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

Items for sale

⟳ Re-roll shop stock.

At this location, items are priced between 84% and 104% of their base value.

Available Price Item Rarity Description
1 Negotiable Cold wand of gender uncommon A 10 inch wooden rod, to activate the user must pass a DC12 intelligence check, if successful 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 wand is cold to the touch.
1 Negotiable Cursed amber reminiscing fish uncommon A small fish carved of amber. A command word "variety" is scratched on the design. If you speak the word, you remember something you had forgotten. The subject of the memory is at the discretion of the GM. 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 Dull pebble of darkvision uncommon The pebble is smooth and feels comforting to hold. A universe of natural beauty patterns the surface. Study the pebble for 2 minutes uninterrupted and you gain darkvision for 1 hour. This property cannot be used again until after a long rest. This pebble seems boring somehow.
1 501 - 5,000 gp Horn of valhalla (silver) rare You can use an action to blow this horn. In response, warrior spirits from the Valhalla appear within 60 feet of you. They use the statistics of a berserker. They return to Valhalla after 1 hour or when they drop to 0 hit points. Once you use the horn, it can't be used again until 7 days have passed. Four types of horn of Valhalla are known to exist, each made of a different metal. The horn's type determines how many berserkers answer its summons, as well as the requirement for its use. The GM chooses the horn's type or determines it randomly. If you blow the horn without meeting its requirement, the summoned berserkers attack you. If you meet the requirement, they are friendly to you and your companions and follow your commands. Silver Horn Berserkers Summoned 2d4 + 2 Requirement None
1 Negotiable Humming glove of Darkmantle disguise uncommon This magical glove fits any hand, and matches any outfit. If worn, when you click your fingers, a magical illusion disguises you as a Darkmantle 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. The glove makes a very slight humming sound at all times.
1 Negotiable Lucky book of truesight halfling poetry uncommon A book containing poetry written in halfling. If you read one of the poems aloud, you gain truesight for 1 minute. This property cannot be used again until after a long rest. After each use the GM should roll a d20. On a 20, a the user is also blessed as with the Bless spell.
1 Negotiable The disappearing dice of glowing uncommon Two cubes made of bone, with mysterious markings on each face. Role the dice, if the symbols match, it emits a dim orange glow, just barely enough to cover 10 ft. The glow lasts for 1 minute. This property cannot be used again until after a long rest. After each use the GM should roll a d20. On a 1, the dice goes missing the next time it is stowed away.
1 Negotiable Truthful shoe of life saving uncommon This magical shoe fits any foot, and matches any outfit. If worn, when you click your heels together, 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. After using the shoe's property you cannot tell a deliberate lie for 1 hour.
1 Negotiable Unreliable purse of soothing uncommon This magical purse is embroidered with spirals and swirls. When the final item is removed and the purse is empty you regain 1d4 hit-points. This property cannot be used again until after a long rest. When the pouch'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.

Note

  • The store may also filled with useless bric-a-brac, which the owner will attempt to sell as magical items to unsuspecting punters.
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