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 | Concealable shoe of fortune | uncommon | This magical shoe fits any foot, and matches any outfit. If worn, when you click your heels together, 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. When the shoe 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 Ettercap disguise | uncommon | This leather belt is embossed with runes. When removed a magical illusion disguises you as a Ettercap 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. 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 glove of elvish tongue | uncommon | This magical glove fits any hand, and matches any outfit. If worn, when you click your fingers, you can speak and understand elvish 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 glove goes missing the next time it is stowed away. | ||
1 | Negotiable | Fleek's lucky book of melody tickets | uncommon | A small leather bound booklet contains 5 numbered tickets. When a ticket is torn from the binding, it crumbles to dust and then 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 tickets. 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 | Giving fireworks of mana | uncommon | A bundle of 4 fireworks. When a firework is lit and allowed to explode, 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 100 days, the firework's property stops working. If the firework finds a new owner that has not owned it before, the property will work again. | ||
1 | Negotiable | Heavy cup of gender | uncommon | This simple wooden cup appears completely unremarkable. When drunk from, 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 cup feels unusually heavy, four times the weight of an average cup. | ||
1 | 6 gp 1 sp | 6 gp | Light hammer of Lightning | uncommon |
A Simple Melee weapon. 1d4
bludgeoning damage.
Range: 5.
(Thrown: 20/60.)
Properties:
Light, Thrown, Monk, Magic
This Light hammer 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 Light hammer when it reaches the target. Make a ranged weapon attack against the target. On a hit, the target takes damage from the Light hammer plus 4d6 lightning damage. The Light hammer's property can't be used again until the next dawn. In the meantime, the Light hammer can still be used as a magic weapon. |
2 lbs. |
1 | Negotiable | Marlon's annoying symbol of soothing | 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 regain 1d4 hit-points. This property cannot be used again until after a long rest. The symbol loudly shouts "The secret is department!" when you use it's property. | ||
1 | Negotiable | Over-sized quill of navigation | uncommon | This large magical feather is from an long extinct bird. When dropped with intent, on landing the direction of true north is clear in your mind. This property cannot be used again until after a long rest. The feather is twice as large as an average feather. | ||
1 | Negotiable | Sands of needy quiet | uncommon | A small glass sand timer in a wooden frame. When the sands are left to run uninterrupted for 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. This magic item requires attunement. (See 'Attunement' in the SRD.) | ||
1 | Negotiable | The robust duck of blink | uncommon | A duck made of cloth and leather. When squeezed, it casts the spell Blink, with you as the target. This property cannot be used again until after a long rest. The duck cannot be destroyed by non-magical means. | ||
1 | Negotiable | Truthful instant party chalk | uncommon | This stick of white chalk comes with an attached label bearing it's command word, "development". The stick is long enough to write "development" 8 times. When you use the stick to write 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 using the chalk's property you cannot tell a deliberate lie 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.