TEXT: Ten MORE Market Stalls 
  Stalls 
  A FANTASY ROLE PLAYING RESOURCE 
  Featuring Ten Market Stalls, NPCs and Ten Plot Hooks 
  Companion Book to “Ten Market Stalls” 
  by 
  Angela Caffery and Keith Done 
  MS2 
  
  Ten MORE Market Stalls 
   
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  Ten MORE Market Stalls 
   
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  This product makes use of the Pathfinder RPG Core Rulebook. These rules can be found online as part of the Pathfinder Roleplaying Game 
  Reference Document at paizo.com/prd.Paizo Publishing, LLC 7120 185th Ave NE, Ste 120 Redmond, WA 98052-0577 paizo.com 
  Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder Roleplaying Game and the Pathfinder Roleplaying Game 
  Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used under the Pathfinder Roleplaying Game Compatibility License. See 
  http://paizo.com/pathfinderRPG/compatibility for more information on the compatibility license. 
  Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Publishing, LLC. See 
  http://paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game. Paizo Publishing, LLC does not guarantee 
  compatibility, and does not endorse this product.  
  Credits 
  Authors –Angela Caffery (with additional work by Nigel Bell, Keith Done and, Malcolm Owen) 
  Editor – Angela Caffery 
  Artwork- Bob Jones, Keith Done, Nigel Bell 
  Layout Artists – Angela Caffery, Keith Done 
  About the Authors 
  Nigel Bell, Angela Caffery, Keith Done and Malcolm Owen are members of ‘Friends of Eldoria’ (FOE). They write 
  modules for the rich world of Eldoria created by Keith Done. Keith worked for Auran (a PC games design company) 
  for several years and has had a number of modules and resource books previously published including the 
  Encyclopedia Eldoria, the Reliquarium Eldoria Sanctuary, Dark Awakenings: Guardian and Mindbane.  
  FoE Publishing (Friends of Eldoria)  
  A group of role playing game enthusiasts who have been playing and designing for Eldoria since its’ 
  first conception. In the early 80s, the world of Eldoria was created and this has been developed over 
  the past 35 years. The goal of FOE publishing is to share our ideas with the world, further build the 
  Eldorian gaming community and provide gamers with quality material. 
  
  Ten MORE Market Stalls 
   
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  About this Publication 
   
  “Never mind the quality of the fabric good sir, feel the width!” 
  Have you ever felt the pressure and frustration when faced with designing an impromptu market stall 
  or vendor? Then “Ten MORE Market Stalls” is the answer to your prayers. Not only are there a variety 
  of detailed stalls, with exterior and interior descriptions, goods and prices and profiles on the 
  stallholders - there are also numerous plot hooks to weave into your own game and kick start an 
  adventure. 
  “Ten MORE Market Stalls” is a companion resource book to the original “Ten Market Stalls” and 
  describes all you need concerning a selection of market stalls that you can use locate in a village or as 
  part of a larger market in a town or city. You can even use a single stall as a travelling trader that your 
  players meet on the open road. Simply use and adapt the material as you see fit! 
   
  The Setting 
  This resource has been written for the fantasy world of Eldoria and throughout the text are 
  side-bars with explanations for terms specific to that campaign setting. However if you want to 
  use it in your own campaign, the details and statistics can very easily changed to suit the world 
  you are playing in.  
  If you find the world of Eldoria intriguing, more information can be found in Encyclopedia 
  Eldoria and Reliquarium Eldoria. 
   
   
   
   
   
   
   
   
  
  Ten MORE Market Stalls 
   
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  Table of Contents 
  Credits ........................................................................................................................................................... 2 
  About the Authors ........................................................................................................................................ 2 
  FoE Publishing (Friends of Eldoria) ............................................................................................................... 2 
  The Setting .................................................................................................................................................... 3 
  Ten MORE Market Stalls ........................................................................................................................... 6 
  (1) Granny Whistrim’s Woolly Wonders ................................................................................................... 6 
  Stall Description ................................................................................................................................... 6 
  Stock and Prices .................................................................................................................................... 6 
  Stallholders ........................................................................................................................................... 6 
  Plothook ................................................................................................................................................ 7 
  THE GUILD OF THE MAGI ............................................................................................................................... 9 
  (2) The Tinker’s Table .............................................................................................................................. 10 
  Stall Description ................................................................................................................................. 10 
  Stock and Prices .................................................................................................................................. 11 
  Stallholders ......................................................................................................................................... 12 
  Plot Hook ............................................................................................................................................. 13 
  (3) Sacred Art (Tattooist) ........................................................................................................................ 14 
  Stall Description ................................................................................................................................. 14 
  Stock and Prices .................................................................................................................................. 14 
  Stallholders ......................................................................................................................................... 14 
  Plot Hook ............................................................................................................................................. 16 
  (4) Nordy’s Knots..................................................................................................................................... 20 
  Stall Description ................................................................................................................................. 20 
  Stallholder ........................................................................................................................................... 20 
  Plot Hooks ........................................................................................................................................... 22 
  (5) Our Hourglass .................................................................................................................................... 23 
  Stall Description ................................................................................................................................. 23 
  Stock and Prices .................................................................................................................................. 23 
  Stallholders ......................................................................................................................................... 23 
  Plothook .............................................................................................................................................. 24 
  (6) Swords of the Sun .............................................................................................................................. 27 
  Stall Description ................................................................................................................................. 27 
  
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  Stock and Prices .................................................................................................................................. 27 
  Plot Hook ............................................................................................................................................. 27 
   (7) Stationery and Scribe ........................................................................................................................ 28 
  Stall Description ................................................................................................................................. 28 
  Stock and Prices .................................................................................................................................. 28 
  Stallholders ......................................................................................................................................... 28 
  Plothook .............................................................................................................................................. 28 
  (8) Lemaar Belts ...................................................................................................................................... 31 
  Stall Description ................................................................................................................................. 31 
  Stock and Prices .................................................................................................................................. 31 
  Stallholder ........................................................................................................................................... 31 
  Plot Hook ............................................................................................................................................. 31 
  Stall Description ................................................................................................................................. 33 
  Stock and Prices .................................................................................................................................. 33 
  Stallholders ......................................................................................................................................... 33 
  Plot Hook ............................................................................................................................................. 35 
  (9) Mott’s Teeth and Hair........................................................................................................................ 36 
  Stall Description ................................................................................................................................. 36 
  Stock and Prices .................................................................................................................................. 36 
  Stallholders ......................................................................................................................................... 36 
  Motteem Maarsten Male Human Expert 2/Fighter 3 CN .................................................................. 36 
  Plot-hook ............................................................................................................................................. 37 
  (10) Tuns, Butts, Buckets and Bins .......................................................................................................... 38 
  Stall Description ................................................................................................................................. 38 
  Stock and Prices .................................................................................................................................. 38 
  Stallholders ......................................................................................................................................... 39 
  Plot-hook ............................................................................................................................................. 39 
  Arcane Items ............................................................................................................................................... 40 
  Demonsbane Stone ................................................................................................................................. 40 
  Chant of the Tas ...................................................................................................................................... 40 
  Tyrania’s Twin Chests .............................................................................................................................. 41 
  Pryarean Ward (aka Time-Bomb) ........................................................................................................... 43 
  References .................................................................................................................................................. 45 
  
  Ten MORE Market Stalls 
   
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  Ten MORE Market Stalls 
   
  (1) Granny Whistrim’s Woolly Wonders 
   
  Stall Description 
  This stall consists simply of a large throne-like chair made of woven reeds and set with large cushions. It 
  is sheltered by an oversized colourful parasol, on which is emblazoned “Granny Whistrim’s Woolly 
  Wonders”. There are baskets containing balls of coloured wool surrounding the chair and a small table 
  on which are arrayed scarves, bobble hats, socks, pullovers and shawls. The chair is occupied by Granny 
  Whistrim, an elderly woman, who is always busily knitting. She is accompanied by her twin grand-
  daughters, Sharvis and Triss, who negotiate all of Granny’s business arrangement and sales.  
   
  GM NOTE: 
  Besides what is available on the table, Granny Whistrim takes individual orders, which take longer to 
  complete. Roll (1d6 Basic design), 1d20 (complex design) for the numbers of days the women would take 
  to complete the desired design.  Takings for the day are hidden under the wool in a basket near Granny 
  Whistrim. Granny only uses quality sheep wool. 
   
  Stock and Prices 
  Prices vary greatly based on the work that has gone into individual pieces. Basic versions of items cost: 
   
  PRICES 
  Object 
  Price 
  Scarf 
  2sp 
  Hat or bonnet 
  1sp 
  Socks 
  2cp 
  Pullover 
  8 sp 
  Shawl 
  1gp 
  Specialty Items 
  +5sp (average) 
  Stallholders 
  Emeressa (Granny) Whistrim Female Human Witch 6 NG.  
  Granny is a thin, silver haired elderly woman with a beak like nose and lined features. She knits furiously 
  and mutters to herself constantly, occasionally cackling or laughing out loud. When not knitting she falls 
  silent and just stares into space, occasionally snarling and muttering.  
   
  Sharvis Whistrim Female Human Commoner 1 CG. 
  Sharvis is a pretty 15 year old girl who wears her long black hair in braids. She is very forthright and witty 
  likes to play practical jokes on the owners of stalls in the market. 
  
  Ten MORE Market Stalls 
   
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  Triss Whistrim Female Human Expert 1 NG. 
  Triss is the mirror image of her twin sister but she tends to wear her hair in a tight bun. She is more 
  reserved that Sharvis and is always apologising for her sister’s behaviour. 
   
  GM NOTE: 
  If a player listens attentively to Granny’s mutterings, make a Perception Check at DC20. A success will 
  reveal she is repeating a mantra that seems to contain magical phrases. An additional successful 
  Spellcraft Check at DC15 will reveal she is chanting some kind of spell that charges magic items. 
   
  Plothook 
  17 years ago 
  Emeressa Whistrim is the last surviving witch of the Coven of the Ivory Sisterhood, an Order that was 
  based on Ghardon, in the Sea of Souls. The Order was decimated seventeen years ago by a powerful 
  incubus that the sisters had summoned and sought to control, so that they could learn to master its 
  powers. The witches had contained the incubus, called Magnaar, but they were undone when 
  Emeressa’s daughter, Meridess, was dominated (sp) by the creature. She released the incubus from the 
  wards that bound it and made love to Magnaar. Meridess woke the next morning to find the Coven 
  destroyed, Magnaaar had killed everyone (or so he thought). Emeressa had been badly injured in the 
  battle with Magnaar but survived, having been rendered unconscious. She sought out a magical device 
  that the Coven possessed; the Demonsbane Stone. They had used this to summon Magnaar and it could 
  also be used to send him back to the Great Shadow. 
   
  Emeressa sought out Magnaar who was with with Meridees and she confronted him with the 
  Demonsbane Stone. But Magnaar threated to kill Meridess unless Emeressa stood down and gave up 
  the relic. Meridess, seeing the destruction that her actions had caused, was able to break out from 
  under Magnaar’s spell and she struck at the Incubus. Magnaar smote her back with a mighty blow and 
  Emeressa used the opportunity to send Magnaar back to the Great Shadow. 
  
  Ten MORE Market Stalls 
   
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  DARRINGMOOR 
  Darringmoor is an Elkian sea 
  port located on the shores 
  Greater Inner Sea with a history 
  of swapping hands between Llan 
  and Sardell during the time of 
  the Empire. The city has a well-
  established 
  ship 
  building 
  industry and has access to 
  important trade routes with 
  Tempest and Northland. 
   
  SIRRITH’S VEIL 
  Darringmoor has always had a 
  troubled 
  ‘supernatural’ 
  history, 
  since ‘the Time of Shadows, in 400R, 
  when the Ormocean Church drove 
  out many Undead creatures that 
  lingered in the region. Since that 
  time the Ormoceans have always 
  maintained a strong presence in 
  Darringmoor, after they identified 
  why there was such a high incidence 
  of Undead in the area.  
  The Ormoceans discovered, what 
  became known as, Sirrith’s Veil, a 
  large area of weakness in the fabric 
  of 
  the 
  universe, 
  which 
  they 
  theorized had been caused by a 
  large meteor strike during the First 
  Age.  
  From 
  time 
  to 
  time, 
  ‘cracks’ 
  appeared in the air for a short time, 
  in random places within Sirrith’s 
  Veil. Sometimes these doorways 
  allowed Undead to pass between 
  the realm of Shadowland and the 
  mortal world. 
   The renowned Ormocean cleric and 
  scholar, Abbot Rallid, spent many 
  years in Sirrith’s Veil enthusiastically 
  studying 
  and 
  cataloguing 
  the 
  diverse variety of Undead that he 
  was able to observe and devising 
  means of battling them. 
   
   
  16 years ago (give or take a few months) 
  The Whistrims were taken in by friends on the island of Dormos. Soon it was 
  discovered that Meridess was pregnant to Magnaar. She was despondent during 
  the pregnancy and tried to use Childbane root to kill the unborn child. But the 
  compulsion of Magnaar still remained, though it was weak, and she could not go 
  through with it. Eventually, she gave birth to twin girls, Sharvis and Triss. The 
  children drew Meridess out of her grief and she became a devoted mother. 
  Granny Whistrim doted over her grandchildren and began a career of knitting 
  (as well as providing locals with the odd potion or herbal remedy). Sharvis and 
  Triss never wanted for woollen hats, robes or scarves! 
   
  12 years ago 
  Magnaar eventually returned to the mortal realm, although it was not easy. He 
  had found a ‘crack’ between the worlds; a small portal through which he could 
  squeeze. It was not stable and came and went from time to time, being part of a 
  network of similar ‘cracks’ between the worlds called ‘Sirrith’s Veil, near the city 
  of Darringmoor. He appeared in the woods about ten miles west of Darringmoor 
  and his purpose was to claim his children (whom he had learned he had 
  fathered 12 years ago). He sensed their presence in the world but they were far 
  away. At the same time Magnaar entered the world, Sharvis and Triss began to 
  suffer from nightmares. Granny Whistrim was worried and began to investigate 
  the lore concerning incubi. 
   
