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
1 Negotiable Annoying fireworks of soothing uncommon A bundle of 3 fireworks. When a firework is lit and allowed to explode, you regain 1d4 hit-points. This property cannot be used again until after a long rest. The firework loudly shouts "The secret is thing!" when you use it's property.
1 Negotiable Candle of needy reminiscing uncommon This magical candle can be lit for a total of 8 minutes before it burns down. When lit and left burning for at least 1 minute, 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 magic item requires attunement. (See 'Attunement' in the SRD.)
1 Negotiable Disappearing crown of the warming king uncommon A smooth silver band, when placed upon the head the ambient temperature increases 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 above 95ºF (35ºC.) This property cannot be used again until after a long rest. After each use the GM should roll a d20. On a 1, the crown goes missing the next time it is stowed away.
1 Negotiable Halganon's warm symbol of glowing uncommon A holy symbol of Halganon. In order to use the symbol, you must be a follower of Halganon and have visited a shrine or temple to Halganon in the last 24 hours. If you have done so, you can hold the symbol and say a short prayer and Halganon smiles upon you. Then 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 symbol is warm to the touch.
1 Negotiable Hippogriff figurehead of cold awareness uncommon A ship's figurehead in the shape of a Hippogriff. (A ship can only have one magical figurehead.) While at the wheel of a ship with the Hippogriff figurehead attached, if you concentrate your mind, 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 figurehead is cold to the touch.
1 Negotiable Humming purse of knock uncommon This magical purse is embroidered with spirals and swirls. When the final item is removed and the purse is empty it unlocks the nearest locked door within 30 ft. This property cannot be used again until after a long rest. The pouch makes a very slight humming sound at all times.
1 Negotiable Light shoe of quiet uncommon This magical shoe fits any foot, and matches any outfit. If worn, when you click your heels together, it muffles sounds (by 30dB) within a 10ft sphere for 10 minutes. This property cannot be used again until after a long rest. The shoe feels like it has no weight, almost as if it were an illusion, but is solid to the touch.
1 Negotiable Over-sized pebble of navigation 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 the direction of true north is clear in your mind. This property cannot be used again until after a long rest. The pebble is twice as large as an average pebble.
1 Negotiable Pristine book of darkvision infernal poetry uncommon A book containing poetry written in infernal. If you read one of the poems aloud, you gain darkvision for 1 hour. This property cannot be used again until after a long rest. The book is in pristine condition.
1 280 gp 250 gp Scroll of Find Steed uncommon A spell scroll bears the words of the 2nd-level 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 12. 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.
1 Negotiable The giving dice of mana uncommon Two cubes made of bone, with mysterious markings on each face. Role the dice, if the symbols match, if you are a spellcaster, you may cast one of your level 1 spells without spending a spell-slot. This property cannot be used again until after a long rest. After 100 days, the dice's property stops working. If the dice finds a new owner that has not owned it before, the property will work again.

Note

  • The store may also filled with useless bric-a-brac, which the owner will attempt to sell as magical items to unsuspecting punters.
Send Feedback