Skyfell, The WhatNot Shop

Like other DMs and GMs, I have a set of recurring locales that appear in just about every campaign I've run. Some even cross genres and are updated accordingly but the core concept, NPCs, and purpose remain the same. 

In a previous blog post, I wrote about Skyfell, one of my homebrew campaign settings. In this post, I'm writing about the WhatNot Shop, a store that appears in that and other settings. I've even used this store as the backdrop to some of my DMs Guild offerings (see the links below). I hope you enjoy this locale. Feel free to use it in your own homebrew campaigns and let me know if you do.


The WhatNot Shop


The WhatNot Shop is a lopsided building in the heart of Garrison Market. It’s easy enough to spot. Just look for a place where a hodgepodge of architectural elements have been slammed into each other with the ceremonial pomp and forethought of the tail-end of an all-night pub crawl. Given its appearance, it’s quite understandable that the reaction of most first-time visitors is a fear of its stumbling into the middle of the street and passing out. The structure has taunted the uninitiated with such catastrophe for centuries but it’s not at all inclined to carry through with its threat any time soon.

With these worries safely abated, it is actually possible to admire the WhatNot Shop’s form. Its entrance, the only portion of the building’s original storefront still visible from the street, would be rather unassuming if not for the wooden eyes installed above the door that simultaneously welcome paying customers and warn away intrepid shoplifters. The latticed front windows provide a glimpse of the shop’s interior to anyone willing to press their face against the smokey glass. The display windows crowning the edifice hint at the sorts of unique treasures that can be found inside; their contents are rotated often so as to present the most intriguing of the odds and ends and bric a brac that can be found within.

It’s the rooms, compartments, nooks, overhangs, spires, and other add-ons jutting out at unexpected angles from the core structure that give the Shop its unsettled feeling. Each component is stubbornly unique in its style—drawing from gnome, dwarf, orc, dragonborn, and other more eccentric traditions—and is composed of a melange of materials, some of which are a mystery to even experienced crafters. But somehow this eclectic blend feels right. No other configuration would be or should be possible. The building is what it must be.

A soft melody gently tinkles out from hidden bells and chimes when anyone enters through the front door. This brief auditory pleasantry is quickly followed by a wonderfully confounding aroma that hints of spices from far-off lands, rich perfumes, and newly turned earth after a refreshing Spring rain. This is accompanied by the tantalizing feeling that something is about to happen. Something unexpected. Something magical. 

The WhatNot Shop is ostensibly divided into specialized areas across two floors. As with most gnome endeavors, however, the needs and whims of moments long forgotten have eroded away all semblance of organization. In truth, the only areas that might be considered organized are the underground vaults where the most precious and dangerous items are stored. But those chambers couldn’t be considered safe for even the most adventurous employees let alone unwitting customers distracted by their daily agendas. 


First Floor


Salesroom

Just within the entrance is the Salesroom where the front counter is crowded in by a mob of floor-to-ceiling shelves filled with a bewildering array of items harvested from all across the land. There is even a small selection of fresh-baked snacks and desserts to tempt those who are feeling peckish. Behind this counter, Zana Daergel perches on a splintered bar stool that is rumored to be permanently borrowed from the Golden Hills (without the original owner’s knowledge, of course). The spritely gnome proprietor known for her spiked green hair and warm nature welcomes with a bright smile everyone who walks through the door. She plies her guests with earnest queries as to their health before inviting them to have a relaxing browse. A squad of assistants are eager to lend a hand, using their encyclopedic knowledge of the inventory to escort the goal-oriented and the overwhelmed alike to the objects of their desires.

