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
1 Negotiable Annoying fireworks of navigation uncommon A bundle of 6 fireworks. When a firework is lit and allowed to explode, the direction of true north is clear in your mind. This property cannot be used again until after a long rest. The firework loudly shouts "The secret is society!" when you use it's property.
1 Negotiable Humming wand of chilling uncommon A 10 inch wooden rod, to activate the user must pass a DC12 intelligence check, if 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 wand makes a very slight humming sound at all times.
1 Negotiable Needy 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. This magic item requires attunement. (See 'Attunement' in the SRD.)
1 501 - 5,000 gp Periapt of proof against poison rare This delicate silver chain has a brilliant-cut black gem pendant. While you wear it, poisons have no effect on you. You are immune to the poisoned condition and have immunity to poison damage.
1 Negotiable Soothing chalk uncommon This stick of white chalk comes with an attached label bearing it's command word, "night". The stick is long enough to write "night" 7 times. When you use the stick to write the command word, you regain 1d4 hit-points. This property cannot be used again until after a long rest.
1 Negotiable The giving dice of darkness uncommon Two cubes made of bone, with mysterious markings on each face. Role the dice, if the symbols match, 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. After 100 days, the dice's property stops working. If the dice finds a new owner that has not owned it before, the property will work again.
1 Negotiable The heavy wizard's hat of calming uncommon This wizard's hat has it's command word "department" stitched on a label on the inside. When worn by a wizard, if you speak the command word, you feel at peace. This property cannot be used again until after a long rest. The hat feels unusually heavy, four times the weight of an average hat.

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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