Amellva's Magic Trinkets Emporium
796 year old Halfling construction, medium sized
Location: Pandton
Owned by: Amellva Barrow-Hartley
A Cob-walled home with round windows. The dwelling also serves as a Magic Trinkets Emporium.
Occupants
| Name | Role | Age | Gender | Race | Description |
|---|---|---|---|---|---|
| Alfrisa Barrow | Shopkeep's Assistant | 84 | Female | Halfling | She is an elderly halfling with amber eyes, dyed blond hair in a plait, and light pink skin. |
| Amellva Barrow-Hartley | Shopkeep | 48 | Female | Halfling | She is an adult halfling with brown eyes, long dark-brown hair tied back in a knot, and medium brown skin. |
| Briffo Small | Shopkeep's Apprentice | 17 | Male | Human | He is an adolescent human with blue eyes, short curly brown hair, and light brown skin. |
| Fastud Barrow-Holden | 0 | Male | Halfling | He is an infant halfling with green eyes, a bald head, and light brown skin. | |
| Grimba Barrow | 88 | Male | Halfling | He is an elderly halfling with brown eyes, grey hair in a ponytail, bushy sideburns, and medium brown skin. | |
| Gundan Barrow-Hartley | Housekeeper | 46 | Male | Tiefling | He is an adult tiefling with red eyes (behind a pair of spectacles), dyed blond hair in a plait, stubble, and brick-red skin. He has curved horns. |
| Hamfastus Barrow | Housekeeper | 77 | Male | Halfling | He is an adult halfling with hazel eyes, balding brown hair, bushy sideburns, and medium brown skin. |
| Isengfo Barrow-Holden | 5 | Male | Halfling | He is a halfling child with grey eyes, shoulder-length strawberry hair, and light pink skin. | |
| Marcduc Barrow-Holden | Housekeeper | 43 | Male | Longfoot | He is an adult longfoot with amber eyes, strawberry hair in braids, a clean shaven face, and light pink skin. |
| Matildara Barrow-Holden | Tutor | 37 | Female | Halfling | She is an adult halfling with blue eyes, short blond hair in a side parting, and light pink skin. |
| Roderiballbo Miles-Denton | Shopkeep's Apprentice | 15 | Male | Longfoot | He is an adolescent longfoot with grey eyes, short curly dark-brown hair, and light brown skin. |
Family Tree
- Alfrisa Barrow nee Holden-Draper (♀/84/Amellva's mother) + Hamfastus Barrow (♂/77/Amellva's father)
- Amellva Barrow-Hartley nee Barrow (♀/48) + Gundan Barrow-Hartley nee Hartley (♂/46/Amellva's husband)
- Matildara Barrow-Holden nee Barrow (♀/37/Amellva's sister) + Marcduc Barrow-Holden nee Holden (♂/43/Amellva's brother in-law)
- Isengfo Barrow-Holden (♂/5/Amellva's nephew)
- Fastud Barrow-Holden (♂/0/Amellva's nephew)
- Grimba Barrow (♂/88/Amellva's uncle)
Items for sale
At this location, items are priced between 86% and 95% of their base value.
| Available | Price | Item | Rarity | Description | Weight |
|---|---|---|---|---|---|
| 1 | Negotiable | Annoying purse of darkness | uncommon | This magical purse is embroidered with spirals and swirls. When the final item is removed and the purse is empty 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 pouch loudly shouts "The secret is map!" when you use it's property. | |
| 1 | Negotiable | Concealable truesight chalk | uncommon | This stick of white chalk comes with an attached label bearing it's command word, "activity". The stick is long enough to write "activity" 7 times. When you use the stick to write the command word, you gain truesight for 1 minute. This property cannot be used again until after a long rest. When the chalk is in your pack or otherwise stowed away, only you can see it. It can be revealed with detect magic. | |
| 1 | Negotiable | Cursed wand of reminiscing | uncommon | A 10 inch wooden rod, to activate the user must pass a DC12 intelligence check, if successful 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. 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 | Glove of glowing | uncommon | This magical glove fits any hand, and matches any outfit. If worn, when you click your fingers, 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. | |
| 1 | Negotiable | Needy shoe of instant party | uncommon | This magical shoe fits any foot, and matches any outfit. If worn, when you click your heels together, 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 fortune 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, 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 lute is twice as large as an average lute. | 2 lbs. |
| 1 | Negotiable | Pristine silver quiet penny | uncommon | This silver penny has the crest of None on one side, and is blank on the other. When you flip it, it muffles sounds (by 30dB) within a 10ft sphere for 10 minutes. This property cannot be used again until after a long rest. The coin is in pristine condition. | |
| 1 | 501 - 5,000 gp | Ring of evasion | rare |
Requires attunement. This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. When you fail a Dexterity saving throw while wearing it, you can use your reaction to expend 1 of its charges to succeed on that saving throw instead. |
|
| 1 | Negotiable | Small amber haste fish | uncommon | A small fish carved of amber. A command word "direction" is scratched on the design. If you speak the word, your movement speed is doubled for 1 minute. This property cannot be used again until after a long rest. The fish is half the size of a typical fish. | |
| 1 | Negotiable | Subtle belt of orcish tongue | uncommon | This leather belt is embossed with runes. When removed you can speak and understand orcish for the next day. This property cannot be used again until after a long rest. The belt is hidden from detect magic. | |
| 1 | Negotiable | The heavy wizard's hat of calming | uncommon | This wizard's hat has it's command word "language" stitched on a label on the inside. When worn by a wizard, if you speak the command word, you feel at peace. This property cannot be used again until after a long rest. The hat feels unusually heavy, four times the weight of an average hat. | |
| 1 | Negotiable | Truthful wrist bands of critters | uncommon | This magical bracer is embossed with the command word, "marriage". When spoken by the wearer, up to a dozen nearby small woodland creatures are attracted to the bracer. 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 using the bracer's property you cannot tell a deliberate lie for 1 hour. | |
| 1 | Negotiable | Warm cup of life saving | uncommon | This simple wooden cup appears completely unremarkable. When drunk from, 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. 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.