Showing posts with label Omar. Show all posts
Showing posts with label Omar. Show all posts

Tuesday, February 10, 2026

Barking Alien's RPG CAMPAIGN TOUR CHALLENGE! Day 10

Crazy Omar
Day 10 - What’s the First Thing We Should Do?

Day 10-What's the first thing we should do?
When heading out on a trip through the campaign setting (even just the 'starting area'), where should you go first? 

Elowen's Journal

"If you ask me where to start in West Haven, I will always say 'Omar’s.'

Other witches have their own answers. Some go to shrines or groves or straight to the coven halls. I understand that. But Omar’s shop was one of the first places where I felt… normal. He asks questions when you come in, real ones. Not 'what do you want' questions, but 'why do you need it' questions. He listens carefully to the answers, even when they are not very good.

Mostly, though, I love Omar because he wanders around his shop in a fez and bunny slippers, singing dwarven opera at the top of his lungs. I cannot understand a single word of it, but I am certain it is about old battles, lost gold, and making your family proud. He sings while polishing armor, while counting coins, while handing you a coil of rope and telling you not to do anything foolish with it. I think he likes pretending he is not paying attention, but he always knows exactly what you walked out with.

If you are going to leave West Haven, you should stop there first. Not just for supplies. For perspective. Omar reminds you that preparation is an act of care, and that going out into danger does not mean you have to be grim about it."

Designer's Notes

Omar is one of those NPCs who started as a convenience and became indispensable. He is a fourth-generation dwarven goods seller whose shop provides a reliable starting point for adventurers across editions and systems. Out front, he sells mundane gear. Packs, ropes, torches, weapons, armor. Among these is Omar’s Standard, a 50 gp backpack filled with everything a beginning adventurer needs. The contents shift depending on the system being used, but the price and intent never change. It is always useful, always fair, and always exactly what the party forgot they needed.

In the back, Omar deals in magical items. Nothing flashy, nothing careless. His inventory reflects the setting. Practical magic. Old things with stories. Items that have passed through many hands before reaching his shelves. Omar works because he reinforces a core theme of West Haven: preparation matters, context matters, and people matter more than stats. Players trust him quickly, and that trust pays dividends later when choices start to have consequences.

Why does Elowen like Omar? Why should you?

Omar is a bit of absurdity amid an overwhelming number of odd things. Witches, goblins, ghosts, and even devil-people (tieflings) walk the streets. Omar is a weird dwarf with a penchant for fezzes and opera. He is here to make the characters (and maybe the players, too) feel at ease. Because Omar knows happy adventurers spend more money.


Join Adam Dickstein of Barking Alien, and his RPG CAMPAIGN TOUR CHALLENGE 2026!

RPG CAMPAIGN TOUR CHALLENGE!

Thursday, August 15, 2024

#RPGaDAY2024 Great Character Gear

Crazy Omar
 If you are talking Character Gear then there is only one name you need to know and that is Crazy Omar!

Omar's is something of a long standing tradition in my games.  It was something my old High School DM used in his games and he got it from his DM, a cousin that taught him how to play from the LBBs.  So there has been an Omar's in operation since the very first days of the game. 

They are both gone now. So I guess Omar is mine. Hmm. First time I have thought about that.

Omar (and no one calls him "Crazy" to his face) is the ultimate adventurer shopping center.  Starting characters go to get "Omar's Adventurers' Kit" which includes everything a starting character needs (torches, rope, spikes, backpack...) for 50 GP.   The contents vary from time to time (and depending on what system I am using at the time).  The price is somewhat less than buying the items separate, and the characters and Omar know this.  But Omar feels that the best customers are the ones that keep coming back and the only ones that come back are the well prepared ones.

"Omar" is the name of the Dwarf in charge. My Omar is the third Omar to run the store, and much like the Dread Pirate Roberts one retires and another takes his place. My oldest's Omar is a gnome, breaking with tradition in the best way possible.  If I use my character Johan as my yard stick, there has been an Omar in charge of Crazy Omar's for the better part of 250 years. Leading to the rumor that Omar is immortal. 

He always seen wearing a silk bathrobe, bunny slippers, a fez (either purple or red) and a monocle (of true seeing).  He walks around his shop greeting customers and singing dwarven opera at the top of his lungs. You have not heard true opera until you have heard the Dwarven version of "The Ring of the Nibelung" where Alberich is the hero and sung in the original Dwarven.

Crazy Omar's Adventures' Kit

You visit Omar for his Adventurer's Kit. 50 GP for everything a 1st level character could need or want. 

ItemCostWeight
Backpack2 gp5 lbs
Bedroll1 gp5 lbs
Mess Kit2 sp1 lb
Rations (10 days)5 gp20 lbs
Waterskin2 sp5 lbs (full)
Hempen Rope (50 feet)1 gp10 lbs
Tinderbox5 sp1 lb
Torches (10)1 sp10 lbs
Oil (2 flasks)2 sp2 lbs
Iron Spikes (10)1 gp5 lbs
Hammer1 gp3 lbs
Crowbar2 gp5 lbs
Lantern (Hooded)5 gp2 lbs
Flask (Empty)2 cp1.5 lbs
Chalk (5 pieces)5 cp0 lbs
Small Mirror5 gp0.5 lb
Pitons (10)5 gp5 lbs
Alchemist's Fire (1 flask)50 gp1 lb

Total Cost and Weight

  • Total Cost: 74 gp 7 sp 7 cp
  • Total Weight: 77 lbs (including a full waterskin)
  • Priced to Sell: 50 GP!  Omar must be Crazy!

