A Door in the Junk Room
The party finds a brass doorframe in a forgotten cellar, attic, or ruin. Opening it drops them into the market’s loading bay, where they are immediately mistaken for new stock, customers, or thieves.
A strange portal deposits the party into a pocket dimension that looks like an endless warehouse-sized garage sale. Every aisle holds odd bargains, half-working contraptions, dusty relics, and more than a few cursed items. The market is run by clever gnomes and practical kobolds, who value trade, repair, and witty haggling above all else.
The party must navigate shifting vendor lanes, uncover who is sabotaging the market, and decide whether to profit from the chaos or stop a dangerous bargain from being completed. Beneath the noise, the marketplace hides a buried vault, a bound fiend, and an ancient price-tag engine that can rewrite what things are worth—and what they cost.
Expect social play, weird treasure, traps made of inventory, and fights among shelves, carts, and broken merchandise. Not everything here is evil, but almost everything has a catch.
You step through a strange gate and find yourselves in a market that should not exist: a pocket world of endless aisles, stacked crates, humming lanterns, hand-painted signs, and vendors who insist every object has a story.
The gnomes here are inventors, tinkerers, and enthusiastic salesfolk. The kobolds are scrappy, organized, and fiercely protective of their stalls. Together they run a giant swap meet where almost anything can be bought, traded, repaired, or cursed.
Survive the shopping, uncover the sabotage, and decide whether to save the market, exploit it, or escape with the best deal of your lives.
Playful, chaotic, anxious, and magical. The market is funny until it is not.
The campaign is a 3-act pocket-dimension adventure designed for levels 1–5. The party enters the Bazaar of Misplaced Things, a surreal market maintained by allied gnome and kobold factions that are barely keeping order. A hidden patron, Marrow Quill, is using cursed inventory tags and infernal promissory marks to awaken the Price Engine beneath the market and free a bound chain-demon called the Ledgerfiend.
The module begins with a bizarre arrival, a market investigation, and a series of bargains, thefts, and recoveries. Act II expands into the service tunnels, repair yards, and auction platforms where the party discovers the engine, the missing inventory, and the lieutenants responsible for the sabotage. Act III takes the party into the sealed vault beneath the bazaar for a final confrontation, where the market’s fate, the demon’s bond, and the future of every vendor are decided.
Core play pillars: haggling, scavenging, cursed curios, faction alliances, trap-filled exploration, and a climactic battle in a shifting treasure vault.
The module includes legacy-compatible summaries, full scene packets, encounter packets, factions, villains, custom monsters, downtime activities, rumors, treasure parcels, failure states, and a structured clue flow that supports table play with minimal prep.
The party finds a brass doorframe in a forgotten cellar, attic, or ruin. Opening it drops them into the market’s loading bay, where they are immediately mistaken for new stock, customers, or thieves.
A charmed coupon arrives by raven, homunculus, or wandering child. It promises one free entrance to the Gnome Depot and Kobold Swap Meet, but the fine print says all debts are payable in secrets, favors, or blood.
A friend, patron, or missing family member was last seen shopping for an impossible bargain. The only lead is a receipt stamped with a market seal and the words: ‘No refunds beyond the vault.’
The party enters the pocket-market, learns its rules, and discovers that odd merchandise is going missing. The act should feel lively, strange, and accessible, with social discovery and a few low-stakes scuffles.
You step through a doorway that was not there a moment ago and land in a warehouse of impossible size. Lantern strings hang above stacked crates, and hundreds of voices trade, brag, and argue over everything from spoons to spellbooks. A gnome in goggles points at you and says, ‘Please don’t touch anything cursed until we label it.’
Open with wonder and confusion. Let the players choose whether to talk, run, or help. This is the first contact with the market and establishes tone.
A ring of notice boards, bells, and folding tables forms the heart of the market. Deals are shouted, written, sworn, and occasionally rescinded at speed. You feel watched, measured, and appraised.
