Campaign Overview

Player-Safe Overview

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.

Player Handout

Welcome to the Gnome Depot and Kobold Swap Meet

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.

What to Expect

  • Weird bargains and stranger consequences
  • Social scenes with haggling, favors, and rumors
  • Cursed items disguised as deals
  • Hidden tunnels, storage vaults, and market guardians
  • A mystery beneath the market that may open something best left shut

Your Goal

Survive the shopping, uncover the sabotage, and decide whether to save the market, exploit it, or escape with the best deal of your lives.

Tone

Playful, chaotic, anxious, and magical. The market is funny until it is not.

Playable Module
Levels 1 5 Sessions 6–10 sessions, approximately 3–4 hours each.

The Gnome Depot and the Kobold Swap Meet

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.

Adventure Hooks

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.

The Strange Coupon

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.

Lost and Traded

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.’

Act Structure

Act I: Welcome to the Aisles

Recommended level: 1

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.

Objectives

  • Learn how the bazaar works
  • Gain trust with at least one vendor faction
  • Recover the missing return pallet or another early clue
  • Obtain a market token or access pass

Arrival in the Loading Bay

Loading Bay Portal

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.

Checks
  • DC 10 Intelligence (Investigation): notice moving price tags and a black inventory mark
  • DC 10 Charisma (Persuasion): calm a panicked vendor
  • DC 12 Wisdom (Insight): tell which vendor is hiding something
Clues
  • The market is organized by tags and ledgers, not by simple stalls.
  • A black iron tag shows up on recently moved items.
  • The vendors are more afraid of theft than of strangers.
Transitions
  • Leads to the Exchange Pavilion for rules and rumors
  • Leads to the Return Cart Row if the party follows missing goods

The Exchange Pavilion

Exchange Pavilion

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.

Checks
  • DC 12 Charisma (Persuasion): gain a temporary discount or favor
  • DC 11 Intelligence (History): recognize a ledgers-and-taxes style of old binding magic
  • DC 12 Wisdom (Perception): overhear a suspicious buyer asking about black tags
Clues
  • Someone is buying cursed items in bulk.
  • The market has a public rule against ‘unlogged removals.’
  • There is mention of a maintenance stair below the pavilion.
Transitions
  • Leads to side quests in the Lantern Cupboard or Return Cart Row
  • Leads to Act II once the party follows the sabotage trail

Lanterns, Lies, and Loose Stock

Lantern Cupboard and adjacent aisles

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.

Checks
  • DC 10 Intelligence (Arcana): detect a minor curse in a bargain item
  • DC 11 Wisdom (Perception): spot a secret maintenance hatch
  • DC 12 Charisma (Intimidation or Persuasion): force a vendor to reveal a hidden route
Clues
  • The lower stacks are going dark at odd hours.
  • A maintenance hatch leads to the underworks.
  • One lantern’s flame points downward toward the basement.
Transitions
  • Leads to the Light for the Lower Stacks side quest
  • Leads into Act II through the hidden maintenance stair

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.

Act II: The Underworks of Unpaid Debts

Recommended level: 2-4

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.

Objectives

  • Investigate the sorting machine and quarantine cages
  • Expose the black-gloved bidder or other lieutenant
  • Recover evidence linking Marrow Quill to the vault
  • Obtain access to the emergency stair and vault approach

Sorting Machine Sabotage

Sorting Machine Room

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.

Checks
  • DC 12 Intelligence (Investigation): find altered routing marks
  • DC 12 Dexterity (Thieves' Tools): override a jammed selector
  • DC 13 Strength (Athletics): hold a shifting gate open
Clues
  • Black tags bypass quarantine and route goods downward.
  • The sorting system recognizes fiend-linked inventory as high-value.
  • Someone with broad access has altered the labels repeatedly.
Transitions
  • Leads to Quarantine Cage-Line
  • Leads to Auction Underworks if the trail continues

Quarantine and Confession

Quarantine Cage-Line

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.

Checks
  • DC 12 Wisdom (Medicine): stabilize a worker or animal
  • DC 13 Charisma (Persuasion): get a frightened clerk to confess
  • DC 12 Intelligence (Arcana): identify a curse pattern
Clues
  • The curses were added after the goods entered the market.
  • A vault-related binding appears in the paperwork.
  • A clerk or worker saw a hidden lift or stair.
Transitions
  • Leads to the Bidder in Black Gloves
  • Leads to the Hidden Stair if the party secures a key or token

The Auction Chase

Auction Underworks

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.

