Early's Occult Magic Trinkets Emporium
290 year old Human construction, small sized
Location: Southminsbrough
Owned by: Osegod Early
A small half-timbered house with a slate tile roof. The dwelling also serves as a Magic Trinkets Emporium.
Occupants
Name | Role | Age | Gender | Race | Description |
---|---|---|---|---|---|
Benjamin Eldridge the 2nd | Shopkeep's Apprentice | 16 | Male | Human | He is an adolescent human with brown eyes, a shaved head, and dark brown skin. |
Elenor Early | 66 | Female | Human | She is an elderly human with grey eyes, silver hair in a ponytail, and pale white skin. | |
Jenkin Brock the 2nd | Housekeeper | 31 | Male | Human | He is an adult human with hazel eyes, long curly dyed brown hair, bushy sideburns, and dark brown skin. |
Lina Early | Housekeeper | 46 | Female | Human | She is an adult human with brown eyes, long dark-brown hair with a fringe cut, and medium brown skin. |
Lina Tovy | Shopkeep's Apprentice | 14 | Female | Human | She is an adolescent human with amber eyes, long curly strawberry hair, and olive skin. |
Osegod Early | Shopkeep | 64 | Male | Human | He is an elderly human with amber eyes, a shaved head, a full beard, and dark brown skin. |
Robinson Early | Housekeeper | 41 | Male | Human | He is an adult human with hazel eyes, light-brown hair worn in a rounded bowl cut, stubble, and dark brown skin. |
Sargent Clarice Brock | Watchwoman | 61 | Female | Human | She is an elderly human with hazel eyes, white hair in a ponytail, and dark brown skin. |
Susie Painter | Shopkeep's Apprentice | 15 | Female | Human | She is an adolescent human with grey eyes, very short brown hair, and light brown skin. |
Family Tree
- Osegod Early (♂/64) + Elenor Early nee Fullonis (♀/66/Osegod's wife)
- Robinson Early (♂/41/Osegod's son) + Lina Early nee Wilcox (♀/46/Osegod's daughter in-law)
- Sargent Clarice Brock nee Early (♀/61/Osegod's sister)
- Jenkin Brock the 2nd (♂/31/Osegod's nephew)
Items for sale
At this location, items are priced between 88% and 111% of their base value.
Available | Price | Value | Item | Rarity | Description | Weight |
---|---|---|---|---|---|---|
1 | Negotiable | Heavy crown of the navigation king | uncommon | A smooth silver band, when placed upon the head the direction of true north is clear in your mind. This property cannot be used again until after a long rest. The crown feels unusually heavy, four times the weight of an average crown. | ||
1 | 110 gp | 102 gp | Longbow +1 | uncommon |
A Martial Ranged weapon. 1d8
+ 1 piercing damage.
Range: 150/600.
Properties:
Ammunition, Heavy, Two-Handed, Magic
You have a +1 bonus to your attack and damage when wielding this Longbow. The craftmanship of this weapon identifies it as a masterwork. |
2 lbs. |
1 | Negotiable | Lucky goblin tongue lute | uncommon | A magically infused lute. Using this property requires a performance check DC 12. If you are proficient with lutes, you may add your proficiency bonus. If you are successful, you can speak and understand goblin for the next day. This property cannot be used again until after a long rest. After each use the GM should roll a d20. On a 20, a the user is also blessed as with the Bless spell. | 2 lbs. | |
1 | Negotiable | Marlon's over-sized symbol of reminiscing | uncommon | A holy symbol of Marlon. In order to use the symbol, you must be a follower of Marlon and have visited a shrine or temple to Marlon in the last 24 hours. If you have done so, you can hold the symbol and say a short prayer and Marlon smiles upon you. Then 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. The symbol is twice as large as an average symbol. | ||
1 | Negotiable | Pristine knock chalk | uncommon | This stick of white chalk comes with an attached label bearing it's command word, "power". The stick is long enough to write "power" 6 times. When you use the stick to write the command word, it unlocks the nearest locked door within 30 ft. This property cannot be used again until after a long rest. The chalk is in pristine condition. | ||
1 | Negotiable | Sands of humming Darkmantle disguise | uncommon | A small glass sand timer in a wooden frame. When the sands are left to run uninterrupted for 1 minute, a magical illusion disguises you as a Darkmantle for 10 minutes. You don't gain any of its abilities. The illusion ends for if you attack, cast a spell, or make physical contact with another creature. This property cannot be used again until after a long rest. The timer makes a very slight humming sound at all times. |
Note
- The store may also filled with useless bric-a-brac, which the owner will attempt to sell as magical items to unsuspecting punters.