Vardanelari's Magic Trinkets Emporium

794 year old Elf construction, small sized

Location: Iminyhil

Owned by: Vardanelari Vardari Nidanoak

A historic 1st Century half-timbered house. A painting of Elves hang on the wall. The dwelling also serves as a Magic Trinkets Emporium.

Occupants

Name Role Age Gender Race Description
Elebir Moonsheelk Shopkeep's Assistant 190 Female Elf She is an adult elf with amber eyes, strawberry hair in a bun, and pale white skin.
Felanar Argoim Ageth Shopkeep's Assistant 318 Male Elf He is an adult elf with hazel eyes, very short dyed brown hair, and medium brown skin.
Findeneteth Yundrenil Housekeeper 284 Male Elf He is an adult elf with hazel eyes, short light-brown hair, a clean shaven face, and medium brown skin.
Ganttor Yundrenil 5 Male Elf He is an elf child with hazel eyes, scruffy light-brown hair, and medium brown skin.
Mithrdal Belegion Yundrenil Housekeeper 217 Male Elf He is an adult elf with blue eyes (behind a pair of spectacles), short light-brown hair, a clean shaven face, and grey skin.
Mithrorn Yundrenil 12 Male Elf He is an elf child with grey eyes, strawberry hair in braids, and pale white skin.
Morweil Emelil Nidanoak Housekeeper 458 Female Elf She is an adult elf with grey eyes, long flowing red hair, and pale white skin.
Nimloari Maerdel Shopkeep's Apprentice 29 Female Elf She is an adolescent elf with grey eyes, short curly strawberry hair, and grey skin.
Olfiil Seloshryn Shopkeep's Assistant 458 Male Elf He is an adult elf with blue eyes, short light-brown and grey streaked hair, a clean shaven face, and olive skin.
Vardanelari Vardari Nidanoak Shopkeep 320 Female Elf She is an adult elf with amber eyes, dyed brown hair in a mohawk, and pale white skin.

Family Tree

Items for sale

⟳ Re-roll shop stock.

At this location, items are priced between 80% and 97% of their base value.

Available Price Value Item Rarity Description Weight
1 Negotiable Ettercap figurehead of disappearing gender uncommon A ship's figurehead in the shape of a Ettercap. (A ship can only have one magical figurehead.) While at the wheel of a ship with the Ettercap figurehead attached, if you concentrate your mind, 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 1, the figurehead goes missing the next time it is stowed away.
1 Negotiable Light glowing 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, 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 lute feels like it has no weight, almost as if it were an illusion, but is solid to the touch. 2 lbs.
1 Negotiable Pristine quill of goblin tongue uncommon This large magical feather is from an long extinct bird. When dropped with intent, on landing you can speak and understand goblin for the next day. This property cannot be used again until after a long rest. The feather is in pristine condition.
1 21 gp 25 gp Scroll of Disguise Self common A spell scroll bears the words of the 1st-level spell, written in a mystical cipher. If the spell is on your class's spell list, you can use an action to read the scroll and cast its spell without having to provide any of the spell's components. Otherwise, the scroll is unintelligible. If the spell needs a save DC, it is 13. If it needs an attack bonus, it is 5. If the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC is 11. On a failed check, the spell disappears from the scroll with no other effect. Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust. This wizard spell can be copied just as spells in spellbooks can be copied. To copy the spell, the copier must succeed on an Intelligence (Arcana) check with DC 11. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed.

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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