Amellva's Magic Trinkets Emporium
796 year old Halfling construction, medium sized
Location: Pandton
Owned by: Amellva Barrow-Hartley
A Cob-walled home with round windows. The dwelling also serves as a Magic Trinkets Emporium.
Occupants
Name | Role | Age | Gender | Race | Description |
---|---|---|---|---|---|
Alfrisa Barrow | Shopkeep's Assistant | 84 | Female | Halfling | She is an elderly halfling with amber eyes, dyed blond hair in a plait, and light pink skin. |
Amellva Barrow-Hartley | Shopkeep | 48 | Female | Halfling | She is an adult halfling with brown eyes, long dark-brown hair tied back in a knot, and medium brown skin. |
Briffo Small | Shopkeep's Apprentice | 17 | Male | Human | He is an adolescent human with blue eyes, short curly brown hair, and light brown skin. |
Fastud Barrow-Holden | 0 | Male | Halfling | He is an infant halfling with green eyes, a bald head, and light brown skin. | |
Grimba Barrow | 88 | Male | Halfling | He is an elderly halfling with brown eyes, grey hair in a ponytail, bushy sideburns, and medium brown skin. | |
Gundan Barrow-Hartley | Housekeeper | 46 | Male | Tiefling | He is an adult tiefling with red eyes (behind a pair of spectacles), dyed blond hair in a plait, stubble, and brick-red skin. He has curved horns. |
Hamfastus Barrow | Housekeeper | 77 | Male | Halfling | He is an adult halfling with hazel eyes, balding brown hair, bushy sideburns, and medium brown skin. |
Isengfo Barrow-Holden | 5 | Male | Halfling | He is a halfling child with grey eyes, shoulder-length strawberry hair, and light pink skin. | |
Marcduc Barrow-Holden | Housekeeper | 43 | Male | Longfoot | He is an adult longfoot with amber eyes, strawberry hair in braids, a clean shaven face, and light pink skin. |
Matildara Barrow-Holden | Tutor | 37 | Female | Halfling | She is an adult halfling with blue eyes, short blond hair in a side parting, and light pink skin. |
Roderiballbo Miles-Denton | Shopkeep's Apprentice | 15 | Male | Longfoot | He is an adolescent longfoot with grey eyes, short curly dark-brown hair, and light brown skin. |
Family Tree
- Alfrisa Barrow nee Holden-Draper (♀/84/Amellva's mother) + Hamfastus Barrow (♂/77/Amellva's father)
- Amellva Barrow-Hartley nee Barrow (♀/48) + Gundan Barrow-Hartley nee Hartley (♂/46/Amellva's husband)
- Matildara Barrow-Holden nee Barrow (♀/37/Amellva's sister) + Marcduc Barrow-Holden nee Holden (♂/43/Amellva's brother in-law)
- Isengfo Barrow-Holden (♂/5/Amellva's nephew)
- Fastud Barrow-Holden (♂/0/Amellva's nephew)
- Grimba Barrow (♂/88/Amellva's uncle)
Items for sale
At this location, items are priced between 86% and 95% of their base value.
Available | Price | Value | Item | Rarity | Description |
---|---|---|---|---|---|
1 | Negotiable | Humming shoe of blink | uncommon | This magical shoe fits any foot, and matches any outfit. If worn, when you click your heels together, it casts the spell Blink, with you as the target. This property cannot be used again until after a long rest. The shoe makes a very slight humming sound at all times. | |
1 | Negotiable | Light cup of Hydra disguise | uncommon | This simple wooden cup appears completely unremarkable. When drunk from, a magical illusion disguises you as a Hydra 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 cup feels like it has no weight, almost as if it were an illusion, but is solid to the touch. | |
1 | Negotiable | Lucky belt of truesight | uncommon | This leather belt is embossed with runes. When removed you gain truesight for 1 minute. 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. | |
1 | Negotiable | Pristine amber reminiscing fish | uncommon | A small fish carved of amber. A command word "security" is scratched on the design. If you speak the 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 fish is in pristine condition. | |
1 | Negotiable | Quill of soothing | uncommon | This large magical feather is from an long extinct bird. When dropped with intent, on landing you regain 1d4 hit-points. This property cannot be used again until after a long rest. | |
1 | Negotiable | Robust silver haste penny | uncommon | This silver penny has the crest of Geflus on one side, and is blank on the other. When you flip it, your movement speed is doubled for 1 minute. This property cannot be used again until after a long rest. The coin cannot be destroyed by non-magical means. | |
1 | Negotiable | Sands of unreliable instant party | uncommon | A small glass sand timer in a wooden frame. When the sands are left to run uninterrupted for 1 minute, 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. When the timer'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 | 23 gp | 25 gp | Scroll of Comprehend Languages | common | A spell scroll bears the words of the 1st-level spell, written in a mystical cipher. If the spell is on your class's spell list, you can use an action to read the scroll and cast its spell without having to provide any of the spell's components. Otherwise, the scroll is unintelligible. If the spell needs a save DC, it is 13. If it needs an attack bonus, it is 5. If the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC is 11. On a failed check, the spell disappears from the scroll with no other effect. Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust. This wizard spell can be copied just as spells in spellbooks can be copied. To copy the spell, the copier must succeed on an Intelligence (Arcana) check with DC 11. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed. |
1 | Negotiable | Solos's subtle symbol of mana | uncommon | A holy symbol of Solos. In order to use the symbol, you must be a follower of Solos and have visited a shrine or temple to Solos in the last 24 hours. If you have done so, you can hold the symbol and say a short prayer and Solos smiles upon you. Then if you are a spellcaster, you may cast one of your level 1 spells without spending a spell-slot. This property cannot be used again until after a long rest. The symbol is hidden from detect magic. | |
1 | Negotiable | The dull wizard's hat of calming | uncommon | This wizard's hat has it's command word "library" stitched on a label on the inside. When worn by a wizard, if you speak the command word, you feel at peace. This property cannot be used again until after a long rest. This hat seems boring somehow. | |
1 | Negotiable | The needy duck of warming | uncommon | A duck made of cloth and leather. When squeezed, 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 | Negotiable | Warm melody chalk | uncommon | This stick of white chalk comes with an attached label bearing it's command word, "history". The stick is long enough to write "history" 6 times. When you use the stick to write the command word, 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 chalk. This property cannot be used again until after a long rest. The chalk is warm to the touch. |
Note
- The store may also filled with useless bric-a-brac, which the owner will attempt to sell as magical items to unsuspecting punters.