Iminin's Magic Trinkets Emporium
791 year old Elf construction, medium sized
Location: Bel-Iydri
Owned by: Iminin the Third
A half-timbered house with a slate tile roof. The dwelling also serves as a Magic Trinkets Emporium.
Occupants
| Name | Role | Age | Gender | Race | Description |
|---|---|---|---|---|---|
| Celebil the Second | Housekeeper | 385 | Female | Elf | She is an adult elf with brown eyes, scruffy dyed black hair, and black skin. |
| Eilinduas the First | 566 | Female | Elf | She is an elderly elf with grey eyes, long curly white hair, and light pink skin. | |
| Elwinis | Maidservant | 292 | Female | Elf | She is an adult elf with brilliant blue eyes, blond hair in a ponytail, and pale white skin. |
| Felagurod | Shopkeep's Apprentice | 43 | Male | Elf | He is an adolescent elf with blue eyes, scruffy light-brown hair, and light pink skin. |
| Iminin the Third | Shopkeep | 450 | Male | Elf | He is an adult elf with brown eyes, short curly brown hair, a clean shaven face, and medium brown skin. |
| Inarfinos the Second | Shopkeep's Apprentice | 31 | Male | Elf | He is an adolescent elf with blue eyes, short blond hair in a side parting, and grey skin. |
| Induilasth | Shopkeep's Apprentice | 77 | Female | Elf | She is an adolescent elf with hazel eyes, light-brown hair in a bun, and black skin. |
| Nimlothil the First | Housekeeper | 527 | Female | Elf | She is an adult elf with hazel eyes, short light-brown hair in a side parting, and medium brown skin. |
| Serith the Second | Housekeeper | 181 | Female | Elf | She is an adult elf with grey eyes (behind a pair of spectacles), long curly light-brown hair, and grey skin. |
| Tinuvril the Second | Housekeeper | 364 | Female | Elf | She is an adult elf with brown eyes, brown hair in a ponytail, and medium brown skin. |
Family Tree
- Eilinduas the First (♀/566/Iminin's mother)
- Iminin the Third (♂/450) + Nimlothil the First (♀/527/Iminin's wife)
- Serith the Second (♀/181/Iminin's daughter) + Elwinis (♀/292/Iminin's daughter in-law)
- Tinuvril the Second (♀/364/Iminin's sister)
- Celebil the Second (♀/385/Iminin's great-great-aunt)
Items for sale
At this location, items are priced between 84% and 104% of their base value.
| Available | Price | Item | Rarity | Description | Weight |
|---|---|---|---|---|---|
| 1 | Negotiable | Annoying fireworks of navigation | uncommon | A bundle of 2 fireworks. When a firework is lit and allowed to explode, the direction of true north is clear in your mind. This property cannot be used again until after a long rest. The firework loudly shouts "The secret is disease!" when you use it's property. | |
| 1 | 501 - 5,000 gp | Censer of controlling air elementals | rare | While incense is burning in this censer, you can use an action to speak the censer's command word and summon an air elemental, as if you had cast the spell. The censer can't be used this way again until the next dawn. This 6-inch-wide, 1-foot-high vessel resembles a chalice with a decorated lid. It weighs 1 pound. | |
| 1 | Negotiable | Cold blink 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 casts the spell Blink, with you as the target. This property cannot be used again until after a long rest. The lute is cold to the touch. | 2 lbs. |
| 1 | Negotiable | Pristine purse of melody | uncommon | This magical purse is embroidered with spirals and swirls. When the final item is removed and the purse is empty 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 pouch. This property cannot be used again until after a long rest. The pouch is in pristine condition. | |
| 1 | Negotiable | Sands of truthful giant tongue | uncommon | A small glass sand timer in a wooden frame. When the sands are left to run uninterrupted for 1 minute, you can speak and understand giant for the next day. This property cannot be used again until after a long rest. After using the timer's property you cannot tell a deliberate lie for 1 hour. | |
| 1 | Negotiable | Shoe of Darkmantle disguise | uncommon | This magical shoe fits any foot, and matches any outfit. If worn, when you click your heels together, a magical illusion disguises you as a Darkmantle 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. | |
| 1 | Negotiable | Subtle darkness chalk | uncommon | This stick of white chalk comes with an attached label bearing it's command word, "art". The stick is long enough to write "art" 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. The chalk is hidden from detect magic. | |
| 1 | Negotiable | The heavy wizard's hat of chilling | uncommon | This wizard's hat has it's command word "health" stitched on a label on the inside. When worn by a wizard, if you speak the command word, 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 hat feels unusually heavy, four times the weight of an average hat. | |
| 1 | Negotiable | The lavish duck of knock | uncommon | A duck made of cloth and leather. When squeezed, it unlocks the nearest locked door within 30 ft. 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 unreliable dice of critters | uncommon | Two cubes made of bone, with mysterious markings on each face. Role the dice, if the symbols match, up to a dozen nearby small woodland creatures are attracted to the dice. They are charmed for 1 minute. This property only works while in woodlands. This property cannot be used again until after a long rest. When the dice'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 | Vastra's concealable symbol of truesight | uncommon | A holy symbol of Vastra. In order to use the symbol, you must be a follower of Vastra and have visited a shrine or temple to Vastra in the last 24 hours. If you have done so, you can hold the symbol and say a short prayer and Vastra smiles upon you. Then you gain truesight for 1 minute. 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. |
Note
- The store may also filled with useless bric-a-brac, which the owner will attempt to sell as magical items to unsuspecting punters.