Checks
  • DC 13 Dexterity (Acrobatics): leap catwalks or follow the runner
  • DC 12 Charisma (Deception): pose as buyers to get close
  • DC 13 Wisdom (Perception): spot the false vendor seal
Clues
  • The bidder has a protected route to the vault approach.
  • The bidder carries contract material, not just loot.
  • A lieutenant is working directly with Marrow Quill.
Transitions
  • Leads to the Hidden Stair and Bell Seal
  • Leads to Act III once the party gains vault access

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.

Act III: Final Price of the Market

Recommended level: 5

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.

Objectives

  • Recover the true ledger or learn the counter-claim
  • Defeat or outwit Marrow Quill and their lieutenants
  • Stop the soul-sale and bind or banish the Ledgerfiend
  • Decide the fate of the Price Engine

The Chain Archive

Chain Archive

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.

Checks
  • DC 13 Intelligence (Investigation): find the true ledger page
  • DC 14 Intelligence (Arcana): understand the counter-claim ritual
  • DC 12 Wisdom (Insight): tell which records were altered
Clues
  • The demon can be weakened by a correctly spoken counter-claim.
  • The engine uses three calibration pillars.
  • Marrow Quill’s employer is named in the archive margins.
Transitions
  • Leads to the Broken Seal Walk
  • Leads directly to the Price Engine Chamber

Broken Seal Walk

Broken Seal Walk

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.

Checks
  • DC 13 Dexterity (Acrobatics): cross the walk under pressure
  • DC 14 Strength (Athletics): hold a collapsing chain bridge
  • DC 13 Wisdom (Perception): notice which pillar is weakest
Clues
  • The vault can be closed if the pillars are broken in the right order.
  • The engine responds to stolen goods and named debts.
  • The final chamber is already partially open.
Transitions
  • Leads to the final encounter
  • Can trigger an ambush if the party hesitates

The Price Engine Chamber

Price Engine Chamber

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.

Checks
  • DC 15 Intelligence (Arcana) or Religion: disrupt a calibration pillar
  • DC 14 Charisma (Persuasion): force a parley or stall the ritual
  • DC 15 Dexterity (Sleight of Hand) or thieves' tools: jam the engine gears
Clues
  • The market can survive if the engine is shut down safely.
  • The fiend can be bound rather than slain if the ritual is inverted.
  • Marrow Quill is buying time, not seeking survival.
Transitions
  • Ends the campaign with victory, compromise, or escape
  • If the party fails, the market becomes a debt-prison or fiend-touched trading ground

Milestone: Upon resolving the final ritual and deciding the fate of the Price Engine, the party completes the campaign at level 5.

Villain Plans

Marrow Quill Character Sheet

Primary antagonist and market manipulator

Motivation

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.

Personality

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.

Resources

  • Black-tagged inventory network
  • Forged vendor seals
  • Infernal promissory contracts
  • A hidden buyer network in the auction underworks
  • Access to the Price Engine’s calibration system

Battle Plan

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.

Defeat or Redemption

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 Chain-of-Values Character Sheet

Lieutenant and auction enforcer

Motivation

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.

Personality

Sharper than a knife, impatient, and condescending. Portray Vexa as a professional who is always annoyed by amateurism.

Resources

  • Bandit crews and hired muscle
  • Access to auction lots and buyer lists
  • Forged appraisal tags
  • Control over several gate locks and catwalk routes

Battle Plan

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.

Defeat or Redemption

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 the Inkbound Character Sheet

Lieutenant and ritual scribe

Motivation

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.

Personality

Cold, whisper-soft, and deeply offended by mistakes. Mournix treats every sentence as a clause and every pause as a signature.

Resources

  • Contract tablets
  • Ink-glyph wards
  • Access to archive keys
  • Oath-bound cultists
  • A hidden route between the chain archive and the engine chamber

Battle Plan

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.

Defeat or Redemption

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.

Running Notes

Recommended party: 3–5 characters; balanced party with at least one face, one scout, and one front-line defender is ideal.

Session Zero

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.

Scaling Guidance

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.

DM Advice

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.

Failure States

  • If the party ignores the sabotage, cursed goods flood the market and the underworks become dangerous enough to close, cutting off allies and some rewards.
  • If Marrow Quill completes the soul-sale, the market becomes a debt-bound trading zone controlled by infernal contracts, making future visits more hostile and heavily taxed.
  • If the Ledgerfiend escapes, it haunts the market’s books and can reclaim debts from vendors, creating an ongoing consequence even after the campaign ends.
  • If the Price Engine is destroyed recklessly, the pocket dimension destabilizes and collapses into scattered trade pockets, forcing a desperate evacuation.
  • If the gnomes and kobolds lose trust in the party, access to the vault becomes much harder and some side quests fail automatically.

