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 Weight
1 Negotiable Belt of darkvision uncommon This leather belt is embossed with runes. When removed you gain darkvision for 1 hour. This property cannot be used again until after a long rest.
1 Negotiable Cold cup of common tongue uncommon This simple wooden cup appears completely unremarkable. When drunk from, you can speak and understand common for the next day. This property cannot be used again until after a long rest. The cup is cold to the touch.
1 Negotiable Dull purse of reminiscing uncommon This magical purse is embroidered with spirals and swirls. When the final item is removed and the purse is empty you remember something you had forgotten. The subject of the memory is at the discretion of the GM. This property cannot be used again until after a long rest. This pouch seems boring somehow.
1 Negotiable Fleek's needy book of mana tickets uncommon A small leather bound booklet contains 6 numbered tickets. When a ticket is torn from the binding, it crumbles to dust and then 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. This magic item requires attunement. (See 'Attunement' in the SRD.)
1 Negotiable Lavish Grick disguise 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, a magical illusion disguises you as a Grick 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 use, the item appears highly decorated and valuable for 6 hours. 2 lbs.
1 Negotiable Over-sized quiet chalk uncommon This stick of white chalk comes with an attached label bearing it's command word, "night". The stick is long enough to write "night" 5 times. When you use the stick to write the command word, it muffles sounds (by 30dB) within a 10ft sphere for 10 minutes. This property cannot be used again until after a long rest. The chalk is twice as large as an average chalk.
1 Negotiable Robust wand of life saving uncommon A 10 inch wooden rod, to activate the user must pass a DC12 intelligence check, if 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. The wand cannot be destroyed by non-magical means.
1 Negotiable Sands of cursed 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 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.
1 260 gp 250 gp Scroll of Suggestion 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. 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 12. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed.
1 Negotiable The light duck of glowing uncommon A duck made of cloth and leather. When squeezed, 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. The duck feels like it has no weight, almost as if it were an illusion, but is solid to the touch.
1 Negotiable Unreliable 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. When the crown'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.
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