  10 years ago 
  Magnaar searched long for his children and eventually found them in their 
  abode on Dormos. He came to the house of the Whistrims and drew Meridess to 
  him with his powers, taking her by force and telling her that he had come to 
  claim his children. He coerced her to tell him about Emeressa, where she slept 
  and if she still possessed the Demonsbane Stone. Then he brutally killed 
  Meridess and hung her body from a tree in the Whistrim’s garden.  Magnaar 
  then moved quietly to kill Granny Whistrim but things didn’t go as he planned. 
  The twins had awoken crying (at the same time that Magnaar was defiling their 
  mother). Granny Whistrim had gotten up to see to them and the twins kept 
  saying, “Daddy’s come home…he’s hurting mum”.  
   
  Emeressa was immediately vigilant after listening to what Sharvis and Triss were 
  saying and when Magnaar made his move she used the Demonsbane Stone 
  again. This time, as the powers forced him back to the Great Shadow, he smiled, 
  saying, “I will return. I will never stop until I claim that which is mine…”  
   
  After the incubus was gone, Granny noticed the Demonsbane Stone was cracked. 
   
   
   
  
  Ten MORE Market Stalls 
   
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  THE GUILD OF THE 
  MAGI 
  A wizard trained at the College 
  of Arcane Science can become 
  a Lore-Keeper of the Guild of 
  the Magi. The Guild maintain 
  ‘Mage-Houses’ 
  across 
  the 
  length and breadth of Eldoria. 
  A 
  Magi 
  Guild 
  House 
  is 
  recognized by a small brazier 
  positioned outside the main 
  entrance. The brazier burns 
  eternally with a magical blue 
  flame. 
   
  A 
  Lore-Keeper’s 
  primary 
  responsibility is to seek out 
  local youths who demonstrate 
  latent magical aptitude and 
  train them in the use of 
  cantrips. As the Lore-Keepers 
  have limited ability themselves 
  and are forbidden to teach 
  spells greater than 1st Level.  
   
  In 
  addition 
  to 
  recruiting 
  wizards, Lore-Keepers are also 
  tasked to investigate strange 
  occurrences in their region and 
  document their findings to the 
  College.  
   
  Lastly, 
  they 
  provide 
  accommodation for travelling 
  Wizards 
  and 
  maintain 
  resources for them, including 
  selections of commonly used 
  material components, used to 
  cast spells. 
   
   
   
  More detail can be found in 
  ENCYCLOPEDIA ELDORIA and 
  Mundane Arcane Items. 
   
  5 years ago till the present 
  Granny researched charms and wards to keep the children hidden, in case the 
  incubus returned. She was worried because of the flaw that had appeared in the 
  Demonsbane Stone and was concerned that it would not work on Magnaar 
  again. Her research led her to Darringmoor after she read the works of Abbott 
  Rallid and discovered that the Demonsbane Stone had its origins there. She tried 
  to seek the advice of the Holy Trinity of Darringmoor but they refused to deal 
  with a witch. Instead, Granny settled in the city, and used her savings and her 
  knitting skills to earn a living for the upkeep of Sharvis and Triss. She is worried 
  about the twins as they are showing some low-level demonic traits. Granny has 
  been consulting old records and has become friends with Ewin Harder, the local 
  caretaker of the Guild of the Magi. Like the Churches of the Holy Trinity, the 
  Guild do not usually tolerate witches either, but Ewin is an exception and enjoys 
  Granny Whistrim’s company and their conversations about arcane subjects. 
   
  Granny has confided her tale with Ewin and the pair has been learning all they 
  can about demons and ways to defend against them. Recently they learned that 
  the crack in the Demonsbane Stone causes the magic item to drain away and the 
  Stone to lose its potency. Ewain taught Granny Whistrim a chant that 
  temporarily recharges the stone. Granny can often be seen knitting furiously 
  while repeating strange phrases over and over again, as she ensures that the 
  power of the Demonsbane Stone is maintained at all times. See the Arcana 
  Section in this book for more information on the Demonsbane Stone. 
   
  Granny Whistrim will seek the aid of skilled adventurers to help her against the 
  incubus Magnaar, if the adventurers seem up to the task. She has no money to 
  offer but can knit them a scarf each. Ewin Harder will offer to provide each 
  adventurer with a potion as payment (any potion which duplicates wizard spell 
  of Levels 1-2). 
   
   
   
   
   
  
  Ten MORE Market Stalls 
   
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  (2) The Tinker’s Table 
   
  Stall Description 
  This is a wooden shed with one side open. The 
  open side is hinged to create an awning and can 
  be lowered and locked at night. 
   
  Inside are benches littered with all kinds of tools, 
  components, moulds, pots of glue, vials of 
  chemicals, 
  dies 
  and 
  dollies. 
  Baskets 
  are 
  overflowing with pots, pans, hinges, cogs and all 
  manner of items.  A small wooden shelf is against 
  one wall will beautifully painted clockwork toys. 
   
  A windmill device is on the roof of the shed, 
  turning slowly in the breeze. Inside are two men 
  and a gnome, all with leather aprons engrossed in 
  their work. 
   
  GM NOTE: 
  Ganther Trillow and his crafters, Hallis, Orlon and 
  Nixabraxix (a gnome) fix things that are broken 
  and make all manner of small items (e.g. pins, 
  fasteners, hooks, thimbles, corkscrews, caltrops, 
  ball-bearings and even small clockwork devices 
  such as wind up mice and mechanical butterflies. 
   
  Roll 1D20 (each)  for how many silver pieces are in spare change, iin money pouches attached to the 
  belts around Ganther and Hallis) waists. However, larger amounts of coin are regularly transfered to a 
  small magical chest. When items are placed inside it and the lid is closed, the contents are teleported to 
  a copy of the chest. This copy is secured in Ganther Trillow’s workshop, located elsewhere. (See Arcana 
  section in this book for more details). 
  Windmill – This generates power for some of their equipment, such as a grinding stone. 
   
   
  
  Ten MORE Market Stalls 
   
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  Stock and Prices 
  Prices are 10% above Pathfinder equivalents. Availability = percentage chance any item players are after 
  is in stock at that time. The GM may determine if the Tinker’s Table has any items that player’s ask for 
  that are not covered on the table below but they should be from basic mechanical or chemical 
  categories. 
  PRICES 
   
  Object 
  Price 
  Availability 
  Chemical Items 
   
   
  Sulphur ½ lb   
  8 cp 
  75% 
  Mercury  1 ounce  
  1gp 
  40% 
  Potassium 1 ounce  
  5gp 
  30% 
  Miscellaneous Items 
   
   
  Hinges (small)  
  1sp 
  60% 
  Hinges (medium) 
  5gp 
  40% 
  Cog (small) 
  1sp 
  60% 
  Cog (medium) 
  5sp 
  50% 
  Cog ( large ) 
  5gp 
  10% 
  Metal Wire (per yard) 
  1sp 
  50% 
  1 caltrop 
  1gp 
  50% 
  Household Items 
   
   
  Pins per dozen   
  2cp/12 
  95% 
  Metal Thimble  
  8cp 
   
   90% 
  Hook small metal 
  7cp 
  90% 
  Hook medium metal 
  2sp 
           80% 
  Nails (bag) 
  1sp 
           60% 
  Pot small metal 
  7cp 
           60% 
  Pot medium metal 
  2sp 
           60% 
  Pot large metal 
  2gp 
           25% 
  Specialty Toys  
   
   
  Jack in the box   
  10sp 
  60% 
  Clockwork mouse  
  10gp 
  50% 
  Wind up butterfly 
  20gp 
  10% 
  Repair Services   
   
   
  Simple repair pots/pans etc. 
  2cp/repair 
  Complex repair  
  1sp/hour worked on 
  Miscellaneous Items 
   
  GM Determination 
  10% above Pathfinder 
  
  Ten MORE Market Stalls 
   
  12 
   
   
  AVERAACH  
  Averaach is a crystal that occurs 
  throughout Eldoria. It is formed 
  by 
  periodic 
  tiny 
  meteorite 
  strikes that manifest themselves 
  for approximately two weeks 
  during the year. At that time, 
  the world passes through a belt 
  of tiny asteroids and gasses and 
  the skies flare with colorful 
  displays 
  and 
  detonations. 
  Occasionally 
  these 
  aerial 
  pyrotechnics 
  result 
  in 
  firestorms, 
  whereby 
  burning 
  ashes are scattered over a wide 
  area or, a rarer occurrence, a 
  meteorite shower, is created. 
  Called “Daugron’s Fire” by the 
  followers of the Goddess of Fire, 
  most meteors burn up in the 
  atmosphere but those few that 
  do manage to crash  to earth 
  explode 
  and 
  can 
  create 
  Averaach 
  crystals 
  in 
  the 
  surrounding rock, as a result of 
  the thermal dynamics involved 
  during the impact.  
  The crystals are exceedingly rare 
  and most are no bigger than a 
  pinhead in size, although larger 
  specimens have been found, 
  ranging from stones the size of 
  pea to shards as big as a plum. 
  Red Averaach is the most 
  common type and crystals are 
  often mistaken for rubies. This 
  color reacts explosively in the 
  presence of magic. In addition to 
  the destructive Ruby form of 
  Averaach, other varieties of the 
  crystal exist, such as Emerald 
  Averaach, and these have only 
  recently coming to the attention 
  of the College of Arcane Science. 
  For more detail see  
  Encyclopedia Eldoria. 
   
  Stallholders 
  Ganther Trillow Male Human Expert 2 NG. 
  Ganther is a young man with curly brown hair and a prominent jaw. He talks 
  in a meandering manner and loves to chat about the technical details of what 
  went into making the items he sells sale. Ganther often gets lost in his own 
  conversations…”Now where was I?”  
   
  Hallis Mordon Male Human Alchemist 1 LG. 
  Hallis is a craftsman specialising in alchemy. He is of medium build with 
  thinning brown hair. Hallis sings to himself when he works, however all the 
  songs sound the same as he has no ear for music. Hallis enjoys adding a bit of 
  music or sounds to his designs. 
   
  Orlon Tulwyn Male Human Expert (master smith) 2 LN. 
  Orlon is a wiry man with a tanned complexion and a thick mop of curly black 
  hair over which he wears a distinctive red leather cap. Orlon specialises in 
  filigree metalwork.  
   
  Nixabraxix (Nix):  Male Gnome Sorcerer 2 
  CG. 
  Nix is a Gnome and an inventor and ‘some-
  times sorcerer’. He wears a blue coat and 
  blue peaked cap. He has a passion for 
  tinkering and loves nothing more than to 
  create small devices, even if they have no 
  apparent purpose… just that they work.  
  Clockwork mice and mechanical butterflies, 
  fashioned by Nix, are very popular with 
  children of richer clients. He has a small pet 
  dog called Nipper, which has a strapped on 
  mechanical legs (he replaced the legs after Nipper was in an accident).   
   
  Nix has a good understanding of the crystal Averaach and possesses a 
  collection of small pieces of averaach (gem-sized) – 2x Ruby, Emerald, 3x 
  Sapphire and 1x Amber. They are all secured in a small locked gold coffer 
  (Lock DC 40). Nix is currently writing a book documenting the properties of 
  averaach and its potential uses in mechanisms.  
   
   
   
   
   
  
  Ten MORE Market Stalls 
   
  13 
   
   
  THE TIPSY TINKER  
   
  Situated in a Sardian valley, 
  The Tipsy Tinker is a cheerful 
  road 
  side 
  Inn, 
  a 
  short 
  distance from the main route 
  from Vendish to Gablehead. 
  Nestled 
  amongst 
  farming 
  hillsides, this establishment is 
  run by the extended Tinker 
  family and is a regular haunt 
  for weary travellers, tinkers, 
  minstrels and local farmers. 
  Accommodation caters for a 
  variety of budgets and it is a 
  popular 
  stopover 
  for 
  all 
  classes due to exceptional 
  cleanliness and friendly staff. 
  Success of this Inn has led to 
  the 
  growth 
  of 
  a 
  small 
  community, most of which 
  find employment at The Tipsy 
  Tinker.  
  Over time ‘The Tinker’ has 
  become a haven for the more 
  bohemian 
  elements 
  of 
  society – musicians, artists 
  and 
  a 
  number 
  of 
  fey 
  creatures. The Tipsy Tinker is 
  a refuge from the strict 
  regime of the Sardian culture 
  due in no small part to its’ 
  close proximity to the Tas 
  Web. It’s unique location and 
  considerate owners has also 
  made it attractive residence 
  to a small community of fey 
  creatures.  
  For more information see – 
  Interesting Inn Series #3 – The 
  Tipsy Tinker 
  Plot Hook 
  Many years ago Nix was given a map by his grandfather, when he was on his 
  death bed. Worried about the loss of this map, after a spate of thefts in 
  Darringmoor, he gave the map to his favourite cousin Dashow for safe keeping.  
  This map showed the layout of the upper galleries of the notorious dungeon 
  known as Lich Hall. The interesting fact about this map was that is included 
  details on the location of several deadly traps that protected its key chambers. 
  Some of the traps had notes on how to disarm them. Nix himself, has no interest 
  in the map, or the required adventuring, being more occupied with tinkering. 
  Recently he has heard some news that has concerned him greatly. Dashow has 
  send word that some of their family have been enslaved in a local Dwarven mine. 
  She is extremely worried and is trying to enlist help to go and rescue them.  Nix 
  has promised to send a group of adventures to her aide. As a reward he will give 
  them the map. Additionally Dashow will reward them with a gnomish marble 
  each and 100gp. Nix is will to chip in a further 700gp on proof of the safe return 
  of his family. 
  To find more information and to collect the map the party will need to contact 
  his cousin Dashow who is the cook at an inn called The Tipsy Tinker (see 
  companion product – Interesting Inn Series #3 The Tipsy Tinker.) Nixabraxix will 
  provide a letter of introduction and a favourite stone, as proof that they have 
  been sent by him. Dashow will provide the map as well as directions and 
  information on the abduction of their cousins. 
   
