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
1 Negotiable Annoying belt of chilling uncommon This leather belt is embossed with runes. When removed 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 belt loudly shouts "The secret is medicine!" when you use it's property.
1 Negotiable Concealable 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. When the wand is in your pack or otherwise stowed away, only you can see it. It can be revealed with detect magic.
1 Negotiable Dull amber gender fish uncommon A small fish carved of amber. A command word "direction" is scratched on the design. If you speak the word, you become the gender of your choice until your next long rest. If you repeat this effect for 14 days, the change becomes permanent. This property cannot be used again until after a long rest. This fish seems boring somehow.
1 Negotiable Fleek's giving book of soothing 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 you regain 1d4 hit-points. This property cannot be used again until after a long rest. After 100 days, the tickets's property stops working. If the tickets finds a new owner that has not owned it before, the property will work again.
1 Negotiable Needy navigation chalk uncommon This stick of white chalk comes with an attached label bearing it's command word, "series". The stick is long enough to write "series" 9 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. This magic item requires attunement. (See 'Attunement' in the SRD.)
1 Negotiable Robust book of darkness dwarvish poetry uncommon A book containing poetry written in dwarvish. If you read one of the poems aloud, 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 book cannot be destroyed by non-magical means.
1 Negotiable Sands of disappearing truesight uncommon A small glass sand timer in a wooden frame. When the sands are left to run uninterrupted for 1 minute, you gain truesight 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 1, the timer goes missing the next time it is stowed away.
1 21 gp 25 gp Scroll of Heroism 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.
1 Negotiable Subtle cup of mana uncommon This simple wooden cup appears completely unremarkable. When drunk from, 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 cup is hidden from detect magic.
1 Negotiable The dice of darkvision uncommon Two cubes made of bone, with mysterious markings on each face. Role the dice, if the symbols match, you gain darkvision for 1 hour. This property cannot be used again until after a long rest.
1 Negotiable The unreliable duck of quiet uncommon A duck made of cloth and leather. When squeezed, it muffles sounds (by 30dB) within a 10ft sphere for 10 minutes. This property cannot be used again until after a long rest. When the duck'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 Worg figurehead of pristine melody uncommon A ship's figurehead in the shape of a Worg. (A ship can only have one magical figurehead.) While at the wheel of a ship with the Worg figurehead attached, if you concentrate your mind, 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 figurehead. This property cannot be used again until after a long rest. The figurehead is in pristine condition.
1 Negotiable Xor's cold symbol of life saving uncommon A holy symbol of Xor. In order to use the symbol, you must be a follower of Xor and have visited a shrine or temple to Xor in the last 24 hours. If you have done so, you can hold the symbol and say a short prayer and Xor smiles upon you. Then 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 symbol is cold 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.
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