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 | Item | Rarity | Description |
---|---|---|---|---|
1 | Negotiable | Cold wand of life saving | uncommon | A 10 inch wooden rod, to activate the user must pass a DC12 intelligence check, if successful 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 wand is cold to the touch. |
1 | Negotiable | Cursed book of chilling goblin poetry | uncommon | A book containing poetry written in goblin. If you read one of the poems aloud, 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 | Negotiable | Disappearing instant party chalk | uncommon | This stick of white chalk comes with an attached label bearing it's command word, "basis". The stick is long enough to write "basis" 8 times. When you use the stick to write the command word, 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 chalk goes missing the next time it is stowed away. |
1 | 101 - 500 gp | Gloves of swimming and climbing | uncommon |
Requires attunement. While wearing these gloves, climbing and swimming don't cost you extra movement, and you gain a +5 bonus to Strength (Athletics) checks made to climb or swim. |
1 | Negotiable | Lavish cup of navigation | uncommon | This simple wooden cup appears completely unremarkable. When drunk from, the direction of true north is clear in your mind. 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 | Lucky purse of knock | uncommon | This magical purse is embroidered with spirals and swirls. When the final item is removed and the purse is empty it unlocks the nearest locked door within 30 ft. 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 | Pebble of darkness | 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 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. |
1 | Negotiable | Poisonous medal of critters | uncommon | This medal was awarded for bravery defending Kestiobar. When polished, up to a dozen nearby small woodland creatures are attracted to the medal. They are charmed for 1 minute. This property only works while in woodlands. This property cannot be used again until after a long rest. After using the medal's property, you must succeed a constitution save, DC 12, or be poisoned for 1 hour. |
1 | Negotiable | Sands of light warming | uncommon | A small glass sand timer in a wooden frame. When the sands are left to run uninterrupted for 1 minute, 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 timer feels like it has no weight, almost as if it were an illusion, but is solid to the touch. |
1 | Negotiable | The truthful 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. After using the dice'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.