The Gilded Misfortune

Est. 2026 Half-Elf Wizard

The Gilded Misfortune

The shop smells faintly of sugar and ozone. Every item is perfectly polished and displayed with little tags that rhyme. The shopkeeper insists on counting coins...

MA

Shopkeeper

Mabsy Quill, a Half-Elf Wizard (Lvl 8)

Keeper's Species

Half-Elf

1 Potions9 Misc3 Armor1 WeaponsEst. 8.6k gp

Shop Inventory

(14)
Potions1

A neatly corked vial of shimmering red liquid. It looks identical to an ordinary Potion of Healing.

Heal 8 HPCursed: The potion restores hit points as normal, but the drinker emits an involuntary, high-pitched giggle for hours after drinking. While giggling the character has disadvantage on Dexterity (Stealth) checks and Charisma (Persuasion) checks that rely on a serious demeanor. The giggle can only be suppressed with a Wisdom save or magical silence.
Miscellaneous9

A dark leather sack with a stitched sigil. The interior is far deeper than the outside suggests.

Cursed: Functions as a normal Bag of Holding, but once per day the bag ejects one small item it contains into the owner's lap or onto the floor with a loud pop. The ejected item is random, chosen by the DM from items under 5 pounds. If overloaded, the bag behaves normally for extradimensional failure but emits a tiny squeal audible within 30 feet.

A pair of supple, fingerless black gloves. They seem to absorb light at the fingertips.

Cursed: While worn the gloves grant a bonus to Dexterity (Sleight of Hand) checks and to Dexterity checks made to pick locks. The curse causes faint, chalky fingerprints to appear on anything the wearer touches for 1 hour. Creatures inspecting the scene can notice the prints with a Wisdom (Perception) or Intelligence (Investigation) check, which can reveal theft or tampering.

A small, perfectly balanced backpack with two small pouches and a main compartment embroidered with a tiny compass rose.

AC +1Cursed: Works like a normal Heward's Handy Haversack: each compartment retrieves items quickly. The curse randomly swaps two stored items each dawn, chosen by the DM, creating minor annoyance and occasional embarrassment. If the wearer reaches for a specific item, roll a d6: on a 1 the wrong compartment responds and produces a puff of harmless glitter that smells faintly of brimstone.

A slender silver band set with a tiny, imperfect mirror. It feels warm against the skin.

AC +1Cursed: Grants +1 to Armor Class and +1 to all saving throws while worn. The ring is sentient in a petty way and will whisper a single personal secret of the wearer aloud within 30 feet once per day when it feels ignored. The secret is usually trivial but can cause social trouble. The whisper cannot be controlled while cursed.

A slim leather roll of expertly forged picks and tiny tools. They slide out easily and return to the roll with a whisper.

Cursed: A small pouch of locksmith tools that grants a bonus to checks made to pick nonmagical locks when used. The curse marks the user: after each successful use there is a 20% chance (roll d10, 1-2) that the picks briefly glow and emit a small, audible click, alerting anyone within 5 feet. The picks are otherwise high quality and invisible while worn on the hand.

A bright green coinpurse with a brass clasp. It feels heavier than it looks.

Cursed: When a coin is placed inside and the purse is closed, the purse creates an identical coin once per day. The duplicate is real and indistinguishable. However the purse keeps one coin of the owner's choice as a 'handling fee' that cannot be retrieved until Remove Curse or until the purse is destroyed. The purse is warm to the touch and returns any emptied coin slot with a sigh.

A small silver mirror whose glass seems clearer than it should be. The frame is carved with laughing faces.

Cursed: Allows wearer to cast Disguise Self once per day. When used the mirror copies another person's face perfectly for up to 1 hour, but the curse causes the user's voice to take on a tiny echo of the copied person for 24 hours, making vocal impersonation risky. The mirror occasionally returns the wrong face for minutes after use.

A brass locket hung on a black cord. Opening it reveals a dark, polished interior.

Cursed: A tiny locket that records whispers placed against it. The locket replays the last recorded whisper once per day at the nearest open ear with a faint echoing voice, which may reveal confidential information. The locket alternates between faithfully replaying recordings and inserting a short, mischievous insult directed at the wearer.

A thin brass key engraved with swirling runes. It rattles softly even when held still.

Cursed: The Locksmith's Lie will open any single nonmagical lock once before collapsing into dust. The curse imprints the thief's thumbprint on the lock for 24 hours, granting anyone inspecting the lock with a successful Investigation check a clue as to who used the key (the inspector learns a detail about the owner's appearance).
Armor3

A smooth, dark cloak with a silver thread along the hem. It sits warm against the shoulders.

AC +1Cursed: Grants +1 to Armor Class and +1 to saving throws while attuned. The curse causes the cloak to tighten unexpectedly when the wearer attempts to move silently; when that happens the wearer suffers disadvantage on the next Dexterity (Stealth) check. This tightening occurs once per short rest and can be removed by a Remove Curse.

Soft leather boots lined with felt. They fit like slippers and seem eerily quiet.

Cursed: Grants advantage on Dexterity (Stealth) checks that rely on moving silently. The boots periodically leave faint, pale footprints that glow like dim moonlight for 1 minute after the wearer finishes a move of 5 feet or more. The glow is visible in dim light and darkness and can be tracked, imposing disadvantage on stealthy escapes if followed.

A deceptively plain leather jerkined vest, stitched with silver thread that forms little knotwork.

AC +2Cursed: Grants +2 to AC while worn. The curse causes the garment to fit someone else at random once per dawn; when that happens the wearer finds the vest slightly tighter and itchy, imposing disadvantage on concentration checks for 1 hour. The vest mends itself and returns to normal at the next sunrise unless Remove Curse is used.
Weapons1

A well-balanced longsword with a faint silver glow along the fuller. The hilt is warm to the touch.

Atk Cursed: This +1 longsword grants +1 to attack and damage rolls. When sheathed the blade emits a faint metallic humming that, if the wielder tries to be silent while drawing or sheathing for a stealthy attack, causes the wielder to make a Wisdom save; failure imposes disadvantage on that attack or stealthy action. The hum is otherwise harmless but persistent until Remove Curse.
MA

Mabsy Quill

Half-ElfWizardLvl 8

Shop Atmosphere

The shop smells faintly of sugar and ozone. Every item is perfectly polished and displayed with little tags that rhyme. The shopkeeper insists on counting coins using a click-and-tap rhythm; if someone attempts to steal from the counter a tiny bell sewn into the till rings only for them. Thieves who browse are given a curt smile and a paper 'receipt' that, when folded, will stick to the thief's palm for 1d6 hours.
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