  
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  (3) Sacred Art (Tattooist)  
   
  Stall Description 
  This stall takes the form of a tent covered with a montage of painted art-work of designs created by 
  Maedise, a female tattooist. They are a collection of fantastic creatures, martial emblems, religious icons 
  and erotica (which often gets her in trouble with the more puritan members of the local Holy Trinity). 
  Her speciality is religious tattoos. Inside the tent is a chair for clients and table, on which Maedise’s tools 
  and inks are arranged. She is usually found sitting inside her tent waiting for clients. A big tattooed man 
  with a shaven skull sits on a stool outside. He is bare-chested and has tattoos of many faces decorating a 
  large part of his body and arms. 
   
  Stock and Prices 
  Time (in the table below) refers to the average time required for the tattoo. Some Tattoos require a 
  number of sessions indicated by S and a number (e.g. 1+1d3 x3hour = up to 4 separate sessions of 3 
  hours each, usually with a day between sessions. The GM may determine the price and time required for 
  more complex tattoos that do not fit the categories in the table below. 
  PRICES 
   
  Tattoo 
  Price 
  Time 
  Simple b/w icon such as a holy symbol, word or device such as crossed swords 
  1sp 
  1 hour 
  Simple colored  icon such as a red heart, with a yellow scroll featuring wording 
  4sp 
  1+1d2 x1 hour 
  Complex small colored tattoo such as a mermaid, unicorn, dragon or similar beast 
  2gp 
  1+1d3 x2 hour 
  Complex large colored tattoo with multiple figures (usually covering a whole limb) 
  10 gp 
  2+1d6 x3 hour 
  Unique tattoos (not from selected art work, requiring design work) 
  GM 
  GM 
  Stallholders  
  Maedise Vallandora Female Human Oracle 5 LE.  
  Maedise is originally from Llan and retains her Lllanish accent. She has long blonde hair with a black 
  stripe running down the rear. Her right hand has long nails, filed to a sharp point and Maedise uses 
  these nails to tattoo her clients. She wears a long sleeveless open back, black dress, with crimson 
  ornamentation. The ensemble is designed to show off the tattoos that cover her arms and back.  
   
  Kallak Male Human Fighter 5 LE 
  Kalak is a pale-skinned Human with a shaven skull and a toothy grin. He does all the bargaining work for 
  Maedise and he is inked with faces all over is body. Kallak usually just wears britches in order to display 
  Maedise’s work and fights with a spiked club that rests beside the tent. 
  
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  Plot Hook 
  Maedise was born 31 years ago in the rural hamlet of Bellman’s Crossing 
  in the Llanish Highlands. Bellman’s Crossing was a very religious 
  community devoted to Ormocea, God of Law. 
   
  From an early age Maedise loved to draw and spent all of her time 
  sketching or painting local people and scenes. At the age of six she 
  showed a talent far in advance of her years. Around eight, she began to 
  have ‘episodes’ when drawing. She would ‘zone out’ and couldn’t 
  remember drawing the things she created. Many of these drawings 
  were of people that Maedise had never met or places she had never 
  been to.  They could have been discounted as being from her 
  imagination, except people who happened upon her work recognised 
  distant cities they had once visited or famous people they had seen 
  when on a pilgrimage to other lands. People began to think the girl was 
  ‘strange’. 
   
  Then Maedise began to draw incidents and accidents that happened in and around Bellman’s Crossing 
  before they happened. Her parents took away her drawing implements and forbade her to draw 
  anymore. Stories were circulating of Maedise’s ‘unnatural’ talents. But her passion for drawing was 
  obsessive and she found other outlets for her art, sketching in the dirt with a stick or using charcoal on 
  the side of a barn. One time she came out of a trance to find she had drawn a huge mural depicting the 
  village church on fire, complete with five pictures of local people, each with a wreath of fire around their 
  heads. Her mural was discovered before she could erase it and she was beaten by her father and locked 
  in a shed for days. A week later the village church caught fire and the five people in Maedise’s mural 
  died. The local priest, a handsome young zealot named Ordass, visited Maedise and declared that she 
  was possessed and was able to cause things to happen with her art. She was warned by Ordass that she 
  was never to draw anything again. And for four years Maedise complied, living in fear and misery. She 
  was shunned by the village and children treated her cruelly. Her parents were treated the same they 
  and began to despise Maedise.  
   
  Then one day a travelling band of Nalarian gypsies came through Bellman’s Crossing, providing trade 
  goods and entertainment to the local people. One of the Nalarians, a man called Larras, was a talented 
  artist and did sketches of people for a copper piece. He did a free sketch of Maedise and her desire to 
  create art burned all over again. She did some small sketches for the Nalarian artist and, recognising her 
  talent, he gave her some pastels and parchment to take home. 
   
  For a week, Maedise secretly worked on new drawings, most of the time spent in a dream state. Some 
  of it was confronting – it showed the priest Ordass in bed with different women; wives of the men who 
  dwelled in the region. Another showed Maedise with her face twisted in agony. Maedise went to burn 
  the drawings but she was unable to do so – it was the best work she had ever done. Instead she hid the 
  sketches in a portfolio that she kept with her at all times.  
   
  
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  NALARIANS  
  The 
  Nalarian 
  people 
  have 
  wandered the lands of Eldoria 
  for generations and are the 
  equivalent of our gypsies. They 
  maintain a belief that nobody 
  owns the land; it is there for all 
  to use.   
  As regions of Eldoria became 
  more urbanized and it was 
  difficult 
  to 
  find 
  food 
  by 
  traditional 
  methods, 
  the 
  Nalarians began to barter their 
  skills 
  with 
  established 
  communities 
  in 
  return 
  for 
  money or supplies.  
  Adept 
  at 
  such 
  crafts 
  as 
  woodcarving and tapestry work, 
  they have found a market for 
  their creations, wherever they 
  travelled. Whereas gypsies in 
  our culture are often treated 
  with suspicion and hostility, 
  Nalarians are always welcomed 
  by the common-folk, for their 
  craft, their knowledge of ancient 
  medicines and their colorful 
  entertainments. One of their 
  few  opponents are draconic 
  officials who do not like their 
  ‘disrespect’ 
  for 
  regional 
  boundaries, 
  taxes 
  and 
  bureaucracy. 
  A DC Check of 20 is required by 
  a character possessing the Skill, 
  Profession: Jeweller, in order to 
  differentiate Averaach and gem-
  stones they mimic. 
   
   
  For more detail see  
  Encyclopedia Eldoria. 
   
  A week later she was bullied by a group of boys and girls in the village square 
  and they snatched her portfolio from her and ran off with the pictures. Soon the 
  village was in uproar, finding that the ‘possessed’ Vallandora girl was at it again, 
  this time drawing lurid pictures of the local priest. 
   
  Ordass led a meeting in which he declared that Maedise’s drawings were the 
  images of an evil demonic mind and that he would not give in to her power. He 
  said he had prayed to Ormocea to protect her from Maedise’s spells and 
  because of this, her pictures of the future would not come to pass; he would not 
  be compelled to fornicate with the women depicted in the drawings by the 
  spells of Maedise! But Maedise needed to be punished and prevented from ever 
  drawing again. Ordass had the village blacksmith beat and break Maedise’s 
  hands so that she would never be able to hold a writing implement. 
   
  Maedise almost died from the injuries. A hatred for the village and the priest 
  burned in her heart. When she was well again, she crept out at night to the 
  house of Ordass where indeed she found him sleeping with one of the village 
  women she had drawn. She attempted to stab him in the heart with a dagger 
  but the blade slipped in her injured hand and missed its mark, only wounding 
  him instead. Ordass awoke and struggled with Maedise but she was able to 
  escape and flee. 
   
  One thing that Maedise never knew she achieved that night was the downfall of 
  Ordass’s lecherous activities and his expulsion from Bellman’s Crossing. His 
  shouts and struggles with Maedise brought help from nearby locals who 
  discovered the priest’s sleeping partner. This time, he failed to convince the 
  villagers that this was all Maedise’s doing and was eventually sent packing by an 
  angry mob. 
   
  That night, Maedise fled Bellman’s Crossing. She went in search of the Nalarian 
  troupe and Larras, the artist who had been so kind to her. It took over two years 
  to find the Nalarians and Maedise suffered greatly as she travelled across Llan; a 
  teenage girl with crippled hands, unable to support herself other than by 
  begging and prostitution. 
   
  Eventually she did find the Nalarians near Quorull. Larras remembered her and 
  she was taken in by his family. She and Larras became lovers and he introduced 
  her to Sannakai, an elderly Maritaani man who was a tattooist. Sannakai 
  suffered from arthritis and had crafted a glove with long needles fixed to the 
  fingers. This made it easy for him to do his work. He took on Maedise as an 
  apprentice and made her a similar glove. It was not long before the student’s 
  work surpassed the master and Maedise was earning a trade with the Nalarians, 
  tattooing paying customers.  
   
  
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  Maedise was content and, over the years, as her hands recovered some of their former strength, instead 
  of using the special glove, she grew her nails long on her right hand, hardening them in a mixture that 
  the Nalarians used to toughen the hooves of the beasts that pulled their caravans. She became an 
  entertainer with the troupe and dressed in costume, attired in black, often dying a black stripe through 
  her hair. Soon she began inviting clients to be tattooed with her long nails. 
   
  The old dream-like trances came and went and she found herself tattooing her own arms with images. 
  She talked about these with Larras, saying that the Ormocean Priest claimed she was possessed and 
  ‘made things happen’. Larras introduced her to Torva, their clan seer who set things straight, saying that 
  Maedise was an Oracle and that her ability allowed her to see things that were far way and had not yet 
  happened. Maedise predicted the future; she did not cause the future. 
   
  Six years ago the Nalarians were camped outside the town of Tokia, bringing entertainment to the locals. 
  The camp was visited by an Ormocean priest and some city guards. The priest was intent of having the 
  Nalarians removed from the region and was looking for some excuse to take action. The priest passed by 
  the table Maedise used to ply her trade and she came face to face with Ordass of Bellman’s Crossing!  
   
  Maedise became the excuse that Ordass needed to close the Nalarians down. He declared that she was 
  evil and wanted for attempted murder. The guards were ordered to arrest her and Larras tried to 
  intervene, only to be killed. The Nalarian men then joined the fray and there was a pitched battle in the 
  camp grounds. All the Nalarians died. Maedise was grabbed by guards and dragged away. She was 
  imprisoned in Tokia by Ordass, awaiting trial. The priest encouraged the guards holding Maedise to 
  abuse her, saying Ormocea would look favourably on them for bringing to justice such an evil woman. 
  Alone and in utter despair, Maedise sunk into a deep dream-like state and swore dark oaths to anyone 
  who would listen…and something did.  
  
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  A bargain was struck between Maedise and some dark unseen 
  creature which whispered to her in the darkness of the dungeon. A 
  chilling voice promised her freedom but, in return, she would serve 
  the Darkness and make offerings to it. She would use her Oracular 
  powers to render a tattoo of a person whom she would cross paths 
  with at a later date and that she would then kill that person when 
  she met them. The soul of the murdered person would belong to the 
  Darkness. Then within 27 days she would repeat the process, 
  identifying her next offering. 
   
  Maedise did not stand trial; she was freed from the dungeon by one 
  of the guards; a man of morals named Kallak, who had not listened 
  to the words of Ordass and decided he had to act to save her. They 
  both fled from Tokia, becoming wanted by the authorities in Llan. 
  The pair became unlikely travelling companions. Many weeks later, 
  they were in Elkia and the darkness visited Maedise in her dreams, 
  reminding her of her obligations. But she was resolute and did not 
  wish to murder people at the whim of the voices she heard – she was 
  free and what could the darkness do to her now. 
   
  The next day she became ill and a tattoo of her as a gaunt corpse appeared on the back of her right hand. 
  She continued to get worse and after a week, she was on her deathbed, her appearance matching that 
  of the image on her hand. She confided everything about her ‘contract’ with Kellak who was a very 
  superstitious man. He said that she must complete the bargain she had made and he would help her. 
  She would not have to kill these people – he would do that for her. 
   
  So Maedise drew an image of her first victim as a tattoo on Kallak’s arm and, as fate had it, she met the 
  man three days later; a local baker who had heard of her reputation as a tattooist and wanted Maedise 
  to tattoo his arm. Kellak sent him away saying Maedise was ill but tracked the man to his place of 
  business and killed him. Maedise got better and the corpse-like tattoo on her right hand faded away. 
  Twenty-seven days after it had first appeared it, began to return. Maedise dreamed of the face of 
  another man and tattooed the image onto Kallak’s skin. Again, a person came to her seeking a tattoo. 
  She declined his business and Kellak followed and killed him. 
  So it has continued over the years. Maesdise dreams of her victims and tattoos them on Kellak every 27 
  days. The client is drawn to Maedise and Kellak kills them. Maedise and Kellak are searching for a way to 
  end the curse and their path has led them to Darringmoor, where she hopes they can learn something of 
  what she has bargained with from the Holy Trinity. In addition Maedise plans to find and kill Ordass and 
  often tattoos her own body in order to consult that pathway in the future. To date she has found 
  nothing. 
   
  Players may become involved in the Maedise plotline in a number of ways – they may be recruited to 
  help her uncover the nature of the creature of Darkness that has cursed her; they may be hired to find 
  and kill the Ormocean priest, Ordass; or they may even become the target of one of her Oracular 
  dreams and be compelled to visit the Sacred Art stall. 
  
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  (4) Nordy’s Knots  
   
  Stall Description 
  This stall is a simple hand drawn cart. Inside the cart are reed baskets of varying sizes, loaded with 
  scraps of repurposed rope. The cart itself has a linen awning for shade, with a crude coil of rope drawn 
  on it. An old man, wearing dirty tattered garments, sits on a wooden stool and grimaces at passers-by.  
   
  GM NOTE: 
  The rope is of poor quality and varying lengths. The takings for the day are hidden kept in Nordy’s belt 
  and are usually under a gold piece.  
   
