Belegor's Magic Trinkets Emporium
800 year old Elf construction, large sized
Location: Oronwher Town
Owned by: Belegor the First
A large hardwood cabin. The dwelling also serves as a Magic Trinkets Emporium.
Occupants
Name | Role | Age | Gender | Race | Description |
---|---|---|---|---|---|
Belegoler | Shopkeep's Apprentice | 63 | Male | Elf | He is an adolescent elf with grey eyes, very short strawberry hair, and light pink skin. |
Belegor the First | Shopkeep | 508 | Male | Elf | He is an adult elf with brown eyes, short curly black hair, a clean shaven face, and medium brown skin. |
Denetrm | Shopkeep's Apprentice | 98 | Male | Elf | He is an adolescent elf with grey eyes, auburn hair in braids, and olive skin. |
Elbedir Digglefoot the First | Housekeeper | 444 | Female | Elf | She is an adult elf with blue eyes, short light-brown hair, and grey skin. |
Felagnor | Shopkeep's Apprentice | 20 | Male | Elf | He is an adolescent elf with blue eyes, short light-brown hair, and light pink skin. |
Findel the Second | Shopkeep's Apprentice | 35 | Male | Elf | He is an adolescent elf with brown eyes, short brown hair in a side parting, and black skin. |
Findoth | Housekeeper | 154 | Female | Elf | She is an adult elf with one amber eye (her left is covered by an eye-patch), scruffy auburn hair, and black skin. |
Magloth | Housekeeper | 501 | Male | Elf | He is an adult elf with brown eyes, short auburn hair in a side parting, and medium brown skin. |
Poscred Galadhon | Housekeeper | 365 | Male | Elf | He is an adult elf with copper eyes, short dark-brown hair in a side parting, and medium brown skin. |
Thilon Galadhon the First | Housekeeper | 179 | Male | Elf | He is an adult elf with hazel eyes, short curly dyed light-brown hair, a clean shaven face, and medium brown skin. |
Family Tree
- Belegor the First (♂/508) + Magloth (♂/501/Belegor's husband)
- Poscred Galadhon (♂/365/Belegor's adopted-son) + Elbedir Digglefoot the First (♀/444/Belegor's daughter in-law)
- Thilon Galadhon the First (♂/179/Belegor's grandson) + Findoth (♀/154/Belegor's granddaughter in-law)
Items for sale
At this location, items are priced between 100% and 103% of their base value.
Available | Price | Value | Item | Rarity | Description | Weight |
---|---|---|---|---|---|---|
1 | Negotiable | Concealable cup of darkness | uncommon | This simple wooden cup appears completely unremarkable. When drunk from, 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. When the cup is in your pack or otherwise stowed away, only you can see it. It can be revealed with detect magic. | ||
1 | Negotiable | Cursed belt of instant party | uncommon | This leather belt is embossed with runes. When removed 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 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 | Fleek's book of soothing tickets | uncommon | A small leather bound booklet contains 10 numbered tickets. When a ticket is torn from the binding, it crumbles to dust and then you regain 1d4 hit-points. This property cannot be used again until after a long rest. | ||
1 | 520 gp | 502 gp | Flintlock Pistol +1 | uncommon |
A Firearm weapon. 1d10
+ 1 piercing damage.
Range: 30/90.
Properties:
Ammunition, Loading, Unreliable, Magic
You have a +1 bonus to your attack and damage when wielding this Flintlock Pistol. The craftmanship of this weapon identifies it as a masterwork. |
3 lbs. |
1 | Negotiable | Heavy crown of the melody king | uncommon | A smooth silver band, when placed upon the head 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 crown. This property cannot be used again until after a long rest. The crown feels unusually heavy, four times the weight of an average crown. | ||
1 | Negotiable | Hippogriff figurehead of truthful truesight | 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, you gain truesight for 1 minute. This property cannot be used again until after a long rest. After using the figurehead's property you cannot tell a deliberate lie for 1 hour. | ||
1 | Negotiable | Light wrist bands of awareness | uncommon | This magical bracer is embossed with the command word, "thought". When spoken by the wearer, you may add a +2 bonus to the next initiative roll you make. This property cannot be used again until after a long rest. The bracer feels like it has no weight, almost as if it were an illusion, but is solid to the touch. | ||
1 | Negotiable | Needy silver fortune penny | uncommon | This silver penny has the crest of Jatrad on one side, and is blank on the other. When you flip it, 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. This magic item requires attunement. (See 'Attunement' in the SRD.) | ||
1 | Negotiable | Over-sized wand of haste | uncommon | A 10 inch wooden rod, to activate the user must pass a DC12 intelligence check, if successful your movement speed is doubled for 1 minute. This property cannot be used again until after a long rest. The wand is twice as large as an average wand. | ||
1 | Negotiable | Poisonous glove of Worg disguise | uncommon | This magical glove fits any hand, and matches any outfit. If worn, when you click your fingers, a magical illusion disguises you as a Worg 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. After using the glove's property, you must succeed a constitution save, DC 12, or be poisoned for 1 hour. | ||
1 | Negotiable | Robust amber infernal tongue fish | uncommon | A small fish carved of amber. A command word "freedom" is scratched on the design. If you speak the word, you can speak and understand infernal for the next day. This property cannot be used again until after a long rest. The fish cannot be destroyed by non-magical means. | ||
1 | Negotiable | Sands of pristine navigation | uncommon | A small glass sand timer in a wooden frame. When the sands are left to run uninterrupted for 1 minute, the direction of true north is clear in your mind. This property cannot be used again until after a long rest. The timer is in pristine condition. | ||
1 | Negotiable | Subtle pebble of chilling | 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 the ambient temperature is reduced 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 of below 40ºF (5ºC.) This property cannot be used again until after a long rest. The pebble is hidden from detect magic. | ||
1 | Negotiable | The disappearing wizard's hat of warming | uncommon | This wizard's hat has it's command word "role" stitched on a label on the inside. When worn by a wizard, if you speak the command word, 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 each use the GM should roll a d20. On a 1, the hat goes missing the next time it is stowed away. | ||
1 | Negotiable | The dull dice of critters | uncommon | Two cubes made of bone, with mysterious markings on each face. Role the dice, if the symbols match, up to a dozen nearby small woodland creatures are attracted to the dice. They are charmed for 1 minute. This property only works while in woodlands. This property cannot be used again until after a long rest. This dice seems boring somehow. |
Note
- The store may also filled with useless bric-a-brac, which the owner will attempt to sell as magical items to unsuspecting punters.