Marks' Emporium
48 year old Human construction, large sized
Location: City of Meltford
Owned by: Nelly Marks
A large half-timbered house. The dwelling also serves as an Emporium.
Occupants
| Name | Role | Age | Gender | Race | Description |
|---|---|---|---|---|---|
| Doris Henderson | Shopkeep's Assistant | 45 | Female | Human | She is an adult human with grey eyes, long flowing auburn hair, and olive skin. |
| Drusilla Davidson | Shopkeep's Assistant | 26 | Female | Human | She is an adult human with brown eyes, long auburn hair tied back in a knot, and medium brown skin. |
| Edward Henderson | Housekeeper | 45 | Male | Human | He is an adult human with amber eyes, short curly dyed auburn hair, a clean shaven face, and medium brown skin. |
| Isaac Davidson | Shopkeep's Assistant | 23 | Male | Human | He is an adult human with brown eyes, a dark-brown quiff, a goatee, and medium brown skin. |
| Jesse Marks | 9 | Male | Human | He is a human child with green eyes, light-brown hair in braids, and olive skin. | |
| Jonah Davidson the 2nd | 3 | Male | Human | He is a human child with amber eyes, short dark-brown hair in a side parting, and medium brown skin. | |
| Nelly Marks | Shopkeep | 46 | Female | Human | She is an adult human with blue eyes, very short light-brown hair, and olive skin. |
| Rowland Marks | Housekeeper | 48 | Male | Human | He is an adult human with brown eyes, a bald head, a clean shaven face, and medium brown skin. |
Family Tree
- Nelly Marks nee Henderson (♀/46) + Rowland Marks (♂/48/Nelly's husband)
- Jesse Marks (♂/9/Nelly's son)
- Edward Henderson (♂/45/Nelly's brother) + Doris Henderson nee Doty-Robertson (♀/45/Nelly's sister in-law)
- Drusilla Davidson nee Henderson (♀/26/Nelly's niece) + Isaac Davidson (♂/23/Nelly's niece's husband)
- Jonah Davidson the 2nd (♂/3/Nelly's cousin 2x removed)
Items for sale
At this location, items are priced between 110% and 117% of their base value.
| Available | Price | Value | Item | Description | Weight |
|---|---|---|---|---|---|
| 4 | 2 gp 3 sp | 2 gp | Backpack | 5 lbs. | |
| 2 | 5 gp 7 sp | 5 gp | Healer's Kit | This kit is a leather pouch containing bandages, salves, and splints. The kit has ten uses. As an action, you can expend one use of the kit to stabilize a creature that has 0 hit points, without needing to make a Wisdom (Medicine) check. | 3 lbs. |
| 2 | 3 cp | 2 cp | Jug or pitcher | 4 lbs. | |
| 6 | 12 gp | 10 gp | Lock | A key is provided with the lock. Without the key, a creature proficient with thieves' tools can pick this lock with a successful DC 15 Dexterity check. Your GM may decide that better locks are available for higher prices. | 1 lb. |
| 2 | 110 gp | 100 gp | Poison, basic (vial) | You can use the poison in this vial to coat one slashing or piercing weapon or up to three pieces of ammunition. Applying the poison takes an action. A creature hit by the poisoned weapon or ammunition must make a DC 10 Constitution saving throw or take 1d4 poison damage. Once applied, the poison retains potency for 1 minute before drying. | |
| 2 | 3 cp | 2 cp | Soap |