Dinah's Local Emporium
459 year old Human construction, small sized
Location: Grassingsey
Owned by: Dinah Shane
A rough hewn stone building. A map of Grassingsey is framed on one wall. The dwelling also serves as an Emporium.
Occupants
| Name | Role | Age | Gender | Race | Description |
|---|---|---|---|---|---|
| Clulun Shane | Housekeeper | 39 | Female | Otterfolk | She is an adult otterfolk with grey eyes and medium brown fur with light brown stripes. |
| Dinah Shane | Shopkeep | 34 | Female | Human | She is an adult human with blue eyes (behind a pair of spectacles), long curly light-brown hair, and light brown skin. |
| Wilbur Shane the 2nd | Housekeeper | 27 | Male | Human | He is an adult human with grey eyes, dyed strawberry hair in braids, a clean shaven face, and light brown skin. |
Family Tree
- Dinah Shane (♀/34) + Clulun Shane (♀/39/Dinah's wife)
- Wilbur Shane the 2nd (♂/27/Dinah's brother)
Items for sale
At this location, items are priced between 82% and 94% of their base value.
| Available | Price | Value | Item | Description | Weight |
|---|---|---|---|---|---|
| 3 | 5 cp | 5 cp | Arrow | 1 lb. | |
| 3 | 8 sp 6 cp | 1 gp | Hammer | 3 lbs. | |
| 1 | 4 gp 7 sp | 5 gp | Hunting trap | When you use your action to set it, this trap forms a saw-toothed steel ring that snaps shut when a creature steps on a pressure plate in the center. The trap is affixed by a heavy chain to an immobile object, such as a tree or a spike driven into the ground. A creature that steps on the plate must succeed on a DC 13 Dexterity saving throw or take 1d4 piercing damage and stop moving. Thereafter, until the creature breaks free of the trap, its movement is limited by the length of the chain (typically 3 feet long). A creature can use its action to make a DC 13 Strength check, freeing itself or another creature within its reach on a success. Each failed check deals 1 piercing damage to the trapped creature. | 25 lbs. |
| 3 | 1 gp 7 sp | 2 gp | Manacles | These metal restraints can bind a Small or Medium creature. Escaping the manacles requires a successful DC 20 Dexterity check. Breaking them requires a successful DC 20 Strength check. Each set of manacles comes with one key. Without the key, a creature proficient with thieves' tools can pick the manacles' lock with a successful DC 15 Dexterity check. Manacles have 15 hit points. | 6 lbs. |
| 1 | 4 gp 3 sp | 5 gp | Reliquary | A holy symbol is a representation of a god or pantheon. It might be an amulet depicting a symbol representing a deity, the same symbol carefully engraved or inlaid as an emblem on a shield, or a tiny box holding a fragment of a sacred relic. Appendix B lists the symbols commonly associated with many gods in the multiverse. A cleric or paladin can use a holy symbol as a spellcasting focus. To use the symbol in this way, the caster must hold it in hand, wear it visibly, or bear it on a shield. | 2 lbs. |
| 2 | 9 sp | 1 gp | Totem | A druidic focus might be a sprig of mistletoe or holly, a wand or scepter made of yew or another special wood, a staff drawn whole out of a living tree, or a totem object incorporating feathers, fur, bones, and teeth from sacred animals. A druid can use such an object as a spellcasting focus. | |
| 1 | 8 gp 5 sp | 10 gp | Wand | An arcane focus is a special item--an orb, a crystal, a rod, a specially constructed staff, a wand-like length of wood, or some similar item--designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus. | 1 lb. |