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
- Alfrisa Barrow nee Holden-Draper (♀/84/Amellva's mother) + Hamfastus Barrow (♂/77/Amellva's father)
- Amellva Barrow-Hartley nee Barrow (♀/48) + Gundan Barrow-Hartley nee Hartley (♂/46/Amellva's husband)
- Matildara Barrow-Holden nee Barrow (♀/37/Amellva's sister) + Marcduc Barrow-Holden nee Holden (♂/43/Amellva's brother in-law)
- Isengfo Barrow-Holden (♂/5/Amellva's nephew)
- Fastud Barrow-Holden (♂/0/Amellva's nephew)
- Grimba Barrow (♂/88/Amellva's uncle)
Items for sale
At this location, items are priced between 86% and 95% of their base value.
| Available | Price | Value | Item | Rarity | Description | Weight |
|---|---|---|---|---|---|---|
| 1 | Negotiable | Candle of annoying gender | uncommon | This magical candle can be lit for a total of 13 minutes before it burns down. When lit and left burning for at least 1 minute, 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. The candle loudly shouts "The secret is community!" when you use it's property. | ||
| 1 | Negotiable | Disappearing purse of glowing | uncommon | This magical purse is embroidered with spirals and swirls. When the final item is removed and the purse is empty 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. After each use the GM should roll a d20. On a 1, the pouch goes missing the next time it is stowed away. | ||
| 1 | Negotiable | Dull amber life saving fish | uncommon | A small fish carved of amber. A command word "information" is scratched on the design. If you speak the word, 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 fish seems boring somehow. | ||
| 1 | Negotiable | Fireworks of soothing | uncommon | A bundle of 2 fireworks. When a firework is lit and allowed to explode, you regain 1d4 hit-points. This property cannot be used again until after a long rest. | ||
| 1 | Negotiable | Fleek's lucky book of blink tickets | uncommon | A small leather bound booklet contains 10 numbered tickets. When a ticket is torn from the binding, it crumbles to dust and then it casts the spell Blink, with you as the target. 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 | Heavy wand of reminiscing | uncommon | A 10 inch wooden rod, to activate the user must pass a DC12 intelligence check, if successful you remember something you had forgotten. The subject of the memory is at the discretion of the GM. This property cannot be used again until after a long rest. The wand feels unusually heavy, four times the weight of an average wand. | ||
| 1 | Negotiable | Kalis's robust symbol of truesight | uncommon | A holy symbol of Kalis. In order to use the symbol, you must be a follower of Kalis and have visited a shrine or temple to Kalis in the last 24 hours. If you have done so, you can hold the symbol and say a short prayer and Kalis smiles upon you. Then you gain truesight for 1 minute. This property cannot be used again until after a long rest. The symbol cannot be destroyed by non-magical means. | ||
| 1 | Negotiable | Over-sized instant party 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, a pitcher containing 2 gallons of ale and 8 empty cups appear nearby. The pitcher, cups and any remaining ale disappear after 3 hours. This property cannot be used again until after a long rest. The lute is twice as large as an average lute. | 2 lbs. | |
| 1 | Negotiable | Poisonous quiet chalk | uncommon | This stick of white chalk comes with an attached label bearing it's command word, "product". The stick is long enough to write "product" 11 times. When you use the stick to write 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 chalk's property, you must succeed a constitution save, DC 12, or be poisoned for 1 hour. | ||
| 1 | 49 gp | 52 gp | Shortbow +1 | uncommon |
A Simple Ranged weapon. 1d6
+ 1 piercing damage.
Range: 80/320.
Properties:
Ammunition, Two-Handed, Magic
You have a +1 bonus to your attack and damage when wielding this Shortbow. The craftmanship of this weapon identifies it as a masterwork. |
2 lbs. |
| 1 | Negotiable | The cursed wizard's hat of navigation | uncommon | This wizard's hat has it's command word "thought" stitched on a label on the inside. When worn by a wizard, if you speak the command word, 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, a misfortune befalls the user. The nature of the misfortune is at the discretion of the GM. | ||
| 1 | Negotiable | The lavish dice of awareness | uncommon | Two cubes made of bone, with mysterious markings on each face. Role the dice, if the symbols match, you may add a +2 bonus to the next initiative roll you make. 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 | Unreliable wrist bands of mana | uncommon | This magical bracer is embossed with the command word, "freedom". When spoken by the wearer, 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. When the bracer'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 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 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.