Morgraith's Midnight Curiosities

Est. 2025 Human Warlock

Morgraith's Midnight Curiosities

The shop is lit with a dozen lanterns whose flames are pale blue; whispers are always audible in the rafters though no one is ever seen tending them. Morgraith ...

MO

Shopkeeper

Morgraith Sable, a Human Warlock (Lvl 13)

Keeper's Species

Human

3 Potions12 Misc2 Armor3 WeaponsEst. 91.5k gp

Shop Inventory

(20)
Potions3

A small corked vial filled with glimmering red liquid. When uncorked it smells faintly of iron and warm bread.

Heal 7 HPRestores HP when consumed.

A heavier vial with a silver filigree stopper. Its liquid is a darker crimson and seems to pulse.

Heal 14 HPRestores HP when consumed.

A heavy crystal phial that contains a golden-red flood. The stopper is sealed with black wax stamped with a skull.

Heal 45 HPRestores HP when consumed.
Miscellaneous12

A battered leather satchel stitched with faint silver runes. From inside it sometimes comes faint breathing.

Creates extra-dimensional space to hold items. If overloaded or pierced it ruptures.

A black iron ring inlaid with a tiny opal that seems to reflect scenes the wearer is not presently seeing.

AC +1Wearer gains +1 to AC and +1 to all saving throws while attuned.

Two smooth river stones, carved with matching sigils. Hold one and think of the other and a small warmth runs up your arm.

Allows the user to cast sending targeted at the bearer of the other stone once per day.

A brittle scroll sealed with black wax; runes crawl on its surface like ants when held up to light.

Contains a single casting of a 3rd-level Fireball. If a non-capable caster tries to use it they must succeed on a spellcasting ability check.

A heavy, ink-stained parchment. When cradled the air around it shimmers as if behind glass.

Contains one casting of Wall of Force at 5th level. Same scroll-use rules apply.

A soot-black spellbook bound in something that looks like skin. Its pages whisper the names of those who touched it.

Spend 1 charge to cast detect thoughts. Spend 2 charges to cast fear (3rd-level). Spend 3 charges to cast speak with dead.

A brass lantern with smoked glass panels. When lit, faint voices can be heard from inside the glass.

While lit the lantern sheds ghostly light: creatures hiding in shadows have disadvantage on Stealth and invisible creatures appear as translucent outlines.

A salt-glass jar with a cork sealed by a tiny, pulsing mote floating inside.

Unscrew the lid to release a will-o-wisp-like mote that flutters and sheds dim light, granting advantage on one Perception or Investigation check within its light.

A human skull with narrow silver filigree threaded through the eye sockets. The jaw moves as if chewing with no sound.

While attuned, the skull hums when magic is cast nearby. Using the skull's power causes it to grow faint cracks; DM may roleplay consequences.

A hand mirror whose glass is slightly concave and cool to the touch; faces glance in the reflection that are not the holder's.

Can be used as a scrying aid for short-range glimpses. Prolonged use may cause nightmares.

A small frosted vial containing a viscous, pale-blue substance that leaves a cold sting on skin.

Adds a minor bonus when used as a material component for necromancy rituals at DM discretion.

A tightly wrapped satchel of labeled pouches and tiny jars. The satchel smells of ozone and herbs.

A week in a city is enough to replenish common components. Useful for spellcasters needing materials on the road.
Armor2

A dark, moth-eaten cloak whose inside is embroidered with tiny silver eyes that glint in the dark.

AC +1Wearer gains +1 to AC and +1 to saving throws while attuned.

Soft leather boots that make no sound even on fallen leaves. A faint smell of lavender and dust clings to them.

Silent footsteps while moving; can be worn by any race.
Weapons3

A splintered ebony wand wrapped in copper wire. It smells faintly of smoke even when cold.

Spend charges to cast fireball. If last charge is spent roll d20: on a 1 the wand crumbles.

A blackened staff topped with a palm-sized crystal that seems to contain a storm. When placed on the floor, the crystal drains nearby light.

Atk AC +2Grants +2 to attack and damage with the staff, +2 to AC, +2 to saving throws and spell attack rolls. Spend charges to cast powerful spells.

A cold-forged longsword whose runes are etched in a language of loss. The blade drinks the warmth of the air.

Atk Grants +2 to attack and damage rolls.
MO

Morgraith Sable

HumanWarlockLvl 13

Shop Atmosphere

The shop is lit with a dozen lanterns whose flames are pale blue; whispers are always audible in the rafters though no one is ever seen tending them. Morgraith plays soft music on a broken music box when pleased. Every now and then a bell rings with no hand to pull it, and a small mirror always fogs to show a distant corridor, not the shop's interior.
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