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 | Annoying shoe of darkvision | uncommon | This magical shoe fits any foot, and matches any outfit. If worn, when you click your heels together, you gain darkvision for 1 hour. This property cannot be used again until after a long rest. The shoe loudly shouts "The secret is investment!" when you use it's property. | ||
| 1 | Negotiable | Concealable cup of blink | uncommon | This simple wooden cup appears completely unremarkable. When drunk from, it casts the spell Blink, with you as the target. 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 fireworks of chilling | uncommon | A bundle of 5 fireworks. When a firework is lit and allowed to explode, 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. 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 | Darkmantle figurehead of lucky quiet | uncommon | A ship's figurehead in the shape of a Darkmantle. (A ship can only have one magical figurehead.) While at the wheel of a ship with the Darkmantle figurehead attached, if you concentrate your mind, 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 | Disappearing haste chalk | uncommon | This stick of white chalk comes with an attached label bearing it's command word, "truth". The stick is long enough to write "truth" 10 times. When you use the stick to write the command word, your movement speed is doubled 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, the chalk goes missing the next time it is stowed away. | ||
| 1 | Negotiable | Giving wrist bands of navigation | uncommon | This magical bracer is embossed with the command word, "idea". When spoken by the wearer, the direction of true north is clear in your mind. This property cannot be used again until after a long rest. After 100 days, the bracer's property stops working. If the bracer finds a new owner that has not owned it before, the property will work again. | ||
| 1 | Negotiable | Lavish life saving 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, 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. After use, the item appears highly decorated and valuable for 6 hours. | 2 lbs. | |
| 1 | Negotiable | Light silver mana penny | uncommon | This silver penny has the crest of Coskiura on one side, and is blank on the other. When you flip it, 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 coin feels like it has no weight, almost as if it were an illusion, but is solid to the touch. | ||
| 1 | Negotiable | Needy wand of glowing | uncommon | A 10 inch wooden rod, to activate the user must pass a DC12 intelligence check, if successful 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. This magic item requires attunement. (See 'Attunement' in the SRD.) | ||
| 1 | 15 gp | 15 gp | Scroll of Sacred Flame | 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. | |
| 1 | Negotiable | The dull dice of darkness | uncommon | Two cubes made of bone, with mysterious markings on each face. Role the dice, if the symbols match, 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. This dice seems boring somehow. | ||
| 1 | Negotiable | The over-sized wizard's hat of gender | uncommon | This wizard's hat has it's command word "teacher" stitched on a label on the inside. When worn by a wizard, if you speak the command word, 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. The hat is twice as large as an average hat. | ||
| 1 | Negotiable | The poisonous duck of knock | uncommon | A duck made of cloth and leather. When squeezed, it unlocks the nearest locked door within 30 ft. This property cannot be used again until after a long rest. After using the duck's property, you must succeed a constitution save, DC 12, or be poisoned for 1 hour. | ||
| 1 | Negotiable | Warm glove of warming | uncommon | This magical glove fits any hand, and matches any outfit. If worn, when you click your fingers, 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. The glove is warm to the touch. | ||
| 1 | Negotiable | Xor's unreliable symbol of soothing | uncommon | A holy symbol of Xor. In order to use the symbol, you must be a follower of Xor and have visited a shrine or temple to Xor in the last 24 hours. If you have done so, you can hold the symbol and say a short prayer and Xor smiles upon you. Then you regain 1d4 hit-points. This property cannot be used again until after a long rest. When the symbol's property is used, roll a d20. On a 5 or below, it fails to work. The 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.