Use this as the main social hub. Give players rumors, prices, and opportunities to barter. Introduce Pip and Skrik here.
Glass chimneys glow in soft colors, and one lamp flickers as if it is trying to whisper. Nearby, a vendor swears a frying pan can ‘taste poison’ if polished properly.
This scene should feel like shopping with hidden danger. Offer weird but useful items and let players discover that one or two are cursed or double-edged.
Milestone: After the party secures a market token, gains a faction ally, and uncovers the first evidence of black-tag sabotage, advance them to level 2 or treat the act as complete progress toward level 2.
The party descends into the repair tunnels, sorting rooms, and auction underworks. They uncover the false routing system, identify one lieutenant, and learn that the market’s hidden machinery is being used to feed a fiendish bargain.
Conveyors clatter, stamp heads slam, and bins rattle past in a blur of labels. Somewhere inside the machine, a wrong tag scrapes metal with a sound like teeth on glass.
Let the party interact with levers, labels, and moving parts. This is the best place for mechanical problem-solving and terrain-based combat.
Rows of barred cages hum under salt lines and rune wash. A frightened worker points to one crate and mutters, ‘That one definitely came back wrong.’
Use this scene to reveal the market’s hidden terror. The party can save workers, destroy dangerous stock, or question a witness in the chaos.
The bidder in black gloves snatches a parcel and bolts as auction bells ring overhead. Buyers scatter, chairs scrape, and a dozen eyes turn toward the chaos.
This scene can be a chase, negotiation, or fight. The important thing is that the party learns the bidder’s route and how the auction space is used to move contraband.
Milestone: When the party learns the vault route, identifies a lieutenant, and secures a way through the bell seal, advance them to level 4 or make them ready for the final act.
The party descends into the sealed basement vault and confronts the Price Engine, the Ledgerfiend, and the villain’s final bargain. Their choices can save, reshape, or ruin the market.
The archive smells of dust, wax, and cold iron. Ledger volumes hang on chains like sleeping birds, and every shelf seems to wait for someone to make the wrong promise.
This is the setup for the finale. Reward earlier investigation with the bond phrase, vault weakness, or a way to flip the engine’s rules.
You step onto a narrow iron walkway above the vault floor. Below, chains rise and fall like a market display gone mad, and every cracked seal hums with pressure.
This is the pressure-building approach to the boss fight. Let players choose whether to sabotage pillars, ambush lieutenants, or rush the engine.
The machine turns with a sound like coins grinding under a giant heel. Black ink runs through the gears, and the air feels appraised. A voice speaks from the chains: ‘Debt accepted.’
Run the final encounter here. Give the party multiple win conditions: defeat the fiend, disrupt the ritual, rewrite the ledger, or bargain the demon back into bondage. Make the environment matter each round.
Milestone: Upon resolving the final ritual and deciding the fate of the Price Engine, the party completes the campaign at level 5.
Marrow Quill
Completed
Marrow Quill is the kind of villain who never appears hurried because they believe panic is for people who have not already prepared for fa…
Vexa Chain-of-Values
Completed
Vexa Chain-of-Values is the kind of villain who never raises their voice unless someone has wasted their time. They are a gnome auction enf…
Mournix the Inkbound
Completed
Mournix the Inkbound is the kind of villain who does not shout threats because they think threats are sloppy. They speak in careful whisper…
Ledgerfiend
Completed
· CR 5
· Fiend
The Ledgerfiend is a unique and insidious demon bound by chains forged from broken contracts. It thrives in the realms of debt and promises…
Helmed Horror
Completed
· CR 2
· Construct
The Helmed Horror is a magical construct, typically animated by a wizard's command but often left to patrol dungeons or forgotten ruins. Wi…
Ledgerfiend
Completed
· CR 3
· Fiend
The Ledgerfiend is a cunning and sinister spirit born from the unreconciled debts and broken promises of those who were too greedy to pay t…
Marrow Quill wants to convert the market’s hidden value system into a soul-backed debt engine. By feeding cursed goods, broken bargains, and stolen inventory into the Price Engine, Marrow intends to sell impossible leverage to a patron beyond the pocket dimension and become the market’s permanent master.
