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 | Candle of unreliable instant party | 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, 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. When the candle'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. | ||
| 1 | Negotiable | Cursed silver Roper disguise penny | uncommon | This silver penny has the crest of Jatrad on one side, and is blank on the other. When you flip it, a magical illusion disguises you as a Roper 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, a misfortune befalls the user. The nature of the misfortune is at the discretion of the GM. | ||
| 1 | Negotiable | Disappearing glove of haste | uncommon | This magical glove fits any hand, and matches any outfit. If worn, when you click your fingers, 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 glove goes missing the next time it is stowed away. | ||
| 1 | Negotiable | Dull belt of otterese tongue | uncommon | This leather belt is embossed with runes. When removed you can speak and understand otterese for the next day. This property cannot be used again until after a long rest. This belt seems boring somehow. | ||
| 1 | Negotiable | Fleek's cold book of critters tickets | uncommon | A small leather bound booklet contains 11 numbered tickets. When a ticket is torn from the binding, it crumbles to dust and then up to a dozen nearby small woodland creatures are attracted to the tickets. 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 tickets is cold to the touch. | ||
| 1 | Negotiable | Grick figurehead of small calming | uncommon | A ship's figurehead in the shape of a Grick. (A ship can only have one magical figurehead.) While at the wheel of a ship with the Grick figurehead attached, if you concentrate your mind, you feel at peace. This property cannot be used again until after a long rest. The figurehead is half the size of a typical figurehead. | ||
| 1 | Negotiable | Over-sized purse of navigation | uncommon | This magical purse is embroidered with spirals and swirls. When the final item is removed and the purse is empty the direction of true north is clear in your mind. This property cannot be used again until after a long rest. The pouch is twice as large as an average pouch. | ||
| 1 | Negotiable | Pristine awareness 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 may add a +2 bonus to the next initiative roll you make. This property cannot be used again until after a long rest. The lute is in pristine condition. | 2 lbs. | |
| 1 | Negotiable | Sands of concealable glowing | uncommon | A small glass sand timer in a wooden frame. When the sands are left to run uninterrupted for 1 minute, it emits a dim orange glow, just barely enough to cover 10 ft. The glow lasts for 1 minute. This property cannot be used again until after a long rest. When the timer is in your pack or otherwise stowed away, only you can see it. It can be revealed with detect magic. | ||
| 1 | 270 gp | 250 gp | Scroll of See Invisibility | 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 giving duck of mana | uncommon | A duck made of cloth and leather. When squeezed, 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 duck's property stops working. If the duck finds a new owner that has not owned it before, the property will work again. | ||
| 1 | Negotiable | Truthful fireworks of chilling | uncommon | A bundle of 5 fireworks. When a firework is lit and allowed to explode, 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 firework'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.