Howe's Magic Trinkets Emporium
457 year old Human construction, small sized
Location: Kidsdale Town
Owned by: Winifred Howe
A small brick house, painted cyan. Paintings of long-lost relatives hang on the walls, each with a name-plaque. The dwelling also serves as a Magic Trinkets Emporium.
Occupants
| Name | Role | Age | Gender | Race | Description |
|---|---|---|---|---|---|
| Edmond Howe | 53 | Male | Human | He is an elderly human with grey eyes, a bald head, a clean shaven face, and light pink skin. | |
| Eustacius Howe the 2nd | Housekeeper | 20 | Male | Human | He is an adult human with one grey eye (his left is closed and scarred), a auburn quiff, a clean shaven face, and light pink skin. |
| Jenny Erwin | Shopkeep's Assistant | 35 | Female | Human | She is an adult human with hazel eyes (behind a pair of spectacles), long flowing light-brown hair, and medium brown skin. |
| Roxie Howe | Housekeeper | 31 | Female | Human | She is an adult human with amber eyes, dyed bright red hair in a ponytail, and light pink skin. |
| Sean Howe | Shopkeep's Assistant | 29 | Male | Human | He is an adult human with grey eyes, strawberry hair worn in a rounded bowl cut, a full beard, and light pink skin. |
| Winifred Howe | Shopkeep | 51 | Female | Human | She is an elderly human with brown eyes, grey hair in a ponytail, and medium brown skin. |
| Zeyere Erwin | Housekeeper | 40 | Female | Otterfolk | She is an adult otterfolk with black eyes and grey fur with brown spots. |
Family Tree
- Winifred Howe nee Erwin (♀/51) + Edmond Howe (♂/53/Winifred's husband)
- Sean Howe (♂/29/Winifred's son) + Roxie Howe nee House-Briant (♀/31/Winifred's daughter in-law)
- Eustacius Howe the 2nd (♂/20/Winifred's son)
- Jenny Erwin (♀/35/Winifred's sister) + Zeyere Erwin nee Deyetupup (♀/40/Winifred's sister in-law)
Items for sale
At this location, items are priced between 95% and 114% of their base value.
| Available | Price | Value | Item | Rarity | Description | Weight |
|---|---|---|---|---|---|---|
| 1 | Negotiable | Concealable glowing chalk | uncommon | This stick of white chalk comes with an attached label bearing it's command word, "idea". The stick is long enough to write "idea" 9 times. When you use the stick to write 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. When the chalk is in your pack or otherwise stowed away, only you can see it. It can be revealed with detect magic. | ||
| 1 | Negotiable | Giving silver darkvision penny | uncommon | This silver penny has the crest of Tesmela on one side, and is blank on the other. When you flip it, you gain darkvision for 1 hour. This property cannot be used again until after a long rest. After 100 days, the coin's property stops working. If the coin finds a new owner that has not owned it before, the property will work again. | ||
| 1 | Negotiable | Needy amber warming fish | uncommon | A small fish carved of amber. A command word "family" is scratched on the design. If you speak the word, 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. This magic item requires attunement. (See 'Attunement' in the SRD.) | ||
| 1 | 4 gp 2 sp | 4 gp | Net of Lightning | uncommon |
A Martial Ranged weapon. 1d0
slashing damage.
Range: 5/15.
(Thrown: 5/15.)
Properties:
Thrown, Special, Magic
This Net is a magic weapon. When you hurl it and speak its command word, it transforms into a bolt of lightning, forming a line 5 feet wide that extends out from you to a target within the range of the weapon. Each creature in the line excluding you and the target must make a DC 13 Dexterity saving throw, taking 4d6 lightning damage on a failed save, and half as much damage on a successful one. The lightning bolt turns back into a Net when it reaches the target. Make a ranged weapon attack against the target. On a hit, the target takes damage from the Net plus 4d6 lightning damage. The Net's property can't be used again until the next dawn. In the meantime, the Net can still be used as a magic weapon. |
3 lbs. |
| 1 | Negotiable | Sands of pristine Worg disguise | uncommon | A small glass sand timer in a wooden frame. When the sands are left to run uninterrupted for 1 minute, 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 timer is in pristine condition. | ||
| 1 | Negotiable | The disappearing wizard's hat of fortune | uncommon | This wizard's hat has it's command word "love" stitched on a label on the inside. When worn by a wizard, if you speak the command word, the next attack roll, ability check or saving throw you make is with advantage. This property cannot be used again until after a long rest. After each use the GM should roll a d20. On a 1, the hat goes missing the next time it is stowed away. | ||
| 1 | Negotiable | Unreliable medal of calming | uncommon | This medal was awarded for bravery defending None. When polished, you feel at peace. This property cannot be used again until after a long rest. When the medal'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 | Xor's heavy symbol of awareness | uncommon | A holy symbol of Xor. In order to use the symbol, you must be a follower of Xor and have visited a shrine or temple to Xor in the last 24 hours. If you have done so, you can hold the symbol and say a short prayer and Xor smiles upon you. Then you may add a +2 bonus to the next initiative roll you make. This property cannot be used again until after a long rest. The symbol feels unusually heavy, four times the weight of an average symbol. |
Note
- The store may also filled with useless bric-a-brac, which the owner will attempt to sell as magical items to unsuspecting punters.