Secrets & Clues

  • The black iron tags are the mechanism that routes inventory around quarantine and toward the vault.
  • The Price Engine can assign value to promises, names, and souls, not just objects.
  • Marrow Quill is working for an off-site patron who wants the market turned into a soul-tax operation.
  • The gnomes and kobolds are allies, but neither side has full access to the entire control system.
  • The Ledgerfiend is bound by contracts and can be weakened by a counter-claim spoken at the engine.
  • The market’s moving aisles are a defensive ward that becomes unstable when too many cursed goods are logged at once.

Appendix

Downtime

Haggle for Better Terms

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.

Salvage and Repair

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.

Trace a Strange Tag

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.

Rumors

  • ‘The lanterns whisper only when the basement door is hungry.’
  • ‘A bidder in black gloves bought every chain in the underworks and never paid in coin.’
  • ‘Some bargains here are so good they come with a demon attached.’
  • ‘The kobolds know the tunnels, but the gnomes hold the keys.’
  • ‘If you hear three bells and one chime from below, do not answer.’

Random Events

  • A cart breaks loose and races down an aisle carrying fragile but valuable goods.
  • A vendor calls out a daily bargain that turns out to be genuinely useful but mildly cursed.
  • A market marshal asks the party to witness a dispute over a mislabeled item.
  • A hidden locker opens by accident and spills out old receipts and a map fragment.
  • A loud argument between a gnome and kobold clerk reveals a clue if the party listens in.

Treasure Parcels

  • Act I: mixed salvage, 15–25 gp, one common utility item, one market token.
  • Act II: 100 gp auction credit, one uncommon or rare item, quarantine key, and a clue bundle.
  • Act III: Price Engine core as a campaign object, two rare items, one major plot coupon, and possibly a very rare item if the party secures the archive.

Spare Names

  • Bexa Tull
  • Hobbin Quell
  • Sera Sprocket
  • Marn Tallywhip
  • Vek Nib
  • Jori Flintcap
  • Rusk Barreltoe
  • Tilda Wrenchmere

Starting Location

The Front Aisles of the Bazaar of Misplaced Things

The starting region is a pocket-dimension retail labyrinth built from endless aisles, stacked pallets, patched awnings, rolling carts, and bright signs that feel both cheerful and threatening. The air smells of lamp oil, old paper, wet rope, cedar shavings, and hot metal. Vendors shout deals from folding tables; some are gnomes with grease-stained aprons and ink-smudged hands, while others are kobolds in eye-wrapped goggles and stitched vests who guard their stock with surprising discipline.

Nothing in the bazaar is laid out logically. One aisle might hold cracked cookware, then enchanted umbrellas, then armoires full of feathers, then a cage containing very polite rats. Price tags sometimes move on their own. Bargains can be literal deals, symbolic exchanges, or favors that get written down in ledgers. Cursed items are common, but so are useful salvage pieces and repaired heirlooms. The market is safe enough for trade if rules are followed, but the rules change by the hour and are enforced by both gnomish marshals and kobold tally-keepers.

At the center of the bustle stands the Exchange Pavilion, where notices are posted, lost property is claimed, and sellers argue over authenticity. Beneath the public market, service corridors and stock lifts lead to repair yards, auction platforms, and the sealed basement vault. The whole district subtly shifts around whoever is carrying the most valuable item, as if the dimension itself is trying to re-price them. The party quickly learns that the market is not just a place to shop; it is a machine, a system, and perhaps a prison.

Secrets

  • The bazaar’s moving price tags are powered by an ancient mechanism beneath the market called the Price Engine.
  • Some cursed items were deliberately introduced by someone using black iron inventory tags and infernal promissory marks.
  • The gnomes and kobolds are allies, but they distrust each other’s bookkeeping because both have reasons to hide missing stock.
  • The public market’s bells double as alarm sigils that can seal the basement vault for a short time.
  • A bound chain-demon called the Ledgerfiend is not fully imprisoned; it is being fed by debts, trade contracts, and unresolved bargains.

Key Locations

Exchange Pavilion

A circular open space at the heart of the front aisles, ringed by notice boards, bells, and folding tables. Here the market’s rules are announced, disputes are settled, and lost items are auctioned. The pavilion is staffed by clerk-gnomes and tally-kobolds who keep meticulous records, though some of the ledgers are obviously incomplete. The party can learn which vendors are trustworthy, which stalls are cursed, and who recently bought a suspicious quantity of iron tags, black ink, and chain links. Rumors spread here faster than anywhere else, making it the best place to gather clues or be publicly embarrassed.

