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 | Weight |
---|---|---|---|---|---|
1 | Negotiable | Lucky belt of awareness | uncommon | This leather belt is embossed with runes. When removed 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 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 melody 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, it plays a sweet melody. The melody can be heard from 100 ft away. The music can be stopped by anyone who can touch the lute. This property cannot be used again until after a long rest. This magic item requires attunement. (See 'Attunement' in the SRD.) | 2 lbs. |
1 | Negotiable | Poisonous fireworks of chilling | uncommon | A bundle of 7 fireworks. When a firework is lit and allowed to explode, 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. After using the firework's property, you must succeed a constitution save, DC 12, or be poisoned for 1 hour. | |
1 | 501 - 5,000 gp | Quaal’s feather token | rare | This tiny object looks like a feather. Different types of feather tokens exist, each with a different single-use effect. The GM chooses the kind of token or determines it randomly. 01-20 Anchor, 21-35 Bird, 36-50 Fan, 51-65 Swan boat, 66-90 Tree, 91-00 Whip. Anchor. You can use an action to touch the token to a boat or ship. For the next 24 hours, the vessel can't be moved by any means. Touching the token to the vessel again ends the effect. When the effect ends, the token disappears. Bird. You can use an action to toss the token 5 feet into the air. The token disappears and an enormous, multicolored bird takes its place. The bird has the statistics of a roc, but it obeys your simple commands and can't attack. It can carry up to 500 pounds while flying at its maximum speed (16 miles an hour for a maximum of 144 miles per day, with a one-hour rest for every 3 hours of flying), or 1,000 pounds at half that speed. The bird disappears after flying its maximum distance for a day or if it drops to 0 hit points. You can dismiss the bird as an action. Fan. If you are on a boat or ship, you can use an action to toss the token up to 10 feet in the air. The token disappears, and a giant flapping fan takes its place. The fan floats and creates a wind strong enough to fill the sails of one ship, increasing its speed by 5 miles per hour for 8 hours. You can dismiss the fan as an action. Swan Boat. You can use an action to touch the token to a body of water at least 60 feet in diameter. The token disappears, and a 50-foot-long, 20-foot- wide boat shaped like a swan takes its place. The boat is self-propelled and moves across water at a speed of 6 miles per hour. You can use an action while on the boat to command it to move or to turn up to 90 degrees. The boat can carry up to thirty-two Medium or smaller creatures. A Large creature counts as four Medium creatures, while a Huge creature counts as nine. The boat remains for 24 hours and then disappears. You can dismiss the boat as an action. Tree. You must be outdoors to use this token. You can use an action to touch it to an unoccupied space on the ground. The token disappears, and in its place a nonmagical oak tree springs into existence. The tree is 60 feet tall and has a 5-foot-diameter trunk, and its branches at the top spread out in a 20-foot radius. Whip. You can use an action to throw the token to a point within 10 feet of you. The token disappears, and a floating whip takes its place. You can then use a bonus action to make a melee spell attack against a creature within 10 feet of the whip, with an attack bonus of +9. On a hit, the target takes 1d6+5 force damage. As a bonus action on your turn, you can direct the whip to fly up to 20 feet and repeat the attack against a creature within 10 feet of it. The whip disappears after 1 hour, when you use an action to dismiss it, or when you are incapacitated or die. | |
1 | Negotiable | Small crown of the blink king | uncommon | A smooth silver band, when placed upon the head it casts the spell Blink, with you as the target. This property cannot be used again until after a long rest. The crown is half the size of a typical crown. |
Note
- The store may also filled with useless bric-a-brac, which the owner will attempt to sell as magical items to unsuspecting punters.