Septimus' Magic Trinkets Emporium

333 year old Human construction, small sized

Location: Port Walbrook

Owned by: Septimus Dickenson

A 5th Century brick house with an blue door. The dwelling also serves as a Magic Trinkets Emporium.

Occupants

Name Role Age Gender Race Description
Clarissa Dickenson Housekeeper 36 Female Human She is an adult human with green eyes, dyed blond hair in a pigtails, and light brown skin.
Gwendolen Cook 68 Female Human She is an elderly human with amber eyes, white hair in a bun, and light brown skin.
Joan Dickenson Housekeeper 22 Female Tiefling She is an adult tiefling with red eyes, long tied back light-brown hair, and brick-red skin. She has curved horns.
Margarett Dickenson 7 Female Human She is a human child with blue eyes, short light-brown hair in a side parting, and olive skin.
Milot Dickenson Shopkeep's Assistant 46 Male Human He is an adult human with blue eyes, a light-brown and grey streaked quiff, a full beard, and olive skin.
Sally Dickenson Shopkeep's Assistant 50 Female Tiefling She is an elderly tiefling with black eyes, black hair in a bun, and wine-purple skin. She has spiral horns.
Septimus Dickenson Shopkeep 50 Male Tiefling He is an elderly tiefling with silver eyes, purple and grey streaked hair in a bun, a clean shaven face, and brick-red skin. He has curled horns.

Family Tree

Items for sale

⟳ Re-roll shop stock.

At this location, items are priced between 100% and 101% of their base value.

Available Price Item Rarity Description Weight
1 Negotiable Darkmantle figurehead of light fortune uncommon A ship's figurehead in the shape of a Darkmantle. (A ship can only have one magical figurehead.) While at the wheel of a ship with the Darkmantle figurehead attached, if you concentrate your mind, 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 figurehead feels like it has no weight, almost as if it were an illusion, but is solid to the touch.
1 Negotiable Dull instant party lute uncommon A magically infused lute. Using this property requires a performance check DC 12. If you are proficient with lutes, you may add your proficiency bonus. If you are successful, 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. This lute seems boring somehow. 2 lbs.
1 Negotiable Humming book of blink dwarvish poetry uncommon A book containing poetry written in dwarvish. If you read one of the poems aloud, it casts the spell Blink, with you as the target. This property cannot be used again until after a long rest. The book makes a very slight humming sound at all times.
1 Negotiable Lucky quill of navigation uncommon This large magical feather is from an long extinct bird. When dropped with intent, on landing the direction of true north is clear in your mind. 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 The poisonous wizard's hat of warming uncommon This wizard's hat has it's command word "language" stitched on a label on the inside. When worn by a wizard, if you speak the command word, 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 using the hat's property, you must succeed a constitution save, DC 12, or be poisoned for 1 hour.
1 Negotiable Unreliable silver reminiscing penny uncommon This silver penny has the crest of Broaye on one side, and is blank on the other. When you flip it, 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. When the coin's property is used, roll a d20. On a 5 or below, it fails to work. The property cannot be used again until after a long rest.
1 101 - 500 gp Winged boots uncommon Requires attunement.

While you wear these boots, you have a flying speed equal to your walking speed. You can use the boots to fly for up to 4 hours, all at once or in several shorter flights, each one using a minimum of 1 minute from the duration. If you are flying when the duration expires, you descend at a rate of 30 feet per round until you land. The boots regain 2 hours of flying capability for every 12 hours they aren't in use.

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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