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

Items for sale

⟳ Re-roll shop stock.

At this location, items are priced between 110% and 117% of their base value.

Available Price Value Item Description Weight
2 29 gp 25 gp Acid (vial) As an action, you can splash the contents of this vial onto a creature within 5 feet of you or throw the vial up to 20 feet, shattering it on impact. In either case, make a ranged attack against a creature or object, treating the acid as an improvised weapon. On a hit, the target takes 2d6 acid damage. 1 lb.
6 59 gp 50 gp Antitoxin (vial) A creature that drinks this vial of liquid gains advantage on saving throws against poison for 1 hour. It confers no benefit to undead or constructs.
4 1 gp 1 sp 1 gp Bell
6 5 gp 5 sp 5 gp Hunting trap When you use your action to set it, this trap forms a saw-toothed steel ring that snaps shut when a creature steps on a pressure plate in the center. The trap is affixed by a heavy chain to an immobile object, such as a tree or a spike driven into the ground. A creature that steps on the plate must succeed on a DC 13 Dexterity saving throw or take 1d4 piercing damage and stop moving. Thereafter, until the creature breaks free of the trap, its movement is limited by the length of the chain (typically 3 feet long). A creature can use its action to make a DC 13 Strength check, freeing itself or another creature within its reach on a success. Each failed check deals 1 piercing damage to the trapped creature. 25 lbs.
3 1,200 gp 1,000 gp Spyglass Objects viewed through a spyglass are magnified to twice their size. 1 lb.
2 2 gp 3 sp 2 gp Tent, two-person A simple and portable canvas shelter, a tent sleeps two. 20 lbs.
4 5 sp 6 cp 5 sp Tinderbox This small container holds flint, fire steel, and tinder (usually dry cloth soaked in light oil) used to kindle a fire. Using it to light a torch--or anything else with abundant, exposed fuel--takes an action. Lighting any other fire takes 1 minute. 1 lb.
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