warmth and protection from the elements. It is made of rough, coarse fabric, such as wool or burlap, and worn in a way that allows the wearer to blend into the shadows and avoid drawing attention to themselves. EGG of NAZAR (meaning eye) Wondrous item, very rare (requires atunement) The possessor of the egg enters a trance-like state and sees through the eyes of the bird. The bird has the same statistics as an owl (Monster Manual, page 333) except that it has an AC of 16 and 22 hit points. The bird can fly up to 500 feet from its owner before ceasing to function and dropping out of the sky. It can be used up to three times a day for up to 10 minutes per use, recharging fully at dawn. The bird can only be repaired by a master tinker, and only then at great cost. The egg is a breathtaking masterpiece, intricately crafted from the finest gold and adorned with an array of sparkling precious gems. The gems, including diamonds, rubies, and emeralds, are arranged in a captivating pattern that seems to dance and shimmer in the light. The egg itself is of substantial size, fitting comfortably in the palm of one's hand. At first glance, the egg appears to be a solid piece, but upon closer inspection, one can see a subtle seam that runs along its middle. This seam is actually the opening mechanism for the egg, which can be unlocked by a small, hidden latch. Nestled within the egg is a golden mechanical bird, also encrusted with gems. The bird is exquisitely detailed, with wings that appear to be in mid-flight and feathers that gleam in the light. Its eyes are crafted from the same dazzling gems as the egg, giving the bird a lifelike sparkle.
ELVEN TRAILBREAD Wondrous item, uncommon This magical food is found wrapped in oiled cloth and has 12 portions. Consuming a portion of the bread sustains one medium medium sized or smaller creature for 1 week, and removes one level of exhaustion. A large creature must consume two portions to achieve the same effect, and soon. The bread is made from a mixture of nuts, dried fruits, and grains, which are ground together and then formed into a dense, flat cake. The cake is then wrapped in an oiled cloth, which helps to preserve its freshness and prevent it from drying out. EYES of ELVENKIND Wondrous item, rare These crystal lenses fit over the eyes. While wearing them outdoors in a wilderness setting, you have advantage on Wisdom (Perception) checks that rely on sight. The glasses are made from a delicate, lightweight material, such as mithril or a rare, enchanted crystal. The lenses are clear crystal stones that sparkle in the light. EXPLOSIVE GLOBE Wondrous item, very rare The globes are normally found in velvet-lined boxes containing d4+1 of the explosive devices. The globes can be hurled up to 30 feet and will shatter against a firm surface, having the same effect as the 8th level spell, incendiary cloud. Smoke and white hot embers swirl within these apple-sized crystal globes.
FATE'S FLICKER Wondrous item, artifact (requires atunement) Also known as Everburn, this hooded lantern is powered by the spirit of a elemental from the plane of fire. It is said that if the lantern ever goes out, the fate of the world will be in jeopardy. The elemental within the lantern consumes precious gems as fuel. The lantern and can only be opened under the light of a full moon in order to replenish its fuel. Powers: • Casts bright light in a 30-foot radius and dim light for an additional 30 feet. This effect is always active. • Detects gems at will in a 30 foot radius. • While attuned to the artifact, you have resistance to fire damage. Effects (dependent upon special fuel, see below): • Choose any three cantrips; these can only be changed when refueling as above. Consumes 50 gp of powdered gemstones per cast. • Any 5 1st level spells; these can only changed when refueling as above. Consumes 100 gp of powdered gemstones per cast. • Dimension door. Consumes 500 gp of powdered gemstones per cast. • Disintegrate. Consumes an intact 1,000 gp gemstone per cast. • Fiery blast. Causes searing flames to erupt from the lantern in a 30 foot radius. Any creature within the area must make a DC 16 dexterity saving throw of take 12d8 fire damage, half with a successful save. Consumes an intact 5,000 gp gemstone. Minor detrimental properties: • While attuned to the artifact, you are blinded when more than 10 feet away from it. • While attuned the artifact, nonmagical flames are extinguished within 30 feet of you. Additional information: • The lantern has a save DC of 18. • The lantern consumes a base of 50 gp of powdered gemstone per day. • The lantern's internal cavity can hold a maximum of 50,000 gp worth of gemstones (powdered and intact gemstones combined).
