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 Annoying medal of reminiscing uncommon This medal was awarded for bravery defending Coskiura. When polished, 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. The medal loudly shouts "The secret is two!" when you use it's property.
1 Negotiable Candle of disappearing truesight uncommon This magical candle can be lit for a total of 7 minutes before it burns down. When lit and left burning for at least 1 minute, you gain truesight 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 candle goes missing the next time it is stowed away.
1 Negotiable Fleek's robust book of navigation tickets uncommon A small leather bound booklet contains 8 numbered tickets. When a ticket is torn from the binding, it crumbles to dust and then the direction of true north is clear in your mind. This property cannot be used again until after a long rest. The tickets cannot be destroyed by non-magical means.
1 Negotiable Giving calming chalk uncommon This stick of white chalk comes with an attached label bearing it's command word, "language". The stick is long enough to write "language" 8 times. When you use the stick to write the command word, you feel at peace. 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 Heavy 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. The belt feels unusually heavy, four times the weight of an average belt.
1 Negotiable Hippogriff figurehead of concealable life saving 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, 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. When the figurehead is in your pack or otherwise stowed away, only you can see it. It can be revealed with detect magic.
1 Negotiable Humming wrist bands of warming uncommon This magical bracer is embossed with the command word, "thanks". When spoken by the wearer, 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 bracer makes a very slight humming sound at all times.
1 Negotiable Light crown of the blink king uncommon A smooth silver band, when placed upon the head it casts the spell Blink, with you as the target. This property cannot be used again until after a long rest. The crown feels like it has no weight, almost as if it were an illusion, but is solid to the touch.
1 Negotiable Lucky fireworks of giant tongue uncommon A bundle of 5 fireworks. When a firework is lit and allowed to explode, you can speak and understand giant 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 20, a the user is also blessed as with the Bless spell.
1 Negotiable Pebble of quiet 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 it muffles sounds (by 30dB) within a 10ft sphere for 10 minutes. This property cannot be used again until after a long rest.
1 Negotiable Poisonous book of soothing kobold poetry uncommon A book containing poetry written in kobold. If you read one of the poems aloud, you regain 1d4 hit-points. This property cannot be used again until after a long rest. After using the book's property, you must succeed a constitution save, DC 12, or be poisoned for 1 hour.
1 250 gp 250 gp Scroll of Scorching Ray 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 Subtle mana 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, 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 lute is hidden from detect magic. 2 lbs.
1 Negotiable The over-sized 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. The dice is twice as large as an average dice.

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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