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

Items for sale

⟳ Re-roll shop stock.

At this location, items are priced between 100% and 103% of their base value.

Available Price Value Item Rarity Description
1 Negotiable Candle of subtle melody uncommon This magical candle can be lit for a total of 4 minutes before it burns down. When lit and left burning for at least 1 minute, 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 candle. This property cannot be used again until after a long rest. The candle is hidden from detect magic.
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 Fleek's poisonous book of fortune tickets uncommon A small leather bound booklet contains 9 numbered tickets. When a ticket is torn from the binding, it crumbles to dust and then 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 using the tickets's property, you must succeed a constitution save, DC 12, or be poisoned for 1 hour.
1 Negotiable Giving critters chalk uncommon This stick of white chalk comes with an attached label bearing it's command word, "power". The stick is long enough to write "power" 7 times. When you use the stick to write the command word, up to a dozen nearby small woodland creatures are attracted to the chalk. They are charmed for 1 minute. This property only works while in woodlands. This property cannot be used again until after a long rest. After 100 days, the chalk's property stops working. If the chalk finds a new owner that has not owned it before, the property will work again.
1 Negotiable Needy wand of gender uncommon A 10 inch wooden rod, to activate the user must pass a DC12 intelligence check, if successful 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. This magic item requires attunement. (See 'Attunement' in the SRD.)
1 Negotiable Over-sized wrist bands of truesight uncommon This magical bracer is embossed with the command word, "management". When spoken by the wearer, you gain truesight for 1 minute. This property cannot be used again until after a long rest. The bracer is twice as large as an average bracer.
1 Negotiable Rust Monster figurehead of small mana uncommon A ship's figurehead in the shape of a Rust Monster. (A ship can only have one magical figurehead.) While at the wheel of a ship with the Rust Monster 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. The figurehead is half the size of a typical figurehead.
1 Negotiable Sands of truthful awareness uncommon A small glass sand timer in a wooden frame. When the sands are left to run uninterrupted for 1 minute, 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 timer's property you cannot tell a deliberate lie for 1 hour.
1 15 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 Solina's warm symbol of kobold tongue 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 you can speak and understand kobold for the next day. This property cannot be used again until after a long rest. The symbol is warm to the touch.
1 Negotiable The dull wizard's hat of instant party uncommon This wizard's hat has it's command word "failure" 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 hat 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.
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