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 Weight
1 Negotiable Candle of annoying gender uncommon This magical candle can be lit for a total of 9 minutes before it burns down. When lit and left burning for at least 1 minute, 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 candle loudly shouts "The secret is environment!" when you use it's property.
1 1 gp 7 sp 2 gp Club +1 uncommon A Simple Melee weapon. 1d4 + 1 bludgeoning damage. Range: 5. Properties: Light, Monk, Magic

You have a +1 bonus to your attack and damage when wielding this Club.
The craftmanship of this weapon identifies it as a masterwork.
2 lbs.
1 Negotiable Cursed book of warming elvish poetry uncommon A book containing poetry written in elvish. If you read one of the poems aloud, 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 1, a misfortune befalls the user. The nature of the misfortune is at the discretion of the GM.
1 Negotiable Fleek's pristine book of blink tickets uncommon A small leather bound booklet contains 3 numbered tickets. When a ticket is torn from the binding, it crumbles to dust and then it casts the spell Blink, with you as the target. This property cannot be used again until after a long rest. The tickets is in pristine condition.
1 Negotiable Giving belt of soothing uncommon This leather belt is embossed with runes. When removed you regain 1d4 hit-points. This property cannot be used again until after a long rest. After 100 days, the belt's property stops working. If the belt finds a new owner that has not owned it before, the property will work again.
1 Negotiable Heavy crown of the quiet king uncommon A smooth silver band, when placed upon the head it muffles sounds (by 30dB) within a 10ft sphere for 10 minutes. This property cannot be used again until after a long rest. The crown feels unusually heavy, four times the weight of an average crown.
1 Negotiable Lucky melody chalk uncommon This stick of white chalk comes with an attached label bearing it's command word, "department". The stick is long enough to write "department" 5 times. When you use the stick to write the command word, 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 chalk. 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 Purse of truesight uncommon This magical purse is embroidered with spirals and swirls. When the final item is removed and the purse is empty you gain truesight for 1 minute. This property cannot be used again until after a long rest.
1 Negotiable Robust amber knock fish uncommon A small fish carved of amber. A command word "information" is scratched on the design. If you speak the word, it unlocks the nearest locked door within 30 ft. This property cannot be used again until after a long rest. The fish cannot be destroyed by non-magical means.
1 Negotiable The lavish wizard's hat of haste uncommon This wizard's hat has it's command word "idea" stitched on a label on the inside. When worn by a wizard, if you speak the command word, your movement speed is doubled for 1 minute. 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 The poisonous dice of reminiscing uncommon Two cubes made of bone, with mysterious markings on each face. Role the dice, if the symbols match, 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 using the dice's property, you must succeed a constitution save, DC 12, or be poisoned for 1 hour.
1 Negotiable Truthful 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. After using the wand's property you cannot tell a deliberate lie for 1 hour.
1 Negotiable Unreliable cup of darkvision uncommon This simple wooden cup appears completely unremarkable. When drunk from, you gain darkvision for 1 hour. This property cannot be used again until after a long rest. When the cup'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.
1 Negotiable Warm quill of Darkmantle disguise uncommon This large magical feather is from an long extinct bird. When dropped with intent, on landing 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. The feather 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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