Amellva's Magic Trinkets Emporium

796 year old Halfling construction, medium sized

Location: Pandton

Owned by: Amellva Barrow-Hartley

A Cob-walled home with round windows. The dwelling also serves as a Magic Trinkets Emporium.

Occupants

Name Role Age Gender Race Description
Alfrisa Barrow Shopkeep's Assistant 84 Female Halfling She is an elderly halfling with amber eyes, dyed blond hair in a plait, and light pink skin.
Amellva Barrow-Hartley Shopkeep 48 Female Halfling She is an adult halfling with brown eyes, long dark-brown hair tied back in a knot, and medium brown skin.
Briffo Small Shopkeep's Apprentice 17 Male Human He is an adolescent human with blue eyes, short curly brown hair, and light brown skin.
Fastud Barrow-Holden 0 Male Halfling He is an infant halfling with green eyes, a bald head, and light brown skin.
Grimba Barrow 88 Male Halfling He is an elderly halfling with brown eyes, grey hair in a ponytail, bushy sideburns, and medium brown skin.
Gundan Barrow-Hartley Housekeeper 46 Male Tiefling He is an adult tiefling with red eyes (behind a pair of spectacles), dyed blond hair in a plait, stubble, and brick-red skin. He has curved horns.
Hamfastus Barrow Housekeeper 77 Male Halfling He is an adult halfling with hazel eyes, balding brown hair, bushy sideburns, and medium brown skin.
Isengfo Barrow-Holden 5 Male Halfling He is a halfling child with grey eyes, shoulder-length strawberry hair, and light pink skin.
Marcduc Barrow-Holden Housekeeper 43 Male Longfoot He is an adult longfoot with amber eyes, strawberry hair in braids, a clean shaven face, and light pink skin.
Matildara Barrow-Holden Tutor 37 Female Halfling She is an adult halfling with blue eyes, short blond hair in a side parting, and light pink skin.
Roderiballbo Miles-Denton Shopkeep's Apprentice 15 Male Longfoot He is an adolescent longfoot with grey eyes, short curly dark-brown hair, and light brown skin.

Family Tree

Items for sale

⟳ Re-roll shop stock.

At this location, items are priced between 86% and 95% of their base value.

Available Price Item Rarity Description Weight
1 Negotiable Candle of heavy navigation uncommon This magical candle can be lit for a total of 10 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. The candle feels unusually heavy, four times the weight of an average candle.
1 Negotiable Dull 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. This belt seems boring somehow.
1 101 - 500 gp Eversmoking bottle uncommon Smoke leaks from the lead-stoppered mouth of this brass bottle, which weighs 1 pound. When you use an action to remove the stopper, a cloud of thick smoke pours out in a 60-foot radius from the bottle. The cloud's area is heavily obscured. Each minute the bottle remains open and within the cloud, the radius increases by 10 feet until it reaches its maximum radius of 120 feet. The cloud persists as long as the bottle is open. Closing the bottle requires you to speak its command word as an action. Once the bottle is closed, the cloud disperses after 10 minutes. A moderate wind (11 to 20 miles per hour) can also disperse the smoke after 1 minute, and a strong wind (21 or more miles per hour) can do so after 1 round.
1 Negotiable Giving purse of calming uncommon This magical purse is embroidered with spirals and swirls. When the final item is removed and the purse is empty you feel at peace. This property cannot be used again until after a long rest. After 100 days, the pouch's property stops working. If the pouch finds a new owner that has not owned it before, the property will work again.
1 Negotiable Needy amber knock fish uncommon A small fish carved of amber. A command word "thanks" is scratched on the design. If you speak the word, it unlocks the nearest locked door within 30 ft. This property cannot be used again until after a long rest. This magic item requires attunement. (See 'Attunement' in the SRD.)
1 Negotiable Pristine fortune 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 next attack roll, ability check or saving throw you make is with advantage. This property cannot be used again until after a long rest. The lute is in pristine condition. 2 lbs.
1 Negotiable Sands of lucky critters uncommon A small glass sand timer in a wooden frame. When the sands are left to run uninterrupted for 1 minute, up to a dozen nearby small woodland creatures are attracted to the timer. They are charmed for 1 minute. This property only works while in woodlands. 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 The duck of glowing uncommon A duck made of cloth and leather. When squeezed, 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 The cursed wizard's hat of truesight uncommon This wizard's hat has it's command word "health" stitched on a label on the inside. When worn by a wizard, if you speak the command word, you gain truesight 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 1, a misfortune befalls the user. The nature of the misfortune is at the discretion of the GM.
1 Negotiable Truthful cup of blink uncommon This simple wooden cup appears completely unremarkable. When drunk from, it casts the spell Blink, with you as the target. This property cannot be used again until after a long rest. After using the cup's property you cannot tell a deliberate lie for 1 hour.

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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