Osegod's Emporium

101 year old Human construction, medium sized

Location: Southminsbrough

Owned by: Osegod Early

The wooden beams on this 7th Century home are painted blue. The dwelling also serves as an Emporium.

Occupants

Name Role Age Gender Race Description
Clarice Hathaway Housekeeper 42 Female Human She is an adult human with amber eyes, dyed auburn hair in braids, and olive skin.
Hephzibah Hathaway 2 Female Human She is an infant human with grey eyes, wisps of strawberry hair, and light pink skin.
Laurence Hathaway the 2nd 5 Male Human He is a human child with amber eyes, short curly auburn hair, and olive skin.
Lucia Early Housekeeper 38 Female Human She is an adult human with blue eyes, very short light-brown hair, and light pink skin.
Noel Hathaway the 2nd Shopkeep's Assistant 58 Male Human He is an elderly human with hazel eyes, short black and grey streaked hair in a side parting, a full beard, and dark brown skin.
Osegod Early Shopkeep 46 Male Human He is an adult human with one amber eye (his right is covered by an eye-patch), a bald head, a full beard, and medium brown skin.
Prudence Early 5 Female Human She is a human child with amber eyes, long curly auburn hair, and light pink skin.
Rogerius Early 2 Male Human He is an infant human with amber eyes, scruffy auburn hair, and light pink skin.
Sibyl Tovy Shopkeep's Assistant 54 Female Human She is an elderly human with amber eyes, long tied back dyed bright red hair, and light brown skin.
Silas Hathaway Shopkeep's Assistant 52 Male Human He is an elderly human with grey eyes, a bald head, a clean shaven face, and light pink skin.
Willelmus Tovy Shopkeep's Assistant 60 Male Human He is an elderly human with brown eyes, a bald head, stubble, and dark brown skin.

Family Tree

Items for sale

⟳ Re-roll shop stock.

At this location, items are priced between 81% and 108% of their base value.

Available Price Value Item Description Weight
3 4 gp 2 sp 5 gp Amulet 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. 1 lb.
3 5 gp 2 sp 5 gp Herbalism Kit This kit contains a variety of instruments such as clippers, mortar and pestle, and pouches and vials used by herbalists to create remedies and potions. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to identify or apply herbs. Also, proficiency with this kit is required to create antitoxin and potions of healing. 3 lbs.
1 21 gp 25 gp Holy water (flask) As an action, you can splash the contents of this flask onto a creature within 5 feet of you or throw it up to 20 feet, shattering it on impact. In either case, make a ranged attack against a target creature, treating the holy water as an improvised weapon. If the target is a fiend or undead, it takes 2d6 radiant damage. A cleric or paladin may create holy water by performing a special ritual. The ritual takes 1 hour to perform, uses 25 gp worth of powdered silver, and requires the caster to expend a 1st-level spell slot. 1 lb.
3 86 gp 100 gp Magnifying glass This lens allows a closer look at small objects. It is also useful as a substitute for flint and steel when starting fires. Lighting a fire with a magnifying glass requires light as bright as sunlight to focus, tinder to ignite, and about 5 minutes for the fire to ignite. A magnifying glass grants advantage on any ability check made to appraise or inspect an item that is small or highly detailed.
1 4 gp 5 sp 5 gp Perfume (vial)
3 98 gp 100 gp Poison, basic (vial) You can use the poison in this vial to coat one slashing or piercing weapon or up to three pieces of ammunition. Applying the poison takes an action. A creature hit by the poisoned weapon or ammunition must make a DC 10 Constitution saving throw or take 1d4 poison damage. Once applied, the poison retains potency for 1 minute before drying.
4 1 cp 1 cp Torch A torch burns for 1 hour, providing bright light in a 20-foot radius and dim light for an additional 20 feet. If you make a melee attack with a burning torch and hit, it deals 1 fire damage. 1 lb.
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