Stoneshoulder's Enchanted Magic Trinkets Emporium
93 year old Dwarf construction, small sized
Location: Mines of Kiórói
Owned by: Maharin Stoneshoulder
The this small family home was built in an abandoned mineshaft. A symbol in the shape of a tree hangs over the doorway. The dwelling also serves as a Magic Trinkets Emporium.
Occupants
| Name | Role | Age | Gender | Race | Description |
|---|---|---|---|---|---|
| Maharin Stoneshoulder | Shopkeep | 157 | Male | Dwarf | He is an adult dwarf with brown eyes, dyed blue hair in braids, a full beard tied in two braids, and dark brown skin. |
| Narni Stoneshoulder | 203 | Male | Dwarf | He is an elderly dwarf with grey eyes, very short dyed auburn hair, a big bushy beard, and light pink skin. | |
| Nauglalin Bronzeeyes | Shopkeep's Apprentice | 26 | Female | Dwarf | She is an adolescent dwarf with amber eyes, brown hair in a ponytail, a full beard tied in two braids, and light brown skin. |
Family Tree
- Maharin Stoneshoulder (♂/157) + Narni Stoneshoulder nee Copperquench (♂/203/Maharin's husband)
Items for sale
At this location, items are priced between 82% and 88% of their base value.
| Available | Price | Value | Item | Rarity | Description |
|---|---|---|---|---|---|
| 1 | Negotiable | Cockatrice figurehead of giving mana | uncommon | A ship's figurehead in the shape of a Cockatrice. (A ship can only have one magical figurehead.) While at the wheel of a ship with the Cockatrice figurehead attached, if you concentrate your mind, 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 figurehead's property stops working. If the figurehead finds a new owner that has not owned it before, the property will work again. | |
| 1 | Negotiable | Cold amber Darkmantle disguise fish | uncommon | A small fish carved of amber. A command word "failure" is scratched on the design. If you speak the word, a magical illusion disguises you as a Darkmantle 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 fish is cold to the touch. | |
| 1 | Negotiable | Humming shoe of instant party | uncommon | This magical shoe fits any foot, and matches any outfit. If worn, when you click your heels together, 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 shoe makes a very slight humming sound at all times. | |
| 1 | Negotiable | Medal of gender | uncommon | This medal was awarded for bravery defending Jatrad. When polished, 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. | |
| 1 | 210 gp | 250 gp | Scroll of Warding Bond | 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 cursed dice of glowing | uncommon | Two cubes made of bone, with mysterious markings on each face. Role the dice, if the symbols match, 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. 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. |
Note
- The store may also filled with useless bric-a-brac, which the owner will attempt to sell as magical items to unsuspecting punters.