Petrus' Magic Trinkets Emporium

641 year old Human construction, small sized

Location: Grassingsey

Owned by: Petrus Buckley

The door on this half-timbered cottage has been painted yellow. The dwelling also serves as a Magic Trinkets Emporium.

Occupants

Name Role Age Gender Race Description
Alwinus Grimes the 2nd Shopkeep's Apprentice 13 Male Human He is an adolescent human with grey eyes, very short strawberry hair, and light pink skin.
Claud Hewitt Tutor 60 Male Human He is an elderly human with amber eyes, auburn and grey streaked hair in a ponytail, a long beard, and light brown skin.
Dinah Hewitt 58 Female Human She is an elderly human with green eyes, long silver hair tied back in a knot, and light pink skin.
Hawis Shane Shopkeep's Apprentice 12 Female Human She is an adolescent human with brown eyes, long curly dyed red hair, and medium brown skin.
Jenny Buckley 55 Female Human She is an elderly human with amber eyes, long tied back dyed strawberry hair, and light brown skin.
Louis Buckley the 2nd Housekeeper 45 Male Human He is an adult human with blue eyes, a bald head, a clean shaven face, and light pink skin.
Petrus Buckley Shopkeep 52 Male Human He is an elderly human with blue eyes, blond and grey streaked hair in a bun, a full beard, and light pink skin.
Wymer Miner the 2nd Shopkeep's Apprentice 15 Male Human He is an adolescent human with grey eyes, auburn hair in braids, and olive skin.

Family Tree

Items for sale

⟳ Re-roll shop stock.

At this location, items are priced between 106% and 108% of their base value.

Available Price Item Rarity Description Weight
1 Negotiable Annoying pebble of darkness 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 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. The pebble loudly shouts "The secret is two!" when you use it's property.
1 Negotiable Dull gender 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 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. This lute seems boring somehow. 2 lbs.
1 Negotiable Giving wand of chilling uncommon A 10 inch wooden rod, to activate the user must pass a DC12 intelligence check, if successful the ambient temperature is reduced by up to 20ºF (10ºC) in a 10ft sphere emanating from the object lasting 10 minutes. The item will have no further effect at temperatures of below 40ºF (5ºC.) This property cannot be used again until after a long rest. After 100 days, the wand's property stops working. If the wand finds a new owner that has not owned it before, the property will work again.
1 Negotiable Heavy fortune chalk uncommon This stick of white chalk comes with an attached label bearing it's command word, "knowledge". The stick is long enough to write "knowledge" 6 times. When you use the stick to write the command word, 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. The chalk feels unusually heavy, four times the weight of an average chalk.
1 501 - 5,000 gp Horn of valhalla (brass) rare You can use an action to blow this horn. In response, warrior spirits from the Valhalla appear within 60 feet of you. They use the statistics of a berserker. They return to Valhalla after 1 hour or when they drop to 0 hit points. Once you use the horn, it can't be used again until 7 days have passed. Four types of horn of Valhalla are known to exist, each made of a different metal. The horn's type determines how many berserkers answer its summons, as well as the requirement for its use. The GM chooses the horn's type or determines it randomly. If you blow the horn without meeting its requirement, the summoned berserkers attack you. If you meet the requirement, they are friendly to you and your companions and follow your commands. Brass Horn Berserkers Summoned 3d4 + 3 Requirement Proficiency with all simple weapons
1 Negotiable Poisonous shoe of navigation uncommon This magical shoe fits any foot, and matches any outfit. If worn, when you click your heels together, the direction of true north is clear in your mind. This property cannot be used again until after a long rest. After using the shoe's property, you must succeed a constitution save, DC 12, or be poisoned for 1 hour.
1 Negotiable Warm wrist bands of warming uncommon This magical bracer is embossed with the command word, "art". When spoken by the wearer, the ambient temperature increases by up to 20ºF (10ºC) in a 10ft sphere emanating from the object lasting 10 minutes. The item will have no further effect at temperatures above 95ºF (35ºC.) This property cannot be used again until after a long rest. The bracer 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.
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