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 | Negotiable | Concealable pebble of melody | 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 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 pebble. This property cannot be used again until after a long rest. When the pebble is in your pack or otherwise stowed away, only you can see it. It can be revealed with detect magic. | ||
| 1 | Negotiable | Giving infernal tongue chalk | uncommon | This stick of white chalk comes with an attached label bearing it's command word, "combination". The stick is long enough to write "combination" 4 times. When you use the stick to write the command word, you can speak and understand infernal for the next day. This property cannot be used again until after a long rest. After 100 days, the chalk's property stops working. If the chalk finds a new owner that has not owned it before, the property will work again. | ||
| 1 | Negotiable | Halganon's lucky symbol of life saving | uncommon | A holy symbol of Halganon. In order to use the symbol, you must be a follower of Halganon and have visited a shrine or temple to Halganon in the last 24 hours. If you have done so, you can hold the symbol and say a short prayer and Halganon smiles upon you. Then 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 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 crown of the instant party king | uncommon | A smooth silver band, when placed upon the head 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. This magic item requires attunement. (See 'Attunement' in the SRD.) | ||
| 1 | Negotiable | Pristine book of fortune orcish poetry | uncommon | A book containing poetry written in orcish. If you read one of the poems aloud, 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. The book is in pristine condition. | ||
| 1 | 14 gp | 15 gp | Scroll of True Strike | common | A spell scroll bears the words of the Cantrip 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 10. 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. This wizard spell can be copied just as spells in spellbooks can be copied. To copy the spell, the copier must succeed on an Intelligence (Arcana) check with DC 10. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed. | |
| 1 | Negotiable | Subtle navigation lute | uncommon | A magically infused lute. Using this property requires a performance check DC 12. If you are proficient with lutes, you may add your proficiency bonus. If you are successful, the direction of true north is clear in your mind. This property cannot be used again until after a long rest. The lute is hidden from detect magic. | 2 lbs. | |
| 1 | Negotiable | The disappearing wizard's hat of glowing | uncommon | This wizard's hat has it's command word "economics" stitched on a label on the inside. When worn by a wizard, if you speak the command word, 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 hat goes missing the next time it is stowed away. | ||
| 1 | Negotiable | Wand of quiet | uncommon | A 10 inch wooden rod, to activate the user must pass a DC12 intelligence check, if successful it muffles sounds (by 30dB) within a 10ft sphere for 10 minutes. This 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.