Ecthent's Mystical Magic Trinkets Emporium

574 year old Elf construction, medium sized

Location: Felagon

Owned by: Ecthent the First

Built into a living tree, this tree house is accessed by a rope ladder. The dwelling also serves as a Magic Trinkets Emporium.

Occupants

Name Role Age Gender Race Description
Ecthent the First Shopkeep 491 Male Elf He is an adult elf with brown eyes, a shaved head, and medium brown skin.
Elegos the Second Housekeeper 95 Male Elf He is an adolescent elf with brown eyes, short dyed strawberry hair in a side parting, and medium brown skin.
Elenwwen the Second Shopkeep's Apprentice 71 Female Elf She is an adolescent elf with brown eyes, black hair in a bun, and dark brown skin.
Findril the Second Shopkeep's Assistant 480 Female Elf She is an adult elf with brown eyes, short black hair in a side parting, and medium brown skin.
Fingoloel the First Housekeeper 368 Male Elf He is an adult elf with grey eyes, short curly brown hair, a clean shaven face, and light brown skin.
Galadel Shopkeep's Apprentice 29 Female Elf She is an adolescent elf with brown eyes, long curly black hair, and black skin.
Gloreth Housekeeper 24 Male Elf He is an adolescent elf with brown eyes, short curly auburn hair, and medium brown skin.
Idrial the First Housekeeper 370 Female Elf She is an adult elf with brown eyes, long styled auburn hair, and medium brown skin.
Nimlot Shopkeep's Apprentice 99 Female Elf She is an adolescent elf with brown eyes, scruffy auburn hair, and medium brown skin.
Tinudir Housekeeper 77 Female Elf She is an adolescent elf with brown eyes, long dark-brown hair tied back in a knot, and medium brown skin.

Family Tree

Items for sale

⟳ Re-roll shop stock.

At this location, items are priced between 86% and 89% of their base value.

Available Price Value Item Rarity Description Weight
1 Negotiable Candle of over-sized knock uncommon This magical candle can be lit for a total of 8 minutes before it burns down. When lit and left burning for at least 1 minute, it unlocks the nearest locked door within 30 ft. This property cannot be used again until after a long rest. The candle is twice as large as an average candle.
1 130 gp 152 gp Crossbow, hand +1 uncommon A Martial Ranged weapon. 1d6 + 1 piercing damage. Range: 30/120. Properties: Ammunition, Light, Loading, Magic

You have a +1 bonus to your attack and damage when wielding this Crossbow, hand.
The craftmanship of this weapon identifies it as a masterwork.
3 lbs.
1 Negotiable Darkmantle figurehead of heavy instant party uncommon A ship's figurehead in the shape of a Darkmantle. (A ship can only have one magical figurehead.) While at the wheel of a ship with the Darkmantle figurehead attached, if you concentrate your mind, 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 figurehead feels unusually heavy, four times the weight of an average figurehead.
1 Negotiable Dull book of Manticore disguise gnomish poetry uncommon A book containing poetry written in gnomish. If you read one of the poems aloud, a magical illusion disguises you as a Manticore 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. This book seems boring somehow.
1 Negotiable Giving fireworks of mana uncommon A bundle of 6 fireworks. When a firework is lit and allowed to explode, if you are a spellcaster, you may cast one of your level 1 spells without spending a spell-slot. 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 reminiscing lute uncommon A magically infused lute. Using this property requires a performance check DC 12. If you are proficient with lutes, you may add your proficiency bonus. If you are successful, you remember something you had forgotten. The subject of the memory is at the discretion of the GM. This property cannot be used again until after a long rest. After using the lute's property, you must succeed a constitution save, DC 12, or be poisoned for 1 hour. 2 lbs.
1 Negotiable Robust medal of fortune uncommon This medal was awarded for bravery defending Kestiobar. When polished, 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. The medal cannot be destroyed by non-magical means.
1 Negotiable Sands of light warming uncommon A small glass sand timer in a wooden frame. When the sands are left to run uninterrupted for 1 minute, the ambient temperature increases 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 above 95ºF (35ºC.) This property cannot be used again until after a long rest. The timer feels like it has no weight, almost as if it were an illusion, but is solid to the touch.
1 Negotiable Silver awareness penny uncommon This silver penny has the crest of Driaca on one side, and is blank on the other. When you flip it, you may add a +2 bonus to the next initiative roll you make. This property cannot be used again until after a long rest.
1 Negotiable Subtle glove of darkvision uncommon This magical glove fits any hand, and matches any outfit. If worn, when you click your fingers, you gain darkvision for 1 hour. This property cannot be used again until after a long rest. The glove is hidden from detect magic.
1 Negotiable The truthful wizard's hat of life saving uncommon This wizard's hat has it's command word "writing" stitched on a label on the inside. When worn by a wizard, if you speak the command word, 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. After using the hat's property you cannot tell a deliberate lie for 1 hour.
1 Negotiable Unreliable shoe of critters uncommon This magical shoe fits any foot, and matches any outfit. If worn, when you click your heels together, up to a dozen nearby small woodland creatures are attracted to the shoe. They are charmed for 1 minute. This property only works while in woodlands. 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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