Tinpick's Enigmatic Magic Trinkets Emporium

288 year old Dwarf construction, small sized

Location: Chalkton

Owned by: Náráin Tinpick

The this small family home was built in an abandoned mineshaft. The dwelling also serves as a Magic Trinkets Emporium.

Occupants

Name Role Age Gender Race Description
Bombóni Littlepick Shopkeep's Apprentice 24 Female Dwarf She is an adolescent dwarf with grey eyes, scruffy strawberry hair, a big bushy beard, and light pink skin.
Dwaliili Tinpick Housekeeper 75 Male Dwarf He is an adult dwarf with amber eyes, scruffy strawberry hair, a goatee, and light brown skin.
Dwalili Bronzestrong Housekeeper 182 Male Dwarf He is an adult dwarf with amber eyes, short curly strawberry and grey streaked hair, a big bushy beard, and light pink skin.
Grini Tinpick Shopkeep's Assistant 110 Female Dwarf She is an adult dwarf with grey eyes, long tied back red hair, a long beard, and light pink skin.
Kibórói Tinpick Shopkeep's Apprentice 22 Male Dwarf He is an adolescent dwarf with grey eyes, short strawberry hair, a goatee, and light pink skin.
Kilar Tinpick 3 Female Dwarf She is a dwarf child with amber eyes, auburn hair in a plait, and light brown skin.
Killi Tinpick 9 Female Dwarf She is a dwarf child with amber eyes, strawberry hair in a plait, and light pink skin.
Náráin Tinpick Shopkeep 148 Male Dwarf He is an adult dwarf with grey eyes, short dyed black hair in a side parting, a big bushy beard, and light brown skin.
Naugluith Tinpick Housekeeper 156 Female Dwarf She is an adult dwarf with amber eyes, dyed dark-brown hair in braids, a long beard, and medium brown skin.
Tharini Tinpick Shopkeep's Apprentice 45 Female Dwarf She is an adolescent dwarf with green eyes, strawberry hair in braids, a full beard, and olive skin.

Family Tree

Items for sale

⟳ Re-roll shop stock.

At this location, items are priced between 89% and 109% of their base value.

Available Price Item Rarity Description
1 Negotiable Candle of lavish calming uncommon This magical candle can be lit for a total of 11 minutes before it burns down. When lit and left burning for at least 1 minute, you feel at peace. 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 Caspio's giving symbol of critters uncommon A holy symbol of Caspio. In order to use the symbol, you must be a follower of Caspio and have visited a shrine or temple to Caspio in the last 24 hours. If you have done so, you can hold the symbol and say a short prayer and Caspio smiles upon you. Then up to a dozen nearby small woodland creatures are attracted to the symbol. They are charmed for 1 minute. This property only works while in woodlands. This property cannot be used again until after a long rest. After 100 days, the symbol's property stops working. If the symbol finds a new owner that has not owned it before, the property will work again.
1 Negotiable Pristine quill of truesight uncommon This large magical feather is from an long extinct bird. When dropped with intent, on landing you gain truesight for 1 minute. This property cannot be used again until after a long rest. The feather is in pristine condition.
1 101 - 500 gp Robe of useful items uncommon This robe has cloth patches of various shapes and colors covering it. While wearing the robe, you can use an action to detach one of the patches, causing it to become the object or creature it represents. Once the last patch is removed, the robe becomes an ordinary garment. The robe has two of each of the following patches: Dagger, Bullseye lantern (filled and lit), Steel mirror, 10-foot pole, Hempen rope (50 feet, coiled), Sack In addition, the robe has 4d4 other patches. The GM chooses the patches or determines them randomly with a d100. 01-08=Bag of 100 gp, 09-15=Silver coffer (1 foot long, 6 inches wide and deep) worth 500 gp, 16-22=Iron door (up to 10 feet wide and 10 feet high, barred on one side of your choice), which you can place in an opening you can reach; it conforms to fit the opening, attaching and hinging itself, 23-30=10 gems worth 100 gp each, 31-44=Wooden ladder (24 feet long), 45-51=A riding horse with saddle bags, 52-59=Pit (a cube 10 feet on a side), which you can place on the ground within 10 feet of you, 60-68=4 potions of healing, 69-75=Rowboat (12 feet long), 76-83=Spell scroll containing one spell of 1st to 3rd level, 84-90=2 mastiffs, 91-96=Window (2 feet by 4 feet, up to 2 feet deep), which you can place on a vertical surface you can reach, 97-00=Portable ram
1 Negotiable Sands of humming Hippogriff disguise uncommon A small glass sand timer in a wooden frame. When the sands are left to run uninterrupted for 1 minute, a magical illusion disguises you as a Hippogriff 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 timer makes a very slight humming sound at all times.
1 Negotiable The cursed duck of awareness uncommon A duck made of cloth and leather. When squeezed, 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 1, a misfortune befalls the user. The nature of the misfortune is at the discretion of the GM.

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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