Merchant Tier 2: Alchemist, Demonfolk, Woman
Demonfolks
Alchemist - Tier 2 (Subtype)
Merchant - Tier 2 - Town Merchant
140 lbs
0
713.56

7 / 7
13
13
30
16
60
1
5

Gloves, Cloth
Clothes, Artisan’s
Pants, Cloth
Shoes, Leather
 

  • Inventory Equipped:
  • Clothes, Artisan’s
    1 gp
  • Shoes, Leather
    1 gp
  • Gloves, Cloth
    5 gp
  • Pants, Cloth
    0.8 gp

  • Inventory Unequipped:
  • 20 Freefire Herb
    40 gp
  • 20 Potion of Mind Reading
    30 gp
  • 20 Potion of Love
    25.5 50 gp
  • 20 Potion of Invisibility
    7 65 gp
  • 20 Ectoplasm
    5 gp
  • 20 Potion of Glorious Vaulting
    30 gp
  • 20 Potion of Flying
    50 gp
  • 20 Edelweiss Herb
    50 gp
  • 20 Potion of Feather Fall
    20 gp
  • 20 Potion of Day Eyes
    27.5 50 gp
  • 20 Potion of Comprehend Languages
    50 gp
  • 20 Potion of Climbing
    48 20 gp
  • 20 Potion of Clairvoyance
    200 gp
  • 20 Potion of Moonshield
    50 gp
  • 20 Tiger Eye
    1 gp
  • 20 Potion of Attention
    50 10 gp
  • 20 Poison, Minor
    10 gp
  • 20 Oil of Slipperiness
    50 gp
  • 20 Animal Fat
    0.5 gp
  • 20 Oil of Sharpness
    50 gp
  • 20 Oil of Accuracy
    30 gp
  • 20 Insect Repellent, Salve
    30 gp
  • 20 Holy Water, Flask
    25 gp
  • 20 Silver, powdered
    25 gp
  • 20 Healing Potion, Minor
    20 15 gp
  • 20 Healing Potion, Adept
    -15 30 gp
  • 20 Bone, dust
    0.05 gp
  • 20 Soap
    0.02 gp
  • 20 Sealing Wax
    0.5 gp
  • 20 Sap, Tree
    1 gp
  • 20 Perfume, Vial
    5 gp
  • 20 Lye
    0.1 gp
  • 20 Timber
    0.08 gp
  • 20 Lamp Oil
    0.1 gp
  • 20 Tallow
    0.55 gp
  • 20 Insect Repellent, Block
    10 gp
  • 20 Ink, 1-ounce bottle
    10 gp
  • 20 Vial, Glass
    0.03 gp
  • 20 Glue
    1 gp
  • 20 Alchemy Tools
    15 gp
  • 20 Antitoxin, Vial
    50 16 gp
  • 20 Acid, Vial
    16 gp
  • 20 Warp Potion
    300 30 gp
  • 20 Rotten Flesh
    0.05 gp
  • 20 Stinging Nettle Syrup
    26.18 40 gp
  • 20 Smelling Salt
    208 5 gp
  • 20 Self-Assuring Elixir
    75 50 gp
  • 20 Regeneration Potion, Minor
    50 gp
  • 20 Potion of Vitality
    180 50 gp
  • 20 Potion of Spirit Safeguard
    30 50 gp
  • 20 Potion of Speak with Animals
    20 gp
  • 20 Potion of Poison
    20 gp
  • 20 Black Cohosh Herb
    5 gp
  • 20 Elixir of Cold Resistance
    27.5 45 gp
  • 20 Kheper Salt
    2.5 gp
  • 20 Elixir of Barkskin
    30 gp
  • 20 Bellflower Herb
    10 gp
  • 20 Bark, Oak
    0.05 gp
  • 20 Elixir of Animal Speaking
    13 gp
  • 20 Elixir of Acid Resistance
    27.5 45 gp
  • 20 Salvia Herb
    5 gp
  • 20 Goblin Root Herb
    10 gp
  • 20 Potion of Bravery
    60 15 gp
  • 20 Verdant Moss
    5 gp
  • 20 Eel Petal Herb
    5 gp
  • 20 Elixir of Vigilance
    50 25 gp
  • 20 Basilisk's Eye
    5 gp
  • 20 Basilisk Oil
    186 10 gp
  • 20 Wolfsbane Herb
    10 gp
  • 20 Antidote
    60 8 gp
  • 20 Mugwort Herb
    1 gp
  • 20 Alchemist's Fire
    5.01 13 gp
  • 20 Sunflower Herb
    5 gp
  • 20 Flask, Glass
    0.03 gp
  • 20 Emberstalk Herb
    5 gp
  • 20 Drinking Water