Domestic Studio

The Domestic Studio is a sprawling chamber that has attached itself to the east side of the Salesroom. Its walls are a haphazard arrangement of surfaces that come together at unexpected angles, forming nooks and crevices that are filled with mundane and magical goods suitable for any home, wizard’s tower, or castle. Zana is careful to acquire only the most interesting of domestic items, feeling that an ordinary need can and should be met with an adventurous spirit, a healthy helping of flare, and yes even a bit of danger. You won’t find your grandma’s cracked tea set here but you can pick up a set of Valerenka’s Variegated Vessels, a wonderfully entertaining collection of sipping cups that change color when filled with hot or cold water. And isn’t that much better anyway? The following items are almost always in stock though quantities vary throughout the day.
  • Bag of Holding (DMG)
  • Chests
    • Common
    • Fine
  • Collectables, decorations, knick knacks, statuettes
    • Common
    • Fine
  • Curio boxes
    • Common
    • Fine
  • Floor coverings
    • Pelt, common
    • Rug, common
    • Rug, fine
    • Rug, mysterious
  • Folding Boat (DMG)
  • Instruments
    • Cittern
    • Horn
    • Mandolin
    • Ocarina 
    • Pipes of the Sewers (DMG)
    • Tabor
    • Tambourine
  • Jugs and pitchers
    • Common
    • Fine
    • Traveling
  • Locks
    • Simple 
    • Complex
  • Magnifying Glass
  • Mirror, steel
  • Music boxes
    • Common
    • Fine
  • Oil flask
  • Pole of Collapsing (XGE)
  • Pot, iron
  • Ropes
    • Hempen
    • of Climbing (DMG)
    • of Mending (XGE)
    • Silk
  • Spyglass
  • Statues
    • Common
    • Fine
  • Wine (bottle)
    • Common
    • Fine

Cloak Closet

Anyone taking the broad passage to the west of the Salesroom will find themselves greeted with the smell of musty linen and newly spun wool. The L-shaped Cloak Closet lies just beyond. The immediate impression is one of walking into a rainbow of fabrics that have been hastily put aside but never properly stowed. A plethora of garments dangle from ropes that cross-cross the ceiling. Compartmentalized cupboards house a wonderfully diverse inventory of hats, footwear, and gloves. In the center of it all is a counter where friendly staff show off jewelry, eye-wear, and other delicate body adornments. Most articles that can be found here are crafted by local artisans or are sourced from the vast trade network Zana has nurtured over the years. The following items are almost always in stock though quantities vary throughout the day.
  • Boots of Winterlands (DMG)
  • Cap of Water Breathing (DMG)
  • Cloaks
    • Common
    • Costume
    • Fine
    • of Billowing (XGE)
    • of Many Fashions (XGE)
    • of Protection (DMG)
    • Traveling
  • Clothes
    • Common
    • Costume
    • Fine
    • of Mending (XGE)
    • Traveling
    • Work
  • Eyewear
    • Eyes of Charming (DMG)
    • Eyes of Minute Seeing (DMG)
    • Eyes of the Eagle (DMG)
    • Goggles of Night (DMG)
    • Readers
    • Silly Eyes
    • Sundark Goggles
  • Hats
    • Common
    • Costume
    • Fine
    • of Disguise (DMG)
    • of Vermin (XGE)
    • of Wizardry (XGE)
    • Traveling
  • Jewelry
    • Common
    • Costume
    • Fine
    • Periapt of Health (DMG)
    • Periapt of Wound Closure (DMG)
  • Pouches
    • Common
    • Fine
  • Rings
    • Common
    • Costume
    • Fine
    • Jumping (DMG)
    • Swimming (DMG)
    • Warmth (DMG)
    • Water Walking (DMG)
  • Robes
    • Common
    • Costume
    • Fine
    • of Useful Items (DMG)
    • Traveling
  • Tools
    • Cobbler’s tools
    • Leatherworker’s tools
    • Weaver’s tools

Overnight Room

There is an employee room in the back of the WhatNot Shop that can also be used for overnight stays. This most often happens when a crafting activity requires constant supervision or when a special inventory is coming in at an odd hour due to safety concerns. The chamber sleeps three comfortably, more if they’re willing to be friendly.

The ghost of Zana’s uncle Dibble (see Security below) lurks here during daylight hours. It's an ideal den for the gregarious ghost as it affords easy access to both the store and the vaults below. The entrance to the vaults is kept locked at all times and is heavily guarded with traps and charms but Dibble knows the easiest way to circumvent them.

The Stairwell

A stairwell rises up from the north side of the Salesroom directly opposite the display windows. Its uneven steps are flanked by walls decorated with paintings of some of the Shop’s more interesting acquisitions and acquaintances. A perceptive visitor might also notice the peculiar ceiling molding carved into what could be either the waves of a stormy sea or the froth of an extremely agitated mug of ale. Regardless, representations of nameless creatures pop in and out of the woodwork. Some are friendly and happy. Others stern and angry. Hidden among these decorations is also a host of anti-theft charms and alarms designed to help alert staff to anyone foolish enough to try to steal something. Two statues of grell adorned in fine vestments stand guard at the landing at the top of the stairs. A set of dangerously comfortable sofas are positioned nearby. Anyone taking up a seat is rewarded with a birds-eye view of the Salesroom below. 


