Cissy's Quality Magic Trinkets Emporium
624 year old Human construction, medium sized
Location: City of Abingend
Owned by: Cissy Gilmore
A rough hewn stone building. The dwelling also serves as a Magic Trinkets Emporium.
Occupants
Name | Role | Age | Gender | Race | Description |
---|---|---|---|---|---|
Cissy Gilmore | Shopkeep | 51 | Female | Human | She is an elderly human with amber eyes, long styled silver hair, and light pink skin. |
Della Guy | Scholar | 20 | Female | Human | She is an adult human with amber eyes, strawberry hair in a ponytail, and olive skin. |
Donald Guy | Housekeeper | 18 | Male | Human | He is an adolescent human with grey eyes, very short dyed strawberry hair, and olive skin. |
Griffith Guy the 2nd | Shopkeep's Apprentice | 13 | Male | Human | He is an adolescent human with amber eyes, dyed black hair in braids, and light pink skin. |
Hubert Gilmore | Housekeeper | 19 | Male | Human | He is an adult human with amber eyes (behind a pair of spectacles), very short dyed strawberry hair, a full beard, and light pink skin. |
Jonas Kuffus | Shopkeep's Apprentice | 14 | Male | Human | He is an adolescent human with amber eyes, scruffy dark-brown hair, and light brown skin. |
Phillipus Gilmore the 2nd | 60 | Male | Human | He is an elderly human with amber eyes, a shaved head, a clean shaven face, and olive skin. |
Family Tree
- Cissy Gilmore (♀/51) + Phillipus Gilmore the 2nd (♂/60/Cissy's husband)
- Della Guy nee Gilmore (♀/20/Cissy's daughter) + Donald Guy (♂/18/Cissy's son in-law)
- Hubert Gilmore (♂/19/Cissy's son)
Items for sale
At this location, items are priced between 91% and 109% of their base value.
Available | Price | Value | Item | Rarity | Description | Weight |
---|---|---|---|---|---|---|
1 | Negotiable | Concealable silver reminiscing penny | uncommon | This silver penny has the crest of Driaca 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. When the coin is in your pack or otherwise stowed away, only you can see it. It can be revealed with detect magic. | ||
1 | Negotiable | Cursed instant party 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, 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. 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. | 2 lbs. | |
1 | Negotiable | Disappearing fireworks of melody | uncommon | A bundle of 3 fireworks. When a firework is lit and allowed to explode, 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 firework. This property cannot be used again until after a long rest. After each use the GM should roll a d20. On a 1, the firework goes missing the next time it is stowed away. | ||
1 | Negotiable | Dull book of darkness elvish poetry | uncommon | A book containing poetry written in elvish. If you read one of the poems aloud, 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. This book seems boring somehow. | ||
1 | Negotiable | Fleek's lucky book of haste tickets | uncommon | A small leather bound booklet contains 7 numbered tickets. When a ticket is torn from the binding, it crumbles to dust and then 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 20, a the user is also blessed as with the Bless spell. | ||
1 | Negotiable | Halganon's robust symbol of critters | 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 up to a dozen nearby small woodland creatures are attracted to the symbol. 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 symbol cannot be destroyed by non-magical means. | ||
1 | Negotiable | Light pebble of mana | 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 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 pebble feels like it has no weight, almost as if it were an illusion, but is solid to the touch. | ||
1 | 11 gp | 12 gp | Mace +1 | uncommon |
A Simple Melee weapon. 1d6
+ 1 bludgeoning damage.
Range: 5.
Properties:
Monk, Magic
You have a +1 bonus to your attack and damage when wielding this Mace. The craftmanship of this weapon identifies it as a masterwork. |
4 lbs. |
1 | Negotiable | Needy warming chalk | uncommon | This stick of white chalk comes with an attached label bearing it's command word, "paper". The stick is long enough to write "paper" 9 times. When you use the stick to write 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. This magic item requires attunement. (See 'Attunement' in the SRD.) | ||
1 | Negotiable | Poisonous glove of navigation | uncommon | This magical glove fits any hand, and matches any outfit. If worn, when you click your fingers, the direction of true north is clear in your mind. This property cannot be used again until after a long rest. After using the glove's property, you must succeed a constitution save, DC 12, or be poisoned for 1 hour. | ||
1 | Negotiable | Sands of warm truesight | uncommon | A small glass sand timer in a wooden frame. When the sands are left to run uninterrupted for 1 minute, you gain truesight for 1 minute. This property cannot be used again until after a long rest. The timer is warm to the touch. | ||
1 | Negotiable | The over-sized dice of quiet | uncommon | Two cubes made of bone, with mysterious markings on each face. Role the dice, if the symbols match, it muffles sounds (by 30dB) within a 10ft sphere for 10 minutes. This property cannot be used again until after a long rest. The dice is twice as large as an average dice. | ||
1 | Negotiable | Truthful purse of knock | uncommon | This magical purse is embroidered with spirals and swirls. When the final item is removed and the purse is empty it unlocks the nearest locked door within 30 ft. This property cannot be used again until after a long rest. After using the pouch's property you cannot tell a deliberate lie for 1 hour. |
Note
- The store may also filled with useless bric-a-brac, which the owner will attempt to sell as magical items to unsuspecting punters.