Polite, precise, and predatory. Speak like a charming accountant who always knows more than everyone else. Marrow never raises their voice unless the plan has already succeeded too well.
Marrow avoids direct confrontation until the final act. Early on, they use misinformation, false bargains, and hired thugs. In the final chamber, they stay near the engine, activate debt bells, and let the Ledgerfiend and cultists absorb pressure while they complete the soul-sale.
Marrow can be defeated, arrested by market authorities, or exposed publicly. If cornered and offered mercy, they may bargain information about their patron in exchange for a chance to escape the pocket dimension.
Vexa believes the market should belong to whoever can pay, and that sentimentality ruins commerce. They are not fully loyal to Marrow, but they enjoy the power that comes with scarcity and control.
Sharper than a knife, impatient, and condescending. Portray Vexa as a professional who is always annoyed by amateurism.
Vexa uses mobility, intimidation, and crowd control. In combat, they fight from elevation, isolate vulnerable targets, and retreat through prepared routes if the fight turns against them.
Vexa may surrender if the party proves the market will survive without Marrow. They can also become a grudging ally if bribed with evidence that Marrow intends to short-sell them too.
Mournix serves as the ritual accountant who keeps the demon binding accurate. They believe all bargains are sacred and that the living are simply poor record-keepers.
Cold, whisper-soft, and deeply offended by mistakes. Mournix treats every sentence as a clause and every pause as a signature.
Mournix weakens the party with curses, binding magic, and battlefield control while maintaining the ritual. If threatened, they destroy evidence, corrupt the ledger, and try to finish the summon at any cost.
Mournix can be convinced that Marrow intends to void their promised reward, causing a betrayal or retreat. Otherwise, they die or flee with fragments of the true ledger.
Recommended party: 3–5 characters; balanced party with at least one face, one scout, and one front-line defender is ideal.
This campaign mixes comedy, shopping, weird magic, and occasional body-horror-adjacent curse imagery. Ask players how much they want cursed-item mishaps, fiendish themes, and merchant conflict to matter. Make sure everyone is comfortable with bargaining, debt, and ‘you bought what?’ style consequences. Establish that all cursed effects are fictional and reversible unless the party makes a serious in-world choice. Encourage a tone that can swing from silly to serious without mocking player decisions.
For 3-player parties, reduce each combat encounter by one standard creature or replace one support monster with a weaker official SRD creature. For 6-player parties, add one low-CR support creature to most combat encounters or increase enemy hit points by about 15–20% without changing tactics. The final boss encounter should remain High difficulty but can be softened by allowing earlier clues to disable one pillar, weaken one lieutenant, or deny the fiend a recharge use. If the party is below the intended level, emphasize social solutions and reduce the number of hostile creatures rather than increasing damage. If the party is above level 5, add more environmental pressure, smarter tactics, and an extra objective such as preventing the engine from fully awakening.
Keep the bazaar lively and full of choices. Give every stall a hook, every bargain a catch, and every clue a second source. The gnomes and kobolds should feel distinct but allied, each with reasons to distrust the other’s paperwork. Reveal the villain through logistics first: missing tags, misrouted goods, and altered ledgers. Let the final act be a decision point, not just a fight. If the players latch onto a cursed item early, make it useful and dangerous rather than a dead end.
Spend downtime in the bazaar negotiating prices, trades, and future favors. A successful approach can reduce costs, gain information, or secure a local ally.
Requirements: At least 1 hour in the market and proficiency or competence in Persuasion, Deception, or Insight.
Rewards: Discounts, rumors, temporary access, or a one-time reroll on a market-related Charisma check.
Time: 1–3 hours
Location: Best performed at the Exchange Pavilion or Auction Underworks.
