Floyd's Magic Trinkets Emporium

27 year old Human construction, small sized

Location: Ginaham

Owned by: Floyd Coe

Oiled canvas is pulled tight over a sturdy wooden frame. The dwelling also serves as a Magic Trinkets Emporium.

Occupants

Name Role Age Gender Race Description
Dionisia Meadows Housekeeper 24 Female Human She is an adult human with brown eyes, long curly dyed brown hair, and dark brown skin.
Floyd Coe Shopkeep 21 Male Human He is an adult human with hazel eyes, light-brown hair in braids, a full beard, and dark brown skin.
Montague Newman Shopkeep's Assistant 26 Male Human He is an adult human with grey eyes, short curly strawberry hair, a clean shaven face, and olive skin.
Roland Coe the 2nd 2 Male Human He is an infant human with hazel eyes, wisps of dark-brown hair, and dark brown skin.
Sperling Cochran Shopkeep's Apprentice 17 Male Human He is an adolescent human with amber eyes, scruffy dark-brown hair, and medium brown skin.
Susanna Coe Housekeeper 21 Female Human She is an adult human with one blue eye (her left is covered by an eye-patch), light-brown hair in braids, and olive skin.

Family Tree

Items for sale

⟳ Re-roll shop stock.

At this location, items are priced between 84% and 98% of their base value.

Available Price Item Rarity Description
1 101 - 500 gp Decanter of endless water uncommon This stoppered flask sloshes when shaken, as if it contains water. The decanter weighs 2 pounds. You can use an action to remove the stopper and speak one of three command words, whereupon an amount of fresh water or salt water (your choice) pours out of the flask. The water stops pouring out at the start of your next turn. Choose from the following options: "Stream" produces 1 gallon of water. "Fountain" produces 5 gallons of water. "Geyser" produces 30 gallons of water that gushes forth in a geyser 30 feet long and 1 foot wide. As a bonus action while holding the decanter, you can aim the geyser at a creature you can see within 30 feet of you. The target must succeed on a DC 13 Strength saving throw or take 1d4 bludgeoning damage and fall prone. Instead of a creature, you can target an object that isn't being worn or carried and that weighs no more than 200 pounds. The object is either knocked over or pushed up to 15 feet away from you.
1 Negotiable Dull glove of glowing uncommon This magical glove fits any hand, and matches any outfit. If worn, when you click your fingers, 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. This glove seems boring somehow.
1 Negotiable Fleek's heavy book of fortune tickets uncommon A small leather bound booklet contains 8 numbered tickets. When a ticket is torn from the binding, it crumbles to dust and then 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 tickets feels unusually heavy, four times the weight of an average tickets.
1 Negotiable Small melody chalk uncommon This stick of white chalk comes with an attached label bearing it's command word, "investment". The stick is long enough to write "investment" 7 times. When you use the stick to write the command 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 chalk. This property cannot be used again until after a long rest. The chalk is half the size of a typical chalk.
1 Negotiable Solina's poisonous symbol of critters uncommon A holy symbol of Solina. In order to use the symbol, you must be a follower of Solina and have visited a shrine or temple to Solina in the last 24 hours. If you have done so, you can hold the symbol and say a short prayer and Solina smiles upon you. Then up to a dozen nearby small woodland creatures are attracted to the symbol. 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 using the symbol's property, you must succeed a constitution save, DC 12, or be poisoned for 1 hour.
1 Negotiable The concealable duck of knock uncommon A duck made of cloth and leather. When squeezed, it unlocks the nearest locked door within 30 ft. This property cannot be used again until after a long rest. When the duck is in your pack or otherwise stowed away, only you can see it. It can be revealed with detect magic.

Note

  • The store may also filled with useless bric-a-brac, which the owner will attempt to sell as magical items to unsuspecting punters.
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