2021-09-26

Fantasy NPC: The Royal Sword Of Broken Justice

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The Royal Sword Of Broken Justice

A tall figure with a blank grey mask instead of face, with trailing cracks resembling tears. The muscular androgynous body is only covered with a sash wrapped around the loins.

CR 10; 9,600 XP
LN Medium Outsider (archon, native)
Init +8; Senses darkvision 60 ft., low-light vision, track mark; Perception +18
Aura of menace (20 ft.)

Defense
AC 24, touch 19, flat-footed 19 (+4 deflection, +4 Dex, +1 dodge, +5 natural)
hp 126 (12d10+5); regeneration 5 (chaotic)
Fort +12, Ref +13, Will +9; +4 vs. poison
DR 10/chaotic; Immune electricity, petrification

Offense
Speed 30 ft., fly 60 ft. (average)
Melee +1 greatsword +18/+13/+8 (2d6+7, 17–20/×2)
Ranged 3 scorching rays +16 touch (4d6 fire)
Special Attacks execute mark, royal sword
Spell-Like Abilities (CL 12th, concentration +14)
Constant—shield of faith
At Will—dimensional anchor, scorching ray

Statistics
Str 18, Dex 18, Con 16, Int 15, Wis 17, Cha 13
Base Atk +12; CMB +16; CMD 35
Feats Dodge, Improved Critical (greatsword), Improved Reflexes, Iron Will, Lightning Reflexes, Weapon Focus (greatsword)
Skills Acrobatics +19, Fly +19, Knowledge (nobility) +17, Knowledge (planes) +17, Perception +18, Sense Motive +18, Stealth +19, Survival +18
Language Abyssal, Celestial, Common, Draconic, Infernal; truespeech

Aura Of Menace (Su) All hostile creatures within 20 feet of The Royal Sword Of Broken Justice fighting or being angry have to succeed a Will saving throw (DC 19) or suffer –2 penalty to attack rolls, AC, and saves for 24 hours or until they successfully hit The Royal Sword. Creatures that resisted or broken the effects remain immune to this aura for the next 24 hours. The saving throw DC is Charisma-based and includes +2 racial bonus.

Execute Mark (Su) Against the mark condemned to death by a royal decree, The Royal Sword Of Broken Justice increase critical hit multiplier of all attacks by 1. When The Royal Sword delivers a killing blow to the mark, it counts as a death effect.

Royal Sword (Su) The Royal Sword Of Broken Justice can manifest and dismiss their sword as a free action, even if it was removed from their grasp, damaged, or destroyed. It acts as a +1 greatsword that counts as lawful and good weapon.

Track Mark (Su) The Royal Sword Of Broken Justice has a vague sense of the direction and the distance to the mark condemned to death. The Royal Sword also gets +10 bonus to Perception and Survival checks made to find traces, trail, and track the mark.


The Royal Sword Of Broken Justice bore a different name when they were called from the higher realms to justly execute a traitorous kin of the monarch... The name that was taken away from them, along with most of their celestial nature when they succeeded... For the alleged treason was a lie. The one who ordered the death was the villain and a tyrant who tricked The Royal Sword to shed royal blood in his place.

That act of the injustice broke The Royal Sword, in mind, body, and spirit, severing them from the heavens. To protect their own shattered sense of self, The Royal Sword took a new name, and a new purpose—instead of serving abstract justice, The Royal Sword became mere executioner of royal verdicts, pushing away the responsibility of ensuring that the sentences are just.

The Royal Sword Of Broken Justice only pursues marks when the proper decorum is followed—the mark must be condemned to death by a monarch in writing, with the document bearing royal seal handed to The Royal Sword together with a piece of clothing or jewelry that was worn by the target. The Royal Sword only accepts a single mark at a time, until the target is dead or pardoned, or the physical document—which The Royal Sword always carries—is destroyed. If the document is stolen, The Royal Sword suspends their mission focusing on recovery of the document no matter the costs, being able to track it as if it was the mark.

The Royal Sword Of Broken Justice flies by manifesting a pair of wings of light and fire that only exist when the fallen archon wishes, vanishing otherwise.


2021-09-19

Fantasy NPC: Xebhur Galorim, The Royal Poison-Taster

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Xebhur Galorim, The Roayl Poison-Taster

An elegantly-clad gentleman sporting the most fashionable beard trim, and multiple black horns that suitably fit his crimson skin.

