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 | Item | Rarity | Description |
|---|---|---|---|---|
| 1 | Negotiable | Candle of dull fortune | uncommon | This magical candle can be lit for a total of 9 minutes before it burns down. When lit and left burning for at least 1 minute, 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. This candle seems boring somehow. |
| 1 | Negotiable | Cursed cup of reminiscing | uncommon | This simple wooden cup appears completely unremarkable. When drunk from, 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. 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 book of Mimic disguise otterese poetry | uncommon | A book containing poetry written in otterese. If you read one of the poems aloud, a magical illusion disguises you as a Mimic 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. The book feels unusually heavy, four times the weight of an average book. |
| 1 | Negotiable | Humming quill of darkvision | uncommon | This large magical feather is from an long extinct bird. When dropped with intent, on landing you gain darkvision for 1 hour. This property cannot be used again until after a long rest. The feather makes a very slight humming sound at all times. |
| 1 | Negotiable | Light silver navigation penny | uncommon | This silver penny has the crest of Ebrana on one side, and is blank on the other. When you flip it, the direction of true north is clear in your mind. This property cannot be used again until after a long rest. The coin feels like it has no weight, almost as if it were an illusion, but is solid to the touch. |
| 1 | Negotiable | Lucky belt of knock | uncommon | This leather belt is embossed with runes. When removed it unlocks the nearest locked door within 30 ft. 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 | Needy fireworks of darkness | uncommon | A bundle of 6 fireworks. When a firework is lit and allowed to explode, a darkness shrouds a 5 ft area around object as if a shadow were being cast by a large solid object placed between it and the nearest source of light. The darkness is magical and follows the same rules as the Darkness spell. The effect lasts 10 minutes. This property cannot be used again until after a long rest. This magic item requires attunement. (See 'Attunement' in the SRD.) |
| 1 | 101 - 500 gp | Pearl of power | uncommon |
Requires attunement. While this pearl is on your person, you can use an action to speak its command word and regain one expended spell slot. If the expended slot was of 4th level or higher, the new slot is 3rd level. Once you use the pearl, it can't be used again until the next dawn |
| 1 | Negotiable | Robust wand of melody | uncommon | A 10 inch wooden rod, to activate the user must pass a DC12 intelligence check, if successful it plays a sweet melody. The melody can be heard from 100 ft away. The music can be stopped by anyone who can touch the wand. This property cannot be used again until after a long rest. The wand cannot be destroyed by non-magical means. |
| 1 | Negotiable | Rust Monster figurehead of concealable truesight | uncommon | A ship's figurehead in the shape of a Rust Monster. (A ship can only have one magical figurehead.) While at the wheel of a ship with the Rust Monster figurehead attached, if you concentrate your mind, you gain truesight for 1 minute. This property cannot be used again until after a long rest. When the figurehead is in your pack or otherwise stowed away, only you can see it. It can be revealed with detect magic. |
| 1 | Negotiable | The dice of common tongue | uncommon | Two cubes made of bone, with mysterious markings on each face. Role the dice, if the symbols match, you can speak and understand common for the next day. This property cannot be used again until after a long rest. |
| 1 | Negotiable | The warm wizard's hat of awareness | uncommon | This wizard's hat has it's command word "person" 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. The hat is warm to the touch. |
| 1 | Negotiable | Truthful glove of gender | uncommon | This magical glove fits any hand, and matches any outfit. If worn, when you click your fingers, you become the gender of your choice until your next long rest. If you repeat this effect for 14 days, the change becomes permanent. This property cannot be used again until after a long rest. After using the glove'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.