Celebrindis' Mysterious Magic Trinkets Emporium
795 year old Elf construction, large sized
Location: City of Elwindal
Owned by: Celebrindis the Second
Built into a living tree, this large tree house is accessed by a rope ladder. The dwelling also serves as a Magic Trinkets Emporium.
Occupants
| Name | Role | Age | Gender | Race | Description |
|---|---|---|---|---|---|
| Celebrindis the Second | Shopkeep | 441 | Female | Elf | She is an adult elf with one brown eye (her right is closed and scarred), dyed auburn hair in braids, and medium brown skin. |
| Celebris | Housekeeper | 425 | Female | Elf | She is an adult elf with grey eyes, short dark-brown and grey streaked hair, and light brown skin. |
| Celende | Shopkeep's Apprentice | 65 | Female | Elf | She is an adolescent elf with brown eyes, black hair in a ponytail, and black skin. |
| Galadhonal the Second | Shopkeep's Apprentice | 49 | Male | Elf | He is an adolescent elf with amber eyes, long red hair with a fringe cut, and pale white skin. |
| Indial | Shopkeep's Apprentice | 22 | Female | Elf | She is an adolescent elf with hazel eyes, very short dark-brown hair, and medium brown skin. |
Family Tree
- Celebrindis the Second (♀/441) + Celebris (♀/425/Celebrindis' wife)
Items for sale
At this location, items are priced between 83% and 112% of their base value.
| Available | Price | Value | Item | Rarity | Description | Weight |
|---|---|---|---|---|---|---|
| 1 | 3,000 gp | 3,002 gp | Adamantine Plate | uncommon |
Heavy armour. Base AC: 18.
Requires Str 15 to wear.
Gives disadvantage to stealth checks.
This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you're wearing it, any critical hit against you becomes a normal hit. |
65 lbs. |
| 1 | Negotiable | Annoying warming 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, 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. The lute loudly shouts "The secret is world!" when you use it's property. | 2 lbs. | |
| 1 | Negotiable | Candle of robust darkness | uncommon | This magical candle can be lit for a total of 11 minutes before it burns down. When lit and left burning for at least 1 minute, 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 candle cannot be destroyed by non-magical means. | ||
| 1 | Negotiable | Giving pebble of fortune | uncommon | The pebble is smooth and feels comforting to hold. A universe of natural beauty patterns the surface. Study the pebble for 2 minutes uninterrupted and 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 100 days, the pebble's property stops working. If the pebble finds a new owner that has not owned it before, the property will work again. | ||
| 1 | Negotiable | Lavish medal of blink | uncommon | This medal was awarded for bravery defending Ebrana. When polished, it casts the spell Blink, with you as the target. 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 purse of gender | uncommon | This magical purse is embroidered with spirals and swirls. When the final item is removed and the purse is empty 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. 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 | Pristine quill of haste | uncommon | This large magical feather is from an long extinct bird. When dropped with intent, on landing your movement speed is doubled for 1 minute. This property cannot be used again until after a long rest. The feather is in pristine condition. | ||
| 1 | Negotiable | The disappearing duck of instant party | uncommon | A duck made of cloth and leather. When squeezed, 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, the duck goes missing the next time it is stowed away. | ||
| 1 | Negotiable | The over-sized wizard's hat of critters | uncommon | This wizard's hat has it's command word "meaning" stitched on a label on the inside. When worn by a wizard, if you speak the command word, up to a dozen nearby small woodland creatures are attracted to the hat. 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 hat is twice as large as an average hat. | ||
| 1 | Negotiable | The poisonous dice of orcish tongue | uncommon | Two cubes made of bone, with mysterious markings on each face. Role the dice, if the symbols match, you can speak and understand orcish for the next day. This property cannot be used again until after a long rest. After using the dice's property, you must succeed a constitution save, DC 12, or be poisoned for 1 hour. | ||
| 1 | Negotiable | Wand of knock | uncommon | A 10 inch wooden rod, to activate the user must pass a DC12 intelligence check, if successful it unlocks the nearest locked door within 30 ft. This property cannot be used again until after a long rest. | ||
| 1 | Negotiable | Warm belt of truesight | uncommon | This leather belt is embossed with runes. When removed you gain truesight for 1 minute. This property cannot be used again until after a long rest. The belt is warm to the touch. | ||
| 1 | Negotiable | Winter Wolf figurehead of unreliable chilling | uncommon | A ship's figurehead in the shape of a Winter Wolf. (A ship can only have one magical figurehead.) While at the wheel of a ship with the Winter Wolf figurehead attached, if you concentrate your mind, 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. When the figurehead'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.