The Crooked Grimoire & Curios

Est. 2025 Tiefling Warlock

The Crooked Grimoire & Curios

The Crooked Grimoire smells of old paper, ozone, and faint iron. Shelves lean at impossible angles and jars wink with trapped motes. Morgwyn Vex-Black sits behi...

MO

Shopkeeper

Morgwyn Vex-Black, a Tiefling Warlock (Lvl 11)

Keeper's Species

Tiefling

1 Weapons1 Armor3 Potions1 Misc1 Misc1 Misc1 Misc1 Misc1 Misc1 Misc1 Misc2 MiscEst. 85.1k gp

Shop Inventory

(15)
Weapons1

A finely balanced +1 longsword whose blade seems to drink light. Faint, susurrating voices can be heard along its fuller.

Atk On a hit, the blade causes a faint whispering that imposes disadvantage on the target's Wisdom (Perception) checks for 1 minute (no save). Curse: The sword binds on first successful attack; once drawn in combat the wielder cannot willingly drop it or let another creature wield it until a remove curse or greater restoration is cast. While bonded, the wielder occasionally hears commands; each long rest roll a Wisdom save or suffer one minute of compelled action (as the Bane spell, GM-controlled), and the sword slowly erodes the wielder's empathy (lose 1 temporary CHA point after 7 days of continuous attunement until remove curse). Attunement required.
Armor1

A dented set of plate mail softened by sigils. Grants a faint frosty sheen along seams.

AC +1Grants +1 to AC when worn. Curse: while attuned the wearer emits a quiet aura that animals and small beasts avoid and undead are drawn to (undead within 60 ft have advantage on checks to notice/locate wearer). The wearer suffers a -1 penalty to Charisma checks with living creatures and has disadvantage on saving throws vs. being frightened if undead are within 30 ft. Cannot be removed while cursed (remove curse/greater restoration required).
Potions3

A thick, amethyst liquid that mends wounds with a soft, cold sensation.

Heal 14 HPHeals HP when consumed. Curse: each time a potion is used the imbiber hears the name of someone they loved whispered into their ear; roll a Wisdom save. On a failure they are haunted for 24 hours (disadvantage on sleep and concentration checks, and unsettling dreams causing -1 temporary CHA). Repeated drinks stack hauntings. The potion leaves faint white veins in the drinker's skin for days.

A syrupy gold potion that makes luck feel like a warm cloak.

For 1 hour, grants the effects of the bless spell (no concentration) or grants the target + to attack rolls and saving throws (Morgwyn chooses). Curse: when the elixir ends, the imbiber suffers a sudden backfire: they gain a cumulative -2 penalty to one attack roll, ability check, or saving throw of the DM's choice within the next 24 hours (representing a dramatic reversal of fortune). If used more than once in 24 hours, the penalties escalate.

A crystal phial containing swirling silver mist. Morgwyn claims it has saved lives 'when used correctly.'

Functions like a single-use Raise Dead effect: casts Raise Dead upon consumption (or on another creature administered by the drinker) with all normal components. Curse: the returned creature owes a tenuous contract to the shopkeeper for a favor (Morgwyn's voice in their head suggests a future demand; the nature of the demand is determined by Morgwyn/DM and need not be immediate). Additionally the revived has a 30% chance to wake with a disturbing compulsion (sleepwalking, a brief obsession with a certain item/place/person).
Miscellaneous1

A tarnished silver ring set with a dull opal. The wearer feels steadier but colder to others.

AC +1Grants +1 to AC and saving throws. Curse: the ring latches onto the finger on first attunement and cannot be removed normally. While worn, the bearer suffers a -2 penalty to Charisma (Persuasion) and is subtly alienated; NPCs take a minute longer (GM discretion) to trust them. Each dawn the wearer must succeed on a Wisdom save or suffer 1 level of exhaustion (removable as normal).
Miscellaneous1

A silver-threaded cloak that renders the wearer unseen when the hood is drawn, yet the fabric seems to drink light like a black pool.

As cloak of invisibility: while hood is up, wearer is invisible until they attack, cast a spell, or remove the hood. Curse: each time invisibility is used there is a cumulative 10% chance that a shadow-doppelgänger of the wearer is created (appears in hours) that mimics the wearer’s most recent action; the doppelgänger is hostile and seeks to replace the wearer. Additionally, while attuned the wearer gains a faint mirror-image in reflective surfaces that spies on them; remove curse required to end. Attunement required.
Miscellaneous1

A charred ash wand bound with copper wire. It holds the heat of a kiln in its core.

