House's Mystical Magic Trinkets Emporium
97 year old Human construction, large sized
Location: City of Meltford
Owned by: Shadrach House
The door on this large cottage has been painted turquoise. A large brown and tan hound is sniffing about the place. It's nametag says "Jemima." The dwelling also serves as a Magic Trinkets Emporium.
Occupants
| Name | Role | Age | Gender | Race | Description |
|---|---|---|---|---|---|
| Alice Carpenter-Tuttle | 6 | Female | Human | She is a human child with brown eyes, long curly black hair, and dark brown skin. | |
| Bernice Mayes | Shopkeep's Apprentice | 14 | Female | Human | She is an adolescent human with hazel eyes, dark-brown hair in a plait, and medium brown skin. |
| Effie David | Shopkeep's Apprentice | 13 | Female | Human | She is an adolescent human with blue eyes, light-brown hair in a ponytail, and olive skin. |
| Ellis Carpenter-Tuttle | Housekeeper | 40 | Male | Human | He is an adult human with brown eyes, short dyed black hair, bushy sideburns, and dark brown skin. |
| Eveline House | Shopkeep's Assistant | 56 | Female | Human | She is an elderly human with green eyes, dyed blond hair in a bun, and pale white skin. |
| Hector Carpenter-Tuttle | 1 | Male | Tiefling | He is an infant tiefling with silver eyes, wisps of black hair, and wine-purple skin. He has large curled horns. | |
| Iohannes Brock | Shopkeep's Apprentice | 14 | Male | Human | He is an adolescent human with amber eyes, scruffy dark-brown hair, and medium brown skin. |
| Jacob Carpenter-Tuttle | 11 | Male | Human | He is a human child with amber eyes, long dark-brown hair with a fringe cut, and medium brown skin. | |
| Marion Carpenter-Tuttle | Housekeeper | 38 | Female | Human | She is an adult human with amber eyes, long curly auburn hair, and medium brown skin. |
| Shadrach House | Shopkeep | 53 | Male | Human | He is an elderly human with hazel eyes, thin scruffy blond hair, a full beard, and medium brown skin. |
Family Tree
- Shadrach House (♂/53) + Eveline House nee Kyle (♀/56/Shadrach's wife)
- Ellis Carpenter-Tuttle nee Tuttle (♂/40/Shadrach's nephew) + Marion Carpenter-Tuttle nee Carpenter (♀/38/Shadrach's nephew's wife)
- Jacob Carpenter-Tuttle (♂/11/Shadrach's cousin 2x removed)
- Alice Carpenter-Tuttle (♀/6/Shadrach's cousin 2x removed)
- Hector Carpenter-Tuttle (♂/1/Shadrach's cousin 2x removed)
Items for sale
At this location, items are priced between 84% and 88% of their base value.
| Available | Price | Item | Rarity | Description | Weight |
|---|---|---|---|---|---|
| 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 | Cold crown of the calming king | uncommon | A smooth silver band, when placed upon the head you feel at peace. This property cannot be used again until after a long rest. The crown is cold to the touch. | |
| 1 | Negotiable | Heavy book of mana otterese poetry | uncommon | A book containing poetry written in otterese. If you read one of the poems aloud, 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. The book feels unusually heavy, four times the weight of an average book. | |
| 1 | Negotiable | Lavish gender 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" 11 times. When you use the stick to write the command word, 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 use, the item appears highly decorated and valuable for 6 hours. | |
| 1 | Negotiable | Lucky wrist bands of gnomish tongue | uncommon | This magical bracer is embossed with the command word, "night". When spoken by the wearer, you can speak and understand gnomish for the next day. 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 | Needy belt of glowing | uncommon | This leather belt is embossed with runes. When removed 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. This magic item requires attunement. (See 'Attunement' in the SRD.) | |
| 1 | Negotiable | Small awareness 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, 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 lute is half the size of a typical lute. | 2 lbs. |
| 1 | Negotiable | Subtle purse of life saving | uncommon | This magical purse is embroidered with spirals and swirls. When the final item is removed and the purse is empty 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 pouch is hidden from detect magic. | |
| 1 | Negotiable | The light duck of reminiscing | uncommon | A duck made of cloth and leather. When squeezed, 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 duck feels like it has no weight, almost as if it were an illusion, but is solid to the touch. | |
| 1 | Negotiable | The poisonous wizard's hat of darkness | 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, 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 hat's property, you must succeed a constitution save, DC 12, or be poisoned for 1 hour. | |
| 1 | Negotiable | The truthful dice of Cockatrice 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 Cockatrice 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 using the dice's property you cannot tell a deliberate lie for 1 hour. | |
| 1 | Negotiable | Unreliable shoe of chilling | uncommon | This magical shoe fits any foot, and matches any outfit. If worn, when you click your heels together, the ambient temperature is reduced by up to 20ºF (10ºC) in a 10ft sphere emanating from the object lasting 10 minutes. The item will have no further effect at temperatures of below 40ºF (5ºC.) This property cannot be used again until after a long rest. When the shoe's property is used, roll a d20. On a 5 or below, it fails to work. The 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.