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 | Value | Item | Rarity | Description | Weight |
---|---|---|---|---|---|---|
1 | Negotiable | Annoying truesight 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, you gain truesight for 1 minute. This property cannot be used again until after a long rest. The lute loudly shouts "The secret is government!" when you use it's property. | 2 lbs. | |
1 | Negotiable | Candle of disappearing instant party | uncommon | This magical candle can be lit for a total of 14 minutes before it burns down. When lit and left burning for at least 1 minute, 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. After each use the GM should roll a d20. On a 1, the candle goes missing the next time it is stowed away. | ||
1 | Negotiable | Cockatrice figurehead of giving kobold tongue | uncommon | A ship's figurehead in the shape of a Cockatrice. (A ship can only have one magical figurehead.) While at the wheel of a ship with the Cockatrice figurehead attached, if you concentrate your mind, you can speak and understand kobold for the next day. This property cannot be used again until after a long rest. After 100 days, the figurehead's property stops working. If the figurehead finds a new owner that has not owned it before, the property will work again. | ||
1 | Negotiable | Concealable shoe of quiet | uncommon | This magical shoe fits any foot, and matches any outfit. If worn, when you click your heels together, it muffles sounds (by 30dB) within a 10ft sphere for 10 minutes. 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 pebble of navigation | 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 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 | Humming silver Doppelganger disguise penny | uncommon | This silver penny has the crest of Kestiobar on one side, and is blank on the other. When you flip it, a magical illusion disguises you as a Doppelganger 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 coin makes a very slight humming sound at all times. | ||
1 | Negotiable | Needy cup of haste | uncommon | This simple wooden cup appears completely unremarkable. When drunk from, your movement speed is doubled 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 | Negotiable | Robust belt of warming | uncommon | This leather belt is embossed with runes. When removed 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 belt cannot be destroyed by non-magical means. | ||
1 | 22 gp | 25 gp | Scroll of Identify | common | A spell scroll bears the words of the 1st-level spell, written in a mystical cipher. If the spell is on your class's spell list, you can use an action to read the scroll and cast its spell without having to provide any of the spell's components. Otherwise, the scroll is unintelligible. If the spell needs a save DC, it is 13. If it needs an attack bonus, it is 5. If the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC is 11. On a failed check, the spell disappears from the scroll with no other effect. Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust. This wizard spell can be copied just as spells in spellbooks can be copied. To copy the spell, the copier must succeed on an Intelligence (Arcana) check with DC 11. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed. | |
1 | Negotiable | The warm wizard's hat of knock | uncommon | This wizard's hat has it's command word "family" stitched on a label on the inside. When worn by a wizard, if you speak the command word, it unlocks the nearest locked door within 30 ft. This property cannot be used again until after a long rest. The hat 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.