  Stock and Prices 
   
  PRICES 
  Object 
  Price 
  Twine 
  1cp/50’ 
  Quoits Basic 
  1 cp each 
  Quoits Fancy 
  3 cp each 
  String Bag Small 
  3 cp 
  String Bag Medium  
  5 cp 
  String Bag Large  
  7 cp 
  Rope Cut offs  
  1cp/foot 
  Stallholder 
  Valto Nordbarg Male Human Rogue 3 NE 
  Valto is a tall, thin man with callused hands and a weathered face. He is 37 years old but looks much 
  older; his hair (what little is left) is grey and wispy. All his goods are recycled from the discarded scraps 
  of rope his six daughters find along the wharf-front. Everything is of dubious quality and cheap, at half or 
  less the price of new stock. Valto will haggle to get a sale and if this still is doesn’t sway the customer he 
  is not shy of throwing a few insults. Valto has a bad temper and evil disposition. If a customer appears 
  wealthy and gets under his skin, he deals with them. Usually he hands over the stall to his eldest 
  daughter, Rose (who is usually begging for food nearby), then follows the person, murdering them for 
  their money. 
    
  Valto knows a lot of what goes on about the harbour and is willing to part with this information for a 
  price. He lives in a Dimside, hovel in the poor part of the city and neglects his daughters, often sending 
  them off into the streets to steal or beg for food. Valto’s wife died under mysterious circumstances 
  three years ago. 
   
  The daughters of Valto Nordbag are: 
  Rose (age 15) Female Human Rogue 1 NE.  
  
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  Rose has blonde, wears black male clothing and is mean spirited like her father. 
  Daisy (age 14) Female Human Commoner 1 CN  
  Daisy is blonde and wears green short shift; she is always ill and has recently become pregnant but does 
  not know this yet. 
  Ivy (age 13) Female Human Commoner 1 N 
  Ivy has brown hair and carries around a filthy teddy bear and wears a tattered flora dress. 
  Poppy and Pansy (twins aged 11) Female Human Commoner 1 N  
  Both Poppy and Pansy have matted red hair and are bare-foot all the time; they love climbing and spend 
  a lot of time on rooftops. Pansy walks with a limp (Valto broke her leg when she was two years old). 
   
  Lily (age 10) Female Human 
  wizard 1 LN  
   
  Lily 
  is 
  blonde 
  with 
  a 
  fair 
  complexion and wears a dark 
  threadbare robe. She is a genuis 
  and taught herself to read, using 
  the local paper the ‘Darringmoor 
  Dart’ at the age of three 
   
  Lilly speaks as though she was 
  much older than she looks. She 
  looks at least two years younger 
  for 
  her 
  ages, 
  being 
  undernourished as a baby. 
   
  One day as a tiny three year old t 
  girl, Lily was sitting near the 
  Guild of Magi quarters, reading a 
  ‘Dart’. Such a surprising picture it 
  created, it captured the attention 
  of a guild member. Even at such 
  a young age she successfully tested for magical potential and has been given free tutelage at the Guild 
  of the Magi ever since.  
   
  The Guild has given her some clothing, food and money. Because of this she able to maintain a better 
  appearance then that of her sisters but is determined to ‘rescue’ them all from their situation. Lily is 
  very clever and keeps her relationship with the Guild of the Magi secret from her father but Valto has his 
  suspicions that she is earning money on the side and is keeping this from him. 
   
  The daughters spend most of the day scouring the wharves for discarded rope and are quite well known 
  to the stevedores there. At times, Rose and Daisy help out on the stall if it’s busy, especially if Valto is 
  too drunk to work. The other sisters often cover for Lily when she is missing saying she is following a 
  lead on a new source of ropes or is collecting bread that is being thrown out from a bakers. 
  
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  COLLEGE OF 
  ARCANE SCIENCE 
  The 
  College 
  of 
  Arcane 
  Science is Eldoria’s largest 
  formal institution teaching 
  the arts of wizardry and 
  ancient lore.  
  Established for over 1,000 
  years, it has shaped the 
  thinking of modern magic-
  users and helped restore the 
  confidence of the general 
  population in practitioners of 
  the arcane arts.  
  Most people came to fear 
  and hate magic during the 
  Darktime, 
  due 
  to 
  the 
  tyrannical 
  reign 
  of 
  the 
  Serpent Kings.  
  The 
  College 
  and 
  its 
  associated order, the Guild of 
  the Magi are dedicated to the 
  peaceful 
  and 
  responsible 
  pursuit 
  of 
  a 
  better 
  understanding of the power 
  of the Tas (an Eldorian term 
  for magic). 
  Housed in the spectacular 
  ‘Floating Citadel’ are 100-150 
  Apprentices studying at any 
  one time. There are currently 
  thirty-two Masters teaching 
  at the College, in addition to 
  eight Grandmasters. 
   
  More detail can be found in 
  Mundane Arcane Items Table  
   
  Plot Hooks 
  If players display wealth and don’t get on with Valto he will make an attempt to 
  track them to where they live and later make an attempt at burglary. If a single 
  player leaves the group, Valto will make that person a target them and follow 
  them. If the opportunity arises he will try to kill them and take their purse. 
   
  Before Lilly attends the College of Arcane Science in three years’ time, she 
  wants to have the problem of her father dealt with. Firstly, she wants  to remove 
  herself from the ‘care’ of her father, so she can focus on her studies but knows if 
  she simply leaves, he is vindictive and would find her and drag her back home 
  (or worse). Lily will approach adventurers with a deal. She will show them a 
  simple spell and tell the players she is studying to be a wizard. One day she will 
  graduate from the College of Arcane Science and be very powerful. If the 
  players rid the Nordbarg family of Valto, she will be eternally grateful and will 
  remember them. One day they may have need of her and she will honour that 
  debt. Lily would prefer it if her father was not killed, instead that he goes to 
  prison for a very long time. If there is no other option, he is not to be harmed in 
  front of any of her sisters and his death must appear accidental. 
   
  Secondly she needs to find her sisters a safer home and a more lucrative income. 
  Her sisters could take over Nordy’s Knots but this does not provide a very safe 
  future for them If the players can find the sisters a new home and better 
  employment she will give them six months of magical aide, after graduating.   
   
   
   
  
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  (5) Our Hourglass  
  Stall Description  
  Although relocatable, this stall has the appearance of a 
  permanent structure. It is a wooden structure that has a large 
  wooden sandglass placed on the roof. Inside there are many 
  shelves that display all manner of finely crafted hourglasses. At 
  the back of the stall is a small table with a number of small 
  decorative chests sit below. On the table is a ledger and an ink 
  pot and quill. Striding around the stall is a short man, with a red 
  beard, is joking and bargaining with his customers. He is 
  assisted by an awkward looking youth.  
   
  GM NOTE: 
  The smallest of the chests holds the stall’s takings. The others 
  contain a number of very expensive hourglasses that Witon 
  Garagan shows to special customers whom he believes can 
  afford them. One particular chest has a secret compartment 
  (Perception DC20). This conceals Wilton Gargan’s Time-Bomb 
  (see Plothooks). All the chests are locked; Wilton has the keys in 
  his pocket.  
   
  Stock and Prices 
  Stock 
  Price 
  Sandglass 1 minute basic wooden 
  20gp 
  Sandglass 1 minute good wooden 
  35gp 
  Sandglass 1 minute excellent silver 
  50gp 
  Sandglass 1 hour  basic wooden  
  25gp 
  Sandglass 1 hour good wooden  
  100gp 
  Sandglass 1 hour excellent silver 
  150gp 
  Sandglass 6 seconds  basic wooden 
  10gp 
  Sandglass Steeping Timer  basic wooden 
  30gp 
  Sandglass Marine basic wooden 
  40gp 
  Sandglass Marine good wooden 
  100gp 
  Sandglass Marine excellent iron wood 
  200gp 
  Sandglass Egg Basic Wooden 
  30gp 
  Sandglass Egg good Silver 
  50gp 
  Sandglass Egg excellent silver filigree 
  60gp 
  Special Items: Any of the above in platinum frames and mercury instead of sand 
  Base price x2 
  Special Items: Any of the above in gold frames and diamond dust instead of sand 
  Base price x 4 
  
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  PRIATH   
  Priath governs the Dreamscape, 
  a realm that mortals enter when 
  they release their Par, the 
  unconscious part of their mind. 
  The Par perceives realities not 
  normally visible or accessible to 
  the waking mind. Most people 
  only have limited access to 
  regions within the Dreamscape 
  but 
  those 
  who 
  discipline 
  themselves according to the 
  teachings of the cult, are able to 
  open doors to the greater part 
  of 
  the 
  Dreamscape 
  and 
  eventually find the Hall of 
  Forever, where Priath dwells. 
  Priath is also the Lord of Time. It 
  is whispered that some priests 
  of Priath have mastered the 
  ability to move backward in the 
  flow of time. This breaks one of 
  the fundamental laws laid down 
  by Ormocea; the practice of 
  visiting the past poses a threat 
  to the very fabric of existence. 
  To 
  alter 
  the 
  past 
  causes 
  unforeseen consequences to the 
  prime reality.  
  The cultists exist in small groups 
  averaging three to four persons. 
  These groups are called Claves 
  and they are extremely secretive 
  and protective about revealing 
  their existence due to the 
  history of persecution by the 
  Ormocean church. Claves do not 
  maintain a temple but gather at 
  the residences of their members 
  or in the private rooms of an 
  inn. 
   
  For more detail see Encyclopedia 
  Eldoria. 
   
  Stallholders 
  Wilton Gargan Male Human Cleric (of Priath) 4 NG  
  A short, corpulent man with a gregarious nature and a lavish red 
  beard, expertly trimmed waxed. Wilton is the epitome of a Llanish 
  merchant, extremely well dressed and turned out and sells nothing 
  but the finest quality wares. Although Wilton will not haggle about 
  price, he is open and willing to trade unusual and exotic items for his wares. 
  Wilton sees himself as a successful entrepreneur and is also open to money 
  making ventures so long as the risk is not too great. Each winter, Wilton closes 
  shop and goes back to Quorull. Wilton is a cleric of the secret Priath Cult (see 
  Plothooks) 
   
  Anaar Rittal Male Human Expert 1 NG 
  Anaar is a tall, gangly, Llanish youth with a pimply face and short dark 
  hair. He is Wilton’s apprentice and a good one. His mother comes 
  from Darringmoor and he has many relatives in the city, as well as a 
  good local knowledge of the area. Quite a few of these visit the stall 
  regularly and report back to his mother on how he is doing. 
   
  Plothook 
  Wilton Garagan is a trader of fine time-pieces but he is also secretly a cleric of 
  the secret Cult of Priath, a Holy Order devoted to the investigation of temporal 
  anomalies and preventing arcane researchers from discovering ways to 
  manipulate and travel in time. He became a part of the Cult ten years ago after 
  being indoctrinated by another of its members residing in Quorull. Wilton joined 
  the Priath Clave in Darringmoor five years ago and is on good terms with Drivad 
  Calthorne, another Priath cultist in that city who masquerades as an Ormocean 
  priest. 
   
  It is known to the Priath Cultists that the Elkian city of Darringmoor sits in the 
  center of ‘Sirrith’s Veil’, which is a region of dimensional instability; small tears in 
  the fabric of reality come and go at random, sometimes allowing beings to pass 
  between planes of existence, most notably Undead from Shadowland. These 
  portals, known locally as the Keenings were only ever found to connect different 
  planes to one another and, for centuries, they have been observed and managed 
  by the Ormocean Church, who are dedicated to waging an ongoing war against 
  incursions of the Undead.  The Priath Cult maintains an operative in the 
  Darringmoor Church of Ormocea; Wilton’s good friend Drivad Calthorne. 
  Calthorne was an Ormocean priest who became a member of the Priath Cult at 
  the same time as Wilton.  
   
  Recently Calthorne learned that the Ormoceans in Darringmoor had identified a 
  relatively stable Keening on Dimorven Estate, the land of a nobleman, some ten 
  
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  DREAMWALKERS 
  Dreamwalking is a skill that most 
  Priath cultists accomplish and 
  master in their lifetime. By 
  undertaking 
  rigorous 
  mental 
  exercises, 
  a 
  Dreamwalker 
  develops their Par. We often 
  think we see something from 
  the corner of our eye that turns 
  out not to be there. That is 
  because the Par can see other 
  existences that overlap with the 
  physical realm that we exist in.  
   
  When we dream, the Par takes 
  over and we enter Noktaurus, 
  another world that co-exists 
  with ours. Most people can only 
  explore 
  a 
  limited 
  part 
  of 
  Noktaurus, called the Par-Teth; 
  a personal region governed 
  directly by our experiences and 
  memories. Dreamwalkers can 
  unlock portals in the Par-Teth 
  and enter the wider world of 
  Noktaurus that draws upon the 
  consciousness of millions of 
  sentient beings and continually 
  changes 
  and 
  rearranges 
  its 
  existence.  
  Dreamwalkers learn to stabilize 
  the chaos of the Noktaurus 
  sufficiently to shape a reality 
  around them; this allows a 
  Dreamwalker to navigate that 
  strange 
  and 
  ever-changing 
  world and meet with other 
  Cultists 
  who 
  may 
  exist 
  thousands of miles away in the 
  physical world. 
   
  For more detail see Encyclopedia 
  Eldoria. 
   
  miles outside of Darringmoor. A watch was set up on the Dimorven Keening by 
  small group of priests. The portal fluctuated, coming in and out of existence but 
  no Undead creatures were observed emerging from it. Calthorne, in his role as 
  an Ormocean priest, came to relieve the watch and detected temporal energy 
  issuing from the Keening whenever it opened. 
   
