House's Mystical Magic Trinkets Emporium

97 year old Human construction, large sized

Location: City of Meltford

Owned by: Shadrach House

The door on this large cottage has been painted turquoise. A large brown and tan hound is sniffing about the place. It's nametag says "Jemima." The dwelling also serves as a Magic Trinkets Emporium.

Occupants

Name Role Age Gender Race Description
Alice Carpenter-Tuttle 6 Female Human She is a human child with brown eyes, long curly black hair, and dark brown skin.
Bernice Mayes Shopkeep's Apprentice 14 Female Human She is an adolescent human with hazel eyes, dark-brown hair in a plait, and medium brown skin.
Effie David Shopkeep's Apprentice 13 Female Human She is an adolescent human with blue eyes, light-brown hair in a ponytail, and olive skin.
Ellis Carpenter-Tuttle Housekeeper 40 Male Human He is an adult human with brown eyes, short dyed black hair, bushy sideburns, and dark brown skin.
Eveline House Shopkeep's Assistant 56 Female Human She is an elderly human with green eyes, dyed blond hair in a bun, and pale white skin.
Hector Carpenter-Tuttle 1 Male Tiefling He is an infant tiefling with silver eyes, wisps of black hair, and wine-purple skin. He has large curled horns.
Iohannes Brock Shopkeep's Apprentice 14 Male Human He is an adolescent human with amber eyes, scruffy dark-brown hair, and medium brown skin.
Jacob Carpenter-Tuttle 11 Male Human He is a human child with amber eyes, long dark-brown hair with a fringe cut, and medium brown skin.
Marion Carpenter-Tuttle Housekeeper 38 Female Human She is an adult human with amber eyes, long curly auburn hair, and medium brown skin.
Shadrach House Shopkeep 53 Male Human He is an elderly human with hazel eyes, thin scruffy blond hair, a full beard, and medium brown skin.

Family Tree

Items for sale

⟳ Re-roll shop stock.

At this location, items are priced between 84% and 88% of their base value.

Available Price Value Item Rarity Description Weight
1 Negotiable Dull critters 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, up to a dozen nearby small woodland creatures are attracted to the lute. They are charmed for 1 minute. This property only works while in woodlands. This property cannot be used again until after a long rest. This lute seems boring somehow. 2 lbs.
1 Negotiable Fleek's cursed book of darkvision tickets uncommon A small leather bound booklet contains 7 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 each use the GM should roll a d20. On a 1, a misfortune befalls the user. The nature of the misfortune is at the discretion of the GM.
1 Negotiable Heavy reminiscing chalk uncommon This stick of white chalk comes with an attached label bearing it's command word, "difference". The stick is long enough to write "difference" 9 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 Humming amber soothing fish uncommon A small fish carved of amber. A command word "control" 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. The fish makes a very slight humming sound at all times.
1 Negotiable Lucky silver chilling penny uncommon This silver penny has the crest of Coskiura on one side, and is blank on the other. When you flip it, the ambient temperature is reduced 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 of below 40ºF (5ºC.) 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 Over-sized crown of the fortune king uncommon A smooth silver band, when placed upon the head 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 crown is twice as large as an average crown.
1 Negotiable Poisonous quill of melody uncommon This large magical feather is from an long extinct bird. When dropped with intent, on landing 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 feather. This property cannot be used again until after a long rest. After using the feather's property, you must succeed a constitution save, DC 12, or be poisoned for 1 hour.
1 Negotiable Pristine book of quiet halfling poetry uncommon A book containing poetry written in halfling. If you read one of the poems aloud, it muffles sounds (by 30dB) within a 10ft sphere for 10 minutes. This property cannot be used again until after a long rest. The book is in pristine condition.
1 45 gp 52 gp Scimitar +1 uncommon A Martial Melee weapon. 1d6 + 1 slashing damage. Range: 5. Properties: Finesse, Light, Magic

You have a +1 bonus to your attack and damage when wielding this Scimitar.
The craftmanship of this weapon identifies it as a masterwork.
3 lbs.
1 Negotiable The giving wizard's hat of life saving uncommon This wizard's hat has it's command word "environment" stitched on a label on the inside. When worn by a wizard, if you speak the command word, 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. After 100 days, the hat's property stops working. If the hat finds a new owner that has not owned it before, the property will work again.
1 Negotiable Truthful belt of darkness uncommon This leather belt is embossed with runes. When removed 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 using the belt's property you cannot tell a deliberate lie for 1 hour.
1 Negotiable Unreliable wrist bands of calming uncommon This magical bracer is embossed with the command word, "investment". When spoken by the wearer, you feel at peace. This property cannot be used again until after a long rest. When the bracer'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 Negotiable Vastra's lavish symbol of gender uncommon A holy symbol of Vastra. In order to use the symbol, you must be a follower of Vastra and have visited a shrine or temple to Vastra in the last 24 hours. If you have done so, you can hold the symbol and say a short prayer and Vastra smiles upon you. Then 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 use, the item appears highly decorated and valuable for 6 hours.
1 Negotiable Warm glove of warming uncommon This magical glove fits any hand, and matches any outfit. If worn, when you click your fingers, 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. The glove 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.
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