Iminin's Magic Trinkets Emporium
791 year old Elf construction, medium sized
Location: Bel-Iydri
Owned by: Iminin the Third
A half-timbered house with a slate tile roof. The dwelling also serves as a Magic Trinkets Emporium.
Occupants
| Name | Role | Age | Gender | Race | Description |
|---|---|---|---|---|---|
| Celebil the Second | Housekeeper | 385 | Female | Elf | She is an adult elf with brown eyes, scruffy dyed black hair, and black skin. |
| Eilinduas the First | 566 | Female | Elf | She is an elderly elf with grey eyes, long curly white hair, and light pink skin. | |
| Elwinis | Maidservant | 292 | Female | Elf | She is an adult elf with brilliant blue eyes, blond hair in a ponytail, and pale white skin. |
| Felagurod | Shopkeep's Apprentice | 43 | Male | Elf | He is an adolescent elf with blue eyes, scruffy light-brown hair, and light pink skin. |
| Iminin the Third | Shopkeep | 450 | Male | Elf | He is an adult elf with brown eyes, short curly brown hair, a clean shaven face, and medium brown skin. |
| Inarfinos the Second | Shopkeep's Apprentice | 31 | Male | Elf | He is an adolescent elf with blue eyes, short blond hair in a side parting, and grey skin. |
| Induilasth | Shopkeep's Apprentice | 77 | Female | Elf | She is an adolescent elf with hazel eyes, light-brown hair in a bun, and black skin. |
| Nimlothil the First | Housekeeper | 527 | Female | Elf | She is an adult elf with hazel eyes, short light-brown hair in a side parting, and medium brown skin. |
| Serith the Second | Housekeeper | 181 | Female | Elf | She is an adult elf with grey eyes (behind a pair of spectacles), long curly light-brown hair, and grey skin. |
| Tinuvril the Second | Housekeeper | 364 | Female | Elf | She is an adult elf with brown eyes, brown hair in a ponytail, and medium brown skin. |
Family Tree
- Eilinduas the First (♀/566/Iminin's mother)
- Iminin the Third (♂/450) + Nimlothil the First (♀/527/Iminin's wife)
- Serith the Second (♀/181/Iminin's daughter) + Elwinis (♀/292/Iminin's daughter in-law)
- Tinuvril the Second (♀/364/Iminin's sister)
- Celebil the Second (♀/385/Iminin's great-great-aunt)
Items for sale
At this location, items are priced between 84% and 104% of their base value.
| Available | Price | Value | Item | Rarity | Description | Weight |
|---|---|---|---|---|---|---|
| 1 | Negotiable | Amber soothing fish | uncommon | A small fish carved of amber. A command word "night" is scratched on the design. If you speak the word, you regain 1d4 hit-points. This property cannot be used again until after a long rest. | ||
| 1 | Negotiable | Annoying medal of fortune | uncommon | This medal was awarded for bravery defending None. When polished, the next attack roll, ability check or saving throw you make is with advantage. This property cannot be used again until after a long rest. The medal loudly shouts "The secret is quality!" when you use it's property. | ||
| 1 | Negotiable | Candle of concealable Mimic disguise | uncommon | This magical candle can be lit for a total of 8 minutes before it burns down. When lit and left burning for at least 1 minute, a magical illusion disguises you as a Mimic for 10 minutes. You don't gain any of its abilities. The illusion ends for if you attack, cast a spell, or make physical contact with another creature. This property cannot be used again until after a long rest. When the candle is in your pack or otherwise stowed away, only you can see it. It can be revealed with detect magic. | ||
| 1 | Negotiable | Cursed shoe of instant party | uncommon | This magical shoe fits any foot, and matches any outfit. If worn, when you click your heels together, a pitcher containing 2 gallons of ale and 8 empty cups appear nearby. The pitcher, cups and any remaining ale disappear after 3 hours. This property cannot be used again until after a long rest. After each use the GM should roll a d20. On a 1, a misfortune befalls the user. The nature of the misfortune is at the discretion of the GM. | ||
| 1 | Negotiable | Fleek's heavy book of knock tickets | uncommon | A small leather bound booklet contains 12 numbered tickets. When a ticket is torn from the binding, it crumbles to dust and then it unlocks the nearest locked door within 30 ft. This property cannot be used again until after a long rest. The tickets feels unusually heavy, four times the weight of an average tickets. | ||
