Luther's Magic Trinkets Emporium
467 year old Human construction, small sized
Location: Port Dudheath Town
Owned by: Luther Woodruff
A small brick house, painted white. The dwelling also serves as a Magic Trinkets Emporium.
Occupants
| Name | Role | Age | Gender | Race | Description |
|---|---|---|---|---|---|
| Annie Bray | 1 | Female | Human | She is an infant human with grey eyes, wisps of strawberry hair, and olive skin. | |
| Anton Bray the 2nd | 7 | Male | Human | He is a human child with brown eyes, a black quiff, and dark brown skin. | |
| Kathleen Bray | Housekeeper | 30 | Female | Human | She is an adult human with grey eyes, long curly dyed auburn hair, and olive skin. |
| Luther Woodruff | Shopkeep | 64 | Male | Human | He is an elderly human with grey eyes, scruffy silver hair, a clean shaven face, and light brown skin. |
| Matild Woodruff | Housekeeper | 19 | Female | Human | She is an adult human with grey eyes, long auburn hair tied back in a knot, and olive skin. |
| Rachel Bray | 4 | Female | Human | She is a human child with grey eyes, red hair in a bun, and olive skin. | |
| Timothy Bray | Shopkeep's Assistant | 35 | Male | Human | He is an adult human with amber eyes, short curly red hair, a goatee, and light pink skin. |
Family Tree
- Luther Woodruff (♂/64)
- Kathleen Bray nee Woodruff (♀/30/Luther's daughter) + Timothy Bray (♂/35/Luther's son in-law)
- Anton Bray the 2nd (♂/7/Luther's grandson)
- Rachel Bray (♀/4/Luther's granddaughter)
- Annie Bray (♀/1/Luther's granddaughter)
- Matild Woodruff (♀/19/Luther's daughter)
Items for sale
At this location, items are priced between 84% and 102% of their base value.
| Available | Price | Value | Item | Rarity | Description | Weight |
|---|---|---|---|---|---|---|
| 1 | Negotiable | Annoying quiet 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, it muffles sounds (by 30dB) within a 10ft sphere for 10 minutes. This property cannot be used again until after a long rest. The lute loudly shouts "The secret is history!" when you use it's property. | 2 lbs. | |
| 1 | Negotiable | Disappearing fireworks of haste | uncommon | A bundle of 7 fireworks. When a firework is lit and allowed to explode, your movement speed is doubled for 1 minute. This property cannot be used again until after a long rest. After each use the GM should roll a d20. On a 1, the firework goes missing the next time it is stowed away. | ||
| 1 | Negotiable | Giving soothing chalk | uncommon | This stick of white chalk comes with an attached label bearing it's command word, "analysis". The stick is long enough to write "analysis" 9 times. When you use the stick to write the command word, you regain 1d4 hit-points. This property cannot be used again until after a long rest. After 100 days, the chalk's property stops working. If the chalk finds a new owner that has not owned it before, the property will work again. | ||
| 1 | Negotiable | Heavy wand of calming | uncommon | A 10 inch wooden rod, to activate the user must pass a DC12 intelligence check, if successful you feel at peace. This property cannot be used again until after a long rest. The wand feels unusually heavy, four times the weight of an average wand. | ||
| 1 | 700 gp | 802 gp | Mithral Breastplate | uncommon |
Medium armour. Base AC: 14 + Dex modifier (max 2).
Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't. |
20 lbs. |
| 1 | Negotiable | Needy medal of reminiscing | uncommon | This medal was awarded for bravery defending Tesmela. When polished, 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. This magic item requires attunement. (See 'Attunement' in the SRD.) | ||
| 1 | Negotiable | Warm glove of life saving | uncommon | This magical glove fits any hand, and matches any outfit. If worn, when you click your fingers, 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 glove is warm to the touch. |
Note
- The store may also filled with useless bric-a-brac, which the owner will attempt to sell as magical items to unsuspecting punters.