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 Humming glowing chalk uncommon This stick of white chalk comes with an attached label bearing it's command word, "food". The stick is long enough to write "food" 8 times. When you use the stick to write 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. The chalk makes a very slight humming sound at all times.
1 Negotiable Light quill of awareness uncommon This large magical feather is from an long extinct bird. When dropped with intent, on landing 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 feather feels like it has no weight, almost as if it were an illusion, but is solid to the touch.
1 120 gp 102 gp Mithral Chain Shirt uncommon Medium armour. Base AC: 13 + Dex modifier (max 2).

Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't.
20 lbs.
1 Negotiable Poisonous silver navigation penny uncommon This silver penny has the crest of Broaye 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. After using the coin's property, you must succeed a constitution save, DC 12, or be poisoned for 1 hour.
1 Negotiable Rust Monster figurehead of pristine haste 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, your movement speed is doubled for 1 minute. This property cannot be used again until after a long rest. The figurehead is in pristine condition.
1 Negotiable The truthful duck of darkness uncommon A duck made of cloth and leather. When squeezed, 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 duck's property you cannot tell a deliberate lie for 1 hour.
1 Negotiable The unreliable wizard's hat of instant party uncommon This wizard's hat has it's command word "philosophy" stitched on a label on the inside. When worn by a wizard, if you speak the command word, 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. When the hat'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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