Magloeg's Mystical Magic Trinkets Emporium

796 year old Elf construction, large sized

Location: Oronwher Town

Owned by: Magloeg the First

The window frames on this half-timbered cottage has been painted tan. The dwelling also serves as a Magic Trinkets Emporium.

Occupants

Name Role Age Gender Race Description
Alfrira Miralda Housekeeper 158 Female Elf She is an adult elf with grey eyes, very short strawberry hair, and olive skin.
Amraeth the First Housekeeper 224 Male Elf He is an adult elf with amber eyes, short strawberry hair in a side parting, a clean shaven face, and grey skin.
Amraeth the Second 10 Male Elf He is an elf child with amber eyes, short black hair, and dark brown skin.
Eilian the First Housekeeper 507 Female Elf She is an adult elf with hazel eyes, long dark-brown hair with a fringe cut, and dark brown skin.
Eledhiel the Second Shopkeep's Assistant 220 Female Elf She is an adult elf with orange eyes, long tied back brown hair, and medium brown skin.
Magloeg the First Shopkeep 464 Male Elf He is an adult elf with grey eyes, balding strawberry hair, a clean shaven face, and light pink skin.
Magloeg the Second Shopkeep's Assistant 119 Male Elf He is an adult elf with silver eyes, a dyed strawberry quiff, a clean shaven face, and light pink skin.
Miralda Watercarrier 300 Female Elfling She is an adult elfling with grey eyes, long strawberry hair with a fringe cut, and olive skin.
Rindde Miralda 5 Female Elf She is an elf child with hazel eyes, short curly brown hair, and medium brown skin.

Family Tree

Items for sale

⟳ Re-roll shop stock.

At this location, items are priced between 82% and 102% of their base value.

Available Price Value Item Rarity Description Weight
1 Negotiable Candle of pristine fortune uncommon This magical candle can be lit for a total of 14 minutes before it burns down. When lit and left burning for at least 1 minute, 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. The candle is in pristine condition.
1 Negotiable Cockatrice figurehead of giving soothing uncommon A ship's figurehead in the shape of a Cockatrice. (A ship can only have one magical figurehead.) While at the wheel of a ship with the Cockatrice figurehead attached, if you concentrate your mind, you regain 1d4 hit-points. This property cannot be used again until after a long rest. After 100 days, the figurehead's property stops working. If the figurehead finds a new owner that has not owned it before, the property will work again.
1 Negotiable Cold shoe of reminiscing uncommon This magical shoe fits any foot, and matches any outfit. If worn, when you click your heels together, 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 shoe is cold to the touch.
1 Negotiable Concealable 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. When the wand is in your pack or otherwise stowed away, only you can see it. It can be revealed with detect magic.
1 Negotiable Disappearing silver warming penny uncommon This silver penny has the crest of Driaca 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 each use the GM should roll a d20. On a 1, the coin goes missing the next time it is stowed away.
1 Negotiable Light belt of knock uncommon This leather belt is embossed with runes. When removed it unlocks the nearest locked door within 30 ft. This property cannot be used again until after a long rest. The belt feels like it has no weight, almost as if it were an illusion, but is solid to the touch.
1 88 gp 102 gp Longbow +1 uncommon A Martial Ranged weapon. 1d8 + 1 piercing damage. Range: 150/600. Properties: Ammunition, Heavy, Two-Handed, Magic

You have a +1 bonus to your attack and damage when wielding this Longbow.
The craftmanship of this weapon identifies it as a masterwork.
2 lbs.
1 Negotiable Medal of awareness uncommon This medal was awarded for bravery defending Geflus. When polished, you may add a +2 bonus to the next initiative roll you make. This property cannot be used again until after a long rest.
1 Negotiable Robust quill of instant party uncommon This large magical feather is from an long extinct bird. When dropped with intent, on landing 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 feather cannot be destroyed by non-magical means.
1 Negotiable The over-sized wizard's hat of darkvision uncommon This wizard's hat has it's command word "understanding" stitched on a label on the inside. When worn by a wizard, if you speak the command word, you gain darkvision for 1 hour. This property cannot be used again until after a long rest. The hat is twice as large as an average hat.
1 Negotiable Truthful wrist bands of quiet uncommon This magical bracer is embossed with the command word, "information". When spoken by the wearer, it muffles sounds (by 30dB) within a 10ft sphere for 10 minutes. This property cannot be used again until after a long rest. After using the bracer's property you cannot tell a deliberate lie for 1 hour.
1 Negotiable Unreliable glove of glowing uncommon This magical glove fits any hand, and matches any outfit. If worn, when you click your fingers, 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. When the glove'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.
1 Negotiable Vastra's lavish symbol of melody uncommon A holy symbol of Vastra. In order to use the symbol, you must be a follower of Vastra and have visited a shrine or temple to Vastra in the last 24 hours. If you have done so, you can hold the symbol and say a short prayer and Vastra smiles upon you. Then 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 symbol. This property cannot be used again until after a long rest. After use, the item appears highly decorated and valuable for 6 hours.

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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