• It is up to the Dungeon master to decide how the gems are powdered. This process may require the skill of a mason, metal worker, or alchemist. • If the lantern runs out of fuel, it is left to the Dungeon Master to decide what happens. GIANT'S BAND Ring, rare While wearing this ring, you may cast the 2nd level spell, enlarge, up to three times per day. When the effect wears off, you must make a DC 12 constitution saving throw or suffer one level of exhaustion. The ring is typically made of iron, and is adorned with intricate engravings that depict giants hurling boulders at each other. GLOVES of MENDING Wondrous item, common When these gloves are worn, you may cast the mending cantrip up to three times per day. HORN of TERROR Wondrous item, rare You can use an action to use the horn's command word and then blow the horn, which emits a thunderous blast that is audible 500 feet away. Any creature hearing the horn and within range must make a DC 15 Wisdom saving throw or be frightened of you for 1 minute. Frightened creatures can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The horn can only be used once per day, the power recharging at dawn. LISTENING CONE of HEARING Wondrous item, common A cone of copper or brass that tapers at one end. Wisdom (Perception) checks that rely on hearing through a door or similar object are made at advantage.
MASK of MOCKERY Wondrous item, very rare (requires atunement) Should a bard don this wooden mask, their Vicious Mockery cantrip takes on a potent new aspect. Those who are the subject of the bard's cutting wit and biting insults find their ability to resist hindered, as they must save against the cantrip's effects with disadvantage. This mask imbues the bard's performance with a certain mischievous energy, causing even the most stalwart opponents to falter in the face of their mocking jibes.
POTION of AMORPHOUS FORM Potion, rare The creature drinking this potion can move through a space as narrow as 1 inch wide without squeezing. The potion has a red-black, jelly like consistency. Alchemy/ecology: The potion requires a pseudopod taken from a dead black pudding. POTION of GILLS Potion, rare The creature drinking this potion grows gills on their neck. The creature can breath underwater for 1 day, but cannot breath air. The potion has a greenish tinge. A layer of gray mucus rests at the bottom of the container. Alchemy/ecology: The potion requires the mucus of an aboleth to create. POTION of GORGON BREATH Potion, rare After drinking this potion, you can use a bonus action to exhale petrifying gas in a 30-foot long cone. Each creature in that area must succeed on a DC 13 Constitution saving throw. On a failed save, a target begins to turn to stone and is restrained. The restrained target must repeat the saving throw at the end of its next turn. On a success, the effect ends on the target. On a failure, the target is petrified until freed by the greater restoration spell or other magic. The potion's gray liquid flickers with dark motes, and smoke fills the top of the container. Alchemy/ecology: The potion requires the crushed horn of a gorgon to create.
POTION of REGENERATION Potion, very rare The creature drinking this potion regains 10 hit points at the beginning of each of its turns, the effect lasting 1 minute. The potion has a blood-like color and viscosity. Stiff, dark hairs are seen floating within the container. Alchemy/ecology: The potion requires the blood and hair of a troll. POTION of TROGLODYTE BREATH Potion, very rare (requires atunement) When you drink this potion, you breath and body odor is so foul that creatures within 5 feet of you are affected as per a troglodyte's stench (see Monster Manual, page290 for details). Note that allies are also affected by this odor. QUIVER of SPEED Wondrous item, common When a creature draws an arrow from the quiver, they may add +4 to their initiative roll as long as they make a ranged attack with the arrow. The quiver is made from high-quality leather, tooled with forest scenes and animals. Alchemy/ecology: The leather used to create this quiver is centaur hide. RING of NINE LIVES Ring, very rare (requires atunement) When found, the ring has nine charges. While wearing this ring, when you drop to zero hit points, your hit points is one instead. The ring's power can only be used once per day, recharging at dawn. A plain but beautiful golden band. Nine black cats are etched onto the outer surface of the ring, however the cats are only visible under moonlight. When a charge is consumed, the ring burns painfully.
RINGS of WHISPERS Ring, common (requires atunement) Twin bands of jet, the rings are attuned to one another. While wearing one of the rings, you may send a whispered message to the wearer of the other ring as per the first level spell, message.
RUG of WELCOMING Wondrous item, very rare (requires atunement) A rug of welcoming comes in three sizes (roll a d8 to determine the size of the rug found): d8 Size 1-4 Small (5 feet by 10 feet), DC 14 5-7 Medium (10 feet square), DC 15 8 Large (10 feet by 20 feet), DC 16 The rug can perform multiple actions, but its power can only be changed once per day, resetting at midnight. The command words for these powers are typically stitched onto the underside of the rug in Elven. Note that the creature attuned to the rug must remain within 100 feet of it or the atunement is lost. Saving throws made against the rug's powers depend upon the rug's size (see above). Powers: • Comprehend languages – you understand the spoken language of a creature who is on the rug as per the 1st level spell, comprehend languages. • Detect thoughts – you can detect the thoughts of any creature on the rug as per the 2nd level spell, detect thoughts. • Zone of Truth – creatures on the rug are subject to the 2nd level spell, zone of truth.