    0.01 gp
  • 20 Citronella Herb
    0.1 gp
  • 20 Kaeth Herb
    10 gp
  • 20 Elixir of Water Breathing
    25 gp
  • 20 Baptisia Herb
    5 gp
  • 20 Elixir of Viciousness
    30 50 gp
  • 20 Blackthorn Herb
    15 gp
  • 20 Elixir of Thunder Resistance
    27.5 45 gp
  • 20 Elixir of See Invisibility
    40 gp
  • 20 Bloodroot Herb
    30 gp
  • 20 Elixir of Radiant Resistance
    27.5 45 gp
  • 20 Faerie Blossom Herb
    15 gp
  • 20 Elixir of Psychic Resistance
    27.5 45 gp
  • 20 Nightshade Herb
    5 gp
  • 20 Eyebright Herb
    5 gp
  • 20 Elixir of Poison Resistance
    27.5 45 gp
  • 20 Elixir of Peerless Focus
    70 30 gp
  • 20 Snapdragon Herb
    5 gp
  • 20 Elixir of Necrotic Resistance
    27.5 45 gp
  • 20 Lunar Root Herb
    5 gp
  • 20 Elixir of Lightning Resistance
    27.5 45 gp
  • 20 Stormvine Herb
    30 gp
  • 20 Elixir of Freedom of Movement
    152 400 gp
  • 20 Ooze Slime
    5 gp
  • 20 Star Thistle Herb
    5 gp
  • 20 Elixir of Force Resistance
    27.5 45 gp
  • 20 Elixir of Fire Resistance
    27.5 45 gp
  • 20 Dragons Elemental Sack
    500 gp
  • 20 Dream Dust
    5 gp
  • 20 Starflower Herb
    100 gp
  • 20 Elixir of Acid Immunity
    200 1000 gp
  • 20 Dragon's Bane Herb
    50 gp
  • 20 Elixir of Cold Immunity
    200 1000 gp
  • 20 Elixir of Fire Immunity
    200 1000 gp
  • 20 Scoparia Herb
    50 gp
  • 20 Elixir of Giant Size
    120 gp
  • 20 Hill Giant Finger
    40 gp
  • 20 Elixir of Hill Giant Strength
    100 gp
  • 20 Elixir of Lightning Immunity
    200 1000 gp
  • 20 Elixir of Poison Immunity
    200 1000 gp
  • 20 Silverleaf Herb
    25 gp
  • 20 Elixir of Thunder Immunity
    200 1000 gp
  • 20 Healing Potion, Major
    20 100 gp
  • 20 Devil's Claw Herb
    50 gp
  • 20 Laughing Gas
    43.12 100 gp
  • 20 Potion of Bless
    100 gp
  • 20 Potion of Diminution
    100 gp
  • 20 Dragon Blood
    10 gp
  • 20 Potion of Draconic Might
    172.4 500 gp
  • 20 Potion of Dragon's Gullet
    8.43 100 gp
  • 20 Potion of Enlarge Target
    100 gp
  • 20 Animal Blood
    0.1 gp
  • 20 Gnoll Ear
    20 gp
  • 20 Potion of Haste
    7 100 gp
  • 20 Vampire's Bane Herb
    50 gp
  • 20 Regeneration Potion, Adept
    100 gp
  • 20 Regeneration Potion, Master
    500 gp
  • 20 Hydra Blood
    200 gp
  • 20 Shimmering Truth
    36.47 50 gp
  • 20 Suggestion Gas
    -26.9 30 gp
  • 20 Thunder Bomb
    30 gp
  • 20 Magical Ink
    50 gp
  • 20 Stop Poison
    46.2 175 gp
  • 1100 Gold Coin
    1 gp
  • 8000 Copper Coin
    0.01 gp
  • 28000 Silver Coin
    0.1 gp
  • 2 Platinum Coin
    10 gp

  • At Will Spell(s):
  • Fire Bolt
    20 0
  • Thaumaturgy
    0


  • Monster Bits:
  • 24 Humanoid Blood
    0.15 gp
  • 63 Animal Bone
    0.03 gp
  • 42 Animal Fat
    0.5 gp
  • 147 Animal Meat
    0.05 gp
  • 21 Soft Skin
    0.05 gp

A demonfolk woman’s clawed hands wield a smoldering whip, its thorny length glowing crimson. Her scaled tail sways, boots grinding ash, as the whip cracks, trailing sparks of molten, sulfur-scented flame.

