Ineldal's Elucidated Magic Trinkets Emporium

606 year old Elf construction, small sized

Location: Vanndis Town

Owned by: Ineldal the First

Built into a living tree, this small tree house is accessed by a rope ladder. The dwelling also serves as a Magic Trinkets Emporium.

Occupants

Name Role Age Gender Race Description
Aredin Shopkeep's Apprentice 28 Female Elf She is an adolescent elf with grey eyes, light-brown hair in a plait, and light pink skin.
Galadmil the First Shopkeep's Assistant 488 Male Elf He is an adult elf with copper eyes, short curly brown hair, a clean shaven face, and medium brown skin.
Glorfinor the Second Housekeeper 314 Male Elf He is an adult elf with brown eyes, balding dark-brown hair, a clean shaven face, and medium brown skin.
Iminos Housekeeper 96 Male Elf He is an adolescent elf with copper eyes, short black hair in a side parting, and medium brown skin.
Ineldal the First Shopkeep 525 Female Elf She is an adult elf with one brown eye (her left is covered by an eye-patch), black hair in a plait, and medium brown skin.
Nimrooth the Second Housekeeper 278 Female Elf She is an adult elf with one grey eye (her right is closed and scarred), short curly dark-brown hair, and light brown skin.
Serinan the First Housekeeper 453 Female Elf She is an adult elf with brown eyes, dyed black hair in a plait, and black skin.

Family Tree

Items for sale

⟳ Re-roll shop stock.

At this location, items are priced between 103% and 117% of their base value.

Available Price Item Rarity Description
1 Negotiable Cursed purse of mana uncommon This magical purse is embroidered with spirals and swirls. When the final item is removed and the purse is empty 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 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.
1 101 - 500 gp Gloves of missile snaring uncommon Requires attunement.

These gloves seem to almost meld into your hands when you don them. When a ranged weapon attack hits you while you're wearing them, you can use your reaction to reduce the damage by 1d10 + your Dexterity modifier, provided that you have a free hand. If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in that hand.
1 Negotiable Lavish fireworks of haste uncommon A bundle of 6 fireworks. When a firework is lit and allowed to explode, your movement speed is doubled 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 Subtle cup of Hippogriff disguise uncommon This simple wooden cup appears completely unremarkable. When drunk from, a magical illusion disguises you as a Hippogriff 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. The cup is hidden from detect magic.
1 Negotiable The giving wizard's hat of glowing uncommon This wizard's hat has it's command word "development" 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. After 100 days, the hat's property stops working. If the hat finds a new owner that has not owned it before, the property will work again.
1 Negotiable Unreliable glove of darkness uncommon This magical glove fits any hand, and matches any outfit. If worn, when you click your fingers, 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 glove'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.
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