Pholovean's Mystical Magic Trinkets Emporium
129 year old Human construction, medium sized
Location: Stafing
Owned by: Cecelia Pholovean
A historic 7th Century half-timbered house. The dwelling also serves as a Magic Trinkets Emporium.
Occupants
Name | Role | Age | Gender | Race | Description |
---|---|---|---|---|---|
Cecelia Pholovean | Shopkeep | 41 | Female | Human | She is an adult human with amber eyes, long flowing dark-brown hair, and dark brown skin. |
Della Lawrence | Housekeeper | 19 | Female | Human | She is an adult human with one blue eye (her right is closed and scarred), long curly blond hair, and light pink skin. |
Duililin Pholovean the 2nd | 3 | Male | Human | He is a human child with amber eyes, scruffy light-brown hair, and light pink skin. | |
Elinor Veningdoedu | Shopkeep's Apprentice | 26 | Female | Elf | She is an adolescent elf with copper eyes, short black hair in a side parting, and black skin. |
Gillebertus Pope | Shopkeep's Apprentice | 15 | Male | Human | He is an adolescent human with blue eyes, scruffy light-brown hair, and light brown skin. |
Herbertus Pholovean | Housekeeper | 34 | Male | Human | He is an adult human with brown eyes, black hair in a ponytail, a clean shaven face, and black skin. |
Rosie Pholovean | 1 | Female | Human | She is an infant human with grey eyes, wisps of light-brown hair, and light pink skin. | |
Ruth Barr | Shopkeep's Apprentice | 15 | Female | Human | She is an adolescent human with amber eyes, long flowing dark-brown hair, and medium brown skin. |
Wydo Lawrence | Housekeeper | 18 | Male | Human | He is an adolescent human with grey eyes, strawberry hair in braids, and light pink skin. |
Family Tree
- Cecelia Pholovean nee Waters (♀/41) + Herbertus Pholovean (♂/34/Cecelia's husband)
- Wydo Lawrence (♂/18/Cecelia's adopted-son) + Della Lawrence nee Pope (♀/19/Cecelia's daughter in-law)
- Duililin Pholovean the 2nd (♂/3/Cecelia's son)
- Rosie Pholovean (♀/1/Cecelia's daughter)
Items for sale
At this location, items are priced between 80% and 119% of their base value.
Available | Price | Item | Rarity | Description |
---|---|---|---|---|
1 | Negotiable | Ankheg figurehead of humming haste | uncommon | A ship's figurehead in the shape of a Ankheg. (A ship can only have one magical figurehead.) While at the wheel of a ship with the Ankheg figurehead attached, if you concentrate your mind, your movement speed is doubled for 1 minute. This property cannot be used again until after a long rest. The figurehead makes a very slight humming sound at all times. |
1 | Negotiable | Annoying shoe of elvish 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 elvish for the next day. This property cannot be used again until after a long rest. The shoe loudly shouts "The secret is disease!" when you use it's property. |
1 | Negotiable | Cold navigation chalk | uncommon | This stick of white chalk comes with an attached label bearing it's command word, "information". The stick is long enough to write "information" 6 times. When you use the stick to write the command word, the direction of true north is clear in your mind. This property cannot be used again until after a long rest. The chalk is cold to the touch. |
1 | Negotiable | Heavy medal of blink | uncommon | This medal was awarded for bravery defending Geflus. When polished, it casts the spell Blink, with you as the target. This property cannot be used again until after a long rest. The medal feels unusually heavy, four times the weight of an average medal. |
1 | 101 - 500 gp | Keoghtom’s ointment | uncommon | This glass jar, 3 inches in diameter, contains 1d4 + 1 doses of a thick mixture that smells faintly of aloe. The jar and its contents weigh 1/2 pound. As an action, one dose of the ointment can be swallowed or applied to the skin. The creature that receives it regains 2d8 + 2 hit points, ceases to be poisoned, and is cured of any disease. |
1 | Negotiable | Over-sized glove of soothing | uncommon | This magical glove fits any hand, and matches any outfit. If worn, when you click your fingers, you regain 1d4 hit-points. This property cannot be used again until after a long rest. The glove is twice as large as an average glove. |
1 | Negotiable | Pebble of fortune | 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 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. |
1 | Negotiable | Poisonous quill of reminiscing | uncommon | This large magical feather is from an long extinct bird. When dropped with intent, on landing 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. After using the feather's property, you must succeed a constitution save, DC 12, or be poisoned for 1 hour. |
1 | Negotiable | Pristine crown of the knock king | uncommon | A smooth silver band, when placed upon the head it unlocks the nearest locked door within 30 ft. This property cannot be used again until after a long rest. The crown is in pristine condition. |
1 | Negotiable | Sands of lavish darkvision | uncommon | A small glass sand timer in a wooden frame. When the sands are left to run uninterrupted for 1 minute, you gain darkvision for 1 hour. 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 | Subtle fireworks of calming | uncommon | A bundle of 6 fireworks. When a firework is lit and allowed to explode, you feel at peace. This property cannot be used again until after a long rest. The firework is hidden from detect magic. |
1 | Negotiable | Unreliable wrist bands of critters | uncommon | This magical bracer is embossed with the command word, "university". 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. When the bracer'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.