Demonfolks
Creature Sub Type
95

🔥👹 Demonfolks: Born of Chaos and Flame

Demonfolks, forged in the searing crucible of the Endless Abyss, are Zin’s harbingers of destruction, their bloodlines tracing back to ancient demons who once ravaged the mortal plane. 🌋 Wreathed in infernal fire and tempered by agony, they wield chaotic might that makes them both feared and formidable. With hearts ablaze and resilience born of suffering, Demonfolks are a tempest of power, their presence a warning of the Abyss’s unrelenting wrath.

🌑 Abyssal Origins: Spawned in Torment

Demonfolks descend from demons who breached Zin’s realms, their lineage steeped in the chaos and flame of the Abyss. 🩸 Shrouded in dread, their origins speak of cataclysmic pacts or unholy births that bind them to a realm of eternal torment. Game Masters can craft their beginnings as eruptions of demonic invasion or cursed unions, casting Demonfolks as agents of ruin or reluctant heirs of chaos.

🦴 Fierce Form: Ember and Menace

Tall and imposing, Demonfolks bear marks of their infernal heritage—glowing eyes, smoldering skin, or jagged horns. 🔥 Clad in scorched armor or flowing cloaks that flicker like flames, their presence radiates heat and danger. GMs can describe their molten aura or thunderous steps, evoking a primal terror that shakes even the bravest hearts.

🪄 Infernal Might: Power of the Abyss

Demonfolks channel the Abyss’s chaotic energies, unleashing torrents of flame, shattering earth with a gesture, or twisting minds with dread. 🌪️ Their resilience shrugs off pain, making them relentless in battle. GMs can showcase their powers as cataclysmic displays—blazing infernos or quaking rifts—turning encounters into apocalyptic struggles where the ground burns and the air screams.

🏰 Realms of Ruin: Citadels of Flame

Demonfolks dwell in scorched fortresses or abyssal chasms, their lairs pulsing with heat and littered with the bones of foes. 🖤 These domains, whether hidden in Zin’s wastelands or carved into volcanic depths, are bastions of chaos. GMs can design them as fiery labyrinths, where players face molten traps or demonic minions to confront the heart of infernal power.

⚔️ Confronting Demonfolks: Defying the Inferno

Battling Demonfolks tests courage against their overwhelming might. 🛡️ Holy wards or ice-born magic can douse their flames, while exploiting their reckless fury may turn their strength against them. GMs can stage clashes as desperate stands amid blazing ruins, where players must outlast their fiery onslaught or risk being consumed by chaos.

🌌 Legacy of Eternal Fire

Demonfolks are Zin’s blazing scourge, their infernal blood a conduit for chaos and destruction. 👹 From ashen strongholds, they unleash flames that reshape the world, their wrath a testament to the Abyss’s might. Whether as apocalyptic foes or tragic outcasts, they challenge heroes to quench their fire or be burned, their saga a roar of unrelenting fury that echoes through Zin’s ages.

  • At Will Spell(s):
  • Fire Bolt
    20 0
  • Thaumaturgy
    0

  • Speed:
  • Walking Speed: +30

  • Special Senses:
  • Nightsight: +60

  • Damage Type Resistance:
  • Fire

  • Skill Tier 1:
  • Abyssal Language Skill
  • Bending Weapon Skill
  • Common Language Skill

  • Random Name Table Male
  • Names - Devilfolk & Demonfolk - Male - First

  • Random Name Table Female
  • Names - Devilfolk & Demonfolk - Female - First

  • Random Name Table Last Name
  • Names - Devilfolk & Demonfolk - Virtue (Last Name)

Alchemist - Tier 2 (Subtype)
Creature Sub Type
67.5

⚗️🧪 Alchemist: Tier 2 Reagent Master

A Tier 2 Alchemist is a respected chemical practitioner whose compounds, restorative preparations, and experimental methods make them a notable specialist in trade, medicine, and controlled transformation. They are no longer just producing basic stock. At this tier, their work is more reliable, more refined, and more valuable to clients with serious needs.

📚🔥 Training and Foundation

Tier 2 Alchemists are deeply shaped by advanced apprenticeship, formal study, guild examination, military service, laboratory work, or years of disciplined experimentation. They understand reaction timing, purity control, distillation, extraction, preservation, mineral refinement, and the handling of unstable mixtures at a higher level than common compounders. Their craft is no longer just practical. It is specialized.

