Classifieds

Here you can find listings for all Clearcrest has for sale! Whether you’re looking for fine linens, a sharper sword, or a place to call home, the Classifieds can fulfill your needs.

Fool’s March

Real Estate Description: Looking to buy a nice house in one of the various areas of the young district of Fool’s March? Find prices per 5ft square below!
  • Five Points
    Description: Be near the heart of it all by purchasing a residence right off of the main square in Fool’s March!
    Cost: 3.5 gp/per square
  • Forgotten Quarter
    Description: Many of the homes here would be considered fixer-uppers, but if you’re a handyman looking to get your hands dirty (or if you’re just looking for a temporary hide-out to lay low from the law) one of the homes here may just be what you’re looking for!
    Cost: 1.5 gp/per square

Philomath

Real Estate Description: Looking to buy a nice house in one of the various areas of the scholarly Philomath district? Find prices per 5ft square below!
  • Stillbrook Pass
    Description: This quiet, wooded neighborhood is just south of Plaza of the Gods and offers a sense of calm and serenity away from all the studies and worship going on in the rest of the district.
    Cost: 6 gp/per square
Bartleby’s Description: A Philomath staple for over 150 years, this small shop on the edge of Larkweather Lake specializes in document drafting, binding, copying, and notarization. Clancy, a bespectacled halfling man sits behind the counter is always thrilled to help.
  • Business cards
    Description: A personalized business card that you can give out to strangers so they have your personal information.
    Cost: 1 cp/per card
Colour Me Impressed Description: This shop would be easy to miss in Firefly Square, given it’s small, almost closet-like size, if it wasn’t for the bright splashes of color that cover every surface- cool blues, deep purples, brash greens, bright yellows, and warm oranges cover the outside in various patterns. A female gnome with a high-pitched voice runs this shope. Her name is Minxi Monholith and she’s very courteous, a bit shy, and almost permanently has a smudge of dye on her cheek.
  • Natural dyes
    Description: A dye that has it’s coloring come from nature. These tend to be greens, reds, browns, and blacks.
    Cost: 2 gp.
  • Unnatural dyes
    Description: A dye of a color that is not usually found in nature and must be manufactured synthetically. These tend to be blues, purples, oranges, and yellows.
    Cost: 5 gp
  • Dying service
    Description: Minxi will dye your item for you.
    Cost: Cost of the color dye +6 gp. This takes three days to complete.
  • Marker Dye
    Description: This dye creates an obvious stain wherever it is splashed. Washing has no effect for the first 72 hours (though magic can erase it), but it fades completely after 2 weeks. You can throw it as a splash weapon.
    Cost: Cost of the color dye +15 gp.
Green Gertrude’s Description: Given the backdrop of drab city streets, this vendor stands out like a green thumb in Firefly Square. Along every wall climbs thick ivy and large and exotic looking plants cover every surface. A spacey, druidic female halfling named Gertrude Gerlinski is the proprietor of this shop. She has thick mats of hair, a pungent, earthy odor, and tends to put a slight lull between her thoughts.
  • Various Plants and vegetables (non-magical)
    Description: Common household plants or simple vegetables.
    Cost: A few copper to a silver piece.
  • Gertrude’s Slicing Salve
    Description: Works as a minor healing potion to physical wounds only (2d4+2)
    Cost: 25 gp
  • Gertrude’s All Natural Cure All
    Description: Removes a physical ailment (stunned, poisoned, blind, deaf)
    Cost: 30 gp
  • Spore
    Description: A natural psychedelic that isn’t necessarily illegal, but there’s a stigma about the crowd that uses it. When inhaled, it creates a euphoric high in the user. User receives disadvantage on Str, Dex, Int, and Wis saving throws and skill checks, but advantage on Chr and creativity-based skill checks (at DM’s discretion) for one hour.
    Cost: 8 gp
Jacques Fine Leathers Description: It is obvious from the outside that the proprietor of this shop in Firefly Square takes great care in its appearance- it appears very clean and organized. Various leather jerkins, saddles, pouches, and bags line the walls. Jacque duFleur, the male elven proprietor, is extremely charismatic, flamboyant, and likes to dress in fine leathers.
  • Leather armors
    Description: Simple leather and studded leather armors.
    Cost: Refer to the PHB.
  • Pouches, bags, belts, boots
    Description: Basic leather goods.
    Cost: Varies depending on item- anywhere from a silver piece to a few gold.
  • Slick Oil Boots
    Description: When these boots are worn, the wearer gains advantage on stealth checks as long as they move at half their rate of movement. This benefit is gained due to the care and fine oils used to make these boots almost completely silent when walking in them.
    Cost: 200 gp
