Cissy's Quality Magic Trinkets Emporium
624 year old Human construction, medium sized
Location: City of Abingend
Owned by: Cissy Gilmore
A rough hewn stone building. The dwelling also serves as a Magic Trinkets Emporium.
Occupants
| Name | Role | Age | Gender | Race | Description |
|---|---|---|---|---|---|
| Cissy Gilmore | Shopkeep | 51 | Female | Human | She is an elderly human with amber eyes, long styled silver hair, and light pink skin. |
| Della Guy | Scholar | 20 | Female | Human | She is an adult human with amber eyes, strawberry hair in a ponytail, and olive skin. |
| Donald Guy | Housekeeper | 18 | Male | Human | He is an adolescent human with grey eyes, very short dyed strawberry hair, and olive skin. |
| Griffith Guy the 2nd | Shopkeep's Apprentice | 13 | Male | Human | He is an adolescent human with amber eyes, dyed black hair in braids, and light pink skin. |
| Hubert Gilmore | Housekeeper | 19 | Male | Human | He is an adult human with amber eyes (behind a pair of spectacles), very short dyed strawberry hair, a full beard, and light pink skin. |
| Jonas Kuffus | Shopkeep's Apprentice | 14 | Male | Human | He is an adolescent human with amber eyes, scruffy dark-brown hair, and light brown skin. |
| Phillipus Gilmore the 2nd | 60 | Male | Human | He is an elderly human with amber eyes, a shaved head, a clean shaven face, and olive skin. |
Family Tree
- Cissy Gilmore (♀/51) + Phillipus Gilmore the 2nd (♂/60/Cissy's husband)
- Della Guy nee Gilmore (♀/20/Cissy's daughter) + Donald Guy (♂/18/Cissy's son in-law)
- Hubert Gilmore (♂/19/Cissy's son)
Items for sale
At this location, items are priced between 91% and 109% of their base value.
| Available | Price | Value | Item | Rarity | Description |
|---|---|---|---|---|---|
| 1 | Negotiable | Cursed amber instant party fish | uncommon | A small fish carved of amber. A command word "goal" is scratched on the design. If you speak the word, 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 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 | Fleek's lavish book of haste 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 your movement speed is doubled for 1 minute. 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 | Giving cup of warming | uncommon | This simple wooden cup appears completely unremarkable. When drunk from, 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 cup's property stops working. If the cup finds a new owner that has not owned it before, the property will work again. | |
| 1 | Negotiable | Humming wand of darkvision | uncommon | A 10 inch wooden rod, to activate the user must pass a DC12 intelligence check, if successful you gain darkvision for 1 hour. This property cannot be used again until after a long rest. The wand makes a very slight humming sound at all times. | |
| 1 | Negotiable | Needy quill of fortune | uncommon | This large magical feather is from an long extinct bird. When dropped with intent, on landing 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. This magic item requires attunement. (See 'Attunement' in the SRD.) | |
| 1 | Negotiable | Over-sized critters chalk | uncommon | This stick of white chalk comes with an attached label bearing it's command word, "meat". The stick is long enough to write "meat" 8 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 twice as large as an average chalk. | |
| 1 | 14 gp | 15 gp | Scroll of Acid Splash | 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 | Shoe of chilling | uncommon | This magical shoe fits any foot, and matches any outfit. If worn, when you click your heels together, 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. | |
| 1 | Negotiable | The poisonous wizard's hat of mana | uncommon | This wizard's hat has it's command word "analysis" stitched on a label on the inside. When worn by a wizard, if you speak 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. After using the hat's property, you must succeed a constitution save, DC 12, or be poisoned for 1 hour. |
Note
- The store may also filled with useless bric-a-brac, which the owner will attempt to sell as magical items to unsuspecting punters.