Penlorfil's Magic Trinkets Emporium
381 year old Elf construction, small sized
Location: Bel-Ardair
Owned by: Penlorfil the Second
A small half-timbered house with a thatched roof. The dwelling also serves as a Magic Trinkets Emporium.
Occupants
| Name | Role | Age | Gender | Race | Description |
|---|---|---|---|---|---|
| Caranir | Shopkeep's Apprentice | 27 | Male | Elf | He is an adolescent elf with brown eyes, short black hair in a side parting, and medium brown skin. |
| Inelel the First | Housekeeper | 464 | Female | Elf | She is an adult elf with grey eyes, short curly strawberry hair, and pale white skin. |
| Maedon the Second | Housekeeper | 299 | Male | Elf | He is an adult elf with amber eyes, scruffy brown hair, a clean shaven face, and medium brown skin. |
| Magltan | Housekeeper | 324 | Male | Elf | He is an adult elf with amber eyes, a shaved head, a clean shaven face, and silvery skin. |
| Nimrodellas the Third | Shopkeep's Apprentice | 88 | Female | Elf | She is an adolescent elf with amber eyes, dark-brown hair in a bun, and medium brown skin. |
| Penlorfil the Second | Shopkeep | 528 | Male | Elf | He is an adult elf with amber eyes, red hair in a ponytail, a clean shaven face, and silvery skin. |
| Threlher | Shopkeep's Apprentice | 58 | Male | Elf | He is an adolescent elf with brown eyes, short curly dark-brown hair, and medium brown skin. |
Family Tree
- Penlorfil the Second (♂/528) + Inelel the First (♀/464/Penlorfil's wife)
- Magltan (♂/324/Penlorfil's son) + Maedon the Second (♂/299/Penlorfil's son in-law)
Items for sale
At this location, items are priced between 88% and 100% of their base value.
| Available | Price | Value | Item | Rarity | Description |
|---|---|---|---|---|---|
| 1 | Negotiable | Giving fireworks of haste | uncommon | A bundle of 3 fireworks. When a firework is lit and allowed to explode, your movement speed is doubled for 1 minute. This property cannot be used again until after a long rest. After 100 days, the firework's property stops working. If the firework finds a new owner that has not owned it before, the property will work again. | |
| 1 | Negotiable | Poisonous amber fortune fish | uncommon | A small fish carved of amber. A command word "music" is scratched on the design. If you speak the word, the next attack roll, ability check or saving throw you make is with advantage. This property cannot be used again until after a long rest. After using the fish's property, you must succeed a constitution save, DC 12, or be poisoned for 1 hour. | |
| 1 | 25 gp | 25 gp | Scroll of Divine Favor | common | A spell scroll bears the words of the 1st-level spell, written in a mystical cipher. If the spell is on your class's spell list, you can use an action to read the scroll and cast its spell without having to provide any of the spell's components. Otherwise, the scroll is unintelligible. If the spell needs a save DC, it is 13. If it needs an attack bonus, it is 5. If the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC is 11. On a failed check, the spell disappears from the scroll with no other effect. Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust. |
| 1 | Negotiable | The concealable duck of Rust Monster disguise | uncommon | A duck made of cloth and leather. When squeezed, a magical illusion disguises you as a Rust Monster for 10 minutes. You don't gain any of its abilities. The illusion ends for if you attack, cast a spell, or make physical contact with another creature. This property cannot be used again until after a long rest. When the duck is in your pack or otherwise stowed away, only you can see it. It can be revealed with detect magic. | |
| 1 | Negotiable | The disappearing dice of awareness | uncommon | Two cubes made of bone, with mysterious markings on each face. Role the dice, if the symbols match, you may add a +2 bonus to the next initiative roll you make. This property cannot be used again until after a long rest. After each use the GM should roll a d20. On a 1, the dice goes missing the next time it is stowed away. | |
| 1 | Negotiable | Warm chilling chalk | uncommon | This stick of white chalk comes with an attached label bearing it's command word, "policy". The stick is long enough to write "policy" 5 times. When you use the stick to write the command word, the ambient temperature is reduced by up to 20ºF (10ºC) in a 10ft sphere emanating from the object lasting 10 minutes. The item will have no further effect at temperatures of below 40ºF (5ºC.) This property cannot be used again until after a long rest. The chalk is warm to the touch. |
Note
- The store may also filled with useless bric-a-brac, which the owner will attempt to sell as magical items to unsuspecting punters.