Stratton's Magic Trinkets Emporium

192 year old Human construction, small sized

Location: Kidsdale Town

Owned by: Laura Stratton

The wooden beams on this 7th Century home are painted orange. The dwelling also serves as a Magic Trinkets Emporium.

Occupants

Name Role Age Gender Race Description
Ann Erwin-Beardsley Shopkeep's Assistant 35 Female Human She is an adult human with grey eyes (behind a pair of spectacles), long flowing red hair, and light pink skin.
Emanuel Barnett Housekeeper 33 Male Human He is an adult human with one brown eye (his right is covered by an eye-patch), short dyed purple hair in a side parting, a full beard, and dark brown skin.
Francis Erwin-Beardsley Housekeeper 31 Male Human He is an adult human with hazel eyes, long curly dyed light-brown hair, stubble, and dark brown skin.
Hamon Robins Shopkeep's Apprentice 16 Male Human He is an adolescent human with grey eyes, scruffy strawberry hair, and light pink skin.
Idonea Beardsley Housekeeper 49 Female Human She is an adult human with hazel eyes, long flowing light-brown hair, and dark brown skin.
Joshua Stratton 67 Male Human He is an elderly human with grey eyes (behind a pair of spectacles), short dyed dark-brown hair, a clean shaven face, and light brown skin.
Laura Stratton Shopkeep 57 Female Human She is an elderly human with hazel eyes, silver hair in a mullet, and dark brown skin.
Lelia Moulton Shopkeep's Apprentice 17 Female Human She is an adolescent human with grey eyes, long tied back dark-brown hair, and light brown skin.
Mamie Barnett Housekeeper 28 Female Human She is an adult human with brown eyes, black hair in a ponytail, and dark brown skin.

Family Tree

Items for sale

⟳ Re-roll shop stock.

At this location, items are priced between 109% and 111% of their base value.

Available Price Item Rarity Description
1 Negotiable Basilisk figurehead of humming darkvision uncommon A ship's figurehead in the shape of a Basilisk. (A ship can only have one magical figurehead.) While at the wheel of a ship with the Basilisk figurehead attached, if you concentrate your mind, you gain darkvision for 1 hour. This property cannot be used again until after a long rest. The figurehead makes a very slight humming sound at all times.
1 Negotiable Candle of disappearing darkness uncommon This magical candle can be lit for a total of 12 minutes before it burns down. When lit and left burning for at least 1 minute, 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. After each use the GM should roll a d20. On a 1, the candle goes missing the next time it is stowed away.
1 101 - 500 gp Gem of brightness uncommon This prism has 50 charges. While you are holding it, you can use an action to speak one of three command words to cause one of the following effects: The first command word causes the gem to shed bright light in a 30-foot radius and dim light for an additional 30 feet. This effect doesn't expend a charge. It lasts until you use a bonus action to repeat the command word or until you use another function of the gem. The second command word expends 1 charge and causes the gem to fire a brilliant beam of light at one creature you can see within 60 feet of you. The creature must succeed on a DC 15 Constitution saving throw or become blinded for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The third command word expends 5 charges and causes the gem to flare with blinding light in a 30-foot cone originating from it. Each creature in the cone must make a saving throw as if struck by the beam created with the second command word. When all of the gem's charges are expended, the gem becomes a nonmagical jewel worth 50 gp.
1 Negotiable Lucky fireworks of fortune uncommon A bundle of 8 fireworks. When a firework is lit and allowed to explode, 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 20, a the user is also blessed as with the Bless spell.

Note

  • The store may also filled with useless bric-a-brac, which the owner will attempt to sell as magical items to unsuspecting punters.
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