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 Value Item Rarity Description
1 Negotiable Candle of warm awareness uncommon This magical candle can be lit for a total of 10 minutes before it burns down. When lit and left burning for at least 1 minute, 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 candle is warm to the touch.
1 Negotiable Caspio's small symbol of mana uncommon A holy symbol of Caspio. In order to use the symbol, you must be a follower of Caspio and have visited a shrine or temple to Caspio in the last 24 hours. If you have done so, you can hold the symbol and say a short prayer and Caspio smiles upon you. Then 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. The symbol is half the size of a typical symbol.
1 Negotiable Cup of life saving uncommon This simple wooden cup appears completely unremarkable. When drunk from, 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.
1 Negotiable Cursed purse of navigation uncommon This magical purse is embroidered with spirals and swirls. When the final item is removed and the purse is empty the direction of true north is clear in your mind. 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 Disappearing fireworks of melody uncommon A bundle of 6 fireworks. When a firework is lit and allowed to explode, it plays a sweet melody. The melody can be heard from 100 ft away. The music can be stopped by anyone who can touch the firework. This property cannot be used again until after a long rest. After each use the GM should roll a d20. On a 1, the firework goes missing the next time it is stowed away.
1 Negotiable Sands of heavy quiet uncommon A small glass sand timer in a wooden frame. When the sands are left to run uninterrupted for 1 minute, it muffles sounds (by 30dB) within a 10ft sphere for 10 minutes. This property cannot be used again until after a long rest. The timer feels unusually heavy, four times the weight of an average timer.
1 230 gp 250 gp Scroll of Enthrall 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.
1 Negotiable The giving wizard's hat of chilling uncommon This wizard's hat has it's command word "income" stitched on a label on the inside. When worn by a wizard, if you speak the command word, the ambient temperature is reduced 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 of below 40ºF (5ºC.) This property cannot be used again until after a long rest. After 100 days, the hat's property stops working. If the hat finds a new owner that has not owned it before, the property will work again.
1 Negotiable The needy dice of fortune uncommon Two cubes made of bone, with mysterious markings on each face. Role the dice, if the symbols match, 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. This magic item requires attunement. (See 'Attunement' in the SRD.)
1 Negotiable Unreliable glove of darkness uncommon This magical glove fits any hand, and matches any outfit. If worn, when you click your fingers, 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. When the glove'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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