Floyd's Magic Trinkets Emporium
27 year old Human construction, small sized
Location: Ginaham
Owned by: Floyd Coe
Oiled canvas is pulled tight over a sturdy wooden frame. The dwelling also serves as a Magic Trinkets Emporium.
Occupants
Name | Role | Age | Gender | Race | Description |
---|---|---|---|---|---|
Dionisia Meadows | Housekeeper | 24 | Female | Human | She is an adult human with brown eyes, long curly dyed brown hair, and dark brown skin. |
Floyd Coe | Shopkeep | 21 | Male | Human | He is an adult human with hazel eyes, light-brown hair in braids, a full beard, and dark brown skin. |
Montague Newman | Shopkeep's Assistant | 26 | Male | Human | He is an adult human with grey eyes, short curly strawberry hair, a clean shaven face, and olive skin. |
Roland Coe the 2nd | 2 | Male | Human | He is an infant human with hazel eyes, wisps of dark-brown hair, and dark brown skin. | |
Sperling Cochran | Shopkeep's Apprentice | 17 | Male | Human | He is an adolescent human with amber eyes, scruffy dark-brown hair, and medium brown skin. |
Susanna Coe | Housekeeper | 21 | Female | Human | She is an adult human with one blue eye (her left is covered by an eye-patch), light-brown hair in braids, and olive skin. |
Family Tree
- Floyd Coe (♂/21) + Susanna Coe nee Meadows (♀/21/Floyd's wife)
- Roland Coe the 2nd (♂/2/Floyd's son)
- Dionisia Meadows nee Coe (♀/24/Floyd's sister) + Montague Newman (♂/26/Floyd's brother in-law)
Items for sale
At this location, items are priced between 84% and 98% of their base value.
Available | Price | Item | Rarity | Description |
---|---|---|---|---|
1 | Negotiable | Cockatrice figurehead of lucky darkness | uncommon | A ship's figurehead in the shape of a Cockatrice. (A ship can only have one magical figurehead.) While at the wheel of a ship with the Cockatrice figurehead attached, if you concentrate your mind, 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 each use the GM should roll a d20. On a 20, a the user is also blessed as with the Bless spell. |
1 | 101 - 500 gp | Decanter of endless water | uncommon | This stoppered flask sloshes when shaken, as if it contains water. The decanter weighs 2 pounds. You can use an action to remove the stopper and speak one of three command words, whereupon an amount of fresh water or salt water (your choice) pours out of the flask. The water stops pouring out at the start of your next turn. Choose from the following options: "Stream" produces 1 gallon of water. "Fountain" produces 5 gallons of water. "Geyser" produces 30 gallons of water that gushes forth in a geyser 30 feet long and 1 foot wide. As a bonus action while holding the decanter, you can aim the geyser at a creature you can see within 30 feet of you. The target must succeed on a DC 13 Strength saving throw or take 1d4 bludgeoning damage and fall prone. Instead of a creature, you can target an object that isn't being worn or carried and that weighs no more than 200 pounds. The object is either knocked over or pushed up to 15 feet away from you. |
1 | Negotiable | Giving glove of Rust Monster 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 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. After 100 days, the glove's property stops working. If the glove finds a new owner that has not owned it before, the property will work again. |
1 | Negotiable | Needy shoe of soothing | uncommon | This magical shoe fits any foot, and matches any outfit. If worn, when you click your heels together, you regain 1d4 hit-points. This property cannot be used again until after a long rest. This magic item requires attunement. (See 'Attunement' in the SRD.) |
1 | Negotiable | Poisonous purse of navigation | uncommon | This magical purse is embroidered with spirals and swirls. When the final item is removed and the purse is empty the direction of true north is clear in your mind. This property cannot be used again until after a long rest. After using the pouch's property, you must succeed a constitution save, DC 12, or be poisoned for 1 hour. |
1 | Negotiable | Truthful wand of quiet | uncommon | A 10 inch wooden rod, to activate the user must pass a DC12 intelligence check, if successful it muffles sounds (by 30dB) within a 10ft sphere for 10 minutes. This property cannot be used again until after a long rest. After using the wand's property you cannot tell a deliberate lie for 1 hour. |
Note
- The store may also filled with useless bric-a-brac, which the owner will attempt to sell as magical items to unsuspecting punters.