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 |
|---|---|---|---|---|---|
| 1 | Negotiable | Concealable cup of glowing | uncommon | This simple wooden cup appears completely unremarkable. When drunk from, 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. 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 | Fleek's pristine book of gender tickets | uncommon | A small leather bound booklet contains 7 numbered tickets. When a ticket is torn from the binding, it crumbles to dust and then you become the gender of your choice until your next long rest. If you repeat this effect for 14 days, the change becomes permanent. This property cannot be used again until after a long rest. The tickets is in pristine condition. | |
| 1 | Negotiable | Humming pebble of reminiscing | 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 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. The pebble makes a very slight humming sound at all times. | |
| 1 | Negotiable | Lavish quill of melody | uncommon | This large magical feather is from an long extinct bird. When dropped with intent, on landing 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 feather. 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 | Lucky fireworks of quiet | uncommon | A bundle of 5 fireworks. When a firework is lit and allowed to explode, it muffles sounds (by 30dB) within a 10ft sphere for 10 minutes. 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 | Poisonous silver navigation penny | uncommon | This silver penny has the crest of None on one side, and is blank on the other. When you flip it, the direction of true north is clear in your mind. This property cannot be used again until after a long rest. After using the coin's property, you must succeed a constitution save, DC 12, or be poisoned for 1 hour. | |
| 1 | 18 gp | 15 gp | Scroll of Minor Illusion | 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 | Small glove of fortune | uncommon | This magical glove fits any hand, and matches any outfit. If worn, when you click your fingers, 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. The glove is half the size of a typical glove. | |
| 1 | Negotiable | The cold dice of chilling | uncommon | Two cubes made of bone, with mysterious markings on each face. Role the dice, if the symbols match, 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. The dice is cold to the touch. | |
| 1 | Negotiable | Truthful amber life saving fish | uncommon | A small fish carved of amber. A command word "medicine" is scratched on the design. If you speak the word, the next time you are dying at the start of your turn, you stabilize. This effect wears off after a day. This property cannot be used again until after a long rest. After using the fish's property you cannot tell a deliberate lie 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.