Sherman's Mysterious Magic Trinkets Emporium
801 year old Human construction, medium sized
Location: Worsbourne
Owned by: Elisha Sherman
The wooden beams on this 0th Century home are painted white. The dwelling also serves as a Magic Trinkets Emporium.
Occupants
Name | Role | Age | Gender | Race | Description |
---|---|---|---|---|---|
Catharine Sherman | 57 | Female | Human | She is an elderly human with grey eyes, grey hair in a ponytail, and light pink skin. | |
Elisha Sherman | Shopkeep | 53 | Male | Human | He is an elderly human with blue eyes, brown hair in braids, a clean shaven face, and light brown skin. |
Ellenor Noble | Shopkeep's Apprentice | 17 | Female | Human | She is an adolescent human with grey eyes, dark-brown hair in braids, and light brown skin. |
Grace Sherman | Housekeeper | 20 | Female | Human | She is an adult human with blue eyes, long flowing light-brown and grey streaked hair, and light pink skin. |
Gregorius Sherman | Housekeeper | 21 | Male | Human | He is an adult human with brown eyes, short dyed black hair, a goatee, and medium brown skin. |
Jocelyn Malone | Shopkeep's Apprentice | 17 | Male | Human | He is an adolescent human with grey eyes, short strawberry hair in a side parting, and light brown skin. |
Judith Sherman | Housekeeper | 42 | Female | Human | She is an adult human with blue eyes, dyed light-brown hair in braids, and light pink skin. |
Osmer Davis | Shopkeep's Apprentice | 16 | Male | Human | He is an adolescent human with brown eyes, a brown quiff, and medium brown skin. |
Otis Sherman | Housekeeper | 26 | Male | Human | He is an adult human with green eyes, short blond and grey streaked hair in a side parting, a clean shaven face, and light pink skin. |
Family Tree
- Elisha Sherman (♂/53) + Catharine Sherman nee Hardy (♀/57/Elisha's wife)
- Otis Sherman (♂/26/Elisha's son) + Gregorius Sherman nee Ashley (♂/21/Elisha's son in-law)
- Grace Sherman (♀/20/Elisha's daughter)
- Judith Sherman (♀/42/Elisha's sister)
Items for sale
At this location, items are priced between 111% and 117% of their base value.
Available | Price | Value | Item | Rarity | Description | Weight |
---|---|---|---|---|---|---|
1 | Negotiable | Fleek's truthful book of critters 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 up to a dozen nearby small woodland creatures are attracted to the tickets. They are charmed for 1 minute. This property only works while in woodlands. This property cannot be used again until after a long rest. After using the tickets's property you cannot tell a deliberate lie for 1 hour. | ||
1 | Negotiable | Heavy amber quiet fish | uncommon | A small fish carved of amber. A command word "night" is scratched on the design. If you speak the word, it muffles sounds (by 30dB) within a 10ft sphere for 10 minutes. This property cannot be used again until after a long rest. The fish feels unusually heavy, four times the weight of an average fish. | ||
1 | Negotiable | Light belt of chilling | uncommon | This leather belt is embossed with runes. When removed 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 belt feels like it has no weight, almost as if it were an illusion, but is solid to the touch. | ||
1 | Negotiable | Poisonous goblin tongue chalk | uncommon | This stick of white chalk comes with an attached label bearing it's command word, "medicine". The stick is long enough to write "medicine" 10 times. When you use the stick to write the command word, you can speak and understand goblin for the next day. This property cannot be used again until after a long rest. After using the chalk's property, you must succeed a constitution save, DC 12, or be poisoned for 1 hour. | ||
1 | Negotiable | Pristine book of truesight infernal poetry | uncommon | A book containing poetry written in infernal. If you read one of the poems aloud, you gain truesight for 1 minute. This property cannot be used again until after a long rest. The book is in pristine condition. | ||
1 | 59 gp | 52 gp | Rapier +1 | uncommon |
A Martial Melee weapon. 1d8
+ 1 piercing damage.
Range: 5.
Properties:
Finesse, Magic
You have a +1 bonus to your attack and damage when wielding this Rapier. The craftmanship of this weapon identifies it as a masterwork. |
2 lbs. |
1 | Negotiable | The wizard's hat of awareness | uncommon | This wizard's hat has it's command word "ability" stitched on a label on the inside. When worn by a wizard, if you speak the command word, you may add a +2 bonus to the next initiative roll you make. This property cannot be used again until after a long rest. | ||
1 | Negotiable | The annoying duck of glowing | uncommon | A duck made of cloth and leather. When squeezed, 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 duck loudly shouts "The secret is way!" when you use it's property. | ||
1 | Negotiable | The dull dice of instant party | uncommon | Two cubes made of bone, with mysterious markings on each face. Role the dice, if the symbols match, 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 dice seems boring somehow. |
Note
- The store may also filled with useless bric-a-brac, which the owner will attempt to sell as magical items to unsuspecting punters.