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 | Value | Item | Rarity | Description | Weight |
|---|---|---|---|---|---|---|
| 1 | Negotiable | Candle of cold quiet | uncommon | This magical candle can be lit for a total of 9 minutes before it burns down. When lit and left burning for at least 1 minute, it muffles sounds (by 30dB) within a 10ft sphere for 10 minutes. This property cannot be used again until after a long rest. The candle is cold to the touch. | ||
| 1 | Negotiable | Concealable darkness chalk | uncommon | This stick of white chalk comes with an attached label bearing it's command word, "year". The stick is long enough to write "year" 5 times. When you use the stick to write 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. When the chalk is in your pack or otherwise stowed away, only you can see it. It can be revealed with detect magic. | ||
| 1 | Negotiable | Doppelganger figurehead of unreliable navigation | uncommon | A ship's figurehead in the shape of a Doppelganger. (A ship can only have one magical figurehead.) While at the wheel of a ship with the Doppelganger figurehead attached, if you concentrate your mind, the direction of true north is clear in your mind. This property cannot be used again until after a long rest. When the figurehead'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 | Giving silver warming penny | uncommon | This silver penny has the crest of Astrus on one side, and is blank on the other. When you flip it, 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. After 100 days, the coin's property stops working. If the coin finds a new owner that has not owned it before, the property will work again. | ||
| 1 | 35 gp | 42 gp | Glaive +1 | uncommon |
A Martial Melee weapon. 1d10
+ 1 slashing damage.
Range: 5.
Properties:
Heavy, Reach, Two-Handed, Magic
You have a +1 bonus to your attack and damage when wielding this Glaive. The craftmanship of this weapon identifies it as a masterwork. |
6 lbs. |
| 1 | Negotiable | Light wand of draconic tongue | uncommon | A 10 inch wooden rod, to activate the user must pass a DC12 intelligence check, if successful you can speak and understand draconic for the next day. This property cannot be used again until after a long rest. The wand feels like it has no weight, almost as if it were an illusion, but is solid to the touch. | ||
| 1 | Negotiable | Over-sized amber critters fish | uncommon | A small fish carved of amber. A command word "night" is scratched on the design. If you speak the word, up to a dozen nearby small woodland creatures are attracted to the fish. 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 fish is twice as large as an average fish. | ||
| 1 | Negotiable | Pristine medal of awareness | uncommon | This medal was awarded for bravery defending Astrus. When polished, 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 medal is in pristine condition. | ||
| 1 | Negotiable | Robust belt of mana | uncommon | This leather belt is embossed with runes. When removed 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 belt cannot be destroyed by non-magical means. | ||
| 1 | Negotiable | Sands of humming chilling | uncommon | A small glass sand timer in a wooden frame. When the sands are left to run uninterrupted for 1 minute, 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 timer makes a very slight humming sound at all times. | ||
| 1 | Negotiable | Small cup of truesight | uncommon | This simple wooden cup appears completely unremarkable. When drunk from, you gain truesight for 1 minute. This property cannot be used again until after a long rest. The cup is half the size of a typical cup. | ||
| 1 | Negotiable | Subtle purse of gender | uncommon | This magical purse is embroidered with spirals and swirls. When the final item is removed and the purse is empty 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 pouch is hidden from detect magic. | ||
| 1 | Negotiable | The disappearing wizard's hat of instant party | uncommon | This wizard's hat has it's command word "night" stitched on a label on the inside. When worn by a wizard, if you speak the command word, 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. After each use the GM should roll a d20. On a 1, the hat goes missing the next time it is stowed away. | ||
| 1 | Negotiable | The lucky dice of blink | uncommon | Two cubes made of bone, with mysterious markings on each face. Role the dice, if the symbols match, it casts the spell Blink, with you as the target. 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 poisonous duck of reminiscing | uncommon | A duck made of cloth and leather. When squeezed, 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 duck's property, you must succeed a constitution save, DC 12, or be poisoned for 1 hour. | ||
| 1 | Negotiable | Truthful book of melody draconic poetry | uncommon | A book containing poetry written in draconic. If you read one of the poems aloud, 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 book. This property cannot be used again until after a long rest. After using the book's property you cannot tell a deliberate lie for 1 hour. | ||
| 1 | Negotiable | Warm shoe of soothing | uncommon | This magical shoe fits any foot, and matches any outfit. If worn, when you click your heels together, you regain 1d4 hit-points. This property cannot be used again until after a long rest. The shoe 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.