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 wand of darkness uncommon A 10 inch wooden rod, to activate the user must pass a DC12 intelligence check, if successful 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 wand loudly shouts "The secret is role!" when you use it's property.
1 Negotiable Candle of warm instant party uncommon This magical candle can be lit for a total of 7 minutes before it burns down. When lit and left burning for at least 1 minute, 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. The candle is warm to the touch.
1 Negotiable Concealable life saving chalk uncommon This stick of white chalk comes with an attached label bearing it's command word, "environment". The stick is long enough to write "environment" 8 times. When you use the stick to write the command word, 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. When the chalk is in your pack or otherwise stowed away, only you can see it. It can be revealed with detect magic.
1 Negotiable Disappearing book of haste infernal poetry uncommon A book containing poetry written in infernal. If you read one of the poems aloud, 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 book goes missing the next time it is stowed away.
1 Negotiable Dull medal of critters uncommon This medal was awarded for bravery defending Kestiobar. When polished, up to a dozen nearby small woodland creatures are attracted to the medal. They are charmed for 1 minute. This property only works while in woodlands. This property cannot be used again until after a long rest. This medal seems boring somehow.
1 Negotiable Halganon's cursed symbol of gnomish tongue uncommon A holy symbol of Halganon. In order to use the symbol, you must be a follower of Halganon and have visited a shrine or temple to Halganon in the last 24 hours. If you have done so, you can hold the symbol and say a short prayer and Halganon smiles upon you. Then you can speak and understand gnomish 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, a misfortune befalls the user. The nature of the misfortune is at the discretion of the GM.
1 Negotiable Heavy silver blink penny uncommon This silver penny has the crest of Kestiobar 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. The coin feels unusually heavy, four times the weight of an average coin.
1 Negotiable Light 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. The shoe feels like it has no weight, almost as if it were an illusion, but is solid to the touch.
1 Negotiable Lucky amber warming fish uncommon A small fish carved of amber. A command word "university" is scratched on the design. If you speak the word, 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. 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 Robust belt of calming uncommon This leather belt is embossed with runes. When removed you feel at peace. This property cannot be used again until after a long rest. The belt cannot be destroyed by non-magical means.
1 Negotiable Sands of poisonous 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. After using the timer's property, you must succeed a constitution save, DC 12, or be poisoned for 1 hour.
1 17 gp 15 gp Scroll of Message common A spell scroll bears the words of the Cantrip spell, written in a mystical cipher. If the spell is on your class's spell list, you can use an action to read the scroll and cast its spell without having to provide any of the spell's components. Otherwise, the scroll is unintelligible. If the spell needs a save DC, it is 13. If it needs an attack bonus, it is 5. If the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC is 10. On a failed check, the spell disappears from the scroll with no other effect. Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust. This wizard spell can be copied just as spells in spellbooks can be copied. To copy the spell, the copier must succeed on an Intelligence (Arcana) check with DC 10. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed.
1 Negotiable Subtle quiet 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, it muffles sounds (by 30dB) within a 10ft sphere for 10 minutes. This property cannot be used again until after a long rest. The lute is hidden from detect magic. 2 lbs.
1 Negotiable The lavish wizard's hat of reminiscing uncommon This wizard's hat has it's command word "law" stitched on a label on the inside. When worn by a wizard, if you speak the command word, 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. After use, the item appears highly decorated and valuable for 6 hours.
1 Negotiable The small dice of mana uncommon Two cubes made of bone, with mysterious markings on each face. Role the dice, if the symbols match, 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 dice is half the size of a typical dice.

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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