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 Annoying fireworks of glowing uncommon A bundle of 5 fireworks. When a firework is lit and allowed to explode, 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 firework loudly shouts "The secret is week!" when you use it's property.
1 Negotiable Candle of lucky haste uncommon This magical candle can be lit for a total of 10 minutes before it burns down. When lit and left burning for at least 1 minute, your movement speed is doubled for 1 minute. 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 Cold glove of Rust Monster disguise uncommon This magical glove fits any hand, and matches any outfit. If worn, when you click your fingers, a magical illusion disguises you as a Rust Monster 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 glove is cold to the touch.
1 Negotiable Concealable crown of the navigation king uncommon A smooth silver band, when placed upon the head the direction of true north is clear in your mind. This property cannot be used again until after a long rest. When the crown is in your pack or otherwise stowed away, only you can see it. It can be revealed with detect magic.
1 Negotiable Death Dog figurehead of light instant party uncommon A ship's figurehead in the shape of a Death Dog. (A ship can only have one magical figurehead.) While at the wheel of a ship with the Death Dog figurehead attached, if you concentrate your mind, 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 figurehead feels like it has no weight, almost as if it were an illusion, but is solid to the touch.
1 Negotiable Dull wrist bands of warming uncommon This magical bracer is embossed with the command word, "security". When spoken by the wearer, 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 bracer seems boring somehow.
1 Negotiable Giving cup of reminiscing uncommon This simple wooden cup appears completely unremarkable. When drunk from, 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 100 days, the cup's property stops working. If the cup finds a new owner that has not owned it before, the property will work again.
1 Negotiable Humming belt of darkvision uncommon This leather belt is embossed with runes. When removed you gain darkvision for 1 hour. This property cannot be used again until after a long rest. The belt makes a very slight humming sound at all times.
1 Negotiable Poisonous shoe of fortune uncommon This magical shoe fits any foot, and matches any outfit. If worn, when you click your heels together, 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 using the shoe's property, you must succeed a constitution save, DC 12, or be poisoned for 1 hour.
1 Negotiable Robust amber awareness fish uncommon A small fish carved of amber. A command word "army" is scratched on the design. If you speak the word, 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 fish cannot be destroyed by non-magical means.
1 270 gp 250 gp Scroll of Aid uncommon A spell scroll bears the words of the 2nd-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 12. 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.
1 Negotiable Small calming chalk uncommon This stick of white chalk comes with an attached label bearing it's command word, "thing". The stick is long enough to write "thing" 4 times. When you use the stick to write the command word, you feel at peace. This property cannot be used again until after a long rest. The chalk is half the size of a typical chalk.
1 Negotiable The truthful duck of blink uncommon A duck made of cloth and leather. When squeezed, it casts the spell Blink, with you as the target. This property cannot be used again until after a long rest. After using the duck's property you cannot tell a deliberate lie for 1 hour.
1 Negotiable Unreliable kobold tongue 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 can speak and understand kobold for the next day. This property cannot be used again until after a long rest. When the lute'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. 2 lbs.
1 Negotiable Vastra's subtle symbol of critters 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 up to a dozen nearby small woodland creatures are attracted to the symbol. 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 symbol 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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