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 Cold 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 cold to the touch.
1 Negotiable Fleek's annoying book of haste tickets uncommon A small leather bound booklet contains 9 numbered tickets. When a ticket is torn from the binding, it crumbles to dust and then your movement speed is doubled for 1 minute. This property cannot be used again until after a long rest. The tickets loudly shouts "The secret is income!" when you use it's property.
1 Negotiable Lavish fireworks of reminiscing uncommon A bundle of 4 fireworks. When a firework is lit and allowed to explode, 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. After use, the item appears highly decorated and valuable for 6 hours.
1 Negotiable Light quill of blink uncommon This large magical feather is from an long extinct bird. When dropped with intent, on landing it casts the spell Blink, with you as the target. This property cannot be used again until after a long rest. The feather feels like it has no weight, almost as if it were an illusion, but is solid to the touch.
1 Negotiable Marlon's cursed symbol of navigation uncommon A holy symbol of Marlon. In order to use the symbol, you must be a follower of Marlon and have visited a shrine or temple to Marlon in the last 24 hours. If you have done so, you can hold the symbol and say a short prayer and Marlon smiles upon you. Then 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.
1 670 gp 802 gp Mithral Breastplate uncommon Medium armour. Base AC: 14 + Dex modifier (max 2).

Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't.
20 lbs.
1 Negotiable Over-sized glove of gnomish tongue uncommon This magical glove fits any hand, and matches any outfit. If worn, when you click your fingers, you can speak and understand gnomish for the next day. This property cannot be used again until after a long rest. The glove is twice as large as an average glove.
1 Negotiable Poisonous cup of chilling uncommon This simple wooden cup appears completely unremarkable. When drunk from, 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. After using the cup's property, you must succeed a constitution save, DC 12, or be poisoned for 1 hour.
1 Negotiable Robust darkness chalk uncommon This stick of white chalk comes with an attached label bearing it's command word, "disease". The stick is long enough to write "disease" 6 times. When you use the stick to write the command word, 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 chalk cannot be destroyed by non-magical means.
1 Negotiable Sands of disappearing critters uncommon A small glass sand timer in a wooden frame. When the sands are left to run uninterrupted for 1 minute, up to a dozen nearby small woodland creatures are attracted to the timer. They are charmed for 1 minute. This property only works while in woodlands. This property cannot be used again until after a long rest. After each use the GM should roll a d20. On a 1, the timer goes missing the next time it is stowed away.
1 Negotiable Silver soothing penny uncommon This silver penny has the crest of Ebrana on one side, and is blank on the other. When you flip it, you regain 1d4 hit-points. This property cannot be used again until after a long rest.
1 Negotiable The concealable wizard's hat of life saving uncommon This wizard's hat has it's command word "power" stitched on a label on the inside. When worn by a wizard, if you speak the command word, 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 hat is in your pack or otherwise stowed away, only you can see it. It can be revealed with detect magic.
1 Negotiable The dull dice of truesight uncommon Two cubes made of bone, with mysterious markings on each face. Role the dice, if the symbols match, you gain truesight for 1 minute. This property cannot be used again until after a long rest. This dice seems boring somehow.
1 Negotiable Truthful purse of Griffon 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 Griffon 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. After using the pouch's property you cannot tell a deliberate lie for 1 hour.
1 Negotiable Unreliable wrist bands of calming uncommon This magical bracer is embossed with the command word, "bird". When spoken by the wearer, you feel at peace. This property cannot be used again until after a long rest. When the bracer'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 Warm crown of the gender king uncommon A smooth silver band, when placed upon the head 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. The crown 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.
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