CR 8; 4,800 XP
LE Medium Outsider (devil, evil, lawful)
Init +7; Senses darkvision 60 ft., scent, see in darkness; Perception +15

Defense
AC 21, touch 13, flat-footed 18 (+4 armor, +3 Dex, +4 natural)
hp 95 (10d10+40); regeneration 5 (good or silver)
Fort +12, Ref +12, Will +7
Defensive Abilities bound to serve; DR 10/good; Immune fire, poison; Resist acid 10, cold 10; SR 19

Offense
Speed 30 ft.
Melee 2 claws +16 (1d4+6) and stinger +14 (1d3+4 plus nauseating shock)
Space 5 ft.; Reach 5 ft. (10 ft. with the stinger)
Special Attacks nauseating shock (DC 18, nausea for 1d4 rounds)
Spell-Like Abilities (CL 12th, concentration +14)
Constant—greater magic fang
At Will—word of recall (random spot within 10 feet and the line of sight of the royal throne or the royal crown)

Statistics
Str 16, Dex 16, Con 16, Int 19, Wis 17, Cha 15
Base Atk +10; CMB +13; CMD 26
Feats Combat Reflexes, Improved Initiative, Multiattack, Power Attack, Toughness
Skills Bluff +15, Craft (alchemy) +17, Diplomacy +15, Heal +15, Knowledge (nobility) +17, Knowledge (planes) +17, Perception +15, Profession (food-taster) +15, Sense Motive +15, Stealth +16
Language Abyssal, Celestial, Common, Draconic, Infernal; telepathy 100 ft.
SQ sweet taste of poison

Bound To Serve (Ex) Xebhur Galorim is bound by powerful spells to protect the throne and the crown, and whoever happens to be current ruler by sitting on the throne and bearing the crown. Any magical charms and compulsions that would force Xebhur to betray the conditions of his servitude automatically fail. When Xebhur is within the line of sight of the throne or the crown he is bound to serve, he is not treated as an extraplanar creature and can't be dismissed nor banished. When Xebhur Galorim is adjacent to his designated ward (someone wearing the crown or sitting on the throne), and the ward is subject to an attack or a hostile effect, Xebhur can take an immediate action to visibly protect the ward granting +2 profane bonus to AC and saving throws until the beginning of Xebhur's next turn.

Nauseating Shock (Ex) Xebhur Galorim's second tongue ends with a vicious barb that can be used as a secondary melee weapon with 10 feet reach. Living creature injured by Xebhur's stinger becomes nauseated for 1d4 rounds on a failed Fortitude saving throw (DC 18), which could be possibly used to purge ingested poisons immediately after their consumption. This is a pain effect. The saving throw DC is Constitution-based.

Sweet Taste Of Poison (Su) Xebhur Galorim can sense general presence of exposed poison within 10 feet with his scent. With a taste, he can make Craft (alchemy) check to identify it.


Xebhur Galorim is a devil that was called and bound to serve the throne and the crown generations ago. The court magician who managed to do that was mighty and cunning indeed, for the bindings remain in effect longer than the original dynasty—a change that, Xebhur is always quick to point out, happened within the boundaries set by the terms of his service. It's hard to discuss that, though, for the terms of his service remain confidential—the binder and the original dynasty knew them but did not passed them further and he is not allowed to divulge them. Of the many speculations a few things are almost certain by now—Xebhur can't seriously harm the one who wears the crown or sits on the throne, nor allow others to injure or poison that person—though the binder remembered to make an exception for medical necessities. It's quite certain that he is not obliged to protect kinfolk of his ward, which led to development of a custom that the monarch's closest family members share their food with the monarch. He doesn't have to stick to the monarch's side all the time, but can't refuse explicit requests to accompany the monarch, and can't stay away from the monarch or the throne for long—he has tendency to come and go in casual circumstances—always asking for the monarch's permission to leave (it might be simply a matter of etiquette and not actual term of his services), though he appears to be obliged to attend the monarch during feasts, audiences, and public ceremonies.

