Nimrnna's Magical Magic Trinkets Emporium

799 year old Elf construction, large sized

Location: City of Elwindal

Owned by: Nimrnna the First

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
Amardaoth 4 Female Elf She is an elf child with grey eyes, strawberry hair in a bun, and golden skin.
Angrodor the First Shopkeep's Assistant 151 Male Elf He is an adult elf with brown eyes, long dark-brown hair with a fringe cut, a clean shaven face, and medium brown skin.
Aredhweil the Second Housekeeper 419 Female Elf She is an adult elf with blue eyes, blond hair in a pigtails, and light pink skin.
Argonras Housekeeper 316 Male Elf He is an adult elf with hazel eyes, very short dyed dark-brown hair, and medium brown skin.
Galmoleg the Second Shopkeep's Apprentice 87 Male Elf He is an adolescent elf with brown eyes, short black hair in a side parting, and black skin.
Iriminlor the First Housekeeper 445 Male Elf He is an adult elf with brown eyes, long curly black hair, a clean shaven face, and medium brown skin.
Nimrnna the First Shopkeep 480 Female Elf She is an adult elf with grey eyes, blond hair in a ponytail, and light pink skin.
Rindaien Shopkeep's Apprentice 90 Female Elf She is an adolescent elf with grey eyes, long curly auburn hair, and light brown skin.
Rindeel the Third Housekeeper 132 Female Elf She is an adult elf with grey eyes, strawberry hair in a plait, and golden skin.
Tation the First Housekeeper 514 Male Elf He is an adult elf with grey eyes (the left of which is glass), short curly light-brown hair, and golden skin.
Turgouil the Third Shopkeep's Apprentice 74 Male Elf He is an adolescent elf with grey eyes, short dark-brown hair in a side parting, and light brown skin.

Family Tree

Items for sale

⟳ Re-roll shop stock.

At this location, items are priced between 82% and 83% of their base value.

Available Price Item Rarity Description
1 Negotiable Concealable amber awareness fish uncommon A small fish carved of amber. A command word "department" 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. When the fish is in your pack or otherwise stowed away, only you can see it. It can be revealed with detect magic.
1 Negotiable Cursed 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. 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 Disappearing fireworks of knock uncommon A bundle of 5 fireworks. When a firework is lit and allowed to explode, it unlocks the nearest locked door within 30 ft. This property cannot be used again until after a long rest. After each use the GM should roll a d20. On a 1, the firework goes missing the next time it is stowed away.
1 Negotiable Dull quill of reminiscing uncommon This large magical feather is from an long extinct bird. When dropped with intent, on landing 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 feather seems boring somehow.
1 Negotiable Fleek's truthful book of blink tickets uncommon A small leather bound booklet contains 8 numbered tickets. When a ticket is torn from the binding, it crumbles to dust and then it casts the spell Blink, with you as the target. This property cannot be used again until after a long rest. After using the tickets's property you cannot tell a deliberate lie for 1 hour.
1 Negotiable Giving medal of truesight uncommon This medal was awarded for bravery defending Coskiura. When polished, you gain truesight for 1 minute. This property cannot be used again until after a long rest. After 100 days, the medal's property stops working. If the medal finds a new owner that has not owned it before, the property will work again.
1 Negotiable Glove of haste uncommon This magical glove fits any hand, and matches any outfit. If worn, when you click your fingers, your movement speed is doubled for 1 minute. This property cannot be used again until after a long rest.
1 Negotiable Halganon's small symbol of warming uncommon A holy symbol of Halganon. In order to use the symbol, you must be a follower of Halganon and have visited a shrine or temple to Halganon in the last 24 hours. If you have done so, you can hold the symbol and say a short prayer and Halganon smiles upon you. 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. The symbol is half the size of a typical symbol.
1 101 - 500 gp Keoghtom’s ointment uncommon This glass jar, 3 inches in diameter, contains 1d4 + 1 doses of a thick mixture that smells faintly of aloe. The jar and its contents weigh 1/2 pound. As an action, one dose of the ointment can be swallowed or applied to the skin. The creature that receives it regains 2d8 + 2 hit points, ceases to be poisoned, and is cured of any disease.
1 Negotiable Lavish pebble of mana 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 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 use, the item appears highly decorated and valuable for 6 hours.
1 Negotiable Lucky 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. 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 Needy wrist bands of fortune uncommon This magical bracer is embossed with the command word, "community". When spoken by the wearer, 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. This magic item requires attunement. (See 'Attunement' in the SRD.)
1 Negotiable Over-sized Grick disguise chalk uncommon This stick of white chalk comes with an attached label bearing it's command word, "method". The stick is long enough to write "method" 7 times. When you use the stick to write the command word, a magical illusion disguises you as a Grick 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 chalk is twice as large as an average chalk.
1 Negotiable Pristine book of gender draconic poetry uncommon A book containing poetry written in draconic. If you read one of the poems aloud, 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. The book is in pristine condition.
1 Negotiable Robust purse of calming uncommon This magical purse is embroidered with spirals and swirls. When the final item is removed and the purse is empty you feel at peace. This property cannot be used again until after a long rest. The pouch cannot be destroyed by non-magical means.
1 Negotiable The annoying duck of critters uncommon A duck made of cloth and leather. When squeezed, up to a dozen nearby small woodland creatures are attracted to the duck. 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 duck loudly shouts "The secret is library!" when you use it's property.
1 Negotiable The poisonous wizard's hat of darkness uncommon This wizard's hat has it's command word "teacher" stitched on a label on the inside. When worn by a wizard, if you speak the command word, 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 using the hat's property, you must succeed a constitution save, DC 12, or be poisoned for 1 hour.

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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