Reward clever phrasing and roleplay. Even a failed attempt can still buy information if the party offers a useful favor.
Collect broken parts and restore a damaged item or gear piece using the market’s tool benches.
Requirements: Tinker’s tools, smith’s tools, or thieves’ tools; access to repair stations.
Rewards: A repaired item, a small consumable, or advantage on one future equipment-related check.
Time: Half a day
Location: Fits the Return Cart Row and the Sorting Machine Room.
Let players turn garbage into utility without replacing the excitement of loot.
Study cursed labels, inventory marks, or receipts to identify where a dangerous item came from and where it was headed.
Requirements: Arcana, Investigation, or proficiency with calligrapher’s supplies.
Rewards: A clue, a safe route, or a warning about a trap or curse.
Time: 1 hour
Location: Best used in the Quarantine Cage-Line or Chain Archive.
This downtime activity is a clean way to deliver clue flow if the party has paused between scenes.
A loud chamber filled with clanking conveyors, spinning arms, and stamped inventory bins. It is meant to separate returns, salvage, and cursed stock, but it has been subtly altered so that black-tagged goods move downward instead of being quarantined. The machine room is a dangerous place to investigate because the equipment is huge, ancient, and only half-understood by the workers. The party can learn that someone has installed false routing marks and that the system has been asked to deliver items to the basement vault instead of the burn pit.
This is the best place for a trap-heavy encounter and evidence of the sabotage.
A fenced chamber with tiered walkways and a small stage where high-value finds are examined under bright lamps before bidding. The atmosphere is hushed, tense, and transactional. A few items are authentic wonders, but many are risky, mislabeled, or legally questionable. The underworks let the party buy, steal, or identify gear while revealing who has been paying premium prices for curses, chain links, and sealed jars. The room also contains hidden listening slots used by the vendors to monitor the crowd.
Use this as a social pressure cooker and clue delivery point.
A row of barred pens, salt circles, and rune-scrubbed hooks where dangerous returns are held before disposal. Some cages are empty, while others contain items that hum, whisper, or actively try to bargain. The cage-line is where the party can identify the nature of the cursed inventory and find evidence that a fiendish binding was once stored here. The same place also houses one or two frightened workers who know too much.
Good for horror, interrogation, and cursed item reveals.
A monumental machine of brass scales, ledger wheels, and glowing inventory rings that sits at the chamber’s center. It can stamp a value onto objects, creatures, and promises. The engine is damaged, overloaded, and partially controlled by infernal tags. It constantly emits the feeling of being appraised. Nearby shelves reconfigure based on what the engine ‘thinks’ is valuable, making battle lines unstable. The engine can be shut down only by breaking its three calibration pillars or by re-writing its core price ledger with the correct counter-claim.
This is the final objective and should feel strange, terrifying, and mechanically interactive.
A side vault filled with coils, locks, promissory notes, and contract tablets. The archive records every major debt the market has ever held. Some records are mundane; others are whispered bargains tied to the demon beneath the vault. The archive contains the most important proof of the sabotage, plus a ritual-safe way to sever the demon’s feed. Searching it is time-consuming and dangerous because the records are booby-trapped with oath magic and alarm bells.
Excellent for lore reveals and pre-final encounter preparation.
A narrow elevated walkway that circles part of the vault and overlooks the engine room. Several seal pylons once maintained the binding, but some have cracked. Walking here feels like crossing a balance sheet made of iron. The party can use the walk to access different parts of the chamber, but it is also where snipers, cultists, or summoned guardians can control the field from above.
Use this for a dynamic final battle with vertical movement.
A gnome stall-owner who sells repaired cookware, buttons, and ‘definitely authentic’ relics. She is warm, nosy, and impossible to bluff for long.
A bright-eyed gnome quartermaster with ink on both sleeves and seven different pockets full of keys. Pip is cheerful, direct, and slightly frazzled, but never dishonest unless he thinks it is for the greater good.
