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 | Value | Item | Rarity | Description | Weight |
|---|---|---|---|---|---|---|
| 1 | Negotiable | Candle of truthful soothing | uncommon | This magical candle can be lit for a total of 16 minutes before it burns down. When lit and left burning for at least 1 minute, you regain 1d4 hit-points. This property cannot be used again until after a long rest. After using the candle's property you cannot tell a deliberate lie for 1 hour. | ||
| 1 | Negotiable | Concealable pebble of instant party | 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 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. When the pebble is in your pack or otherwise stowed away, only you can see it. It can be revealed with detect magic. | ||
| 1 | Negotiable | Death Dog figurehead of light blink | 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, it casts the spell Blink, with you as the target. This property cannot be used again until after a long rest. The figurehead feels like it has no weight, almost as if it were an illusion, but is solid to the touch. | ||
| 1 | Negotiable | Giving amber haste fish | uncommon | A small fish carved of amber. A command word "road" is scratched on the design. If you speak the word, your movement speed is doubled for 1 minute. This property cannot be used again until after a long rest. After 100 days, the fish's property stops working. If the fish finds a new owner that has not owned it before, the property will work again. | ||
| 1 | Negotiable | Heavy book of critters otterese poetry | uncommon | A book containing poetry written in otterese. If you read one of the poems aloud, up to a dozen nearby small woodland creatures are attracted to the book. 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 book feels unusually heavy, four times the weight of an average book. | ||
| 1 | Negotiable | Humming wand of quiet | uncommon | A 10 inch wooden rod, to activate the user must pass a DC12 intelligence check, if successful it muffles sounds (by 30dB) within a 10ft sphere for 10 minutes. This property cannot be used again until after a long rest. The wand makes a very slight humming sound at all times. | ||
| 1 | Negotiable | Needy shoe of truesight | uncommon | This magical shoe fits any foot, and matches any outfit. If worn, when you click your heels together, you gain truesight for 1 minute. 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 quill of gender | uncommon | This large magical feather is from an long extinct bird. When dropped with intent, on landing 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 feather is twice as large as an average feather. | ||
| 1 | Negotiable | Small medal of elvish tongue | uncommon | This medal was awarded for bravery defending Driaca. When polished, you can speak and understand elvish for the next day. This property cannot be used again until after a long rest. The medal is half the size of a typical medal. | ||
| 1 | Negotiable | Solos's symbol of mana | uncommon | A holy symbol of Solos. In order to use the symbol, you must be a follower of Solos and have visited a shrine or temple to Solos in the last 24 hours. If you have done so, you can hold the symbol and say a short prayer and Solos smiles upon you. Then if you are a spellcaster, you may cast one of your level 1 spells without spending a spell-slot. This property cannot be used again until after a long rest. | ||
| 1 | Negotiable | The cursed duck of awareness | uncommon | A duck made of cloth and leather. When squeezed, you may add a +2 bonus to the next initiative roll you make. This property cannot be used again until after a long rest. After each use the GM should roll a d20. On a 1, a misfortune befalls the user. The nature of the misfortune is at the discretion of the GM. | ||
| 1 | Negotiable | The lavish 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. After use, the item appears highly decorated and valuable for 6 hours. | ||
| 1 | Negotiable | The lucky wizard's hat of Worg disguise | uncommon | This wizard's hat has it's command word "soup" stitched on a label on the inside. When worn by a wizard, if you speak the command word, a magical illusion disguises you as a Worg 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. After each use the GM should roll a d20. On a 20, a the user is also blessed as with the Bless spell. | ||
| 1 | 13 gp | 12 gp | War pick +1 | uncommon |
A Martial Melee weapon. 1d8
+ 1 piercing damage.
Range: 5.
Properties:
Magic
You have a +1 bonus to your attack and damage when wielding this War pick. The craftmanship of this weapon identifies it as a masterwork. |
2 lbs. |
Note
- The store may also filled with useless bric-a-brac, which the owner will attempt to sell as magical items to unsuspecting punters.