Mollie's Magic Trinkets Emporium
416 year old Human construction, small sized
Location: Northheath Town
Owned by: Mollie
A small brick house with a slate tile roof. The dwelling also serves as a Magic Trinkets Emporium.
Occupants
| Name | Role | Age | Gender | Race | Description |
|---|---|---|---|---|---|
| Caradal | Housekeeper | 334 | Male | Elf | He is an adult elf with brown eyes, black hair in a ponytail, a clean shaven face, and medium brown skin. |
| Denettan | Tutor | 196 | Male | Elf | He is an adult elf with brown eyes, a dyed dark-brown quiff, a clean shaven face, and medium brown skin. |
| Felarn Saeros | Shopkeep's Apprentice | 40 | Male | Elf | He is an adolescent elf with grey eyes, very short dyed brown hair, and light pink skin. |
| Freda Mollie | 5 | Female | Elf | She is an elf child with brown eyes, black hair in a plait, and dark brown skin. | |
| Jacob Caradal | 10 | Male | Elf | He is an elf child with brown eyes, short curly dark-brown hair, and medium brown skin. | |
| Katharine | Housekeeper | 110 | Female | Elf | She is an adult elf with brown eyes, short dark-brown hair in a side parting, and medium brown skin. |
| Mollie | Shopkeep | 426 | Female | Elf | She is an adult elf with brown eyes, dark-brown and grey streaked hair in a bun, and medium brown skin. |
| Saeroslin Denettan | 1 | Male | Elf | He is an infant elf with brown eyes, wisps of dark-brown hair, and medium brown skin. |
Family Tree
- Mollie nee Emelir (♀/426) + Caradal (♂/334/Mollie's husband)
- Katharine nee Mollie (♀/110/Mollie's daughter) + Denettan (♂/196/Mollie's son in-law)
- Saeroslin Denettan (♂/1/Mollie's grandson)
- Jacob Caradal (♂/10/Mollie's son)
- Freda Mollie (♀/5/Mollie's daughter)
Items for sale
At this location, items are priced between 108% and 110% of their base value.
| Available | Price | Value | Item | Rarity | Description |
|---|---|---|---|---|---|
| 1 | Negotiable | Cold amber knock fish | uncommon | A small fish carved of amber. A command word "organization" is scratched on the design. If you speak the word, it unlocks the nearest locked door within 30 ft. This property cannot be used again until after a long rest. The fish is cold to the touch. | |
| 1 | Negotiable | Fleek's book of warming tickets | uncommon | A small leather bound booklet contains 8 numbered tickets. When a ticket is torn from the binding, it crumbles to dust and then the ambient temperature increases 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 above 95ºF (35ºC.) This property cannot be used again until after a long rest. | |
| 1 | Negotiable | Hippogriff figurehead of disappearing fortune | uncommon | A ship's figurehead in the shape of a Hippogriff. (A ship can only have one magical figurehead.) While at the wheel of a ship with the Hippogriff figurehead attached, if you concentrate your mind, 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, the figurehead goes missing the next time it is stowed away. | |
| 1 | 27 gp | 25 gp | Scroll of Charm Person | 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. This wizard spell can be copied just as spells in spellbooks can be copied. To copy the spell, the copier must succeed on an Intelligence (Arcana) check with DC 11. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed. |
| 1 | Negotiable | The pristine dice of critters | uncommon | Two cubes made of bone, with mysterious markings on each face. Role the dice, if the symbols match, up to a dozen nearby small woodland creatures are attracted to the dice. They are charmed for 1 minute. This property only works while in woodlands. This property cannot be used again until after a long rest. The dice is in pristine condition. | |
| 1 | Negotiable | The warm wizard's hat of soothing | uncommon | This wizard's hat has it's command word "method" stitched on a label on the inside. When worn by a wizard, if you speak the command word, you regain 1d4 hit-points. This property cannot be used again until after a long rest. The hat 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.