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 glowing chalk uncommon This stick of white chalk comes with an attached label bearing it's command word, "medicine". The stick is long enough to write "medicine" 7 times. When you use the stick to write the command word, 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. The chalk loudly shouts "The secret is medicine!" when you use it's property.
1 2 gp 2 sp 2 gp Club +1 uncommon A Simple Melee weapon. 1d4 + 1 bludgeoning damage. Range: 5. Properties: Light, Monk, Magic

You have a +1 bonus to your attack and damage when wielding this Club.
The craftmanship of this weapon identifies it as a masterwork.
2 lbs.
1 Negotiable Cursed purse of melody uncommon This magical purse is embroidered with spirals and swirls. When the final item is removed and the purse is empty 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 pouch. 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 wand of knock uncommon A 10 inch wooden rod, to activate the user must pass a DC12 intelligence check, if successful 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, the wand goes missing the next time it is stowed away.
1 Negotiable Fleek's poisonous book of chilling tickets uncommon A small leather bound booklet contains 8 numbered tickets. When a ticket is torn from the binding, it crumbles to dust and then 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 tickets's property, you must succeed a constitution save, DC 12, or be poisoned for 1 hour.
1 Negotiable Giving cup of reminiscing uncommon This simple wooden cup appears completely unremarkable. When drunk from, 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. 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 Griffon figurehead of pristine mana uncommon A ship's figurehead in the shape of a Griffon. (A ship can only have one magical figurehead.) While at the wheel of a ship with the Griffon figurehead attached, if you concentrate your mind, 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 figurehead is in pristine condition.
1 Negotiable Humming medal of truesight uncommon This medal was awarded for bravery defending Tesmela. When polished, you gain truesight for 1 minute. This property cannot be used again until after a long rest. The medal makes a very slight humming sound at all times.
1 Negotiable The over-sized dice of goblin tongue uncommon Two cubes made of bone, with mysterious markings on each face. Role the dice, if the symbols match, you can speak and understand goblin for the next day. This property cannot be used again until after a long rest. The dice is twice as large as an average dice.
1 Negotiable Truthful quill of soothing uncommon This large magical feather is from an long extinct bird. When dropped with intent, on landing you regain 1d4 hit-points. This property cannot be used again until after a long rest. After using the feather's property you cannot tell a deliberate lie for 1 hour.
1 Negotiable Warm amber darkness fish uncommon A small fish carved of amber. A command word "combination" is scratched on the design. If you speak the 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 fish 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.
Send Feedback