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 | 1 gp 9 sp | 2 gp | Club +1 | uncommon |
A Simple Melee weapon. 1d4
+ 1 bludgeoning damage.
Range: 5.
Properties:
Light, Monk, Magic
You have a +1 bonus to your attack and damage when wielding this Club. The craftmanship of this weapon identifies it as a masterwork. |
2 lbs. |
| 1 | Negotiable | Critters chalk | uncommon | This stick of white chalk comes with an attached label bearing it's command word, "love". The stick is long enough to write "love" 5 times. When you use the stick to write the command word, up to a dozen nearby small woodland creatures are attracted to the chalk. They are charmed for 1 minute. This property only works while in woodlands. This property cannot be used again until after a long rest. | ||
| 1 | Negotiable | Dull cup of reminiscing | uncommon | This simple wooden cup appears completely unremarkable. When drunk from, 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 cup seems boring somehow. | ||
| 1 | Negotiable | Fleek's lucky book of blink tickets | uncommon | A small leather bound booklet contains 10 numbered tickets. When a ticket is torn from the binding, it crumbles to dust and then it casts the spell Blink, with you as the target. 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 | Light fireworks of soothing | uncommon | A bundle of 5 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 like it has no weight, almost as if it were an illusion, but is solid to the touch. | ||
| 1 | Negotiable | Marlon's pristine symbol of awareness | uncommon | A holy symbol of Marlon. In order to use the symbol, you must be a follower of Marlon and have visited a shrine or temple to Marlon in the last 24 hours. If you have done so, you can hold the symbol and say a short prayer and Marlon smiles upon you. Then 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 symbol is in pristine condition. | ||
| 1 | Negotiable | Robust wrist bands of glowing | uncommon | This magical bracer is embossed with the command word, "understanding". When spoken by the wearer, 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. The bracer cannot be destroyed by non-magical means. | ||
| 1 | Negotiable | Small amber Darkmantle disguise fish | uncommon | A small fish carved of amber. A command word "series" is scratched on the design. If you speak the word, 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 fish is half the size of a typical fish. | ||
| 1 | Negotiable | Subtle crown of the orcish tongue king | uncommon | A smooth silver band, when placed upon the head you can speak and understand orcish for the next day. This property cannot be used again until after a long rest. The crown is hidden from detect magic. | ||
| 1 | Negotiable | The giving dice of darkness | uncommon | Two cubes made of bone, with mysterious markings on each face. Role the dice, if the symbols match, 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. After 100 days, the dice's property stops working. If the dice finds a new owner that has not owned it before, the property will work again. |
Note
- The store may also filled with useless bric-a-brac, which the owner will attempt to sell as magical items to unsuspecting punters.