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 | Negotiable | Annoying medal of calming | uncommon | This medal was awarded for bravery defending Coskiura. When polished, you feel at peace. This property cannot be used again until after a long rest. The medal loudly shouts "The secret is variety!" when you use it's property. | ||
| 1 | Negotiable | Concealable 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. When the cup is in your pack or otherwise stowed away, only you can see it. It can be revealed with detect magic. | ||
| 1 | Negotiable | Dull quill of reminiscing | uncommon | This large magical feather is from an long extinct bird. When dropped with intent, on landing you remember something you had forgotten. The subject of the memory is at the discretion of the GM. This property cannot be used again until after a long rest. This feather seems boring somehow. | ||
| 1 | Negotiable | Fleek's pristine book of instant party tickets | uncommon | A small leather bound booklet contains 3 numbered tickets. When a ticket is torn from the binding, it crumbles to dust and then 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. The tickets is in pristine condition. | ||
| 1 | Negotiable | Humming wrist bands of navigation | uncommon | This magical bracer is embossed with the command word, "child". When spoken by the wearer, the direction of true north is clear in your mind. This property cannot be used again until after a long rest. The bracer makes a very slight humming sound at all times. | ||
| 1 | 6 gp | 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 | Needy belt of glowing | uncommon | This leather belt is embossed with runes. When removed 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. This magic item requires attunement. (See 'Attunement' in the SRD.) | ||
| 1 | Negotiable | Poisonous 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. After using the shoe's property, you must succeed a constitution save, DC 12, or be poisoned for 1 hour. | ||
| 1 | Negotiable | Robust glove of truesight | uncommon | This magical glove fits any hand, and matches any outfit. If worn, when you click your fingers, you gain truesight for 1 minute. This property cannot be used again until after a long rest. The glove cannot be destroyed by non-magical means. | ||
| 1 | Negotiable | Sands of small darkness | uncommon | A small glass sand timer in a wooden frame. When the sands are left to run uninterrupted for 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 timer is half the size of a typical timer. | ||
| 1 | Negotiable | The disappearing wizard's hat of awareness | uncommon | This wizard's hat has it's command word "month" stitched on a label on the inside. When worn by a wizard, if you speak the command word, you may add a +2 bonus to the next initiative roll you make. This property cannot be used again until after a long rest. After each use the GM should roll a d20. On a 1, the hat goes missing the next time it is stowed away. | ||
| 1 | Negotiable | The lucky dice of mana | uncommon | Two cubes made of bone, with mysterious markings on each face. Role the dice, if the symbols match, 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 20, a the user is also blessed as with the Bless spell. | ||
| 1 | Negotiable | Truthful pebble of blink | 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 it casts the spell Blink, with you as the target. This property cannot be used again until after a long rest. After using the pebble's property you cannot tell a deliberate lie for 1 hour. | ||
| 1 | Negotiable | Unreliable purse of life saving | uncommon | This magical purse is embroidered with spirals and swirls. When the final item is removed and the purse is empty 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. When the pouch'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 | Warm haste 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, your movement speed is doubled for 1 minute. This property cannot be used again until after a long rest. The lute is warm to the touch. | 2 lbs. | |
| 1 | Negotiable | Xor's over-sized symbol of soothing | uncommon | A holy symbol of Xor. In order to use the symbol, you must be a follower of Xor and have visited a shrine or temple to Xor in the last 24 hours. If you have done so, you can hold the symbol and say a short prayer and Xor smiles upon you. Then you regain 1d4 hit-points. This property cannot be used again until after a long rest. The symbol is twice as large as an average symbol. |
Note
- The store may also filled with useless bric-a-brac, which the owner will attempt to sell as magical items to unsuspecting punters.