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 | Annoying amber Ankheg disguise fish | uncommon | A small fish carved of amber. A command word "difference" is scratched on the design. If you speak the word, a magical illusion disguises you as a Ankheg 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 fish loudly shouts "The secret is difference!" when you use it's property. | ||
1 | Negotiable | Concealable glove of blink | uncommon | This magical glove fits any hand, and matches any outfit. If worn, when you click your fingers, it casts the spell Blink, with you as the target. This property cannot be used again until after a long rest. When the glove is in your pack or otherwise stowed away, only you can see it. It can be revealed with detect magic. | ||
1 | 7 gp | 6 gp | Dagger of Lightning | uncommon |
A Simple Melee weapon. 1d4
piercing damage.
Range: 5.
(Thrown: 20/60.)
Properties:
Finesse, Light, Thrown, Magic
This Dagger 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 Dagger when it reaches the target. Make a ranged weapon attack against the target. On a hit, the target takes damage from the Dagger plus 4d6 lightning damage. The Dagger's property can't be used again until the next dawn. In the meantime, the Dagger can still be used as a magic weapon. |
1 lb. |
1 | Negotiable | Disappearing wrist bands of soothing | uncommon | This magical bracer is embossed with the command word, "understanding". When spoken by the wearer, you regain 1d4 hit-points. 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 | Humming belt of awareness | uncommon | This leather belt is embossed with runes. When removed 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 belt makes a very slight humming sound at all times. | ||
1 | Negotiable | Needy purse of warming | uncommon | This magical purse is embroidered with spirals and swirls. When the final item is removed and the purse is empty 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. This magic item requires attunement. (See 'Attunement' in the SRD.) | ||
1 | Negotiable | Robust truesight lute | uncommon | A magically infused lute. Using this property requires a performance check DC 12. If you are proficient with lutes, you may add your proficiency bonus. If you are successful, you gain truesight for 1 minute. This property cannot be used again until after a long rest. The lute cannot be destroyed by non-magical means. | 2 lbs. | |
1 | Negotiable | Subtle quill of common tongue | uncommon | This large magical feather is from an long extinct bird. When dropped with intent, on landing you can speak and understand common for the next day. This property cannot be used again until after a long rest. The feather is hidden from detect magic. | ||
1 | Negotiable | The lavish wizard's hat of navigation | uncommon | This wizard's hat has it's command word "management" stitched on a label on the inside. When worn by a wizard, if you speak the command word, the direction of true north is clear in your mind. This property cannot be used again until after a long rest. After use, the item appears highly decorated and valuable for 6 hours. | ||
1 | Negotiable | Truthful silver reminiscing penny | uncommon | This silver penny has the crest of None on one side, and is blank on the other. When you flip it, 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 using the coin'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.