Pratt's Magic Trinkets Emporium

289 year old Human construction, medium sized

Location: Otwick Town

Owned by: Cottasco Pratt

A brick house, painted indigo. The dwelling also serves as a Magic Trinkets Emporium.

Occupants

Name Role Age Gender Race Description
Alma Webber Shopkeep's Assistant 21 Female Human She is an adult human with amber eyes, long tied back red hair, and light pink skin.
Cottasco Pratt Shopkeep 53 Male Human He is an elderly human with grey eyes, a grey quiff, a clean shaven face, and light pink skin.
Israel Pratt 5 Male Human He is a human child with amber eyes, short brown hair, and medium brown skin.
Katie Pratt Shopkeep's Assistant 55 Female Human She is an elderly human with brown eyes, black hair in a plait, and medium brown skin.
Leon Pratt Housekeeper 47 Male Human He is an adult human with brown eyes, very short black hair, a long beard, and medium brown skin.
Sara Pratt Housekeeper 38 Female Human She is an adult human with brown eyes, long brown hair with a fringe cut, and medium brown skin.
Solomon Webber Housekeeper 21 Male Human He is an adult human with brown eyes, long curly brown hair, a big bushy beard, and medium brown skin.

Family Tree

Items for sale

⟳ Re-roll shop stock.

At this location, items are priced between 106% and 118% of their base value.

Available Price Value Item Rarity Description Weight
1 Negotiable Annoying belt of darkvision uncommon This leather belt is embossed with runes. When removed you gain darkvision for 1 hour. This property cannot be used again until after a long rest. The belt loudly shouts "The secret is bird!" when you use it's property.
1 Negotiable Concealable wrist bands of glowing uncommon This magical bracer is embossed with the command word, "control". When spoken by the wearer, 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 bracer is in your pack or otherwise stowed away, only you can see it. It can be revealed with detect magic.
1 Negotiable Fireworks of fortune uncommon A bundle of 4 fireworks. When a firework is lit and allowed to explode, 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.
1 Negotiable Lucky chilling chalk uncommon This stick of white chalk comes with an attached label bearing it's command word, "art". The stick is long enough to write "art" 7 times. When you use the stick to write the command word, 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 each use the GM should roll a d20. On a 20, a the user is also blessed as with the Bless spell.
1 Negotiable Over-sized book of gnomish tongue gnomish poetry uncommon A book containing poetry written in gnomish. If you read one of the poems aloud, you can speak and understand gnomish for the next day. This property cannot be used again until after a long rest. The book is twice as large as an average book.
1 Negotiable Robust medal of quiet uncommon This medal was awarded for bravery defending Ebrana. When polished, it muffles sounds (by 30dB) within a 10ft sphere for 10 minutes. This property cannot be used again until after a long rest. The medal cannot be destroyed by non-magical means.
1 28 gp 25 gp Scroll of Mage Armor common A spell scroll bears the words of the 1st-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 11. 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 11. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed.
1 Negotiable Subtle crown of the soothing king uncommon A smooth silver band, when placed upon the head you regain 1d4 hit-points. This property cannot be used again until after a long rest. The crown is hidden from detect magic.
1 Negotiable The disappearing wizard's hat of warming uncommon This wizard's hat has it's command word "oven" 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. After each use the GM should roll a d20. On a 1, the hat goes missing the next time it is stowed away.
1 Negotiable The light duck of calming uncommon A duck made of cloth and leather. When squeezed, you feel at peace. This property cannot be used again until after a long rest. The duck feels like it has no weight, almost as if it were an illusion, but is solid to the touch.
1 Negotiable Truthful darkness 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 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. After using the lute's property you cannot tell a deliberate lie for 1 hour. 2 lbs.
1 Negotiable Unreliable wand of instant party uncommon A 10 inch wooden rod, to activate the user must pass a DC12 intelligence check, if 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. When the wand'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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