Additional Notes

Good scene hub. Let players ask around, haggle, and overhear rumors. This is the best location to seed the main mystery.

The Return Cart Row

A cramped lane of wheeled carts, folded tables, and returning merchandise where broken goods are repaired, relabeled, or quietly altered to hide defects. Gnomish fixers work beside kobold sorters, while a few guards patrol for thieves. Several items here are one step away from being useful or dangerous. The row contains off-hours workbenches, hidden compartments in carts, and a drain into the lower service tunnels. A careful search can reveal that some goods have been tagged with the same black iron price marks found on cursed items and demon-related materials.

Additional Notes

Useful for investigations, crafting, and ambushes. It is also a great place for small-scale combat among carts and crates.

The Lantern Cupboard

A narrow shop within a shop that sells lanterns, candles, glowstones, and glass chimneys. The owner claims every light has a different emotional effect if held long enough. Some of this is true. The Lantern Cupboard is where the party can buy or barter for safe light sources, learn about darkness in the tunnels, and discover that certain lamps are being diverted below the market. One of the cupboard’s back doors leads to a maintenance stair that should not exist on any map.

Additional Notes

This location supports clues, eerie atmosphere, and a hidden passage into Act II.

The Service Tunnels and Auction Underworks

Below the cheerful clutter of the market lies a hot, cramped network of service tunnels, lift shafts, auction chambers, and repair cells that power the bazaar. The walls are lined with pipes, numbers, inventory labels, and abandoned signs from older market layouts. This region is quieter, dirtier, and more dangerous. Kobold workers move through it with practiced speed, while gnome inventors maintain lifts, valves, and salvage chutes with a mixture of caution and enthusiasm.

The underworks are where the market’s garbage becomes treasure. Broken goods are stripped for parts, cursed objects are wrapped in saltcloth, and unsold curios are sent to auction or quarantine. Here the party can uncover who is moving black-tagged inventory, where the missing lamps and pallets are going, and how the market’s wards are being weakened. The environment is full of hazards: unstable shelves, steam vents, rolling bins, narrow catwalks, and mechanical sorting arms that misread living creatures as merchandise.

Deeper still is the Auction Underworks, a half-lit chamber where valuable finds are displayed behind chained rails and spoken for by bidders with too much money and too little judgment. The underworks connect directly to the sealed basement vault, but only through inspection routes and emergency doors that require multiple keys, seals, or clever improvisation. The party will find evidence that someone below has been feeding the market’s debts into a hidden engine.

Secrets

  • Black iron tags are keyed to the Price Engine and allow items to bypass quarantine.
  • The Ledgerfiend is being fed through debt contracts hidden in auction paperwork.
  • The market’s quarantine wards were weakened by someone with access to both gnome and kobold records.
  • A sealed emergency stair leads to the vault but only opens when the bell sequence is rung in the correct order.
  • One of the underworks foremen is being blackmailed with a cursed family heirloom.

Key Locations

Sorting Machine Room

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.

Additional Notes

This is the best place for a trap-heavy encounter and evidence of the sabotage.

Auction Underworks

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.

Additional Notes

Use this as a social pressure cooker and clue delivery point.

The Quarantine Cage-Line

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.

Additional Notes

Good for horror, interrogation, and cursed item reveals.

The Basement Vault of Final Price

The finish region is a sealed chamber beneath the market where the oldest stock, the most dangerous returns, and the original price-setting engine were locked away long ago. The air is dry, still, and full of metallic dust. Shelves of impossible items rise into darkness, each tagged with shifting amounts written in glowing ink. The vault is built like an enormous counting room crossed with a prison: iron rails, suspended chains, ledger pedestals, and a central mechanism of gears, scales, and rotating nameplates.

This is where the market’s true secret lives. The Price Engine was built to stabilize trade between dimensions, but it can also assign value to souls, names, promises, and freedom. Someone has been using it to gather debt, empower cursed goods, and bind a chain-demon called the Ledgerfiend. The vault’s defense system responds to unresolved bargains, stolen property, and broken contracts, meaning the party must fight not only creatures but the consequences of prior deals.

The final chamber contains the engine itself, bound by broken seals and surrounded by shelves that can rearrange into walls, cages, or aisles. If the party triumphs, they can shut the engine down, redirect it, or claim it—each choice has lasting consequences for the market and perhaps for their own future fortunes.

