Shemeshka
Shemeshka
Shemeshka
the Marauder
By Brian R. James and Todd Stewart
Illustration by Tony Foti
Shemeshka the Marauder is as much a fixture of the Sigil, known to planar explorers as the Cage or the
extraplanar metropolis of Sigil as its portals, smog, City of Doors, is a mind-bending, fantastic place—a
and razorvine. The “King of the Cross-Trade” is some- bustling and cosmopolitan planar city built on the
thing of a paragon of her kind, and she is curiously inner rim of a giant torus. A neutral meeting ground
unique. She combines a raavasta’s moral depravity of otherwise fractious powers, philosophies, and
with the golden veneer of a pampered and cultured religions, Sigil paradoxically claims to be the center
noble—and she possesses all the arrogant pretension of the cosmos yet exists in no truly defined place. Its
of both. Yet, a noble is unlikely to slay a peasant with innumerable portals lead to all corners of the mul-
a whisper and a twitch of her fingers, or to send the tiverse, yet gods and other equally powerful entities
peasant’s severed head home in a box with a bill for are barred from Sigil by the city’s enigmatic ruler, the
the cleaning of her bloodstained dress. Lady of Pain. She keeps the peace and banishes trou-
blemakers to perish in extradimensional mazes.
T he Cage Shemeshka the Marauder is a fixture in the Cage.
Buying and selling secrets and souls, she has a hand
Everything is a game to Shemeshka. She has been in the in virtually everything that happens in Sigil through
Cage longer than almost any other entity still alive there, her network of spies and informers. The Marauder
and her position is secure enough that only the Lady of surrounds herself with the trappings of wealth and
Pain could topple her easily. Perhaps excepting A’kin the luxury, but such pleasures mean little compared to
Friendly Fiend—an enigma in his own right—she has no her lust for secrets and her ability to use those secrets
rivals but for the ones she creates, or those she allows to to control and manipulate those around her.
rise and fall again in cycles that might be centuries long. It Shemeshka is utterly amoral, and she is a liar
amuses her. But if it’s all just a grand game, what real and above all else. She views other creatures as her play-
tangible goal has Shemeshka set her mind set upon? And is things. The reward for dealing with Shemeshka can
it in Sigil or not? be tremendous, but her bargains always come at
—The Demonomicon of Iggwilv great cost. In the end, the Marauder neither seeks
control for its own sake, nor covets the destruction
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and contract-binders. Rather than hiding some pro- skilled—or the brave and ignorant—to work for her). hands of cards, games of dice, and a spin at the gam-
found secret or crime, Shemeshka might have buried The Council of Innkeepers, the Arcane Brotherhood, bling house’s namesake wheel.
her past simply to soothe an ego that couldn’t accept the Builder’s Fellowship, the Mortuary Guild, and Crafted from the iron rim of an enormous wheel
having once been less than she is now. others are more divided in their loyalties. pulled from a marut war machine, the Fortune’s
Wheel is gilded and adorned with ivory nails carved
King of the Cross-Trade The Fortune’s Wheel of baphitaur horns. The wheel is mounted vertically
and spun until a clicking strip of boiled leather brings
Shemeshka directly oversees or indirectly influences One of Shemeshka’s landmark businesses and favor- it to a stop, indicating a square between two of the
hundreds of business ventures (most of them unlaw- ite haunts is the Fortune’s Wheel, a well-known nails. Bets are placed and paid off on a wooden table
ful), operates scores of illegal markets throughout the Sigil tavern, inn, and gambling house. Located in set before the wheel. The odds are terrible, but some
Cage, and uses her various proxies to influence every the heart of the Lady’s Ward, Fortune’s Wheel is the bubber (the down-and-out of the City of Doors) will
major guild and political body in Sigil. city’s premier social hot spot. The house is run by an always be desperate to try for the golden square and
The Mutual Trade Association represents many of underworld organization known as the Knights of the its 1,000-to-1 payout. Alternatively, some patrons
Sigil’s businesses, and it was formed by Shemeshka, Cross-Trade, with Shemeshka ensconced as its leader. place the minimum 10 gp bet for a try at the Mage’s
the reclusive storm giant entrepreneur Zadara, and Prize—a random relic imbued with arcane power.
