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 Annoying knock 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" 6 times. When you use the stick to write the command word, it unlocks the nearest locked door within 30 ft. 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.
1 501 - 5,000 gp Belt of dwarvenkind rare Requires attunement.

While wearing this belt, you gain the following benefits: Your Constitution score increases by 2, to a maximum of 20. You have advantage on Charisma (Persuasion) checks made to interact with dwarves. You have advantage on saving throws against poison, and you have resistance against poison damage. You have darkvision out to a range of 60 feet. You can speak, read, and write Dwarvish. In addition, while attuned to the belt, you have a 50 percent chance each day at dawn of growing a full beard if you're capable of growing one, or a visibly thicker beard if you already have one.
1 Negotiable Belt of haste uncommon This leather belt is embossed with runes. When removed your movement speed is doubled for 1 minute. This property cannot be used again until after a long rest.
1 Negotiable Candle of robust truesight uncommon This magical candle can be lit for a total of 13 minutes before it burns down. When lit and left burning for at least 1 minute, you gain truesight for 1 minute. This property cannot be used again until after a long rest. The candle cannot be destroyed by non-magical means.
1 Negotiable Dull medal of glowing uncommon This medal was awarded for bravery defending Tesmela. 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. This medal seems boring somehow.
1 Negotiable Giving wand of warming uncommon A 10 inch wooden rod, to activate the user must pass a DC12 intelligence check, if successful 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 100 days, the wand's property stops working. If the wand finds a new owner that has not owned it before, the property will work again.
1 Negotiable Lavish shoe of instant party uncommon This magical shoe fits any foot, and matches any outfit. If worn, when you click your heels together, 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. After use, the item appears highly decorated and valuable for 6 hours.
1 Negotiable Poisonous cup of fortune uncommon This simple wooden cup appears completely unremarkable. When drunk from, 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 cup's property, you must succeed a constitution save, DC 12, or be poisoned for 1 hour.
1 Negotiable Small amber Harpy disguise fish uncommon A small fish carved of amber. A command word "map" is scratched on the design. If you speak the word, a magical illusion disguises you as a Harpy 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 fish is half the size of a typical fish.
1 Negotiable The concealable dice of dwarvish 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 dwarvish for the next day. This property cannot be used again until after a long rest. When the dice is in your pack or otherwise stowed away, only you can see it. It can be revealed with detect magic.
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 The lucky wizard's hat of melody uncommon This wizard's hat has it's command word "environment" stitched on a label on the inside. When worn by a wizard, if you speak the command word, 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 hat. 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 Xor's over-sized symbol of darkvision uncommon A holy symbol of Xor. In order to use the symbol, you must be a follower of Xor and have visited a shrine or temple to Xor in the last 24 hours. If you have done so, you can hold the symbol and say a short prayer and Xor smiles upon you. Then you gain darkvision for 1 hour. This property cannot be used again until after a long rest. The symbol is twice as large as an average symbol.

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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