Second Floor


Arcane Chamber

A narrow corridor filled with the lingering ozone of spent magic wanders off to the east from the landing. This eventually leads the diligent to the Arcane Chamber where staffs, wands, tomes, scrolls, and other wondrous items are on display; weapons and armor are conspicuously absent. Trained magic users are on hand to take requests for made-to-order spell scrolls, identify and repair magic items, and offer consultations regarding a wide range of arcane matters. They can also create common, uncommon, and rare custom magical items whose effects fall within the schools of Abjuration, Enchantment, or Transmutation. 
The following items are almost always in stock though quantities vary throughout the day.
  • Arcane focuses
    • Crystal
    • Instrument
    • Orb
    • Rod
    • Staff
    • Wand
  • Arcane components
  • Bag of Tricks (DMG)
  • Books
    • Common
    • Fine
    • Rugged
    • Spellbook
  • Broom of Flying (DMG)
  • Candle of the Deep (XGE)
  • Chalk
  • Components pouch
  • Deck of Illusions (DMG)
  • Ersatz Eyes (XGE)
  • Hourglass
  • Ink and pen
  • Mystery Key (XGE)
  • Parchment
  • Scrolls (DMG)
    • Bard cantrips
    • Sorcerer cantrips
    • Wizard cantrips
  • Sending Stones (DMG)
  • Sealing wax
  • Signet ring
  • Staffs
    • Common
    • Fine
    • of Adornment (XGE)
    • of Flowers (XGE)
  • Talking Doll (XGE)
  • Tools
    • Calligraphy supplies
    • Cartographer’s tools
    • Jeweler’s tools
    • Tinker tools
  • Wands
    • of Magic Detection (DMG)
    • of Scowls (XGE)
    • of Smiles (XGE)
    • of Wind Fan (DMG)

Alchemists’ Nook

The Alchemists’ Nook bubbles off to the west of the landing. Smelling of sulphur, crushed minerals, and dried animal bits, one can easily find their way to this part of the Shop even blindfolded. Its dusty cabinets are well stocked with magical potions, refreshing elixirs, and delightful beverages. At any given hour, the chamber is visited by a host of practitioners--among them alchemists, herbalists, assassins, healers, enchanters, and brewers-- seeking to replenish the raw materials and tools of their trade with the wide range of supplies also on hand. The knowledgeable, but admittedly snarky, staff offer similar services to those of the Arcane Room with a focus on medicine, gnome alchemy, and herbalism. (See my post about Sourwind Hedskor and gnome alchemy!) The following items are almost always in stock though quantities will vary throughout the day.
  • Abacus
  • Acid
  • Alchemist’s Fire
  • Alchemy Jug (DMG)
  • Antitoxin
  • Beads of Nourishment (XGE)
  • Beads of Refreshment (XGE)
  • Bottles (glass)
    • Common
    • Experimental (for potions and such)
    • Fine
    • Rugged
  • Candles
    • Plain
    • Scented
  • Dust of Dryness (DMG)
  • Dust of Sneezing and Choking (DMG)
  • Gnome Alchemy
    • Clockwork Interrupter
    • Floral Fancies
    • Glitterbright
    • Glow Dye
    • Partystarter
    • Red Wriggler
    • Snortawake
    • Spiderlilly Essence
    • Stinktar
    • Too Much Fun
  • Heward’s Handy Spice Pouch (XGE)
  • Jug or pitcher
    • Common
    • Experimental (for potions and such)
    • Fine
    • Rugged
  • Oil of Slipperiness (DMG)
  • Perfume of Bewitching (XGE)
  • Philter of Love (DMG)
  • Potions
    • Animal Friendship (DMG)
    • Climbing (DMG)
    • Fire Breath (DMG)
    • Growth (DMG)
    • Healing  (DMG)
    • Greater Healing (DMG)
    • Resistance (DMG)
    • Water Breathing (DMG)
    • Pot, iron
  • Tankard of Sobriety (XGE)
  • Tools
    • Alchemist supplies
    • Brewer’s supplies
    • Glassblower’s tools
    • Healer’s kit
    • Herbalism kit


Security

Given the wealth of objects that can be found at the WhatNot Shop, it should come as no surprise to hear that it has been the target of a number of break-ins from rogues of all ilks and abilities. (A dispassionate analysis of the frequency of these events shows that they are not as common as Zana feels but they do occur nonetheless.) To combat the loss of inventory, Zana deploys a number of active and passive security measures. The following is only a brief sampling of these deterrents.

