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 Value Item Rarity Description
1 Negotiable Candle of light awareness uncommon This magical candle can be lit for a total of 7 minutes before it burns down. When lit and left burning for at least 1 minute, you may add a +2 bonus to the next initiative roll you make. This property cannot be used again until after a long rest. The candle feels like it has no weight, almost as if it were an illusion, but is solid to the touch.
1 Negotiable Dull glove of reminiscing uncommon This magical glove fits any hand, and matches any outfit. If worn, when you click your fingers, 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. This glove seems boring somehow.
1 Negotiable Fleek's humming book of dwarvish tongue tickets uncommon A small leather bound booklet contains 11 numbered tickets. When a ticket is torn from the binding, it crumbles to dust and then you can speak and understand dwarvish for the next day. This property cannot be used again until after a long rest. The tickets makes a very slight humming sound at all times.
1 Negotiable Lavish wand of knock uncommon A 10 inch wooden rod, to activate the user must pass a DC12 intelligence check, if successful it unlocks the nearest locked door within 30 ft. 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 Merrow figurehead of navigation uncommon A ship's figurehead in the shape of a Merrow. (A ship can only have one magical figurehead.) While at the wheel of a ship with the Merrow figurehead attached, if you concentrate your mind, the direction of true north is clear in your mind. This property cannot be used again until after a long rest.
1 15 gp 15 gp Scroll of Chill Touch 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 The giving duck of fortune uncommon A duck made of cloth and leather. When squeezed, 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. After 100 days, the duck's property stops working. If the duck finds a new owner that has not owned it before, the property will work again.
1 Negotiable Truthful fireworks of blink uncommon A bundle of 5 fireworks. When a firework is lit and allowed to explode, it casts the spell Blink, with you as the target. This property cannot be used again until after a long rest. After using the firework'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.
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