a powerful oni mage known as Estavan. Since its Common Room The Mage’s Prize is changed out every ten days.
formation, Shemeshka has become the organiza- Every inch as opulent as a king’s audience chamber,
tion’s de facto leader. The Marauder also commands the Wheel’s tavern common room is plush and spa- Fortune’s wheel
major influence within the Order of Master Clerks cious. Brisk yet attentive servers flit between finely d100 Color Payout
and Scribes (but faces competition from Jeremo the crafted tables and chairs. A great vaulted ceiling 1–79 Black None
Natterer), the Runner and Escort Guild (run by Kylie looms overhead, adorned with colorful murals depict- 80–89 Red 1 to 1
the Tout), the Entertainer’s Guild (run by a renegade ing storied events from Sigil’s history. 90–96 Green 3 to 1
succubus formerly of the Society of Sensation), and The common room’s signature feature is the enor- 97–99 Silver Mage’s Prize
the nascent Adventurer’s Guild (used to recruit the mous dragon’s head that arches over the bar. Though 00 Roll a d10:
it appears to be a carving at first glance, the dragon 1–9 Green 3 to 1
head turns to address newcomers in the Draconic 10 Gold 1,000 to 1
tongue. Those familiar with the physiology of dragon-
Kylie the Tout kind recognize this creature as a shadow dragon. Shemeshka’s Court
Patrons who become overly boisterous are kindly Shemeshka can observe the action around the For-
This red-haired, charismatic young tiefling heads
asked to leave and never return. If that request goes tune’s Wheel from the balcony of her public chamber
up the Runner’s and Escort’s Guild. Shemeshka
unheeded, the perpetrator is shackled before the on the gambling house’s second floor. Here, the King
protected her for decades from the previous guild-
dragon’s maw and either devoured by the dragon or of the Cross-Trade takes audience with those canny
master, Autochon, who owed the Marauder his life by
enveloped by the wyrm’s caustic breath attack. Such or naive enough to attract her attention. Shemeshka
way of circumstances she originally arranged. Upon
unpleasantness is thankfully rare, however, with the doesn’t require sleep, and her illicit business dealings
Autochon’s death, Shemeshka turned the guild over
dragon preferring to regale patrons at the bar with begin in the evening and carry on well into the early
to Kylie. Many wonder why Shemeshka continually
tales of its adventures. hours of the following day.
favors the mercurial tiefling rather than discarding
her as she does every other pawn, to which some When Shemeshka desires solitude, she retires
Games of Chance to her private chambers within the Azure Iris, the
whisper that Kylie is nothing less than the raavasta’s
own daughter. The Wheel has several public chambers dedicated small inn nestled atop the Fortune’s Wheel. The inn’s
to games of chance. Here, the bloods (Sigil’s profes- rooms are magically warded, and the privacy and
sionals and experts) come to mingle with the elite for
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Estavan the Merchant Lord designs of unfathomable significance, and the ornate
walking stick he carries is actually a magic polearm
of silver, and a perpetual scowl marks his features.
His piercing blue eyes betray a still-fierce intellect
As the most prominent representative of the Planar
known as a naginata. and a keen desire to one day exact his revenge on
Trade Consortium in Sigil, Estavan takes an interest
Shemeshka.
in the city’s largest commercial transactions. After
arranging for the disappearance of Estavan’s prede- Ramander the Wise
cessor, Shemeshka secured the allegiance of the oni A powerful human wizard and self-styled “Master of Satugla the Grand Assessor
mage merchant lord, though he is no mere puppet. Portals,” Ramander once located many choice por- With the Blood War between devils and demons in a
Estavan keeps an office in the Clerk’s Ward, tals in Sigil. After purchasing the land they stood on, state of uneasy truce, Shemeshka’s raavasta kin have
though, from the outside, it doesn’t appear to be a he charged a nominal fee for the use of he portals—a transformed the Blood Rift. That vast canyon cutting
place where an oni mage could work comfortably. thing forbidden by the Lady of Pain. Often seen as through the infinite layers of the Abyss has become
The stairs up to the second-floor office are narrow, Shemeshka’s apprentice, Ramander long enjoyed the a vital artery of demonic commerce. Carved into the
and the door at the top of the stairs was designed for Marauder’s protection as the two engaged in a decade- walls of the Blood Rift at the base of Khin-Oin is the
human-sized creatures. Inside the well-appointed long partnership, with Shemeshka providing advice beating heart of abyssal trade—a boomtown of avarice
office, however, the lavish furnishings are crafted and goading him closer to incurring the Lady’s wrath. and debauchery known as Morglon-Daar.