🧥🫙 Appearance and Bearing

These creatures usually appear as established laboratory workers, apothecaries, battlefield chemists, mineral refiners, plague-remedy brewers, or scholarly experimenters with a known trade reputation. Their clothing is practical and protective, often including layered aprons, gloves, lenswork, satchels of labeled vials, wrapped instruments, and reinforced carrying cases. Their bearing is deliberate, exact, and often marked by the habit of constant observation.

🧪📦 Typical Inventory

A Tier 2 Alchemist commonly stocks refined tonics, concentrated tinctures, antiseptics, burn salves, sleeping draughts, stimulant compounds, anti-venoms, preserving fluids, stronger acids, laboratory reagents, purification salts, smoke mixtures, corrosion agents, powder stabilizers, metal-testing kits, alchemical fire in controlled quantities, glassware sets, filters, scales, sealed herbs, mineral concentrates, and partially completed experimental batches. Their stock is more expensive and more dependable than that of a Tier 1 Compounder, and often includes made-to-order preparations for physicians, officers, craftsmen, or wealthy patrons.

🧠⚖️ Working Style

Their working style is controlled, documented, and precision-focused. A Tier 2 Alchemist keeps better records, tests ingredients more carefully, and produces more consistent results across repeated batches. They can handle more delicate reactions, create stronger compounds safely, and take on custom work that requires exact proportion or uncommon materials. Their ambitions may still include transmutation, universal medicines, or bodily refinement, but their daily trade is grounded in repeatable quality.

💰🜂 Trade and Practical Role

What defines this subtype is refined utility with rising ambition. Tier 2 Alchemists make substances that solve complex practical problems while steadily pushing toward deeper material understanding. Their work serves doctors, navy officers, merchants, miners, armorers, gunsmiths, surveyors, and workshops that need reliable chemical goods. They are valued not just for having supplies, but for knowing how to make the right version of a supply.

🏪🧾 Business and Workspace

Tier 2 Alchemists usually work from proper laboratories, successful apothecary shops, guild-approved workrooms, military supply spaces, university chambers, or secure merchant-backed facilities. Their business is more organized and better supplied, with labeled shelves, controlled heat sources, written ledgers, locked volatile storage, and often one or more assistants or apprentices. Their shop is less improvised and more professional.

🏙️👥 Common Roles

These creatures are commonly found as established apothecaries, military alchemists, chemical suppliers to shipyards or foundries, academic laboratory workers, city remedy specialists, poison examiners, or independent shopkeepers trusted with more difficult compounds. In larger settlements, they are often the people consulted when common medicine, common powder, or common craft solutions are no longer enough.

👑⚗️ Place in Society

A Tier 2 Alchemist holds modest professional status. Skilled clients respect them, officials may regulate them, and rivals watch them carefully. Their work has enough value that mistakes are costly and successes are remembered. In a flintlock fantasy setting, they often occupy an uneasy but important place between medicine, industry, and dangerous innovation.

📈🧪 Tier Meaning

Tier 2 represents an alchemist that has developed beyond basic compounding into recognized professional skill. The core traits remain the same—chemical preparation, practical transformation, useful inventory, and experimental ambition—but they now operate with greater refinement, stronger stock, and clearer reputation. It is no longer just a working compounder. It is a true reagent master.

