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 | Candle of pristine calming | 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 feel at peace. This property cannot be used again until after a long rest. The candle is in pristine condition. | ||
| 1 | Negotiable | Concealable shoe of gender | uncommon | This magical shoe fits any foot, and matches any outfit. If worn, when you click your heels together, 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. When the shoe is in your pack or otherwise stowed away, only you can see it. It can be revealed with detect magic. | ||
| 1 | Negotiable | Darkmantle figurehead of disappearing knock | uncommon | A ship's figurehead in the shape of a Darkmantle. (A ship can only have one magical figurehead.) While at the wheel of a ship with the Darkmantle figurehead attached, if you concentrate your mind, 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 1, the figurehead goes missing the next time it is stowed away. | ||
| 1 | 2 gp 3 sp | 2 gp | Dart of Lightning | uncommon |
A Simple Ranged weapon. 1d4
piercing damage.
Range: 20/60.
(Thrown: 20/60.)
Properties:
Finesse, Thrown, Magic
This Dart is a magic weapon. When you hurl it and speak its command word, it transforms into a bolt of lightning, forming a line 5 feet wide that extends out from you to a target within the range of the weapon. Each creature in the line excluding you and the target must make a DC 13 Dexterity saving throw, taking 4d6 lightning damage on a failed save, and half as much damage on a successful one. The lightning bolt turns back into a Dart when it reaches the target. Make a ranged weapon attack against the target. On a hit, the target takes damage from the Dart plus 4d6 lightning damage. The Dart's property can't be used again until the next dawn. In the meantime, the Dart can still be used as a magic weapon. |
¼ lb. |
| 1 | Negotiable | Over-sized crown of the life saving king | uncommon | A smooth silver band, when placed upon the head 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. The crown is twice as large as an average crown. | ||
| 1 | Negotiable | Poisonous silver darkness penny | uncommon | This silver penny has the crest of None on one side, and is blank on the other. When you flip it, 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. After using the coin's property, you must succeed a constitution save, DC 12, or be poisoned for 1 hour. | ||
| 1 | Negotiable | Small purse of draconic tongue | uncommon | This magical purse is embroidered with spirals and swirls. When the final item is removed and the purse is empty you can speak and understand draconic for the next day. This property cannot be used again until after a long rest. The pouch is half the size of a typical pouch. | ||
| 1 | Negotiable | The truthful duck of darkvision | uncommon | A duck made of cloth and leather. When squeezed, you gain darkvision for 1 hour. This property cannot be used again until after a long rest. After using the duck'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.