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 wrist bands of knock uncommon This magical bracer is embossed with the command word, "fishing". When spoken by the wearer, it unlocks the nearest locked door within 30 ft. This property cannot be used again until after a long rest. The bracer loudly shouts "The secret is fishing!" when you use it's property.
1 Negotiable Candle of quiet uncommon This magical candle can be lit for a total of 11 minutes before it burns down. When lit and left burning for at least 1 minute, 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 Dull crown of the truesight king uncommon A smooth silver band, when placed upon the head you gain truesight for 1 minute. This property cannot be used again until after a long rest. This crown seems boring somehow.
1 Negotiable Giving glove of life saving uncommon This magical glove fits any hand, and matches any outfit. If worn, when you click your fingers, 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 100 days, the glove's property stops working. If the glove finds a new owner that has not owned it before, the property will work again.
1 Negotiable Heavy cup of haste uncommon This simple wooden cup appears completely unremarkable. When drunk from, your movement speed is doubled for 1 minute. This property cannot be used again until after a long rest. The cup feels unusually heavy, four times the weight of an average cup.
1 Negotiable Lavish warming chalk uncommon This stick of white chalk comes with an attached label bearing it's command word, "health". The stick is long enough to write "health" 6 times. When you use the stick to write the command word, 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 use, the item appears highly decorated and valuable for 6 hours.
1 6 gp 6 gp Light hammer of Lightning uncommon A Simple Melee weapon. 1d4 bludgeoning damage. Range: 5. (Thrown: 20/60.) Properties: Light, Thrown, Monk, Magic

This Light hammer is a magic weapon. When you hurl it and speak its command word, it transforms into a bolt of lightning, forming a line 5 feet wide that extends out from you to a target within the range of the weapon. Each creature in the line excluding you and the target must make a DC 13 Dexterity saving throw, taking 4d6 lightning damage on a failed save, and half as much damage on a successful one. The lightning bolt turns back into a Light hammer when it reaches the target. Make a ranged weapon attack against the target. On a hit, the target takes damage from the Light hammer plus 4d6 lightning damage.
The Light hammer's property can't be used again until the next dawn. In the meantime, the Light hammer can still be used as a magic weapon.
2 lbs.
1 Negotiable Light wand of soothing uncommon A 10 inch wooden rod, to activate the user must pass a DC12 intelligence check, if successful you regain 1d4 hit-points. 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 Subtle fortune 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, 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 lute is hidden from detect magic. 2 lbs.
1 Negotiable The disappearing wizard's hat of melody uncommon This wizard's hat has it's command word "department" stitched on a label on the inside. When worn by a wizard, if you speak the command word, 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 hat. This property cannot be used again until after a long rest. After each use the GM should roll a d20. On a 1, the hat goes missing the next time it is stowed away.
1 Negotiable The pristine dice of navigation uncommon Two cubes made of bone, with mysterious markings on each face. Role the dice, if the symbols match, the direction of true north is clear in your mind. This property cannot be used again until after a long rest. The dice is in pristine condition.
1 Negotiable Warm shoe of instant party uncommon This magical shoe fits any foot, and matches any outfit. If worn, when you click your heels together, 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 shoe is warm to the touch.
1 Negotiable Xor's concealable symbol of glowing uncommon A holy symbol of Xor. In order to use the symbol, you must be a follower of Xor and have visited a shrine or temple to Xor in the last 24 hours. If you have done so, you can hold the symbol and say a short prayer and Xor smiles upon you. Then 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 symbol is in your pack or otherwise stowed away, only you can see it. It can be revealed with detect magic.

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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