Chapter Nine
Into the Capitalist Underbelly: Illegal Goods and Black Markets
Every society has laws, and some laws make certain items illegal to sell or own. If some magic items are considered available for sale, others may be made illegal as well.
In some cases, items will be illegal for reasons specific to the location or the culture of the area. For example, if a snowy northern town is run by servants of Auril (goddess of winter), Flame Tongue swords might not be allowed. In other areas, ones where the local thieves’ guild and black market run the town, almost everything might be available, although someone might try to steal it from you an hour after you buy it.
However, in general towns and cities will set rules against items which help thieves, murderers, and con men, and at minimum make them illegal to sell. These items, broadly speaking, include:
Boosts to stealth and invisibility
Tools that let thieves bypass security
Methods of evading detection
Mind control
Poison (any weapon, of course, could be used for murder, but since poison is widely considered an assassin’s weapon and more routine types of weapons are commonly seen, only poison and poisoned items are the only weapons routinely proscribed)
Cursed items (illegal to sell, not own)
You may use the following list as a core set of items likely to be illegal to sell, and adjust to fit your campaign overall or particular areas the PCs are likely to find themselves. Explanations are added where the reason for banning the item may not fit the above categories.
Common
Horn of Silent Alarm (allows thieves to call warnings without alerting patrols)
Uncommon
Amulet of Proof Against Detection and Location
Boots of Elvenkind
Cloak of Elvenkind
Dust of Disappearance
Eyes of Charming
Gloves of Thievery
Hat of Disguise
Helm of Telepathy
Medallion of Thoughts
Potion of Poison
Slippers of Spider Climbing
Staff of the Adder
Staff of the Python (doesn’t inflict poison, but is dangerous and looks similar to a Staff of the Adder, so some cities would just rule both illegal)
Sword of Vengeance (cursed)
Wand of Secrets
Rare
Armor of Vulnerability (cursed)
Berserker Axe (cursed)
Cape of the Mountebank
Chime of Opening
Cloak of the Bat
Dagger of Venom
Helm of Teleportation
Portable Hole (can be folded up and well-hidden, and thieves can hide inside)
Potion of Mind Reading
Ring of X-Ray Vision (creepy)
Rod of Rulership
Shield of Missile Attraction (cursed)
Staff of Charming
Wand of Wonder (not cursed, per se, but illegal to sell due to powerful random effects)
To reiterate, the intent is only to make these unavailable for purchase, unless found on the black market. You could have a country where some or all of these items are illegal to own as well, possibly even having patrols stop adventurers and check out their magic items to ensure no illegal items are being carried within the country’s borders. However, it’s frequently more of a hassle than anything to make PCs hide certain items every time they enter a town, so allowing them to be owned as long as they’re not used for nefarious purposes is easier for everyone. (Plus, if a major robbery happens, the law can always look at the rogue’s Elvenkind gear and consider them a suspect.)
If you allow it, underground sources may be available through which PCs can purchase these items. Like finding a seller for legal items, a DC 20 Investigation check is required, but it must be made by someone who knows Thieves’ Cant or has a confirmed relationship with someone who can make underground connections for them. Also, like finding a seller for legal items, if a specific item isn’t available, the PCs may be informed something else is for sale instead (DM’s discretion).
Illegally sold items may be smuggled in from outside or made by a caster who’s willing to take the risk. If they’re made by a caster intending to sell them on the black market, the price will be considerably higher than the regular market price for that rarity. If the caster can’t get that type of premium for the item, it’s not worth the risk to make it unless commissioned.
Rarity
Black Market Price
Common
1,000 gp
Uncommon
5,000 gp
Rare
60,000 gp
The list stops with rare items for two reasons. One, there aren’t any very rare items which are clearly useful to criminals. Two, although legendary items aren’t made for sale, and would basically never be sold secondhand, it is possible that the rare gifted and lucky thief might make off with someone else’s. These items, whether useful to criminals (e.g. Cloak of Invisibility) or not, would have to be sold underground, and very carefully at that. Buying such an item could well involve the party in serious criminal drama, so a huge range of prices are viable.
As a rule, the lower the price a thief asks for an extremely valuable item, the more immediate danger he’s in, and thus the more immediate danger the party will be in if they buy it. If a very rare or (especially) legendary item is in play, the danger should be substantial.