SHOPS ON NINTH STREET
MAGICAL CLOTHING STORE
Hooded cloak that is enchanted to change into a parachute. Good for one use. - 30 gold coins
Vest that is enchanted to change into a parachute. Good for one use. - 30 gold coins
Short leather boots that are enchanted to sprout wings that allow you to fly up to 20 feet high for 10 minutes. Good for one use. - 30 gold coins
Hat that is enchanted to create a magic bubble around your head that allows you to breathe under water for 15 minutes. If a living thing, such as a fish, comes within 10 feet of you, the bubble may break while you are under water. Good for one use. - 30 gold coins
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Hat that is enchanted to allow you to pull up to 12 apples out of it whenever you want. Good for 12 uses. -35 gold coins
PROPHECY WEAPONS
Enchanted Long bow arrow – this arrow has a limited ability to tell the future – unlimited use – 100 gold coins
Enchanted long sword – this sword has a limited ability to tell the future – unlimited use – 100 gold coins
Shield - this shield has a limited ability to tell the future – unlimited use – 100 gold coins
ENCHANTED TOOLS
Enchanted shovel – shovel by itself for 20 minutes – good for one use - 30 gold coins
Enchanted hammer and nails – hammers in nails by itself for 20 minutes – good for one use - 30 gold coins
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Enchanted Quill - this quill has the power to allow you to write in any language for 20 minutes - good for one use - 30 gold coins
MAGICAL PET SUPPLIES
Collar that is enchanted to change into a parachute. Good for one use. – 30 gold coins
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Booties that are enchanted to allow your pet to fly up to 20 feet high for 10 minutes. Good for one use. – 30 gold coins
Hat that is enchanted to create a magic bubble around your pet’s head that allows him/her to breathe under water for 15 minutes. If a living thing, such as a fish, comes within 10 feet of you, the bubble may break while your pet is under water. Good for one use. – 30 gold coins
HEALTHY BREWS MAGIC PLANTS AND TEAS
Divinia – has restorative powers, silver coloured powder that you can eat on its own or brew into a tea – if you have 5 or less health points, roll a D6 – add the outcome to your health points – good for one use = 10 gold coins
Genermon – rare orange flower – when the petals are crushed and brewed into a tea, genermon can keep you alert and awake for 3 days = 10 gold coins
MAGICAL BROACHES
Artist's Statement
Fish Broach - the wearer of this broach, can swim without getting wet. Good for 3 turns - 40 gold coins
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Dog Broach - the wearer of this broach is loyal to you for 2 turns. Good for one use - 40 gold coins
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Cat Broach - the wearer of this broach has twice as much as their usual dexterity. Good for 3 turns - 40 gold coins
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Elephant Broach - the wearer of this broach has increased hearing ability - Good for 3 turns - 40 gold coins
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PROFESSOR E'S REQUIREMENT SHOP (Student Store)
Non-Magical Items
Wizard hat with gold star design- 10 gold coins
Wizard hat with purple star design - 10 gold coins
Gold wand - 30 gold coins
Purple wand - 25 gold coins
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Magical Items
Invisibility cloak - good for three uses - 150 gold coins
Flight Cape - Good for 3 uses, when feet touch the ground the flight ends - 150 gold coins.
Teleporting rock (Good for 1 use, teleports anywhere you have already been - 150 gold coins
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Non-Magical Weapons
Long bow - 40 gold coins
10 Long bow arrows - 20 gold coins
Cross bow - 50 gold coins
10 Cross bow bolts - 50 gold coins
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Magical Arrows
5 Poison arrows +2 damage to target: 70 gold coins
5 Fire arrows - start fires - 70 gold coins
5 Ice Arrows (5 arrows, freeze enemy for an hour): 50 gold coins
5 Electric Arrows +2 damage to target - 70 gold coins
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Magical Weapons
Long glowing sabre - blue or green light - can cut through anything but dark magic - good for 4 uses - 150 gold coins
Magnetic shield - attracts weapons and precious metals - good for 3 uses - 200 gold coins
Forcefield gem - When placed on the ground it will provide and impenetrable shield in the shape of a giant sized circle for 10 hours, allowing a safe night sleep! - 200 gold coins
Night vision goggles - unlimited use - 200 gold coins
COLE'S CROCODILES AND ACCESSORIES (Student Store)
Crocodiles
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Pet crocodile hatchling = 10 gold coins
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Adult pet crocodile = 40 gold coins
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Hunting crocodile = 50 gold coins
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Crocodile bodyguard 8HP - defends you = 60 gold coins
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Fighting Crocodile 10HP = 80 gold coins
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Crocodile Food
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Hippo meat = 25 gold coins
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Shark meat = 35 gold coins
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Sack of dead fish = 25 gold coins
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Accessories
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Crocodile saddle = 25 gold coins
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Crocodile bed of your choice = 35 gold coins
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Crocodile food dish = 10 gold coins
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Crocodile water dish = 10 gold coins
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Crocodile Toys
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Crocodile Chew toy = 5 gold coins
