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

Items for sale

⟳ Re-roll shop stock.

At this location, items are priced between 82% and 88% of their base value.

Available Price Item Rarity Description
1 Negotiable Ankheg figurehead of robust navigation uncommon A ship's figurehead in the shape of a Ankheg. (A ship can only have one magical figurehead.) While at the wheel of a ship with the Ankheg figurehead attached, if you concentrate your mind, the direction of true north is clear in your mind. This property cannot be used again until after a long rest. The figurehead cannot be destroyed by non-magical means.
1 101 - 500 gp Deck of illusions uncommon This box contains a set of parchment cards. A full deck has 34 cards. A deck found as treasure is usually missing 1d20 - 1 cards. The magic of the deck functions only if cards are drawn at random (you can use an altered deck of playing cards to simulate the deck). You can use an action to draw a card at random from the deck and throw it to the ground at a point within 30 feet of you. An illusion of one or more creatures forms over the thrown card and remains until dispelled. An illusory creature appears real, of the appropriate size, and behaves as if it were a real creature except that it can do no harm. While you are within 120 feet of the illusory creature and can see it, you can use an action to move it magically anywhere within 30 feet of its card. Any physical interaction with the illusory creature reveals it to be an illusion, because objects pass through it. Someone who uses an action to visually inspect the creature identifies it as illusory with a successful DC 15 Intelligence (Investigation) check. The creature then appears translucent. The illusion lasts until its card is moved or the illusion is dispelled. When the illusion ends, the image on its card disappears, and that card can't be used again. In dmg 161
1 Negotiable Fleek's disappearing book of infernal tongue tickets uncommon A small leather bound booklet contains 7 numbered tickets. When a ticket is torn from the binding, it crumbles to dust and then you can speak and understand infernal for the next day. This property cannot be used again until after a long rest. After each use the GM should roll a d20. On a 1, the tickets goes missing the next time it is stowed away.
1 Negotiable Giving book of calming infernal poetry uncommon A book containing poetry written in infernal. If you read one of the poems aloud, you feel at peace. This property cannot be used again until after a long rest. After 100 days, the book's property stops working. If the book finds a new owner that has not owned it before, the property will work again.
1 Negotiable Lavish wand of truesight uncommon A 10 inch wooden rod, to activate the user must pass a DC12 intelligence check, if successful you gain truesight for 1 minute. This property cannot be used again until after a long rest. After use, the item appears highly decorated and valuable for 6 hours.
1 Negotiable The annoying 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. The dice loudly shouts "The secret is community!" when you use it's property.
1 Negotiable Truthful belt of awareness uncommon This leather belt is embossed with runes. When removed you may add a +2 bonus to the next initiative roll you make. This property cannot be used again until after a long rest. After using the belt's property you cannot tell a deliberate lie for 1 hour.
1 Negotiable Vastra's symbol of darkness uncommon A holy symbol of Vastra. In order to use the symbol, you must be a follower of Vastra and have visited a shrine or temple to Vastra in the last 24 hours. If you have done so, you can hold the symbol and say a short prayer and Vastra smiles upon you. Then 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.

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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