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 | 100 gp | 102 gp | Adamantine Scale Mail | uncommon |
Medium armour. Base AC: 14 + Dex modifier (max 2).
Gives disadvantage to stealth checks.
This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you're wearing it, any critical hit against you becomes a normal hit. |
45 lbs. |
| 1 | Negotiable | Candle of warm Worg disguise | uncommon | This magical candle can be lit for a total of 11 minutes before it burns down. When lit and left burning for at least 1 minute, 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. The candle is warm to the touch. | ||
| 1 | Negotiable | Concealable silver glowing penny | uncommon | This silver penny has the crest of Broaye on one side, and is blank on the other. When you flip it, 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. When the coin is in your pack or otherwise stowed away, only you can see it. It can be revealed with detect magic. | ||
| 1 | Negotiable | Fleek's pristine book of melody tickets | uncommon | A small leather bound booklet contains 12 numbered tickets. When a ticket is torn from the binding, it crumbles to dust and then 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 tickets. This property cannot be used again until after a long rest. The tickets is in pristine condition. | ||
| 1 | Negotiable | Heavy wand of fortune | uncommon | A 10 inch wooden rod, to activate the user must pass a DC12 intelligence check, if successful 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 wand feels unusually heavy, four times the weight of an average wand. | ||
| 1 | Negotiable | Lavish darkness 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 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 use, the item appears highly decorated and valuable for 6 hours. | 2 lbs. | |
| 1 | Negotiable | Marlon's unreliable symbol of navigation | uncommon | A holy symbol of Marlon. In order to use the symbol, you must be a follower of Marlon and have visited a shrine or temple to Marlon in the last 24 hours. If you have done so, you can hold the symbol and say a short prayer and Marlon smiles upon you. Then the direction of true north is clear in your mind. This property cannot be used again until after a long rest. When the symbol'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 | Needy pebble of instant party | 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 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 | Over-sized wrist bands of quiet | uncommon | This magical bracer is embossed with the command word, "variety". When spoken by the wearer, it muffles sounds (by 30dB) within a 10ft sphere for 10 minutes. This property cannot be used again until after a long rest. The bracer is twice as large as an average bracer. | ||
| 1 | Negotiable | Poisonous medal of awareness | uncommon | This medal was awarded for bravery defending None. When polished, you may add a +2 bonus to the next initiative roll you make. This property cannot be used again until after a long rest. After using the medal's property, you must succeed a constitution save, DC 12, or be poisoned for 1 hour. | ||
| 1 | Negotiable | Rust Monster figurehead of dull warming | uncommon | A ship's figurehead in the shape of a Rust Monster. (A ship can only have one magical figurehead.) While at the wheel of a ship with the Rust Monster figurehead attached, if you concentrate your mind, 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 figurehead seems boring somehow. | ||
| 1 | Negotiable | Sands of truthful reminiscing | uncommon | A small glass sand timer in a wooden frame. When the sands are left to run uninterrupted for 1 minute, 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. After using the timer's property you cannot tell a deliberate lie for 1 hour. | ||
| 1 | Negotiable | The small dice of critters | uncommon | Two cubes made of bone, with mysterious markings on each face. Role the dice, if the symbols match, up to a dozen nearby small woodland creatures are attracted to the dice. 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 dice is half the size of a typical dice. |
Note
- The store may also filled with useless bric-a-brac, which the owner will attempt to sell as magical items to unsuspecting punters.