to match the oni’s large frame. The merchant lord is Ramander vanished into thin air one night along Shemeshka has made inroads with several of the
rarely seen outside his office, and he is never spotted with his manor in the Lady’s Ward. His mazing came lords that govern this abyssal cesspool, but she prefers
on the streets of Sigil. Most suspect that a bronze door after hosting Shemeshka for the evening, at which to entreat with the Grand Assessor whenever possi-
in his office serves as a portal to remote destinations time he expected an expansion of their business and ble. As Blightlord of the Spray (one of Morglon-Daar’s
throughout the cosmos. personal relationship. With convenient prescience, five regions), Satugla is aware of nearly every crea-
Estavan can be ostentatious, manipulative, and the fiend left before the Lady of Pain consigned ture and vessel that passes in and out of the city. His
merciless if it suits him, but he can also be a power- Ramander to his fate—and she had Ramander’s log- extensive network of spies and informants makes the
ful friend and ally for characters who stay on his good book of portal locations and keys in hand. The deeds Grand Assessor a valuable asset for Shemeshka and
side. He is meticulous and uncaring in his business to his holdings were transferred to Shemeshka’s name her schemes.
dealings, snapping up or shuttering rival businesses upon his presumed death. At the Marauder’s behest, Satugla’s agents have
by the dozen. Ramander still lives, however, trapped in his begun smuggling lesser yugoloths out of Morglon-
Through Estavan, Shemeshka hopes to one day personal maze, powerless and cognizant of the Daar to a remote corner of the Blood Rift. There, the
bend the Planar Trade Consortium to her will. Marauder’s betrayal. Having discovered a portal into demons are conscripted into the service of Bavamach,
Unknown even to the Marauder, Estavan is secretly his prison, Shemeshka occasionally sends mock- Archgeneral of the Blood Rift. A legendary com-
aligned with the Fraternity of Order—an organization ing love letters to torment him further. For his part, mander grown frustrated by the peace of the Blood
of high-minded lawmakers who seek to extinguish Ramander perpetually seeks the exit, and he has War, Bavamach is said to have designs on an assault
chaos from the universe. As Shemeshka manipulates recently discovered a way to send messages out— on Khin-Oin meant to depose Phraxas.
Estavan to further her own schemes, Estavan works either seeking to arrange his revenge or asking for Appearance: Shemeshka rarely lacks for physical
subtly to steer the Marauder according to his own help to make his escape. companionship, but she finds Satugla’s rakish charm
agenda. It remains to be seen whose machinations Appearance: A human of average height and and striking comeliness particularly irresistible. Like
will win out in the end. build, Ramander stands out only by virtue of the Shemeshka, Satugla is a well-groomed, jackal-headed
Appearance: Estavan, an eleven-foot-tall oni, is ostentatious number of magic rings, amulets, and raavasta with short, nearly pitch-black fur. His eyes
rarely seen by those who have no business with him. Ioun stones on his person, and by the bejeweled magic are amber orbs, bright and without pupils. Scars
Those who do know him recognize the merchant lord staff he carries. Age and imprisonment have taken crisscross his bare, muscular chest; the Grand Asses-
by his red silk kimono and flashy gold necklace. His their toll on his once-handsome appearance. His long sor covers his lower extremities with a sarong crafted
polished horns and ornate ivory tusks are carved with black hair and close-cropped beard show streaks of the finest silk.
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Shemeshka the Marauder
Shylara the Manged to hide the constant smell of fresh blood that hangs
about her like an acrid, cloying perfume.
