Mathew's Magic Trinkets Emporium
535 year old Human construction, small sized
Location: Midwood
Owned by: Mathew Dean
A small brick house, painted purple. The dwelling also serves as a Magic Trinkets Emporium.
Occupants
| Name | Role | Age | Gender | Race | Description |
|---|---|---|---|---|---|
| Amanda Dean | Housekeeper | 47 | Female | Human | She is an adult human with hazel eyes, long light-brown and grey streaked hair with a fringe cut, and medium brown skin. |
| Ellenor Dean | Shopkeep's Assistant | 22 | Female | Human | She is an adult human with amber eyes, long styled dark-brown hair, and medium brown skin. |
| Ezra Bosse | Housekeeper | 35 | Male | Human | He is an adult human with blue eyes, balding dyed white hair, a clean shaven face, and light brown skin. |
| Gabriel Dean | Shopkeep's Assistant | 46 | Male | Human | He is an adult human with brown eyes, a shaved head, a clean shaven face, and medium brown skin. |
| Gonilda Dean | Shopkeep's Assistant | 27 | Female | Human | She is an adult human with grey eyes, dyed strawberry hair in a ponytail, and light pink skin. |
| Mathew Dean | Shopkeep | 24 | Male | Human | He is an adult human with blue eyes, very short blond hair, a moustache, and light pink skin. |
| Perry Dean the 2nd | 5 | Male | Human | He is a human child with amber eyes, scruffy strawberry hair, and light pink skin. | |
| Wydo Dean | Housekeeper | 31 | Male | Human | He is an adult human with amber eyes (the left of which is glass), black hair in a bun, a full beard, and dark brown skin. |
Family Tree
- Amanda Dean nee Bosse (♀/47/Mathew's mother) + Gabriel Dean (♂/46/Mathew's father)
- Gonilda Dean (♀/27/Mathew's sister) + Wydo Dean (♂/31/Mathew's brother in-law)
- Perry Dean the 2nd (♂/5/Mathew's nephew)
- Mathew Dean (♂/24) + Ellenor Dean nee Hite (♀/22/Mathew's wife)
- Ezra Bosse (♂/35/Mathew's uncle)
Items for sale
At this location, items are priced between 89% and 107% of their base value.
| Available | Price | Item | Rarity | Description |
|---|---|---|---|---|
| 1 | Negotiable | Cursed glove of fortune | uncommon | This magical glove fits any hand, and matches any outfit. If worn, when you click your fingers, 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, a misfortune befalls the user. The nature of the misfortune is at the discretion of the GM. |
| 1 | Negotiable | Dull awareness chalk | uncommon | This stick of white chalk comes with an attached label bearing it's command word, "nature". The stick is long enough to write "nature" 4 times. When you use the stick to write the command word, you may add a +2 bonus to the next initiative roll you make. This property cannot be used again until after a long rest. This chalk seems boring somehow. |
| 1 | 501 - 5,000 gp | Figurine of wondrous power (onyx dog) | rare | A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature. The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions. The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description. Onyx Dog (Rare). This onyx statuette of a dog can become a mastiff for up to 6 hours. The mastiff has an Intelligence of 8 and can speak Common. It also has darkvision out to a range of 60 feet and can see invisible creatures and objects within that range. Once it has been used, it can't be used again until 7 days have passed. |
| 1 | Negotiable | Lavish silver soothing penny | uncommon | This silver penny has the crest of Tesmela on one side, and is blank on the other. When you flip it, you regain 1d4 hit-points. 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 | Sands of over-sized life saving | uncommon | A small glass sand timer in a wooden frame. When the sands are left to run uninterrupted for 1 minute, 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 timer is twice as large as an average timer. |
| 1 | Negotiable | Truthful quill of darkness | uncommon | This large magical feather is from an long extinct bird. When dropped with intent, on landing 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. After using the feather's property you cannot tell a deliberate lie for 1 hour. |
| 1 | Negotiable | Wand of instant party | uncommon | A 10 inch wooden rod, to activate the user must pass a DC12 intelligence check, if successful 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. |
Note
- The store may also filled with useless bric-a-brac, which the owner will attempt to sell as magical items to unsuspecting punters.