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 Cursed 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 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. 2 lbs.
1 Negotiable Dull shoe of awareness uncommon This magical shoe fits any foot, and matches any outfit. If worn, when you click your heels together, you may add a +2 bonus to the next initiative roll you make. This property cannot be used again until after a long rest. This shoe seems boring somehow.
1 Negotiable Fleek's annoying book of life saving 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 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 tickets loudly shouts "The secret is audience!" when you use it's property.
1 Negotiable Giving 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. After 100 days, the wand's property stops working. If the wand finds a new owner that has not owned it before, the property will work again.
1 Negotiable Light quill of truesight uncommon This large magical feather is from an long extinct bird. When dropped with intent, on landing you gain truesight for 1 minute. This property cannot be used again until after a long rest. The feather feels like it has no weight, almost as if it were an illusion, but is solid to the touch.
1 Negotiable Lucky 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 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 book of knock common poetry uncommon A book containing poetry written in common. If you read one of the poems aloud, it unlocks the nearest locked door within 30 ft. This property cannot be used again until after a long rest. The book is twice as large as an average book.
1 Negotiable Pristine fortune chalk uncommon This stick of white chalk comes with an attached label bearing it's command word, "week". The stick is long enough to write "week" 7 times. When you use the stick to write 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. The chalk is in pristine condition.
1 Negotiable Sands of cold critters uncommon A small glass sand timer in a wooden frame. When the sands are left to run uninterrupted for 1 minute, up to a dozen nearby small woodland creatures are attracted to the timer. 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 timer is cold to the touch.
1 13 gp 15 gp Scroll of Minor Illusion common A spell scroll bears the words of the Cantrip 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 10. 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 10. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed.
1 Negotiable Small amber melody fish uncommon A small fish carved of amber. A command word "instance" is scratched on the design. If you speak the word, 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 fish. This property cannot be used again until after a long rest. The fish is half the size of a typical fish.
1 Negotiable Solos's poisonous symbol of gender uncommon A holy symbol of Solos. In order to use the symbol, you must be a follower of Solos and have visited a shrine or temple to Solos in the last 24 hours. If you have done so, you can hold the symbol and say a short prayer and Solos smiles upon you. Then you become the gender of your choice until your next long rest. If you repeat this effect for 14 days, the change becomes permanent. This property cannot be used again until after a long rest. After using the symbol's property, you must succeed a constitution save, DC 12, or be poisoned for 1 hour.
1 Negotiable The needy wizard's hat of instant party 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, 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. This magic item requires attunement. (See 'Attunement' in the SRD.)
1 Negotiable The warm dice of mana uncommon Two cubes made of bone, with mysterious markings on each face. Role the dice, if the symbols match, 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. The dice 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.
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