House's Mystical Magic Trinkets Emporium

97 year old Human construction, large sized

Location: City of Meltford

Owned by: Shadrach House

The door on this large cottage has been painted turquoise. A large brown and tan hound is sniffing about the place. It's nametag says "Jemima." The dwelling also serves as a Magic Trinkets Emporium.

Occupants

Name Role Age Gender Race Description
Alice Carpenter-Tuttle 6 Female Human She is a human child with brown eyes, long curly black hair, and dark brown skin.
Bernice Mayes Shopkeep's Apprentice 14 Female Human She is an adolescent human with hazel eyes, dark-brown hair in a plait, and medium brown skin.
Effie David Shopkeep's Apprentice 13 Female Human She is an adolescent human with blue eyes, light-brown hair in a ponytail, and olive skin.
Ellis Carpenter-Tuttle Housekeeper 40 Male Human He is an adult human with brown eyes, short dyed black hair, bushy sideburns, and dark brown skin.
Eveline House Shopkeep's Assistant 56 Female Human She is an elderly human with green eyes, dyed blond hair in a bun, and pale white skin.
Hector Carpenter-Tuttle 1 Male Tiefling He is an infant tiefling with silver eyes, wisps of black hair, and wine-purple skin. He has large curled horns.
Iohannes Brock Shopkeep's Apprentice 14 Male Human He is an adolescent human with amber eyes, scruffy dark-brown hair, and medium brown skin.
Jacob Carpenter-Tuttle 11 Male Human He is a human child with amber eyes, long dark-brown hair with a fringe cut, and medium brown skin.
Marion Carpenter-Tuttle Housekeeper 38 Female Human She is an adult human with amber eyes, long curly auburn hair, and medium brown skin.
Shadrach House Shopkeep 53 Male Human He is an elderly human with hazel eyes, thin scruffy blond hair, a full beard, and medium brown skin.

Family Tree

Items for sale

⟳ Re-roll shop stock.

At this location, items are priced between 84% and 88% of their base value.

Available Price Value Item Rarity Description
1 Negotiable Fleek's concealable book of knock tickets uncommon A small leather bound booklet contains 4 numbered tickets. When a ticket is torn from the binding, it crumbles to dust and then it unlocks the nearest locked door within 30 ft. This property cannot be used again until after a long rest. When the tickets is in your pack or otherwise stowed away, only you can see it. It can be revealed with detect magic.
1 Negotiable Griffon figurehead of over-sized darkvision uncommon A ship's figurehead in the shape of a Griffon. (A ship can only have one magical figurehead.) While at the wheel of a ship with the Griffon figurehead attached, if you concentrate your mind, you gain darkvision for 1 hour. This property cannot be used again until after a long rest. The figurehead is twice as large as an average figurehead.
1 Negotiable Halganon's disappearing symbol of instant party uncommon A holy symbol of Halganon. In order to use the symbol, you must be a follower of Halganon and have visited a shrine or temple to Halganon in the last 24 hours. If you have done so, you can hold the symbol and say a short prayer and Halganon smiles upon you. Then 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 symbol goes missing the next time it is stowed away.
1 Negotiable Heavy wand of awareness uncommon A 10 inch wooden rod, to activate the user must pass a DC12 intelligence check, if successful 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 wand feels unusually heavy, four times the weight of an average wand.
1 Negotiable Light cup of glowing uncommon This simple wooden cup appears completely unremarkable. When drunk from, it emits a dim orange glow, just barely enough to cover 10 ft. The glow lasts for 1 minute. This property cannot be used again until after a long rest. The cup feels like it has no weight, almost as if it were an illusion, but is solid to the touch.
1 Negotiable Poisonous belt of melody uncommon This leather belt is embossed with runes. When removed 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 belt. This property cannot be used again until after a long rest. After using the belt's property, you must succeed a constitution save, DC 12, or be poisoned for 1 hour.
1 Negotiable Robust amber gender fish uncommon A small fish carved of amber. A command word "instance" is scratched on the design. If you speak the word, you become the gender of your choice until your next long rest. If you repeat this effect for 14 days, the change becomes permanent. This property cannot be used again until after a long rest. The fish cannot be destroyed by non-magical means.
1 220 gp 250 gp Scroll of Magic Weapon 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. 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 12. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed.
1 Negotiable The giving dice of darkness uncommon Two cubes made of bone, with mysterious markings on each face. Role the dice, if the symbols match, a darkness shrouds a 5 ft area around object as if a shadow were being cast by a large solid object placed between it and the nearest source of light. The darkness is magical and follows the same rules as the Darkness spell. The effect lasts 10 minutes. This property cannot be used again until after a long rest. After 100 days, the dice's property stops working. If the dice finds a new owner that has not owned it before, the property will work again.
1 Negotiable The humming wizard's hat of warming uncommon This wizard's hat has it's command word "university" stitched on a label on the inside. When worn by a wizard, if you speak the command word, 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 hat makes a very slight humming sound at all times.
1 Negotiable The warm duck of haste uncommon A duck made of cloth and leather. When squeezed, your movement speed is doubled for 1 minute. This property cannot be used again until after a long rest. The duck 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.
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