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
- Shadrach House (♂/53) + Eveline House nee Kyle (♀/56/Shadrach's wife)
- Ellis Carpenter-Tuttle nee Tuttle (♂/40/Shadrach's nephew) + Marion Carpenter-Tuttle nee Carpenter (♀/38/Shadrach's nephew's wife)
- Jacob Carpenter-Tuttle (♂/11/Shadrach's cousin 2x removed)
- Alice Carpenter-Tuttle (♀/6/Shadrach's cousin 2x removed)
- Hector Carpenter-Tuttle (♂/1/Shadrach's cousin 2x removed)
Items for sale
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 small mana | uncommon | This magical candle can be lit for a total of 10 minutes before it burns down. When lit and left burning for at least 1 minute, if you are a spellcaster, you may cast one of your level 1 spells without spending a spell-slot. This property cannot be used again until after a long rest. The candle is half the size of a typical candle. | ||
1 | Negotiable | Concealable wrist bands of truesight | uncommon | This magical bracer is embossed with the command word, "truth". When spoken by the wearer, you gain truesight for 1 minute. This property cannot be used again until after a long rest. When the bracer is in your pack or otherwise stowed away, only you can see it. It can be revealed with detect magic. | ||
1 | Negotiable | Dull belt of glowing | uncommon | This leather belt is embossed with runes. When removed 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. This belt seems boring somehow. | ||
1 | Negotiable | Giving cup of darkness | uncommon | This simple wooden cup appears completely unremarkable. When drunk from, 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 cup's property stops working. If the cup finds a new owner that has not owned it before, the property will work again. | ||
1 | Negotiable | Halganon's poisonous symbol of life saving | 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 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 symbol's property, you must succeed a constitution save, DC 12, or be poisoned for 1 hour. | ||
1 | Negotiable | Heavy pebble of instant party | 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 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. The pebble feels unusually heavy, four times the weight of an average pebble. | ||
1 | Negotiable | Light quill of critters | uncommon | This large magical feather is from an long extinct bird. When dropped with intent, on landing up to a dozen nearby small woodland creatures are attracted to the feather. 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 feather feels like it has no weight, almost as if it were an illusion, but is solid to the touch. | ||
1 | Negotiable | Needy reminiscing 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, 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. This magic item requires attunement. (See 'Attunement' in the SRD.) | 2 lbs. | |
1 | Negotiable | Pristine amber blink fish | uncommon | A small fish carved of amber. A command word "direction" is scratched on the design. If you speak the word, it casts the spell Blink, with you as the target. This property cannot be used again until after a long rest. The fish is in pristine condition. | ||
1 | 22 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 | The 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. | ||
1 | Negotiable | The cold wizard's hat of Worg disguise | uncommon | This wizard's hat has it's command word "product" stitched on a label on the inside. When worn by a wizard, if you speak the command word, a magical illusion disguises you as a Worg 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 hat is cold to the touch. | ||
1 | Negotiable | Unreliable purse of soothing | uncommon | This magical purse is embroidered with spirals and swirls. When the final item is removed and the purse is empty you regain 1d4 hit-points. 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. | ||
1 | Negotiable | Winter Wolf figurehead of cursed gender | uncommon | A ship's figurehead in the shape of a Winter Wolf. (A ship can only have one magical figurehead.) While at the wheel of a ship with the Winter Wolf figurehead attached, if you concentrate your mind, 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. 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. |
Note
- The store may also filled with useless bric-a-brac, which the owner will attempt to sell as magical items to unsuspecting punters.