More Than Meets the Eye

The interior of this shop is a large, musty smelling cave that seems to be completely closed in on all sides, other than the door from wich one enters. Inside the shop are a series of shelves and displays with odd, often not qutie right magic items such as a +1 sword that only works for dwarves or a flying carpet that only works for creatures with a flying speed already. At the far end of the cave is a shallow pool of water, kept full by a series of constnatly dripping stalagtites. Near the door of the shop is a massive cyclopse, chained to the wall.
Takulan Xumenedes (he/him) is the proprietor of the shop. He is a 19 ft tall cyclopse with messy hair and one large eye, the pupil dialated in the dim light of the cave. Though he is unable to recognize what most magic items do, he is permanently under the effects of the spell Detect Magic and so knows when items are magical.  

Inventory/Services List

  • Ring of Salve-ation - 240gp - When the wearer of this ring imbibes a healing potion, they recieve an additional 1d6 HP. The ring does not require attunement, but must be put on and taken off as an action.
  • Bolt of Displacement - 360gp - An arrow tipped with a shard of quartz crystal. When it is fired, and the bolt strikes something, the archer is teleported to an unoccupied space within 5ft of wherever the arrow landed. The tip breaks after 3 uses.
  • Goblin's Greataxe- 25,000 gp - This greataxe has a +3 bonus to attack and damage rolls when used by a goblin, and does not impose disadvantage on attacks due to the weapon's heavy trait. For any other creature, the axe has a -3 penalty to attack and damage rolls.
  • Fletcher's Mitt - 180gp - This padded leather glove allows the user to avoid or catch a projectile. It gives the wearer a +1 AC against all ranged attacks that use a projectile, but prevents the use of weapons that require 2 hands to wield. If the +1 AC is the reason an attack misses, the user can use their reaction to catch the projectile and throw back at the attacker by making an attack using their dexterity modifier. On hit, the projectile deals 1d6 damage of the projectile's damage type, as well as any additional effects applied to the projectile such as poison or fire as appropriate.
  • Acme Hole Chalk - 3,600 gp - This small box has 1d4+2 pieces of chalk.  Each piece can be used to create an image on a wall, similar to casting the spell Passwall.
  • Cloak of Death - 600gp - This garment gives you an undead appearance - a skeletal face crusted with desiccated skin, with black holes for eyes. You have advantage on death saving throws while wearing this cloak, and undead creatures have advantage on attacks made against you.
  • Death Elk Head - 480gp - The severed, decomposed head of a Giant Elk. It’s been reanimated by necromancy and roars ominously when it makes eye contact with another living being. Choose one creature that you can see within 30 feet of you. If the creature can see or hear the Death Elk Head, it must succeed on a Wisdom saving throw (DC 14) or be frightened of you until the end of your next turn. It holds one charge, and must be recharged by dipping it in fresh blood.
 

Inventory/Services Secondary List

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  • item - price - extra info
  • item - price - extra info
  • item - price - extra info
Type
Shop, Generic
Parent Location