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 Concealable belt of soothing uncommon This leather belt is embossed with runes. When removed you regain 1d4 hit-points. This property cannot be used again until after a long rest. When the belt is in your pack or otherwise stowed away, only you can see it. It can be revealed with detect magic.
1 Negotiable Death Dog figurehead of heavy quiet uncommon A ship's figurehead in the shape of a Death Dog. (A ship can only have one magical figurehead.) While at the wheel of a ship with the Death Dog figurehead attached, if you concentrate your mind, it muffles sounds (by 30dB) within a 10ft sphere for 10 minutes. This property cannot be used again until after a long rest. The figurehead feels unusually heavy, four times the weight of an average figurehead.
1 Negotiable Lavish amber melody fish uncommon A small fish carved of amber. A command word "ability" is scratched on the design. If you speak the word, 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 fish. This property cannot be used again until after a long rest. After use, the item appears highly decorated and valuable for 6 hours.
1 Negotiable Lucky fireworks of Worg disguise uncommon A bundle of 6 fireworks. When a firework is lit and allowed to explode, a magical illusion disguises you as a Worg 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 each use the GM should roll a d20. On a 20, a the user is also blessed as with the Bless spell.
1 Negotiable Needy wrist bands of blink uncommon This magical bracer is embossed with the command word, "philosophy". When spoken by the wearer, it casts the spell Blink, with you as the target. This property cannot be used again until after a long rest. This magic item requires attunement. (See 'Attunement' in the SRD.)
1 501 - 5,000 gp Ring of free action rare Requires attunement.

While you wear this ring, difficult terrain doesn't cost you extra movement. In addition, magic can neither reduce your speed nor cause you to be paralyzed or restrained.
1 Negotiable Solos's subtle symbol of mana uncommon A holy symbol of Solos. In order to use the symbol, you must be a follower of Solos and have visited a shrine or temple to Solos in the last 24 hours. If you have done so, you can hold the symbol and say a short prayer and Solos 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 hidden from detect magic.
1 Negotiable The disappearing wizard's hat of knock uncommon This wizard's hat has it's command word "disease" stitched on a label on the inside. When worn by a wizard, if you speak the command word, 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, the hat goes missing the next time it is stowed away.
1 Negotiable The poisonous duck of fortune uncommon A duck made of cloth and leather. When squeezed, 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. After using the duck's property, you must succeed a constitution save, DC 12, or be poisoned for 1 hour.
1 Negotiable The unreliable dice of reminiscing uncommon Two cubes made of bone, with mysterious markings on each face. Role the dice, if the symbols match, 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. When the dice'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 Truthful critters chalk uncommon This stick of white chalk comes with an attached label bearing it's command word, "security". The stick is long enough to write "security" 11 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. After using the chalk's property you cannot tell a deliberate lie for 1 hour.

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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