Eustacius' Magic Trinkets Emporium
77 year old Human construction, small sized
Location: Midwood
Owned by: Eustacius Harry
The window frames on this half-timbered cottage has been painted teal. The dwelling also serves as a Magic Trinkets Emporium.
Occupants
| Name | Role | Age | Gender | Race | Description |
|---|---|---|---|---|---|
| Cristina Harry | 53 | Female | Human | She is an elderly human with amber eyes, dark-brown hair in a plait, and dark brown skin. | |
| Eustacius Harry | Shopkeep | 51 | Male | Human | He is an elderly human with amber eyes, short white hair, a full beard, and light brown skin. |
| Jasper Hart | Housekeeper | 46 | Male | Human | He is an adult human with grey eyes, short blond hair, a clean shaven face, and pale white skin. |
| Max Harry the 2nd | 10 | Male | Human | He is a human child with amber eyes, a auburn quiff, and light brown skin. | |
| Osanna Pratt | Shopkeep's Apprentice | 17 | Female | Human | She is an adolescent human with brown eyes, long curly black hair, and dark brown skin. |
Family Tree
- Eustacius Harry (♂/51) + Cristina Harry nee Hart (♀/53/Eustacius' wife)
- Max Harry the 2nd (♂/10/Eustacius' son)
- Jasper Hart (♂/46/Eustacius' cousin)
Items for sale
At this location, items are priced between 99% and 113% of their base value.
| Available | Price | Value | Item | Rarity | Description |
|---|---|---|---|---|---|
| 1 | Negotiable | Death Dog figurehead of concealable Death Dog disguise | uncommon | A ship's figurehead in the shape of a Death Dog. (A ship can only have one magical figurehead.) While at the wheel of a ship with the Death Dog figurehead attached, if you concentrate your mind, a magical illusion disguises you as a Death Dog 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. When the figurehead is in your pack or otherwise stowed away, only you can see it. It can be revealed with detect magic. | |
| 1 | Negotiable | Fleek's book of soothing 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 regain 1d4 hit-points. This property cannot be used again until after a long rest. | |
| 1 | Negotiable | Lavish belt of fortune | uncommon | This leather belt is embossed with runes. When removed the next attack roll, ability check or saving throw you make is with advantage. 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 | Pristine silver giant tongue penny | uncommon | This silver penny has the crest of Kestiobar on one side, and is blank on the other. When you flip it, you can speak and understand giant for the next day. This property cannot be used again until after a long rest. The coin is in pristine condition. | |
| 1 | 280 gp | 250 gp | Scroll of Zone of Truth | uncommon | A spell scroll bears the words of the 2nd-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 12. 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. |
| 1 | Negotiable | The cursed wizard's hat of awareness | uncommon | This wizard's hat has it's command word "variety" stitched on a label on the inside. When worn by a wizard, if you speak the command word, 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 1, a misfortune befalls the user. The nature of the misfortune is at the discretion of the GM. |
Note
- The store may also filled with useless bric-a-brac, which the owner will attempt to sell as magical items to unsuspecting punters.