Amral's Magic Trinkets Emporium

240 year old Human construction, medium sized

Location: Hornstead Town

Owned by: Indaloth Amral

A historic 6th Century half-timbered house. A map of Coskiura is framed on one wall. The dwelling also serves as a Magic Trinkets Emporium.

Occupants

Name Role Age Gender Race Description
Alfredus Nelson Housekeeper 43 Male Human He is an adult human with one amber eye (his left is closed and scarred), a black and grey streaked quiff, a clean shaven face, and medium brown skin.
Christina Gilbert 0 Female Human She is an infant human with hazel eyes, a bald head, and medium brown skin.
Clarence Amral Housekeeper 91 Male Elf He is an adolescent elf with grey eyes, short curly red hair, and light brown skin.
Eustacius Harper Shopkeep's Apprentice 18 Male Human He is an adolescent human with grey eyes, short strawberry hair, and olive skin.
Idonea Gibson Shopkeep's Apprentice 12 Female Human She is an adolescent human with amber eyes, short blond hair in a side parting, and pale white skin.
Ina Gilbert Shopkeep's Assistant 25 Female Human She is an adult human with brown eyes, black hair in a ponytail, and medium brown skin.
Indaloth Amral Shopkeep 92 Female Half-Elf She is an adult half-elf with brown eyes, long curly black hair, and medium brown skin.
Iordanus Gilbert 56 Male Human He is an elderly human with one amber eye (his left is covered by an eye-patch), long flowing white hair, a long beard, and medium brown skin.
Isaac Gilbert Housekeeper 30 Male Human He is an adult human with blue eyes, a brown quiff, a clean shaven face, and light brown skin.
Theresa Gilbert Shopkeep's Assistant 56 Female Human She is an elderly human with blue eyes, long flowing dyed brown hair, and light brown skin.

Family Tree

Items for sale

⟳ Re-roll shop stock.

At this location, items are priced between 92% and 110% of their base value.

Available Price Item Rarity Description
1 Negotiable Annoying wand of knock uncommon A 10 inch wooden rod, to activate the user must pass a DC12 intelligence check, if successful it unlocks the nearest locked door within 30 ft. This property cannot be used again until after a long rest. The wand loudly shouts "The secret is teacher!" when you use it's property.
1 501 - 5,000 gp Chime of opening rare This hollow metal tube measures about 1 foot long and weighs 1 pound. You can strike it as an action, pointing it at an object within 120 feet of you that can be opened, such as a door, lid, or lock. The chime issues a clear tone, and one lock or latch on the object opens unless the sound can't reach the object. If no locks or latches remain, the object itself opens. The chime can be used ten times. After the tenth time, it cracks and becomes useless.
1 Negotiable Fleek's small book of darkvision tickets uncommon A small leather bound booklet contains 9 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. The tickets is half the size of a typical tickets.
1 Negotiable Giving shoe of mana uncommon This magical shoe fits any foot, and matches any outfit. If worn, when you click your heels together, 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 100 days, the shoe's property stops working. If the shoe finds a new owner that has not owned it before, the property will work again.
1 Negotiable Heavy crown of the awareness king uncommon A smooth silver band, when placed upon the head you may add a +2 bonus to the next initiative roll you make. This property cannot be used again until after a long rest. The crown feels unusually heavy, four times the weight of an average crown.
1 Negotiable Lavish book of life saving dwarvish poetry uncommon A book containing poetry written in dwarvish. If you read one of the poems aloud, 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 use, the item appears highly decorated and valuable for 6 hours.
1 Negotiable The cursed dice of Darkmantle disguise uncommon Two cubes made of bone, with mysterious markings on each face. Role the dice, if the symbols match, a magical illusion disguises you as a Darkmantle 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 The light duck of glowing uncommon A duck made of cloth and leather. When squeezed, 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 duck feels like it has no weight, almost as if it were an illusion, but is solid to the touch.
1 Negotiable Warm reminiscing chalk uncommon This stick of white chalk comes with an attached label bearing it's command word, "basis". The stick is long enough to write "basis" 10 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 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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