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
1 Negotiable Candle of pristine truesight 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, you gain truesight for 1 minute. This property cannot be used again until after a long rest. The candle is in pristine condition.
1 Negotiable Concealable fireworks of halfling tongue uncommon A bundle of 3 fireworks. When a firework is lit and allowed to explode, you can speak and understand halfling for the next day. This property cannot be used again until after a long rest. When the firework is in your pack or otherwise stowed away, only you can see it. It can be revealed with detect magic.
1 Negotiable Dull silver reminiscing penny uncommon This silver penny has the crest of Astrus on one side, and is blank on the other. When you flip it, 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. This coin seems boring somehow.
1 Negotiable Halganon's light symbol of gender 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 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 symbol feels like it has no weight, almost as if it were an illusion, but is solid to the touch.
1 Negotiable Heavy pebble of fortune 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 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 pebble feels unusually heavy, four times the weight of an average pebble.
1 Negotiable Needy book of quiet gnomish poetry uncommon A book containing poetry written in gnomish. If you read one of the poems aloud, it muffles sounds (by 30dB) within a 10ft sphere for 10 minutes. This property cannot be used again until after a long rest. This magic item requires attunement. (See 'Attunement' in the SRD.)
1 Negotiable Over-sized belt of soothing uncommon This leather belt is embossed with runes. When removed you regain 1d4 hit-points. This property cannot be used again until after a long rest. The belt is twice as large as an average belt.
1 Negotiable Poisonous wand of awareness uncommon A 10 inch wooden rod, to activate the user must pass a DC12 intelligence check, if successful 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 wand's property, you must succeed a constitution save, DC 12, or be poisoned for 1 hour.
1 101 - 500 gp Ring of mind shielding uncommon Requires attunement.

While wearing this ring, you are immune to magic that allows other creatures to read your thoughts, determine whether you are lying, know your alignment, or know your creature type. Creatures can telepathically communicate with you only if you allow it. You can use an action to cause the ring to become invisible until you use another action to make it visible, until you remove the ring, or until you die. If you die while wearing the ring, your soul enters it, unless it already houses a soul. You can remain in the ring or depart for the afterlife. As long as your soul is in the ring, you can telepathically communicate with any creature wearing it. A wearer can't prevent this telepathic communication.
1 Negotiable Sands of truthful life saving uncommon A small glass sand timer in a wooden frame. When the sands are left to run uninterrupted for 1 minute, 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. After using the timer's property you cannot tell a deliberate lie for 1 hour.
1 Negotiable Small amber navigation fish uncommon A small fish carved of amber. A command word "army" is scratched on the design. If you speak the word, the direction of true north is clear in your mind. This property cannot be used again until after a long rest. The fish is half the size of a typical fish.
1 Negotiable The cold wizard's hat of warming uncommon This wizard's hat has it's command word "bird" stitched on a label on the inside. When worn by a wizard, if you speak the command 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. The hat is cold to the touch.
1 Negotiable The subtle dice of blink uncommon Two cubes made of bone, with mysterious markings on each face. Role the dice, if the symbols match, it casts the spell Blink, with you as the target. This property cannot be used again until after a long rest. The dice is hidden from detect magic.
1 Negotiable The unreliable duck of darkness uncommon A duck made of cloth and leather. When squeezed, 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. When the duck'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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