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 |
|---|---|---|---|---|---|
| 1 | Negotiable | Candle of poisonous navigation | 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, the direction of true north is clear in your mind. This property cannot be used again until after a long rest. After using the candle's property, you must succeed a constitution save, DC 12, or be poisoned for 1 hour. | |
| 1 | Negotiable | Concealable glove of Death Dog disguise | uncommon | This magical glove fits any hand, and matches any outfit. If worn, when you click your fingers, a magical illusion disguises you as a Death Dog 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. When the glove is in your pack or otherwise stowed away, only you can see it. It can be revealed with detect magic. | |
| 1 | Negotiable | Dull wand of calming | uncommon | A 10 inch wooden rod, to activate the user must pass a DC12 intelligence check, if successful you feel at peace. This property cannot be used again until after a long rest. This wand seems boring somehow. | |
| 1 | Negotiable | Fleek's robust book of darkness tickets | uncommon | A small leather bound booklet contains 5 numbered tickets. When a ticket is torn from the binding, it crumbles to dust and then 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 tickets cannot be destroyed by non-magical means. | |
| 1 | Negotiable | Glowing chalk | uncommon | This stick of white chalk comes with an attached label bearing it's command word, "audience". The stick is long enough to write "audience" 6 times. When you use the stick to write the command word, 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. | |
| 1 | Negotiable | Harpy figurehead of heavy life saving | uncommon | A ship's figurehead in the shape of a Harpy. (A ship can only have one magical figurehead.) While at the wheel of a ship with the Harpy figurehead attached, if you concentrate your mind, 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. The figurehead feels unusually heavy, four times the weight of an average figurehead. | |
| 1 | Negotiable | Lavish purse of fortune | uncommon | This magical purse is embroidered with spirals and swirls. When the final item is removed and the purse is empty 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 use, the item appears highly decorated and valuable for 6 hours. | |
| 1 | Negotiable | Over-sized 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 twice as large as an average belt. | |
| 1 | Negotiable | Sands of humming knock | uncommon | A small glass sand timer in a wooden frame. When the sands are left to run uninterrupted for 1 minute, it unlocks the nearest locked door within 30 ft. This property cannot be used again until after a long rest. The timer makes a very slight humming sound at all times. | |
| 1 | 260 gp | 250 gp | Scroll of Animal Messenger | uncommon | A spell scroll bears the words of the 2nd-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 12. 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. |
| 1 | Negotiable | Subtle pebble of warming | 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 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 pebble is hidden from detect magic. | |
| 1 | Negotiable | The lucky duck of haste | uncommon | A duck made of cloth and leather. When squeezed, your movement speed is doubled for 1 minute. 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 | Unreliable amber quiet fish | uncommon | A small fish carved of amber. A command word "road" is scratched on the design. If you speak the word, it muffles sounds (by 30dB) within a 10ft sphere for 10 minutes. This property cannot be used again until after a long rest. When the fish'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 silver blink penny | uncommon | This silver penny has the crest of Driaca on one side, and is blank on the other. When you flip it, it casts the spell Blink, with you as the target. This property cannot be used again until after a long rest. The coin is warm to the touch. |
Note
- The store may also filled with useless bric-a-brac, which the owner will attempt to sell as magical items to unsuspecting punters.