Maerinth's Gloaming Gems

Est. 2025 Drow Rogue (Arcane Trickster)

Maerinth's Gloaming Gems

Velyra measures prices in glossy eyes and hushed tones; she never haggles publicly but will haggle discreetly if the buyer offers something of sentimental value...

VE

Shopkeeper

Velyra Maerinth, a Drow Rogue (Arcane Trickster) (Lvl 7)

Keeper's Species

Drow

15 Misc2 Armor2 Weapons1 PotionsEst. 7.8k gp

Shop Inventory

(20)
Miscellaneous15

A jet-black pendant set with a flat, mirror-sheen obsidian that seems to drink nearby torchlight. The chain is woven with fine mithril thread to prevent tarnish.

Once per day, wearer can cast darkness (as the spell) centered on self. While the darkness persists, wearer gains advantage on Stealth checks made within it. The darkness created is nondimensional (dispel magic affects it normally).

A heavy ring of blackened silver holding an opal that flashes with silvery-blue light when moonlight hits it.

Grants +1 to spell attack rolls and +1 to spell save DC for illusion and enchantment spells while worn.

A lustrous black pearl harvested from subterranean oysters cultivated in a damp cavern. Smooth and cold to touch.

Once per long rest, can be crushed to cast water breathing for up to 1 hour (affects up to 6 creatures that can breathe water or air).

A thin iron bracelet wrapped in carved ivory runes stained faintly green. It hums softly when danger approaches.

Once per long rest, the wearer can coat a melee weapon they touch with quasi-venom: the next successful hit deals an extra poison damage and requires the target to make a Constitution save or be poisoned for 1 minute (save ends at end of turns).

A heavy onyx amulet set in spider-patterned silver. The amulet seems to drink light and faintly trails a shadow behind the wearer.

AC +1Grants +1 to AC and saving throws while in dim light or darkness. Once per long rest, the wearer can become ethereal for up to 1 minute (as the etherealness effect, DM optional).

A matching pair of ear studs made from dark glass and set on fine silver hooks. Light seems to skip off them.

Each earring grants advantage on Perception (sight) checks made in darkness or dim light. If both worn, wearer can see through nonmagical darkness up to 10 feet.

A ring of blackened gold with a tiny diamond that seems to pulse when danger is near. The interior is engraved with a sigil of binding.

Once per day, when the wearer is struck by a melee attack, they can trigger a reflexive snare: the attacker must succeed on a Dexterity saving throw or be restrained by spectral chains for 1 round.

A small silver thimble threaded with a length of ultra-fine silk used in gem-setting and delicate repairs.

Grants advantage on checks to perform finework (unarmed tinkering, jewelry repair) and a bonus to Sleight of Hand checks involving small components.

A tiny sealed vial of ink that shimmers faintly under moonlight. Used to mark gems or write secret notations.

Writing made with this ink is invisible unless exposed to moonlight, which reveals it for up to 1 hour. Useful for secret notes, ritual marks, or gem provenance tags.

A string of ten small hematite beads, common in both surface and underdark markets.

A compact kit containing oils, cloths, and powders used to bring out the luster of precious stones.

Grants advantage on checks to appraise or polish gems when used properly.

A thimble-sized phial containing dust that faintly glows with arcane light; presumably drawn from areas touched by faerzress.

When sprinkled on a gem, temporarily stabilizes wild magic or detects enchantment (DM's discretion). Useful for identifying magic in gems/palantirs.

Basic appraisal of a single nonmagical gem or jewelry item and minor resetting of stones.

Appraisal grants +3 to an Insight or Investigation check when determining authenticity/value (DM adjudicates). Minor resetting can secure loose stones for a day.

A plain gold ring, common and serviceable.

An ornamental brooch carved and enameled to look like a small spider; used to hold cloaks.

Can discreetly hold a small rolled note or gem (hidden compartment). Otherwise decorative.
Armor2

A delicate circlet woven from treated spider silk with inlaid onyx beads. Feels almost weightless.

AC +12While worn, grants bonus to Acrobatics and Stealth checks, and wearer can move across webs without being restrained.

A supple black leather armor with tiny mithril studs patterned like crawling spiders. Sewn with moon-silk for flexibility.

AC +13Grants resistance to poison damage and advantage on saving throws against being poisoned. Once per short rest, wearer can cast invisibility on themselves (duration 1 minute).
Weapons2

A sharp ceremonial blade of polished volcanic glass. Beautifully crafted, but brittle compared to steel.

Counts as a finesse weapon. Fragile: on a natural 1 when attacking it has a 25% chance to shatter and become useless.

A slender rapier with a hilt inset with tiny moonstones and onyx; balanced more for display than prolonged combat.

Finesse weapon. When used as a backup weapon, grants +1 to Initiative checks (cosmetic effect in most tables).
Potions1

A small vial containing a viscous, faintly purple liquid — brewed with underdark herbs. Heals ailments of the body and mind.

Cures one disease or one condition: blinded, deafened, paralyzed, or poisoned (standard lesser restoration effect).
VE

Velyra Maerinth

DrowRogue (Arcane Trickster)Lvl 7

Shop Atmosphere

Velyra measures prices in glossy eyes and hushed tones; she never haggles publicly but will haggle discreetly if the buyer offers something of sentimental value. She insists that every sale comes with a whispered provenance story and will refuse to sell certain items to those who openly disdain drow or the Underdark. The shop is perfumed with the scent of crushed orchids and faint ozone; a tangle of silken curtains divides the front display from her private appraisal alcove where she keeps the most dangerous pieces under a glass dome crawling with painted silver spiders.
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