Rude-Dow's Mystical Magic Trinkets Emporium

337 year old Human construction, small sized

Location: Cheltenby

Owned by: Lantinella Rude-Dow

A rough hewn stone building. A symbol in the shape of a signpost hangs over the doorway. The dwelling also serves as a Magic Trinkets Emporium.

Occupants

Name Role Age Gender Race Description
Adeline Conrad-Rude Medic 24 Female Human She is an adult human with green eyes, short light-brown hair in a side parting, and light brown skin.
Berenger Rude-Dow 7 Male Human He is a human child with grey eyes, long curly auburn hair, and olive skin.
Gillebertus Rude-Dow 5 Male Human He is a human child with amber eyes, short blond hair, and light pink skin.
Isaac Rude-Dow 1 Male Human He is an infant human with grey eyes, a bald head, and olive skin.
Lantinella Rude-Dow Shopkeep 34 Female Human She is an adult human with grey eyes, short curly light-brown hair, and olive skin.
Phillipus Conrad-Rude Housekeeper 27 Male Human He is an adult human with amber eyes, auburn hair worn in a rounded bowl cut, a clean shaven face, and medium brown skin.
Sperling Rude-Dow Housekeeper 36 Male Human He is an adult human with brown eyes, a horseshoe of black hair, a clean shaven face, and black skin.
Thomasin Cunningham Shopkeep's Apprentice 12 Female Human She is an adolescent human with green eyes, long tied back light-brown hair, and olive skin.

Family Tree

Items for sale

⟳ Re-roll shop stock.

At this location, items are priced between 101% and 110% of their base value.

Available Price Value Item Rarity Description
1 Negotiable Giving quill of reminiscing uncommon This large magical feather is from an long extinct bird. When dropped with intent, on landing you remember something you had forgotten. The subject of the memory is at the discretion of the GM. This property cannot be used again until after a long rest. After 100 days, the feather's property stops working. If the feather finds a new owner that has not owned it before, the property will work again.
1 Negotiable Light awareness chalk uncommon This stick of white chalk comes with an attached label bearing it's command word, "fact". The stick is long enough to write "fact" 6 times. When you use the stick to write 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. The chalk feels like it has no weight, almost as if it were an illusion, but is solid to the touch.
1 Negotiable Marlon's heavy symbol of chilling uncommon A holy symbol of Marlon. In order to use the symbol, you must be a follower of Marlon and have visited a shrine or temple to Marlon in the last 24 hours. If you have done so, you can hold the symbol and say a short prayer and Marlon smiles upon you. Then 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 symbol feels unusually heavy, four times the weight of an average symbol.
1 Negotiable Sands of cold fortune uncommon A small glass sand timer in a wooden frame. When the sands are left to run uninterrupted for 1 minute, 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. The timer is cold to the touch.
1 26 gp 25 gp Scroll of Disguise Self 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 Unreliable purse of Darkmantle disguise uncommon This magical purse is embroidered with spirals and swirls. When the final item is removed and the purse is empty 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. When the pouch'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.
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