Strong's Emporium

41 year old Human construction, small sized

Location: Quingate

Owned by: Runild Strong

A recently constructed half-timbered house. The dwelling also serves as an Emporium.

Occupants

Name Role Age Gender Race Description
Audrey Strong 2 Female Tiefling She is an infant tiefling with white eyes, scruffy auburn hair, and red skin. She has curled horns.
Fietu Strong Shopkeep's Assistant 18 Female Otterfolk She is an adult otterfolk with grey eyes and grey fur with brown stripes.
Jonah Strong Housekeeper 41 Male Human He is an adult human with amber eyes, short curly auburn hair, stubble, and olive skin.
Loretta Strong 52 Female Human She is an elderly human with amber eyes, scruffy strawberry and grey streaked hair, and light pink skin.
Penelope Strong Housekeeper 18 Female Human She is an adolescent human with amber eyes, auburn hair in a bun, and olive skin.
Pretoria Strong 7 Female Human She is a human child with amber eyes, auburn hair in a pigtails, and olive skin.
Runild Strong Shopkeep 39 Female Human She is an adult human with amber eyes, auburn and grey streaked hair in a ponytail, and olive skin.
Ysac Strong 8 Male Human He is a human child with amber eyes, strawberry hair worn in a rounded bowl cut, and olive skin.

Family Tree

Items for sale

⟳ Re-roll shop stock.

At this location, items are priced between 95% and 97% of their base value.

Available Price Value Item Description Weight
2 4 gp 8 sp 5 gp Hunting trap When you use your action to set it, this trap forms a saw-toothed steel ring that snaps shut when a creature steps on a pressure plate in the center. The trap is affixed by a heavy chain to an immobile object, such as a tree or a spike driven into the ground. A creature that steps on the plate must succeed on a DC 13 Dexterity saving throw or take 1d4 piercing damage and stop moving. Thereafter, until the creature breaks free of the trap, its movement is limited by the length of the chain (typically 3 feet long). A creature can use its action to make a DC 13 Strength check, freeing itself or another creature within its reach on a success. Each failed check deals 1 piercing damage to the trapped creature. 25 lbs.
2 95 gp 100 gp Poison, basic (vial) You can use the poison in this vial to coat one slashing or piercing weapon or up to three pieces of ammunition. Applying the poison takes an action. A creature hit by the poisoned weapon or ammunition must make a DC 10 Constitution saving throw or take 1d4 poison damage. Once applied, the poison retains potency for 1 minute before drying.
3 1 gp 9 sp 2 gp Pot, iron 10 lbs.
3 4 gp 8 sp 5 gp Reliquary A holy symbol is a representation of a god or pantheon. It might be an amulet depicting a symbol representing a deity, the same symbol carefully engraved or inlaid as an emblem on a shield, or a tiny box holding a fragment of a sacred relic. Appendix B lists the symbols commonly associated with many gods in the multiverse. A cleric or paladin can use a holy symbol as a spellcasting focus. To use the symbol in this way, the caster must hold it in hand, wear it visibly, or bear it on a shield. 2 lbs.
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