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

Items for sale

⟳ Re-roll shop stock.

At this location, items are priced between 111% and 117% of their base value.

Available Price Value Item Rarity Description Weight
1 Negotiable Cold pebble of awareness uncommon The pebble is smooth and feels comforting to hold. A universe of natural beauty patterns the surface. Study the pebble for 2 minutes uninterrupted and 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 pebble is cold to the touch.
1 Negotiable Disappearing wrist bands of navigation uncommon This magical bracer is embossed with the command word, "family". When spoken by the wearer, 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 1, the bracer goes missing the next time it is stowed away.
1 Negotiable Dull belt of truesight uncommon This leather belt is embossed with runes. When removed you gain truesight for 1 minute. This property cannot be used again until after a long rest. This belt seems boring somehow.
1 25 gp 22 gp Flail +1 uncommon A Martial Melee weapon. 1d8 + 1 bludgeoning damage. Range: 5. Properties: Magic

You have a +1 bonus to your attack and damage when wielding this Flail.
The craftmanship of this weapon identifies it as a masterwork.
2 lbs.
1 Negotiable Giving 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 100 days, the firework's property stops working. If the firework finds a new owner that has not owned it before, the property will work again.
1 Negotiable Light quill of calming uncommon This large magical feather is from an long extinct bird. When dropped with intent, on landing you feel at peace. This property cannot be used again until after a long rest. The feather feels like it has no weight, almost as if it were an illusion, but is solid to the touch.
1 Negotiable Lucky Rust Monster disguise chalk uncommon This stick of white chalk comes with an attached label bearing it's command word, "two". The stick is long enough to write "two" 9 times. When you use the stick to write the command word, a magical illusion disguises you as a Rust Monster for 10 minutes. You don't gain any of its abilities. The illusion ends for if you attack, cast a spell, or make physical contact with another creature. 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 Over-sized amber haste fish uncommon A small fish carved of amber. A command word "variety" is scratched on the design. If you speak the word, your movement speed is doubled for 1 minute. This property cannot be used again until after a long rest. The fish is twice as large as an average fish.
1 Negotiable Small glove of instant party uncommon This magical glove fits any hand, and matches any outfit. If worn, when you click your fingers, 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. The glove is half the size of a typical glove.
1 Negotiable Solina's robust symbol of orcish tongue uncommon A holy symbol of Solina. In order to use the symbol, you must be a follower of Solina and have visited a shrine or temple to Solina in the last 24 hours. If you have done so, you can hold the symbol and say a short prayer and Solina smiles upon you. Then you can speak and understand orcish for the next day. This property cannot be used again until after a long rest. The symbol cannot be destroyed by non-magical means.
1 Negotiable Subtle crown of the darkvision king uncommon A smooth silver band, when placed upon the head you gain darkvision for 1 hour. This property cannot be used again until after a long rest. The crown is hidden from detect magic.
1 Negotiable The concealable wizard's hat of glowing uncommon This wizard's hat has it's command word "law" stitched on a label on the inside. When worn by a wizard, if you speak the command word, 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. When the hat is in your pack or otherwise stowed away, only you can see it. It can be revealed with detect magic.
1 Negotiable The unreliable duck of life saving uncommon A duck made of cloth and leather. When squeezed, 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. When the duck'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.

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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