Shemeshka’s history of apprentices, close business
Shylara’s erratic, gilded madness dances in her
partners, and consorts reads like a dead book appen-
luminous emerald eyes. She hates the Marauder even
dix of the especially powerful and naive. A fellow
as she desires her, desperate to change her fate as
raavasta from the Blood Rift, Shylara served as both
Shemeshka’s miserable, discarded creation.
the Marauder’s apprentice and public consort sev-
eral centuries ago. As pompously vain as Shemeshka,
About the Authors
Shylara was dismissed and cursed by the Marauder’s Brian R. James lives in the Seattle area with his wife, four
sadistic jealousy awhile ago. Shylara’s cursed flesh children, and house full of geek paraphernalia. His game
incessantly itches with a supernatural mange, thus design credits include The Grand History of the Realms™,
granting Shemeshka’s former paramour her title and Open Grave: Secrets of the Undead™, Demonomicon™, Monster
nickname. Vault: Threats to the Nentir Vale ™, and Menzoberranzan: City of
Since parting ways and losing her status as a Intrigue ™. Follow Brian online at twitter.com/brianrjames.
favored student and consort, Shylara obsesses over
Todd Stewart is a scientist during the day and author by
the Marauder. Still infatuated with her former mis- night, lairing in Raleigh, NC, with two cats and his equally-if-
tress, she doesn’t so much seek revenge as a chance to not-more-nerdy better half. His game design credits include
prove herself worthy. The Great Beyond: A Guide to the Multiverse, Undead Revisited,
Shylara primarily dwells in the Tower of Incarnate and Book of the Damned III: Horsemen of the Apocalypse, as well
Pain, on the boundary between the Blood Rift and as multiple articles for Dragon and Dungeon magazines.
the abyssal realm of Pazunia. She moves between
Developer Producers
there and other realms in the Abyss as her business
Matt Sernett Greg Bilsland, Stan!
compels her, but Sigil remains the overwhelming
focus of her attention. Spurned, jealous, and unques- Editor Senior Creative Director
tionably insane, Shylara sends agents into the City Scott Fitzgerald Gray Jon Schindehette
of Doors to push and probe at Shemeshka’s plots.
Managing Editors Art Director
Shylara pays for rumors, desperate as she is to follow Kim Mohan, Miranda Kate Irwin
her former mentor’s every move. She has a standing Horner
offer for the Marauder’s head, to which Shemeshka Illustrator
retaliated with a similar offer for her former protege’s. Development and Editing Tony Foti
Shemeshka offered only half the bounty, a point not Lead
Jeremy Crawford Digital Studio Consultant
lost on the infuriated Shylara. Daniel Helmick
Appearance: Unlike the perfectly groomed and Senior Producer
shining appearance of Shemeshka’s coppery fur, Christopher Perkins Publishing Production
Shylara’s pelt is a bloody, mangy mess of weeping Manager
Angie Lokotz
sores, bare patches, and self-inflicted wounds from
her incessant scratching. Illusions largely hide her
condition, and she dresses in exotic finery like her
mentor as she overcompensates for her true appear-
ance. Shylara’s look often borders on the scandalously
revealing. Her profound and delusional vanity fails
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Court of Stars:
The Trinket Lord
By Karl Resch
Illustration by Tony Foti
Where do lost things go? “What would you lose,” he asked, “in order that
Some say that such items vanish to a special what is lost become found?”
place reserved for misplaced objects. Others insist
that nothing is ever lost, only stolen. And still others
believe they know exactly where lost things go, for
From Slave
they were once lost themselves. to K nave
The stories told by the formerly lost are as varied
as the people themselves. Perhaps one explorer was The lore that surrounds the Trinket Lord is fragmen-
trapped in the icy mountains, snow pelting her face tary, but one can assemble the pieces into a larger
with every step and blocking out the sun. Maybe a narrative that approximates the life history of this
second trekked through an empty desert, endlessly paradoxical archfey.
charting a course to nowhere across a sand sea. A According to some tales, the gnome Tuxil was born
third might have wandered aimlessly through a dark into slavery in the fomorian kingdoms. Because the
forest. Wherever these lost individuals were, one gnome didn’t truly belong to the dark realm, he was
thing was clear: They had no direction and no hope. always a misfit. Other stories say that Tuxil spent his
Although the tales of the lost unfold differently, youth with the creatures of the forest, rather than
all of them end the same way. At some point, a small with his fellow gnomes, and that one day he was cap-
brown fox appeared in the path of the wanderer. Each tured in the woods and sold into slavery. Regardless
person chose to follow the fox as it bounded away out of which version is accepted, both make one point
of the mountains, toward a small oasis, or to a place clearly: Tuxil’s early years were unpleasant; he never
where the trees weren’t so thick. Eventually, the trav- knew where he was supposed to go or who he was
eler stood before a small ring of trees, and the fox supposed to be.
