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

Items for sale

⟳ Re-roll shop stock.

At this location, items are priced between 83% and 112% of their base value.

Available Price Value Item Rarity Description Weight
1 Negotiable Cold quill of mana uncommon This large magical feather is from an long extinct bird. When dropped with intent, on landing 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 feather is cold to the touch.
1 Negotiable Concealable belt of blink uncommon This leather belt is embossed with runes. When removed it casts the spell Blink, with you as the target. 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 Disappearing shoe of gnomish tongue uncommon This magical shoe fits any foot, and matches any outfit. If worn, when you click your heels together, you can speak and understand gnomish for the next day. This property cannot be used again until after a long rest. After each use the GM should roll a d20. On a 1, the shoe goes missing the next time it is stowed away.
1 Negotiable Dull silver reminiscing penny uncommon This silver penny has the crest of Tesmela on one side, and is blank on the other. When you flip it, 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 coin seems boring somehow.
1 Negotiable Fleek's lucky book of warming tickets uncommon A small leather bound booklet contains 7 numbered tickets. When a ticket is torn from the binding, it crumbles to dust and then 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. 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 Humming glove of glowing uncommon This magical glove fits any hand, and matches any outfit. If worn, when you click your fingers, 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 glove makes a very slight humming sound at all times.
1 Negotiable Light haste 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, your movement speed is doubled for 1 minute. This property cannot be used again until after a long rest. The lute feels like it has no weight, almost as if it were an illusion, but is solid to the touch. 2 lbs.
1 Negotiable Poisonous pebble of knock 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 unlocks the nearest locked door within 30 ft. This property cannot be used again until after a long rest. After using the pebble's property, you must succeed a constitution save, DC 12, or be poisoned for 1 hour.
1 Negotiable Sands of giving fortune uncommon A small glass sand timer in a wooden frame. When the sands are left to run uninterrupted for 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. After 100 days, the timer's property stops working. If the timer finds a new owner that has not owned it before, the property will work again.
1 27 gp 25 gp Scroll of Mage Armor 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 Subtle crown of the quiet king uncommon A smooth silver band, when placed upon the head it muffles sounds (by 30dB) within a 10ft sphere for 10 minutes. This property cannot be used again until after a long rest. The crown is hidden from detect magic.
1 Negotiable The robust 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. The dice cannot be destroyed by non-magical means.
1 Negotiable Unreliable navigation chalk uncommon This stick of white chalk comes with an attached label bearing it's command word, "meat". The stick is long enough to write "meat" 8 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. When the chalk'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 Vastra's heavy 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. The symbol feels unusually heavy, four times the weight of an average symbol.

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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