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
- Magloeg the First (♂/464) + Eilian the First (♀/507/Magloeg's wife)
- Amraeth the First (♂/224/Magloeg's son) + Eledhiel the Second (♀/220/Magloeg's daughter in-law)
- Magloeg the Second (♂/119/Magloeg's grandson) + Alfrira Miralda (♀/158/Magloeg's granddaughter in-law)
- Amraeth the Second (♂/10/Magloeg's great-grand-child)
- Rindde Miralda (♀/5/Magloeg's great-grand-child)
- Miralda nee Gaukgirdle-Farkin (♀/300/Magloeg's granddaughter in-law's mother)
Items for sale
At this location, items are priced between 82% and 102% of their base value.
| Available | Price | Value | Item | Rarity | Description | Weight |
|---|---|---|---|---|---|---|
| 1 | Negotiable | Annoying shoe of navigation | uncommon | This magical shoe fits any foot, and matches any outfit. If worn, when you click your heels together, the direction of true north is clear in your mind. This property cannot be used again until after a long rest. The shoe loudly shouts "The secret is direction!" when you use it's property. | ||
| 1 | Negotiable | Candle of over-sized critters | uncommon | This magical candle can be lit for a total of 9 minutes before it burns down. When lit and left burning for at least 1 minute, up to a dozen nearby small woodland creatures are attracted to the candle. They are charmed for 1 minute. This property only works while in woodlands. This property cannot be used again until after a long rest. The candle is twice as large as an average candle. | ||
| 1 | Negotiable | Cold belt of warming | uncommon | This leather belt is embossed with runes. When removed 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. The belt is cold to the touch. | ||
| 1 | Negotiable | Fleek's concealable book of darkvision tickets | uncommon | A small leather bound booklet contains 2 numbered tickets. When a ticket is torn from the binding, it crumbles to dust and then you gain darkvision for 1 hour. This property cannot be used again until after a long rest. When the tickets is in your pack or otherwise stowed away, only you can see it. It can be revealed with detect magic. | ||
| 1 | Negotiable | Giving crown of the glowing king | uncommon | A smooth silver band, when placed upon the head 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. After 100 days, the crown's property stops working. If the crown finds a new owner that has not owned it before, the property will work again. | ||
| 1 | Negotiable | Glove of chilling | uncommon | This magical glove fits any hand, and matches any outfit. If worn, when you click your fingers, 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. | ||
| 1 | Negotiable | Humming wrist bands of quiet | uncommon | This magical bracer is embossed with the command word, "thought". 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. The bracer makes a very slight humming sound at all times. | ||
| 1 | 2 gp 5 sp | 3 gp | Javelin of Lightning | uncommon |
A Simple Melee weapon. 1d6
piercing damage.
Range: 5.
(Thrown: 30/120.)
Properties:
Thrown, Monk, Magic
This Javelin 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 Javelin when it reaches the target. Make a ranged weapon attack against the target. On a hit, the target takes damage from the Javelin plus 4d6 lightning damage. The Javelin's property can't be used again until the next dawn. In the meantime, the Javelin can still be used as a magic weapon. |
2 lbs. |
| 1 | Negotiable | Lavish pebble of Death Dog disguise | 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 a magical illusion disguises you as a Death Dog 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 use, the item appears highly decorated and valuable for 6 hours. | ||
| 1 | Negotiable | Light silver melody penny | uncommon | This silver penny has the crest of Tesmela on one side, and is blank on the other. When you flip it, 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 coin. This property cannot be used again until after a long rest. The coin feels like it has no weight, almost as if it were an illusion, but is solid to the touch. | ||
| 1 | Negotiable | Needy quill of reminiscing | uncommon | This large magical feather is from an long extinct bird. When dropped with intent, on landing 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. This magic item requires attunement. (See 'Attunement' in the SRD.) | ||
| 1 | Negotiable | Pristine amber awareness fish | uncommon | A small fish carved of amber. A command word "economics" is scratched on the design. If you speak the word, 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 fish is in pristine condition. | ||
| 1 | Negotiable | Sands of cursed calming | uncommon | A small glass sand timer in a wooden frame. When the sands are left to run uninterrupted for 1 minute, you feel at peace. 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 | The robust dice of darkness | uncommon | Two cubes made of bone, with mysterious markings on each face. Role the dice, if the symbols match, 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 dice cannot be destroyed by non-magical means. | ||
| 1 | Negotiable | Warm knock 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, it unlocks the nearest locked door within 30 ft. This property cannot be used again until after a long rest. The lute is warm to the touch. | 2 lbs. |
Note
- The store may also filled with useless bric-a-brac, which the owner will attempt to sell as magical items to unsuspecting punters.