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 Item Rarity Description Weight
1 101 - 500 gp Bag of tricks uncommon This ordinary bag, made from gray, rust, or tan cloth, appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object. The bag weighs 1/2 pound. You can use an action to pull the fuzzy object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling a d8 and consulting the table that corresponds to the bag's color. The creature vanishes at the next dawn or when it is reduced to 0 hit points. The creature is friendly to you and your companions, and it acts on your turn. You can use a bonus action to command how the creature moves and what action it takes on its next turn, or to give it general orders, such as to attack your enemies. In the absence of such orders, the creature acts in a fashion appropriate to its nature. Once three fuzzy objects have been pulled from the bag, the bag can't be used again until the next dawn. Dmg 154
1 Negotiable Cold pebble of critters 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 up to a dozen nearby small woodland creatures are attracted to the pebble. They are charmed for 1 minute. This property only works while in woodlands. This property cannot be used again until after a long rest. The pebble is cold to the touch.
1 Negotiable Darkmantle figurehead of unreliable gnomish tongue 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, you can speak and understand gnomish for the next day. This property cannot be used again until after a long rest. When the figurehead'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.
1 Negotiable Disappearing life saving 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, 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. After each use the GM should roll a d20. On a 1, the lute goes missing the next time it is stowed away. 2 lbs.
1 Negotiable Humming wand of darkvision uncommon A 10 inch wooden rod, to activate the user must pass a DC12 intelligence check, if successful you gain darkvision for 1 hour. This property cannot be used again until after a long rest. The wand makes a very slight humming sound at all times.
1 Negotiable Lavish shoe of chilling uncommon This magical shoe fits any foot, and matches any outfit. If worn, when you click your heels together, 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. After use, the item appears highly decorated and valuable for 6 hours.
1 Negotiable Solos's small symbol of knock uncommon A holy symbol of Solos. In order to use the symbol, you must be a follower of Solos and have visited a shrine or temple to Solos in the last 24 hours. If you have done so, you can hold the symbol and say a short prayer and Solos smiles upon you. Then it unlocks the nearest locked door within 30 ft. This property cannot be used again until after a long rest. The symbol is half the size of a typical symbol.
1 Negotiable The dull wizard's hat of soothing uncommon This wizard's hat has it's command word "growth" stitched on a label on the inside. When worn by a wizard, if you speak the command word, you regain 1d4 hit-points. This property cannot be used again until after a long rest. This hat seems boring somehow.
1 Negotiable The lucky duck of melody uncommon A duck made of cloth and leather. When squeezed, it plays a sweet melody. The melody can be heard from 100 ft away. The music can be stopped by anyone who can touch the duck. This property cannot be used again until after a long rest. After each use the GM should roll a d20. On a 20, a the user is also blessed as with the Bless spell.
1 Negotiable The poisonous dice of calming uncommon Two cubes made of bone, with mysterious markings on each face. Role the dice, if the symbols match, you feel at peace. This property cannot be used again until after a long rest. After using the dice's property, you must succeed a constitution save, DC 12, or be poisoned for 1 hour.
1 Negotiable Warm quill of quiet uncommon This large magical feather is from an long extinct bird. When dropped with intent, on landing it muffles sounds (by 30dB) within a 10ft sphere for 10 minutes. This property cannot be used again until after a long rest. The feather is warm to the touch.
1 Negotiable Wrist bands of glowing uncommon This magical bracer is embossed with the command word, "combination". When spoken by the wearer, 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.

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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