Garcia's Magic Trinkets Emporium
173 year old Human construction, medium sized
Location: Bridlingstable
Owned by: Jay Garcia
The wooden beams on this 7th Century home are painted silver. The dwelling also serves as a Magic Trinkets Emporium.
Occupants
Name | Role | Age | Gender | Race | Description |
---|---|---|---|---|---|
Carl Steel the 2nd | Shopkeep's Apprentice | 13 | Male | Human | He is an adolescent human with brown eyes, long curly black hair, and dark brown skin. |
Jasper York | Shopkeep's Apprentice | 14 | Male | Human | He is an adolescent human with amber eyes, very short auburn hair, and olive skin. |
Jay Garcia | Shopkeep | 38 | Male | Human | He is an adult human with amber eyes, scruffy auburn hair, a clean shaven face, and medium brown skin. |
Maria Garcia | Housekeeper | 42 | Female | Human | She is an adult human with brown eyes, dyed auburn hair in a mohawk, and medium brown skin. |
Mona Garcia | Housekeeper | 30 | Female | Human | She is an adult human with amber eyes, dark-brown hair in a plait, and light brown skin. |
Salomon Steel | Shopkeep's Apprentice | 12 | Male | Human | He is an adolescent human with brown eyes, short curly black hair, and dark brown skin. |
Sue Garcia the 2nd | 1 | Female | Human | She is an infant human with amber eyes, scruffy dark-brown hair, and light brown skin. |
Family Tree
- Jay Garcia (♂/38) + Mona Garcia (♀/30/Jay's wife)
- Sue Garcia the 2nd (♀/1/Jay's daughter)
- Maria Garcia (♀/42/Jay's sister)
Items for sale
At this location, items are priced between 98% and 116% of their base value.
Available | Price | Item | Rarity | Description |
---|---|---|---|---|
1 | Negotiable | Annoying shoe of critters | uncommon | This magical shoe fits any foot, and matches any outfit. If worn, when you click your heels together, up to a dozen nearby small woodland creatures are attracted to the shoe. 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 shoe loudly shouts "The secret is series!" when you use it's property. |
1 | Negotiable | Cursed pebble of truesight | uncommon | The pebble is smooth and feels comforting to hold. A universe of natural beauty patterns the surface. Study the pebble for 2 minutes uninterrupted and you gain truesight for 1 minute. 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 | Disappearing glove of Gorgon disguise | uncommon | This magical glove fits any hand, and matches any outfit. If worn, when you click your fingers, a magical illusion disguises you as a Gorgon 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 each use the GM should roll a d20. On a 1, the glove goes missing the next time it is stowed away. |
1 | Negotiable | Fleek's book of awareness tickets | uncommon | A small leather bound booklet contains 9 numbered tickets. When a ticket is torn from the binding, it crumbles to dust and then you may add a +2 bonus to the next initiative roll you make. This property cannot be used again until after a long rest. |
1 | Negotiable | Heavy silver fortune penny | uncommon | This silver penny has the crest of Jatrad on one side, and is blank on the other. When you flip it, 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 coin feels unusually heavy, four times the weight of an average coin. |
1 | Negotiable | Humming medal of navigation | uncommon | This medal was awarded for bravery defending Ebrana. When polished, the direction of true north is clear in your mind. This property cannot be used again until after a long rest. The medal makes a very slight humming sound at all times. |
1 | Negotiable | Over-sized cup of haste | uncommon | This simple wooden cup appears completely unremarkable. When drunk from, your movement speed is doubled for 1 minute. This property cannot be used again until after a long rest. The cup is twice as large as an average cup. |
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 | Robust purse of darkvision | uncommon | This magical purse is embroidered with spirals and swirls. When the final item is removed and the purse is empty you gain darkvision for 1 hour. This property cannot be used again until after a long rest. The pouch cannot be destroyed by non-magical means. |
1 | Negotiable | Subtle book of calming elvish poetry | uncommon | A book containing poetry written in elvish. If you read one of the poems aloud, you feel at peace. This property cannot be used again until after a long rest. The book is hidden from detect magic. |
1 | Negotiable | The concealable dice of darkness | uncommon | Two cubes made of bone, with mysterious markings on each face. Role the dice, if the symbols match, 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. When the dice is in your pack or otherwise stowed away, only you can see it. It can be revealed with detect magic. |
1 | Negotiable | Unreliable wrist bands of knock | uncommon | This magical bracer is embossed with the command word, "method". When spoken by the wearer, it unlocks the nearest locked door within 30 ft. This property cannot be used again until after a long rest. When the bracer'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. |
1 | Negotiable | Warm 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. The crown 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.