Rosannah's Magic Trinkets Emporium

221 year old Longfoot construction, medium sized

Location: Aradaton

Owned by: Rosannah Crane

A half-timbered house with a slate tile roof. A friendly black cat greets strangers as they approach. It's nametag says "Rachael." The dwelling also serves as a Magic Trinkets Emporium.

Occupants

Name Role Age Gender Race Description
Aaron Richard the 2nd Shopkeep's Apprentice 14 Male Human He is an adolescent human with grey eyes, short dark-brown hair, and light brown skin.
Amicia Mott Housekeeper 32 Female Human She is an adult human with amber eyes, long red hair tied back in a knot, and olive skin.
Clyde Hooker the 2nd Shopkeep's Apprentice 13 Male Human He is an adolescent human with hazel eyes, dyed black hair worn in a rounded bowl cut, and medium brown skin.
Constantinus Gentry Shopkeep's Apprentice 13 Male Human He is an adolescent human with grey eyes, auburn hair in braids, and light brown skin.
Franklin Crane Housekeeper 20 Male Human He is an adult human with amber eyes, short red hair in a side parting, a big bushy beard, and olive skin.
Hartley Mott 3 Male Human He is a human child with brown eyes, short black hair, and dark brown skin.
Jonah Mott Housekeeper 37 Male Human He is an adult human with brown eyes, short black hair, a clean shaven face, and dark brown skin.
Joshua Mott the 2nd 5 Male Human He is a human child with amber eyes, brown hair in braids, and dark brown skin.
Lagot Crane Shopkeep's Assistant 52 Male Human He is an elderly human with amber eyes, long flowing silver hair, stubble, and olive skin.
Rosannah Crane Shopkeep 54 Female Human She is an elderly human with brown eyes, long styled silver hair, and medium brown skin.

Family Tree

Items for sale

⟳ Re-roll shop stock.

At this location, items are priced between 87% and 91% of their base value.

Available Price Value Item Rarity Description Weight
1 Negotiable Disappearing knock 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, it unlocks the nearest locked door within 30 ft. This property cannot be used again until after a long rest. After each use the GM should roll a d20. On a 1, the lute goes missing the next time it is stowed away. 2 lbs.
1 Negotiable Gaia's heavy symbol of life saving uncommon A holy symbol of Gaia. In order to use the symbol, you must be a follower of Gaia and have visited a shrine or temple to Gaia in the last 24 hours. If you have done so, you can hold the symbol and say a short prayer and Gaia smiles upon you. Then 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 symbol feels unusually heavy, four times the weight of an average symbol.
1 Negotiable Lucky shoe of awareness uncommon This magical shoe fits any foot, and matches any outfit. If worn, when you click your heels together, you may add a +2 bonus to the next initiative roll you make. 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 Poisonous pebble of blink 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 it casts the spell Blink, with you as the target. This property cannot be used again until after a long rest. After using the pebble's property, you must succeed a constitution save, DC 12, or be poisoned for 1 hour.
1 22 gp 25 gp Scroll of Bless common A spell scroll bears the words of the 1st-level spell, written in a mystical cipher. If the spell is on your class's spell list, you can use an action to read the scroll and cast its spell without having to provide any of the spell's components. Otherwise, the scroll is unintelligible. If the spell needs a save DC, it is 13. If it needs an attack bonus, it is 5. If the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC is 11. On a failed check, the spell disappears from the scroll with no other effect. Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust.
1 Negotiable The small duck of calming uncommon A duck made of cloth and leather. When squeezed, you feel at peace. This property cannot be used again until after a long rest. The duck is half the size of a typical duck.
1 Negotiable Truthful belt of soothing uncommon This leather belt is embossed with runes. When removed you regain 1d4 hit-points. 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 Wand of darkness uncommon A 10 inch wooden rod, to activate the user must pass a DC12 intelligence check, if successful 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.
1 Negotiable Worg figurehead of humming reminiscing uncommon A ship's figurehead in the shape of a Worg. (A ship can only have one magical figurehead.) While at the wheel of a ship with the Worg figurehead attached, if you concentrate your mind, 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 figurehead makes a very slight humming sound at all times.

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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