Xebur Galorim seems to enjoys his service most of the time. He is a renowned connoisseur of poisons of all kinds, and loves to learn of exotic ones. He even goes as far as to advice courters about the proper use of poison against their rivals and enemies, though his further discretion might need to be bought with a deal or two. He also finds surrounding courtly intrigues cute and endearing affairs, and enjoys the immunity his courtly position gives him from paladins and other servants of good.


2021-09-12

Fantasy NPC: Peeping Hob

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Peeping Hob

A distorted figure made of translucent ectoplasm, composed mostly of large head with big eyes and rather stupid smile, followed by comically undersized torso. His limbs extends into indistinct trails of smoke.

CR 2; 600 XP
CN Medium Undead (augmented human, incorporeal)
Init +1; Senses darkvision 60 ft.; Perception +5

Defense
AC 12, touch 12, flat-footed 11 (+1 deflection, +1 Dex, )
hp 13 (3d6+3)
Fort +2, Ref +2, Will +0
Defensive Abilities channel resistance +4, incorporeal, rejuvenation; Immune undead traits

Offense
Speed fly 30 ft. (perfect)
Melee corrupting touch +2 (2d6)

Statistics
Str —, Dex 13, Con —, Int 13, Wis 9, Cha 13
Base Atk +1; CMB +1; CMD 13
Feats Hover, Run, Skill Focus (Stealth)
Skills Fly +9, Knowledge (local) +4, Perception +5, Stealth +6
Language Common, Duc
SQ nocturnal existence

Nocturnal Existence (Ex) Peeping Hob exist only at night. He ceases to be during the daytime, only returning when the sky turns dark again, free of any effects with duration shorter than 1 day or longer and with full hit points. During the day, he can't be targeted by spells and effects.


Peeping Hob was too lazy to be a real nuisance in his life, and he is too lazy to be a real menace after death. He was an unskilled laborer, living day to day, shirking work when he could, and spending his nights peeping on others, especially favoring watching the more... Racy situations. That was his vice, and that was the cause of his death—one day a sorceress caught him spying on her and started uttering a terrible curse. This scared him to death... Both metaphorically and literally, for in his bout of panic he fell from the roof while running away.

Instead of passing away, he stick around—not that it was his conscious choice, it just sort of happened (or maybe the curse caught with him), but he found it to be a change for better, at least for him. Without stomach to feed, he no longer needs to earn his living, and peeping on others was never as easy as is now.

He is not really bad, and he occasionally feels a bit ashamed of what he is doing but he is not going to stop (though a particularly harsh berating might get him to avoid particular target of interest for a few days). He could be possibly convinced to share some insight on the local denizens and events, or even to spy on someone with promises of particularly risque performances and other mild naughtiness.

Some folks might want him gone—because they are tired of his peeping, or maybe because he saw things he shouldn't and they want to keep them secret, no matter the costs.


2021-09-05

Fantasy NPC: Eik Stavsson

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Eik Stavsson

A sturdy young oak tree... With a pair of gem-like eyes and a wide smile-like crack in its bark.

CR 5; 1,600 XP
NG Large Plant
Init –1; Senses low-light vision; Perception +16

Defense
AC 18, touch 9, flat-footed 18 (–1 Dex, +10 natural, —1 size)
hp 55 (10d8+10)
Fort +8, Ref +4, Will +8
Defensive Abilities hide in plain sight, immobile; Immune plant traits

Offense
Speed 0 ft.
Melee 3 slams +10 (1d6+3)
Space 10 ft.; Reach 10 ft.
Spell-Like Abilities (CL 12th, concentration +13)
Constant—speak with animals, speak with plants
At Will—analyze dweomer, commune with birds, goodberry (acorns, spoil an hour after being picked off), greater teleport (only within the boundaries of the same forest, self and 50 lbs. of gear and Tiny or smaller animal, fey, and vermin inhabiting his crown)

Statistics
Str 16, Dex 8, Con 12, Int 15, Wis 17, Cha 13
Base Atk +7; CMB +11; CMD 20 (can't be tripped or moved)
Feats Blind-Fight, Combat Casting, Iron Will, Lightning Reflexes, Weapon Focus (slam)
Skills Knowledge (arcana) +15, Knowledge (nature) +15, Perception +16, Spellcraft +15, Stealth –1 (+19 when hiding in plain sight by pretending to be a tree); Racial Modifiers +20 Stealth when pretending to be a mundane tree
Language Common, Druidic, Elven, Sylvan
SQ grow magic branches

Grow Magic Branches (Ex and Sp) Eik can spend his time growing parts of himself into magical items—wands, staves, rods, wooden weapons, and some other magic items made from extended pieces of wood. It works exactly as using corresponding item creation feat, with the creation cost taking form of exotic fertilizers, strange cuttings, and magical waters. Because of his inherent magical nature, Eik can provide common druidic and wizard spells for staves and wands, though he might have access to more exotic spells as well. Staves, rods, weapons, and other permanent items Eik creates have 10% chance of developing intelligence.

