Dark Market

A collection of Dark Markets from across the ages.

Dark Market

Slip into the shadows and uncover a curated collection of forbidden wares and illicit tools from across the realms. From handcrafted poisons and assassin’s tools to contraband and devices of infiltration, the dark market caters to those who operate outside the law.

Whether you’re a rogue, a smuggler, or simply someone with dangerous needs. What’s illegal elsewhere is always in stock here.

Feudal Age Dark Market

Assassins Tools

Assassin Tool Description Tool Type Traits Effects Cost
Garrote A 1-2 Meter  length of Piano Chord or Metal Wire. Strangulation Uncommon, Silent, Concealable, Tiny, Assassin Tool 1d8 Blunt Weapon that can only be used on Unaware Targets and Crits as long as it Hits 80 Silver
Assassin's Teapot An ornate teapot with a hidden compartment. Poison Delivery Uncommon,Silent, Small, DIsguised, Assassin Tool Has two chambers inside, one of which can be filled with poison and the user can choose when to pour which Chamber. 500 Silver
Poison Sting Ring A decorative ring with a painful and potentially deadly sting. Poison Delivery Uncommon,Silent, Tiny, Concealable,  DIsguised, Assassin Tool Has a small reservoir intended to store Poison and a small activated needle that goes through the Poison Reservoir and out into the victim’s Exposed Skin or Flesh. Melee Attack Required to Hit Aware Targets. 800 Silver

Toolkits

Toolkit Function Items Included Cost
Burglar’s Toolkit Allows the user to pick and break locks and disable traps using their Fine Motor Skill. Lockpicks, Metal Files, Hand Drill, Pitons, Hammer, Spike, Copper Wire, Leather Bag 100 Silver
Locksmith’s Toolkit Allows the user to to pick, break, and re-key locks using their Fine Motor Skill Lockpicks, Metal FIles, Hand Drill, Re-key Kit, Hammer, Spike, Key Cutter, Blank Keys   200 Silver

Poisons

Item Description Effect / Ability Item Traits Materials Cost
Mild Poison A rat grade ingestible poison. After Drinking using a Motion on oneself or a willing Large or Smaller sized creature, The Creature Must Roll a Constitution Saving Throw with a DC of 16, If they Fail they are dealt 2d6 Poison Damage and Suffer from the Poisoned Condition until they save against the Condition at the End of one of their turns. Common, Single Use Glass Bottle, Purified Water or Alcohol, Common Ingredients 80 Silver
Moderate Poison A potent ingestible poison. After Drinking using a Motion on oneself or a willing Large or Smaller sized creature, The Creature Must Roll a Constitution Saving Throw with a DC of 16, If they Fail they are dealt 3d6 Poison Damage and Suffer from the Poisoned Condition until they recover after 1d4 Hours of Sleep or Twice as much Rest. Uncommon,Single Use Glass Bottle, Purified Water or Alcohol, Uncommon Ingredients 250 Silver
Strong Poison A highly potent ingestible poison. After Drinking using a Motion on oneself or a willing Large or Smaller sized creature, The Creature Must Roll a Constitution Saving Throw with a DC of 18, If they Fail they are dealt 4d6 + 2 Poison Damage and Suffer from the Poisoned Condition until they recover after 2d6 + 2 Hours of Sleep or Twice as much Rest. Rare, Single Use Glass Bottle,  Purified Water or Alcohol, Uncommon Ingredients 500 Silver
Deadly Poison A devastatingly potent ingestible poison. After Drinking using a Motion on oneself or a willing Large or Smaller sized creature, The Creature Must Roll a Constitution Saving Throw with a DC of 20, If they Fail they are dealt 5d6 + 2 Poison Damage and Suffer from the Poisoned Condition until they recover after 2d6 + 2 Hours of Sleep or Twice as much Rest. Rare, Single Use Glass Bottle,  Purified Water or Alcohol, Rare Ingredients 1,200 Silver
Vile Salve A weapon or projectile applicable Toxin. Adds 1d4 + 2 Toxic Damage to Weapon Attacks Made with the Applied Salve. Motion to Apply. Uncommon,5 Doses Glass Bottle,  Purified Water or Alcohol, Common Ingredients 60 Silver
Venom-Bite Salve A weapon or projectile applicable Venom. Adds 1d4 + 2 Venom Damage to Weapon Attacks Made with the Applied Salve. Motion to Apply. Uncommon,5 Doses Glass Bottle,  Purified Water or Alcohol, Uncommon Ingredients 80 Silver
Tranquilizer  A bovine grade Tranquilizer. After Drinking using a Motion on oneself or a willing Large or Smaller sized creature, or as an Attack Action on an enemy Large or Smaller sized creature; The Creature Must Roll a Constitution Saving Throw with a DC of 16. If they fail they suffer from the Unconscious Condition in a number of rounds equal to that Creatures CON Modifier. If they Pass they are instead Dazed until they pass a DC 16 CON Saving Throw at the End of one of their Turns. They can only be awakened from this Tranq Unconscious Condition within the next Hour by receiving 5 or more damage of any kind in a single round. Afterwards they are considered to be Sleeping and can be woken from the state normally.  Rare, Single Use Glass Bottle, Purified Water or Alcohol, Rare Ingredients 400 Silver