Secrets

  • Marrow Quill was hired by an outside patron who wants the price engine turned into a soul-tax.
  • The Ledgerfiend can be defeated, rebounded, or bargained with if the party controls the true ledger.
  • The market’s entire ward network depends on three calibration pillars hidden around the vault.
  • A counter-claim written in the correct ink can cancel the demon’s current bond.
  • If the engine is overcharged, it can permanently assign value to one creature’s name or identity.

Key Locations

The Price Engine

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.

Additional Notes

This is the final objective and should feel strange, terrifying, and mechanically interactive.

The Chain Archive

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.

Additional Notes

Excellent for lore reveals and pre-final encounter preparation.

The Broken Seal Walk

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.

Additional Notes

Use this for a dynamic final battle with vertical movement.

NPCs in The Front Aisles of the Bazaar of Misplaced Things

Auntie Brindle

Open Character Sheet

A gnome stall-owner who sells repaired cookware, buttons, and ‘definitely authentic’ relics. She is warm, nosy, and impossible to bluff for long.

Role: Merchant and rumor source

Other Details: Knows where the hidden basement stair is, but will only share it after a favor.

Pip Whistlewick

Open Character Sheet

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.

Role: Quest giver and market liaison

Other Details: Wants the party to help recover missing stock and stop panic buying. Secretly suspects one of the tally-kobolds is being blackmailed.

Skrik of the Third Ledger

Open Character Sheet

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.

Role: Faction representative and information broker

Other Details: Will help the party if they retrieve stolen inventory tags and expose the real saboteur.

Tarn Coiltooth

Open Character Sheet

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.

Role: Guide and side-quest giver

Other Details: Will lead the party through service tunnels if they agree to rescue trapped runners.

NPCs in The Service Tunnels and Auction Underworks

Brother Niv

Open Character Sheet

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.

Role: Clerk and witness

Other Details: Holds a copied contract page naming Marrow Quill, but he is terrified to share it.

Foreman Rill Vexbolt

Open Character Sheet

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.

Role: Underworks foreman

Other Details: May become an ally if the party proves they are not here to rob the place blind.

Kett of the Bent Nail

Open Character Sheet

A kobold auction crier with a dramatic voice and a talent for spotting fake relics. Kett enjoys excitement, but not being lied to.

Role: Auctioneer and informant

Other Details: Knows who has been buying cursed goods at odd hours.

NPCs in The Basement Vault of Final Price

Warden Skarn Threadscale

Open Character Sheet

A kobold vault warden in patched armor who has spent years maintaining the old seals. Skarn is blunt, loyal, and increasingly desperate.

Role: Vault guardian

Other Details: Will help the party if they swear to keep the market from collapsing into panic.

Archivist Pell Sootglass

Open Character Sheet

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.

Role: Vault archivist and final ally

Other Details: Can tell the party how to sever the bond, but only if they protect the archive from destruction.

Factions

The Gnome Depot

A coalition of gnome vendors, fixers, appraisers, and lantern-keepers who treat the market as a civic machine. They value ingenuity, salvage, and practical solutions. Their stalls are bright, their jokes are terrible, and their bookkeeping is impeccable until someone starts asking about the wrong crates.

They maintain the public aisles, repair systems, and ward lamps, and they believe the market survives through trust plus enough tape.

Goals

- Keep the market open
- Prevent panic and looting
- Recover stolen goods and repair wards
- Preserve the Price Engine, or at least control it

Relationships

With Other Factions
They cooperate with the kobolds, but the two groups disagree over records, access, and who is authorized to alter a tag.
They distrust outside buyers and anyone asking too many questions about contracts.
With Players
Initially cautious but potentially very friendly. The gnomes reward helpful outsiders with credit, tools, and favors if the party demonstrates competence rather than greed.

The Kobold Swap Meet

A disciplined network of kobold runners, tally-keepers, salvage couriers, and tunnel wardens who control the underworks, hidden routes, and emergency access. They prize clear rules, survival, and the right to say no to a bad deal.

Their trade motto is simple: if it isn’t nailed down, it should still be logged.

Goals

- Protect the underworks
- Catch the saboteur
- Keep dangerous stock contained
- Prevent the vault from opening without proper seals

Relationships

With Other Factions
They work with the gnomes, though they argue constantly about procedure. They hate being blamed for missing inventory and resent the gnomes when public-facing decisions are made without tunnel input.
With Players
They respect action, honesty, and repayment. If the party proves reliable, kobolds provide maps, tunnel access, and practical battlefield support.