Hide In Plain Sight (Ex) Eik can hide in plain sight while in forest or other places where a tree could reasonably stand by simply standing still and pretending to be a tree.

Immobile (Ex) Eik can't physically move nor be moved by external forces short of those capable of unrooting a healthy tree. He can teleport between various spots within boundaries of the same forest he is currently living in. When moving in this way, he doesn't leave a hole in the ground - probably teleporting displaced earth back into his old location. When he is teleported by outside forces, he always arrive safely rooted in the new environment.


Eik Stavsson is a young but strong oak tree that grew from a sapling that sprouted from a broken magical staff, which may had been a destroyed artifact...

His inherently magical nature expressed itself as an array of mystical abilities, including the capacity of imbuing pieces of itself with varied magical properties. He occasionally trades them for exotic and novel fertilizers, providing services to his forest, and to help those in need—though he is a bit naive about wider world and can be occasionally exploited by unscrupulous adventurers, as long as they don't push too far.

His crown is inhabited by a number of intelligent (Int 8–16) animals, fey, and vermin, including at least one squirrel, raven, and a serpent, as well as a pair of grumpy owls. There might also be a spider or two somewhere among the branches. They bicker with each other, and might occasionally mock Eik, but they have his (and their own) best interest in mind, and might see past ruse to exploit Eik's generosity and take adequate actions.


2021-08-29

Fantasy NPC: Krumble The Jester

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Krumble The Jester

A goblin wearing a chalky-white make up and a dashing attire made of colorful pieces of cloth sewn together.

CR 1; 400 XP
CN Small Outsider (goblinoid, native)
Init +5; Senses darkvision 60 ft., low-light vision, scent; Perception +7

Defense
AC 12, touch 12, flat-footed 11 (+1 Dex, +1 size)
hp 16 (3d10); regeneration 1 (epic, mythic spells)
Fort +1, Ref +4, Will +4
Defensive Abilities shrug off; Immune death

Offense
Speed 30 ft.
Melee slapstick +3 (1d4 plus 1d6 nonlethal)
Spell-Like Abilities (CL 3rd, concentration +5)
At Will—dancing lights, ghost sound, mage hand, prestidigitation

Statistics
Str 8, Dex 13, Con 10, Int 11, Wis 13, Cha 15
Base Atk +3; CMB +1; CMD 12
Feats Improved Initiative, Nimble Moves
Skills Bluff +8, Disable Device +7, Handle Animals –8, Perception +7, Perform (comedy) +8, Perform (sing) –8, Sense Motive +8, Sleight Of Hand +7, Stealth +5; Racial Modifiers –10 Handle Animal, –10 Perform (sing)
Language Common, Goblin
SQ goblin-blooded

Goblin-Blooded (Ex) Krumble The Jester is considered both an Outsider (native) and a Humanoid (goblinoid) for the purpose of all effects and abilities.

Shrug Off (Ex) All afflictions, conditions, spells, and other harmful effects affect Krumble The Jester, end after 1d4 rounds. Except when it is funny for them to stay on. Krumble's regeneration regrows any missing body parts within 1d6 hours.

Slapstick (Su) Krumble The Jester always seem to have their fancy jester's scepter at hand, even when it was taken away and secured safely elsewhere. Except when it is funny for it to not being there. The slapstick acts as a +1 merciful club.


Krumble The Jester is a courtly goblin jester of rather short stature and undetermined gender. Crude, funny, stubborn, mouthy, clumsy, irreverent, and obnoxious—though occasionally insightful. They also seem to survive whatever calamity happens to them, be it a bomb-juggling accident, angry courtier skewering them with a sword, being eaten by a poorly trained bear, falling (or being thrown) from a castle wall, you name it... 

