Amral's Magic Trinkets Emporium

240 year old Human construction, medium sized

Location: Hornstead Town

Owned by: Indaloth Amral

A historic 6th Century half-timbered house. A map of Coskiura is framed on one wall. The dwelling also serves as a Magic Trinkets Emporium.

Occupants

Name Role Age Gender Race Description
Alfredus Nelson Housekeeper 43 Male Human He is an adult human with one amber eye (his left is closed and scarred), a black and grey streaked quiff, a clean shaven face, and medium brown skin.
Christina Gilbert 0 Female Human She is an infant human with hazel eyes, a bald head, and medium brown skin.
Clarence Amral Housekeeper 91 Male Elf He is an adolescent elf with grey eyes, short curly red hair, and light brown skin.
Eustacius Harper Shopkeep's Apprentice 18 Male Human He is an adolescent human with grey eyes, short strawberry hair, and olive skin.
Idonea Gibson Shopkeep's Apprentice 12 Female Human She is an adolescent human with amber eyes, short blond hair in a side parting, and pale white skin.
Ina Gilbert Shopkeep's Assistant 25 Female Human She is an adult human with brown eyes, black hair in a ponytail, and medium brown skin.
Indaloth Amral Shopkeep 92 Female Half-Elf She is an adult half-elf with brown eyes, long curly black hair, and medium brown skin.
Iordanus Gilbert 56 Male Human He is an elderly human with one amber eye (his left is covered by an eye-patch), long flowing white hair, a long beard, and medium brown skin.
Isaac Gilbert Housekeeper 30 Male Human He is an adult human with blue eyes, a brown quiff, a clean shaven face, and light brown skin.
Theresa Gilbert Shopkeep's Assistant 56 Female Human She is an elderly human with blue eyes, long flowing dyed brown hair, and light brown skin.

Family Tree

Items for sale

⟳ Re-roll shop stock.

At this location, items are priced between 92% and 110% of their base value.

Available Price Item Rarity Description Weight
1 Negotiable Annoying silver fortune penny uncommon This silver penny has the crest of Jatrad on one side, and is blank on the other. When you flip it, 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. The coin loudly shouts "The secret is safety!" when you use it's property.
1 Negotiable Cold purse of blink uncommon This magical purse is embroidered with spirals and swirls. When the final item is removed and the purse is empty it casts the spell Blink, with you as the target. This property cannot be used again until after a long rest. The pouch is cold to the touch.
1 Negotiable Disappearing medal of melody uncommon This medal was awarded for bravery defending Geflus. When polished, 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 medal. This property cannot be used again until after a long rest. After each use the GM should roll a d20. On a 1, the medal goes missing the next time it is stowed away.
1 Negotiable Dull knock chalk uncommon This stick of white chalk comes with an attached label bearing it's command word, "strategy". The stick is long enough to write "strategy" 5 times. When you use the stick to write the command word, it unlocks the nearest locked door within 30 ft. This property cannot be used again until after a long rest. This chalk seems boring somehow.
1 Negotiable Giving pebble of calming uncommon The pebble is smooth and feels comforting to hold. A universe of natural beauty patterns the surface. Study the pebble for 2 minutes uninterrupted and you feel at peace. This property cannot be used again until after a long rest. After 100 days, the pebble's property stops working. If the pebble finds a new owner that has not owned it before, the property will work again.
1 501 - 5,000 gp Horn of valhalla (silver) rare You can use an action to blow this horn. In response, warrior spirits from the Valhalla appear within 60 feet of you. They use the statistics of a berserker. They return to Valhalla after 1 hour or when they drop to 0 hit points. Once you use the horn, it can't be used again until 7 days have passed. Four types of horn of Valhalla are known to exist, each made of a different metal. The horn's type determines how many berserkers answer its summons, as well as the requirement for its use. The GM chooses the horn's type or determines it randomly. If you blow the horn without meeting its requirement, the summoned berserkers attack you. If you meet the requirement, they are friendly to you and your companions and follow your commands. Silver Horn Berserkers Summoned 2d4 + 2 Requirement None
1 Negotiable Lavish amber instant party fish uncommon A small fish carved of amber. A command word "fishing" is scratched on the design. If you speak the 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. After use, the item appears highly decorated and valuable for 6 hours.
1 Negotiable Pristine belt of haste uncommon This leather belt is embossed with runes. When removed your movement speed is doubled for 1 minute. This property cannot be used again until after a long rest. The belt is in pristine condition.
1 Negotiable Sands of over-sized navigation uncommon A small glass sand timer in a wooden frame. When the sands are left to run uninterrupted for 1 minute, the direction of true north is clear in your mind. This property cannot be used again until after a long rest. The timer is twice as large as an average timer.
1 Negotiable Subtle wrist bands of soothing uncommon This magical bracer is embossed with the command word, "information". When spoken by the wearer, you regain 1d4 hit-points. This property cannot be used again until after a long rest. The bracer is hidden from detect magic.
1 Negotiable Warm wand of life saving uncommon A 10 inch wooden rod, to activate the user must pass a DC12 intelligence check, if successful the next time you are dying at the start of your turn, you stabilize. This effect wears off after a day. This property cannot be used again until after a long rest. The wand is warm to the touch.
1 Negotiable Warming lute uncommon A magically infused lute. Using this property requires a performance check DC 12. If you are proficient with lutes, you may add your proficiency bonus. If you are successful, 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. 2 lbs.

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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