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
1 Negotiable Annoying amber awareness fish uncommon A small fish carved of amber. A command word "exam" is scratched on the design. If you speak the word, 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 fish loudly shouts "The secret is exam!" when you use it's property.
1 Negotiable Fleek's subtle book of life saving tickets uncommon A small leather bound booklet contains 7 numbered tickets. When a ticket is torn from the binding, it crumbles to dust and then 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. The tickets is hidden from detect magic.
1 Negotiable Humming navigation chalk uncommon This stick of white chalk comes with an attached label bearing it's command word, "idea". The stick is long enough to write "idea" 6 times. When you use the stick to write the command word, the direction of true north is clear in your mind. 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 fireworks of soothing uncommon A bundle of 4 fireworks. When a firework is lit and allowed to explode, you regain 1d4 hit-points. This property cannot be used again until after a long rest. The firework feels like it has no weight, almost as if it were an illusion, but is solid to the touch.
1 501 - 5,000 gp Necklace of prayer beads rare Requires attunement.

This necklace has 1d4 + 2 magic beads made from aquamarine, black pearl, or topaz. It also has many nonmagical beads made from stones such as amber, bloodstone, citrine, coral, jade, pearl, or quartz. If a magic bead is removed from the necklace, that bead loses its magic. Six types of magic beads exist. The GM decides the type of each bead on the necklace or determines it randomly. A necklace can have more than one bead of the same type. To use one, you must be wearing the necklace. Each bead contains a spell that you can cast from it as a bonus action (using your spell save DC if a save is necessary). Once a magic bead's spell is cast, that bead can't be used again until the next dawn. d20 roll 1-6=Blessing=Bless, 7-12=Curing=Cure wounds (2nd level) or lesser restoration, 13-16=Favor=Greater restoration, 17-18=Smiting=Branding smite, 19=Summons=Planar ally, 20=Wind walking=Wind walk
1 Negotiable Needy belt of instant party uncommon This leather belt is embossed with runes. When removed 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. This magic item requires attunement. (See 'Attunement' in the SRD.)
1 Negotiable Over-sized silver haste penny uncommon This silver penny has the crest of Kestiobar on one side, and is blank on the other. When you flip it, your movement speed is doubled for 1 minute. This property cannot be used again until after a long rest. The coin is twice as large as an average coin.
1 Negotiable Poisonous quill of chilling uncommon This large magical feather is from an long extinct bird. When dropped with intent, on landing 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 using the feather's property, you must succeed a constitution save, DC 12, or be poisoned for 1 hour.
1 Negotiable Small book of darkvision otterese poetry uncommon A book containing poetry written in otterese. If you read one of the poems aloud, you gain darkvision for 1 hour. This property cannot be used again until after a long rest. The book is half the size of a typical book.
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.

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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