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 Item Rarity Description Weight
1 501 - 5,000 gp Cloak of the bat rare Requires attunement.

While wearing this cloak, you have advantage on Dexterity (Stealth) checks. In an area of dim light or darkness, you can grip the edges of the cloak with both hands and use it to fly at a speed of 40 feet. If you ever fail to grip the cloak's edges while flying in this way, or if you are no longer in dim light or darkness, you lose this flying speed. While wearing the cloak in an area of dim light or darkness, you can use your action to cast polymorph on yourself, transforming into a bat. While you are in the form of the bat, you retain your Intelligence, Wisdom, and Charisma scores. The cloak can't be used this way again until the next dawn.
1 Negotiable Concealable pebble of haste 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 your movement speed is doubled for 1 minute. 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 Disappearing purse of Rust Monster disguise uncommon This magical purse is embroidered with spirals and swirls. When the final item is removed and the purse is empty a magical illusion disguises you as a Rust Monster 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 1, the pouch goes missing the next time it is stowed away.
1 Negotiable Lavish book of truesight infernal poetry uncommon A book containing poetry written in infernal. If you read one of the poems aloud, you gain truesight for 1 minute. 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 Light cup of critters uncommon This simple wooden cup appears completely unremarkable. When drunk from, up to a dozen nearby small woodland creatures are attracted to the cup. 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 cup feels like it has no weight, almost as if it were an illusion, but is solid to the touch.
1 Negotiable Merrow figurehead of warm quiet uncommon A ship's figurehead in the shape of a Merrow. (A ship can only have one magical figurehead.) While at the wheel of a ship with the Merrow figurehead attached, if you concentrate your mind, it muffles sounds (by 30dB) within a 10ft sphere for 10 minutes. This property cannot be used again until after a long rest. The figurehead is warm to the touch.
1 Negotiable Poisonous chilling 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 ambient temperature is reduced 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 of below 40ºF (5ºC.) This property cannot be used again until after a long rest. After using the lute's property, you must succeed a constitution save, DC 12, or be poisoned for 1 hour. 2 lbs.
1 Negotiable Robust crown of the awareness king uncommon A smooth silver band, when placed upon the head you may add a +2 bonus to the next initiative roll you make. This property cannot be used again until after a long rest. The crown cannot be destroyed by non-magical means.
1 Negotiable Sands of cold darkvision uncommon A small glass sand timer in a wooden frame. When the sands are left to run uninterrupted for 1 minute, you gain darkvision for 1 hour. This property cannot be used again until after a long rest. The timer is cold to the touch.
1 Negotiable The dull wizard's hat of navigation uncommon This wizard's hat has it's command word "music" stitched on a label on the inside. When worn by a wizard, if you speak the command word, the direction of true north is clear in your mind. This property cannot be used again until after a long rest. This hat seems boring somehow.

Note

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