Garcia's Magic Trinkets Emporium
173 year old Human construction, medium sized
Location: Bridlingstable
Owned by: Jay Garcia
The wooden beams on this 7th Century home are painted silver. The dwelling also serves as a Magic Trinkets Emporium.
Occupants
| Name | Role | Age | Gender | Race | Description |
|---|---|---|---|---|---|
| Carl Steel the 2nd | Shopkeep's Apprentice | 13 | Male | Human | He is an adolescent human with brown eyes, long curly black hair, and dark brown skin. |
| Jasper York | Shopkeep's Apprentice | 14 | Male | Human | He is an adolescent human with amber eyes, very short auburn hair, and olive skin. |
| Jay Garcia | Shopkeep | 38 | Male | Human | He is an adult human with amber eyes, scruffy auburn hair, a clean shaven face, and medium brown skin. |
| Maria Garcia | Housekeeper | 42 | Female | Human | She is an adult human with brown eyes, dyed auburn hair in a mohawk, and medium brown skin. |
| Mona Garcia | Housekeeper | 30 | Female | Human | She is an adult human with amber eyes, dark-brown hair in a plait, and light brown skin. |
| Salomon Steel | Shopkeep's Apprentice | 12 | Male | Human | He is an adolescent human with brown eyes, short curly black hair, and dark brown skin. |
| Sue Garcia the 2nd | 1 | Female | Human | She is an infant human with amber eyes, scruffy dark-brown hair, and light brown skin. |
Family Tree
- Jay Garcia (♂/38) + Mona Garcia (♀/30/Jay's wife)
- Sue Garcia the 2nd (♀/1/Jay's daughter)
- Maria Garcia (♀/42/Jay's sister)
Items for sale
At this location, items are priced between 98% and 116% of their base value.
| Available | Price | Item | Rarity | Description |
|---|---|---|---|---|
| 1 | Negotiable | Cold wand of critters | uncommon | A 10 inch wooden rod, to activate the user must pass a DC12 intelligence check, if successful up to a dozen nearby small woodland creatures are attracted to the wand. 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 wand is cold to the touch. |
| 1 | Negotiable | Concealable shoe of reminiscing | uncommon | This magical shoe fits any foot, and matches any outfit. If worn, when you click your heels together, 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. When the shoe is in your pack or otherwise stowed away, only you can see it. It can be revealed with detect magic. |
| 1 | 501 - 5,000 gp | Figurine of wondrous power (ivory goats) | rare | A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature. The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions. The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description. Ivory Goats (Rare). These ivory statuettes of goats are always created in sets of three. Each goat looks unique and functions differently from the others. Their properties are as follows: The goat of traveling can become a Large goat with the same statistics as a riding horse. It has 24 charges, and each hour or portion thereof it spends in beast form costs 1 charge. While it has charges, you can use it as often as you wish. When it runs out of charges, it reverts to a figurine and can't be used again until 7 days have passed, when it regains all its charges. The goat of travail becomes a giant goat for up to 3 hours. Once it has been used, it can't be used again until 30 days have passed. The goat of terror becomes a giant goat for up to 3 hours. The goat can't attack, but you can remove its horns and use them as weapons. One horn becomes a +1 lance, and the other becomes a +2 longsword. Removing a horn requires an action, and the weapons disappear and the horns return when the goat reverts to figurine form. In addition, the goat radiates a 30-foot-radius aura of terror while you are riding it. Any creature hostile to you that starts its turn in the aura must succeed on a DC 15 Wisdom saving throw or be frightened of the goat for 1 minute, or until the goat reverts to figurine form. The frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once it successfully saves against the effect, a creature is immune to the goat's aura for the next 24 hours. Once the figurine has been used, it can't be used again until 15 days have passed. |
| 1 | Negotiable | Heavy amber melody fish | uncommon | A small fish carved of amber. A command word "player" is scratched on the design. If you speak the word, 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 fish. This property cannot be used again until after a long rest. The fish feels unusually heavy, four times the weight of an average fish. |
| 1 | Negotiable | Sands of giving knock | uncommon | A small glass sand timer in a wooden frame. When the sands are left to run uninterrupted for 1 minute, it unlocks the nearest locked door within 30 ft. This property cannot be used again until after a long rest. After 100 days, the timer's property stops working. If the timer finds a new owner that has not owned it before, the property will work again. |
| 1 | Negotiable | Small belt of fortune | uncommon | This leather belt is embossed with runes. When removed 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 belt is half the size of a typical belt. |
| 1 | Negotiable | The light wizard's hat of navigation | uncommon | This wizard's hat has it's command word "map" stitched on a label on the inside. When worn by a wizard, if you speak 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 hat feels like it has no weight, almost as if it were an illusion, but is solid to the touch. |
| 1 | Negotiable | The needy dice of warming | uncommon | Two cubes made of bone, with mysterious markings on each face. Role the dice, if the symbols match, 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 magic item requires attunement. (See 'Attunement' in the SRD.) |
| 1 | Negotiable | Truthful purse of gender | uncommon | This magical purse is embroidered with spirals and swirls. When the final item is removed and the purse is empty 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. After using the pouch's property you cannot tell a deliberate lie for 1 hour. |
| 1 | Negotiable | Warm book of darkness draconic poetry | uncommon | A book containing poetry written in draconic. If you read one of the poems aloud, 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 book 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.