  After a few weeks, the Keening appeared to have sealed itself but Calthorne 
  kept returning to the Estate once a week, to check up on it, sometimes 
  accompanied by Wilton. Lord Dimroven’s men discovered both of them on one 
  occasion and threw the pair off the land, saying that their liege lord did not want 
  any more troublesome priests or fortune seekers on his property. Dimroven was 
  out of bounds! However, Calthorne and Wilton were not deterred and kept up 
  their visits to the Estate, but they were more cautious in doing so. Their 
  persistence paid off. A few weeks later, Calthorne was visiting Dimroven on his 
  own, when he discovered the temporal doorway was reactivated and to his 
  astonishment, a young man step out of the Keening. The man was dressed in 
  the robes of an Ormocean priest but the garb was archaic and his speech was 
  classical Sardellan. 
  Calthorne convinced the man to come back to Darringmoor and sought out 
  Wilton in order to provide the stranger with accommodation at Wilton’s home. 
  The new-comer appeared confused but very interested in everything around 
  him; his name was Orlon Rallid. After many conversations with Rallid, Calthorne 
  and Wilton realised that they had a major problem on their hands. Orlon Rallid 
  was Abbott Orlon Rallid, a very important Ormocean priest who, 1,500 years 
  ago, had spent a great deal of time in Sirrith’s Veil enthusiastically observing the 
  phenomenon and making observations of the Undead that invaded the region.  
  His life’s passion was devoted to experimenting, studying and designing magical 
  devices to deal with Sirrith’s minions. 
  This version of Rallid was the young priest before he rose through the ranks of 
  the Ormocean Church. He had been inspecting anomalies in the region of 
  Darringmoor in his own time in 500R when he stumbled on the Keening and 
  passed through it to the year 2150R. It was imperative that Rallid be returned to 
  his own time before his disappearance in the past began to interfere with the 
  prime timeline. To achieve this Calthorne and Wilton revealed their background 
  as Priath Cultists and told him the legacy of Abbot Rallid. They explained that 
  Rallid must return to 500R and Rallid, being a scholarly individual, agreed. 
  The pair returned Rallid to Dimorven Estate but were intercepted by the Lord’s 
  men-at-arms before they could access the Keening. Calthorne and Rallid were 
  taken prisoner, while Rallid managed to escape. A week has gone by and 
  Calthorne and Rallid have not been seen. Wilton is at a loss of what he can do. 
  He has visited his fellow Cultists in Quorull in the Dreamscape and they have 
  agreed to send help.  He has been waiting for their arrival but believes the 
  situation is desperate. Two nights ago, when Wilton was Dreamwalking, the 
  
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  realm of Noktaurus was rocked by a series Timequakes. This is a sign that the prime timeline is under 
  threat and may incur major alterations if past events are not corrected. 
  Wilton is now considering a raid upon the Dimroven Estate to rescue his good friend Calthorne and 
  Abbott Rallid (if they are still alive). He will then need to send Rallid, through the Keening and seal it for 
  good with a Pryarean Ward (aka a Time-Bomb) which is in his possession. He is looking for a band of 
  adventurers to assist him in the rescue plan and he has 1,000gp to pay them. He cannot tell them the 
  real background of why they are being hired; instead he will say that the men they are going to rescue 
  are friends of his were guilty of poaching on Dimroven Estate.  
  GM NOTE: 
  Wliton Gargan’s Time-Bomb is detailed in the Arcana Section of this book. 
   
   
  
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  (6) Swords of the Sun 
  Stall Description  
  This is a well-constructed wooden relocatable shelter. It is painted a 
  bright blue and decorated with colourful bunting. Hanging from the 
  entrance of the shelter is a wooden sign depicting a sword set against a 
  stylised sun symbol. Inside there are various swords and daggers 
  standing in racks inside the shelter. A friendly man sits on a stool 
  polishing a sword. 
  GM NOTE: The day’s takings are kept in a small locked chest behind one 
  of the display racks. Roll percentiles for that day’s income. The key is 
  attached to the belt around Paillen’s waist. 
  Stock and Prices 
   
   
  The swords on this stall 
  look very attractive but 
  are all of inferior workmanship.  Appraise DC 20 to check the quality of the goods. 
  Stallholders 
  Paillen Swordmaster Male Human Fighter 2 LE 
  Paillen is of medium height with a full head of curling brown hair. He wears a brown leather robe and 
  seems friendly and affable. A large bruise covers one side of his face but he appear honest. However he 
  is a shonky dealer.  His swords are made cheaply in Llanish workhouses using poor quality iron but are 
  polished with a special wax to increase the sheen. 
  They are quite good copies of Caldarthan swords; masterwork weapons made in Denhaven. But the 
  quality is superficial – they just look good. The swords are likely to receive the Broken Condition if they 
  score a natural 20 in combat. 
  DM NOTE:  
  Caldarthan swords bear an identifying emblem of a crab holding a sword in each claw. Paillen’s swords 
  bear a similar device; a crab holding a single sword in one claw (Perception DC 20 + Knowledge: Heraldry 
  at DC15 to know this mark is a fake). 
   
  Plot Hook 
  Pallien’s deals are catching up with him. Two mercenaries Dayril and Turch (bought his weapons and in 
  an important operation they shattered on impact.  When Dayril and Turch are in town they threaten 
  Pallien, wanting 300gp each in compensation and as a silence fee. Afraid for his life (and his business), 
  Paillien has replaced their swords but the mercenaries are still demanding 300gp. Pallien is looking for 
  someone who will take a total fee of 200gp to take out the mercenaries. 
  Stock 
  Price 
  Dagger (10% chance of breaking on a natural 20) 
  1gp 
  Shortsword (20% chance of breaking on a natural 20) 
  20gp 
  Longsword (30% chance of breaking on a natural 20) 
  40gp 
  
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  QUEEN MAMA  
  Queen Mamma is head of the only 
  Darringmoor thieves’ guild, having 
  seized 
  control 
  after 
  a 
  power 
  vacuum following the elimination of 
  the previous thieves’ guild by the 
  city authorities. Previous guilds had 
  been hardline and violent and 
  attracted the retribution of the local 
  paladin Orders. After the paladins 
  virtually destroyed the power of the 
  thieves overnight, the surviving 
  factions were looking for a new 
  leader and Queen Mama stepped 
  in. 
   
  Queen Mama loves her city of 
  Darringmoor. She has a driving 
  passion to ‘do the right thing by it’. 
  Self-preservation for herself, her 
  son and then the city flows strongly 
  in her veins. While she loves profit 
  and the guild she loves life above all 
  else. 
   As the city is crawling with Siritar 
  paladins and Ormocean clerics, 
  Queen Mama was quick to make an 
  arrangement with the local law 
  keepers to keep a low profile. They 
  are more than happy with this 
  situation, in fact there are certain 
  contacts within the Holy Trinity 
  which deal exclusively with her 
  missives. 
  Queen Mama is a very large 
  woman, weighing 600lbs. She favors 
  red dresses, embroidered with 
  many frills, which seems to quiver 
  when she breathes. Her face is 
  heavily rogued and framed with 
  large black ringlets.  
   
  Most business is administered from 
  her boudoir where she reclines on a 
  vast four-poster bed, surrounded by 
  her guards and minions. 
   
   (7) Stationery and Scribe 
  Stall Description  
  This stall appears very neat and organised. The main part of the stall is a yellow 
  canvas tent with a small wooden billboard out the front showing the prices of 
  goods and services.  The board also displays a neat and accomplished painting of 
  a quill and ink. Inside the tent there is a rectangular table with a chair tucked 
  below as well as two chairs in front. On the table is a polished pine, writing box 
  and, to one side, is a tall wooden pigeonhole with ten slots. Different qualities of 
  parchment, paper and vellum are arranged on the pigeonhole slots. 
  Usually, a balding man is intently bent over the writing table slowly and neatly 
  scribing a letter. 
  GM NOTE: The days takings are keep in Na’Polt’s belt pouch. Roll D20 for how 
  many silver pieces he has made that day. 
  Stock and Prices 
  Prices 
  Miscellaneous 
  Paper etc. 
  Services 
  Quill 1sp 
  Paper 10 sheets 3gp 
  Letters written 5cp 
  Ink Pen 1sp 
  Paper 4sp/sheet 
  Letters read 2cp 
  Ink 1gp 
  Large Chalkboard 5cp 
  Will/Legal reading 5cp 
  Chalk 1cp 
  Parchment 2sp/sheet 
  Delivery of documents 
  1sp 
  Blank Book 5gp 
  Vellum 1gp/Sheet 
  Signature taught 5cp 
  Portrait Book  (Pathfinder) 
  10gp* 
  Small Chalkboard 2cp 
  Note written 2cp 
  Scroll Case 1d4gp 
  Wax Tablet and stylus 1sp 
  Notes  read 1cp 
   
  * There are 2 (only) of these in stock 
  Stallholders 
  Na’Polt Penweaver Male Human Expert (Scribe) LN  
  Na’Polt Penweaver is of medium height with a balding head. He has spindly arms 
  and legs and a small pot belly. Na’Polt’s fingers are permanently stained with ink 
  and he wears an ink-stained apron, brown robes and a small pair of magnifying 
  spectacles attached to a chain about his neck. Na’Polt likes to get down to 
  business without any preliminary chatting. His tone is clipped, businesslike and 
  usually emotionless. He sometimes employs a young lad named Gorry to deliver 
  important documents around town. 
   
  Plothook 
  Last year, Na’ Polt was commissioned by Janic Tharrick (Level 4 Fighter), the 
  bondsman of the Lord of Dimroven, to write a letter to Treena Dimroven. The 
  
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  letter was to be signed by a bard, named Coulter Songweaver, breaking off a relationship the pair were 
  having. In the letter Coulter declared he was sailing to faraway lands to expand his horizons in music. 
  Na’Polt only usually releases a letter to a client if the signatory is actually present to sign the document. 
  In this case, Janic Tharrick convinced Na’Polt not to follow this procedure. Janic argued that it was clear 
  that Coulter was not available, and would not be available in the near future, to put his name to the 
  letter and it was unfair to the lady in question to be living under false hope. To sweeten the deal he paid 
  the scribe a handsome fee of 10gp to overlook Coulter’s absence. 
   
  This morning Coulter Songweaver turned up at “The Stationery and Scribe” to commission a letter to 
  Treena Dimroven, expressing his undying love for Treena. As the bard dictated the letter, Na’Polt 
  recalled he had written the original ‘breakup’ letter for Coulter last year. Puzzled, Na’Polt asked the bard 
  about what had changed his mind over Treena.  
  Coulter told Na’Polt 
  the real story of 
  how Treena and he 
  had 
  a 
  torrid 
  romance last year 
  and, 
  when 
  her 
  father 
  discovered 
  this he had the bard 
  secretly beaten by 
  his men and forcibly 
  put on a ship to 
  distant 
  Rhenfara. 
  Lord Dimorven had 
  plans 
  for 
  his 
  daughter to marry 
  the Earl of Briddip 
  and the bard was not going to spoil that. Coulter had been forced at knife-point to sign the letter that 
  Na’Polt had prepared and place his seal upon it. 
   
  It took the best part of a year to get back to Darringmoor from Rhenfara and he wants Na’Polt to have 
  his letter explaining what happened and expressing his love, delivered to Treena at the Dimroven Estate. 
  Na’Polt is feeling guilty about what has been transpired and that he was not more vigilant about 
  obtaining Coulter’s signature in person. What’s more he knows that Treena Dimroven is to be married to 
  the Earl of Briddip, tomorrow afternoon, in a ceremony at the Dimroven Estate, ten miles outside of 
  Darringmoor; Na’Polt prepared all the wedding stationery earlier in the year.  
   
  Now he wants to make amends to Coulter and realizes that he cannot rely on his usual courier, Gorry, to 
  get the letter into the hands of Treena in time. The lad does not command any authority and the letter 
  would likely fall into the hands of Janic Tharrick. So Na’Polt is looking to hire someone to take Coulter’s 
  letter to Dimroven and make sure it is hand-delivered and to get a response from Treena for the bard.  
  He can pay the interest party by giving 200gp credit for goods from his stall. 
  
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  QUORULL  
  Quorull is a merchant city on the 
  coast of Llan, a country which 
  borders Elkia and Sard. This city 
  is Llan’s largest port and is 
  located at the mouth of the 
  Drissada River on the shores of 
  the Greater Inner Sea. 
  Quorull is an important centre 
  of commerce. Vessels from the 
  great mercantile city-state of 
  Tempest berth here regularly 
  and Y’siran  traders from the 
  distant south of Eldoria have 
  been known to make direct 
  crossings of the Passage of 
  Thungar to ply their trade in in 
  Quorull.  
  This city is also the capitol of 
  Llan, but it is a small city by 
  comparison with other Llanish 
  and foreign cities. The original 
  city of Quorull was razed in the 
  Great Civil War of 600R. For 
  centuries, Quorull stood in ruins, 
  until the Guilds rebuilt it after 
  they came to power in the 16th 
  century R.  
  As most industry had relocated 
  to the southern towns of Slaarn 
  and Tokia over the intervening 
  years, Quorull remained a small 
  metropolis where the Guilds 
  based themselves; a place of 
  wealth 
  and 
  splendor 
  with 
  magnificent 
  architecture, 
  exemplified by its great indoor 
  theater, the Hall of Tiers. 
   
   
  For more detail see Encyclopedia 
  Eldoria. 
   
  Unbeknownst to Na’Polt and Coulter, Janic Tharrick learned from one of his men 
  this morning that Coulter is back in Darringmoor. The man was meeting guests 
  attending the wedding, who were arriving in port from Tempest. He observed 
  Coulter disembarking from another vessel. Tharrick has connections with Queen 
  Mama’s Thieves Guild in Darringmoor and used her spy network to quickly 
  locate the bard. He has been watching the exchange between Na’Polt and 
  Coulter from afar and has had a thief browsing at the “Stationery and Scribe”, 
  listening in on the conversation. He and five of his men (Level 2 Fighters) plan to 
  intercept anyone travelling to Dimroven and have set up an encampment on a 
  hill overlooking the only road to the Estate. 
   
   
  
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  (8) Lemaar Belts 
  Stall Description  
  “Lemaar Belts” is a small hand cart with tasselled red shade above it. 
  Lemaar Belts has been painted on the sides of the cart in white 
  lettering. Leather belts hang from hooks either side of the cart as well 
  as the awning. The stall holder, a tall, strikingly beautiful woman sits 
  on a stool beside it. She looks sad and distracted. 
   
