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
- Shadrach House (♂/53) + Eveline House nee Kyle (♀/56/Shadrach's wife)
- Ellis Carpenter-Tuttle nee Tuttle (♂/40/Shadrach's nephew) + Marion Carpenter-Tuttle nee Carpenter (♀/38/Shadrach's nephew's wife)
- Jacob Carpenter-Tuttle (♂/11/Shadrach's cousin 2x removed)
- Alice Carpenter-Tuttle (♀/6/Shadrach's cousin 2x removed)
- Hector Carpenter-Tuttle (♂/1/Shadrach's cousin 2x removed)
Items for sale
At this location, items are priced between 84% and 88% of their base value.
Available | Price | Item | Rarity | Description |
---|---|---|---|---|
1 | Negotiable | Cold cup of haste | uncommon | This simple wooden cup appears completely unremarkable. When drunk from, your movement speed is doubled for 1 minute. This property cannot be used again until after a long rest. The cup is cold to the touch. |
1 | Negotiable | Dull 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. This pouch seems boring somehow. |
1 | 101 - 500 gp | Elemental gem | uncommon | This gem contains a mote of elemental energy. When you use an action to break the gem, an elemental is summoned as if you had cast the spell, and the gem's magic is lost. The type of gem determines the elemental summoned by the spell. Blue sapphire=Air elemental, Yellow diamond=Earth elemental, Red corundum=Fire elemental, Emerald=Water elemental |
1 | Negotiable | Griffon figurehead of poisonous melody | uncommon | A ship's figurehead in the shape of a Griffon. (A ship can only have one magical figurehead.) While at the wheel of a ship with the Griffon figurehead attached, if you concentrate your mind, 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 figurehead. This property cannot be used again until after a long rest. After using the figurehead's property, you must succeed a constitution save, DC 12, or be poisoned for 1 hour. |
1 | Negotiable | Humming belt of glowing | uncommon | This leather belt is embossed with runes. When removed it emits a dim orange glow, just barely enough to cover 10 ft. The glow lasts for 1 minute. This property cannot be used again until after a long rest. The belt makes a very slight humming sound at all times. |
1 | Negotiable | Lavish amber darkvision fish | uncommon | A small fish carved of amber. A command word "medicine" is scratched on the design. If you speak the word, you gain darkvision for 1 hour. 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 | Needy book of instant party giant poetry | uncommon | A book containing poetry written in giant. If you read one of the poems aloud, 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. This magic item requires attunement. (See 'Attunement' in the SRD.) |
1 | Negotiable | Over-sized pebble of reminiscing | 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 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 pebble is twice as large as an average pebble. |
1 | Negotiable | Pristine fireworks of navigation | uncommon | A bundle of 3 fireworks. When a firework is lit and allowed to explode, the direction of true north is clear in your mind. This property cannot be used again until after a long rest. The firework is in pristine condition. |
1 | Negotiable | Small wand of fortune | uncommon | A 10 inch wooden rod, to activate the user must pass a DC12 intelligence check, if successful 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 wand is half the size of a typical wand. |
1 | Negotiable | The cursed dice of mana | uncommon | Two cubes made of bone, with mysterious markings on each face. Role the dice, if the symbols match, 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. 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 | The heavy duck of Gorgon disguise | uncommon | A duck made of cloth and leather. When squeezed, a magical illusion disguises you as a Gorgon 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 duck feels unusually heavy, four times the weight of an average duck. |
1 | Negotiable | Unreliable crown of the chilling king | uncommon | A smooth silver band, when placed upon the head 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. When the crown'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.