Rosannah's Magic Trinkets Emporium
221 year old Longfoot construction, medium sized
Location: Aradaton
Owned by: Rosannah Crane
A half-timbered house with a slate tile roof. A friendly black cat greets strangers as they approach. It's nametag says "Rachael." The dwelling also serves as a Magic Trinkets Emporium.
Occupants
Name | Role | Age | Gender | Race | Description |
---|---|---|---|---|---|
Aaron Richard the 2nd | Shopkeep's Apprentice | 14 | Male | Human | He is an adolescent human with grey eyes, short dark-brown hair, and light brown skin. |
Amicia Mott | Housekeeper | 32 | Female | Human | She is an adult human with amber eyes, long red hair tied back in a knot, and olive skin. |
Clyde Hooker the 2nd | Shopkeep's Apprentice | 13 | Male | Human | He is an adolescent human with hazel eyes, dyed black hair worn in a rounded bowl cut, and medium brown skin. |
Constantinus Gentry | Shopkeep's Apprentice | 13 | Male | Human | He is an adolescent human with grey eyes, auburn hair in braids, and light brown skin. |
Franklin Crane | Housekeeper | 20 | Male | Human | He is an adult human with amber eyes, short red hair in a side parting, a big bushy beard, and olive skin. |
Hartley Mott | 3 | Male | Human | He is a human child with brown eyes, short black hair, and dark brown skin. | |
Jonah Mott | Housekeeper | 37 | Male | Human | He is an adult human with brown eyes, short black hair, a clean shaven face, and dark brown skin. |
Joshua Mott the 2nd | 5 | Male | Human | He is a human child with amber eyes, brown hair in braids, and dark brown skin. | |
Lagot Crane | Shopkeep's Assistant | 52 | Male | Human | He is an elderly human with amber eyes, long flowing silver hair, stubble, and olive skin. |
Rosannah Crane | Shopkeep | 54 | Female | Human | She is an elderly human with brown eyes, long styled silver hair, and medium brown skin. |
Family Tree
- Rosannah Crane nee Gentry (♀/54) + Lagot Crane (♂/52/Rosannah's husband)
- Amicia Mott nee Crane (♀/32/Rosannah's daughter) + Jonah Mott (♂/37/Rosannah's son in-law)
- Joshua Mott the 2nd (♂/5/Rosannah's grandson)
- Hartley Mott (♂/3/Rosannah's grandson)
- Franklin Crane (♂/20/Rosannah's son)
Items for sale
At this location, items are priced between 87% and 91% of their base value.
Available | Price | Item | Rarity | Description |
---|---|---|---|---|
1 | Negotiable | Concealable shoe of knock | uncommon | This magical shoe fits any foot, and matches any outfit. If worn, when you click your heels together, it unlocks the nearest locked door within 30 ft. This property cannot be used again until after a long rest. When the shoe is in your pack or otherwise stowed away, only you can see it. It can be revealed with detect magic. |
1 | Negotiable | Cursed glove of quiet | uncommon | This magical glove fits any hand, and matches any outfit. If worn, when you click your fingers, it muffles sounds (by 30dB) within a 10ft sphere for 10 minutes. 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 | Disappearing wand of warming | uncommon | A 10 inch wooden rod, to activate the user must pass a DC12 intelligence check, if successful 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. After each use the GM should roll a d20. On a 1, the wand goes missing the next time it is stowed away. |
1 | 101 - 500 gp | Eyes of the eagle | uncommon |
Requires attunement. These crystal lenses fit over the eyes. While wearing them, you have advantage on Wisdom (Perception) checks that rely on sight. In conditions of clear visibility, you can make out details of even extremely distant creatures and objects as small as 2 feet across. |
1 | Negotiable | Fleek's subtle book of gender tickets | uncommon | A small leather bound booklet contains 7 numbered tickets. When a ticket is torn from the binding, it crumbles to dust and then 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 tickets is hidden from detect magic. |
1 | Negotiable | Lucky calming chalk | uncommon | This stick of white chalk comes with an attached label bearing it's command word, "growth". The stick is long enough to write "growth" 4 times. When you use the stick to write the command word, you feel at peace. 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 | Needy crown of the life saving king | uncommon | A smooth silver band, when placed upon the head 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 magic item requires attunement. (See 'Attunement' in the SRD.) |
1 | Negotiable | Poisonous amber glowing fish | uncommon | A small fish carved of amber. A command word "library" is scratched on the design. If you speak the 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. After using the fish's property, you must succeed a constitution save, DC 12, or be poisoned for 1 hour. |
1 | Negotiable | Robust medal of dwarvish tongue | uncommon | This medal was awarded for bravery defending Astrus. When polished, you can speak and understand dwarvish for the next day. This property cannot be used again until after a long rest. The medal cannot be destroyed by non-magical means. |
1 | Negotiable | Sands of dull 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. This timer seems boring somehow. |
1 | Negotiable | Solina's cold symbol of Darkmantle disguise | uncommon | A holy symbol of Solina. In order to use the symbol, you must be a follower of Solina and have visited a shrine or temple to Solina in the last 24 hours. If you have done so, you can hold the symbol and say a short prayer and Solina smiles upon you. Then a magical illusion disguises you as a Darkmantle 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. The symbol is cold to the touch. |
1 | Negotiable | The heavy dice of darkvision | uncommon | Two cubes made of bone, with mysterious markings on each face. Role the dice, if the symbols match, you gain darkvision for 1 hour. This property cannot be used again until after a long rest. The dice feels unusually heavy, four times the weight of an average dice. |
1 | Negotiable | Unreliable fireworks of darkness | uncommon | A bundle of 6 fireworks. When a firework is lit and allowed to explode, 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. When the firework'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.