Coalpick's Quality Magic Trinkets Emporium

535 year old Human construction, large sized

Location: City of Princeridge

Owned by: Ioetta Coalpick

The window frames on this half-timbered cottage has been painted beige. A symbol in the shape of crossed swords hangs over the doorway. The dwelling also serves as a Magic Trinkets Emporium.

Occupants

Name Role Age Gender Race Description
Alberta Hadley 4 Female Human She is a human child with grey eyes, scruffy blond hair, and light pink skin.
Aylewynus Briant Shopkeep's Apprentice 14 Male Human He is an adolescent human with grey eyes, short dyed red hair in a side parting, and light brown skin.
Durbadur Lucas Housekeeper 34 Male Human He is an adult human with grey eyes, very short red hair, a clean shaven face, and light pink skin.
Florrie Coalpick 2 Female Human She is an infant human with amber eyes, wisps of strawberry hair, and light pink skin.
Fred Nye Housekeeper 48 Male Human He is an adult human with brown eyes, balding dark-brown hair, a horseshoe moustache, and medium brown skin.
Guillelmus Mistrueran Shopkeep's Apprentice 16 Male Human He is an adolescent human with brown eyes, short curly dark-brown hair, and medium brown skin.
Heyelo Brockhead Shopkeep's Apprentice 15 Male Human He is an adolescent human with brown eyes, scruffy dark-brown hair, and medium brown skin.
Inspector Nooli Hadley Watchwoman 41 Female Human She is an adult human with amber eyes, long tied back dyed bright orange hair, and medium brown skin.
Ioetta Coalpick Shopkeep 42 Female Human She is an adult human with amber eyes, long curly black hair, and dark brown skin.
Rupert Simpson Housekeeper 26 Male Human He is an adult human with one amber eye (his right is covered by an eye-patch), very short auburn hair, a big bushy beard, and olive skin.
Worgot Whimgins Shopkeep's Apprentice 17 Female Human She is an adolescent human with amber eyes, strawberry hair in a plait, and light pink skin.
Yarlurg Nye 10 Male Human He is a human child with brown eyes, long curly black hair, and dark brown skin.

Family Tree

Items for sale

⟳ Re-roll shop stock.

At this location, items are priced between 86% and 119% of their base value.

Available Price Value Item Rarity Description Weight
1 Negotiable Annoying belt of mana uncommon This leather belt is embossed with runes. When removed 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. The belt loudly shouts "The secret is idea!" when you use it's property.
1 Negotiable Candle of disappearing haste uncommon This magical candle can be lit for a total of 15 minutes before it burns down. When lit and left burning for at least 1 minute, your movement speed is doubled 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 1, the candle goes missing the next time it is stowed away.
1 Negotiable Cursed silver blink penny uncommon This silver penny has the crest of Tesmela on one side, and is blank on the other. When you flip it, it casts the spell Blink, with you as the target. 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 Fleek's concealable book of truesight tickets uncommon A small leather bound booklet contains 6 numbered tickets. When a ticket is torn from the binding, it crumbles to dust and then you gain truesight for 1 minute. This property cannot be used again until after a long rest. When the tickets is in your pack or otherwise stowed away, only you can see it. It can be revealed with detect magic.
1 Negotiable Heavy book of gender infernal poetry uncommon A book containing poetry written in infernal. If you read one of the poems aloud, 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 book feels unusually heavy, four times the weight of an average book.
1 Negotiable Light fireworks of knock uncommon A bundle of 6 fireworks. When a firework is lit and allowed to explode, it unlocks the nearest locked door within 30 ft. This property cannot be used again until after a long rest. The firework feels like it has no weight, almost as if it were an illusion, but is solid to the touch.
1 Negotiable Pebble of calming 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 you feel at peace. This property cannot be used again until after a long rest.
1 Negotiable Poisonous purse of awareness uncommon This magical purse is embroidered with spirals and swirls. When the final item is removed and the purse is empty 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 using the pouch's property, you must succeed a constitution save, DC 12, or be poisoned for 1 hour.
1 53 gp 52 gp Rapier +1 uncommon A Martial Melee weapon. 1d8 + 1 piercing damage. Range: 5. Properties: Finesse, Magic

You have a +1 bonus to your attack and damage when wielding this Rapier.
The craftmanship of this weapon identifies it as a masterwork.
2 lbs.
1 Negotiable Sands of over-sized orcish tongue uncommon A small glass sand timer in a wooden frame. When the sands are left to run uninterrupted for 1 minute, you can speak and understand orcish for the next day. This property cannot be used again until after a long rest. The timer is twice as large as an average timer.
1 Negotiable Subtle darkvision 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, you gain darkvision for 1 hour. This property cannot be used again until after a long rest. The lute is hidden from detect magic. 2 lbs.
1 Negotiable The humming duck of reminiscing uncommon A duck made of cloth and leather. When squeezed, 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. The duck makes a very slight humming sound at all times.
1 Negotiable The lavish dice of melody uncommon Two cubes made of bone, with mysterious markings on each face. Role the dice, if the symbols match, 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 dice. 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 Unreliable shoe of warming uncommon This magical shoe fits any foot, and matches any outfit. If worn, when you click your heels together, 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. 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.
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