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 | Value | Item | Rarity | Description | Weight |
---|---|---|---|---|---|---|
1 | Negotiable | Annoying glove of calming | uncommon | This magical glove fits any hand, and matches any outfit. If worn, when you click your fingers, you feel at peace. This property cannot be used again until after a long rest. The glove loudly shouts "The secret is disease!" when you use it's property. | ||
1 | Negotiable | Candle of heavy darkness | uncommon | This magical candle can be lit for a total of 5 minutes before it burns down. When lit and left burning for at least 1 minute, 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 candle feels unusually heavy, four times the weight of an average candle. | ||
1 | Negotiable | Disappearing cup of quiet | uncommon | This simple wooden cup appears completely unremarkable. When drunk from, it muffles sounds (by 30dB) within a 10ft sphere for 10 minutes. This property cannot be used again until after a long rest. After each use the GM should roll a d20. On a 1, the cup goes missing the next time it is stowed away. | ||
1 | Negotiable | Dull wand of warming | uncommon | A 10 inch wooden rod, to activate the user must pass a DC12 intelligence check, if successful 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. This wand seems boring somehow. | ||
1 | 23 gp | 22 gp | Flail +1 | uncommon |
A Martial Melee weapon. 1d8
+ 1 bludgeoning damage.
Range: 5.
Properties:
Magic
You have a +1 bonus to your attack and damage when wielding this Flail. The craftmanship of this weapon identifies it as a masterwork. |
2 lbs. |
1 | Negotiable | Fleek's book of chilling 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 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. | ||
1 | Negotiable | Humming wrist bands of critters | uncommon | This magical bracer is embossed with the command word, "goal". When spoken by the wearer, up to a dozen nearby small woodland creatures are attracted to the bracer. 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 bracer makes a very slight humming sound at all times. | ||
1 | Negotiable | Light shoe of giant tongue | uncommon | This magical shoe fits any foot, and matches any outfit. If worn, when you click your heels together, you can speak and understand giant for the next day. 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 | Lucky navigation 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, 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. | 2 lbs. | |
1 | Negotiable | Over-sized glowing chalk | uncommon | This stick of white chalk comes with an attached label bearing it's command word, "temperature". The stick is long enough to write "temperature" 10 times. When you use the stick to write the command word, 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. The chalk is twice as large as an average chalk. | ||
1 | Negotiable | Pristine quill of soothing | uncommon | This large magical feather is from an long extinct bird. When dropped with intent, on landing you regain 1d4 hit-points. This property cannot be used again until after a long rest. The feather is in pristine condition. | ||
1 | Negotiable | Sands of poisonous truesight | uncommon | A small glass sand timer in a wooden frame. When the sands are left to run uninterrupted for 1 minute, you gain truesight for 1 minute. This property cannot be used again until after a long rest. After using the timer's property, you must succeed a constitution save, DC 12, or be poisoned for 1 hour. | ||
1 | Negotiable | Small amber haste fish | uncommon | A small fish carved of amber. A command word "audience" is scratched on the design. If you speak the word, your movement speed is doubled for 1 minute. This property cannot be used again until after a long rest. The fish is half the size of a typical fish. | ||
1 | Negotiable | The concealable wizard's hat of blink | uncommon | This wizard's hat has it's command word "temperature" stitched on a label on the inside. When worn by a wizard, if you speak the command word, it casts the spell Blink, with you as the target. This property cannot be used again until after a long rest. When the hat is in your pack or otherwise stowed away, only you can see it. It can be revealed with detect magic. | ||
1 | Negotiable | The robust dice of knock | uncommon | Two cubes made of bone, with mysterious markings on each face. Role the dice, if the symbols match, it unlocks the nearest locked door within 30 ft. This property cannot be used again until after a long rest. The dice cannot be destroyed by non-magical means. | ||
1 | Negotiable | Unreliable fireworks of fortune | uncommon | A bundle of 4 fireworks. When a firework is lit and allowed to explode, 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. When the firework'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. |
Note
- The store may also filled with useless bric-a-brac, which the owner will attempt to sell as magical items to unsuspecting punters.