  • Inventory Unequipped:
  • 20 Freefire Herb
    40 gp
  • 20 Potion of Mind Reading
    30 gp
  • 20 Potion of Love
    25.5 50 gp
  • 20 Potion of Invisibility
    7 65 gp
  • 20 Ectoplasm
    5 gp
  • 20 Potion of Glorious Vaulting
    30 gp
  • 20 Potion of Flying
    50 gp
  • 20 Edelweiss Herb
    50 gp
  • 20 Potion of Feather Fall
    20 gp
  • 20 Potion of Day Eyes
    27.5 50 gp
  • 20 Potion of Comprehend Languages
    50 gp
  • 20 Potion of Climbing
    48 20 gp
  • 20 Potion of Clairvoyance
    200 gp
  • 20 Potion of Moonshield
    50 gp
  • 20 Tiger Eye
    1 gp
  • 20 Potion of Attention
    50 10 gp
  • 20 Poison, Minor
    10 gp
  • 20 Oil of Slipperiness
    50 gp
  • 20 Animal Fat
    0.5 gp
  • 20 Oil of Sharpness
    50 gp
  • 20 Oil of Accuracy
    30 gp
  • 20 Insect Repellent, Salve
    30 gp
  • 20 Holy Water, Flask
    25 gp
  • 20 Silver, powdered
    25 gp
  • 20 Healing Potion, Minor
    20 15 gp
  • 20 Healing Potion, Adept
    -15 30 gp
  • 20 Bone, dust
    0.05 gp
  • 20 Soap
    0.02 gp
  • 20 Sealing Wax
    0.5 gp
  • 20 Sap, Tree
    1 gp
  • 20 Perfume, Vial
    5 gp
  • 20 Lye
    0.1 gp
  • 20 Timber
    0.08 gp
  • 20 Lamp Oil
    0.1 gp
  • 20 Tallow
    0.55 gp
  • 20 Insect Repellent, Block
    10 gp
  • 20 Ink, 1-ounce bottle
    10 gp
  • 20 Vial, Glass
    0.03 gp
  • 20 Glue
    1 gp
  • 20 Alchemy Tools
    15 gp
  • 20 Antitoxin, Vial
    50 16 gp
  • 20 Acid, Vial
    16 gp
  • 20 Warp Potion
    300 30 gp
  • 20 Rotten Flesh
    0.05 gp
  • 20 Stinging Nettle Syrup
    26.18 40 gp
  • 20 Smelling Salt
    208 5 gp
  • 20 Self-Assuring Elixir
    75 50 gp
  • 20 Regeneration Potion, Minor
    50 gp
  • 20 Potion of Vitality
    180 50 gp
  • 20 Potion of Spirit Safeguard
    30 50 gp
  • 20 Potion of Speak with Animals
    20 gp
  • 20 Potion of Poison
    20 gp
  • 20 Black Cohosh Herb
    5 gp
  • 20 Elixir of Cold Resistance
    27.5 45 gp
  • 20 Kheper Salt
    2.5 gp
  • 20 Elixir of Barkskin
    30 gp
  • 20 Bellflower Herb
    10 gp
  • 20 Bark, Oak
    0.05 gp
  • 20 Elixir of Animal Speaking
    13 gp
  • 20 Elixir of Acid Resistance
    27.5 45 gp
  • 20 Salvia Herb
    5 gp
  • 20 Goblin Root Herb
    10 gp
  • 20 Potion of Bravery
    60 15 gp
  • 20 Verdant Moss
    5 gp
  • 20 Eel Petal Herb
    5 gp
  • 20 Elixir of Vigilance
    50 25 gp
  • 20 Basilisk's Eye
    5 gp
  • 20 Basilisk Oil
    186 10 gp
  • 20 Wolfsbane Herb
    10 gp
  • 20 Antidote
    60 8 gp
  • 20 Mugwort Herb
    1 gp
  • 20 Alchemist's Fire
    5.01 13 gp
  • 20 Sunflower Herb
    5 gp
  • 20 Flask, Glass
    0.03 gp
  • 20 Emberstalk Herb
    5 gp
  • 20 Drinking Water
    0.01 gp
  • 20 Citronella Herb
    0.1 gp
  • 20 Kaeth Herb
    10 gp
  • 20 Elixir of Water Breathing
    25 gp
  • 20 Baptisia Herb
    5 gp
  • 20 Elixir of Viciousness
    30 50 gp
  • 20 Blackthorn Herb
    15 gp
  • 20 Elixir of Thunder Resistance
    27.5 45 gp
  • 20 Elixir of See Invisibility
    40 gp
  • 20 Bloodroot Herb
    30 gp
  • 20 Elixir of Radiant Resistance
    27.5 45 gp
  • 20 Faerie Blossom Herb
    15 gp
  • 20 Elixir of Psychic Resistance
    27.5 45 gp
  • 20 Nightshade Herb
    5 gp
  • 20 Eyebright Herb
    5 gp
  • 20 Elixir of Poison Resistance
    27.5 45 gp
  • 20 Elixir of Peerless Focus
    70 30 gp
  • 20 Snapdragon Herb
    5 gp
  • 20 Elixir of Necrotic Resistance
    27.5 45 gp
  • 20 Lunar Root Herb
    5 gp
  • 20 Elixir of Lightning Resistance
    27.5 45 gp
  • 20 Stormvine Herb
    30 gp
  • 20 Elixir of Freedom of Movement
    152 400 gp
  • 20 Ooze Slime
    5 gp
  • 20 Star Thistle Herb
    5 gp
  • 20 Elixir of Force Resistance
    27.5 45 gp
  • 20 Elixir of Fire Resistance
    27.5 45 gp
  • 20 Dragons Elemental Sack
    500 gp
  • 20 Dream Dust
    5 gp
  • 20 Starflower Herb
    100 gp
  • 20 Elixir of Acid Immunity
    200 1000 gp
  • 20 Dragon's Bane Herb
    50 gp
  • 20 Elixir of Cold Immunity
    200 1000 gp
  • 20 Elixir of Fire Immunity
    200 1000 gp
  • 20 Scoparia Herb
    50 gp
  • 20 Elixir of Giant Size
    120 gp
  • 20 Hill Giant Finger
    40 gp
  • 20 Elixir of Hill Giant Strength
    100 gp
  • 20 Elixir of Lightning Immunity
    200 1000 gp
  • 20 Elixir of Poison Immunity
    200 1000 gp
  • 20 Silverleaf Herb
    25 gp
  • 20 Elixir of Thunder Immunity
    200 1000 gp
  • 20 Healing Potion, Major
    20 100 gp
  • 20 Devil's Claw Herb
    50 gp
  • 20 Laughing Gas
    43.12 100 gp
  • 20 Potion of Bless
    100 gp
  • 20 Potion of Diminution
    100 gp
  • 20 Dragon Blood
    10 gp
  • 20 Potion of Draconic Might
    172.4 500 gp
  • 20 Potion of Dragon's Gullet
    8.43 100 gp
  • 20 Potion of Enlarge Target
    100 gp
  • 20 Animal Blood
    0.1 gp
  • 20 Gnoll Ear
    20 gp
  • 20 Potion of Haste
    7 100 gp
  • 20 Vampire's Bane Herb
    50 gp
  • 20 Regeneration Potion, Adept
    100 gp
  • 20 Regeneration Potion, Master
    500 gp
  • 20 Hydra Blood
    200 gp
  • 20 Shimmering Truth
    36.47 50 gp
  • 20 Suggestion Gas
    -26.9 30 gp
  • 20 Thunder Bomb
    30 gp
  • 20 Magical Ink
    50 gp
  • 20 Stop Poison
    46.2 175 gp