leaped through the branches ahead. Pushing through Many gnomes believe that the Trinket Lord was
the foliage, each wanderer encountered the same enslaved in the fomorian kingdom called Inbharann,
thing: a great heap of possessions—weapons, armor, the wealthiest of that race’s subterranean realms.
statues, paintings, wagons, baubles, and much more. Every day of his captivity, Tuxil saw the river of cool,
Atop the heap sat a gnome with reddish hair, examin- molten gold that ran through the kingdom, and he
ing a plaything he had plucked from the pile. He sat saw how the gold was used to purchase many great
for a moment before smiling broadly and acknowl- treasures for the fomorian overlord. Even though
edging the new arrival. he lived among fantastic splendor, the gnome was
allowed to own nothing but the hovel he inhabited.
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Lost, then Found Quest for Treasure Thieves and treasure hunters with fey origins pay
tribute to the Trinket Lord, hoping that he will favor
Eventually, Tuxil escaped with the other gnomes of As time went on, Tuxil realized that other things of
them as they plunder ancient tombs and lost hordes.
Inbharann. The group made for the surface, and the value were waiting to be collected. The world held
Skalds compose epic ballads of his generosity, and
newly freed gnomes settled in places of their choos- great secrets and treasures that were locked away, not
illusionists speak of his skill at trickery and mis-
ing. But Tuxil had no place to call his own. He had possessed by anyone. His new home provided him
chief. “Going to meet the Trinket Lord” is a common
known little but the cruelty of Inbharann, and life with weapons and armor that amplified his magic,
expression indicating that the speaker plans to
on the surface was strange for him. He became a giving him the skills he needed to search for anything
become wealthy.
wanderer, not knowing what he sought but hoping to he desired.
Tuxil revels in all such tributes, and chooses indi-
find it. There were many places to dwell within the At first, the gnome kept his endeavors small. He
viduals who demonstrate great potential to become his
Feywild, but none seemed fitting to him. The eladrin traded in the Murkroot and sought items that could
servants. To some people, he is merely a patron, one
cities were too regal for his tastes, the Murkendraw be found in eladrin cities, adding them to his pile. Yet
who rewards success and punishes failure. To others,
Swamp too dangerous. these mundane possessions were not enough. Tuxil
he is a teacher, passing down parts of his arcane
Eventually, Tuxil wandered to a place where the wanted relics of legend—objects that had been lost for
knowledge and item lore. To a lucky few, he is both.
trees grew thick and the paths were uncharted. Every ages and that no others living today possessed.
Tuxil’s mastery of his home is astounding. The
turn he took seemed to bring him back to where He journeyed to the fallen city of Cendriane,
gnome knows every item that makes up the hovel, its
he started. Panicked and confused, he ran, wind- where he visited ancient libraries to research the
properties, and its precise location. It takes him only a
ing through the trees and shrubs until he came to a locations of forgotten fey treasures. He spoke with
moment to procure a requested item, and the Trinket
clearing. The gnome stopped to catch his breath for a eladrin nobles about the other planes of existence
Lord is quick to offer many enticing treasures when
moment and was awestruck by what he saw. and the treasures to be found in those realms. And he
proposing a trade.
In the center of the glade was a pile of treasures chased after them all.
To visitors, the hovel is a mess. Statues, fabric,
both mundane and magical. As Tuxil walked closer to Tuxil’s cache grew ever larger, and he documented
weapons, chamber pots, wagons, pottery, armor,
investigate, he heard a clatter as more items appeared everything he owned and stored it in its proper place.
cooking gear, alchemical items, books, artwork,
atop the pile, causing some of the objects to roll down His prowess in matters of thievery and magic far sur-
rations, and other objects are everywhere, piled atop
to his feet. The gnome didn’t know what he had passed that of the rest of his race. Tuxil was no longer
one another, reaching to the ceiling. Some have con-
found, but he didn’t care. At that moment, he real- an escaped gnome slave, but a master of treasures.
jectured that lich phylacteries and forgotten rituals lie
ized that he enjoyed being lost—just as lost as was the The Trinket Lord was born.
hidden among the heaps. Most items in the hovel are
small mountain of treasures before him. Those items
objects that have been separated from their owners—
belonged to the person who discovered them, and
that person was Tuxil. Finders keepers, indeed.