A meticulous kobold tally-master who speaks in efficient phrases and keeps receipts for everything, including insults. Skrik values order, proof, and clear deals more than trust.
A kobold salvage runner with a scarred tail, a practical grin, and a talent for finding things buried under much larger things. Tarn prefers action to discussion.
A nervous human clerk hired for copywork and inventory tracking. He did not expect the market to be this strange and is now in too deep to leave safely.
A tired gnome engineer with soot on her face and three clipboards. She knows every pipe, lift, and maintenance lock in the underworks and is furious that someone keeps changing her routes.
A kobold auction crier with a dramatic voice and a talent for spotting fake relics. Kett enjoys excitement, but not being lied to.
A kobold vault warden in patched armor who has spent years maintaining the old seals. Skarn is blunt, loyal, and increasingly desperate.
An elderly gnome records keeper who guards the chain archive with a quivering pen and a hard stare. Pell is more courageous than they appear and deeply ashamed of how much the market has been compromised.
Suggested Level: 1
- Narrow loading bay with stacked crates
- Tipped handcarts that provide half cover
- A swinging sign that can be climbed
- Loose nails and broken glass count as difficult terrain
A market token, 15 gp in mixed coin, and a clue to the Exchange Pavilion.
Use this as a soft opening. The encounter can be solved by fighting, negotiation, or a quick escape.
Suggested Level: 1
- Moving carts create shifting lanes
- Shelving units can be toppled
- Tight corridors encourage melee congestion
A repaired trinket worth 25 gp and a damaged black inventory tag.
Add a vendor NPC in danger to encourage the party to intervene rather than simply attack.
Suggested Level: 2
- Barred cages and salt circles
- Narrow walkways over drain channels
- Lever stations that can shut cages or open them
A utility consumable, a quarantine key, and a clue about altered sorting marks.
This encounter should feel messy and physical. Emphasize rescuing workers and controlling hazards.
Suggested Level: 3
- Raised catwalks and chain rails
- Bright auction lamps impose glare on some sightlines
- Fragile display cases can shatter into difficult terrain
100 gp in auction credit, a clue to the black-gloved bidder, and one uncommon magic item.
If the party prefers stealth, the same encounter can become a chase through the underworks instead of a straight fight.
Suggested Level: 4
- Tight stairwell with iron bells
- Sigil plates that can be suppressed or triggered
- A steep drop into the lower vault if a creature is shoved
A vault access token, a rare magic item, and a clue about the final bond phrase.
This is a good point to reward earlier clue-gathering; with the right information, players can bypass or weaken the guardian.
Suggested Level: 5
- Rotating ledger pillars and chain bridges
- Animated shelf walls that change cover each round
- Debt bells that can burst with thunderous sound
The Price Engine core, two rare items, and the campaign’s principal secret ledger.
The encounter can end in combat, binding ritual, or a bargain if the party has done the legwork. Do not assume the fiend simply fights to the death.
Tagclip Token
Completed
Act I - Loading Bay Portal and Exchange Pavilion
False
Lantern of Honest Shadows
Completed
Act I - Lantern Cupboard
False
Salvager’s Coilgloves
Completed
Act I - Return Cart Row
False
Cupboard Key of the Third Hook
Completed
Act I - Lantern Cupboard hidden compartment
False
Belt of the Good Bargain
Completed
Act II - Auction Underworks
True; requires attunement by a creature with Charisma 11 or higher
Quarantine Charm Brace
Completed
Act II - Quarantine Cage-Line
True
Ledgerhook Dagger
Completed
Act II - black-gloved bidder’s cache
True
Receipt of Safe Passage
Completed
Act II - Sorting Machine Room
False
Gavel of Final Price
Completed
Act III - Chain Archive
True
Crown of the Inventory King
Completed
Act III - Price Engine Chamber
True
Chainbreaker Talisman
Completed
Act III - Broken Seal Walk
True
Finalized Favor
Completed
Act III - Vault archive or final reward
False
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