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 | Item | Rarity | Description |
---|---|---|---|---|
1 | 501 - 5,000 gp | Cape of the mountebank | rare | This cape smells faintly of brimstone. While wearing it, you can use it to cast the spell as an action. This property of the cape can't be used again until the next dawn. When you disappear, you leave behind a cloud of smoke, and you appear in a similar cloud of smoke at your destination. The smoke lightly obscures the space you left and the space you appear in, and it dissipates at the end of your next turn. A light or stronger wind disperses the smoke. |
1 | Negotiable | Disappearing wand of reminiscing | uncommon | A 10 inch wooden rod, to activate the user must pass a DC12 intelligence check, if successful 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 wand goes missing the next time it is stowed away. |
1 | Negotiable | Poisonous crown of the glowing king | uncommon | A smooth silver band, when placed upon the head 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 using the crown's property, you must succeed a constitution save, DC 12, or be poisoned for 1 hour. |
1 | Negotiable | Robust shoe of knock | uncommon | This magical shoe fits any foot, and matches any outfit. If worn, when you click your heels together, it unlocks the nearest locked door within 30 ft. This property cannot be used again until after a long rest. The shoe cannot be destroyed by non-magical means. |
1 | Negotiable | Small wrist bands of instant party | uncommon | This magical bracer is embossed with the command word, "organization". When spoken by the wearer, 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. The bracer is half the size of a typical bracer. |
1 | Negotiable | Subtle amber soothing fish | uncommon | A small fish carved of amber. A command word "difference" is scratched on the design. If you speak the word, you regain 1d4 hit-points. This property cannot be used again until after a long rest. The fish is hidden from detect magic. |
1 | Negotiable | The lavish dice of truesight | uncommon | Two cubes made of bone, with mysterious markings on each face. Role the dice, if the symbols match, you gain truesight for 1 minute. 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 truthful wizard's hat of quiet | uncommon | This wizard's hat has it's command word "army" stitched on a label on the inside. When worn by a wizard, if you speak the command word, it muffles sounds (by 30dB) within a 10ft sphere for 10 minutes. This property cannot be used again until after a long rest. After using the hat's property you cannot tell a deliberate lie for 1 hour. |
1 | Negotiable | Worg figurehead of cursed chilling | uncommon | A ship's figurehead in the shape of a Worg. (A ship can only have one magical figurehead.) While at the wheel of a ship with the Worg figurehead attached, if you concentrate your mind, 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 each use the GM should roll a d20. On a 1, a misfortune befalls the user. The nature of the misfortune is at the discretion of the GM. |
Note
- The store may also filled with useless bric-a-brac, which the owner will attempt to sell as magical items to unsuspecting punters.