| 1 | Negotiable | Needy book of haste otterese poetry | uncommon | A book containing poetry written in otterese. If you read one of the poems aloud, your movement speed is doubled for 1 minute. This property cannot be used again until after a long rest. This magic item requires attunement. (See 'Attunement' in the SRD.) | ||
| 1 | Negotiable | Robust belt of critters | uncommon | This leather belt is embossed with runes. When removed up to a dozen nearby small woodland creatures are attracted to the belt. They are charmed for 1 minute. This property only works while in woodlands. This property cannot be used again until after a long rest. The belt cannot be destroyed by non-magical means. | ||
| 1 | Negotiable | Sands of humming gender | uncommon | A small glass sand timer in a wooden frame. When the sands are left to run uninterrupted for 1 minute, you become the gender of your choice until your next long rest. If you repeat this effect for 14 days, the change becomes permanent. This property cannot be used again until after a long rest. The timer makes a very slight humming sound at all times. | ||
| 1 | 260 gp | 250 gp | Scroll of Spider Climb | uncommon | A spell scroll bears the words of the 2nd-level spell, written in a mystical cipher. If the spell is on your class's spell list, you can use an action to read the scroll and cast its spell without having to provide any of the spell's components. Otherwise, the scroll is unintelligible. If the spell needs a save DC, it is 13. If it needs an attack bonus, it is 5. If the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC is 12. On a failed check, the spell disappears from the scroll with no other effect. Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust. This wizard spell can be copied just as spells in spellbooks can be copied. To copy the spell, the copier must succeed on an Intelligence (Arcana) check with DC 12. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed. | |
| 1 | Negotiable | Small glove of calming | uncommon | This magical glove fits any hand, and matches any outfit. If worn, when you click your fingers, you feel at peace. This property cannot be used again until after a long rest. The glove is half the size of a typical glove. | ||
| 1 | Negotiable | Subtle life saving lute | uncommon | A magically infused lute. Using this property requires a performance check DC 12. If you are proficient with lutes, you may add your proficiency bonus. If you are successful, the next time you are dying at the start of your turn, you stabilize. This effect wears off after a day. This property cannot be used again until after a long rest. The lute is hidden from detect magic. | 2 lbs. | |
| 1 | Negotiable | Truthful cup of mana | uncommon | This simple wooden cup appears completely unremarkable. When drunk from, if you are a spellcaster, you may cast one of your level 1 spells without spending a spell-slot. This property cannot be used again until after a long rest. After using the cup's property you cannot tell a deliberate lie for 1 hour. | ||
| 1 | Negotiable | Unreliable silver warming penny | uncommon | This silver penny has the crest of Astrus on one side, and is blank on the other. When you flip it, the ambient temperature increases by up to 20ºF (10ºC) in a 10ft sphere emanating from the object lasting 10 minutes. The item will have no further effect at temperatures above 95ºF (35ºC.) This property cannot be used again until after a long rest. When the coin's property is used, roll a d20. On a 5 or below, it fails to work. The property cannot be used again until after a long rest. | ||
| 1 | Negotiable | Winter Wolf figurehead of cold awareness | uncommon | A ship's figurehead in the shape of a Winter Wolf. (A ship can only have one magical figurehead.) While at the wheel of a ship with the Winter Wolf figurehead attached, if you concentrate your mind, you may add a +2 bonus to the next initiative roll you make. This property cannot be used again until after a long rest. The figurehead is cold to the touch. |
Note
- The store may also filled with useless bric-a-brac, which the owner will attempt to sell as magical items to unsuspecting punters.