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
- Daerogon the First (♂/430) + Indisth the First (♀/407/Daerogon's wife)
- Thelionil the First (♂/276/Daerogon's son) + Serindael the First (♀/303/Daerogon's daughter in-law)
- Erosnor (♂/14/Daerogon's grandson)
- Enethas the First (♂/473/Daerogon's uncle) + Induilth the First (♀/428/Daerogon's aunt)
- Arda the Second (♀/352/Daerogon's cousin)
- Findan (♀/14/Daerogon's cousin)
Items for sale
At this location, items are priced between 82% and 91% of their base value.
| Available | Price | Value | Item | Rarity | Description | Weight |
|---|---|---|---|---|---|---|
| 1 | Negotiable | Cold blink chalk | uncommon | This stick of white chalk comes with an attached label bearing it's command word, "variety". The stick is long enough to write "variety" 7 times. When you use the stick to write the command word, it casts the spell Blink, with you as the target. This property cannot be used again until after a long rest. The chalk is cold to the touch. | ||
| 1 | Negotiable | Concealable shoe of warming | uncommon | This magical shoe fits any foot, and matches any outfit. If worn, when you click your heels together, 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. When the shoe is in your pack or otherwise stowed away, only you can see it. It can be revealed with detect magic. | ||
| 1 | Negotiable | Cursed life saving 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 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. | 2 lbs. | |
| 1 | Negotiable | Darkmantle figurehead of lavish fortune | uncommon | A ship's figurehead in the shape of a Darkmantle. (A ship can only have one magical figurehead.) While at the wheel of a ship with the Darkmantle figurehead attached, if you concentrate your mind, 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 use, the item appears highly decorated and valuable for 6 hours. | ||
| 1 | Negotiable | Pristine crown of the draconic tongue king | uncommon | A smooth silver band, when placed upon the head you can speak and understand draconic for the next day. This property cannot be used again until after a long rest. The crown is in pristine condition. | ||
| 1 | Negotiable | Sands of robust reminiscing | uncommon | A small glass sand timer in a wooden frame. When the sands are left to run uninterrupted for 1 minute, 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 timer cannot be destroyed by non-magical means. | ||
| 1 | 14 gp | 15 gp | Scroll of Druidcraft | common | A spell scroll bears the words of the Cantrip 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 10. 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. | |
| 1 | Negotiable | Subtle purse of awareness | uncommon | This magical purse is embroidered with spirals and swirls. When the final item is removed and the purse is empty 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 pouch is hidden from detect magic. | ||
| 1 | Negotiable | The poisonous dice of quiet | uncommon | Two cubes made of bone, with mysterious markings on each face. Role the dice, if the symbols match, 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 dice's property, you must succeed a constitution save, DC 12, or be poisoned for 1 hour. | ||
| 1 | Negotiable | Truthful glove of navigation | uncommon | This magical glove fits any hand, and matches any outfit. If worn, when you click your fingers, the direction of true north is clear in your mind. This property cannot be used again until after a long rest. After using the glove's property you cannot tell a deliberate lie for 1 hour. | ||
| 1 | Negotiable | Warm amber knock fish | uncommon | A small fish carved of amber. A command word "equipment" 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. The fish is warm to the touch. |
Note
- The store may also filled with useless bric-a-brac, which the owner will attempt to sell as magical items to unsuspecting punters.