Nell's Mysterious Magic Trinkets Emporium
127 year old Human construction, medium sized
Location: City of Abingend
Owned by: Nell Carver
The door on this half-timbered cottage has been painted indigo. The dwelling also serves as a Magic Trinkets Emporium.
Occupants
Name | Role | Age | Gender | Race | Description |
---|---|---|---|---|---|
Ben Carver | 4 | Male | Human | He is a human child with amber eyes, short auburn hair in a side parting, and olive skin. | |
Catherine Robertson | 2 | Female | Human | She is an infant human with amber eyes, a bald head, and light brown skin. | |
Cicely Robertson | Housekeeper | 31 | Female | Human | She is an adult human with grey eyes, light-brown hair in a bun, and olive skin. |
Ellis Jenks-Robertson | Shopkeep's Apprentice | 15 | Male | Human | He is an adolescent human with amber eyes, short curly dyed red hair, and light pink skin. |
Eveline Robertson | 4 | Female | Human | She is a human child with amber eyes, scruffy auburn hair, and light brown skin. | |
Freda Carver | 6 | Female | Human | She is a human child with grey eyes, dark-brown hair in a bun, and light brown skin. | |
Harvey Robertson | Shopkeep's Assistant | 36 | Male | Human | He is an adult human with grey eyes, brown hair in a bun, a long beard, and light brown skin. |
Lagot Carver | Housekeeper | 27 | Male | Human | He is an adult human with amber eyes, a horseshoe of dyed brown hair, bushy sideburns, and light brown skin. |
Leonora Robertson | Shopkeep's Apprentice | 15 | Female | Human | She is an adolescent human with brown eyes, black hair in a pigtails, and dark brown skin. |
Nancy Gilmore | Housekeeper | 23 | Female | Human | She is an adult human with amber eyes, scruffy auburn hair, and olive skin. |
Nell Carver | Shopkeep | 25 | Female | Human | She is an adult human with grey eyes (the left of which is glass), short auburn hair in a side parting, and olive skin. |
Family Tree
- Nell Carver nee Gilmore (♀/25) + Lagot Carver (♂/27/Nell's husband)
- Freda Carver (♀/6/Nell's daughter)
- Ben Carver (♂/4/Nell's son)
- Harvey Robertson (♂/36/Nell's brother in-law) + Cicely Robertson nee Gilmore (♀/31/Nell's sister)
- Eveline Robertson (♀/4/Nell's niece)
- Catherine Robertson (♀/2/Nell's niece)
- Nancy Gilmore (♀/23/Nell's sister)
Items for sale
At this location, items are priced between 80% and 107% of their base value.
Available | Price | Item | Rarity | Description |
---|---|---|---|---|
1 | Negotiable | Candle of needy truesight | uncommon | This magical candle can be lit for a total of 10 minutes before it burns down. When lit and left burning for at least 1 minute, you gain truesight for 1 minute. This property cannot be used again until after a long rest. This magic item requires attunement. (See 'Attunement' in the SRD.) |
1 | Negotiable | Cursed wrist bands of Rust Monster disguise | uncommon | This magical bracer is embossed with the command word, "exam". When spoken by the wearer, a magical illusion disguises you as a Rust Monster 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. 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 | Fleek's poisonous book of gender tickets | uncommon | A small leather bound booklet contains 6 numbered tickets. When a ticket is torn from the binding, it crumbles to dust and 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 using the tickets's property, you must succeed a constitution save, DC 12, or be poisoned for 1 hour. |
1 | 501 - 5,000 gp | Folding boat | rare | This object appears as a wooden box that measures 12 inches long, 6 inches wide, and 6 inches deep. It weighs 4 pounds and floats. It can be opened to store items inside. This item also has three command words, each requiring you to use an action to speak it. One command word causes the box to unfold into a boat 10 feet long, 4 feet wide, and 2 feet deep. The boat has one pair of oars, an anchor, a mast, and a lateen sail. The boat can hold up to four Medium creatures comfortably. The second command word causes the box to unfold into a ship 24 feet long, 8 feet wide, and 6 feet deep. The ship has a deck, rowing seats, five sets of oars, a steering oar, an anchor, a deck cabin, and a mast with a square sail. The ship can hold fifteen Medium creatures comfortably. When the box becomes a vessel, its weight becomes that of a normal vessel its size, and anything that was stored in the box remains in the boat. The third command word causes the folding boat to fold back into a box, provided that no creatures are aboard. Any objects in the vessel that can't fit inside the box remain outside the box as it folds. Any objects in the vessel that can fit inside the box do so. |
1 | Negotiable | Giving wand of navigation | uncommon | A 10 inch wooden rod, to activate the user must pass a DC12 intelligence check, if successful the direction of true north is clear in your mind. This property cannot be used again until after a long rest. After 100 days, the wand's property stops working. If the wand finds a new owner that has not owned it before, the property will work again. |
1 | Negotiable | Heavy blink chalk | uncommon | This stick of white chalk comes with an attached label bearing it's command word, "freedom". The stick is long enough to write "freedom" 7 times. When you use the stick to write the command word, it casts the spell Blink, with you as the target. 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 calming fish | uncommon | A small fish carved of amber. A command word "strategy" is scratched on the design. If you speak the word, you feel at peace. 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 shoe of soothing | uncommon | This magical shoe fits any foot, and matches any outfit. If worn, when you click your heels together, you regain 1d4 hit-points. 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 purse of common tongue | uncommon | This magical purse is embroidered with spirals and swirls. When the final item is removed and the purse is empty you can speak and understand common for the next day. This property cannot be used again until after a long rest. The pouch is twice as large as an average pouch. |
1 | Negotiable | Phase Spider figurehead of disappearing fortune | uncommon | A ship's figurehead in the shape of a Phase Spider. (A ship can only have one magical figurehead.) While at the wheel of a ship with the Phase Spider figurehead attached, if you concentrate your mind, 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. After each use the GM should roll a d20. On a 1, the figurehead goes missing the next time it is stowed away. |
1 | Negotiable | Pristine quill of glowing | uncommon | This large magical feather is from an long extinct bird. When dropped with intent, on landing 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 feather is in pristine condition. |
1 | Negotiable | Small medal of reminiscing | uncommon | This medal was awarded for bravery defending Jatrad. When polished, 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 medal is half the size of a typical medal. |
1 | Negotiable | Warm cup of darkness | uncommon | This simple wooden cup appears completely unremarkable. When drunk from, 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. The cup 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.