Shepherd's Magic Trinkets Emporium
361 year old Human construction, small sized
Location: Port Dudheath Town
Owned by: Claricia Shepherd
A 5th Century brick house with an green door. The dwelling also serves as a Magic Trinkets Emporium.
Occupants
| Name | Role | Age | Gender | Race | Description |
|---|---|---|---|---|---|
| Cecelia Shepherd | 9 | Female | Human | She is a human child with hazel eyes, long curly dark-brown hair, and dark brown skin. | |
| Claricia Shepherd | Shopkeep | 40 | Female | Human | She is an adult human with grey eyes, dark-brown and grey streaked hair in braids, and light brown skin. |
| Gamel Fritz the 2nd | Shopkeep's Apprentice | 12 | Male | Human | He is an adolescent human with brown eyes, short black hair in a side parting, and dark brown skin. |
| Ida Hardy | Shopkeep's Apprentice | 13 | Female | Human | She is an adolescent human with brown eyes, long dyed bright orange hair with a fringe cut, and medium brown skin. |
| Margareta Shepherd | Shopkeep's Apprentice | 14 | Female | Human | She is an adolescent human with green eyes, long flowing blond hair, and light brown skin. |
| Norman Shepherd | 1 | Male | Human | He is an infant human with brown eyes, wisps of black hair, and dark brown skin. | |
| Sargent Godwin Shepherd | Watchman | 41 | Male | Human | He is an adult human with amber eyes, a bald head, a moustache, and olive skin. |
| Walkelinus Shepherd the 2nd | Housekeeper | 20 | Male | Human | He is an adult human with one blue eye (his left is covered by an eye-patch), very short blond hair, a clean shaven face, and light brown skin. |
Family Tree
- Claricia Shepherd nee Richardson (♀/40) + Sargent Godwin Shepherd (♂/41/Claricia's husband)
- Walkelinus Shepherd the 2nd (♂/20/Claricia's son)
- Cecelia Shepherd (♀/9/Claricia's daughter)
- Norman Shepherd (♂/1/Claricia's son)
Items for sale
At this location, items are priced between 82% and 114% of their base value.
| Available | Price | Value | Item | Rarity | Description | Weight |
|---|---|---|---|---|---|---|
| 1 | Negotiable | Disappearing shoe of reminiscing | uncommon | This magical shoe fits any foot, and matches any outfit. If worn, when you click your heels together, 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. After each use the GM should roll a d20. On a 1, the shoe goes missing the next time it is stowed away. | ||
| 1 | Negotiable | Dull wrist bands of life saving | uncommon | This magical bracer is embossed with the command word, "knowledge". When spoken by the wearer, 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. This bracer seems boring somehow. | ||
| 1 | Negotiable | Halganon's unreliable symbol of mana | uncommon | A holy symbol of Halganon. In order to use the symbol, you must be a follower of Halganon and have visited a shrine or temple to Halganon in the last 24 hours. If you have done so, you can hold the symbol and say a short prayer and Halganon smiles upon you. Then if you are a spellcaster, you may cast one of your level 1 spells without spending a spell-slot. This property cannot be used again until after a long rest. When the symbol's property is used, roll a d20. On a 5 or below, it fails to work. The property cannot be used again until after a long rest. | ||
| 1 | 14 gp | 12 gp | Handaxe of Lightning | uncommon |
A Simple Melee weapon. 1d6
slashing damage.
Range: 5.
(Thrown: 20/60.)
Properties:
Light, Thrown, Monk, Magic
This Handaxe is a magic weapon. When you hurl it and speak its command word, it transforms into a bolt of lightning, forming a line 5 feet wide that extends out from you to a target within the range of the weapon. Each creature in the line excluding you and the target must make a DC 13 Dexterity saving throw, taking 4d6 lightning damage on a failed save, and half as much damage on a successful one. The lightning bolt turns back into a Handaxe when it reaches the target. Make a ranged weapon attack against the target. On a hit, the target takes damage from the Handaxe plus 4d6 lightning damage. The Handaxe's property can't be used again until the next dawn. In the meantime, the Handaxe can still be used as a magic weapon. |
2 lbs. |
| 1 | Negotiable | Lavish fortune 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, the next attack roll, ability check or saving throw you make is with advantage. This property cannot be used again until after a long rest. After use, the item appears highly decorated and valuable for 6 hours. | 2 lbs. | |
| 1 | Negotiable | Subtle 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 is hidden from detect magic. | ||
| 1 | Negotiable | The lucky wizard's hat of draconic tongue | uncommon | This wizard's hat has it's command word "economics" stitched on a label on the inside. When worn by a wizard, if you speak the command word, you can speak and understand draconic 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. |
Note
- The store may also filled with useless bric-a-brac, which the owner will attempt to sell as magical items to unsuspecting punters.