Minyin's Discount Magic Trinkets Emporium
799 year old Elf construction, medium sized
Location: Hexford Town
Owned by: Minyin Hallgalhae
A hardwood cabin. The dwelling also serves as a Magic Trinkets Emporium.
Occupants
Name | Role | Age | Gender | Race | Description |
---|---|---|---|---|---|
Anelir Erlshasin | Shopkeep's Apprentice | 42 | Female | Elf | She is an adolescent elf with grey eyes, very short auburn hair, and light pink skin. |
Donath Eagersmelter | Servant | 531 | Male | Elf | He is an adult elf with blue eyes, short curly blond hair, a petite handlebar moustache, and light pink skin. |
Edain Moonce | Housekeeper | 47 | Female | Elf | She is an adolescent elf with brilliant blue eyes, scruffy blond hair, and pale white skin. |
Edhwenda Siltraaer | Shopkeep's Apprentice | 86 | Female | Elf | She is an adolescent elf with grey eyes, short auburn hair, and golden skin. |
Minyin Hallgalhae | Shopkeep | 551 | Male | Elf | He is an elderly elf with brilliant blue eyes, short grey hair in a side parting, and olive skin. |
Penlorfil Hallgalhae | Housekeeper | 168 | Male | Elf | He is an adult elf with hazel eyes, a brown and grey streaked quiff, tidy sideburns, and medium brown skin. |
Vardaiel Moonce | Housekeeper | 474 | Female | Elf | She is an adult elf with grey eyes, long tied back auburn hair, and light brown skin. |
Family Tree
- Minyin Hallgalhae (♂/551) + Vardaiel Moonce (♀/474/Minyin's wife)
- Penlorfil Hallgalhae (♂/168/Minyin's son)
- Edain Moonce (♀/47/Minyin's daughter) + Donath Eagersmelter (♂/531/Minyin's son in-law)
Items for sale
At this location, items are priced between 100% and 102% of their base value.
Available | Price | Value | Item | Rarity | Description | Weight |
---|---|---|---|---|---|---|
1 | Negotiable | Candle of lucky quiet | uncommon | This magical candle can be lit for a total of 14 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. 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 | Cursed purse of glowing | uncommon | This magical purse is embroidered with spirals and swirls. When the final item is removed and the purse is empty 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. 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 crown of the dwarvish tongue king | uncommon | A smooth silver band, when placed upon the head you can speak and understand dwarvish for the next day. This property cannot be used again until after a long rest. After each use the GM should roll a d20. On a 1, the crown goes missing the next time it is stowed away. | ||
1 | Negotiable | Drider figurehead of dull navigation | uncommon | A ship's figurehead in the shape of a Drider. (A ship can only have one magical figurehead.) While at the wheel of a ship with the Drider 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. This figurehead seems boring somehow. | ||
1 | Negotiable | Marlon's concealable symbol of awareness | uncommon | A holy symbol of Marlon. In order to use the symbol, you must be a follower of Marlon and have visited a shrine or temple to Marlon in the last 24 hours. If you have done so, you can hold the symbol and say a short prayer and Marlon smiles upon you. Then 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 symbol is in your pack or otherwise stowed away, only you can see it. It can be revealed with detect magic. | ||
1 | Negotiable | Poisonous cup of chilling | uncommon | This simple wooden cup appears completely unremarkable. When drunk from, 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. After using the cup's property, you must succeed a constitution save, DC 12, or be poisoned for 1 hour. | ||
1 | Negotiable | Robust 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. The firework cannot be destroyed by non-magical means. | ||
1 | 4 gp 1 sp | 4 gp | Spear of Lightning | uncommon |
A Simple Melee weapon. 1d4
piercing damage.
(Two-handed: 1d8
+ Piercing damage.)
Range: 5.
(Thrown: 20/60.)
Properties:
Thrown, Versatile, Monk, Magic
This Spear is a magic weapon. When you hurl it and speak its command word, it transforms into a bolt of lightning, forming a line 5 feet wide that extends out from you to a target within the range of the weapon. Each creature in the line excluding you and the target must make a DC 13 Dexterity saving throw, taking 4d6 lightning damage on a failed save, and half as much damage on a successful one. The lightning bolt turns back into a Spear when it reaches the target. Make a ranged weapon attack against the target. On a hit, the target takes damage from the Spear plus 4d6 lightning damage. The Spear's property can't be used again until the next dawn. In the meantime, the Spear can still be used as a magic weapon. |
3 lbs. |
1 | Negotiable | The lavish wizard's hat of truesight | uncommon | This wizard's hat has it's command word "failure" stitched on a label on the inside. When worn by a wizard, if you speak the command word, you gain truesight for 1 minute. 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 | The small 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 is half the size of a typical duck. |
Note
- The store may also filled with useless bric-a-brac, which the owner will attempt to sell as magical items to unsuspecting punters.