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

Items for sale

⟳ Re-roll shop stock.

At this location, items are priced between 84% and 104% of their base value.

Available Price Item Rarity Description
1 Negotiable Cursed glove of instant party uncommon This magical glove fits any hand, and matches any outfit. If worn, when you click your fingers, 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, a misfortune befalls the user. The nature of the misfortune is at the discretion of the GM.
1 101 - 500 gp Deck of illusions uncommon This box contains a set of parchment cards. A full deck has 34 cards. A deck found as treasure is usually missing 1d20 - 1 cards. The magic of the deck functions only if cards are drawn at random (you can use an altered deck of playing cards to simulate the deck). You can use an action to draw a card at random from the deck and throw it to the ground at a point within 30 feet of you. An illusion of one or more creatures forms over the thrown card and remains until dispelled. An illusory creature appears real, of the appropriate size, and behaves as if it were a real creature except that it can do no harm. While you are within 120 feet of the illusory creature and can see it, you can use an action to move it magically anywhere within 30 feet of its card. Any physical interaction with the illusory creature reveals it to be an illusion, because objects pass through it. Someone who uses an action to visually inspect the creature identifies it as illusory with a successful DC 15 Intelligence (Investigation) check. The creature then appears translucent. The illusion lasts until its card is moved or the illusion is dispelled. When the illusion ends, the image on its card disappears, and that card can't be used again. In dmg 161
1 Negotiable Fleek's subtle book of mana tickets uncommon A small leather bound booklet contains 6 numbered tickets. When a ticket is torn from the binding, it crumbles to dust and then 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 tickets is hidden from detect magic.
1 Negotiable Giving 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. After 100 days, the cup's property stops working. If the cup finds a new owner that has not owned it before, the property will work again.
1 Negotiable Heavy crown of the knock king uncommon A smooth silver band, when placed upon the head it unlocks the nearest locked door within 30 ft. This property cannot be used again until after a long rest. The crown feels unusually heavy, four times the weight of an average crown.
1 Negotiable Lavish quill of fortune uncommon This large magical feather is from an long extinct bird. When dropped with intent, on landing 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. After use, the item appears highly decorated and valuable for 6 hours.
1 Negotiable Lucky wand of darkvision uncommon A 10 inch wooden rod, to activate the user must pass a DC12 intelligence check, if successful you gain darkvision for 1 hour. 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 Needy silver haste penny uncommon This silver penny has the crest of Ebrana on one side, and is blank on the other. When you flip it, your movement speed is doubled for 1 minute. This property cannot be used again until after a long rest. This magic item requires attunement. (See 'Attunement' in the SRD.)
1 Negotiable Over-sized fireworks of otterese tongue uncommon A bundle of 6 fireworks. When a firework is lit and allowed to explode, you can speak and understand otterese for the next day. This property cannot be used again until after a long rest. The firework is twice as large as an average firework.
1 Negotiable Poisonous medal of warming uncommon This medal was awarded for bravery defending Driaca. When polished, 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 using the medal's property, you must succeed a constitution save, DC 12, or be poisoned for 1 hour.
1 Negotiable The disappearing 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. After each use the GM should roll a d20. On a 1, the duck goes missing the next time it is stowed away.
1 Negotiable The warm wizard's hat of quiet uncommon This wizard's hat has it's command word "child" stitched on a label on the inside. When worn by a wizard, if you speak the command word, it muffles sounds (by 30dB) within a 10ft sphere for 10 minutes. This property cannot be used again until after a long rest. The hat is warm to the touch.
1 Negotiable Worg figurehead of humming life saving uncommon A ship's figurehead in the shape of a Worg. (A ship can only have one magical figurehead.) While at the wheel of a ship with the Worg figurehead attached, if you concentrate your mind, the next time you are dying at the start of your turn, you stabilize. This effect wears off after a day. This property cannot be used again until after a long rest. The figurehead makes a very slight humming sound at all times.

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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