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 Weight
1 Negotiable Annoying belt of knock uncommon This leather belt is embossed with runes. When removed it unlocks the nearest locked door within 30 ft. This property cannot be used again until after a long rest. The belt loudly shouts "The secret is problem!" when you use it's property.
1 Negotiable Candle of cursed mana uncommon This magical candle can be lit for a total of 8 minutes before it burns down. When lit and left burning for at least 1 minute, 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 1, a misfortune befalls the user. The nature of the misfortune is at the discretion of the GM.
1 Negotiable Dull shoe of soothing uncommon This magical shoe fits any foot, and matches any outfit. If worn, when you click your heels together, you regain 1d4 hit-points. This property cannot be used again until after a long rest. This shoe seems boring somehow.
1 Negotiable Heavy 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. The pebble feels unusually heavy, four times the weight of an average pebble.
1 501 - 5,000 gp Horn of valhalla (brass) rare You can use an action to blow this horn. In response, warrior spirits from the Valhalla appear within 60 feet of you. They use the statistics of a berserker. They return to Valhalla after 1 hour or when they drop to 0 hit points. Once you use the horn, it can't be used again until 7 days have passed. Four types of horn of Valhalla are known to exist, each made of a different metal. The horn's type determines how many berserkers answer its summons, as well as the requirement for its use. The GM chooses the horn's type or determines it randomly. If you blow the horn without meeting its requirement, the summoned berserkers attack you. If you meet the requirement, they are friendly to you and your companions and follow your commands. Brass Horn Berserkers Summoned 3d4 + 3 Requirement Proficiency with all simple weapons
1 Negotiable Humming chilling 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 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. The lute makes a very slight humming sound at all times. 2 lbs.
1 Negotiable Lucky book of gender otterese poetry uncommon A book containing poetry written in otterese. If you read one of the poems aloud, 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 Over-sized crown of the glowing king uncommon A smooth silver band, when placed upon the head 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 crown is twice as large as an average crown.
1 Negotiable Subtle 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. The wand is hidden from detect magic.
1 Negotiable The duck of awareness uncommon A duck made of cloth and leather. When squeezed, you may add a +2 bonus to the next initiative roll you make. This property cannot be used again until after a long rest.
1 Negotiable The warm wizard's hat of haste uncommon This wizard's hat has it's command word "article" stitched on a label on the inside. When worn by a wizard, if you speak the command word, your movement speed is doubled for 1 minute. This property cannot be used again until after a long rest. The hat is warm to the touch.
1 Negotiable Unreliable quill of darkvision uncommon This large magical feather is from an long extinct bird. When dropped with intent, on landing you gain darkvision for 1 hour. This property cannot be used again until after a long rest. When the feather'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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