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 | Value | Item | Rarity | Description | Weight |
---|---|---|---|---|---|---|
1 | Negotiable | Cursed medal of critters | uncommon | This medal was awarded for bravery defending Astrus. When polished, up to a dozen nearby small woodland creatures are attracted to the medal. 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 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 | Fleek's cold book of glowing 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 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 tickets is cold to the touch. | ||
1 | Negotiable | Giving shoe of darkness | uncommon | This magical shoe fits any foot, and matches any outfit. If worn, when you click your heels together, 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 shoe's property stops working. If the shoe finds a new owner that has not owned it before, the property will work again. | ||
1 | Negotiable | Heavy fireworks of melody | uncommon | A bundle of 2 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. The firework feels unusually heavy, four times the weight of an average firework. | ||
1 | Negotiable | Lavish book of life saving halfling poetry | uncommon | A book containing poetry written in halfling. If you read one of the poems aloud, 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 use, the item appears highly decorated and valuable for 6 hours. | ||
1 | Negotiable | Merrow figurehead of over-sized chilling | uncommon | A ship's figurehead in the shape of a Merrow. (A ship can only have one magical figurehead.) While at the wheel of a ship with the Merrow figurehead attached, if you concentrate your mind, 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. The figurehead is twice as large as an average figurehead. | ||
1 | Negotiable | Poisonous amber quiet fish | uncommon | A small fish carved of amber. A command word "organization" is scratched on the design. If you speak the word, it muffles sounds (by 30dB) within a 10ft sphere for 10 minutes. This property cannot be used again until after a long rest. After using the fish's property, you must succeed a constitution save, DC 12, or be poisoned for 1 hour. | ||
1 | Negotiable | Robust quill of darkvision | uncommon | This large magical feather is from an long extinct bird. When dropped with intent, on landing you gain darkvision for 1 hour. This property cannot be used again until after a long rest. The feather cannot be destroyed by non-magical means. | ||
1 | 21 gp | 25 gp | Scroll of Grease | common | A spell scroll bears the words of the 1st-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 11. 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 11. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed. | |
1 | Negotiable | Small instant party 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, 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. The lute is half the size of a typical lute. | 2 lbs. | |
1 | Negotiable | Unreliable wand of knock | uncommon | A 10 inch wooden rod, to activate the user must pass a DC12 intelligence check, if successful it unlocks the nearest locked door within 30 ft. This property cannot be used again until after a long rest. When the wand'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 | Warm 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 warm to the touch. |
Note
- The store may also filled with useless bric-a-brac, which the owner will attempt to sell as magical items to unsuspecting punters.