Guards

On an average day, a pair of gnome guards named Nyx and Roondar patrol the shop. Nyx stations herself near the entrance and does her best to look menacing. The scar on her right cheek goes a long way to achieving that goal. Roondar takes a more subtle approach on the landing on the second floor, standing so silently and so still that he is often mistaken for another statue until he stares down a suspicious passer-by. Use the Guard NPC stat block.

Pixie Minders

An entire community of pixies works in the vaults below the WhatNot Shop. A half-dozen or so are always assigned to wander the Shop floors to watch for shoplifters and other inappropriate behaviors. (Some folks just don't know how to behave in public.) Each carries a startlingly loud whistle that they blow when there’s trouble or when their simply annoyed by a particularly demanding customer. Use the Pixie stat block.

Magic Traps

There are a number of magical traps set throughout the shop. During the day, these can be triggered manually. At night, they are set to trigger under certain conditions. For example, the front door and stairs are both enchanted with the Alarm and Entangle spells. 

Trained Mimics

Zana allows four mimics to inhabit the Shop. During the day, they’re usually napping somewhere in the vicinity of the front door. At night, one nestles itself among the treasures in each room where it snacks on any vermin unfortunate enough to cross its path. Use the Mimic stat block.

Ghostly Patrol

Zana’s discorporated uncle Dibble haunts the Shop at night. That said, he has made more than one appearance during store hours when the opportunity to pull a prank was too much to resist. The pixies are often co-conspirators in these events. The agreement Zana and he have is to act as night watchman, but his attention span is notoriously short. So he’s as likely to be doing his job as he is to be off somewhere else living up his afterlife. Use the Ghost stat block.


Browsing

Zana keeps a constant flow of merchandise moving through the WhatNot Shop. This is helped along in no small part by the adventurers who frequent the store to sell off or pawn the loot they’ve liberated. Moreover, whenever the merchandise begins to feel a little stale, Zana dredges some forgotten treasure from the vault to spice up the atmosphere. Because of that, anyone spending an hour browsing is likely to find a distinct object worth the slightly inflated price that comes with it. What they find often feels quite random, but that is the wonderful miracle of the WhatNot Shop. You never know what you’re going to get.

After a character spends an hour browsing the Shop, roll 1d100 and consult the following table to see what they’ve found. Finding an object doesn’t mean they can automatically add it to their inventory. They have to pay for it too. For trinkets, use the Trinket Table in the Player’s Handbook. For magical items, it’s up to the DM to select an item, keeping in mind that the WhatNot Shop does not deal in armor and only on very, very unusual occasions carries weapons. Use the Magic Item Tables in Xanathar’s Guide to Everything for a convenient breakdown.

1-34. Trinket
35-61. Uncommon, minor magic item
62-76. Uncommon, major magic item
77-86. Rare, minor magic item
87-93. Rare, major magic item
94-96. Very Rare, minor magic item
97-98. Very Rare, major magic item
99. Legendary, minor magic item
100. Legendary, major magic item

Note that Zana is no fool. She always employs additional security to protect any item of significant worth. For example, when an Apparatus of Kwalish was on sale, she cleared out a corner of the shop to put it on display, hired several guards, and deployed extra magical traps. She does this not only to discourage ambitious thieves from ransacking her place in a futile attempt to steal a fanciful object but also to manage the inevitable stream of look loos wanting to get a glimpse of it.


Final Thoughts

Well, that's the WhatNot Shop's general information. You probably noticed that I mentioned the underground vaults several times. I've used those for one-off and story arcs in the past. If there's interest, I can certainly do a post on those too. They're pretty fun.

You might like to have a listen to the WhatNot Shop playlist I put together on Spotify. I think it evokes the proper sense of chaos and wonder.

I used Dungeon Painter Studio for the maps in this post. This was my first time using this program and I found it fairly useful. There are enough assets to get started and there are workshops on Steam that have additional resources. It's definitely worth a test drive but I haven't used it enough to really be able to judge it. More to come on that.




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