  GM NOTE: The day’s takings are kept in a secret compartment of her 
  stool top, opened by depressing a small button. It was a present from 
  a woodcarver in the market to Vaahna. The woodcarver was worried 
  about thieves, being a woman alone and felt obliged to provide her 
  with some safety. Roll 2 D20 for the days takings in silver pieces. 
   
  Stock and Prices 
   
   
  Stallholder 
  Vaahna Lemaar Female Human Expert 1 NG 
  Vaahna, keeps her leather-working tools, raw leather strips and buckles in two small chests which sit on 
  the cart. She is a tall, beautiful woman with long dark hair and has been recently forced to take over the 
  running of the stall because of the disappearance of both her father and fiancé. They never returned 
  from a trip north to Llan, in order to buy materials. To date they have been missing for three Marches 
  (months). Vaahna is slowly running out of stock and does know what to do. 
   
  Plot Hook 
  Vaahna’s father, Marath, and her fiancé, Darrad, left Vaahna in charge of the business 120 days ago, to 
  journey to Quorull, in Llan, so that they could purchase quality leather and buckles from the Guilds there. 
  They had done this the previous year as well and made some good contacts.  
  The pair made the trek to Quorull by road and experienced no problems on the way, arriving in the 
  Llanish capital ahead of their proposed schedule. They met with their suppliers and made some very 
  good deals, saving a lot of money they had intended to spend on buying stock. Marath and Darrad 
  decided to use the money they saved to sail back to Darringmoor on the merchant vessel, “Larrian’s 
  Girl”.  They were overheard by their supplier making this decision. 
  Stock 
  Price 
  Basic leather belt 
  5cp 
  Ornate leather belt ladies 
  5sp 
  Ornate leather belt mens 
  4sp 
  Belt of Tumbling (Pathfinder Wondrous Item) - only 1 in stock 
  800gp 
  
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  32 
   
  On the journey home there was a violent storm and “Larrian’s Girl” floundered 
  and went down to Gurthor’s depths. However, Marath and Darrad survived, 
  along with two sailors from the vessel and are marooned on a small islet in the 
  Greater Inner Sea. Vaahna does not know that they travelled by sea and is 
  worried that they met some ill fate on the road to Quorull.  The mercantile 
  authorities in both Quorull and Darringmoor are aware that “Larrian’s Girl” went 
  missing 30 days ago. The records in Quorull show that Marath and Darrad were 
  listed as passengers. 
  Vaahna will not initiate discussions about players finding out what happened to 
  Marath and Darrad but if they notice she is unhappy and hasn’t got her mind on 
  the job, she will tell them her sad tale. If an offer is made to help her, she will 
  offer the Belt of Tumbling she has on the stall as payment. 
   
  MARCHES  
  The Eldorian year is divided 
  into Marches. Each March 
  consists of three Spans of 
  thirteen days with a festival 
  day at the start of the March. 
  The Spans names are derived 
  from the names of the Gods.  
  During each March Festival, 
  common-folk 
  are 
  usually 
  freed from their labors and 
  celebrate. Market days are 
  often held in the cities during 
  Festival. 
  The 
  concept 
  of 
  Festival came from the First 
  Book of Law. 
   
  A DAY 
  The Eldorian concept of a day 
  (for most of the population) 
  begins 
  at 
  dawn. 
  All 
  measurement of the passage 
  of time for any particular day 
  revolves around the rising of 
  the sun.  
  Along with calendars, came 
  ways to mark the passage of 
  time, 
  particularly 
  smaller 
  periods that became known 
  as, ‘watches’, a watch being 
  roughly equivalent to an hour 
  of our time.  
   
   
   
  For more detail see Encyclopedia 
  Eldoria. 
   
  
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  (9) Molwell Preserves 
  Stall Description  
  This stall is a green canvas tent with a small trestle table out the front stacked high with jars of preserves; 
  each covered in scraps of gaily coloured fabric tied in a twine bow. A small blackboard advertises the 
  wares sold by the stall.  
  Two women sell produce from the stall; one is a full-figured, middle aged 
  woman who encourages passers-by to taste her wares, spreading jams 
  and chutneys on pieces of bread. The other is a thin old woman with red 
  spider veins across her nose and cheeks. 
  DM NOTE: Daily takings are kept in a pretty blue and white clay pot, 
  located at the back of the tent. Roll 1D20 for the number of copper pieces 
  earnt that day. 
  Stock and Prices 
   
  Prices Per Jar 
  Jam 
  Chutneys 
  Pickled Items 
  Bloodberry3sp 
  Goblin Green Apple 1sp (sour) 
  Cucumber 5cp 
  Blackberry 2sp 
  Green Apple 1sp (mild version) 
  Onion 2cp 
  Strawberry 2sp 
  Mol’s Special Tomato 1sp (spicy) 
  Egg 3cp 
  Honeyberry 1sp 
  Raisin Chutney 2sp (fruity) 
  Radish 3cp 
  Quella Berry 5sp* 
  Sweetgourd Relish 3sp (fragrant) 
  Herring 5cp 
   
  * Quella berries are an acquired taste being extremely bitter and 
  having a salty aftertaste. They are a delicacy at the tables of the 
  gentry in Elkia. They also have an effect of instilling temporary 
  insomnia in a person if they consume more than 4 tablespoons 
  within an hour (Fort Save at DC20). The effect wears off in 4+2d10 
  hors and leaves the person affected with -4 Con for the next 24 hours. 
   
   
  Stallholders 
  Molwell Pickes and her younger sister, Marwell ‘Sugar’ 
  Pickles, make and sell preserves and chutneys. They 
  were born and raised in Northland and came to 
  Darringmoor 16 years ago. Both women are spinsters 
  and have never married (or so they tell people; Marwell 
  is actually a widow). They own a small cottage in the 
  country where they make their produce and they travel 
  to the city market each Festival Day to sell them. 
   
  
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  KEENINGS 
  (aka Deadlights)  
  The region surrounding the city of 
  Darringmoor is referred to as 
  Sirrith’s Veil by the local Ormocean 
  Church. It is a place of dimensional 
  instability, caused centuries ago by 
  the impact of a meteor which 
  released a large amount of magical 
  energy and ‘cracked’ the fabric of 
  existence.  
  One of the most documented 
  effects was the creation of the 
  Keenings; temporary rips in the 
  universe which come and go in 
  random places and for varying 
  durations.  
  Most appear for a few seconds at 
  most, while others can last for up to 
  an hour and on the rare occasion, 
  much longer. The Keenings create 
  links between different worlds and 
  planes of existence. The portals that 
  occur in Sirrith’s Veil seem to always 
  connect 
  to 
  Shadowland, 
  the 
  extraplanar prison   forged by the 
  Gods to act as a prison for Sirrith, 
  Goddess of Death. When significant 
  Keenings occur, Undead creatures 
  will sometimes slip into the mortal 
  world, from Shadowland and this 
  was why the region became known 
  as Sirrith’s veil. 
  The 
  Ormocean 
  priesthood 
  has 
  observed this phenomenon for 
  centuries and has come to the 
  conclusion that the duration of a 
  Keening limits the type of Undead 
  that can pass between the worlds – 
  usually they are minor Undead 
  creature such as zombies and 
  ghouls, however Keenings of longer 
  durations 
  have 
  allowed 
  more 
  powerful forms of Undead to 
  appear on rare occasions. 
   
  For more detail see Encyclopedia 
  Eldoria. 
  Molwell Pickles Female Human Commoner 2 (Cook) CG   
   
  Molwell Pickles is a buxom woman with a full head of curling grey hair and a  
  hook nose. She wears a clean white apron over a blue robe. Gossip feeds her 
  soul, she likes to talk a lot about romances and break-ups with other stall 
  holders. She makes preserves at their country 
  house, with the help of her sister Marwel.  Most 
  of the ingredients are excess produce from their 
  garden. Her blackboard was donated by Na’Polt 
  Penweaver, the scribe, in exchange for four jars 
  of Goblin Green Apple chutney (his favourite). 
  Mollwell’s sister teases her constantly that 
  Na’Polt has a crush on her. 
   
  Marwell (Sugar) Pickles Female Human (Cook) 2 N 
  Marwell gets her nick-name from her love for sweet things; she would often lick 
  the bowls clean of any sweet mixture she made when she was child. She is 
  painfully thin and wears her steely grey hair in a tight bun. Her green robe is 
  often stained with jam. Many people think she is the older of the sister’s 
  because of Marwell’s haggard appearance. In reality this is because she is an 
  alcoholic and is always taking a sip out of a hidden bottle of whisky or Northland 
  brandy (her favourite).  Molwell tries to prevent her sister’s habit and 
  confiscates Marwell’s stash of bottles, when she can find them. 
  Marwell was a very attractive young woman and married young into an abusive 
  relationship.  Her husband, Flander, a merchant seaman, often beat her and, on 
  one occasion, he almost killed Marwell. It was Molwell who came to her sister’s 
  rescue. She drugged a Honeyberry jam that Flander particularly liked and then 
  murdered him while he slept. The sisters then fled overseas and ended up in 
  Darringmoor. The terrible experience of her marriage and guilt over the murder 
  plagues Marwell, which is why she turned to drink. 
   
   
   
  
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  Plot Hook 
  Last week, Marwell became hysterical and claimed that she had seen Flander in the woods near to their 
  cottage. Malwell searched the area and found no sign of him and calmed her sister, reassuring her that 
  she was mistaken; Flander was dead. However, two days ago, Molwell woke to the screaming of her 
  sister in the early hours.  
   
  Marwell claimed that the dead Flander was tapping at her window, wanting to be let inside. Molwell 
  investigated and this time found the vegetable patch disturbed and footprints on the damp grass. She 
  does not know what is going on but wishes to enlist aid from adventurers to find out if the evil Flander 
  has indeed returned from the dead.  
   
  GM NOTE:The cottage of the Pickle sisters is located within Sirrith’s Veil, near Darringmoor,and a 
  Keening (see sidebar) has recently opened up near their cottage. This is a tear in the fabric of existence 
  that sometimes allows Undead to enter the world.  
   
  Flander has found his way into the Keening, sensing the pesence of the Pickle Sisters but the portal has 
  not been powerful enough for him to enter th real world yet. What Marwell has been seeing is a non-
  corporeal projection of Flander, reaching out to her. He fades in and out of the world with the waxing 
  and waning of the Keenings energy. The Keening is growing in power and Flander’s form was almost 
  able to take on physicality two days ago, causing the  disturbance in the garden that Mowell saw. In five 
  days time the Keening will be powerful enough to allow Flander to finally take full form and enter the 
  world as a Revenant (Refer Pathfinder Bestiary 2). 
   
   
  
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  (9) Mott’s Teeth and Hair 
  Stall Description 
  This stall is a wooden frame lean to, which is usually propped up against a couple of barrels or wall. 
  There is a painted canvas sign running along the top of the frame; “Mott’s Teeth and Hair”. Hanging 
  from the frame is a bucket, which holds tools of trade (razor, scissors and combs). Next to this bucket 
  hang dirty calico aprons for the clients to put on while their hair is done (or teeth pulled). There is also a 
  brass bowl suspended in an iron ring, hanging from a chain assembly; the bowl contains water.  A small 
  wooden coffer stands on the ground at the base of the frame, alongside three buckets of water and a 
  basket of tallow soap. 
  A big worn high backed chair, equipped with leather restraints, stands in front of the wooden frame. 
  Beside it is a big man with a shaved skull and square cut beard, who is stopping a razor. 
  GM NOTE: Mott keeps his money in the coffer on the ground, along with a pot containing 87 teeth he 
  has pulled. Roll 2 D20 for the number of copper pieces he has earnt that day. 
   
  Stock and Prices 
   
  Stock 
  Price 
  Basic haircut (bowl on head  variety) 
  2cp 
  Specific Haircut (client indicates what is to be done) 
  3cp 
  Shave 
  1cp 
  Tooth Pulled 
  3cp 
  Beard Trim 
  1cp 
  Moustache Waxing 
  1cp 
   
  Stallholders  
  Motteem Maarsten Male Human Expert 2/Fighter 3 CN 
  Motteem is a thickset burly man with a square cut black beard and 
  closely shaved skull. He presents a grinning countenance to his 
  customers but a short fuse and a sarcastic wit. His barbering skills 
  leave much to be desired, as does his clientele.  
   
  The big man is easily provoked and is often escorted from the 
  market by the city guard, after coming to blows with people who 
  use his services (usually newcomers to the market!) Last year he 
  slashed off half a customer’s ear after the man complained about 
  the haircut he had given him. Earlier this year, a person having his tooth pulled almost died after Moot 
  administered too much Liacca (a drug Mott gets his clients to drink when he pulls their teeth). 
   
  Market stall vendors and customers alike have reported him and the market administrators are 
  considering revoking his permit to set up his stall at the market place. This agenda is being driven by 
  
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  LIACCA 
  A Soporific Drug  
  Liacca is a russet colored mould that 
  grows on trees in most temperate 
  zones in Eldoria, so long as the 
  conditions are conducive to shade. 
  After it is scraped from a tree, the 
  mould turns pale ochre in color. 
  Mixed with boiling water, the 
  resulting liquor tastes like aniseed 
  and leaves the tongue numb for 
  several hours. 
  Type: 
  Restorative 
  Drug 
  (Plant), 
  imbibed/Save: Fortitude DC 15. 
  Onset: 1 hour/Frequency: 1/hour 
  for 1 hour 
  Initial Effect: 1d2 restoration of 
  positive hit point damage (Liacca 
  never restores negative hit point 
  damage). Drinking multiple doses, 
  within a 24 hour period does not 
  provide any extra healing. 
  Secondary Effect: Drinking Liacca 
  daily will also restore an additional 1 
  hit point gained by natural healing. 
  Side Effect: Drinking Liacca causes 
  immediate 
  drowsiness 
  and 
  characters must make Fortitude 
  Check to avoid falling asleep within 
  10+1d10 minutes of imbibing a 
  Liacca brew. This lasts 2+2d6 hours 
  and 
  is 
  not 
  magical; 
  affected 
  characters can be awakened but, if 
  not physically animated, they must 
  make a new save every 30 minutes 
  during the period that the Liacca is 
  active.  
  Persons who remain awake, under 
  the influence of Liacca, receive the 
  Fatigued condition. 
   
