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
- Septimus Dickenson (♂/50) + Sally Dickenson nee Gentry (♀/50/Septimus' wife)
- Joan Dickenson (♀/22/Septimus' daughter)
- Gwendolen Cook nee Eddy-Dickenson (♀/68/Septimus' aunt)
- Milot Dickenson (♂/46/Septimus' brother) + Clarissa Dickenson nee Frederick (♀/36/Septimus' sister in-law)
- Margarett Dickenson (♀/7/Septimus' niece)
Items for sale
At this location, items are priced between 100% and 101% of their base value.
| Available | Price | Item | Rarity | Description |
|---|---|---|---|---|
| 1 | Negotiable | Cursed shoe of calming | uncommon | This magical shoe fits any foot, and matches any outfit. If worn, when you click your heels together, 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 1, a misfortune befalls the user. The nature of the misfortune is at the discretion of the GM. |
| 1 | Negotiable | Heavy purse of glowing | uncommon | This magical purse is embroidered with spirals and swirls. When the final item is removed and the purse is empty 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 pouch feels unusually heavy, four times the weight of an average pouch. |
| 1 | Negotiable | Humming glove of knock | uncommon | This magical glove fits any hand, and matches any outfit. If worn, when you click your fingers, it unlocks the nearest locked door within 30 ft. This property cannot be used again until after a long rest. The glove makes a very slight humming sound at all times. |
| 1 | Negotiable | Mimic figurehead of unreliable reminiscing | uncommon | A ship's figurehead in the shape of a Mimic. (A ship can only have one magical figurehead.) While at the wheel of a ship with the Mimic figurehead attached, if you concentrate your mind, 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 figurehead'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 | Negotiable | Needy amber life saving fish | uncommon | A small fish carved of amber. A command word "product" 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. This magic item requires attunement. (See 'Attunement' in the SRD.) |
| 1 | Negotiable | Pristine wrist bands of soothing | uncommon | This magical bracer is embossed with the command word, "audience". When spoken by the wearer, you regain 1d4 hit-points. This property cannot be used again until after a long rest. The bracer is in pristine condition. |
| 1 | 501 - 5,000 gp | Robe of eyes | rare |
Requires attunement. This robe is adorned with eyelike patterns. While you wear the robe, you gain the following benefits: The robe lets you see in all directions, and you have advantage on Wisdom (Perception) checks that rely on sight. You have darkvision out to a range of 120 feet. You can see invisible creatures and objects, as well as see into the Ethereal Plane, out to a range of 120 feet. The eyes on the robe can't be closed or averted. Although you can close or avert your own eyes, you are never considered to be doing so while wearing this robe. A spell cast on the robe or a spell cast within 5 feet of the robe causes you to be blinded for 1 minute. At the end of each of your turns, you can make a Constitution saving throw (DC 11 for light or DC 15 for daylight), ending the blindness on a success. |
Note
- The store may also filled with useless bric-a-brac, which the owner will attempt to sell as magical items to unsuspecting punters.