Shaffer's Discount Magic Trinkets Emporium
150 year old Human construction, small sized
Location: Arnorworth
Owned by: Margareta Shaffer
The wooden beams on this 7th Century home are painted white. A bowl containing apples sits on a table. The dwelling also serves as a Magic Trinkets Emporium.
Occupants
| Name | Role | Age | Gender | Race | Description |
|---|---|---|---|---|---|
| Jemima Shaffer | 6 | Female | Human | She is a human child with amber eyes, long dark-brown hair with a fringe cut, and medium brown skin. | |
| Kezia Purdy | Shopkeep's Apprentice | 14 | Female | Human | She is an adolescent human with grey eyes, long styled strawberry hair, and light brown skin. |
| Leo Shaffer | 0 | Male | Human | He is an infant human with brown eyes, a bald head, and medium brown skin. | |
| Margareta Shaffer | Shopkeep | 27 | Female | Human | She is an adult human with brown eyes (behind a pair of spectacles), long flowing dark-brown hair, and medium brown skin. |
| Miles Guthrie | Shopkeep's Apprentice | 14 | Male | Human | He is an adolescent human with brown eyes, short curly dark-brown hair, and medium brown skin. |
| Osbert Shaffer the 2nd | 3 | Male | Human | He is a human child with grey eyes, long curly dark-brown hair, and light brown skin. | |
| Ringerus Shaffer | 7 | Male | Human | He is a human child with amber eyes, dark-brown hair in braids, and light brown skin. | |
| Sargent Lonnie Shaffer | Watchman | 27 | Male | Human | He is an adult human with amber eyes, scruffy dyed dark-brown hair, bushy sideburns, and medium brown skin. |
Family Tree
- Margareta Shaffer (♀/27) + Sargent Lonnie Shaffer (♂/27/Margareta's husband)
- Ringerus Shaffer (♂/7/Margareta's son)
- Jemima Shaffer (♀/6/Margareta's daughter)
- Osbert Shaffer the 2nd (♂/3/Margareta's son)
- Leo Shaffer (♂/0/Margareta's son)
Items for sale
At this location, items are priced between 94% and 98% of their base value.
| Available | Price | Value | Item | Rarity | Description | Weight |
|---|---|---|---|---|---|---|
| 1 | Negotiable | Darkmantle figurehead of giving warming | 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, the ambient temperature increases 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 above 95ºF (35ºC.) This property cannot be used again until after a long rest. After 100 days, the figurehead's property stops working. If the figurehead finds a new owner that has not owned it before, the property will work again. | ||
| 1 | Negotiable | Fleek's subtle book of chilling tickets | uncommon | A small leather bound booklet contains 9 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 | 97 gp | 102 gp | Greatsword +1 | uncommon |
A Martial Melee weapon. 2d6
+ 1 slashing damage.
Range: 5.
Properties:
Heavy, Two-Handed, Magic
You have a +1 bonus to your attack and damage when wielding this Greatsword. The craftmanship of this weapon identifies it as a masterwork. |
6 lbs. |
| 1 | Negotiable | Pebble of quiet | 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 it muffles sounds (by 30dB) within a 10ft sphere for 10 minutes. This property cannot be used again until after a long rest. | ||
| 1 | Negotiable | Poisonous shoe of elvish tongue | uncommon | This magical shoe fits any foot, and matches any outfit. If worn, when you click your heels together, you can speak and understand elvish for the next day. This property cannot be used again until after a long rest. After using the shoe's property, you must succeed a constitution save, DC 12, or be poisoned for 1 hour. | ||
| 1 | Negotiable | The needy duck of truesight | uncommon | A duck made of cloth and leather. When squeezed, you gain truesight for 1 minute. This property cannot be used again until after a long rest. This magic item requires attunement. (See 'Attunement' in the SRD.) | ||
| 1 | Negotiable | Vastra's annoying symbol of critters | uncommon | A holy symbol of Vastra. In order to use the symbol, you must be a follower of Vastra and have visited a shrine or temple to Vastra in the last 24 hours. If you have done so, you can hold the symbol and say a short prayer and Vastra smiles upon you. Then up to a dozen nearby small woodland creatures are attracted to the symbol. 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 symbol loudly shouts "The secret is university!" when you use it's property. |
Note
- The store may also filled with useless bric-a-brac, which the owner will attempt to sell as magical items to unsuspecting punters.