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
- Cottasco Pratt (♂/53) + Katie Pratt nee Stevenson (♀/55/Cottasco's wife)
- Alma Webber nee Pratt (♀/21/Cottasco's daughter) + Solomon Webber nee Godestone-Webber (♂/21/Cottasco's son in-law)
- Leon Pratt (♂/47/Cottasco's brother) + Sara Pratt nee Godestone (♀/38/Cottasco's sister in-law)
- Israel Pratt (♂/5/Cottasco's nephew)
Items for sale
At this location, items are priced between 106% and 118% of their base value.
| Available | Price | Value | Item | Rarity | Description | Weight |
|---|---|---|---|---|---|---|
| 1 | Negotiable | Candle of needy instant party | uncommon | This magical candle can be lit for a total of 12 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. This magic item requires attunement. (See 'Attunement' in the SRD.) | ||
| 1 | Negotiable | Disappearing fireworks of knock | uncommon | A bundle of 6 fireworks. When a firework is lit and allowed to explode, 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 firework goes missing the next time it is stowed away. | ||
| 1 | Negotiable | Fleek's annoying book of melody 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 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 tickets. This property cannot be used again until after a long rest. The tickets loudly shouts "The secret is combination!" when you use it's property. | ||
| 1 | Negotiable | Humming belt of darkness | uncommon | This leather belt is embossed with runes. When removed 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 belt makes a very slight humming sound at all times. | ||
| 1 | Negotiable | Lucky wrist bands of blink | uncommon | This magical bracer is embossed with the command word, "safety". When spoken by the wearer, it casts the spell Blink, with you as the target. 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 quill of haste | uncommon | This large magical feather is from an long extinct bird. When dropped with intent, on landing your movement speed is doubled for 1 minute. This property cannot be used again until after a long rest. The feather is twice as large as an average feather. | ||
| 1 | Negotiable | Robust medal of glowing | uncommon | This medal was awarded for bravery defending Coskiura. When polished, 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 medal cannot be destroyed by non-magical means. | ||
| 1 | 17 gp | 15 gp | Scroll of Dancing Lights | common | A spell scroll bears the words of the Cantrip 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 10. 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 10. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed. | |
| 1 | Negotiable | Subtle navigation 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, the direction of true north is clear in your mind. This property cannot be used again until after a long rest. The lute is hidden from detect magic. | 2 lbs. | |
| 1 | Negotiable | The dull dice of Rust Monster disguise | uncommon | Two cubes made of bone, with mysterious markings on each face. Role the dice, if the symbols match, a magical illusion disguises you as a Rust Monster 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. This dice seems boring somehow. | ||
| 1 | Negotiable | Truthful silver reminiscing penny | uncommon | This silver penny has the crest of Jatrad on one side, and is blank on the other. When you flip it, 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 using the coin's property you cannot tell a deliberate lie for 1 hour. | ||
| 1 | Negotiable | Unreliable amber soothing fish | uncommon | A small fish carved of amber. A command word "method" is scratched on the design. If you speak the word, you regain 1d4 hit-points. This property cannot be used again until after a long rest. When the fish'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 | Warm mana chalk | uncommon | This stick of white chalk comes with an attached label bearing it's command word, "direction". The stick is long enough to write "direction" 6 times. When you use the stick to write the command word, 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 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.