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

Items for sale

⟳ Re-roll shop stock.

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.
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