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
- Nimrnna the First (♀/480) + Tation the First (♂/514/Nimrnna's husband)
- Iriminlor the First (♂/445/Nimrnna's brother in-law) + Aredhweil the Second (♀/419/Nimrnna's sister)
- Argonras (♂/316/Nimrnna's nephew)
- Angrodor the First (♂/151/Nimrnna's grandson in-law) + Rindeel the Third (♀/132/Nimrnna's granddaughter)
- Amardaoth (♀/4/Nimrnna's great-grand-child)
Items for sale
At this location, items are priced between 82% and 83% of their base value.
Available | Price | Item | Rarity | Description | Weight |
---|---|---|---|---|---|
1 | Negotiable | Candle of awareness | 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, you may add a +2 bonus to the next initiative roll you make. This property cannot be used again until after a long rest. | |
1 | Negotiable | Concealable amber darkness fish | uncommon | A small fish carved of amber. A command word "meat" is scratched on the design. If you speak the 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. 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 | Fleek's cold book of chilling tickets | uncommon | A small leather bound booklet contains 6 numbered tickets. When a ticket is torn from the binding, it crumbles to dust and then 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 tickets is cold to the touch. | |
1 | Negotiable | Giving pebble of haste | 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 your movement speed is doubled for 1 minute. This property cannot be used again until after a long rest. After 100 days, the pebble's property stops working. If the pebble finds a new owner that has not owned it before, the property will work again. | |
1 | Negotiable | Light shoe of calming | uncommon | This magical shoe fits any foot, and matches any outfit. If worn, when you click your heels together, you feel at peace. This property cannot be used again until after a long rest. The shoe feels like it has no weight, almost as if it were an illusion, but is solid to the touch. | |
1 | Negotiable | Poisonous silver reminiscing penny | uncommon | This silver penny has the crest of None on one side, and is blank on the other. When you flip it, 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 using the coin's property, you must succeed a constitution save, DC 12, or be poisoned for 1 hour. | |
1 | Negotiable | Pristine purse of critters | uncommon | This magical purse is embroidered with spirals and swirls. When the final item is removed and the purse is empty up to a dozen nearby small woodland creatures are attracted to the pouch. 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 pouch is in pristine condition. | |
1 | 501 - 5,000 gp | Quaal’s feather token | rare | This tiny object looks like a feather. Different types of feather tokens exist, each with a different single-use effect. The GM chooses the kind of token or determines it randomly. 01-20 Anchor, 21-35 Bird, 36-50 Fan, 51-65 Swan boat, 66-90 Tree, 91-00 Whip. Anchor. You can use an action to touch the token to a boat or ship. For the next 24 hours, the vessel can't be moved by any means. Touching the token to the vessel again ends the effect. When the effect ends, the token disappears. Bird. You can use an action to toss the token 5 feet into the air. The token disappears and an enormous, multicolored bird takes its place. The bird has the statistics of a roc, but it obeys your simple commands and can't attack. It can carry up to 500 pounds while flying at its maximum speed (16 miles an hour for a maximum of 144 miles per day, with a one-hour rest for every 3 hours of flying), or 1,000 pounds at half that speed. The bird disappears after flying its maximum distance for a day or if it drops to 0 hit points. You can dismiss the bird as an action. Fan. If you are on a boat or ship, you can use an action to toss the token up to 10 feet in the air. The token disappears, and a giant flapping fan takes its place. The fan floats and creates a wind strong enough to fill the sails of one ship, increasing its speed by 5 miles per hour for 8 hours. You can dismiss the fan as an action. Swan Boat. You can use an action to touch the token to a body of water at least 60 feet in diameter. The token disappears, and a 50-foot-long, 20-foot- wide boat shaped like a swan takes its place. The boat is self-propelled and moves across water at a speed of 6 miles per hour. You can use an action while on the boat to command it to move or to turn up to 90 degrees. The boat can carry up to thirty-two Medium or smaller creatures. A Large creature counts as four Medium creatures, while a Huge creature counts as nine. The boat remains for 24 hours and then disappears. You can dismiss the boat as an action. Tree. You must be outdoors to use this token. You can use an action to touch it to an unoccupied space on the ground. The token disappears, and in its place a nonmagical oak tree springs into existence. The tree is 60 feet tall and has a 5-foot-diameter trunk, and its branches at the top spread out in a 20-foot radius. Whip. You can use an action to throw the token to a point within 10 feet of you. The token disappears, and a floating whip takes its place. You can then use a bonus action to make a melee spell attack against a creature within 10 feet of the whip, with an attack bonus of +9. On a hit, the target takes 1d6+5 force damage. As a bonus action on your turn, you can direct the whip to fly up to 20 feet and repeat the attack against a creature within 10 feet of it. The whip disappears after 1 hour, when you use an action to dismiss it, or when you are incapacitated or die. | |
1 | Negotiable | Small wrist bands of darkvision | uncommon | This magical bracer is embossed with the command word, "two". 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 half the size of a typical bracer. | |
1 | Negotiable | Subtle quiet 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, it muffles sounds (by 30dB) within a 10ft sphere for 10 minutes. This property cannot be used again until after a long rest. The lute is hidden from detect magic. | 2 lbs. |
1 | Negotiable | The annoying dice of gender | uncommon | Two cubes made of bone, with mysterious markings on each face. Role the dice, if the symbols match, 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 dice loudly shouts "The secret is activity!" when you use it's property. | |
1 | Negotiable | The lucky 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. 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 | The needy wizard's hat of glowing | uncommon | This wizard's hat has it's command word "fact" stitched on a label on the inside. When worn by a wizard, if you speak the command word, 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. This magic item requires attunement. (See 'Attunement' in the SRD.) | |
1 | Negotiable | Unreliable belt of blink | uncommon | This leather belt is embossed with runes. When removed it casts the spell Blink, with you as the target. This property cannot be used again until after a long rest. When the belt'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. |
Note
- The store may also filled with useless bric-a-brac, which the owner will attempt to sell as magical items to unsuspecting punters.