That list has changed over the years in both base price, weight and items. I am not even sure native 5e players use iron spikes anymore. My kids and their groups do because, well, me.

Hey. Maybe with this post Omar, and his namesakes, can live on in your games too. Just don't forget his fez and bunny slippers.


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I am participating in Dave Chapman's #RPGaDAY2024 for August. 

#RPGaDay2024



Monday, July 26, 2010

Crazy Omar's

You walk into the shop that is size of a small keep.  All around you are other "adventurers", some holding tickets with numbers on them, others hold what are obviously enchanted items.  All around are gnomes running this way and that.  In the back of store, past the "do not enter" signs and ropes are two of the largest ogres you have ever seen. More gnomes running all over, some with tickets in their hands, others carrying weapons of all sorts.  Further back you see a hut run away on chicken lays chased by several more gnomes.  Abruptly a stouter than usual dwarf approaches you.  He is wearing silk pajamas, fuzzy slippers and on top of a mane of unruly black hair sits a purple fez with a gold tassel.  He looks at you with through a monocle and after a few seconds laughs out loud.   You are not sure, but you think he is laughing at you.
He holds out both hands to grasp yours and shakes so vigorously you feel your teeth will fall out.
"Welcome to Omar's!" he booms "Will ya be buying or selling today?"


Omar's is something of a long standing tradition in my games.  It was something my DM used in his games and he got it from his DM, a cousin that taught him how to play from the LBBs.  So there has been an Omar's in operation since the first days of the game.
Omar (and no one calls him "Crazy" to his face) is the ultimate adventurer shopping center.  Starting characters go to get "Omar's Adventuring Kit" which includes everything a starting character needs (torches, rope, spikes, backpack...) for 50 GP.   The contents vary from time to time (and depending on what system I am using at the time).  The price is somewhat less than buying the items separate, and the characters and Omar know this.  But Omar feels that the best customers are the ones that keep coming back.

Omar offers another service, the buying and selling of magic items.  I don't have too many places like this in my world.  Sure there are places where a magic item can be sold, but Omar's always offers the best deals, depending on the mood of management.

Omar's is also the largest warehouse of magical item in my world.  Yet no one has ever tried to steal from him.  It is rumored that the local thieves guild has a long standing agreement with Omar and they will not steal from him and there are the rumors of other things that Omar keeps in his warehouse.

So last night my boys wanted to play our Dragonslayers adventure, but I realized I had not finished calculating all their magic and treasure from the last adventure.  So a quick trip to Omar's while they role play haggling their magic items for money or other items made for a fun little adventure AND a way for me to figure out what items they had.

Despite the name, Omar is not really crazy, nor is he the original Omar.  The original Omar was more gruff and a hard nose merchant. This Omar, his son, takes more after his mother who happens to be the Xothia of the Rock; a sort of Dwarven witch that everyone fears but listens to anyway.  So his style of dress is uncommon as are his manners.  He does this to put customers off guard.  Plus the reputation of being crazy is often worth more than extra guards and advertising. He hires only gnomes ("Dwarves are too greedy and want to be paid more.  I can pay these guys in the magic items I don't want.") and he always gives deals to pretty women ("I am too kind to the ladies, it will be the ruin of me I know it.") of any race. In back he has an appraiser, a stern and serious elf named Kerin (a former Bard now semi-retired),  If Omar can't identify the item in question (which rarely happens thanks to his Monocle of True Seeing) he will call out Kerin.  The old, stern elf will peer at the itme through his similarly enchanted spectacles.  He will then pronounce the value on the spot.  Omar and Kerin often argue over Kerin's estimates.  Kerin, who never lies, gives the true value for the item, Omar wants him to round it down, like to 20% of market value.  Kerin never budges and Omar fumes.  Kerin is also the store's accountant.  He knows every copper that goes in or out and knows about every magic item in the place.
When not dealing with customers Omar walks around his warehouse singing dwarven opera at the top of his lungs.

Day and night Omar's shop is busy.  Given that many of the item he deals with are likely stolen he pays heavy fines to both the city and the thieves' guild; but they are not as heavy as Omar lets one believe.  He has made all sorts of deals knowing that his is a symbiotic relationship with both factions.  They need his goods, he needs their protection.  The mutual benefit has worked so well that the original Omar has retired and purchased his own island country where he sits on the beach all day.

Omar's also serves another great purpose; a source for rumors.  I plan to have the characters over hear the details regarding their next adventure (which will be B3 Palace of the Silver Princess).  While it is "off quest" I have GMPC in the group to provide some magical support and will claim that this in in her home town (which, in fact it is) and the characters will go to investigate.

So if you use Omar in your games drop me a message to let me know how it went!