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
- Petrus Buckley (♂/52) + Jenny Buckley nee Heapville-Shultz (♀/55/Petrus' wife)
- Claud Hewitt (♂/60/Petrus' brother in-law) + Dinah Hewitt nee Buckley (♀/58/Petrus' sister)
- Louis Buckley the 2nd (♂/45/Petrus' brother)
Items for sale
At this location, items are priced between 106% and 108% of their base value.
Available | Price | Value | Item | Rarity | Description | Weight |
---|---|---|---|---|---|---|
1 | 6 gp 4 sp | 6 gp | Dagger of Lightning | uncommon |
A Simple Melee weapon. 1d4
piercing damage.
Range: 5.
(Thrown: 20/60.)
Properties:
Finesse, Light, Thrown, Magic
This Dagger 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 Dagger when it reaches the target. Make a ranged weapon attack against the target. On a hit, the target takes damage from the Dagger plus 4d6 lightning damage. The Dagger's property can't be used again until the next dawn. In the meantime, the Dagger can still be used as a magic weapon. |
1 lb. |
1 | Negotiable | Lucky knock chalk | uncommon | This stick of white chalk comes with an attached label bearing it's command word, "medicine". The stick is long enough to write "medicine" 8 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. After each use the GM should roll a d20. On a 20, a the user is also blessed as with the Bless spell. | ||
1 | Negotiable | Poisonous shoe of calming | uncommon | This magical shoe fits any foot, and matches any outfit. If worn, when you click your heels together, you feel at peace. 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 | Small crown of the haste king | uncommon | A smooth silver band, when placed upon the head your movement speed is doubled for 1 minute. This property cannot be used again until after a long rest. The crown is half the size of a typical crown. | ||
1 | Negotiable | The giving dice of life saving | uncommon | Two cubes made of bone, with mysterious markings on each face. Role the dice, if the symbols match, 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 dice's property stops working. If the dice finds a new owner that has not owned it before, the property will work again. |
Note
- The store may also filled with useless bric-a-brac, which the owner will attempt to sell as magical items to unsuspecting punters.