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 | 130 gp | 152 gp | Adamantine Chain Mail | uncommon |
Heavy armour. Base AC: 16.
Requires Str 13 to wear.
Gives disadvantage to stealth checks.
This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you're wearing it, any critical hit against you becomes a normal hit. |
55 lbs. |
| 1 | Negotiable | Cursed wrist bands of knock | uncommon | This magical bracer is embossed with the command word, "news". When spoken by the wearer, it unlocks the nearest locked door within 30 ft. 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 | Giving medal of Hydra disguise | uncommon | This medal was awarded for bravery defending Tesmela. When polished, a magical illusion disguises you as a Hydra 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. After 100 days, the medal's property stops working. If the medal finds a new owner that has not owned it before, the property will work again. | ||
| 1 | Negotiable | Heavy fireworks of soothing | uncommon | A bundle of 7 fireworks. When a firework is lit and allowed to explode, you regain 1d4 hit-points. This property cannot be used again until after a long rest. The firework feels unusually heavy, four times the weight of an average firework. | ||
| 1 | Negotiable | Light amber darkness fish | uncommon | A small fish carved of amber. A command word "investment" is scratched on the design. If you speak the word, a darkness shrouds a 5 ft area around object as if a shadow were being cast by a large solid object placed between it and the nearest source of light. The darkness is magical and follows the same rules as the Darkness spell. The effect lasts 10 minutes. This property cannot be used again until after a long rest. The fish feels like it has no weight, almost as if it were an illusion, but is solid to the touch. | ||
| 1 | Negotiable | Needy reminiscing chalk | uncommon | This stick of white chalk comes with an attached label bearing it's command word, "idea". The stick is long enough to write "idea" 8 times. When you use the stick to write the command 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. This magic item requires attunement. (See 'Attunement' in the SRD.) | ||
| 1 | Negotiable | The dice of mana | uncommon | Two cubes made of bone, with mysterious markings on each face. Role the dice, if the symbols match, 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. | ||
| 1 | Negotiable | The subtle wizard's hat of instant party | uncommon | This wizard's hat has it's command word "management" stitched on a label on the inside. When worn by a wizard, if you speak the command word, 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. The hat is hidden from detect magic. | ||
| 1 | Negotiable | Unreliable pebble of warming | 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 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 pebble'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.