Zaubertrödler

The Zaubertrödler in Bessardie is a small, cramped shop tucked away in a narrow alley. The building itself is made of dark, weathered wood and the door is flanked by two flickering torches. The sign above the door is faded and difficult to read, but you can make out the words "Zaubertrödler" in old-fashioned script.

As you enter the shop, you are greeted by a musty, cluttered interior. Shelves line the walls and are packed with various trinkets, knick-knacks, and curiosities. The air is thick with the scent of incense and strange, unfamiliar spices. The dim lighting makes it difficult to see everything, but as your eyes adjust, you begin to make out the details of the items for sale.

There are small, intricately-carved figurines of mythical creatures, strange talismans and amulets, and jars filled with unidentifiable powders and liquids. As you browse the shelves, you can't help but feel that there's something mystical and otherworldly about this place. It seems like the kind of shop where you could find anything if you looked hard enough, but you're not quite sure if you're ready to discover what that might be.

## Goods

### Items

* Ring of Warmth (50 gold)
	+ When attuned to this ring, you are protected from extreme cold, making you resistant to cold damage and immune to the effects of severe cold weather.
* Wand of Secrets (75 gold)
	+ When pointing this wand at a wall or an object and using one of its charges, if there is a hidden door, trap or secret compartment, the object will give off a faint glow. This wand has 4 charges. It regains 1d4 charges each dawn.
* Potion of Climbing (50 gold)
	+ This potion grants the drinker the ability to climb any surface, including vertical or upside-down surfaces, for one minute.
* Ring of Jumping (75 gold)
	+ When attuned to this ring, your jump distance and jump height doubles and you are resistant against falling damage.
* Alchemist's Fire (25 gold)
	+ This sticky, adhesive fluid ignites when exposed to air. As an action, you can throw this flask up to 20 feet, shattering it on impact. Make a ranged Attack against a creature or object, treating the alchemist's fire as an improvised weapon. On a hit, the target takes 1d4 fire damage at the start of each of its turns. A creature can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames.
* Dust of Disappearance (100 gold)
	+ This fine powder can be used to turn an object or creature of size medium or smaller completely invisible. It does not protect against magic means of detection or against detection from other senses. The invisibility lasts for 1 minute or until washed off.
* Elixir of Lingering Health (50 gold)
	+ This elixir can be consumed to regenerate 1d4 at the start of your turns. Immediately afterwards, roll a DC 10 constitution saving throw. If failed, the effect ends, otherwise add one to the DC.
* Unstable Portable Hole (300 gold)
	+ This item appears as a normal bag of holding. When opened however, a dimensional rift quickly spills out and grows to a sphere with a 100 meter radius. Anything and anyone caught in the sphere is immediately transported to a random plane, however, it is most likely that the are sent back to the plane of origin.