Main Questline

Aisle Entry and First Deals

Given by: Pip Whistlewick
The party arrives in the Bazaar of Misplaced Things and learns the market’s rules, factions, and dangers. They must earn enough trust to move freely, identify suspicious inventory tags, and recover missing goods before panic spreads through the stalls.

Goals

- Learn the market rules
- Earn a vendor’s trust
- Recover the first missing shipment

Reward

- Market access token
- 25 gp trade credit
- One uncommon salvage item

Secrets

  • The market is part trade hall, part warded prison.
  • A black-tagged inventory system is moving goods underground.

DM Notes

Start social and curious. Make the bazaar feel joyful before it becomes threatening.

The Sabotage Below

Signs of deliberate tampering lead the party into the service tunnels and auction underworks. They uncover hidden routing marks, corrupted contracts, and a lieutenant who is buying cursed items to feed a deeper plan.

Goals

- Follow the sabotage trail
- Identify the lieutenant
- Retrieve proof from the underworks

Reward

- 100 gp in credit
- Access to the underworks and vault approach
- One rare utility item

Secrets

  • The saboteur works for Marrow Quill.
  • The fiend is being fed by debt contracts and inventory value.

DM Notes

This chapter should mix investigation with tactical danger.

Final Price of the Market

The party descends into the basement vault to confront the Price Engine, the Ledgerfiend, and the hidden patron behind the cursed goods. They must decide whether to destroy the engine, reclaim it, or redirect its power while surviving the vault’s defenses and the villain’s final play.

Goals

- Enter the vault
- Break the bond or stop the ritual
- Decide the market’s fate

Reward

- A major magic item or boon
- Market-wide gratitude or influence
- Narrative control over the bazaar’s future

Secrets

  • The vault can be sealed, repurposed, or broken.
  • The villain intends to sell the market itself to the fiend.

DM Notes

Give the players real choice in the ending; do not force only a combat resolution.

Side Quests in The Front Aisles of the Bazaar of Misplaced Things

The Missing Return Pallet

Given by: Pip Whistlewick
A pallet of returned goods has gone missing from the repair row, and without it the market’s lower aisles will be short on lamps, rope, and sealing wax. The trail suggests the pallet was not stolen for profit, but redirected through a hidden freight path. The party must track the pallet through vendor back rooms, inspect suspicious price tags, and decide whether to expose a vendor who is technically innocent but complicit in hiding the route. Success earns trust, useful supplies, and a map fragment to the service tunnels.

Goals

- Investigate the freight route
- Recover the pallet
- Identify who rerouted it

Reward

## Reward
- 50 gp in trade credit
- 1 common or uncommon salvage item of the DM’s choice
- Advantage on one haggling or market-related check in Act II

Secrets

  • The pallet contains black iron tags used by the saboteur.
  • One of the listed returns was actually a disguised cult component.

DM Notes

This is a strong introduction to the market’s hidden infrastructure.

Light for the Lower Stacks

Given by: Auntie Brindle
Several lower aisles have begun going dark at odd hours, and the lanterns there are whispering when no one is around. Brindle wants the party to collect three specific lamps from a sealed cupboard before the darkness spreads farther. The task is simple on paper, but the cupboard’s key is split among two vendors and one hidden compartment in a cart. The mission reveals that the lighting system is tied to the market’s sealing wards.

Goals

- Collect the lamps
- Restore the lower-stack lights
- Learn why the lamps whisper

Reward

## Reward
- A lantern-based magic item from the Act I list
- 25 gp in lamp oil, candles, and repair parts
- One vendor owes the party a favor

Secrets

  • The whispering lamps are picking up a voice from below the market.
  • The lighting wards are weakening because the basement vault is being tested.

DM Notes

Best used to foreshadow the deeper vault and create eerie atmosphere.

Tarn’s Lost Runner

Given by: Tarn Coiltooth
A kobold runner vanished while carrying a message tube through the service tunnels. Tarn believes the runner was either captured or recruited by someone offering better pay. The party must enter the tunnels, avoid the maintenance hazards, and bring back proof of what happened. The runner may be alive, frightened, and in possession of a clue that ties the sabotage to the black iron tags.

Goals

- Enter the tunnels
- Find the missing runner
- Learn who approached them

Reward

## Reward
- 1 potion or consumable for each character
- Access to the kobold tunnel network
- A discount on one rare purchase in Act II

Secrets

  • The runner saw a hidden elevator to the basement vault.
  • The runner was offered a counterfeit contract signed in red wax.

DM Notes

This quest bridges the public market and the underworks.

