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 Item Rarity Description Weight
1 Negotiable Cockatrice figurehead of pristine knock 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, it unlocks the nearest locked door within 30 ft. This property cannot be used again until after a long rest. The figurehead is in pristine condition.
1 Negotiable Cursed quill of chilling uncommon This large magical feather is from an long extinct bird. When dropped with intent, on landing 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. 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.
1 501 - 5,000 gp Dimensional shackles rare You can use an action to place these shackles on an incapacitated creature. The shackles adjust to fit a creature of Small to Large size. In addition to serving as mundane manacles, the shackles prevent a creature bound by them from using any method of extradimensional movement, including teleportation or travel to a different plane of existence. They don't prevent the creature from passing through an interdimensional portal. You and any creature you designate when you use the shackles can use an action to remove them. Once every 30 days, the bound creature can make a DC 30 Strength (Athletics) check. On a success, the creature breaks free and destroys the shackles.
1 Negotiable Heavy silver fortune penny uncommon This silver penny has the crest of Geflus on one side, and is blank on the other. When you flip it, 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 coin feels unusually heavy, four times the weight of an average coin.
1 Negotiable Humming pebble of awareness 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 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 pebble makes a very slight humming sound at all times.
1 Negotiable Light amber quiet fish uncommon A small fish carved of amber. A command word "music" is scratched on the design. If you speak the word, it muffles sounds (by 30dB) within a 10ft sphere for 10 minutes. This property cannot be used again until after a long rest. The fish feels like it has no weight, almost as if it were an illusion, but is solid to the touch.
1 Negotiable Lucky cup of warming uncommon This simple wooden cup appears completely unremarkable. When drunk from, 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. After each use the GM should roll a d20. On a 20, a the user is also blessed as with the Bless spell.
1 Negotiable Over-sized shoe of calming uncommon This magical shoe fits any foot, and matches any outfit. If worn, when you click your heels together, you feel at peace. This property cannot be used again until after a long rest. The shoe is twice as large as an average shoe.
1 Negotiable Sands of lavish instant party uncommon A small glass sand timer in a wooden frame. When the sands are left to run uninterrupted for 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 use, the item appears highly decorated and valuable for 6 hours.
1 Negotiable Small wand of critters uncommon A 10 inch wooden rod, to activate the user must pass a DC12 intelligence check, if successful up to a dozen nearby small woodland creatures are attracted to the wand. They are charmed for 1 minute. This property only works while in woodlands. This property cannot be used again until after a long rest. The wand is half the size of a typical wand.
1 Negotiable Subtle haste 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, your movement speed is doubled for 1 minute. This property cannot be used again until after a long rest. The lute is hidden from detect magic. 2 lbs.
1 Negotiable The annoying wizard's hat of gender uncommon This wizard's hat has it's command word "organization" stitched on a label on the inside. When worn by a wizard, if you speak the command 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 hat loudly shouts "The secret is organization!" when you use it's property.
1 Negotiable The poisonous dice of navigation uncommon Two cubes made of bone, with mysterious markings on each face. Role the dice, if the symbols match, the direction of true north is clear in your mind. This property cannot be used again until after a long rest. After using the dice's property, you must succeed a constitution save, DC 12, or be poisoned for 1 hour.
1 Negotiable Truthful fireworks of life saving uncommon A bundle of 4 fireworks. When a firework is lit and allowed to explode, the next time you are dying at the start of your turn, you stabilize. This effect wears off after a day. This property cannot be used again until after a long rest. After using the firework's property you cannot tell a deliberate lie for 1 hour.

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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