Cissy's Quality Magic Trinkets Emporium
624 year old Human construction, medium sized
Location: City of Abingend
Owned by: Cissy Gilmore
A rough hewn stone building. The dwelling also serves as a Magic Trinkets Emporium.
Occupants
Name | Role | Age | Gender | Race | Description |
---|---|---|---|---|---|
Cissy Gilmore | Shopkeep | 51 | Female | Human | She is an elderly human with amber eyes, long styled silver hair, and light pink skin. |
Della Guy | Scholar | 20 | Female | Human | She is an adult human with amber eyes, strawberry hair in a ponytail, and olive skin. |
Donald Guy | Housekeeper | 18 | Male | Human | He is an adolescent human with grey eyes, very short dyed strawberry hair, and olive skin. |
Griffith Guy the 2nd | Shopkeep's Apprentice | 13 | Male | Human | He is an adolescent human with amber eyes, dyed black hair in braids, and light pink skin. |
Hubert Gilmore | Housekeeper | 19 | Male | Human | He is an adult human with amber eyes (behind a pair of spectacles), very short dyed strawberry hair, a full beard, and light pink skin. |
Jonas Kuffus | Shopkeep's Apprentice | 14 | Male | Human | He is an adolescent human with amber eyes, scruffy dark-brown hair, and light brown skin. |
Phillipus Gilmore the 2nd | 60 | Male | Human | He is an elderly human with amber eyes, a shaved head, a clean shaven face, and olive skin. |
Family Tree
- Cissy Gilmore (♀/51) + Phillipus Gilmore the 2nd (♂/60/Cissy's husband)
- Della Guy nee Gilmore (♀/20/Cissy's daughter) + Donald Guy (♂/18/Cissy's son in-law)
- Hubert Gilmore (♂/19/Cissy's son)
Items for sale
At this location, items are priced between 91% and 109% of their base value.
Available | Price | Value | Item | Rarity | Description | Weight |
---|---|---|---|---|---|---|
1 | Negotiable | Candle of warm gender | uncommon | This magical candle can be lit for a total of 8 minutes before it burns down. When lit and left burning for at least 1 minute, 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 candle is warm to the touch. | ||
1 | Negotiable | Cold pebble of knock | 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 it unlocks the nearest locked door within 30 ft. This property cannot be used again until after a long rest. The pebble is cold to the touch. | ||
1 | Negotiable | Cup of darkvision | uncommon | This simple wooden cup appears completely unremarkable. When drunk from, you gain darkvision for 1 hour. This property cannot be used again until after a long rest. | ||
1 | Negotiable | Dull wrist bands of warming | uncommon | This magical bracer is embossed with the command word, "health". When spoken by the wearer, 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 bracer seems boring somehow. | ||
1 | Negotiable | Lavish haste chalk | uncommon | This stick of white chalk comes with an attached label bearing it's command word, "thing". The stick is long enough to write "thing" 7 times. When you use the stick to write the command word, your movement speed is doubled for 1 minute. This property cannot be used again until after a long rest. After use, the item appears highly decorated and valuable for 6 hours. | ||
1 | 110 gp | 102 gp | Mithral Scale Mail | uncommon |
Medium armour. Base AC: 14 + Dex modifier (max 2).
Gives disadvantage to stealth checks.
Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't. |
45 lbs. |
1 | Negotiable | Needy shoe of navigation | uncommon | This magical shoe fits any foot, and matches any outfit. If worn, when you click your heels together, the direction of true north is clear in your mind. This property cannot be used again until after a long rest. This magic item requires attunement. (See 'Attunement' in the SRD.) | ||
1 | Negotiable | Over-sized silver blink penny | uncommon | This silver penny has the crest of None on one side, and is blank on the other. When you flip it, it casts the spell Blink, with you as the target. This property cannot be used again until after a long rest. The coin is twice as large as an average coin. | ||
1 | Negotiable | Robust amber awareness fish | uncommon | A small fish carved of amber. A command word "problem" is scratched on the design. If you speak the word, you may add a +2 bonus to the next initiative roll you make. This property cannot be used again until after a long rest. The fish cannot be destroyed by non-magical means. | ||
1 | Negotiable | Small purse of darkness | uncommon | This magical purse is embroidered with spirals and swirls. When the final item is removed and the purse is empty 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 pouch is half the size of a typical pouch. | ||
1 | Negotiable | The annoying duck of calming | uncommon | A duck made of cloth and leather. When squeezed, you feel at peace. This property cannot be used again until after a long rest. The duck loudly shouts "The secret is university!" when you use it's property. | ||
1 | Negotiable | Unreliable wand of melody | uncommon | A 10 inch wooden rod, to activate the user must pass a DC12 intelligence check, if successful 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 wand. This property cannot be used again until after a long rest. When the wand'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 | Xor's heavy symbol of chilling | uncommon | A holy symbol of Xor. In order to use the symbol, you must be a follower of Xor and have visited a shrine or temple to Xor in the last 24 hours. If you have done so, you can hold the symbol and say a short prayer and Xor smiles upon you. 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. The symbol feels unusually heavy, four times the weight of an average symbol. |
Note
- The store may also filled with useless bric-a-brac, which the owner will attempt to sell as magical items to unsuspecting punters.