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 | Concealable book of quiet draconic poetry | uncommon | A book containing poetry written in draconic. If you read one of the poems aloud, it muffles sounds (by 30dB) within a 10ft sphere for 10 minutes. This property cannot be used again until after a long rest. When the book is in your pack or otherwise stowed away, only you can see it. It can be revealed with detect magic. | ||
| 1 | Negotiable | Disappearing crown of the reminiscing king | uncommon | A smooth silver band, when placed upon the head 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, the crown goes missing the next time it is stowed away. | ||
| 1 | Negotiable | Dull glove of life saving | uncommon | This magical glove fits any hand, and matches any outfit. If worn, when you click your fingers, 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. This glove seems boring somehow. | ||
| 1 | Negotiable | Fleek's subtle book of chilling tickets | uncommon | A small leather bound booklet contains 4 numbered tickets. When a ticket is torn from the binding, it crumbles to dust and then the ambient temperature is reduced 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 of below 40ºF (5ºC.) This property cannot be used again until after a long rest. The tickets is hidden from detect magic. | ||
| 1 | Negotiable | Light medal of truesight | uncommon | This medal was awarded for bravery defending Coskiura. When polished, you gain truesight for 1 minute. This property cannot be used again until after a long rest. The medal feels like it has no weight, almost as if it were an illusion, but is solid to the touch. | ||
| 1 | 37 gp | 32 gp | Morningstar +1 | uncommon |
A Martial Melee weapon. 1d8
+ 1 piercing damage.
Range: 5.
Properties:
Magic
You have a +1 bonus to your attack and damage when wielding this Morningstar. The craftmanship of this weapon identifies it as a masterwork. |
4 lbs. |
| 1 | Negotiable | Pristine belt of elvish tongue | uncommon | This leather belt is embossed with runes. When removed you can speak and understand elvish for the next day. This property cannot be used again until after a long rest. The belt is in pristine condition. | ||
| 1 | Negotiable | Sands of lavish navigation | uncommon | A small glass sand timer in a wooden frame. When the sands are left to run uninterrupted for 1 minute, 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 | The dice of critters | uncommon | Two cubes made of bone, with mysterious markings on each face. Role the dice, if the symbols match, up to a dozen nearby small woodland creatures are attracted to the dice. They are charmed for 1 minute. This property only works while in woodlands. This property cannot be used again until after a long rest. | ||
| 1 | Negotiable | The giving duck of glowing | uncommon | A duck made of cloth and leather. When squeezed, 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. After 100 days, the duck's property stops working. If the duck finds a new owner that has not owned it before, the property will work again. | ||
| 1 | Negotiable | Unreliable wand of calming | uncommon | A 10 inch wooden rod, to activate the user must pass a DC12 intelligence check, if successful you feel at peace. This property cannot be used again until after a long rest. When the wand'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.