The Matchless Menagerie Curiosity Shoppe
The menagerie is a
small shop with a giant sign in common across the top of the space. Along the
side of the Shoppe is the name in a dozen different languages, the languages of
which will vary depending on where the shop appears in your game world. The
building itself is a nexus for the planes of a sort, but unless you have the
proper spell key, you’ll exit on the same plane that you entered. However,
because it is a nexus, spell keys are that much more powerful and you don’t
need as strong of one as you would normally need. As you enter the shop, you
notice that it’s much, much bigger on the outside, which must be part of the
magic of the building. Upon entering, you see a wide assortment of things
stacked on one another. In one corner you see a suit of plate mail. In another,
you see a mummified body (non-animate). There are books and bottles, doohickeys
and doodads, armor and arms, and just about anything else you might want… and
much more. While wandering the shop, you become convinced that if you can’t
find what you are looking for here, the owner should be able to find it for
you. Taking up a considerable space along one wall is a cozy seating area
around a fireplace with some overstuffed chairs.
When picking up a book roll on the following chart:
1.
Arcane
2.
Martial
arts
3.
Anatomy/
Physiology
4.
Art
5.
Aberrations
6.
Undead
7.
Medicine
8.
Dungeoneering
9.
Architecture/ engineering
10. Geography
11. Geology
12. History
13. Armoring/ Weaponsmithing
14. Bardic Songs
15. Bardic Lore
16. Nature Roll a 1d4) 1) Plants 2)
Animals 3) weather 4) DM’s Choice
17. Nobility
18. The Planes (roll a 1d4) 1) Planar
Entities 2) Planar Locations 3) Planar Dangers 4) Planar Lore
19. Psionics
20. DM’s Choice
When picking up a bottle/ vial/ container roll on the following chart:
1-2 Potion of X
3-4Curative Salve
5-6 Holy/ unholy
water (flip a coin)
7-8 Alchemistical substance
9-10 Spell in a
bottle (similar to a scroll, throw, and the spell goes off, with the same level
the spell would have had
11-12 DM’s Choice
When picking something up you don’t know what it is
1-2 Astrolabe
3-4 Gnomish
invention
5-6 Exotic Weapon/
equipment
7-8 spectacles of X
9-10 Cloak of X
11-12 individual
piece of armor (gauntlet, shoulder protection, greave, etc)
13-14 wand of X
15-16 Solid alchemistical
substance
17-18 Mineral
19-20 Household
item
If you can’t find it, roll on the following chart how long it takes (d100)
01% - 25% He can’t
get it right now (due to price, availability, rarity, etc.) but may be able to
get it later on (according to the DM’s discretion)
26% - 40% He finds
it in 2d4 months
41% - 55% He finds
it in 2d4 weeks
56% - 70% He finds
it in 2d4 days buried under something in his shop
71% - 85% He finds it in 2d4 hours buried under
something in his shop
86% - 99% He finds
it in 2d4 rounds buried under something in his shop
100% DM’s Discretion
Pricing roll 1d12
1.
225%
above suggested retail
2.
200%
above suggested retail
3.
175%
above suggested retail
4.
150%
above suggested retail
5.
125%
above suggested retail
6.
Retail
cost
7.
90%
of suggested retail
8.
80%
of suggested retail
9.
70%
of suggested retail
10. 60% of suggested retail
11. 65% of suggested retail
12. DM’s Choice
Note: DMs should
adjust the rolls based on the item’s availability, character level, balance,
etc.