T he Hovel some of them misplaced, and others cast away on
As the gnome searched through the pile, he found of H ansels purpose. New ones appear every day.
Though parts of the hovel cave in and slide as the
items that he had never dreamed existed. His knowl-
Many adventurers refer to the Trinket Lord’s dwelling gnome searches for trinkets, the entire structure has
edge of magic grew as he studied the trinkets. Each
as the Hovel of Hansels because discovering the loca- never collapsed. The movement of some objects always
day he spent in the glade, more and more objects
tion is considered a sign of good fortune. Tuxil refers to reveals new items that had been buried. Despite the
appeared atop the hill of possessions. Tuxil began to
it simply as his home. The gnome often disguises him- delicate appearance of some of the trinkets, none of
move the items around, forming a hollowed-out struc-
self as a fox to guide those who are lost to his demesne. them is ever broken or damaged by the minor land-
ture. His old hovel in Inbharann had been small and
He offers them a place to rest and, most important, the slides that occur. Visitors to the hovel are not as lucky
dirty, fit only for a slave, but now he created a grand
chance to trade with him. The prospect of acquiring and must take care not to be injured when parts of
home of his own.
new objects brings out his generous nature. the structure shift and slide. When the Trinket Lord
grants permission for a guest to search for an item, he
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does so with a mischievous glint in his eye. He alone adventurers to another plane to retrieve an item that Potion of Feyspeak Level 3 Common
can run nimbly atop the piles, never faltering or fall- he cannot claim himself. The adventurers must nego- This golden liquid looks like honey, but the gift it gives is far
ing, while others struggle to make their way. tiate their reward before they leave the hovel, because sweeter.
Many archfey know the location of the hovel and once the group departs, Tuxil considers the deal to be Consumable: Potion 30 gp
visit it regularly, seeking items from the Trinket Lord final (such are the ways of the fey). Utility Power ✦ Consumable (Minor Action)
and trading knowledge and rumors of other trea- Alternatively, the Trinket Lord will trade items for Effect: You drink the potion. For the next 5 minutes, you
sures. Tuxil is always cordial and polite, respecting information. Various treasure hunters have sought can speak with and be understood by any fey beast.
his visitors’ status while they respect his. However, him out to learn rumors about the last known loca-
some archfey scheme to steal certain trinkets, send- tions of certain valuables. Just because Tuxil does not Amulet of Truth
ing minions and lackeys (and sometimes adventurers) possess an item does not mean that he has no knowl- In the Feywild, nothing is ever entirely as it seems.
to infiltrate the hovel. Most of these attempts fail; the edge of it. The Trinket Lord crafted these amulets after infiltra-
place is such a clattering, confusing mess that would- The gnome is known to be unhappy with some of tors began visiting his hovel to steal items for their
be thieves have a hard time finding anything or the trades he has made in the past, and sometimes he patrons. Fey thieves favor the amulets, which allow
masking their presence from Tuxil. hires a group to steal an item back from its current their wearers to sense the presence of creatures and
Those who successfully steal from the hovel learn owner. When they return it to the hovel, Tuxil might hidden areas.
that its contents are protected by the Trinket Lord’s offer to trade it to them—hoping to strike a better bar-
curse. One by one, all the thief ’s other magical pos- gain this time. Amulet of Truth Level 12+ Uncommon
sessions lose their powers. Some denizens of the
Used in the Feywild to discover spies, the amulet reveals that
Feywild—including certain powerful hags—can break
this curse, but always for a price. The simplest way to
T rinkets of all is not as it appears.
the Hovel
Lvl 12 +3 13,000 gp Lvl 22 +5 325,000 gp
end the curse is to return the stolen item to the hovel. Lvl 17 +4 65,000 gp Lvl 27 +6 1,625,000 gp
Neck Slot
Tuxil’s home is a vast repository of wondrous objects
Trading with (which means it can contain any sort of treasure you
Enhancement Bonus: Fortitude, Reflex, and Will
Property
the Trinket Lord see fit). Two special items that the Trinket Lord cre-
ated for his own purposes are described below.