Krumble The Jester claims to be a deity of slapstick comedy. Often following with a slap of their stick on whoever doubts them, even if it might end with violent repercussions. Their pretenses of divinity haven't been confirmed by other deities... Neither were they denied, though. A few powerful entities that might be in the know, responded with laughter when asked.


2021-08-22

Fantasy NPC: Grandmother Remembrance

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Grandmother Remembrance

An ancient looking woman wrapped in multiple thick blankets.

CR 5; 1,600 XP
N Medium Outsider (native)
Init +0; Senses darkvision 60 ft.; Perception +21

Defense
AC 18, touch 14, flat-footed 18 (+4 armor, +4 deflection)
hp 55 (10d10)
Fort +8, Ref +4, Will +12
Defensive Abilities undying; DR 10/epic; Immune death, disease, harmful divine magic

Offense
Speed 15 ft.
Melee inflict moderate wounds +10 touch (2d8+10)
Spell-Like Abilities (CL 10th, concentration +13)
Constant—comprehend languages, resistance
At Will—detect poison, inflict moderate wounds (DC 15), mass inflict light wounds (10 targets, 1d8+5, DC 16), spark

Statistics
Str 10, Dex 10, Con 10, Int 27, Wis 19, Cha 13
Base Atk +10; CMB +10; CMD 24
Feats Ability Focus (inflict moderate wounds), Alertness, Diehard, Endurance, Skill Focus (Heal)
Skills Heal +23, Knowledge (all) +26, Perception +21, Perform (storytelling) +14, Profession (any) +9, Sense Motive +21
Language ancient speech of a long dead tribe; comprehend languages, can't read or write
SQ elder's advice, old wisdom

Elder's Advice (Ex) Following advice offered by Grandmother Remembrance grants +1d6 bonus to a single ability check, skill check, or a saving throw regarding a specific task, or to caster level of a single spell—her wisdom might be unmatched but a lot of what she knew was invalidated by merciless progress of time. Grandmother Remembrance can offer advice on up to 1 + the recipient's Intelligence bonus topics and tasks, though she must really like the recipient to dedicate so much of her time to them.

Old Wisdom (Ex) Grandmother Remembrance treats all Knowledges as class skills, can make any Knowledge or Profession checks untrained, and adds half her Hit Dice as a bonus to all Knowledge and Profession checks. She is completely incapable of reading or writing, though, even through magical means.

Undying (Su) Grandmother Remembrance is ancient and intends to live even longer. She heals from any wounds and ills, though it might take a season or two. Destroying her body might keep her down for a few years before she shows herself again, or maybe she just avoids places where she was supposedly destroyed. She might be destroyed forever if she was dealt a killing blow with a weapon inscribed with her original name... Except it was forgotten ages ago, maybe even by Grandmother herself.

Notable Gear thick blankets (+4 armor bonus, constant endure elements)


Grandmother Remembrance is terribly old. Older than dirt, say some. Older than death say others. Maybe as old as the land her people lived on. Once, she was a patron goddess of learning, wise elders, and passing on their knowledge to new generations. It was long-long ago, though, before reason killed wisdom, before spoken word was chained and trapped within glyphs and letters. Her tribe, her original worshippers are long gone but she still lingers at the outskirts of civilization, occasionally having her home absorbed by cities, only for them to crumble and fall, and new tribes come and live by her and listen to her teachings.

She is a rude and crude ancient crone now, oscillating between grumpy contempt toward modernity, and rather bawdy and ribald protectiveness of youth. She usually stays in a small tent, full of smoke and incense, occasionally tended to by descendants of one of many tribes she lived with.


2021-08-15

Fantasy NPC: Zab'bah'rah, The Trinket Merchant

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Zab'bah'rah, The Trinket Merchant

An entity with three vulture heads wearing thick robes made of purple and burgundy velvet. Each of its necks is adorned with a heavy golden chain on their neck and their taloned fingers bear multiple jeweled rings.

