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

Items for sale

⟳ Re-roll shop stock.

At this location, items are priced between 91% and 109% of their base value.

Available Price Value Item Rarity Description Weight
1 Negotiable Annoying glove of soothing uncommon This magical glove fits any hand, and matches any outfit. If worn, when you click your fingers, you regain 1d4 hit-points. This property cannot be used again until after a long rest. The glove loudly shouts "The secret is library!" when you use it's property.
1 Negotiable Cursed book of knock giant poetry uncommon A book containing poetry written in giant. If you read one of the poems aloud, 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 1, a misfortune befalls the user. The nature of the misfortune is at the discretion of the GM.
1 Negotiable Giving cup of mana uncommon This simple wooden cup appears completely unremarkable. When drunk from, 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. After 100 days, the cup's property stops working. If the cup finds a new owner that has not owned it before, the property will work again.
1 Negotiable Kalis's dull symbol of awareness uncommon A holy symbol of Kalis. In order to use the symbol, you must be a follower of Kalis and have visited a shrine or temple to Kalis in the last 24 hours. If you have done so, you can hold the symbol and say a short prayer and Kalis smiles upon you. Then you may add a +2 bonus to the next initiative roll you make. This property cannot be used again until after a long rest. This symbol seems boring somehow.
1 Negotiable Pristine 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 is in pristine condition.
1 Negotiable Robust reminiscing 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, 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. The lute cannot be destroyed by non-magical means. 2 lbs.
1 Negotiable Sands of small kobold tongue uncommon A small glass sand timer in a wooden frame. When the sands are left to run uninterrupted for 1 minute, you can speak and understand kobold for the next day. This property cannot be used again until after a long rest. The timer is half the size of a typical timer.
1 260 gp 250 gp Scroll of Knock uncommon A spell scroll bears the words of the 2nd-level 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 12. 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 12. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed.
1 Negotiable The humming duck of gender uncommon A duck made of cloth and leather. When squeezed, 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 duck makes a very slight humming sound at all times.
1 Negotiable The subtle wizard's hat of darkness uncommon This wizard's hat has it's command word "basis" stitched on a label on the inside. When worn by a wizard, if you speak the command word, 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 hat is hidden from detect magic.
1 Negotiable Worg figurehead of poisonous haste uncommon A ship's figurehead in the shape of a Worg. (A ship can only have one magical figurehead.) While at the wheel of a ship with the Worg figurehead attached, if you concentrate your mind, your movement speed is doubled for 1 minute. This property cannot be used again until after a long rest. After using the figurehead's property, you must succeed a constitution save, DC 12, or be poisoned 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.
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