You gain an item bonus to Insight checks equal to the
amulet’s enhancement bonus.
Tuxil is always after new items and eagerly trades C Utility Power ✦ Daily (Minor Action)
with adventurers, but he is no fool. He becomes Effect: Close burst 10. You know the location of one secret
aggravated with those who make bad offers or seem Potion of Feyspeak door or trapdoor in the burst, and you gain an item bonus
to insult his knowledge of valuables. As a rule, the In his fox form, the Trinket Lord learns many secrets to Thievery checks equal to the amulet’s enhancement
gnome will trade for items of equal or greater rarity. from the beasts of the Feywild. Applying his own bonus until the end of the encounter.
Although he has no problem trading an uncommon C Utility Power ✦ Daily (Minor Action)
knowledge of magic, he brews potions to allow others
Effect: Close burst 5. Until the end of your next turn, you
item for a visitor’s rare item, he will never trade an to speak with these creatures as well. can sense the presence of creatures in the burst that are
uncommon item for a common one. subject to an illusion effect or a polymorph effect.
The most likely way for adventurers to meet the
Trinket Lord is as a patron. Over the years, Tuxil has
granted portions of his power to numerous fey pact Other Treasures
warlocks in the hope that they will bring him new The Trinket Lord’s hovel contains many seemingly
treasures from across the planes. mundane items. The following table presents some
The Trinket Lord is not above other forms of unusual nonmagical items he might offer to adventur-
bartering. For example, he might send a group of ers. Each item has a 1 in 5 chance of instead being the
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The Trinket Lord
magic item presented to its right. You can describe The Trinket Lord Level 22 Elite Lurker C Sunder Relic (varies) ✦ Recharge 5 6
the items however you wish, embellishing their Small fey humanoid, gnome XP 8,300 Attack: Close blast 5 (enemies in the blast); +25 vs. Reflex
descriptions to make the items seem more marvelous HP 312; Bloodied 156 Initiative +19 Hit: 3d10 + 9 damage, and ongoing 15 damage (save ends).
or downplaying them to make them seem ordinary. AC 36, Fortitude 32, Reflex 35, Will 34 Perception +20 Miss: Half damage, and ongoing 5 damage (save ends).
Speed 7 Low-light vision Minor Actions
From the Hovel’s Hoard Saving Throws +2 (+5 against charm effects); Action Points 1 Elusive Invisibility (illusion) ✦ At-Will (1/round)
d20 Treasure Magic Item Traits Effect: The Trinket Lord becomes invisible until the end of
O Nullifying Aura ✦ Aura 5 his current turn or until he hits or misses with an attack.
1 Chair with minotaur-horn headrest Throne
Enemies in the aura cannot use magic item powers, other Change Shape (polymorph) ✦ At-Will (1/round)
of dominion
than powers of consumable items. Effect: The Trinket Lord alters his physical form to appear
2 Shadar-kai tattoo kit Tattoo of vengeance Indomitable Spirit as a Tiny fox until he uses change shape again or until he
3 Dragonchess set The immortal game Any dominating or stunning effect on the Trinket Lord ends drops to 0 hit points. While in this form, he takes no pen-
4 Necklace of dragon teeth Pale tooth at the start of his turn. alty to Stealth checks for moving up to his speed, and he
5 Spinning wheel Floating shield Magic Item Mastery gains a +10 power bonus to Stealth checks. He can make
6 Inkwell with hippogriff quill Spymaster’s quill Whenever the Trinket Lord attacks, choose two of the no attacks in this form.
following damage types: acid, cold, fire, force, lightning, Triggered Actions
7 Crystal prism Ioun stone of perfect language
necrotic, psychic, thunder, or radiant. The damage dealt by C Fey Resolve ✦ Encounter
8 Sundial from the City of Brass Cinder of Gazra
the attack changes to the chosen types. Trigger: The Trinket Lord is first bloodied.