Side Quests in The Service Tunnels and Auction Underworks

Sort the Cursed Returns

A quarantine grid has jammed, trapping several dangerous returns in the wrong cages. The party must manually reroute the system, defeat or evade hostile merchandise, and decide which items can be safely released or destroyed. The work is risky but lucrative, and it reveals how the market’s classification magic can be hijacked. Completing the task gives the party legal access to the vault approach and a token proving they can operate in the underworks.

Goals

- Unjam the quarantine grid
- Save workers or secure dangerous stock
- Learn how the sorting magic was altered

Reward

## Reward
- Underworks access token
- 1 utility magic item or consumable
- 75 gp in salvage and repair credits

Secrets

  • The jam was deliberate and recent.
  • The classification magic recognizes fiends as ‘high value debtors’.

DM Notes

This quest should feel like dangerous maintenance work, not a standard dungeon crawl.

The Bidder in Black Gloves

A mysterious bidder in black gloves has been winning every auction lot related to iron tags, chains, and sealed glass containers. Kett wants the party to identify the bidder without causing a panic. The party may follow the bidder, read ledger notes, or pose as buyers. The pursuit reveals a lieutenant of the villain and the first clear sign that someone is preparing a summoning. This quest is especially useful if the party prefers intrigue over direct force.

Goals

- Identify the black-gloved bidder
- Track the buyer’s route
- Recover evidence from the auction books

Reward

## Reward
- 100 gp in auction credit
- One clue pointing to the final vault chamber
- Access to one protected auction lot

Secrets

  • The bidder is one of the villain’s lieutenants.
  • The bidder uses fake vendor seals to avoid scrutiny.

DM Notes

This is the module’s main investigative thread in Act II.

Side Quests in The Basement Vault of Final Price

Recover the True Ledger

The archive’s master ledger has been torn into three pages and hidden across the vault approaches. The party must recover the pages, evade or fight guardians, and return them to Pell before the final confrontation. With the ledger restored, the party can learn the demon’s bond phrase and the proper counter-claim. This side quest is the key to a cleaner ending and reduces the final battle’s chaos.

Goals

- Find the ledger pages
- Restore the archive
- Learn the bond phrase

Reward

## Reward
- The formula to weaken or bind the Ledgerfiend
- One rare magic item from Act III
- Vault archivist’s blessing

Secrets

  • The ledger pages reveal the saboteur’s true employer.
  • The counter-claim only works if spoken while touching a seal pylon.

DM Notes

This is the best preparation quest for the finale.

Encounters

Portal Disorientation at the Loading Bay

Suggested Level: 1

The party tumbles into a shifting market loading zone and is immediately surrounded by suspicious vendors, rogue carts, and a few alarmed guards.

Creatures

Terrain Features

- 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

Treasure

A market token, 15 gp in mixed coin, and a clue to the Exchange Pavilion.

DM Notes

Use this as a soft opening. The encounter can be solved by fighting, negotiation, or a quick escape.

Cart Row Scuffle

Suggested Level: 1

Saboteurs and panicked workers collide among moving carts, forcing the party to protect innocents and stop stolen goods from vanishing into side passages.

Creatures

Terrain Features

- Moving carts create shifting lanes
- Shelving units can be toppled
- Tight corridors encourage melee congestion

Treasure

A repaired trinket worth 25 gp and a damaged black inventory tag.

DM Notes

Add a vendor NPC in danger to encourage the party to intervene rather than simply attack.

Quarantine Cage Breach

Suggested Level: 2

A containment grid in the underworks fails, releasing dangerous returns and forcing the party to stabilize the area before the workers are overwhelmed.

Creatures

Terrain Features

- Barred cages and salt circles
- Narrow walkways over drain channels
- Lever stations that can shut cages or open them

Treasure

A utility consumable, a quarantine key, and a clue about altered sorting marks.

DM Notes

This encounter should feel messy and physical. Emphasize rescuing workers and controlling hazards.

Auction Underworks Ambush

Suggested Level: 3

A disguised buyer tries to flee with cursed stock, calling in hired muscle and triggering a brawl on the auction catwalks.

Creatures

Terrain Features

- Raised catwalks and chain rails
- Bright auction lamps impose glare on some sightlines
- Fragile display cases can shatter into difficult terrain

Treasure

100 gp in auction credit, a clue to the black-gloved bidder, and one uncommon magic item.

DM Notes

If the party prefers stealth, the same encounter can become a chase through the underworks instead of a straight fight.

The Hidden Stair and Bell Seal

Suggested Level: 4

The party reaches a forbidden maintenance stair protected by alarm bells, seal sigils, and a summoned guardian that tests whether the vault should open.

