Daerogon's Magic Trinkets Emporium

799 year old Elf construction, large sized

Location: City of Elwindal

Owned by: Daerogon the First

A large hardwood cabin. The dwelling also serves as a Magic Trinkets Emporium.

Occupants

Name Role Age Gender Race Description
Arda the Second Housekeeper 352 Female Elf She is an adult elf with copper eyes, long brown hair with a fringe cut, and dark brown skin.
Carahir Shopkeep's Apprentice 86 Male Elf He is an adolescent elf with hazel eyes, short brown hair in a side parting, and dark brown skin.
Daerogon the First Shopkeep 430 Male Elf He is an adult elf with brown eyes, a dyed brown quiff, a clean shaven face, and dark brown skin.
Enethas the First Shopkeep's Assistant 473 Male Elf He is an adult elf with brown eyes, short brown hair, a clean shaven face, and black skin.
Erosnor 14 Male Elf He is an elf child with silver eyes, very short strawberry hair, and light pink skin.
Findan 14 Female Elf She is an elf child with brown eyes, scruffy auburn hair, and medium brown skin.
Indisth the First Housekeeper 407 Female Elf She is an adult elf with silver eyes, strawberry hair in a ponytail, and light pink skin.
Induilth the First Housekeeper 428 Female Elf She is an adult elf with brown eyes, brown hair in a pigtails, and medium brown skin.
Nellasal Shopkeep's Apprentice 24 Male Elf He is an adolescent elf with brown eyes, short dark-brown hair in a side parting, and medium brown skin.
Serindael the First Housekeeper 303 Female Elf She is an adult elf with grey eyes, long flowing auburn hair, and light brown skin.
Thelionil the First Shopkeep's Assistant 276 Male Elf He is an adult elf with brown eyes, a shaved head, a clean shaven face, and dark brown skin.
Urwenas the Third Shopkeep's Apprentice 41 Female Elf She is an adolescent elf with brown eyes, short curly dyed auburn hair, and medium brown skin.

Family Tree

Items for sale

⟳ Re-roll shop stock.

At this location, items are priced between 82% and 91% of their base value.

Available Price Item Rarity Description Weight
1 Negotiable Candle of truthful fortune uncommon This magical candle can be lit for a total of 12 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. After using the candle's property you cannot tell a deliberate lie for 1 hour.
1 Negotiable Cold darkness 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 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 lute is cold to the touch. 2 lbs.
1 Negotiable Concealable wrist bands of soothing uncommon This magical bracer is embossed with the command word, "law". When spoken by the wearer, you regain 1d4 hit-points. This property cannot be used again until after a long rest. When the bracer 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 life saving uncommon A bundle of 7 fireworks. When a firework is lit and allowed to explode, 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 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 Disappearing amber knock fish uncommon A small fish carved of amber. A command word "medicine" is scratched on the design. If you speak the word, it unlocks the nearest locked door within 30 ft. This property cannot be used again until after a long rest. After each use the GM should roll a d20. On a 1, the fish goes missing the next time it is stowed away.
1 Negotiable Glove of gender uncommon This magical glove fits any hand, and matches any outfit. If worn, when you click your fingers, 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.
1 Negotiable Heavy calming chalk uncommon This stick of white chalk comes with an attached label bearing it's command word, "nature". The stick is long enough to write "nature" 5 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. The chalk feels unusually heavy, four times the weight of an average chalk.
1 501 - 5,000 gp Helm of teleportation rare Requires attunement.

This helm has 3 charges. While wearing it, you can use an action and expend 1 charge to cast the spell from it. The helm regains 1d3 expended charges daily at dawn.
1 Negotiable Lavish pebble of mana 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 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 use, the item appears highly decorated and valuable for 6 hours.
1 Negotiable Over-sized purse of Hippogriff disguise uncommon This magical purse is embroidered with spirals and swirls. When the final item is removed and the purse is empty a magical illusion disguises you as a Hippogriff 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 pouch is twice as large as an average pouch.
1 Negotiable Poisonous crown of the warming king uncommon A smooth silver band, when placed upon the head 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 using the crown's property, you must succeed a constitution save, DC 12, or be poisoned for 1 hour.
1 Negotiable Robust book of chilling infernal poetry uncommon A book containing poetry written in infernal. If you read one of the poems aloud, 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. The book cannot be destroyed by non-magical means.
1 Negotiable Solina's lucky symbol of darkvision uncommon A holy symbol of Solina. In order to use the symbol, you must be a follower of Solina and have visited a shrine or temple to Solina in the last 24 hours. If you have done so, you can hold the symbol and say a short prayer and Solina smiles upon you. Then you gain darkvision for 1 hour. 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 The humming dice of awareness uncommon Two cubes made of bone, with mysterious markings on each face. Role the dice, if the symbols match, you may add a +2 bonus to the next initiative roll you make. This property cannot be used again until after a long rest. The dice makes a very slight humming sound at all times.
1 Negotiable The small wizard's hat of dwarvish tongue uncommon This wizard's hat has it's command word "reading" stitched on a label on the inside. When worn by a wizard, if you speak the command word, you can speak and understand dwarvish for the next day. This property cannot be used again until after a long rest. The hat is half the size of a typical hat.

Note

  • The store may also filled with useless bric-a-brac, which the owner will attempt to sell as magical items to unsuspecting punters.
Send Feedback