Straight & Troo Description: This little shop stands out in Firefly Square due to its vibrant color scheme of deep reds and blues. In the shape of an arrow over the front door is a large wooden sign that reads “Straight & Troo Fletchery”. Darius Straight, a human male, owns this shop with his partner, a male halfelf, named Manny Troo. Darius, who does most of the crafting, tends to be quieter and more subdued while his counterpart tends to be the colorful, flamboyant salesman.
  • Common bolts, arrows, and sling stones
    Description: Simple ammunition with no extra properties.
    Cost: Refer to the PHB.
  • Exploding Ammunition
    Description: This ammunition has two separate chambers to store two chemical compounds. When they hit something, the wall separating the chamber shatters and causes a small explosion. +1d8 damage, has the potential to ignite dry material. Cannot be re-used.
    Cost: 10 gp/round
  • Knockout Rounds
    Description: These heavy rounds can only fly half the distance of a regular round, but deal bludgeoning damage and a STR saving throw DC12 must be made or the creature is stunned for a round.
    Cost: 6 gp/round
  • Firestones
    Description: Small orange slingstone that, upon striking a hard surface, bursts into a puff of flame. +1d4 fire damage and ignites any combustible materials nearby.
    Cost: 5 gp/round
The Crooked Stair Description: Tucked deep into a corner of Firefly Square, this unassuming shop almost appears to be abandoned if it weren’t for the tall, long-bearded man inside, busying himself with sweeping the floor. He goes by the moniker “Virgil the Valiant” and he’s a very skinny, stooped old man. He claims to be a wizard that will reminisce on supposed past adventures for hours to anyone he can get to listen.
  • Armor Ointment
    Description: This thick lubricant makes the joints of armor move more freely. Applying the ointment takes 1 minute and negates disadvantage on Stealth checks for 8 hours.
    Cost: 30 gp
  • Biteabate
    Description: This soft white gel, if applied within ten rounds (one minute) of a puncture injury from a piercing weapon, will heal 1d4+1 points of piercing damage.
    Cost: 25 gp
  • Blistermilk
    Description: This white, fine powder smells like mineral salt and turns to a coating liquid when placed on an acid burn. If applied within ten rounds of an injury caused by acid, it will heal 1d4+1 points of acid based damage.
    Cost: 25 gp
  • Burn Salve
    Description: This watery, milky cream smells of aloe and peppermint and tingles on the skin, numbing it slightly. If applied within ten rounds of burn injury, it will heal 1d4+1 points of fire based damage.
    Cost: 25 gp
  • Catstink
    Description: If poured on a creature’s scent trail, a creature tracking with scent must make a Wisdom (Perception) check DC 12 to regain the scent.
    Cost: 15 gp
  • Dwarfblind
    Description: Small stones treated with alchemical substances, giving them a faint purple sheen. They can be thrown as a grenade-like weapon. When striking a hard surface, it releases a burst of violet light. The light illuminates a 20-foot-wide area for an instant and temporarily interferes with the darkvision of those caught in its effects. Creatures within a 10-foot radius of the stone’s impact point must succeed at a Dexterity save (DC 10) or lose their darkvision ability for (10 – Constitution bonus) minutes.
    Cost: 40 gp
  • Forger’s Paper
    Description: A single piece of alchemically treated paper. When heated, the paper turns nearly transparent for 1 hour, allowing the tracing of documents, signatures, etc., granting advantage on any attempts at forgery. Once it turns opaque after the hour, the chemicals infusing the paper are consumed, leaving normal paper.
    Cost: 10 gp
  • Freeglide
    Description: Each pot of this slick black gel has sufficient contents to cover one Medium or two Small creatures, and can be applied to a creature’s hide, hair, clothing, or armor. The gel makes the affected surface slippery and hard to grab or hold. If you coat yourself in this alchemical grease, you gain advantage on Dexterity checks to wriggle free from bonds, on checks made to escape a grapple, to avoid being grappled, but disadvantage on resisting disarm, grapple checks, and other checks that may be hindered by a loose grip (such as climbing). If freeglide is applied over clothing or armor, its benefits are lost if the armor or clothing is removed. Likewise, if it is applied to a creature’s skin or hide, its benefit is lost if the creature later dons clothing or armor. One application lasts for up to 1 hour and can be removed by washing with soap and water.
    Cost: 35 gp
  • Frost Lotion
    Description: This pleasant-smelling topical heals injuries caused by extreme cold. Frost lotion can mitigate some of the effects of cold damage, but only if it is applied within ten rounds of frost or cold-damaged flesh, it will heal 1d4+1 points of cold based damage.
    Cost: 25 gp
  • Glow Powder
