Sherman's Mysterious Magic Trinkets Emporium
801 year old Human construction, medium sized
Location: Worsbourne
Owned by: Elisha Sherman
The wooden beams on this 0th Century home are painted white. The dwelling also serves as a Magic Trinkets Emporium.
Occupants
| Name | Role | Age | Gender | Race | Description |
|---|---|---|---|---|---|
| Catharine Sherman | 57 | Female | Human | She is an elderly human with grey eyes, grey hair in a ponytail, and light pink skin. | |
| Elisha Sherman | Shopkeep | 53 | Male | Human | He is an elderly human with blue eyes, brown hair in braids, a clean shaven face, and light brown skin. |
| Ellenor Noble | Shopkeep's Apprentice | 17 | Female | Human | She is an adolescent human with grey eyes, dark-brown hair in braids, and light brown skin. |
| Grace Sherman | Housekeeper | 20 | Female | Human | She is an adult human with blue eyes, long flowing light-brown and grey streaked hair, and light pink skin. |
| Gregorius Sherman | Housekeeper | 21 | Male | Human | He is an adult human with brown eyes, short dyed black hair, a goatee, and medium brown skin. |
| Jocelyn Malone | Shopkeep's Apprentice | 17 | Male | Human | He is an adolescent human with grey eyes, short strawberry hair in a side parting, and light brown skin. |
| Judith Sherman | Housekeeper | 42 | Female | Human | She is an adult human with blue eyes, dyed light-brown hair in braids, and light pink skin. |
| Osmer Davis | Shopkeep's Apprentice | 16 | Male | Human | He is an adolescent human with brown eyes, a brown quiff, and medium brown skin. |
| Otis Sherman | Housekeeper | 26 | Male | Human | He is an adult human with green eyes, short blond and grey streaked hair in a side parting, a clean shaven face, and light pink skin. |
Family Tree
- Elisha Sherman (♂/53) + Catharine Sherman nee Hardy (♀/57/Elisha's wife)
- Otis Sherman (♂/26/Elisha's son) + Gregorius Sherman nee Ashley (♂/21/Elisha's son in-law)
- Grace Sherman (♀/20/Elisha's daughter)
- Judith Sherman (♀/42/Elisha's sister)
Items for sale
At this location, items are priced between 111% and 117% of their base value.
| Available | Price | Value | Item | Rarity | Description | Weight |
|---|---|---|---|---|---|---|
| 1 | Negotiable | Cursed amber blink fish | uncommon | A small fish carved of amber. A command word "growth" is scratched on the design. If you speak the word, it casts the spell Blink, with you as the target. This property cannot be used again until after a long rest. After each use the GM should roll a d20. On a 1, a misfortune befalls the user. The nature of the misfortune is at the discretion of the GM. | ||
| 1 | Negotiable | Dull 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. This lute seems boring somehow. | 2 lbs. | |
| 1 | Negotiable | Giving shoe of life saving | uncommon | This magical shoe fits any foot, and matches any outfit. If worn, when you click your heels together, 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. After 100 days, the shoe's property stops working. If the shoe finds a new owner that has not owned it before, the property will work again. | ||
| 1 | Negotiable | Humming silver soothing penny | uncommon | This silver penny has the crest of Tesmela on one side, and is blank on the other. When you flip it, you regain 1d4 hit-points. This property cannot be used again until after a long rest. The coin makes a very slight humming sound at all times. | ||
| 1 | Negotiable | Lavish quill of darkness | uncommon | This large magical feather is from an long extinct bird. When dropped with intent, on landing a darkness shrouds a 5 ft area around object as if a shadow were being cast by a large solid object placed between it and the nearest source of light. The darkness is magical and follows the same rules as the Darkness spell. The effect lasts 10 minutes. This property cannot be used again until after a long rest. After use, the item appears highly decorated and valuable for 6 hours. | ||
| 1 | Negotiable | Light purse of Harpy disguise | uncommon | This magical purse is embroidered with spirals and swirls. When the final item is removed and the purse is empty a magical illusion disguises you as a Harpy 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 pouch feels like it has no weight, almost as if it were an illusion, but is solid to the touch. | ||
| 1 | Negotiable | Poisonous cup of calming | uncommon | This simple wooden cup appears completely unremarkable. When drunk from, you feel at peace. This property cannot be used again until after a long rest. After using the cup's property, you must succeed a constitution save, DC 12, or be poisoned for 1 hour. | ||
| 1 | Negotiable | Pristine pebble of gender | 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 you become the gender of your choice until your next long rest. If you repeat this effect for 14 days, the change becomes permanent. This property cannot be used again until after a long rest. The pebble is in pristine condition. | ||
| 1 | 290 gp | 250 gp | Scroll of Magic Weapon | uncommon | A spell scroll bears the words of the 2nd-level spell, written in a mystical cipher. If the spell is on your class's spell list, you can use an action to read the scroll and cast its spell without having to provide any of the spell's components. Otherwise, the scroll is unintelligible. If the spell needs a save DC, it is 13. If it needs an attack bonus, it is 5. If the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC is 12. On a failed check, the spell disappears from the scroll with no other effect. Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust. This wizard spell can be copied just as spells in spellbooks can be copied. To copy the spell, the copier must succeed on an Intelligence (Arcana) check with DC 12. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed. | |
| 1 | Negotiable | Truthful book of fortune otterese poetry | uncommon | A book containing poetry written in otterese. If you read one of the poems aloud, 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 using the book's property you cannot tell a deliberate lie for 1 hour. |
Note
- The store may also filled with useless bric-a-brac, which the owner will attempt to sell as magical items to unsuspecting punters.