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 |
---|---|---|---|---|---|
1 | Negotiable | Concealable crown of the truesight king | uncommon | A smooth silver band, when placed upon the head you gain truesight for 1 minute. This property cannot be used again until after a long rest. When the crown is in your pack or otherwise stowed away, only you can see it. It can be revealed with detect magic. | |
1 | Negotiable | Heavy 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. The feather feels unusually heavy, four times the weight of an average feather. | |
1 | Negotiable | Lavish shoe of haste | uncommon | This magical shoe fits any foot, and matches any outfit. If worn, when you click your heels together, 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 | Light wand of soothing | uncommon | A 10 inch wooden rod, to activate the user must pass a DC12 intelligence check, if successful you regain 1d4 hit-points. This property cannot be used again until after a long rest. The wand feels like it has no weight, almost as if it were an illusion, but is solid to the touch. | |
1 | Negotiable | Over-sized wrist bands of life saving | uncommon | This magical bracer is embossed with the command word, "strategy". When spoken by the wearer, 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. The bracer is twice as large as an average bracer. | |
1 | Negotiable | Robust glove of darkvision | uncommon | This magical glove fits any hand, and matches any outfit. If worn, when you click your fingers, you gain darkvision for 1 hour. This property cannot be used again until after a long rest. The glove cannot be destroyed by non-magical means. | |
1 | 220 gp | 250 gp | Scroll of Alter Self | 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 | Small knock chalk | uncommon | This stick of white chalk comes with an attached label bearing it's command word, "army". The stick is long enough to write "army" 4 times. When you use the stick to write the command word, it unlocks the nearest locked door within 30 ft. This property cannot be used again until after a long rest. The chalk is half the size of a typical chalk. | |
1 | Negotiable | The cursed wizard's hat of glowing | 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, 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. 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 | The unreliable dice of gender | uncommon | Two cubes made of bone, with mysterious markings on each face. Role the dice, if the symbols match, 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. When the dice'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 | Truthful fireworks of blink | uncommon | A bundle of 3 fireworks. When a firework is lit and allowed to explode, it casts the spell Blink, with you as the target. 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. | |
1 | Negotiable | Warm silver quiet penny | uncommon | This silver penny has the crest of Jatrad on one side, and is blank on the other. When you flip it, it muffles sounds (by 30dB) within a 10ft sphere for 10 minutes. This property cannot be used again until after a long rest. The coin 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.