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Dead fish sink toy = 5 gold coins
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Crocodile frisbee = 5 gold coins
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Crocodile dive toys set of 6 $10
CLAWDICURES (Student Store)
Both foreclaws black -12 gold coins
Both foreclaws any colour - 20 gold coins
One foreclaw black -10 gold coins
One foreclaw any colour -18 gold coins
Hindclaws and foreclaws black - 40 gold coins
Hindclaws and foreclaws any colour - 60 gold coins
One hindclaw and foreclaw black - 20 gold coins
One hindclaw and foreclaw any colour - 30 gold coins
LEXI'S HELPFUL WEAPONS (Student Store)
Hammer - returns to your hand once thrown and only the owner can use it - deals 1d12 damage = 100 gold coins
Sword - can talk and fight on its own, but after it is used the owner loses 1hp - deals 1d8 damage = 100 gold coins
Spear = shoots a hot ray of light and when thrown it never misses its target - can be used twice per day = 100 gold coins
LEXI'S AMAZING ANIMALS (Student Store)
PETS
Horse - can spy on people and report back to you - 80 gold coins
Goat -you can look through the goats eyes and see what it sees = 80 gold coins
Wolf - trained to attack - 100 gold coins
Wolverine -trained to follow any command relating to digging or retrieving = 100 gold coins
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MAGICAL PILLS
Shape-shifting pills - there are 3 of them- they allow you to turn into any animal you want and you can shift into another animal on the same turn - effect of one pill lasts for one turn = 150 gold coins
SWIFT' SUPER STUFF (Student Store)
Fire Stick – If you light it on fire, it will burn for 1 turn unless you say, “Extinguish.” – 20 gold coins
Muscle Shirt - doubles your strength for one day – One size fits all – 40 gold coins
X-ray glasses – see through anything less than three meters long – 50 gold coins
Compass - gives you the best direction to go, no matter the situation - good for 2 uses - 55 gold coins
Enchanted Feather – if you place it on an item, it makes that item feather light for one day – 65 gold coins
Jumping Boots – Roll 1d20, your agility plus your roll is how high or far you jump – 80 gold coins
Hover Boots – Hover as high as 20 giant lengths in the air - good for 5 uses or 5 hours – 100 gold coins
Magic Map – shows a map of your location, including tiny specs on it that are enemies - good for two uses – 100 gold coins
Magic Stone – When you throw it in the air, it turns into a tiger for one turn – 110 gold coins
Amazing spear – when you throw it, it goes twice as far as your average throw. It also never misses - good for 5 uses – 120 gold coins
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HANDY'S ARMOURY AND WEAPONRY (Student Store)
Magical Weapons
All magical weapons can be used only once a day.
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Fire sword - lights anything it touches on fire instantly - 75 gold coins
Ice sword - freezes anything it touches for 1 hour = 75 gold coins
Water sword - can shoot a blast of water from its tip on your command. Can go up to 30 giant lengths - 75 gold coins
Lightning sword - can electrocute anything it touches = 75 gold coins
Enchanted short bow - this bow never misses = 75 gold coins
Exploding short bow arrows - these arrows explode on impact, 4 arrows = 75 gold coins
Enchanted long bow - this bow never misses = 75 gold coins
Exploding long bow arrows - these arrows explode on impact = 75 gold coins
Bone spear - if you stick the tip of the spear into the ground three skeletons will come out of the ground and you will command them - effect lasts for one turn - good for three uses = 150 gold coins
Magic dagger - if you drop this dagger it will magically reappear in its sheath = 100 gold coins
Non Magical Items
Dagger = 10 gold coins
Short bow arrows - includes four arrows = 15 gold coins
Rope - 50 feet = 20 gold coins
Rope - 25 feet = 20 gold coins
Spear = 20 gold coins
Long bow arrows - includes four arrows = 20 gold coins
Short sword = 25 gold coins
Short bow = 30 gold coins
Long sword = 30 gold coins
Long bow = 35 gold coins
Rope with a big hook on the end - can be used as a grappling hook = 50 gold coins
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Magical Items
Set of magic chains - they are two short chains one person sticks one into their ear and the other one sticks the other into their ear and they can communicate via the chains - works up to 1 giant mile = 100 gold coins
Magic rope - cant be burned or cut = 100 gold coins
Sticky rope - it is a rope with a very sticky end if you throw it onto a wall you can climb up it can support up to half a giant in weight = 125 gold coins
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Magic Armour
Lovely helmet - when your opponent looks at this helmet they will fall madly in love with you for one turn= 100 gold coins
Rocket boots - these boots will shoot you 10 giant lengths into the air on command = 75 gold coins
Springy boots these boots are like a portable trampoline = 100 gold coins
Spiky boots - these boots have spikes that can come out of the bottom on your command = 100 gold coins
Light chest plate - this chest plate is very strong but light like a feather = 175 gold coins
Speedy leggings - these leggings give you +3 for speed = 300 gold coins
Non-Magical Armour
Silver leggings = 50 gold coins
Silver boots = 50 gold coins
Silver helmet = 50 gold coins
Silver chest plate 75 gold coins
Full silver armor set = 150 gold coins
PERIL'S PERILOUS POTIONS AND ANGER PROBLEM TOOLS (Student Store)
Training Tools
Boxing gloves - 10 gold coins
Punching bag - 15 gold coins
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Grenades
5 long range grenades - pull tab and throw - if your aim is good, it damages all those within 50 feet - 1D8 damage- 45 gold coins
20 short rang grenades - if your aim is good, it damages all those within 35 feet - 1D12 damage - 100 gold coins
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Anger Management Stuffies
These stuffies are for squeezing when your mad. Prices vary depending on your size.