  For more detail see Encyclopedia 
  Eldoria. 
   
   
  Lennis Argarth, Head of the Venerated Guild of Barbers and Surgeons. Lennis 
  does not like Motteem,  ever since he was threatened by him at a council 
  meeting last years. 
  However, so far, Lennis has been unable to secure the votes needed to oust 
  Mott from the Guild. This is mainly due to Mott being having the support of 
  many other barbers, despite his shortcomings. They support him for a number 
  of reasons – fear of Mot, the comradeship of the local barbers and the fact that 
  Lennis is not liked by the guildsmen, because of the exorbitant levies he requires 
  masters to pay. 
   
  Plot-hook 
  Lennis is holding another meeting of the council of the Venerated Guild of 
  Barbers and Surgeons in three days’ time. The agenda has been posted on the 
  guild hall for a March. A barber friend of Mott told him Lennis is going to move 
  that Mott be disbarred from practicing his trade again. He has been secretly 
  bribing other masters to vote against Mott this time.  
  This has caught Mott unprepared; he hasn’t had time to shore up support. Of 
  course, if Lennis cannot make the meeting for any reason, the vote will have to 
  be deferred, which will give Mott time to cement alliances next time the council 
  meets. Mot wants to hire adventurers to kidnap Lennis on the morning of the 
  meeting and maybe ‘rough him up’ a little bit. It is most important that Lennis or 
  any other member of the guild suspects his involvement. To this end he will give 
  50sp and a small supply of Liacca. 
   
  
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  (10) Tuns, Butts, Buckets and Bins  
  Stall Description 
  This stall takes the form of an open sided caravan. One side opens into two 
  longitudinal halves - the upper half goes up, and is held up by props, and the bottom 
  half falls down (the body of the caravan overhangs the smallish wheels). The stalls 
  roof/weather shade is augmented by two poles, attached to the upper half of the 
  caravan wall, over which canvas is attached.  “Tuns, Butts, Buckets & Bins” is painted, 
  high up on the side walls and just below the roof, on both sides. 
  DM NOTE: While the stall advertises tuns and butts, only two large barrels are actually here - bigger 
  items can be made down at the shop proper near Darringmoor’s West Gate. Equipment, staves, ropes, 
  twine and wicker are held at the Market Stall so work is constantly going on here. The takings are placed 
  in one of the smaller barrells roll percentile dice for the amount of gold coins earnt that day. 
  This stall also has a made to order system. Small-to-mid- sized items are no extra charge but or oversized 
  barrels a price would be negotiated.  
  Used barrels are also purchased and Jalzck is always on the lookout distillery barrels, as they are difficult 
  to come by and yet essential for the storage of some fortified wines. Those he has gotten his hands upon 
  are sold on solely for this purpose - in this ‘speciality’, Jalack has contacts in Sard, Elkia, Llan, Tempest 
  and Port Lyrie and Western Leezeria. 
  Stock and Prices 
   
  Stock 
  Price 
  Normal Bucket small (size – Firkin) 
  5sp 
  Normal Bucket medium(size - barrel) 
  1gp 
  Normal Bucket small(size – Firkin) 
  5gp 
  Dry/Tight Barrels small (size – Firkin) 
  1gp 
  Dry/Tight Barrels medium(size - barrel) 
  2 p 
  Dry/Tight Barrels large (size - hogshead) 
  4gp 
  Dry/Tight Barrels extra-large (size - butt) 
  10gp 
  Wet Barrels small (size – Firkin) 
  3gp 
  Wet Barrels Medium (size - barrel) 
  6gp 
  Wet Barrels Large (size - hogshead) 
  12gp 
  Wet Barrels Extra Large (size - butt) 
  30gp 
  BUY Prices 
   
  Pre-used Distillery Barrels Large Average condition (size - hogshead) 
  15gp 
  Pre-used Distillery Barrels Large Good condition (size - hogshead) 
  20gp 
  Pre-used Distillery Barrels Large Excellent condition (size - hogshead) 
  25gp 
  Pre-used Distillery Barrels Extra Large Average condition(size - butt) 
  30gp 
  Pre-used Distillery Barrels Extra Large Good condition (size - butt) 
  50gp 
  Pre-used Distillery Barrels Extra, Extra Large Excellent condition (size - Tun) 
  125gp 
   
   
  
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  Stallholders  
  Jalack Cooper Male Human Cooper 4 LE 
  Jalack (Cooper) is quite common in appearance, with silver-grey hair (still dark at the temples) and bright 
  brown eyes. He wears travel-stained clothing and a red cloak. When he is out- and-about, Jalack is well 
  known for his red hat and cloak ‘combination’. Jalack has a mean streak and is quick to lash out and hit 
  both his wife and his children. 
  Jalack and his son Trarent Wardell (Hooper) work in the stalls at the market. If large orders are being 
  made, Jalack’s wife, Ardena, ‘man’s the stall selling premade items. Jalack has two other sons (Sammu 
  and Divvet) who are, almost always, out sourcing wood for staves. 
   
  Trarent Cooper Expert 2 (Hooper) LN  
  Trarent is stout, with messy light-brown hair and blue eyes. He wears incredibly stained clothing and a 
  heavy leather apron. He is afraid of his father as he often is backhanded if his work is inferior. Trarent 
  really doesn’t enjoy being a hooper and would prefer to work for the city guards. 
   
  Ardena Cooper Merchant 2 LN  
  Ardena has brown hair, gray eyes, and a small round nose. She wears sturdy clothing and a black 
  woollen shawl. Ardena looks nervous and rarely speaks in front of her husband. 
    
  Plot-hook 
  Trarent Cooper has a moral problem. He recently found out that his father is smuggling weapons, 
  hidden in false compartments in the barrels shipped to Sard. Trarent believes his father is providing aide 
  to the Sardian armies (see Darringmoor Darts for more information). Although this was concerning he 
  let it slip, not brave enough to confront his father. He convinced himself that a few extra daggers and 
  crossbows would not matter greatly in a war. However, in the latest barrel to be shipped, there was a 
  list of Darringmoor troops and guards in the city.  To be safe, he swap the list with false information and 
  hatched a plan. 
  Before Trarent outs his father to the city guards, he would like him discreetly followed to see if he is 
  actually placing the items in the barrels (he is), who is his contact and where it is shipped to. He is 
  hoping this information will help him change professions and be a city guard. He will pay, 200gp of his 
  savings, for his father to be tailed by a discreet party. 
   
  
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  Arcane Items 
  Demonsbane Stone 
  A Wondrous Item 
  Aura Strong Abjuration; CL 12th; Slot - ; Price 100,000 GT; 
  Weight 1 oz 
  This is a plum-sized faceted black stone, engraved with 
  magical runes, which has the power to banish creatures 
  of the Outsider type to their original plane of existence. 
  The Stone runs on charges and a newly created Stone has 
  50 charges. Its powers are activated by a command word 
  which uses 1 charge and results in all Outsiders within a 
  20’ radius having to make a Will save at DC25. Failure 
  results in the Outsider being immediately returned to 
  their own realm and they cannot leave that realm for 
  20+2xd20 days. Once used, the Demonsbane Stone 
  cannot be used again until the next full moon has passed. 
   
  Requirements Craft Wondrous Item, Banishment; Cost  50,000 gp 
   
  GM Note: 
  The Demonsbane Stone owned by Granny Whistrim is flawed. It continually bleeds magical energy at the 
  rate of 4 charges per hour. Granny Whistrim has learned a spell called “The Chant of the Tas” which is 
  usually used to recharge Post Redemption magic items. The chant takes one hour to complete and 
  provides a magic item with 50 charges. 
   
  Granny Whistrim knits and performs the chant regularly each day to ensure the stone is always fully 
  charged. In addition, every time the flawed Demonsbane Stone is used there is a 20% cumulative chance 
  it will crack in half and become totally useless. It has been used once since it first fractured and currently 
  has a 40% chance of cracking if it is used again. 
   
  Chant of the Tas 
  New Spell 
  School transmutation; Level wizard 2, witch 2, sorcerer 2, cleric 3, druid 3 
  Casting Time 1 minute per charge restored 
  Components V 
  Range touch 
  Targets up to 1 item touched 
  Duration permanent 
  Saving Throw Will negates (harmless, object); Spell Resistance yes (harmless, object) 
   
  
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  Chant of the Tas is a way of recharging post-Redemption Eldorian magic Items (or any magic item that 
  relies on charges). The magic item that is to be recharged must have zero charges remaining in order to 
  be recharged and the spell-caster must maintain contact with the item for the duration of the spell-
  casting process. It is not a commonly used spell as it can prove to be very dangerous (see below). 
   
  The caster recites a repetitive litany and as long as they keep the chant going continuously, they can 
  keep adding 1 charge every minute to the target magic item (to a maximum of 50 charges).  The Chant 
  of the Tas can be draining upon the spell-caster and, in order to keep the spell going a concentration 
  check must be made every 10 minutes (or for every 10 charges restored).  The concentration check is 
  based on a base of DC 5 (+5 for every 10 minutes duration of the casting (e.g. the check would be DC 15 
  after 20 minutes of maintaining the chant. 
   
  If the concentration check is failed there can be consequences of breaking off the spell prematurely.  
   
  Consult the table below. 
  DC Check failed by X 
  Result 
  Effect 
  X = 1-3 
  Limited Success  
  1d6 charges are immediately depleted from the item 
  X = 4-9 
  Spell Failure 
  All charges drain immediately from the item 
  X=10+ 
  Destruction of item 
  The item is consumed by the magic which explodes doing 
  damage equal to the charges at the time of failure*  
  *Damage is halved using a radial range increment of 5.  Fort Save DC 15 to halve damage. 
   
  Note that the spell caster can end the spell at any time without having to check the table. The magic 
  item will retain the charges generated at the time the spell was ended. Any circumstance that forces a 
  concentration check will have the same effects as being drained by the repetitive chanting. 
   
  Tyrania’s Twin Chests 
  A Wondrous Item 
  Aura  strong conjuration; CL 14th; Weight 25lb (each chest); 
  Market Price 18,000gp 
  Description 
  These two small identical square chests are made of 
  Diamondwood and carved with intricate decorative motifs 
  of the Pre-Redemption age and feature an image of two 
  serpents coiled about each other (the emblem of the 
  Serpent King sorcerer, Gyas Tyrania). They each have a lid that fits snugly into place with no hinge or 
  clasp. Their capacity is approximately 1 cubic foot of materials. 
   
  If items are placed in one chest and the lid is in place, a command word will activate its power, whereby 
  the items in that chest teleport to its twin. A chest receiving teleported items will glow a radiant blue for 
  one hour after its magic has been activated, until the lid is removed and the items recovered. Note that 
  the lid must be in place on both chests to enable the teleportation to occur or they simply do not work.  
  Additional Effects 
  
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  If items are teleported to a chest that already contains items, the items in the 
  destination chest vanish permanently. Nobody knows where but it is thought 
  that they end up in another plane of existence. 
  There is a small (5%) chance that the teleportation magic misfires when the 
  chests are activated, turning the item(s) teleported into a small wedge of cheese. 
  Again, nobody knows why. 
  Finally, if by the rarest of chances both chests are used simultaneously to 
  teleport items, both chests will be destroyed in a fiery immolation that inflicts 
  10+2d10 damage in a 20’ radius (successful Save Reflex DC 20 halves the 
  damage). This destruction also has a 5% chance of sending any sentient creature 
  within the blast radius to a random location in the same plane of existence (GMs 
  choice) prior to any damage being inflicted.  
  Construction Requirements 
  Spellcraft; Craft Wondrous Item, teleport object; Diamondwood; Cost 10,000 gp 
  History 
  Tyrania’s Twin Chests were made by the notorious sorcerer Gyas Tyrania, who 
  was one of the Serpent Kings who warred against one another during the 
  Darktime. Tyrania was slain during that conflict and the chests became part of 
  the wealth of treasure seized by the army of Tyrania’s rival, Vahlick Deadhand. 
  Deadhand, who was only interested in magic items of a destructive nature, 
  failed to see the value of the chests and discarded them. They were claimed by 
  Kradda the Bold, a warlord of the warriors who fought for the Serpent King. 
  Kradda never learned the command word that triggered the magical powers of 
  the chests and simply kept them for their aesthetic, using them to store personal 
  items. They remained as a family heirloom throughout the Darktime. 
  In Redemption era Eldoria, Kradda’s line became the noble family of Ortolzo, 
  who have holdings throughout the islands of the Sea of Souls. Up until 1701R, 
  the Twin Chests remained in the branch of the family that dwelled on Ghardon, 
  where the College of Arcane Science is located. On completion of his studies, a 
  young graduate wizard, Rhenmarden, was assigned as an advisor to the Ortolzo 
  family and was presented with the Twin Chests as a gift when he left their 
  employ after providing the family with ten years of service. 
  Rhenmarden had acquired some wealth. Rhenmarden had been born in the 
  Sardellan Homelands during the Kinstrife. His family fled to Ghardon when he 
  was young, to escape the bloody conflicts there. His talent for magic was 
  discovered and he was invited to study at the College of Arcane Science.  With 
  stability returning to the Homelands following the Treaty of Four Swords, he 
  decided to journey home to establish a country manor where his ageing parents 
  could live and he could conduct research into magic. He ended up buying a 
  property called Cranston Manor, close to Darringmoor in the north of Elkia and, 
   
  DIAMOND WOOD 
  One of the building materials 
  unique to Eldoria is the timber from 
  the Diamondwood tree, a species 
  unique to Southwind Island, the 
  main land-mass that makes up 
  Londar’s Land.  
  Highly prized for its hardness; it is 
  far-stronger than the best steel, yet 
  retains the lightness of most woods. 
  It is a difficult medium to work with 
  and the remaining glades of the 
  Diamondwood 
  Forest, 
  on 
  Southwind Island, are maintained by 
  an Order of Druids, the Diamond 
  Sisterhood, whose duties are two-
  fold; 
  they 
  protect 
  the 
  Diamondwood from those who 
  would seek to steal it and they 
  regulate the supply of the wood to 
  those able to afford its exorbitant 
  cost. 
  Diamondwood 
  is 
  one 
  of 
  the 
  materials used in the construction 
  of Pre-Redemption magic items that 
  still has a reasonable supply in 
  Eldoria. It can only be acquired from 
  the Diamond Sisterhood at a cost of 
  200gp per pound. 
   
