Mathew's Magic Trinkets Emporium
535 year old Human construction, small sized
Location: Midwood
Owned by: Mathew Dean
A small brick house, painted purple. The dwelling also serves as a Magic Trinkets Emporium.
Occupants
| Name | Role | Age | Gender | Race | Description |
|---|---|---|---|---|---|
| Amanda Dean | Housekeeper | 47 | Female | Human | She is an adult human with hazel eyes, long light-brown and grey streaked hair with a fringe cut, and medium brown skin. |
| Ellenor Dean | Shopkeep's Assistant | 22 | Female | Human | She is an adult human with amber eyes, long styled dark-brown hair, and medium brown skin. |
| Ezra Bosse | Housekeeper | 35 | Male | Human | He is an adult human with blue eyes, balding dyed white hair, a clean shaven face, and light brown skin. |
| Gabriel Dean | Shopkeep's Assistant | 46 | Male | Human | He is an adult human with brown eyes, a shaved head, a clean shaven face, and medium brown skin. |
| Gonilda Dean | Shopkeep's Assistant | 27 | Female | Human | She is an adult human with grey eyes, dyed strawberry hair in a ponytail, and light pink skin. |
| Mathew Dean | Shopkeep | 24 | Male | Human | He is an adult human with blue eyes, very short blond hair, a moustache, and light pink skin. |
| Perry Dean the 2nd | 5 | Male | Human | He is a human child with amber eyes, scruffy strawberry hair, and light pink skin. | |
| Wydo Dean | Housekeeper | 31 | Male | Human | He is an adult human with amber eyes (the left of which is glass), black hair in a bun, a full beard, and dark brown skin. |
Family Tree
- Amanda Dean nee Bosse (♀/47/Mathew's mother) + Gabriel Dean (♂/46/Mathew's father)
- Gonilda Dean (♀/27/Mathew's sister) + Wydo Dean (♂/31/Mathew's brother in-law)
- Perry Dean the 2nd (♂/5/Mathew's nephew)
- Mathew Dean (♂/24) + Ellenor Dean nee Hite (♀/22/Mathew's wife)
- Ezra Bosse (♂/35/Mathew's uncle)
Items for sale
At this location, items are priced between 89% and 107% of their base value.
| Available | Price | Value | Item | Rarity | Description |
|---|---|---|---|---|---|
| 1 | Negotiable | Annoying belt of darkvision | uncommon | This leather belt is embossed with runes. When removed you gain darkvision for 1 hour. This property cannot be used again until after a long rest. The belt loudly shouts "The secret is law!" when you use it's property. | |
| 1 | Negotiable | Disappearing silver knock penny | uncommon | This silver penny has the crest of Geflus on one side, and is blank on the other. When you flip it, it unlocks the nearest locked door within 30 ft. This property cannot be used again until after a long rest. After each use the GM should roll a d20. On a 1, the coin goes missing the next time it is stowed away. | |
| 1 | Negotiable | Giving cup of critters | uncommon | This simple wooden cup appears completely unremarkable. When drunk from, up to a dozen nearby small woodland creatures are attracted to the cup. They are charmed for 1 minute. This property only works while in woodlands. This property cannot be used again until after a long rest. After 100 days, the cup's property stops working. If the cup finds a new owner that has not owned it before, the property will work again. | |
| 1 | Negotiable | Light crown of the dwarvish tongue king | uncommon | A smooth silver band, when placed upon the head you can speak and understand dwarvish for the next day. This property cannot be used again until after a long rest. The crown feels like it has no weight, almost as if it were an illusion, but is solid to the touch. | |
| 1 | Negotiable | Poisonous amber gender fish | uncommon | A small fish carved of amber. A command word "year" is scratched on the design. If you speak the word, you become the gender of your choice until your next long rest. If you repeat this effect for 14 days, the change becomes permanent. This property cannot be used again until after a long rest. After using the fish's property, you must succeed a constitution save, DC 12, or be poisoned for 1 hour. | |
| 1 | 24 gp | 25 gp | Scroll of Alarm | 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. |
Note
- The store may also filled with useless bric-a-brac, which the owner will attempt to sell as magical items to unsuspecting punters.