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 | Weight |
---|---|---|---|---|---|
1 | Negotiable | Candle of robust blink | uncommon | This magical candle can be lit for a total of 6 minutes before it burns down. When lit and left burning for at least 1 minute, it casts the spell Blink, with you as the target. This property cannot be used again until after a long rest. The candle cannot be destroyed by non-magical means. | |
1 | 501 - 5,000 gp | Cloak of displacement | rare |
Requires attunement. While you wear this cloak, it projects an illusion that makes you appear to be standing in a place near your actual location, causing any creature to have disadvantage on attack rolls against you. If you take damage, the property ceases to function until the start of your next turn. This property is suppressed while you are incapacitated, restrained, or otherwise unable to move. |
|
1 | Negotiable | Cold quill of Ettercap disguise | uncommon | This large magical feather is from an long extinct bird. When dropped with intent, on landing a magical illusion disguises you as a Ettercap 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 feather is cold to the touch. | |
1 | Negotiable | Death Dog figurehead of disappearing calming | uncommon | A ship's figurehead in the shape of a Death Dog. (A ship can only have one magical figurehead.) While at the wheel of a ship with the Death Dog figurehead attached, if you concentrate your mind, you feel at peace. This property cannot be used again until after a long rest. After each use the GM should roll a d20. On a 1, the figurehead goes missing the next time it is stowed away. | |
1 | Negotiable | Dull crown of the quiet king | uncommon | A smooth silver band, when placed upon the head it muffles sounds (by 30dB) within a 10ft sphere for 10 minutes. This property cannot be used again until after a long rest. This crown seems boring somehow. | |
1 | Negotiable | Fleek's annoying book of critters tickets | uncommon | A small leather bound booklet contains 11 numbered tickets. When a ticket is torn from the binding, it crumbles to dust and then up to a dozen nearby small woodland creatures are attracted to the tickets. 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 tickets loudly shouts "The secret is idea!" when you use it's property. | |
1 | Negotiable | Humming fortune chalk | uncommon | This stick of white chalk comes with an attached label bearing it's command word, "area". The stick is long enough to write "area" 11 times. When you use the stick to write the command word, 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 chalk makes a very slight humming sound at all times. | |
1 | Negotiable | Lucky glowing 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, 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 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 | Sands of pristine instant party | uncommon | A small glass sand timer in a wooden frame. When the sands are left to run uninterrupted for 1 minute, 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 timer is in pristine condition. | |
1 | Negotiable | Small wand of darkness | uncommon | A 10 inch wooden rod, to activate the user must pass a DC12 intelligence check, if successful 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 wand is half the size of a typical wand. | |
1 | Negotiable | The needy 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. This magic item requires attunement. (See 'Attunement' in the SRD.) | |
1 | Negotiable | Unreliable 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. When the shoe'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.