Moru's Marvellous Magical Emporium Building / Landmark in Thousand Houses | World Anvil
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Moru's Marvellous Magical Emporium

This shop is crammed full of magical items, most of which have random not-useful enchantments, but some of which are potentially very useful.   Moru himself is a gnome with a very large hat, standing on a perfectly-balanced walking stick. The smoke from his pipe forms a grey-green dragon illusion that constantly circles the room. Moru is quite proud of his collection.   He is in love with Xiang the Collector and has several portraits of her in his shop, plus signs encouraging her to come visit.  

Valuables

(Note, Moru explains the properties of each item so these are known to the group without the need for an Identify spell).   Drunkard’s Hat, A fine straw or town hat, user knows the location of the nearest alcoholic beverage.   Coin of Certainty, a brass coin that always lands on heads.   Lazy Boomerang, A boomerang that deals 1d6 + Dex slashing damage. Once attuned the boomerang will always come back after 1d20 hours.   Dagger of Whittling. A finely made halfling dagger, once attuned to, this dagger can whittle one small object once per day without the use of it’s master.   Paper of Message, A piece of paper that acts as the animal messenger spell. A paper can be folded into this and folded into a paper airplane. Reusable, unless it gets damaged by weather etc.   Wand of tomato slinging. This wand made from a bramble wood tree limb fires spectral tomatoes as an action dealing 1 psychic damage for each hit. 100ft range.   Tome of Summon Cat, Shortly after the user attempts to read this book a cat appearing from nowhere will appear and attempt to lounge or nap on top of this tome. Repeated testing confirms the cat can walk through walls, and its origin is wherever it feels like.   Perfume Attraction Féline, A bottle of perfume 3/3 charges. When used will give the user +1 to all charisma checks within the hour. Attracts all cats within a quarter mile radius.   The Power. A silvery glove, when worn as an action it can turn any weapon or fist into a magic item or fist complete with thunder lightning arcane flickers and showmanship. Said weapon or fist will retain its magicalness for 10 min, no other effects.   Six String Stronginthearm, cherry red guitar with character.+15ft range for all bard spells. Once per day can invoke heavy metal hero and do an additional 1d4 thunder damage with an attack. Two handed bard focus.   Pointy Prestidigitation Relic, a fine yew and copper wand. Creates a small beam of light that can be seen for miles. Can be any shape or color the user wills. Deals no damage and no other effects.   Jar of Gaseous Gust, A sea elf made white clay jar with bands of cobalt and jet. Gives the user the gust cantrip. Requires two hands and firm concentration to operate. Using it poorly will result in flatulent noises.   Tool of Truth. Thieves tools that provide +1 when is secret is told during lockpicking.   Ring of Fire, a rose gold ring, when the command word is spoken the ring activates it’s once per day heat metal spell. Wielder is not shielded from the effects of this. Range of activation 100ft.   Shielding of Stoneskin, a necklace of interlocked gabbro stones. When worn it will protect the user by having them turn to stone when reduced to zero hit points. User will pop back up to half hit points after 1d4 days or a restoration spell. Roll a 1d20 on revival, on 2 or lower the necklace is destroyed.   Ze Phoenix Feather Blade, a well made blade with interlocking helixs of wrought copper brass and bismuth on a red steel blade. Functions as a +1 longsword with other mysterious properties. Must be charmed with a DC15 check, or another skill the DM would find appropriate upon attunement daily. Otherwise the user takes 1d8 fire damage.   Dr Widdershin’s Discount Healing potions. A standard healing potion, with a god awful taste (usually rancid leeches or rooster’s feet). A DC 10 constitution check is needed to down this without it coming back up.   Pot of Pleasantness, A red and black clay pot with infernal runes. Once per day a random small plant (usually a spice) will grow from the pot.   Laughing Lock, a lock with an engraved picture of a laughing face on it. Only opens to knock, a natural 20, or if someone tells a joke while lockpicking or opening the key.   Scarlet Salmon, a wand that looks suspiciously like a small fishing rod. It gives the user the ability to create one red flying fish illusion, range 60ft.   Dyson of Dead Sun, A crystal ball that contains different scenery every time it’s used. When shook, a large thaumaturgical or nuclear explosion takes place and the scenery changes inside the sphere.   Ax of Armistice, A well made steel greataxe made by tieflings. +1 to intimidation +1 to hit, if an enemy is killed with this axe all extra damage is carried over to another enemy within 10ft. On daily attunement, make a DC10 charisma saving throw, if failed the user will attempt peace first until they are hit for any damage or are persuaded to attempt violence DC10.   Staff of Serendipity, an umbrella that can serve as an +1 arcane focus once attuned to. Three times per day the umbrella can use it’s user’s reaction to increase their armour class by 3. Daily make a DC 10 wisdom save, on fail the user believes the Staff can allow them to fly until their talked out of it DC10 or proven wrong the hard way.

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