Seraphine's Trinkets and Troubles

Est. 2026 Tiefling Wizard

Seraphine's Trinkets and Troubles

The shop is impeccably ordered yet every item hums a faint, different tune. Candles relight themselves whenever the shopkeeper passes. The owner insists on wrap...

MA

Shopkeeper

Madame Seraphine Vell, a Tiefling Wizard (Lvl 9)

Keeper's Species

Tiefling

1 Potions3 Weapons4 Armor6 MiscEst. 25.2k gp

Shop Inventory

(14)
Potions1

A clear crystal vial sealed with a silver leaf stopper. The liquid shimmers like morning frost.

Heal 7 HPAfter drinking, the imbiber must succeed on a Wisdom saving throw or become compelled to hoard any remaining potions on their person for 24 hours. While compelled they take a -2 penalty to Charisma (Persuasion) checks and will not willingly give a potion to another creature.
Weapons3

A perfectly balanced longsword with a mirror-polished blade and a pommel set with a single cloudy opal.

Atk Whenever you land a killing blow with this blade, you must succeed on a Wisdom saving throw or immediately move up to 15 feet toward the nearest creature you can see and make a melee attack against it if you are able. The sword bonds to you on first use and cannot be removed willingly for 7 days unless a Remove Curse is used.

A slender rod of polished ebony inlaid with tiny brass stars.

When you expend charges to cast Magic Missile there is a 1 in 4 chance an extra stray dart fires at the nearest creature within range that is not the intended target. The wand regains charges at dawn. If the wand ever reaches 0 charges it emits a scream audible for 300 feet and attracts a minor hostile spirit (DM tables).

A jewel-handled dagger whose blade looks as if it were forged from a captured sunset.

Once per day the dagger erupts in harmless-looking flame that deals an extra fire damage to the target but also coats the wielder in soot that grants vulnerability to cold damage for hours. The dagger occasionally whispers secrets and causes the wielder to keep secrets from allies; apply DM fiat as roleplay.
Armor4

A dark green cloak with a silver filigree trim. It smells faintly of rain and old libraries.

AC +1Grants +1 AC but imposes disadvantage on Charisma (Persuasion) and Charisma (Deception) checks. The cloak slowly tightens around the wearer when they attempt to remove it; once donned it cannot be removed willingly for 48 hours without a Strength check or a Remove Curse.

Soft boots of supple leather that fit as though they were molded to the wearer's feet.

While the boots grant near-silent steps, they leave faint, bioluminescent footprints visible to creatures with darkvision or low-light vision for 1 minute. These prints persist even if the wearer teleports away. The wearer must succeed a Wisdom saving throw once per day or laugh uncontrollably at inopportune moments (disadvantage on the next attack roll).

A polished steel shield etched with a smiling face that shifts slightly when you blink.

AC +1While it grants +1 AC, the shield hums loudly whenever you take damage, giving away your position. Additionally, once per long rest, when you raise the shield you have a 25% chance to be compelled to shout an expletive that is audible for 60 feet (disadvantage on Stealth for 1 minute).

A bronze helm inlaid with thin silver runes that glow faintly when speech is near.

The helm also broadcasts an involuntary whisper of the wearer's private thoughts in Common once per hour to any creature within 30 feet that speaks Common. The wearer has disadvantage on Charisma (Deception) checks while attuned. Removing the helm causes psychic damage unless Remove Curse is used.
Miscellaneous6

A handsome bag with an embroidered constellation on its mouth. The interior seems to swallow the light you shine in.

Functions as a Bag of Holding but 1 in 6 times when closed the bag swaps one nonmagical item inside with an item from another plane and ejects it when opened. The owner cannot sense which item will be swapped. A Remove Curse returns swapped items if present on the same plane but not always to the original owner.

A thin collar of interlocked silver feathers with a single onyx bead at the throat.

Occasionally triggers uncontrollable sneezing at moments of absolute silence, imposing disadvantage on Stealth checks for rounds and a 50% chance to end concentration if sneezing while concentrating. Removing the necklace requires a Constitution check or the wearer coughs blood ( necrotic) and cannot speak for 1 round.

A spiral-bound scroll whose sigils bloom like small suns as you unfurl it.

When read, roll a d6. On a roll of 1-2 the Fireball erupts centered on the caster instead of the chosen point. On a 3-4 it splits and creates two half-radius bursts (DM adjudicates exactly). On a 5-6 it behaves normally. The reader must be able to cast 3rd-level spells to use it safely, otherwise the scroll destroys itself and deals fire damage to the reader.

A coin purse of burnished leather with a tiny silver clasp shaped like a laughing mouse.

The purse quietly looses a random small animal into the owner's bag once per week (critter determined by DM). The purse will refuse to hold more than 200 gp total after the first week until the animal is removed; then it resumes normal function. If emptied forcibly without removing the animal there is a 1 in 6 chance the purse tears, scattering its contents.

A glass orb cradled in a brass lattice. It hums softly when magic is near.

When used to cast beneficial spells, there is a 1 in 6 chance the spell targets the caster instead of the intended ally. Once attuned the focus tightens and vibrates; the wearer must succeed on a Wisdom save to willingly set it down more than 10 feet away.

A selection of mundane adventuring supplies that look pristine and oddly tempting.

Examples: a 50 ft hempen rope that ties itself when campers sleep but sometimes knots itself into impossible shapes (10 gp); a torch that burns cool but emits faint illusions of movement in the periphery to observers (1 cp each); a component pouch that leaks a pinch of powdered glitter once per day, attracting small insects (25 gp).
MA

Madame Seraphine Vell

TieflingWizardLvl 9

Shop Atmosphere

The shop is impeccably ordered yet every item hums a faint, different tune. Candles relight themselves whenever the shopkeeper passes. The owner insists on wrapping each purchase in purple tissue that leaves a persistent, harmless stain on clothing for one week. Bargaining typically succeeds only if the buyer admits to a small lie; otherwise prices swing upward unexpectedly.
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