Pholovean's Mystical Magic Trinkets Emporium
129 year old Human construction, medium sized
Location: Stafing
Owned by: Cecelia Pholovean
A historic 7th Century half-timbered house. The dwelling also serves as a Magic Trinkets Emporium.
Occupants
Name | Role | Age | Gender | Race | Description |
---|---|---|---|---|---|
Cecelia Pholovean | Shopkeep | 41 | Female | Human | She is an adult human with amber eyes, long flowing dark-brown hair, and dark brown skin. |
Della Lawrence | Housekeeper | 19 | Female | Human | She is an adult human with one blue eye (her right is closed and scarred), long curly blond hair, and light pink skin. |
Duililin Pholovean the 2nd | 3 | Male | Human | He is a human child with amber eyes, scruffy light-brown hair, and light pink skin. | |
Elinor Veningdoedu | Shopkeep's Apprentice | 26 | Female | Elf | She is an adolescent elf with copper eyes, short black hair in a side parting, and black skin. |
Gillebertus Pope | Shopkeep's Apprentice | 15 | Male | Human | He is an adolescent human with blue eyes, scruffy light-brown hair, and light brown skin. |
Herbertus Pholovean | Housekeeper | 34 | Male | Human | He is an adult human with brown eyes, black hair in a ponytail, a clean shaven face, and black skin. |
Rosie Pholovean | 1 | Female | Human | She is an infant human with grey eyes, wisps of light-brown hair, and light pink skin. | |
Ruth Barr | Shopkeep's Apprentice | 15 | Female | Human | She is an adolescent human with amber eyes, long flowing dark-brown hair, and medium brown skin. |
Wydo Lawrence | Housekeeper | 18 | Male | Human | He is an adolescent human with grey eyes, strawberry hair in braids, and light pink skin. |
Family Tree
- Cecelia Pholovean nee Waters (♀/41) + Herbertus Pholovean (♂/34/Cecelia's husband)
- Wydo Lawrence (♂/18/Cecelia's adopted-son) + Della Lawrence nee Pope (♀/19/Cecelia's daughter in-law)
- Duililin Pholovean the 2nd (♂/3/Cecelia's son)
- Rosie Pholovean (♀/1/Cecelia's daughter)
Items for sale
At this location, items are priced between 80% and 119% of their base value.
Available | Price | Value | Item | Rarity | Description |
---|---|---|---|---|---|
1 | Negotiable | Candle of small knock | uncommon | This magical candle can be lit for a total of 14 minutes before it burns down. When lit and left burning for at least 1 minute, it unlocks the nearest locked door within 30 ft. This property cannot be used again until after a long rest. The candle is half the size of a typical candle. | |
1 | Negotiable | Cold fireworks of Rust Monster disguise | uncommon | A bundle of 4 fireworks. When a firework is lit and allowed to explode, a magical illusion disguises you as a Rust Monster 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. The firework is cold to the touch. | |
1 | Negotiable | Concealable glove of darkvision | uncommon | This magical glove fits any hand, and matches any outfit. If worn, when you click your fingers, you gain darkvision for 1 hour. This property cannot be used again until after a long rest. When the glove is in your pack or otherwise stowed away, only you can see it. It can be revealed with detect magic. | |
1 | Negotiable | Disappearing crown of the reminiscing king | uncommon | A smooth silver band, when placed upon the head 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, the crown goes missing the next time it is stowed away. | |
1 | Negotiable | Fleek's humming book of gender tickets | uncommon | A small leather bound booklet contains 7 numbered tickets. When a ticket is torn from the binding, it crumbles to dust and then 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. The tickets makes a very slight humming sound at all times. | |
1 | Negotiable | Giving medal of goblin tongue | uncommon | This medal was awarded for bravery defending None. When polished, you can speak and understand goblin for the next day. This property cannot be used again until after a long rest. After 100 days, the medal's property stops working. If the medal finds a new owner that has not owned it before, the property will work again. | |
1 | Negotiable | Heavy purse of fortune | uncommon | This magical purse is embroidered with spirals and swirls. When the final item is removed and the purse is empty 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 pouch feels unusually heavy, four times the weight of an average pouch. | |
1 | Negotiable | Light shoe of warming | uncommon | This magical shoe fits any foot, and matches any outfit. If worn, when you click your heels together, 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. The shoe feels like it has no weight, almost as if it were an illusion, but is solid to the touch. | |
1 | Negotiable | Manticore figurehead of lavish melody | uncommon | A ship's figurehead in the shape of a Manticore. (A ship can only have one magical figurehead.) While at the wheel of a ship with the Manticore figurehead attached, if you concentrate your mind, it plays a sweet melody. The melody can be heard from 100 ft away. The music can be stopped by anyone who can touch the figurehead. This property cannot be used again until after a long rest. After use, the item appears highly decorated and valuable for 6 hours. | |
1 | 200 gp | 250 gp | Scroll of Shatter | uncommon | A spell scroll bears the words of the 2nd-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 12. 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 12. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed. |
1 | Negotiable | The lucky duck of navigation | uncommon | A duck made of cloth and leather. When squeezed, the direction of true north is clear in your mind. 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. |
Note
- The store may also filled with useless bric-a-brac, which the owner will attempt to sell as magical items to unsuspecting punters.