Pixie - 25 gold coins
Knight, elf, wizard - 50 gold coins
Giant - 100 gold coins
Dragon - 150 gold coins
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ANGELINA'S LOCKS AND KEYS (Student Store)
Any of the locks can be charmed to any size with no extra cost. The locks for your home are very heavy duty to prevent break ins.
Keys
Brass key - 3 gold coins
Silver key - 5 gold coins
Gold key- 10 gold coins
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Pad Locks
Brass lock - 8 gold coins
Silver lock- 10 gold coins
Gold lock- 12 gold coins
Door Locks
Brass lock - (To install on your home.) - 8 gold coins
Silver lock (To install on your home.) - 10 gold coins
Gold lock (To install on your home.) - 12 gold coins
Combo Lock
Brass lock - 8 gold coins
Silver lock - 10 gold coins
Gold loc k- 12 gold coins
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ROWAN'S ARMOUR AND UTENSILS SUPERMARKET (Student Store)
Do you want some magical utensils or armour for Yourself? Then you have come to the right place.
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The Super Armour Aisle
This armour has a 9 minute cooldown.
Super Emerald Armour - add +1 point to all stats when you use It = 125 Gold Coins
Super Ruby Armour - add +1 healing points when you take damage (cooldown= every meeting) = 120 Gold Coins
Super Amethyst Armour - add 2x gold coins on 4d20 rolls when you activate It = 135 Gold Coins
Super Duper Emerald Armour - add +2 points to all stats when you use It = 200 Gold Coins
Super Duper Ruby Armour - add +2 healing points when you take damage (cooldown= every meeting) = 200 Gold Coins
Super Duper Amethyst Armour - add 4x gold coins on 5d20 rolls when you activate It = 250 Gold Coins
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No Cooldown Armour Aisle
All of this Armor Has No Cooldowns!
Super Crazy Emerald Armour - add +1 points to all stats when you use It = 170 Gold Coins
Super Crazy Ruby Armour - add +1 healing points when you take damage = 180 Gold Coins
Super Amethyst Crazy Armour - add 2x Gold Coins on 5d20 rolls when you activate It = 240 Gold Coins
Super Duper Crazy Emerald Armour - add +2 points to all stats when you use It = 310 Gold Coins
Super Duper Crazy Ruby Armour - add +2 healing points when you take damage = 325 Gold Coins
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Utensils Aisle
Magic Spoon, Fork and Knife Set - will give you free food every time you want to eat (good for one quest) = 75 gold coins
GALVIN'S EXPLOSIVES STORE (Student Store)
Sugar bomb - when this hits a creature they will have a sugar crash for an hour and lose 1 hp - 40 gold coins
Bubble bomb - when this hits, creatures become disoriented for an hour which means they lose 3 perception - 40 gold coins
Fire bomb - anything within a radius of 15 feet lights on fire - creatures in that radius will take 1d6 damage - 40 gold coins
Foam bomb - when a creature is hit with it, anything they touch they become stuck to like glue, for 1 hour- 40 gold coins
Explosive arrows (set of 10) - has an explosive radius of 15 feet. Any creature in that area takes 1d8 damage. - 50 gold coins
Explosive armour - the wearer of this armour does not sustain injuries from explosives - 250 gold coins
EUGENE'S LEATHER WORKSHOP (Student Store)
Saddles and other Mount Stuff
Simple horse/donkey bridle = 30 gold coins
Simple saddle bags (2 bags) = 40 gold coins
Simple horse/donkey saddle = 50 gold coins
Magic bridle, you can lead anything with this bridle no matter how strong (good for 1 turn) = 130 gold coins
Magic saddle bags (2 bags), these saddle bags are bottomless =140 gold coins
Magic saddle, grows and shrinks to fit anything that you put it on = 150 gold coins
Leather Clothing and Accessories
Cowboy boots, got good grip and great for riding (they also look awesome) = 30 gold coins
Leather rope 100ft - super strong and stretchy = 40 gold coins
Magic wallet, only you can take money from this wallet without permission = 80 gold coins
Magic cowboy boots - the wearer can jump 2 giant lengths high and run 3x faster than normal (1 use per day) = 150 gold coins
Magic sheath - fits any sword dagger or knife, when a rusty blade is put it in the sheath, the rust will be gone in a day =150 gold coins
Magic leather armor - fits anyone and subtracts 2 from damage = 250 gold coins
Magic leather cloak - put on someone as big as giant or smaller and say, "Trap." The target rolls 1d20. If the roll is unsuccessful, they are frozen in place for 1 turn = 260 gold coins