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 Cold crown of the calming king uncommon A smooth silver band, when placed upon the head you feel at peace. This property cannot be used again until after a long rest. The crown is cold to the touch.
1 Negotiable Concealable purse of truesight uncommon This magical purse is embroidered with spirals and swirls. When the final item is removed and the purse is empty you gain truesight for 1 minute. This property cannot be used again until after a long rest. When the pouch is in your pack or otherwise stowed away, only you can see it. It can be revealed with detect magic.
1 Negotiable Fleek's pristine book of haste tickets uncommon A small leather bound booklet contains 7 numbered tickets. When a ticket is torn from the binding, it crumbles to dust and then your movement speed is doubled for 1 minute. This property cannot be used again until after a long rest. The tickets is in pristine condition.
1 Negotiable Heavy glowing 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, 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 lute feels unusually heavy, four times the weight of an average lute. 2 lbs.
1 Negotiable Light medal of Darkmantle disguise uncommon This medal was awarded for bravery defending Broaye. When polished, a magical illusion disguises you as a Darkmantle 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. The medal feels like it has no weight, almost as if it were an illusion, but is solid to the touch.
1 Negotiable Poisonous fortune chalk uncommon This stick of white chalk comes with an attached label bearing it's command word, "nation". The stick is long enough to write "nation" 7 times. When you use the stick to write the command word, 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. After using the chalk's property, you must succeed a constitution save, DC 12, or be poisoned for 1 hour.
1 Negotiable Sands of lavish melody uncommon A small glass sand timer in a wooden frame. When the sands are left to run uninterrupted for 1 minute, 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 timer. 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 The giving dice of giant 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 giant for the next day. This property cannot be used again until after a long rest. After 100 days, the dice's property stops working. If the dice finds a new owner that has not owned it before, the property will work again.
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.
1 14 gp 12 gp War pick +1 uncommon A Martial Melee weapon. 1d8 + 1 piercing damage. Range: 5. Properties: Magic

You have a +1 bonus to your attack and damage when wielding this War pick.
The craftmanship of this weapon identifies it as a masterwork.
2 lbs.

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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