SCALE MAIL DRAGONHELM Wondrous item, very rare (requires atunement) While wearing this helm, you can speak Draconic and have Darkvision to 60 ft. Fashioned from the scales of a dragon, the scales are attached to a sturdy leather or cloth backing, which is secured to a metal frame or band. The helmet features a narrow opening for the eyes, which are covered by a visor or mesh to protect against projectiles and debris. The dragonhelm may also have additional features, such as horns or spikes, to further enhance its intimidating appearance and to menace foes. Alchemy/ecology: The helm requires a master craftsman to create over a period of d4+1 weeks. Only the scales taken from an adult dragon are used in the making of such a helm. SHIELD of COMMAND Armor (shield), rare (requires atunement) The shield functions as a +1 shield. Three times per day, the wielder of the shield may cast the first level spell, command, as a bonus action with a DC of 14. The shield's power recharges as dawn. An elongated heater shield with upright pointed corners resembling horns. The shield has a commanding presence on the battle field.
TRICKSTER'S DIE Wondrous item, uncommon A six-sided bone dice, each side drawn with a creature. As an action, you can throw the die on the ground up to 20 feet from you. When the die lands it transforms into a creature you determine by rolling a d6 on the table below. The die works in the same way as a bag of tricks (Dungeon masters Guide, page 154). The dice is crafted from a single piece of bone, which has been carefully carved and polished. Each side bears a tint carving of a creature. d6 Creature 1 Giant rat 2 Giant weasel 3 Giant frog 4 Giant wasp 5 Lion 6 Giant elk
TROLLSKIN CLOAK Wondrous item, very rare (requires atunement) The cloak is fashioned from trolls' hide and functions as per a ring of regeneration (Dungeon Master's Guide, page 191). A patchwork cloak of grayish-brown hue fashioned from the hides of many trolls. The cloak has an unpleasant odor of rotten meat that the wearer will eventually become accustomed to. WATCHCLOAK of SMOTHERING Wondrous item, rare (requires atunement) The cloak can be worn normally and will adjust to fit a small to large sized humanoid. The cloak is fashioned from the hide of a black bear and one in three such items will retain the bears head and upper jaw. The watchcloak can be removed and spread over a flat surface, usually a floor. When thus positioned, it will act as a Rug of Smothering, attacking any creature that stands upon it but the creature attuned to it. Damage to the watchcloak can only be repaired by a master leather worker or tailor. Note: If the creature attuned to the watchcloak is ever separated by more than 500 feet from it, atunement is lost and the cloak will attack its former owner. WHETSTONE Wondrous item, common A sharpening stone of diamond-flecked quartz. The stone has 20 uses when found. If used to sharpen a melee weapon that deals slashing damage for at least 1 minute, all die rolls of 1 made to calculate damage are re-rolled. Weapons affected in this way are considered magical for the purpose of striking creatures. The enchantment wears off at midnight.
WIZARD GLOVES Wondrous item, common The wearer of these gloves may cast the mage hand cantrip up to three times per day, recharging at dawn. A pair of luxurious velvet gloves with a soft and plush texture. The gloves could be made from a rich and deep shade of velvet, such as royal purple or deep forest green, which adds to their enchanting aura.
WYRMROD, RED Wondrous item, rare (young red dragon), very rare (adult red dragon) (requires atunement) The withered, disembodied claw of a red dragon has been fixed to the end of this rod. The rod functions as a magical sickle (see Player's Handbook, page 149). While holding this rod you can speak Draconic. The rod has three charges. When making a melee attack with the rod, you may spend one charge and attack as per the claw of a red dragon (see below). If the attack misses, the charge is still expended. The rod recharges at midnight. Young red dragon claw attack: +10 to hit, range 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage. Adult red dragon claw attack: +14 to hit, range 5 ft, one target. Hit: 15 (2d6 + 8) slashing damage. Additional information: • Wyrmrods exist for all dragon types (consult the Monster Manual) for details of claw attacks. • Wyrmrods fashioned from ancient dragons are rumored to exist, and are believed to have additional powers.