9 Chunk of meteorite Orb of enduring magic Standard Actions Attack (Free Action): Sunder relic recharges, and the Trinket
10 Wooden ocarina Tuathan road whistle m/r Activate Magic Item (varies) ✦ At-Will Lord uses it. He then becomes invisible until the end of his
11 Bar of magnetic ore Rod of smiting Attack: Melee 1 or Ranged 10 (one creature); +25 vs. Will next turn or until he hits or misses with an attack.
12 Sharkskin flippers Boots of swimming Hit: 6d6 + 9 damage. Skills Arcana +24, Stealth +20, Thievery +20
13 Lightning rod Daern’s instant fortress M/R Gnomish Tactics ✦ At-Will Str 16 (+14) Dex 19 (+15) Wis 18 (+15)
Requirement: The Trinket Lord must be invisible. Con 18 (+15) Int 27 (+19) Cha 24 (+18)
14 Ivory music box Pixie music box
Effect: The Trinket Lord uses activate magic item twice. Alignment unaligned Languages Common, Elven
15 Hang glider Greater flying carpet
Equipment bracers, helm, 5 wands, 2 rings
16 Telescope Lens of discernment
17 Rowboat with oars Feather boat He or she can barter with the Trinket Lord or accept When the Trinket Lord enters combat, the DM’s
18 Gardener’s tools Hill tamer crook a quest to gain the desired object. Alternatively, as creativity gets a chance to shine. Tuxil’s powers
19 Vanity mirror Spying mirror (one of a pair) mentioned above, Tuxil seeks many treasures that are revolve around the magic items he has available, and
20 Hourglass Sands of restored opportunity scattered across the planes, and he might hire adven- there is practically no limit to what might be found in
turers to collect some of them for him. DMs can use the hovel. Perhaps the gnome begins a fight by wield-
Using the T rinket the Trinket Lord to advance their plots in this way. ing a fiery sword, switches to a gauntlet that ripples
For example, if you want your adventure to lead to a with lightning, and later picks up a wand that fills his
L ord dragon’s lair, Tuxil might recruit the player characters foes with fear.
to obtain an item from the monster’s hoard. As an alternative reward, Tuxil might give the fey
Being unaligned, Tuxil makes for interesting fey
The adventurers can also be hired to guard an gift scent of gold to those who please him, especially
interactions in campaigns. His bartering nature gives
item that is being sent to the hovel as part of a trade. If the fey warlocks he instructs to find various treasures.
DMs a way to weave adventures and rewards into any
the characters deliver the prize, they gain favor with
Feywild campaign, and he can introduce the player
the Trinket Lord, who will remember their service.
characters to a new world of powerful allies and
Perhaps later the gnome will provide information
enemies.
they seek or introduce them to another prominent
Of course, the Hovel of Hansels is a good location
member of the Court of Stars.
to use if a character is searching for a certain item.
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The Trinket Lord
E nemies, A llies, and The most common allies of the Trinket Lord are
the wandering animals of the Feywild. In his fox
rituals. It has passed among the gnarled hands of per-
secuted witches and hag covens. The Witch of Fates
M inions form, Tuxil can communicate with these creatures has promised the gnome many exotic items in trade
freely, and he has persuaded many beasts to remain for the cauldron, and he cannot resist her offer.
The Trinket Lord is a loner, preferring to stay in his close to his hovel in case he needs them to repel Tuxil believes the large, iron-red cauldron to be in
hovel with his treasures. However, he is not without intruders. The largest and most dangerous of these the possession of the Misteye Coven, a group of hags
servants and allies, and he has made his share of ene- creatures include displacer beasts and owlbears. that dwells deep within the Oblivion Bog, located in
mies throughout the years. In addition, various horrors from the Feywild lurk the Shadowfell. He has sent the call out to his war-
nearby in hopes of snatching easy prey. locks to retrieve it for him. In addition, the Witch of
Feygrove chokers also attempt to dwell around the Fates has offered to provide the services of a band of
demesne, but the Trinket Lord keeps them away so adventurers who might be able to retrieve the caul-
that would-be traders don’t fear for their lives. Every dron with Tuxil’s guidance.
Tuxil’s Constructs now and then, Tuxil hires adventurers to eliminate
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The Trinket Lord
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