    Description: This luminescent dust clings to surfaces and creatures, making them glow. The grains of powder glow about as brightly as sparks from a campfire. They don’t provide illumination, but they are noticeable. It comes in a tube that allows it to be blown out into a 10 foot cone as an action. Alternatively it can be carefully sprinkled to cover up to 125 square feet, 5 square feet per round. It takes a full round to shake out enough powder to cover one 5-foot square. When sprinkled on an object or surface, the powder helps reveal edges and details, granting advantage on Perception (Wisdom) checks made on the treated area. A creature sprinkled with the powder is likewise easier to detect. An invisible creature sprinkled with the powder can not benefit from invisibility. Once applied, the dust clings and glows for 1 minute. A creature sprinkled with the powder can wash it off by taking an action.
    Cost: 50 gp
  • Impact Foam
    Description: This milky white liquid bubbles into a 1-foot-thick semisolid sheet of foam when splashed across the ground. You can spend a minute to apply a flask of impact foam to a 10-foot-radius area, or you can throw the flask as a weapon. The foam does not interfere with movement, but reacts strongly to sudden force. A creature that falls onto a sheet of impact foam ignores the first 2d6 points of falling damage. A sheet of impact foam dissolves after 10 minutes or when exposed to at least a gallon of water.
    Cost: 40 gp
  • Irontrue
    Description: These tiny granules can be dissolved in oil, creating a resin like patina used to coat metallic items such as weapons or armor. Such a coating neutralizes the rusting effects of the environment, protecting the item from 1d3 contacts with a rust monster’s touch. Consequently, the substance is exceptionally unpalatable to creatures such as rust monsters
    Cost: 50 gp
  • Leap Capsule
    Description: The thick gray liquid in this capsule allows the user to make more powerful jumps for a short time. The user gains advantage on athletics or acrobatics skill checks. The benefit of a leap capsule lasts for only 1 round, ending immediately upon the conclusion of the user’s actions for the round
    Cost: 20 gp
  • Night Eyes
    Description: A thick greasy substance that takes a full round to apply to the naked eye and grants darkvision vision of 60 feet. The darkvision lasts 10 minutes. The eyes become unnaturally sensitive to light for the duration of the effect and for 1d10 minutes afterwards. Bright sources of light cause disadvantage on attack rolls and on Perception checks that rely on sight when the user or target they are trying to perceive is in bright light.
    Cost: 30 gp
  • Quickflame
    Description: An alchemical capsule containing an oil used to coat a melee or thrown weapon that causes the weapon to instantly burst into flame as a bonus action. The weapon gains 1d4+1 points of fire damage with each successful strike. The capsule’s effect lasts for 1 round, ending at the beginning of the wielder’s next turn. This fire damage doesn’t stack with any other fire damage the weapon deals.
    Cost: 40 gp
  • Quickfrost
    Description: An alchemical capsule containing an oil used to coat a melee or thrown weapon that causes the weapon to instantly drop to a dangerously low temperature as a bonus action. The weapon gains 1d4+1 points of cold damage with each successful strike. The capsule’s effect lasts for 1 round, ending at the beginning of the wielder’s next turn. This cold damage doesn’t stack with any other cold damage the weapon deals.
    Cost: 40 gp
  • Quickspark
    Description: An alchemical capsule containing an oil used to coat a melee or thrown weapon that causes the weapon to crackle with electrical energy as a bonus action. The weapon gains 1d4+1 points of thunder damage with each successful strike. The capsule’s effect lasts for 1 round, ending at the beginning of the wielder’s next turn. This thunder damage doesn’t stack with any other thunder damage the weapon deals.
    Cost: 40 gp
  • Screaming Flask
    Description: This container is made from thick leather with a cap sewn on tight and fitted with a ripcord. Pulling the cord rips open the flask and activates the alchemical substance within. The flask emits a high-pitched shriek in a 15-foot cone. Anything in the cone takes 1d6 points of thunder damage and is deafened for 1 minute unless they make a Con DC10 saving throw.
    Cost: 40 gp
The Ironclad Pony Description: Nestled in Firefly Square, this vendor is housed in a large stand with an open entrance, allowing patrons to walk right up see metals being worked. The owner is Klutark Th’yrean, a heavyset half-orc man with a sparse grey beard and a cloudy left eye from a battle wound. He’s not much of a talker and like business to be straight-forward.
  • Masterwork Weapons
    Description: Adds a +1 modifier to the weapons damage.
    Cost: Depends on the weapon type (at DM’s discretion). This also requires 1d4 weeks worth of work to complete.
  • Masterwork Armor
    Description: Adds a +1 modifier to the item’s armor class bonus.
    Cost: Depends on the armor type (at DM’s discretion). This also requires 1d4 weeks worth of work to complete.

Tinker Town

Golden Cape

Skyleaf