Coalpick's Quality Magic Trinkets Emporium
535 year old Human construction, large sized
Location: City of Princeridge
Owned by: Ioetta Coalpick
The window frames on this half-timbered cottage has been painted beige. A symbol in the shape of crossed swords hangs over the doorway. The dwelling also serves as a Magic Trinkets Emporium.
Occupants
Name | Role | Age | Gender | Race | Description |
---|---|---|---|---|---|
Alberta Hadley | 4 | Female | Human | She is a human child with grey eyes, scruffy blond hair, and light pink skin. | |
Aylewynus Briant | Shopkeep's Apprentice | 14 | Male | Human | He is an adolescent human with grey eyes, short dyed red hair in a side parting, and light brown skin. |
Durbadur Lucas | Housekeeper | 34 | Male | Human | He is an adult human with grey eyes, very short red hair, a clean shaven face, and light pink skin. |
Florrie Coalpick | 2 | Female | Human | She is an infant human with amber eyes, wisps of strawberry hair, and light pink skin. | |
Fred Nye | Housekeeper | 48 | Male | Human | He is an adult human with brown eyes, balding dark-brown hair, a horseshoe moustache, and medium brown skin. |
Guillelmus Mistrueran | Shopkeep's Apprentice | 16 | Male | Human | He is an adolescent human with brown eyes, short curly dark-brown hair, and medium brown skin. |
Heyelo Brockhead | Shopkeep's Apprentice | 15 | Male | Human | He is an adolescent human with brown eyes, scruffy dark-brown hair, and medium brown skin. |
Inspector Nooli Hadley | Watchwoman | 41 | Female | Human | She is an adult human with amber eyes, long tied back dyed bright orange hair, and medium brown skin. |
Ioetta Coalpick | Shopkeep | 42 | Female | Human | She is an adult human with amber eyes, long curly black hair, and dark brown skin. |
Rupert Simpson | Housekeeper | 26 | Male | Human | He is an adult human with one amber eye (his right is covered by an eye-patch), very short auburn hair, a big bushy beard, and olive skin. |
Worgot Whimgins | Shopkeep's Apprentice | 17 | Female | Human | She is an adolescent human with amber eyes, strawberry hair in a plait, and light pink skin. |
Yarlurg Nye | 10 | Male | Human | He is a human child with brown eyes, long curly black hair, and dark brown skin. |
Family Tree
- Ioetta Coalpick (♀/42) + Fred Nye (♂/48/Ioetta's husband)
- Yarlurg Nye (♂/10/Ioetta's son)
- Florrie Coalpick (♀/2/Ioetta's daughter)
- Inspector Nooli Hadley (♀/41/Ioetta's sister in-law) + Durbadur Lucas (♂/34/Ioetta's brother)
- Alberta Hadley (♀/4/Ioetta's niece)
- Rupert Simpson (♂/26/Ioetta's cousin)
Items for sale
At this location, items are priced between 86% and 119% of their base value.
Available | Price | Item | Rarity | Description | Weight |
---|---|---|---|---|---|
1 | Negotiable | Candle of reminiscing | 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 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. | |
1 | Negotiable | Cockatrice figurehead of annoying 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. The figurehead loudly shouts "The secret is music!" when you use it's property. | |
1 | Negotiable | Cold quill of chilling | uncommon | This large magical feather is from an long extinct bird. When dropped with intent, on landing the ambient temperature is reduced 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 of below 40ºF (5ºC.) This property cannot be used again until after a long rest. The feather is cold to the touch. | |
1 | Negotiable | Cursed book of melody giant poetry | uncommon | A book containing poetry written in giant. If you read one of the poems aloud, 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 book. 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 | 501 - 5,000 gp | Helm of teleportation | rare |
Requires attunement. This helm has 3 charges. While wearing it, you can use an action and expend 1 charge to cast the spell from it. The helm regains 1d3 expended charges daily at dawn. |
|
1 | Negotiable | Humming gender chalk | uncommon | This stick of white chalk comes with an attached label bearing it's command word, "product". The stick is long enough to write "product" 7 times. When you use the stick to write the command word, 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 chalk makes a very slight humming sound at all times. | |
1 | Negotiable | Lavish cup of knock | uncommon | This simple wooden cup appears completely unremarkable. When drunk from, it unlocks the nearest locked door within 30 ft. 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 | Over-sized wrist bands of fortune | uncommon | This magical bracer is embossed with the command word, "truth". When spoken by the wearer, 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 bracer is twice as large as an average bracer. | |
1 | Negotiable | Poisonous amber elvish tongue fish | uncommon | A small fish carved of amber. A command word "people" is scratched on the design. If you speak the word, you can speak and understand elvish for the next day. This property cannot be used again until after a long rest. After using the fish's property, you must succeed a constitution save, DC 12, or be poisoned for 1 hour. | |
1 | Negotiable | The needy wizard's hat of life saving | uncommon | This wizard's hat has it's command word "department" stitched on a label on the inside. When worn by a wizard, if you speak the command word, the next time you are dying at the start of your turn, you stabilize. This effect wears off after a day. This property cannot be used again until after a long rest. This magic item requires attunement. (See 'Attunement' in the SRD.) | |
1 | Negotiable | The robust dice of blink | uncommon | Two cubes made of bone, with mysterious markings on each face. Role the dice, if the symbols match, it casts the spell Blink, with you as the target. This property cannot be used again until after a long rest. The dice cannot be destroyed by non-magical means. | |
1 | Negotiable | The warm duck of Rust Monster disguise | uncommon | A duck made of cloth and leather. When squeezed, 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 duck is warm to the touch. | |
1 | Negotiable | Truthful wand of glowing | uncommon | A 10 inch wooden rod, to activate the user must pass a DC12 intelligence check, if successful it emits a dim orange glow, just barely enough to cover 10 ft. The glow lasts for 1 minute. 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. | |
1 | Negotiable | Unreliable critters lute | uncommon | A magically infused lute. Using this property requires a performance check DC 12. If you are proficient with lutes, you may add your proficiency bonus. If you are successful, up to a dozen nearby small woodland creatures are attracted to the lute. They are charmed for 1 minute. This property only works while in woodlands. This property cannot be used again until after a long rest. When the lute'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. | 2 lbs. |
Note
- The store may also filled with useless bric-a-brac, which the owner will attempt to sell as magical items to unsuspecting punters.