Garcia's Magic Trinkets Emporium
173 year old Human construction, medium sized
Location: Bridlingstable
Owned by: Jay Garcia
The wooden beams on this 7th Century home are painted silver. The dwelling also serves as a Magic Trinkets Emporium.
Occupants
| Name | Role | Age | Gender | Race | Description |
|---|---|---|---|---|---|
| Carl Steel the 2nd | Shopkeep's Apprentice | 13 | Male | Human | He is an adolescent human with brown eyes, long curly black hair, and dark brown skin. |
| Jasper York | Shopkeep's Apprentice | 14 | Male | Human | He is an adolescent human with amber eyes, very short auburn hair, and olive skin. |
| Jay Garcia | Shopkeep | 38 | Male | Human | He is an adult human with amber eyes, scruffy auburn hair, a clean shaven face, and medium brown skin. |
| Maria Garcia | Housekeeper | 42 | Female | Human | She is an adult human with brown eyes, dyed auburn hair in a mohawk, and medium brown skin. |
| Mona Garcia | Housekeeper | 30 | Female | Human | She is an adult human with amber eyes, dark-brown hair in a plait, and light brown skin. |
| Salomon Steel | Shopkeep's Apprentice | 12 | Male | Human | He is an adolescent human with brown eyes, short curly black hair, and dark brown skin. |
| Sue Garcia the 2nd | 1 | Female | Human | She is an infant human with amber eyes, scruffy dark-brown hair, and light brown skin. |
Family Tree
- Jay Garcia (♂/38) + Mona Garcia (♀/30/Jay's wife)
- Sue Garcia the 2nd (♀/1/Jay's daughter)
- Maria Garcia (♀/42/Jay's sister)
Items for sale
At this location, items are priced between 98% and 116% of their base value.
| Available | Price | Item | Rarity | Description |
|---|---|---|---|---|
| 1 | Negotiable | Annoying wand of calming | uncommon | A 10 inch wooden rod, to activate the user must pass a DC12 intelligence check, if successful you feel at peace. This property cannot be used again until after a long rest. The wand loudly shouts "The secret is instance!" when you use it's property. |
| 1 | Negotiable | Cold purse of knock | uncommon | This magical purse is embroidered with spirals and swirls. When the final item is removed and the purse is empty it unlocks the nearest locked door within 30 ft. This property cannot be used again until after a long rest. The pouch is cold to the touch. |
| 1 | Negotiable | Concealable cup of blink | uncommon | This simple wooden cup appears completely unremarkable. When drunk from, it casts the spell Blink, with you as the target. This property cannot be used again until after a long rest. When the cup is in your pack or otherwise stowed away, only you can see it. It can be revealed with detect magic. |
| 1 | Negotiable | Dull silver glowing penny | uncommon | This silver penny has the crest of Broaye on one side, and is blank on the other. When you flip it, 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 coin seems boring somehow. |
| 1 | 101 - 500 gp | Figurine of wondrous power (silver raven) | uncommon | A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature. The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions. The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description. Silver Raven (Uncommon). This silver statuette of a raven can become a raven for up to 12 hours. Once it has been used, it can't be used again until 2 days have passed. While in raven form, the figurine allows you to cast the spell on it at will. |
| 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 | Needy glove of mana | uncommon | This magical glove fits any hand, and matches any outfit. If worn, when you click your fingers, 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. This magic item requires attunement. (See 'Attunement' in the SRD.) |
| 1 | Negotiable | Pristine critters chalk | uncommon | This stick of white chalk comes with an attached label bearing it's command word, "growth". The stick is long enough to write "growth" 7 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 in pristine condition. |
| 1 | Negotiable | The disappearing wizard's hat of fortune | uncommon | This wizard's hat has it's command word "safety" stitched on a label on the inside. When worn by a wizard, if you speak 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 each use the GM should roll a d20. On a 1, the hat goes missing the next time it is stowed away. |
Note
- The store may also filled with useless bric-a-brac, which the owner will attempt to sell as magical items to unsuspecting punters.