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Twenty Days of Shops—Day Seventeen—Whispering Spirits

June 17, 2023

A seance parlor where mediums contact the spirits of the departed, great for plot hooks and side quests.

Welcome to Day Seventeen of our unique journey: Twenty Days of Shops.

Whispering Spirits is a dimly lit, ethereal shop located on a quiet side street of the marketplace. Its sign features a ghostly figure, and the shop entrance is adorned with chimes made from tiny crystal skulls that create a soft, otherworldly melody when stirred by the wind.

Stepping through the beaded curtain at the entrance, one enters a space that feels removed from the bustle of the outside world. Soft, ambient music plays from somewhere unseen, enhancing the shop’s tranquil and mystical atmosphere. The room is filled with round tables draped in velvet cloths, each surrounded by plush cushions for guests. Candles flicker in the dimness, casting dancing shadows on the walls.

Whispering Spirits is run by a serene, middle-aged human woman named Sybil, known for her spectral white hair and captivating violet eyes. Sybil is a skilled medium with a reputation for being able to contact spirits from beyond the veil. Her ability has been honed over years of practice, and she treats her craft with a reverence that commands respect from customers and spirits alike.

For a fee, Sybil conducts séances for those wishing to connect with lost loved ones, seek advice from ancient spirits, or even commune with famous historical figures. She is accompanied by a trio of raven familiars named Thought, Memory, and Dream, who assist her during the séances.

While the legitimacy of her craft might be the subject of debate among skeptics, there is no denying the impact of the experiences Sybil facilitates. Some leave her parlor with messages of love from the departed, while others gain valuable advice or guidance. Occasionally, however, the contact with the other side reveals mysteries, secrets, or impending dangers.

Whispering Spirits provides a wealth of potential plot hooks for a D&D campaign. Perhaps a séance uncovers a secret that sets the party on a new quest. Maybe a restless spirit seeks help in finding peace, or a prophetic spirit warns of a coming disaster. It could be that Sybil needs assistance when a malevolent spirit causes trouble or a rare component for a séance needs to be procured. Offering a bridge to the other side, Whispering Spirits can infuse your campaign with a touch of the spectral and the mysterious.


In Whispering Spirits, you might find:

  1. Spirit Board: A tool used by mediums to communicate with spirits. Can be used to ask questions to the spirits of the departed.
  2. Ghostly Candle: This spectral candle, when lit, attracts the attention of nearby spirits.
  3. Ectoplasmic Orb: A small glass orb that captures spectral residue after a spirit visitation.
  4. Book of the Dead: A tome filled with the names of those who’ve passed on, said to improve connection with the spirits.
  5. Spectral Mirror: A mirror used in scrying and communicating with the spirit world.
  6. Seance Bell: A small bell that, when rung, initiates the beginning and end of a seance.
  7. Phantom Quartz: A type of quartz crystal used for its purported ability to bridge the physical world with the afterlife.
  8. Memento Mori: Objects that belonged to the deceased in life, which can be used to help establish a stronger connection with specific spirits.
  9. Bone Casting Set: A set of carved bones or other tokens used for divination purposes.
  10. Spirit Trap: A mystic object designed to temporarily contain a disruptive or malevolent spirit.
  11. Grimoire of Necromancy: A spellbook containing spells related to death and the afterlife.
  12. Veil of the Ghost Sight: A translucent veil which, when worn, might allow the user to see spirits.
  13. Ancestral Relics: Family heirlooms or relics that have been passed down, each potentially holding a spirit or story.
  14. Offerings: Food, drink, coins, and other objects commonly used as offerings to the spirits during a seance.
  15. Medium’s Chair: A specially designed chair for the medium to use during seances, often inscribed with protective runes.

These items not only create an immersive setting, but also open up a myriad of plot hooks for your game. Characters could be asked to participate in a seance, be sought out by spirits, or be tasked to quiet a restless ghost, for example. Seances could also provide cryptic clues or prophecy-like hints about future events in your campaign.

Want more information about anything in this post? Add a comment with your request. I would be happy to help you flesh out this shop. 

Go to the master post for Twenty Days of Shops.

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