A month ago, I announced that my player characters were going to descend into the Veins. And they did!
For about a session.
After roaming the Shallows for half a week, they became distracted by a potential apocalypse and some bounty hunters, and decided to go topside.
Isn't high-level D&D grand?
(Plus, I think the apocalypse everyone is worried about isn't the one they should be worried about. It's always the one you're not expecting that gets you.)
Regardless, in the event that they never return, I figured I would post the Sulflanur Price Guide here, so that someone can use it. It's hardly my best or most original work — the tea, opium, and poison are culled from the tables in Yoon-Suin; the cat's eye fungus and messenger wasp are from Ben L.'s Wishery setting; and the slug-man's wares are from Operation Unfathomable — but I wanted to showcase the exotic weirdness of the mythic underworld without spending a bunch of extra time brainstorming unique goods. My players would probably dig it.
Of note: the delegation of the slime princess has unique goods available.
Sulflanur
A hidden svirfneblin (gnonmen if you're nasty) outpost near the entrance to the Veins, this acts as a trading post for the few friendly creatures who know about it. In addition to standard goods at standard prices, the svirfneblin are currently hosting three traders from exotic lands. They are:
Zernasthra
Behold! Her golden orangutan mask! |
Nochloo
This is not a pipe. |
Princess Phylia
Princess Phylia, long may she reign! |
The princess herself is likely not hawking her wares; take whatever your grossest monster might be, and make that the merchant. If you're using vanilla D&D, bullywugs or troglodytes might work.
If you want stats for the Slime Princess, treat her as a noble (Monster Manual, page 348) modified by the Goo Girl race from The Graverobber's Guide to Slimes. This modifies the noble to have Dexterity 13 (+1), Constitution 12 (+1), 11 hp, and the ability to speak Common, Gnomish, and Undercommon. She likewise has the traits Mobile, Secrete Nectar, and Wobbly as described in the Goo Girl race.
The Exotic Wares from Distant Lands
Click that link for the stuff. They're mostly potions (or the equivalent), although there are at least two pets hidden in there.
Astute observers will note that some of these objects are more powerful for the price point when compared to standard items in the fifth edition Dungeon Master's Guide. You have three options for this:
1) Who cares? They're in limited quantities, so it's not going to break your game. (How does one "break" a game, anyway?) These traders come from exotic lands, and they don't know what things cost.
2) Assess the potions' rarities and adjust the prices. I'm a Game Master, not a cop.
3) Leave the prices as-is, but if the PCs happen to openly remark that prices are low, the merchants start charging more.
I personally recommend that you describe things as the merchants would (and whatever the PCs would see), rather than letting the players immediately see the price list and their effects (let them identify stuff when it's in their hands as per normal), but you do what's right for your group.