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 Value Item Rarity Description
1 Negotiable Concealable silver life saving penny uncommon This silver penny has the crest of Geflus on one side, and is blank on the other. When you flip it, 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. 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 Cursed purse of awareness uncommon This magical purse is embroidered with spirals and swirls. When the final item is removed and the purse is empty 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 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 quill of truesight uncommon This large magical feather is from an long extinct bird. When dropped with intent, on landing 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 feather goes missing the next time it is stowed away.
1 Negotiable Fleek's annoying book of instant party tickets uncommon A small leather bound booklet contains 7 numbered tickets. When a ticket is torn from the binding, it crumbles to dust and 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. The tickets loudly shouts "The secret is information!" when you use it's property.
1 Negotiable Giving glove of gender uncommon This magical glove fits any hand, and matches any outfit. If worn, when you click your fingers, 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. After 100 days, the glove's property stops working. If the glove finds a new owner that has not owned it before, the property will work again.
1 Negotiable Heavy book of soothing common poetry uncommon A book containing poetry written in common. If you read one of the poems aloud, you regain 1d4 hit-points. This property cannot be used again until after a long rest. The book feels unusually heavy, four times the weight of an average book.
1 Negotiable Needy melody chalk uncommon This stick of white chalk comes with an attached label bearing it's command word, "art". The stick is long enough to write "art" 7 times. When you use the stick to write the command word, 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 chalk. This property cannot be used again until after a long rest. This magic item requires attunement. (See 'Attunement' in the SRD.)
1 Negotiable Poisonous wand of blink uncommon A 10 inch wooden rod, to activate the user must pass a DC12 intelligence check, if successful it casts the spell Blink, with you as the target. This property cannot be used again until after a long rest. After using the wand's property, you must succeed a constitution save, DC 12, or be poisoned for 1 hour.
1 Negotiable Robust amber haste fish uncommon A small fish carved of amber. A command word "thought" is scratched on the design. If you speak the word, your movement speed is doubled for 1 minute. This property cannot be used again until after a long rest. The fish cannot be destroyed by non-magical means.
1 Negotiable Sands of over-sized fortune uncommon A small glass sand timer in a wooden frame. When the sands are left to run uninterrupted for 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 timer is twice as large as an average timer.
1 210 gp 250 gp Scroll of Scorching Ray 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. This wizard spell can be copied just as spells in spellbooks can be copied. To copy the spell, the copier must succeed on an Intelligence (Arcana) check with DC 12. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed.
1 Negotiable Small shoe of darkness uncommon This magical shoe fits any foot, and matches any outfit. If worn, when you click your heels together, 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 shoe is half the size of a typical shoe.
1 Negotiable Subtle wrist bands of mana uncommon This magical bracer is embossed with the command word, "paper". When spoken by the wearer, 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 bracer is hidden from detect magic.
1 Negotiable The lucky wizard's hat of quiet uncommon This wizard's hat has it's command word "love" stitched on a label on the inside. When worn by a wizard, if you speak the command word, 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 Truthful fireworks of navigation uncommon A bundle of 8 fireworks. When a firework is lit and allowed to explode, the direction of true north is clear in your mind. This property cannot be used again until after a long rest. After using the firework's property you cannot tell a deliberate lie for 1 hour.
1 Negotiable Worg figurehead of warm common tongue 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, you can speak and understand common for the next day. This property cannot be used again until after a long rest. The figurehead is warm 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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