  • Skill Tier 6:
  • Alchemy

Merchant - Tier 2 - Town Merchant
Creature Sub Type
810.08

Town Merchants are the prosperous shopkeepers and guild traders who dominate the marketplaces of mid-sized towns and thriving trade hubs. 🪙 With spacious storefronts bursting with superior gear — finely crafted weapons, potent mid-tier potions, enchanted tools, and rare crafting materials like griffon feathers or shadowsteel ingots — they eagerly purchase the more impressive relics and dungeon hauls adventurers bring back from deeper ruins. Operating under stronger regional guilds, they offer enhanced protection through binding contracts and swift retaliation: cross one and blacklists ripple across entire trade routes, while bounties ensure swift justice without the merchant ever lifting a finger.

Profit remains their true north, yet Town Merchants embrace bolder financial risks — wagering on high-value shipments, extending lines of credit to trusted parties, or investing in exotic stock that could yield fortunes or ruin. 🏪 They’re the reliable bridge between local peddlers and grander powers, always ready with local lore, special commissions, and the occasional magical oddity that turns a simple sale into the spark of a greater quest. Smart adventurers cultivate these relationships early; a Town Merchant’s favor today can unlock the exact rare component or urgent escort job that saves the party tomorrow. 🪙

  • Essences:
  • Body: +3
  • Mind: +3
  • Soul: +3

Gloves, Cloth
Clothes, Artisan’s
Pants, Cloth
Shoes, Leather
 

  • Inventory Equipped:
  • Clothes, Artisan’s
    1 gp
  • Shoes, Leather
    1 gp
  • Gloves, Cloth
    5 gp
  • Pants, Cloth
    0.8 gp

  • Inventory Unequipped:
  • 1100 Gold Coin
    1 gp
  • 8000 Copper Coin
    0.01 gp
  • 28000 Silver Coin
    0.1 gp
  • 2 Platinum Coin
    10 gp

  • Merchant
  • This merchant's wares are tagged with teleportation magic as a contingency. Should the merchant fall in battle, most of their inventory will shimmer and vanish—teleported to a secure location. Only coins and a handful of items that slip through the contingency remain behind.

  • Skill Tier 6:
  • Attention
  • Empathy

d100
Mod
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Effect 1 Effect 2 Ambience Music