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 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.
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