  Diamondwood has a Hardness of 22 
  and Hit points of 50 per inch. Its 
  binding with the Tas also gives it a 
  save against magic with a +7 bonus 
  to all Saves. It is the premium 
  construction material - light-weight, 
  extremely tough and resistant to 
  magic. 
   
   
   
   
  For more detail see Encyclopedia 
  Eldoria. 
   
  
  Ten MORE Market Stalls 
   
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  while there, Rhenmarden unlocked the secrets of the Twin Chests and 
  documented how they functioned.  
  The Rhenmarden family and their retainers all died in the Rose Plague which 
  devastated the region in 2048R. Cranston Manor fell into disrepair as no one 
  could be found to buy the ‘unclean’ estate. However, in 2061R a merchant 
  bought up a collection of furniture and personal possessions of the Rhenmarden 
  family and sold these to a curio shop in the nearby city of Darringmoor. Five 
  years ago, a tinker, Ganther Trillow, bought the Twin Chests and his associate 
  Nixabraxix (a Gnome sorcerer) discovered a secret compartment in one of them. 
  In it were Rhenmarden’s documents detailing the function of the chests and the 
  activation command word. 
  Pryarean Ward (aka Time-Bomb) 
  A Wondrous Item 
  Aura strong transmutation; CL 17th; Weight 
  ½; Market Price invaluable (secret device of 
  the Priath Cult) 
  Description 
  This is a small hourglass made of Krystarrian 
  Glass and containing stardust (a red gas) in 
  one chamber of the device. It has no stand or 
  other ornamentation other than a miniature 
  gold key which is fixed at the thin juncture 
  between the chambers. Removal of this 
  activates the Ward and the resulting effect 
  will occur in 30 seconds. There is no way to 
  stop the Ward once it is activated. 
   
  If the key is removed the stardust will begin 
  to transfer into the second chamber of the 
  hourglass, becoming a blazing magical fire. It cannot be reversed (i.e. turning the 
  hourglass upside down has no effect on the passage of the stardust). In 30 
  seconds the fire grows to a blinding intensity and the device explodes and is 
  consumed. In doing so it creates two effects: 
   
  Temporal Damage 
  The Pryarean Ward does not do physical damage but inflicts temporal damage 
  on all living creatures (sentient or not) within a 20’ circle. There is a Fort Save of 
  DC22 to avoid the effect or one of the following will occur: 
   
  - 
  The target will age 10+3d10 years or; 
  - 
  The target will grow younger 10+3d10 years 
   
   
  KRYSTARRIAN GLASS  
  One Krystarrian Glass is essential 
  for instilling spell forms in a 
  device. It is one of the few 
  known materials that can hold 
  the ‘formula’ for a spell within 
  its complex matrix. Excellium 
  and Diamondwood are fine for 
  binding with Tas energy and 
  supplying the source of power 
  to make magic devices function, 
  but it is Krystarrian Glass that is 
  able to duplicate the energy 
  pattern that determines what 
  form a spell will take. It is also an 
  excellent material for trapping 
  souls and elementals (which 
  often become the source of 
  power in certain magic items.  
   
  Krystarrian Glass was common 
  in Pre-Redemption times, when 
  the mineral sands from the 
  great sand island of Kryst were 
  readily available as an essential 
  part of its manufacture. After 
  the fall of Kordass, Kryst was 
  submerged in the conflagration 
  that followed and the making of 
  Krystarrian Glass passed from 
  the world. It is only in the past 
  200 years that the art of making 
  the Glass has been rediscovered 
  in Elkia and made possible by 
  the fine sands found in the 
  depths of the Maritaani deserts. 
  Krystarrian Glass has 15 hit 
  points per inch and a hardness 
  of 10.  
   
   
   
   
  For more detail see  
  Encyclopedia Eldoria. 
   
   
  
  Ten MORE Market Stalls 
   
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  These are permanent effects and the Pathfinder age adjustments should be made to ability scores. The 
  GM may wish to check for adverse health effects such as a heart attack or death for characters that are 
  forced into the venerable age slot for their racial type. Any character that de-ages past the point of their 
  birth vanishes from existence. 
  Temporal Seal 
  If a Pryarean Ward explodes within 20’ of any temporal anomaly (such as a portal linking two time 
  periods) or any device or spell which has a time-based effect, the Ward completely and permanently 
  nullifies the magic that is interacting with time. 
  It will also send anything or anyone not in their correct timeline back to their point of origin before they 
  jumped the timeline. In this case a character who is from the past would take no temporal damage 
  (described above) as they are translated in time before the damage takes effect. 
   
  Construction Requirements 
  Spellcraft; Craft Wondrous Item, timestop; Krystarrian Glass and Stardust; Cost 20,000gp 
  GM NOTE: 
  A Pryarean Ward is a unique magical device that can only be made by a Priath cleric or Oracle Level 9 or 
  above 
  History 
  The Priath Cult (see side-bars in previous sections) guards the timelines to ensure the continuation of 
  existence. The cultists are few and far between and are often persecuted by Orders such as the 
  Ormocean Church and College of Arcane Science who are suspicious of their secretive nature. In the 
  First Age, the Tuarin-Thrinn, divine servants of the God Priath (Lord of Time) gave knowledge of the 
  crafting of Pryarean Wards to mortal followers so they would be able to protect the world of Enshar 
  against any anomalies or the acts of 
  wizards or sorcerers who sought to 
  travel in time.  
  The Tuarin-Thrinn were the principal 
  beings responsible for preventing these 
  occurrences but, even they, could not 
  be everywhere and everywhen; they 
  needed watchful allies to assist them 
  with their great vigil. A Ward is very 
  expensive to make and the essential 
  materials needed to make one is even 
  harder to find. Therefore, the decision 
  to deploy a Pryarean Ward is not made 
  lightly. All other avenues of dealing with 
  the temporal problem are considered 
  first. 
   
   
  
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  References  
   
  DriveThruRPG.com  
   
  200 Mundane Items, Pathfinder Compatible. (2016).Friends of Eldoria. Mundane items source 
  material set in Eldoria.  
   
  Mundane Arcane Items, Pathfinder Compatible. (2017).Friends of Eldoria. Mundane items 
  source material set in Eldoria.  
   
  Mundane Cleric Items, Pathfinder Compatible. (2017).Friends of Eldoria. Mundane items 
  source material set in Eldoria.  
   
  Darringmoor Dart # 1, Pathfinder Compatible. (2016).Friends of Eldoria.  Newspaper source 
  material set in the city of Darringmoor, Eldoria.  
   
  Darringmoor Dart # 2, Pathfinder Compatible. (2016).Friends of Eldoria.  Newspaper source 
  material set in the city of Darringmoor, Eldoria.  
   
  Darringmoor Dart # 3, Pathfinder Compatible. (2016).Friends of Eldoria.  Newspaper source 
  material set in the city of Darringmoor, Eldoria.  
   
  Darringmoor Dart # 4, Pathfinder Compatible. (2016).Friends of Eldoria.  Newspaper source 
  material set in the city of Darringmoor, Eldoria.  
   
  Darringmoor Dart # 5, Pathfinder Compatible. (2016).Friends of Eldoria.  Newspaper source 
  material set in the city of Darringmoor, Eldoria.  
   
  Darringmoor Dart # 6, Pathfinder Compatible. (2016).Friends of Eldoria.  Newspaper source 
  material set in the city of Darringmoor, Eldoria.  
   
  Darringmoor Dart # 7, Pathfinder Compatible. (2016).Friends of Eldoria.  Newspaper source 
  material set in the city of Darringmoor, Eldoria.  
   
  Darringmoor Dart # 8, Pathfinder Compatible. (2017).Friends of Eldoria.  Newspaper source 
  material set in the city of Darringmoor, Eldoria.  
   
  Darringmoor Dart # 9, Pathfinder Compatible. (2017).Friends of Eldoria.  Newspaper source 
  material set in the city of Darringmoor, Eldoria.  
   
   
   
  
  Ten MORE Market Stalls 
   
  46 
   
   
  Encyclopedia Eldoria, Pathfinder Revised Edition, (2016). Friends of Eldoria. A comprehensive 
  guide to the world.  
   
  Interesting Inn Series# 1 – Sail’s End, (2016) Pathfinder Compatible. Friends of Eldoria. (2016). 
  Inn source material set in Eldoria. 
   
  Interesting Inn Series #2 – Muddy Boots Inn, (2017) Pathfinder Compatible, Friends of Eldoria. 
  (2016). Inn source material set in Eldoria. (Coming soon) 
   
  Interesting Inn Series #3 – Tipsy Tinker, (2017). Pathfinder Compatible. Friends of Eldoria. Inn 
  source material set in Eldoria. (Coming soon) 
   
  Player’s Concise Eldoria. (2016). Pathfinder Compatible. Friends of Eldoria.  A short 
  guide/handout about Eldoria that won’t give any secrets away.  
   
  Rat’s Nest, (2016) Pathfinder Compatible, Friends of Eldoria. Mini-module set in Eldoria.  
   
  Reliquarium Eldoria. (2016). Pathfinder Compatible Friends of Eldoria. A comprehensive guide 
  to the religions of Eldoria.  
   
  Ten Market Stalls. (2016). Pathfinder Compatible, Friends of Eldoria. Market stall source 
  material set in Eldoria.  
   
  Ten MORE Market Stalls. (2017). Pathfinder Compatible, Friends of Eldoria. Market stall source 
  material set in Eldoria.  
   
   
   
   
   
  Online Community Pages 
   
  There is a Facebook page ‘Eldoria’ with information on this world here: 
  https://www.facebook.com/pages/Eldoria/443402119036225 
   
  There is a ‘Friends of Eldoria’ Facebook group where players can chat and get some additional 
  information here: 
  https://www.facebook.com/groups/358804577530186/ 
   
   
   
   
  
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  Previously Published Modules 
   
  Mindbane (generic role-playing adventure) Darkstar Gaming Pty Ltd 1983 
   
  Web of the Widow (Harnworld adventure) Columbia Games 2000 
   
  Shades of Gray (electronic d20 download) Auran Pty Ltd 2001 
   
  Dark Awakenings: Guardian (d20 adventure) Auran Pty Ltd 2001 
   
  Dark Awakenings: Shadowland (d20 adventure) Auran Pty Ltd 2002 
   
  Sanctuary (d20 adventure) Auran Pty Ltd 2002 
   
  Encyclopedia Eldoria (d20 campaign setting) Comstar games (2005)  
   
   
   
  
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  Copyright  
  OPEN GAME LICENSE Version 1.0a The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved.  
  1. Definitions: (a) “Contributors” means the copyright and/or trademark owners who have contributed Open Game Content; (b) “Derivative Material” means copyrighted material including 
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  form in which an existing work may be recast, transformed or adapted; (c) “Distribute” means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise 
  distribute; (d) “Open Game Content” means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product 
  Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, 
  including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) “Product Identity” means product and product line names, logos and identifying 
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   2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must 
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  15. COPYRIGHT NOTICE 
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc. 
  System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson. 
  Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. 
  The Book of Experimental Might. Copyright 2008, Monte J. Cook. All rights reserved. 
  Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: Scott Greene, with Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis 
  Hawvermale, Patrick Lawinger, and Bill Webb; Based on original content from TSR. 
  Encyclopedia Eldoria Copyright 2005, Keith Done and Comstar Media LLC 
  Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder Roleplaying Game and the Pathfinder Roleplaying Game Compatibility Logo are trademarks of Paizo Publishing, 
  LLC, and are used under the Pathfinder Roleplaying Game Compatibility License. See http://paizo.com/pathfinderRPG/compatibility for more information on the compatibility license. 
  Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version 1.0a, Section 1(e) above, and are not Open Content: All trademarks, 
  registered trademarks, proper names (including but not limited to characters, deities, religions, nations, locations, events etc.), dialogue, plots, storylines, characters, artwork (including maps), 
  and trade dress.  
   
   
  
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  “So you are telling me you don’t like the haircut…well how about I give you a free 
  shave to make up for it…let’s say ear to ear with my favorite razor!” 
   
  Motteem Maarsten, Member of the Venerated Guild of Barbers and Surgeons 
   
  “Ten MORE Market Stalls” is a fantastic resource for GMs. Suddenly faced with a group of heroes 
  who decide to go and visit the local markets,in search of gear for their next quest? In addition to 
  providing you with a selection of detailed stalls, the goods available and the NPCs who sell them, 
  each stall comes with its very own plot-hook, designed to intrigue your players and allow you to 
  create a complete adventure for them based upon the hook. 
  “Ten MORE Market Stalls” is the companion book for “Ten Market Stalls”, which follows the same 
  format as this book. Also look for “ANOTHER Ten Market Stalls”, coming soon, 
  While this book is written as a supplement for a GM who is running a campaign based in the 
  fantasy role-playing world of Eldoria, there is nothing stopping you from transplanting any of the 
  material contained in this book to your own alternate setting. The book contains side-bars briefly 
  explaining Eldorian specific information, which is fully detailed in the major resource books “The 
  Encyclopedia Eldoria” and the “Reliquarium Eldoria”. 
   “Ten Market Stalls” has been written using the Pathfinder RPG but it is light on rules and is easily 
  adaptable to other systems.  
  Ten MORE Market Stalls 
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Friends of Eldoria/Ten MORE Market Stalls.pdf