Nimrnna's Magical Magic Trinkets Emporium

799 year old Elf construction, large sized

Location: City of Elwindal

Owned by: Nimrnna the First

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
Amardaoth 4 Female Elf She is an elf child with grey eyes, strawberry hair in a bun, and golden skin.
Angrodor the First Shopkeep's Assistant 151 Male Elf He is an adult elf with brown eyes, long dark-brown hair with a fringe cut, a clean shaven face, and medium brown skin.
Aredhweil the Second Housekeeper 419 Female Elf She is an adult elf with blue eyes, blond hair in a pigtails, and light pink skin.
Argonras Housekeeper 316 Male Elf He is an adult elf with hazel eyes, very short dyed dark-brown hair, and medium brown skin.
Galmoleg the Second Shopkeep's Apprentice 87 Male Elf He is an adolescent elf with brown eyes, short black hair in a side parting, and black skin.
Iriminlor the First Housekeeper 445 Male Elf He is an adult elf with brown eyes, long curly black hair, a clean shaven face, and medium brown skin.
Nimrnna the First Shopkeep 480 Female Elf She is an adult elf with grey eyes, blond hair in a ponytail, and light pink skin.
Rindaien Shopkeep's Apprentice 90 Female Elf She is an adolescent elf with grey eyes, long curly auburn hair, and light brown skin.
Rindeel the Third Housekeeper 132 Female Elf She is an adult elf with grey eyes, strawberry hair in a plait, and golden skin.
Tation the First Housekeeper 514 Male Elf He is an adult elf with grey eyes (the left of which is glass), short curly light-brown hair, and golden skin.
Turgouil the Third Shopkeep's Apprentice 74 Male Elf He is an adolescent elf with grey eyes, short dark-brown hair in a side parting, and light brown skin.

Family Tree

Items for sale

⟳ Re-roll shop stock.

At this location, items are priced between 82% and 83% of their base value.

Available Price Item Rarity Description
1 Negotiable Candle of light glowing uncommon This magical candle can be lit for a total of 6 minutes before it burns down. When lit and left burning for at least 1 minute, 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. The candle feels like it has no weight, almost as if it were an illusion, but is solid to the touch.
1 Negotiable Fleek's unreliable book of fortune tickets uncommon A small leather bound booklet contains 7 numbered tickets. When a ticket is torn from the binding, it crumbles to dust and then 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. When the tickets'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.
1 101 - 500 gp Hat of disguise uncommon Requires attunement.

While wearing this hat, you can use an action to cast the spell from it at will. The spell ends if the hat is removed.
1 Negotiable Humming pebble of darkvision 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 you gain darkvision for 1 hour. This property cannot be used again until after a long rest. The pebble makes a very slight humming sound at all times.
1 Negotiable Needy amber Phase Spider disguise fish uncommon A small fish carved of amber. A command word "love" is scratched on the design. If you speak the word, a magical illusion disguises you as a Phase Spider 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. This magic item requires attunement. (See 'Attunement' in the SRD.)
1 Negotiable Over-sized shoe of truesight uncommon This magical shoe fits any foot, and matches any outfit. If worn, when you click your heels together, you gain truesight for 1 minute. This property cannot be used again until after a long rest. The shoe is twice as large as an average shoe.
1 Negotiable Poisonous belt of life saving uncommon This leather belt is embossed with runes. When removed 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. After using the belt's property, you must succeed a constitution save, DC 12, or be poisoned for 1 hour.
1 Negotiable Pristine medal of haste uncommon This medal was awarded for bravery defending Driaca. When polished, your movement speed is doubled for 1 minute. This property cannot be used again until after a long rest. The medal is in pristine condition.
1 Negotiable Robust silver soothing penny uncommon This silver penny has the crest of Ebrana on one side, and is blank on the other. When you flip it, you regain 1d4 hit-points. This property cannot be used again until after a long rest. The coin cannot be destroyed by non-magical means.
1 Negotiable Sands of cold calming uncommon A small glass sand timer in a wooden frame. When the sands are left to run uninterrupted for 1 minute, you feel at peace. This property cannot be used again until after a long rest. The timer is cold to the touch.
1 Negotiable The truthful wizard's hat of quiet uncommon This wizard's hat has it's command word "literature" 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. After using the hat's property you cannot tell a deliberate lie for 1 hour.
1 Negotiable Worg figurehead of disappearing navigation 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 direction of true north is clear in your mind. This property cannot be used again until after a long rest. After each use the GM should roll a d20. On a 1, the figurehead goes missing the next time it is stowed away.

Note

  • The store may also filled with useless bric-a-brac, which the owner will attempt to sell as magical items to unsuspecting punters.
Send Feedback