Creatures

Terrain Features

- 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

Treasure

A vault access token, a rare magic item, and a clue about the final bond phrase.

DM Notes

This is a good point to reward earlier clue-gathering; with the right information, players can bypass or weaken the guardian.

Ledgerfiend Ascendant

Suggested Level: 5

In the final vault, the bound demon manifests through chains, contracts, and living ink as the villain attempts to finalize a soul-sale.

Creatures

Terrain Features

- Rotating ledger pillars and chain bridges
- Animated shelf walls that change cover each round
- Debt bells that can burst with thunderous sound

Treasure

The Price Engine core, two rare items, and the campaign’s principal secret ledger.

DM Notes

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.

Magic Items

Tagclip Token Tagclip Token Completed

Tagclip Token

Common
A brass market token that lets the bearer ignore one nonmagical market alarm or inventory lock each day, and it can also be snapped to reveal a hidden price mark on cursed goods.

Location

Act I - Loading Bay Portal and Exchange Pavilion

Attunement

False

Lantern of Honest Shadows Lantern of Honest Shadows Completed

Lantern of Honest Shadows

Uncommon
This hooded lantern reveals invisible writing, hidden doors, and the true shape of nearby illusions while shedding light that makes lies feel uncomfortable to speak.

Location

Act I - Lantern Cupboard

Attunement

False

Salvager’s Coilgloves Salvager’s Coilgloves Completed

Salvager’s Coilgloves

Uncommon
These patched gloves give advantage on checks made to repair, dismantle, or jury-rig simple mechanisms, and they prevent minor shocks from broken market devices.

Location

Act I - Return Cart Row

Attunement

False

Cupboard Key of the Third Hook Cupboard Key of the Third Hook Completed

Cupboard Key of the Third Hook

Uncommon
A small bent key that opens one sealed vendor cupboard, one hidden maintenance hatch, or one ordinary lock that has been marked with a tally rune.

Location

Act I - Lantern Cupboard hidden compartment

Attunement

False

Belt of the Good Bargain Belt of the Good Bargain Completed

Belt of the Good Bargain

Uncommon
Once per short rest, the wearer can add 1d4 to a Charisma check made to bargain, persuade a merchant, or avoid a hostile price increase.

Location

Act II - Auction Underworks

Attunement

True; requires attunement by a creature with Charisma 11 or higher

Quarantine Charm Brace Quarantine Charm Brace Completed

Quarantine Charm Brace

Uncommon
This iron wrist charm grants resistance to poison damage from cursed returns and advantage on saving throws against magical sickness or rot while in the underworks.

Location

Act II - Quarantine Cage-Line

Attunement

True

Ledgerhook Dagger Ledgerhook Dagger Completed

Ledgerhook Dagger

Rare
A slim dagger engraved with tally marks; when it hits a creature, the wielder can mark that target and learn its direction and distance for 1 minute once per day.

Location

Act II - black-gloved bidder’s cache

Attunement

True

Receipt of Safe Passage Receipt of Safe Passage Completed

Receipt of Safe Passage

Rare
A signed market receipt that can be presented to gnome or kobold workers to gain temporary trusted access through one secured route, as if bearing official escort authority.

Location

Act II - Sorting Machine Room

Attunement

False

Gavel of Final Price Gavel of Final Price Completed

Gavel of Final Price

Rare
This small iron mallet can be struck once per long rest to impose disadvantage on one creature’s opposed check, bargaining attempt, or attempt to flee from a formal dispute.

Location

Act III - Chain Archive

Attunement

True

Crown of the Inventory King Crown of the Inventory King Completed

Crown of the Inventory King

Very Rare
A tarnished circlet that lets the wearer speak with market wards and bargain spirits, and it grants advantage on checks made to command constructs or organized trade systems.

Location

Act III - Price Engine Chamber

Attunement

True

Chainbreaker Talisman Chainbreaker Talisman Completed

Chainbreaker Talisman

Rare
A heavy charm of snapped links that can end one grapple, restraint, or nonmagical binding on the wearer or an adjacent ally once per day.

Location

Act III - Broken Seal Walk

Attunement

True

Finalized Favor Finalized Favor Completed

Finalized Favor

Very Rare
A sealed, one-time magical promissory note that can summon a brief but powerful market intervention: a door opens, a ward shifts, or a lost object appears within 30 feet.

Location

Act III - Vault archive or final reward

Attunement

False

Player Characters

You need to register to create and view player characters in this campaign.

Register Now