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
- Ioetta Coalpick (♀/42) + Fred Nye (♂/48/Ioetta's husband)
- Yarlurg Nye (♂/10/Ioetta's son)
- Florrie Coalpick (♀/2/Ioetta's daughter)
- Inspector Nooli Hadley (♀/41/Ioetta's sister in-law) + Durbadur Lucas (♂/34/Ioetta's brother)
- Alberta Hadley (♀/4/Ioetta's niece)
- Rupert Simpson (♂/26/Ioetta's cousin)
Items for sale
At this location, items are priced between 86% and 119% of their base value.
| Available | Price | Value | Item | Rarity | Description | Weight |
|---|---|---|---|---|---|---|
| 1 | Negotiable | Annoying pebble of warming | 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 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. The pebble loudly shouts "The secret is management!" when you use it's property. | ||
| 1 | Negotiable | Candle of dull calming | uncommon | This magical candle can be lit for a total of 12 minutes before it burns down. When lit and left burning for at least 1 minute, you feel at peace. This property cannot be used again until after a long rest. This candle seems boring somehow. | ||
| 1 | 1 gp 8 sp | 2 gp | Club +1 | uncommon |
A Simple Melee weapon. 1d4
+ 1 bludgeoning damage.
Range: 5.
Properties:
Light, Monk, Magic
You have a +1 bonus to your attack and damage when wielding this Club. The craftmanship of this weapon identifies it as a masterwork. |
2 lbs. |
| 1 | Negotiable | Fleek's humming book of darkness tickets | uncommon | A small leather bound booklet contains 10 numbered tickets. When a ticket is torn from the binding, it crumbles to dust and then 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 tickets makes a very slight humming sound at all times. | ||
| 1 | Negotiable | Harpy figurehead of disappearing draconic tongue | uncommon | A ship's figurehead in the shape of a Harpy. (A ship can only have one magical figurehead.) While at the wheel of a ship with the Harpy figurehead attached, if you concentrate your mind, you can speak and understand draconic for the next day. 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 | Lucky wrist bands of knock | uncommon | This magical bracer is embossed with the command word, "growth". When spoken by the wearer, it unlocks the nearest locked door within 30 ft. 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 | Negotiable | Medal of soothing | uncommon | This medal was awarded for bravery defending Driaca. When polished, you regain 1d4 hit-points. This property cannot be used again until after a long rest. | ||
| 1 | Negotiable | Over-sized silver truesight penny | uncommon | This silver penny has the crest of Broaye on one side, and is blank on the other. When you flip it, you gain truesight for 1 minute. This property cannot be used again until after a long rest. The coin is twice as large as an average coin. | ||
| 1 | Negotiable | Poisonous book of critters halfling poetry | uncommon | A book containing poetry written in halfling. 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. After using the book's property, you must succeed a constitution save, DC 12, or be poisoned for 1 hour. | ||
| 1 | Negotiable | Sands of robust navigation | uncommon | A small glass sand timer in a wooden frame. When the sands are left to run uninterrupted for 1 minute, the direction of true north is clear in your mind. This property cannot be used again until after a long rest. The timer cannot be destroyed by non-magical means. | ||
| 1 | Negotiable | Subtle cup of life saving | uncommon | This simple wooden cup appears completely unremarkable. When drunk from, the next time you are dying at the start of your turn, you stabilize. This effect wears off after a day. This property cannot be used again until after a long rest. The cup is hidden from detect magic. | ||
| 1 | Negotiable | The giving dice of glowing | uncommon | Two cubes made of bone, with mysterious markings on each face. Role the dice, if the symbols match, 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 100 days, the dice's property stops working. If the dice finds a new owner that has not owned it before, the property will work again. | ||
| 1 | Negotiable | Truthful fortune 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, 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. After using the lute's property you cannot tell a deliberate lie for 1 hour. | 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.