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 Candle of truthful draconic tongue uncommon This magical candle can be lit for a total of 13 minutes before it burns down. When lit and left burning for at least 1 minute, you can speak and understand draconic for the next day. This property cannot be used again until after a long rest. After using the candle's property you cannot tell a deliberate lie for 1 hour.
1 Negotiable Cursed shoe of chilling uncommon This magical shoe fits any foot, and matches any outfit. If worn, when you click your heels together, 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. 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 Light fireworks of life saving uncommon A bundle of 6 fireworks. When a firework is lit and allowed to explode, the next time you are dying at the start of your turn, you stabilize. This effect wears off after a day. This property cannot be used again until after a long rest. The firework feels like it has no weight, almost as if it were an illusion, but is solid to the touch.
1 230 gp 250 gp Scroll of Animal Messenger uncommon A spell scroll bears the words of the 2nd-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 12. 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 giving dice of quiet uncommon Two cubes made of bone, with mysterious markings on each face. Role the dice, if the symbols match, it muffles sounds (by 30dB) within a 10ft sphere for 10 minutes. This property cannot be used again until after a long rest. After 100 days, the dice's property stops working. If the dice finds a new owner that has not owned it before, the property will work again.

Note

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