Mollie's Magic Trinkets Emporium
416 year old Human construction, small sized
Location: Northheath Town
Owned by: Mollie
A small brick house with a slate tile roof. The dwelling also serves as a Magic Trinkets Emporium.
Occupants
| Name | Role | Age | Gender | Race | Description |
|---|---|---|---|---|---|
| Caradal | Housekeeper | 334 | Male | Elf | He is an adult elf with brown eyes, black hair in a ponytail, a clean shaven face, and medium brown skin. |
| Denettan | Tutor | 196 | Male | Elf | He is an adult elf with brown eyes, a dyed dark-brown quiff, a clean shaven face, and medium brown skin. |
| Felarn Saeros | Shopkeep's Apprentice | 40 | Male | Elf | He is an adolescent elf with grey eyes, very short dyed brown hair, and light pink skin. |
| Freda Mollie | 5 | Female | Elf | She is an elf child with brown eyes, black hair in a plait, and dark brown skin. | |
| Jacob Caradal | 10 | Male | Elf | He is an elf child with brown eyes, short curly dark-brown hair, and medium brown skin. | |
| Katharine | Housekeeper | 110 | Female | Elf | She is an adult elf with brown eyes, short dark-brown hair in a side parting, and medium brown skin. |
| Mollie | Shopkeep | 426 | Female | Elf | She is an adult elf with brown eyes, dark-brown and grey streaked hair in a bun, and medium brown skin. |
| Saeroslin Denettan | 1 | Male | Elf | He is an infant elf with brown eyes, wisps of dark-brown hair, and medium brown skin. |
Family Tree
- Mollie nee Emelir (♀/426) + Caradal (♂/334/Mollie's husband)
- Katharine nee Mollie (♀/110/Mollie's daughter) + Denettan (♂/196/Mollie's son in-law)
- Saeroslin Denettan (♂/1/Mollie's grandson)
- Jacob Caradal (♂/10/Mollie's son)
- Freda Mollie (♀/5/Mollie's daughter)
Items for sale
At this location, items are priced between 108% and 110% of their base value.
| Available | Price | Value | Item | Rarity | Description | Weight |
|---|---|---|---|---|---|---|
| 1 | 6 gp 6 sp | 6 gp | Dagger of Lightning | uncommon |
A Simple Melee weapon. 1d4
piercing damage.
Range: 5.
(Thrown: 20/60.)
Properties:
Finesse, Light, Thrown, Magic
This Dagger 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 Dagger when it reaches the target. Make a ranged weapon attack against the target. On a hit, the target takes damage from the Dagger plus 4d6 lightning damage. The Dagger's property can't be used again until the next dawn. In the meantime, the Dagger can still be used as a magic weapon. |
1 lb. |
| 1 | Negotiable | Fleek's truthful book of darkvision tickets | uncommon | A small leather bound booklet contains 5 numbered tickets. When a ticket is torn from the binding, it crumbles to dust and then you gain darkvision for 1 hour. This property cannot be used again until after a long rest. After using the tickets's property you cannot tell a deliberate lie for 1 hour. | ||
| 1 | Negotiable | Heavy reminiscing chalk | uncommon | This stick of white chalk comes with an attached label bearing it's command word, "development". The stick is long enough to write "development" 7 times. When you use the stick to write the command word, you remember something you had forgotten. The subject of the memory is at the discretion of the GM. This property cannot be used again until after a long rest. The chalk feels unusually heavy, four times the weight of an average chalk. | ||
| 1 | Negotiable | Lavish amber soothing fish | uncommon | A small fish carved of amber. A command word "information" is scratched on the design. If you speak the word, you regain 1d4 hit-points. 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 | Light wrist bands of melody | uncommon | This magical bracer is embossed with the command word, "history". When spoken by the wearer, it plays a sweet melody. The melody can be heard from 100 ft away. The music can be stopped by anyone who can touch the bracer. This property cannot be used again until after a long rest. The bracer feels like it has no weight, almost as if it were an illusion, but is solid to the touch. | ||
| 1 | Negotiable | Pristine glove of darkness | uncommon | This magical glove fits any hand, and matches any outfit. If worn, when you click your fingers, 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. The glove is in pristine condition. | ||
| 1 | Negotiable | The robust wizard's hat of instant party | uncommon | This wizard's hat has it's command word "thanks" stitched on a label on the inside. When worn by a wizard, if you speak 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. The hat cannot be destroyed by non-magical means. | ||
| 1 | Negotiable | Unreliable cup of quiet | uncommon | This simple wooden cup appears completely unremarkable. When drunk from, it muffles sounds (by 30dB) within a 10ft sphere for 10 minutes. This property cannot be used again until after a long rest. When the cup'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. |
Note
- The store may also filled with useless bric-a-brac, which the owner will attempt to sell as magical items to unsuspecting punters.