Saerolin's Magic Trinkets Emporium

796 year old Elf construction, small sized

Location: Indoil

Owned by: Saerolin the Second

A historic 1st Century tree house. The dwelling also serves as a Magic Trinkets Emporium.

Occupants

Name Role Age Gender Race Description
Celebriiel the Second Housekeeper 242 Female Elf She is an adult elf with brown eyes, long styled black hair, and black skin.
Curufinon Shopkeep's Assistant 338 Male Elf He is an adult elf with grey eyes, short strawberry hair in a side parting, a clean shaven face, and light pink skin.
Edainril the First Shopkeep's Assistant 407 Female Elf She is an adult elf with brown eyes, short curly black hair, and dark brown skin.
Elebnel the Second Housekeeper 280 Female Elf She is an adult elf with brown eyes, long curly dark-brown hair, and medium brown skin.
Elrondor Housekeeper 175 Male Elf He is an adult elf with grey eyes, a shaved head, a clean shaven face, and light pink skin.
Galadhnor the First Housekeeper 185 Male Elf He is an adult elf with brown eyes, a bald head, and medium brown skin.
Iminon Shopkeep's Apprentice 67 Male Elf He is an adolescent elf with blue eyes, light-brown hair in a ponytail, and olive skin.
Oronwin the Second Housekeeper 508 Male Elf He is an adult elf with grey eyes, short curly strawberry and grey streaked hair, a clean shaven face, and light pink skin.
Saerolin the Second Shopkeep 375 Male Elf He is an adult elf with grey eyes, short curly strawberry and grey streaked hair, a clean shaven face, and light pink skin.
Thienda the Second Shopkeep's Assistant 201 Female Elf She is an adult elf with grey eyes, dyed strawberry hair in a pigtails, and grey skin.

Family Tree

Items for sale

⟳ Re-roll shop stock.

At this location, items are priced between 90% and 99% of their base value.

Available Price Value Item Rarity Description
1 Negotiable Cursed crown of the dwarvish tongue king uncommon A smooth silver band, when placed upon the head you can speak and understand dwarvish for the next day. This property cannot be used again until after a long rest. After each use the GM should roll a d20. On a 1, a misfortune befalls the user. The nature of the misfortune is at the discretion of the GM.
1 Negotiable Fleek's warm book of critters tickets uncommon A small leather bound booklet contains 8 numbered tickets. When a ticket is torn from the binding, it crumbles to dust and then up to a dozen nearby small woodland creatures are attracted to the tickets. They are charmed for 1 minute. This property only works while in woodlands. This property cannot be used again until after a long rest. The tickets is warm to the touch.
1 Negotiable Giving fireworks of fortune uncommon A bundle of 7 fireworks. When a firework is lit and allowed to explode, 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 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 Lavish purse of quiet uncommon This magical purse is embroidered with spirals and swirls. When the final item is removed and the purse is empty it muffles sounds (by 30dB) within a 10ft sphere for 10 minutes. This property cannot be used again until after a long rest. After use, the item appears highly decorated and valuable for 6 hours.
1 Negotiable Lucky wand of soothing uncommon A 10 inch wooden rod, to activate the user must pass a DC12 intelligence check, if successful you regain 1d4 hit-points. This property cannot be used again until after a long rest. After each use the GM should roll a d20. On a 20, a the user is also blessed as with the Bless spell.
1 Negotiable Over-sized medal of instant party uncommon This medal was awarded for bravery defending Kestiobar. When polished, a pitcher containing 2 gallons of ale and 8 empty cups appear nearby. The pitcher, cups and any remaining ale disappear after 3 hours. This property cannot be used again until after a long rest. The medal is twice as large as an average medal.
1 24 gp 25 gp Scroll of Identify 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. This wizard spell can be copied just as spells in spellbooks can be copied. To copy the spell, the copier must succeed on an Intelligence (Arcana) check with DC 11. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed.
1 Negotiable Unreliable shoe of knock uncommon This magical shoe fits any foot, and matches any outfit. If worn, when you click your heels together, it unlocks the nearest locked door within 30 ft. This property cannot be used again until after a long rest. When the shoe's property is used, roll a d20. On a 5 or below, it fails to work. The property cannot be used again until after a long rest.

Note

  • The store may also filled with useless bric-a-brac, which the owner will attempt to sell as magical items to unsuspecting punters.
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