Coalpick's Quality Magic Trinkets Emporium

535 year old Human construction, large sized

Location: City of Princeridge

Owned by: Ioetta Coalpick

The window frames on this half-timbered cottage has been painted beige. A symbol in the shape of crossed swords hangs over the doorway. The dwelling also serves as a Magic Trinkets Emporium.

Occupants

Name Role Age Gender Race Description
Alberta Hadley 4 Female Human She is a human child with grey eyes, scruffy blond hair, and light pink skin.
Aylewynus Briant Shopkeep's Apprentice 14 Male Human He is an adolescent human with grey eyes, short dyed red hair in a side parting, and light brown skin.
Durbadur Lucas Housekeeper 34 Male Human He is an adult human with grey eyes, very short red hair, a clean shaven face, and light pink skin.
Florrie Coalpick 2 Female Human She is an infant human with amber eyes, wisps of strawberry hair, and light pink skin.
Fred Nye Housekeeper 48 Male Human He is an adult human with brown eyes, balding dark-brown hair, a horseshoe moustache, and medium brown skin.
Guillelmus Mistrueran Shopkeep's Apprentice 16 Male Human He is an adolescent human with brown eyes, short curly dark-brown hair, and medium brown skin.
Heyelo Brockhead Shopkeep's Apprentice 15 Male Human He is an adolescent human with brown eyes, scruffy dark-brown hair, and medium brown skin.
Inspector Nooli Hadley Watchwoman 41 Female Human She is an adult human with amber eyes, long tied back dyed bright orange hair, and medium brown skin.
Ioetta Coalpick Shopkeep 42 Female Human She is an adult human with amber eyes, long curly black hair, and dark brown skin.
Rupert Simpson Housekeeper 26 Male Human He is an adult human with one amber eye (his right is covered by an eye-patch), very short auburn hair, a big bushy beard, and olive skin.
Worgot Whimgins Shopkeep's Apprentice 17 Female Human She is an adolescent human with amber eyes, strawberry hair in a plait, and light pink skin.
Yarlurg Nye 10 Male Human He is a human child with brown eyes, long curly black hair, and dark brown skin.

Family Tree

Items for sale

⟳ Re-roll shop stock.

At this location, items are priced between 86% and 119% of their base value.

Available Price Item Rarity Description
1 Negotiable Caspio's symbol of warming uncommon A holy symbol of Caspio. In order to use the symbol, you must be a follower of Caspio and have visited a shrine or temple to Caspio in the last 24 hours. If you have done so, you can hold the symbol and say a short prayer and Caspio smiles upon you. Then 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.
1 Negotiable Cursed belt of giant tongue uncommon This leather belt is embossed with runes. When removed you can speak and understand giant for the next day. 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 Heavy pebble of truesight uncommon The pebble is smooth and feels comforting to hold. A universe of natural beauty patterns the surface. Study the pebble for 2 minutes uninterrupted and you gain truesight for 1 minute. This property cannot be used again until after a long rest. The pebble feels unusually heavy, four times the weight of an average pebble.
1 501 - 5,000 gp Horn of blasting rare You can use an action to speak the horn's command word and then blow the horn, which emits a thunderous blast in a 30-foot cone that is audible 600 feet away. Each creature in the cone must make a DC 15 Constitution saving throw. On a failed save, a creature takes 5d6 thunder damage and is deafened for 1 minute. On a successful save, a creature takes half as much damage and isn't deafened. Creatures and objects made of glass or crystal have disadvantage on the saving throw and take 10d6 thunder damage instead of 5d6. Each use of the horn's magic has a 20 percent chance of causing the horn to explode. The explosion deals 10d6 fire damage to the blower and destroys the horn.
1 Negotiable Lavish cup of quiet uncommon This simple wooden cup appears completely unremarkable. When drunk from, it muffles sounds (by 30dB) within a 10ft sphere for 10 minutes. 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 Light amber critters fish uncommon A small fish carved of amber. A command word "philosophy" is scratched on the design. If you speak the word, up to a dozen nearby small woodland creatures are attracted to the fish. 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 fish feels like it has no weight, almost as if it were an illusion, but is solid to the touch.
1 Negotiable Lucky wrist bands of calming uncommon This magical bracer is embossed with the command word, "communication". When spoken by the wearer, you feel at peace. 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 Needy wand of darkness uncommon A 10 inch wooden rod, to activate the user must pass a DC12 intelligence check, if successful 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. This magic item requires attunement. (See 'Attunement' in the SRD.)
1 Negotiable Over-sized fireworks of glowing uncommon A bundle of 5 fireworks. When a firework is lit and allowed to explode, 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 firework is twice as large as an average firework.
1 Negotiable Pristine book of Winter Wolf disguise halfling poetry uncommon A book containing poetry written in halfling. If you read one of the poems aloud, a magical illusion disguises you as a Winter Wolf 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 book is in pristine condition.
1 Negotiable The poisonous dice of haste uncommon Two cubes made of bone, with mysterious markings on each face. Role the dice, if the symbols match, your movement speed is doubled for 1 minute. This property cannot be used again until after a long rest. After using the dice's property, you must succeed a constitution save, DC 12, or be poisoned for 1 hour.
1 Negotiable Truthful medal of darkvision uncommon This medal was awarded for bravery defending Coskiura. When polished, you gain darkvision for 1 hour. This property cannot be used again until after a long rest. After using the medal's property you cannot tell a deliberate lie for 1 hour.
1 Negotiable Warm purse of navigation uncommon This magical purse is embroidered with spirals and swirls. When the final item is removed and the purse is empty the direction of true north is clear in your mind. This property cannot be used again until after a long rest. The pouch 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.
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