Welcome to the Jumble!

The Wynds is home to three main markets that offer a wide variety of goods and services to its residents. The Jumble is a sprawling market on the western edge of the Wynds, famous for its endless clutter of secondhand goods and household cast-offs. Vendors here will sell anything they can lay their hands on, from cracked pots to forgotten heirlooms, and every stall promises the possibility of an unexpected treasure.

The air is alive with noise as peddlers shout their wares, bargain-hunters haggle fiercely, and the smell of fried food drifts between the rows of patched canvas stalls. Goods are piled high in teetering heaps: dented armor, mismatched boots, broken toys, tarnished cutlery, chipped furniture, and more than a few items whose original purpose has long been forgotten.

For some, The Jumble is a place of frustration – a maze of junk where true value is buried deep. For others, it is a playground of opportunity, where a keen eye and quick hands can uncover relics worth far more than the asking price. Locals, adventurers, and traveling collectors alike flock here, all hoping to find that one rare item hidden among the worthless.
 

Stallholders and Trade

The Jumble attracts a mix of sellers: traveling hawkers pushing carts, crafty locals offloading surplus, and even the occasional merchant testing new markets. Some stalls are reliable fixtures, known for cookware, tools, or clothing. Others appear only once, vanishing as quickly as they came – often with buyers wondering if they’d been sold stolen goods or clever fakes.
 

Atmosphere

The Jumble is chaotic and noisy, a place where pickpockets thrive and deals are struck in hurried whispers. Adventurers frequent the market to find cheap gear, supplies, or curiosities, though the canniest sellers always keep something hidden under the table for buyers with deeper purses.
 

Encounters

From bargains to brawls, The Jumble is never dull. Roll d10 for possible encounters…

  1. A stallholder loudly insists their dented breastplate once belonged to a famous knight. The truth is dubious, but the crowd is intrigued.
    Merchant: AC 11, HP 9, dagger (1d4), leather vest.
  2. A pickpocket makes a clumsy attempt to lift a coin purse from an adventurer’s belt.
    Thief: AC 12, HP 8, rusty dagger (1d4), rags.
  3. A merchant is caught selling counterfeit healing potions that are nothing more than colored water. Tempers flare.
    Charlatan: AC 11, HP 10, club (1d6), shabby cloak.
  4. A pile of junk collapses with a crash, revealing a half-buried chest stamped with strange sigils.
    Hazard: DC 13 Arcana check to identify, contents determined by DM.
  5. A group of 1d4 collectors argue bitterly over the authenticity of a rare-looking amulet, drawing a curious crowd.
    Collectors: AC 11, HP 7 each, daggers (1d4), travel cloaks.
  6. A traveling entertainer juggles knives to amuse a crowd, but loses control of one blade dangerously close to the adventurers.
    Performer: AC 12, HP 9, knife (1d4), flamboyant clothes.
  7. A desperate vendor tries to sell a “cursed” object for next to nothing. Rumors of bad luck cling to it.
    Vendor: AC 11, HP 8, improvised club (1d4), patched tunic.
  8. A sudden shouting match erupts as two rival stallholders accuse each other of theft, threatening to spill into violence.
    Hawkers (2): AC 11, HP 10, clubs (1d6), common clothes.
  9. A ragged child tries to trade a cracked, glowing stone for food, swearing it is magical.
    Child: AC 10, HP 4, dagger (1d4); Stone may have faint magic.
  10. A fight breaks out in the crowd, scattering stalls and sending goods flying – the adventurers may be pulled in or trampled.
    Mob (2d6 commoners): AC 10, HP 6, improvised weapons (1d4).