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 | Item | Rarity | Description |
|---|---|---|---|---|
| 1 | Negotiable | Candle of cursed navigation | uncommon | This magical candle can be lit for a total of 9 minutes before it burns down. When lit and left burning for at least 1 minute, the direction of true north is clear in your mind. 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 | 501 - 5,000 gp | Figurine of wondrous power (ivory goats) | rare | A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature. The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions. The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description. Ivory Goats (Rare). These ivory statuettes of goats are always created in sets of three. Each goat looks unique and functions differently from the others. Their properties are as follows: The goat of traveling can become a Large goat with the same statistics as a riding horse. It has 24 charges, and each hour or portion thereof it spends in beast form costs 1 charge. While it has charges, you can use it as often as you wish. When it runs out of charges, it reverts to a figurine and can't be used again until 7 days have passed, when it regains all its charges. The goat of travail becomes a giant goat for up to 3 hours. Once it has been used, it can't be used again until 30 days have passed. The goat of terror becomes a giant goat for up to 3 hours. The goat can't attack, but you can remove its horns and use them as weapons. One horn becomes a +1 lance, and the other becomes a +2 longsword. Removing a horn requires an action, and the weapons disappear and the horns return when the goat reverts to figurine form. In addition, the goat radiates a 30-foot-radius aura of terror while you are riding it. Any creature hostile to you that starts its turn in the aura must succeed on a DC 15 Wisdom saving throw or be frightened of the goat for 1 minute, or until the goat reverts to figurine form. The frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once it successfully saves against the effect, a creature is immune to the goat's aura for the next 24 hours. Once the figurine has been used, it can't be used again until 15 days have passed. |
| 1 | Negotiable | Giving silver warming penny | uncommon | This silver penny has the crest of Tesmela on one side, and is blank on the other. When you flip it, 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 100 days, the coin's property stops working. If the coin finds a new owner that has not owned it before, the property will work again. |
| 1 | Negotiable | Humming cup of darkvision | uncommon | This simple wooden cup appears completely unremarkable. When drunk from, you gain darkvision for 1 hour. This property cannot be used again until after a long rest. The cup makes a very slight humming sound at all times. |
| 1 | Negotiable | Lamia figurehead of needy glowing | uncommon | A ship's figurehead in the shape of a Lamia. (A ship can only have one magical figurehead.) While at the wheel of a ship with the Lamia figurehead attached, if you concentrate your mind, 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 | Negotiable | Light wand of instant party | uncommon | A 10 inch wooden rod, to activate the user must pass a DC12 intelligence check, if successful 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 wand feels like it has no weight, almost as if it were an illusion, but is solid to the touch. |
| 1 | Negotiable | Lucky belt of fortune | uncommon | This leather belt is embossed with runes. When removed 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 each use the GM should roll a d20. On a 20, a the user is also blessed as with the Bless spell. |
| 1 | Negotiable | Robust medal of goblin tongue | uncommon | This medal was awarded for bravery defending Ebrana. When polished, you can speak and understand goblin for the next day. This property cannot be used again until after a long rest. The medal cannot be destroyed by non-magical means. |
| 1 | Negotiable | Sands of subtle Cockatrice disguise | uncommon | A small glass sand timer in a wooden frame. When the sands are left to run uninterrupted for 1 minute, a magical illusion disguises you as a Cockatrice 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. The timer is hidden from detect magic. |
| 1 | Negotiable | The poisonous wizard's hat of haste | uncommon | This wizard's hat has it's command word "variety" stitched on a label on the inside. When worn by a wizard, if you speak the command word, your movement speed is doubled for 1 minute. This property cannot be used again until after a long rest. After using the hat's property, you must succeed a constitution save, DC 12, or be poisoned for 1 hour. |
| 1 | Negotiable | Truthful fireworks of mana | uncommon | A bundle of 6 fireworks. When a firework is lit and allowed to explode, 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. After using the firework's property you cannot tell a deliberate lie for 1 hour. |
| 1 | Negotiable | Unreliable shoe of melody | uncommon | This magical shoe fits any foot, and matches any outfit. If worn, when you click your heels together, 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 shoe. This property cannot be used again until after a long rest. When the shoe'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.