Banks' Magic Trinkets Emporium
101 year old Human construction, small sized
Location: Port Walbrook
Owned by: Gimer Banks
A historic 7th Century half-timbered house. The dwelling also serves as a Magic Trinkets Emporium.
Occupants
Name | Role | Age | Gender | Race | Description |
---|---|---|---|---|---|
Caroline Cook | Shopkeep's Apprentice | 14 | Female | Human | She is an adolescent human with hazel eyes, long flowing dark-brown hair, and medium brown skin. |
Colin Cox the 2nd | Shopkeep's Apprentice | 13 | Male | Human | He is an adolescent human with grey eyes, strawberry hair worn in a rounded bowl cut, and olive skin. |
Edwin Banks | Housekeeper | 38 | Male | Human | He is an adult human with amber eyes, short curly auburn hair, a goatee, and olive skin. |
Gimer Banks | Shopkeep | 65 | Male | Human | He is an elderly human with green eyes, dyed green hair in a ponytail, a full beard, and light pink skin. |
Ricardus Banks | Housekeeper | 43 | Male | Human | He is an adult human with hazel eyes, a bald head, a clean shaven face, and medium brown skin. |
Family Tree
- Gimer Banks (♂/65)
- Ricardus Banks (♂/43/Gimer's son) + Edwin Banks nee Dickenson (♂/38/Gimer's son in-law)
Items for sale
At this location, items are priced between 88% and 106% of their base value.
Available | Price | Value | Item | Rarity | Description | Weight |
---|---|---|---|---|---|---|
1 | Negotiable | Darkmantle figurehead of truthful life saving | uncommon | A ship's figurehead in the shape of a Darkmantle. (A ship can only have one magical figurehead.) While at the wheel of a ship with the Darkmantle figurehead attached, if you concentrate your mind, 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. After using the figurehead's property you cannot tell a deliberate lie for 1 hour. | ||
1 | Negotiable | Lavish wrist bands of critters | uncommon | This magical bracer is embossed with the command word, "reading". 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. After use, the item appears highly decorated and valuable for 6 hours. | ||
1 | Negotiable | Light purse of knock | uncommon | This magical purse is embroidered with spirals and swirls. When the final item is removed and the purse is empty it unlocks the nearest locked door within 30 ft. This property cannot be used again until after a long rest. The pouch feels like it has no weight, almost as if it were an illusion, but is solid to the touch. | ||
1 | Negotiable | Pristine fortune 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 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 lute is in pristine condition. | 2 lbs. | |
1 | 13 gp | 15 gp | Scroll of Mage Hand | common | A spell scroll bears the words of the Cantrip spell, written in a mystical cipher. If the spell is on your class's spell list, you can use an action to read the scroll and cast its spell without having to provide any of the spell's components. Otherwise, the scroll is unintelligible. If the spell needs a save DC, it is 13. If it needs an attack bonus, it is 5. If the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC is 10. On a failed check, the spell disappears from the scroll with no other effect. Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust. This wizard spell can be copied just as spells in spellbooks can be copied. To copy the spell, the copier must succeed on an Intelligence (Arcana) check with DC 10. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed. | |
1 | Negotiable | Warm cup of instant party | uncommon | This simple wooden cup appears completely unremarkable. When drunk from, a pitcher containing 2 gallons of ale and 8 empty cups appear nearby. The pitcher, cups and any remaining ale disappear after 3 hours. This property cannot be used again until after a long rest. The cup 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.