CR 10; 9,600 XP
NE Medium Outsider (evil, extraplanar)
Init +4; Senses darkvision 120 ft., arcane sight 120 ft., see invisible 120 ft.; Perception +23

Defense
AC 24, touch 17, flat-footed 20 (+3 armor, +3 deflection, +4 Dex, +4 natural)
hp 126 (12d10+60)
Fort +15, Ref +11, Will +15; +3 resistance bonus
Defensive Abilities professional nature; DR 10/good; Resist acid 20, cold 20, electricity 20, fire 20; SR 21

Offense
Speed 30 ft., fly 50 ft. (average)
Melee 2 claws +16 (1d6+4), 3 bites +16 (1d6+4)
Special Attacks command magic items
Spell-Like Abilities (CL 12th or 20th in the emporium, concentration +17 or +25)
Constant—arcane sight, see invisibility, unseen servant (two servants active at a time)
At Will—analyze dweomer, banishment (DC 24, only within the emporium), break enchantment, greater dispel magic, legend and lore, make whole, prestidigitation, word of recall (self with 50 lbs of gear, nearest entrance to the emporium)

Statistics
Str 18, Dex 18, Con 18, Int 17, Wis 19, Cha 21
Base Atk +12; CMB +16; CMD 30
Feats Ability Focus (banishment), Alertness, Combat Casting, Patron Of The Vile, Skill Focus (Use Magic Device), Toughness
Skills Bluff +20, Diplomacy +20, Fly +19, Knowledge (arcana) +18, Knowledge (planes) +18, Perception +23, Sense Motive +23, Spellcraft +18, Use Magic Device +26
Language Abyssal, Celestial, Common, Draconic, Infernal; telepathy 100 ft.
SQ personal emporium

Command Magic Items (Su) Zab'bah'rah can apply their Use Magic Device skill on a magic items within their line of sight as a swift action.

Personal Emporium (Su) Zab'bah'rah emporium is a pocket plane that is composed only of interior of a sizeable shop, with an entrance that contains a number of (movable) portals, a large main hall, numerous smaller rooms, and a few vaults. It might also include Zab'bah'rah personal chambers, though no one knows for sure. The emporium is dimly lit, and occasionally staffed by a number of serviles. The vaults containing more valuable items are warded by dangerous traps, potent spells, and some of the rooms and corridors hold monsters instead of treasures.

Professional Nature (Su) Zab'bah'rah is an epitome of mercantile guile to the point that even when conjured, they can't be compelled to perform any services other than to offer (more or less) equitable trade or examination of magical items. Neither can magical charms and compulsions force Zab'bah'rah to give away their wares without adequate compensation.

Notable Gear Zab'bah'rah's robes (+4 armor, +3 deflection bonus to AC, +3 resistance bonus to saves), potions, scrolls, wands, staves, and other magic item scattered across the emporium as needed, though looting them all is a venture comparable to a full dungeon delve, with similar challenges


Zab'bah'rah is a trader of magical trinkets of various sorts, the more exotic and unique, the better. While they do keep some bland and boring potions and wands ("squak, why is every customer asking about healing wands?!"), they prefer the interesting and weird. They accept payment in souls for smaller purchases, though without enthusiasm—apparently they have enough supply to create enough serviles as needed (thanks to being an evil outsider with Patron Of The Vile feat) for centuries, and they are not particularly fond of trading the excess to other fiends.

Zab'bah'rah is a moderately honest merchant—that is, for a cunning fiend. While they don't resort to blatant lies, they are prone to omitting details that in their opinion could reduce chance of the sale unless they are particularly proud or enamored of certain features of their wares. What they will proudly advertise and what quirks they keep for themselves might be at odds with expectations of mortal customers, though ("this sword will work perfectly fine, just feed it a peasant or two a month").

Entrances to Zab'bah'rah's emporium appear in various places across the planes, occasionally obvious—such as in a magic item shop front in a city, within a wagon advertising as a magic shop, and sometimes in much more surprising places, such as a door in the middle of monster-infested dungeon. Zab'bah'rah seems to be able to bar and move the gates leading to the emporium at will, though they can't prevent anyone from leaving the emporium—it's just that escaping the emporium with stolen goods might leave the thieves in an unexpected (and possibly hostile, but not immediately deadly) spot across the planes, though never extremally exotic.

Oh, and a "we are saving the multiverse from utter destruction, you should help us by giving us this plot relevant magic item for free!" ploy? Nu-uh. Zab'bah'rah heard it hundreds of time. The multiverse worked fine without suspicious discounts each time. You will be paying for the wares.