Contains 7 charges. You can expend charges to cast fireball at varying levels (as the DMG wand of fireballs). Regains charges each dawn. Curse: every time the wand is used the wielder is marked with a tiny ember sigil visible to fiendish or fire-aligned creatures for 7 days (they can sense/locate it on a successful Wisdom (Perception) check), and fiends treat the wielder as a favored target. The wand sometimes flares uncontrollably: on a natural 1 when casting a spell with it, the wand discharges a fire burst centered on the caster (Dex save for half).
Miscellaneous1

A faded parchment; the ink smells faintly of grave soil. Inscribed prayers call a soul back.

Functions as scroll of Revivify. Curse: the returned creature has a 50% chance to bear a subtle mark visible only to Morgwyn (and those she names) and once revived the soul is partially tethered; if Morgwyn attempts an appropriate ritual (GM-controlled), she can contact or compel the returned soul with relative ease. The revived also loses one important personal memory (player choice or GM determines).
Miscellaneous1

A heart-shaped hematite pendant that seems to pulse faintly when worn.

Sets wearer’s Constitution score to 19 while attuned. Curse: sleep is robbed from the wearer; they require no sleep but gain vivid, debilitating nightmares—after 24 hours of attunement suffer one level of exhaustion instead of requiring a long rest (remediable only by remove curse or similar magic). Moreover, the wearer becomes gradually more withdrawn (disadvantage on Insight checks to empathize).
Miscellaneous1

Leather boots with silver buckles. While active, the world seems to slow around the wearer.

Function as Boots of Speed: double walking speed, advantage on Dex saves and attack rolls, and other benefits while active (up to 10 minutes per day, split as desired). Curse: once activated for the first time the boots bind to the wearer; they experience fits of unprovoked restlessness: while worn the wearer must succeed on a Wisdom save once per day or spend their turn moving as if compelled (cannot willingly end movement early) and gains one level of exhaustion when the boots' daily duration is exhausted. The boots cannot be removed easily while cursed.
Miscellaneous1

A worn but serviceable bag lined with strange stitching. The mouth seems almost too eager.

Functions as a Bag of Holding (holds 500 lb, 64 cu ft). Curse: items placed inside periodically shift into an adjacent plane; once per week a random small item (coins, potion, small trinket) is replaced by an odd living creature (usually harmless: rat, sprite, 1-HP insect) or a harmless phantom that lingers days. There is a 5% chance daily that an item placed inside becomes 'sticky' and cannot be retrieved normally (requires remove curse or skillful magical/physical extraction). If combined with a Portable Hole, catastrophic planar rupture occurs (standard rule).
Miscellaneous1

A slim tome bound in human leather. Reading it sharpens the mind like a whetstone but tastes like old sorrow.

Functions like a Tome of Clear Thought (grants +2 to INT and increases Int maximum by 2) after 48 hours of study. Curse: when the benefit is gained the reader loses a treasured memory (chosen by the reader or determined by the DM if none chosen). The tome occasionally whispers knowledge the reader does not want to know, causing nightmares and a -1 penalty to Wisdom saving throws while attuned.
Miscellaneous2

A set of small bone dice with one face stained black. Lucky and foul in equal measure.

When used for gambling or games, grants advantage on the roll once per day. Curse: each time the dice grant advantage, the user must succeed on a Wisdom save or gain an obsessive craving to gamble (compulsion for hours) that can disrupt plans. If the user loses a bet, a minor bad luck (trip, dropped item, coin flip disaster) occurs within the next hour.

A palm-sized coal that smolders without heat. It lights rooms with a thin blue flame that smells faintly of ash and regrets.

Provides light as a candle but never consumes fuel. Curse: the light reveals minor phantasms to the holder—ghostly silhouettes that are visible only to those near the ember; they are harmless but unsettling and impose disadvantage on Stealth checks while the ember is lit. The ember whispers names softly at night (no mechanical effect unless used as a plot hook).
MO

Morgwyn Vex-Black

TieflingWarlockLvl 11

Shop Atmosphere

The Crooked Grimoire smells of old paper, ozone, and faint iron. Shelves lean at impossible angles and jars wink with trapped motes. Morgwyn Vex-Black sits behind a warped counter, fingers tipped in ink and scorch marks, eyes like polished onyx. She offers tea that hums with static, demands payment in coin, curios, or promises, and always insists on writing something down in a battered, rune-fastened ledger when you leave. The shop itself seems to catalogue grudges: any loud sneer is remembered by a loose tile that later squeaks when the offender returns. Lantern light throws shadows that wink independently; on occasion a bell sounds though no door has opened. Morgwyn smiles when she sells a bargain, and when asked about the curses she shrugs, 'All good magic has a price. I merely write the receipt.'
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