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
- Ecthent the First (♂/491) + Findril the Second (♀/480/Ecthent's wife)
- Idrial the First (♀/370/Ecthent's daughter) + Fingoloel the First (♂/368/Ecthent's son in-law)
- Tinudir (♀/77/Ecthent's granddaughter) + Elegos the Second (♂/95/Ecthent's grandson in-law)
- Gloreth (♂/24/Ecthent's grandson)
Items for sale
At this location, items are priced between 86% and 89% of their base value.
| Available | Price | Value | Item | Rarity | Description | Weight |
|---|---|---|---|---|---|---|
| 1 | Negotiable | Cold glove of truesight | uncommon | This magical glove fits any hand, and matches any outfit. If worn, when you click your fingers, you gain truesight for 1 minute. This property cannot be used again until after a long rest. The glove is cold to the touch. | ||
| 1 | Negotiable | Concealable wand of warming | uncommon | A 10 inch wooden rod, to activate the user must pass a DC12 intelligence check, if successful 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. When the wand is in your pack or otherwise stowed away, only you can see it. It can be revealed with detect magic. | ||
| 1 | Negotiable | Disappearing fireworks of knock | uncommon | A bundle of 7 fireworks. When a firework is lit and allowed to explode, it unlocks the nearest locked door within 30 ft. This property cannot be used again until after a long rest. After each use the GM should roll a d20. On a 1, the firework goes missing the next time it is stowed away. | ||
| 1 | Negotiable | Fleek's giving book of instant party tickets | uncommon | A small leather bound booklet contains 5 numbered tickets. When a ticket is torn from the binding, it crumbles to dust and then 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. After 100 days, the tickets's property stops working. If the tickets finds a new owner that has not owned it before, the property will work again. | ||
| 1 | 11 gp | 12 gp | Handaxe of Lightning | uncommon |
A Simple Melee weapon. 1d6
slashing damage.
Range: 5.
(Thrown: 20/60.)
Properties:
Light, Thrown, Monk, Magic
This Handaxe is a magic weapon. When you hurl it and speak its command word, it transforms into a bolt of lightning, forming a line 5 feet wide that extends out from you to a target within the range of the weapon. Each creature in the line excluding you and the target must make a DC 13 Dexterity saving throw, taking 4d6 lightning damage on a failed save, and half as much damage on a successful one. The lightning bolt turns back into a Handaxe when it reaches the target. Make a ranged weapon attack against the target. On a hit, the target takes damage from the Handaxe plus 4d6 lightning damage. The Handaxe's property can't be used again until the next dawn. In the meantime, the Handaxe can still be used as a magic weapon. |
2 lbs. |
| 1 | Negotiable | Heavy wrist bands of melody | uncommon | This magical bracer is embossed with the command word, "two". When spoken by the wearer, it plays a sweet melody. The melody can be heard from 100 ft away. The music can be stopped by anyone who can touch the bracer. This property cannot be used again until after a long rest. The bracer feels unusually heavy, four times the weight of an average bracer. | ||
| 1 | Negotiable | Hippogriff figurehead of lucky quiet | uncommon | A ship's figurehead in the shape of a Hippogriff. (A ship can only have one magical figurehead.) While at the wheel of a ship with the Hippogriff figurehead attached, if you concentrate your mind, it muffles sounds (by 30dB) within a 10ft sphere for 10 minutes. 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 | Pristine cup of glowing | uncommon | This simple wooden cup appears completely unremarkable. When drunk from, it emits a dim orange glow, just barely enough to cover 10 ft. The glow lasts for 1 minute. This property cannot be used again until after a long rest. The cup is in pristine condition. | ||
| 1 | Negotiable | Robust amber critters fish | uncommon | A small fish carved of amber. A command word "reading" is scratched on the design. If you speak the word, up to a dozen nearby small woodland creatures are attracted to the fish. 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 fish cannot be destroyed by non-magical means. | ||
| 1 | Negotiable | Solina's over-sized symbol of Mimic disguise | uncommon | A holy symbol of Solina. In order to use the symbol, you must be a follower of Solina and have visited a shrine or temple to Solina in the last 24 hours. If you have done so, you can hold the symbol and say a short prayer and Solina smiles upon you. Then a magical illusion disguises you as a Mimic 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. The symbol is twice as large as an average symbol. | ||
| 1 | Negotiable | The cursed wizard's hat of fortune | uncommon | This wizard's hat has it's command word "nature" stitched on a label on the inside. When worn by a wizard, if you speak the command 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 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 | Truthful purse of soothing | uncommon | This magical purse is embroidered with spirals and swirls. When the final item is removed and the purse is empty you regain 1d4 hit-points. This property cannot be used again until after a long rest. After using the pouch's property you cannot tell a deliberate lie for 1 hour. | ||
| 1 | Negotiable | Warm pebble of darkness | uncommon | The pebble is smooth and feels comforting to hold. A universe of natural beauty patterns the surface. Study the pebble for 2 minutes uninterrupted and a darkness shrouds a 5 ft area around object as if a shadow were being cast by a large solid object placed between it and the nearest source of light. The darkness is magical and follows the same rules as the Darkness spell. The effect lasts 10 minutes. This property cannot be used again until after a long rest. The pebble 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.