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 Item Rarity Description
1 Negotiable Cursed wand of haste uncommon A 10 inch wooden rod, to activate the user must pass a DC12 intelligence check, if successful 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, a misfortune befalls the user. The nature of the misfortune is at the discretion of the GM.
1 Negotiable Dull quill of life saving uncommon This large magical feather is from an long extinct bird. When dropped with intent, on landing 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. This feather seems boring somehow.
1 Negotiable Fleek's annoying book of navigation tickets uncommon A small leather bound booklet contains 6 numbered tickets. When a ticket is torn from the binding, it crumbles to dust and then the direction of true north is clear in your mind. This property cannot be used again until after a long rest. The tickets loudly shouts "The secret is policy!" when you use it's property.
1 Negotiable Heavy cup of darkvision uncommon This simple wooden cup appears completely unremarkable. When drunk from, you gain darkvision for 1 hour. This property cannot be used again until after a long rest. The cup feels unusually heavy, four times the weight of an average cup.
1 Negotiable Lavish belt of truesight uncommon This leather belt is embossed with runes. When removed you gain truesight for 1 minute. This property cannot be used again until after a long rest. After use, the item appears highly decorated and valuable for 6 hours.
1 Negotiable Lucky glove of glowing uncommon This magical glove fits any hand, and matches any outfit. If worn, when you click your fingers, 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. 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 Needy amber calming fish uncommon A small fish carved of amber. A command word "thanks" is scratched on the design. If you speak the word, you feel at peace. This property cannot be used again until after a long rest. This magic item requires attunement. (See 'Attunement' in the SRD.)
1 Negotiable Pristine medal of common tongue uncommon This medal was awarded for bravery defending Jatrad. When polished, you can speak and understand common for the next day. This property cannot be used again until after a long rest. The medal is in pristine condition.
1 501 - 5,000 gp Ring of resistance rare Requires attunement.

You have resistance to one type of damage while you wear this ring. The GM chooses the type or determines it randomly from the options below. Acid, Cold, Fire, Force, Lightning, Necrotic, Poison, Psychic, Radiant or Thunder
1 Negotiable The disappearing wizard's hat of quiet uncommon This wizard's hat has it's command word "history" stitched on a label on the inside. When worn by a wizard, if you speak the command word, it muffles sounds (by 30dB) within a 10ft sphere for 10 minutes. 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 dice of melody uncommon Two cubes made of bone, with mysterious markings on each face. Role the dice, if the symbols match, 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 dice. This property cannot be used again until after a long rest. The dice feels like it has no weight, almost as if it were an illusion, but is solid to the touch.
1 Negotiable Warm critters chalk uncommon This stick of white chalk comes with an attached label bearing it's command word, "oven". The stick is long enough to write "oven" 8 times. When you use the stick to write the command word, up to a dozen nearby small woodland creatures are attracted to the chalk. 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 chalk is warm to the touch.

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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