Celebrindis' Mysterious Magic Trinkets Emporium
795 year old Elf construction, large sized
Location: City of Elwindal
Owned by: Celebrindis the Second
Built into a living tree, this large tree house is accessed by a rope ladder. The dwelling also serves as a Magic Trinkets Emporium.
Occupants
Name | Role | Age | Gender | Race | Description |
---|---|---|---|---|---|
Celebrindis the Second | Shopkeep | 441 | Female | Elf | She is an adult elf with one brown eye (her right is closed and scarred), dyed auburn hair in braids, and medium brown skin. |
Celebris | Housekeeper | 425 | Female | Elf | She is an adult elf with grey eyes, short dark-brown and grey streaked hair, and light brown skin. |
Celende | Shopkeep's Apprentice | 65 | Female | Elf | She is an adolescent elf with brown eyes, black hair in a ponytail, and black skin. |
Galadhonal the Second | Shopkeep's Apprentice | 49 | Male | Elf | He is an adolescent elf with amber eyes, long red hair with a fringe cut, and pale white skin. |
Indial | Shopkeep's Apprentice | 22 | Female | Elf | She is an adolescent elf with hazel eyes, very short dark-brown hair, and medium brown skin. |
Family Tree
- Celebrindis the Second (♀/441) + Celebris (♀/425/Celebrindis' wife)
Items for sale
At this location, items are priced between 83% and 112% of their base value.
Available | Price | Item | Rarity | Description | Weight |
---|---|---|---|---|---|
1 | Negotiable | Annoying fireworks of critters | uncommon | A bundle of 6 fireworks. When a firework is lit and allowed to explode, up to a dozen nearby small woodland creatures are attracted to the firework. They are charmed for 1 minute. This property only works while in woodlands. This property cannot be used again until after a long rest. The firework loudly shouts "The secret is product!" when you use it's property. | |
1 | 101 - 500 gp | Boots of elvenkind | uncommon | While you wear these boots, your steps make no sound, regardless of the surface you are moving across. You also have advantage on Dexterity (Stealth) checks that rely on moving silently. | |
1 | Negotiable | Candle of light fortune | uncommon | This magical candle can be lit for a total of 12 minutes before it burns down. When lit and left burning for at least 1 minute, 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 candle feels like it has no weight, almost as if it were an illusion, but is solid to the touch. | |
1 | Negotiable | Cursed pebble of blink | 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 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 1, a misfortune befalls the user. The nature of the misfortune is at the discretion of the GM. | |
1 | Negotiable | Dull shoe of warming | uncommon | This magical shoe fits any foot, and matches any outfit. If worn, when you click your heels together, 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. This shoe seems boring somehow. | |
1 | Negotiable | Giving book of mana dwarvish poetry | uncommon | A book containing poetry written in dwarvish. If you read one of the poems aloud, 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. After 100 days, the book's property stops working. If the book finds a new owner that has not owned it before, the property will work again. | |
1 | Negotiable | Over-sized wrist bands of darkvision | uncommon | This magical bracer is embossed with the command word, "variety". When spoken by the wearer, you gain darkvision for 1 hour. This property cannot be used again until after a long rest. The bracer is twice as large as an average bracer. | |
1 | Negotiable | Poisonous navigation chalk | uncommon | This stick of white chalk comes with an attached label bearing it's command word, "food". The stick is long enough to write "food" 6 times. When you use the stick to write the command word, the direction of true north is clear in your mind. This property cannot be used again until after a long rest. After using the chalk's property, you must succeed a constitution save, DC 12, or be poisoned for 1 hour. | |
1 | Negotiable | Robust glove of calming | uncommon | This magical glove fits any hand, and matches any outfit. If worn, when you click your fingers, you feel at peace. This property cannot be used again until after a long rest. The glove cannot be destroyed by non-magical means. | |
1 | Negotiable | Small awareness 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, 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 lute is half the size of a typical lute. | 2 lbs. |
1 | Negotiable | The humming duck of truesight | uncommon | A duck made of cloth and leather. When squeezed, you gain truesight for 1 minute. This property cannot be used again until after a long rest. The duck makes a very slight humming sound at all times. | |
1 | Negotiable | The lucky wizard's hat of chilling | uncommon | This wizard's hat has it's command word "paper" 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 each use the GM should roll a d20. On a 20, a the user is also blessed as with the Bless spell. | |
1 | Negotiable | Vastra's disappearing symbol of instant party | uncommon | A holy symbol of Vastra. In order to use the symbol, you must be a follower of Vastra and have visited a shrine or temple to Vastra in the last 24 hours. If you have done so, you can hold the symbol and say a short prayer and Vastra smiles upon you. Then 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. After each use the GM should roll a d20. On a 1, the symbol goes missing the next time it is stowed away. | |
1 | Negotiable | Warm amber knock fish | uncommon | A small fish carved of amber. A command word "management" is scratched on the design. If you speak the word, it unlocks the nearest locked door within 30 ft. This property cannot be used again until after a long rest. The fish is warm to the touch. | |
1 | Negotiable | Winter Wolf figurehead of subtle life saving | uncommon | A ship's figurehead in the shape of a Winter Wolf. (A ship can only have one magical figurehead.) While at the wheel of a ship with the Winter Wolf figurehead attached, if you concentrate your mind, 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. The figurehead is hidden from detect magic. |
Note
- The store may also filled with useless bric-a-brac, which the owner will attempt to sell as magical items to unsuspecting punters.