Shaffer's Discount Magic Trinkets Emporium
150 year old Human construction, small sized
Location: Arnorworth
Owned by: Margareta Shaffer
The wooden beams on this 7th Century home are painted white. A bowl containing apples sits on a table. The dwelling also serves as a Magic Trinkets Emporium.
Occupants
| Name | Role | Age | Gender | Race | Description |
|---|---|---|---|---|---|
| Jemima Shaffer | 6 | Female | Human | She is a human child with amber eyes, long dark-brown hair with a fringe cut, and medium brown skin. | |
| Kezia Purdy | Shopkeep's Apprentice | 14 | Female | Human | She is an adolescent human with grey eyes, long styled strawberry hair, and light brown skin. |
| Leo Shaffer | 0 | Male | Human | He is an infant human with brown eyes, a bald head, and medium brown skin. | |
| Margareta Shaffer | Shopkeep | 27 | Female | Human | She is an adult human with brown eyes (behind a pair of spectacles), long flowing dark-brown hair, and medium brown skin. |
| Miles Guthrie | Shopkeep's Apprentice | 14 | Male | Human | He is an adolescent human with brown eyes, short curly dark-brown hair, and medium brown skin. |
| Osbert Shaffer the 2nd | 3 | Male | Human | He is a human child with grey eyes, long curly dark-brown hair, and light brown skin. | |
| Ringerus Shaffer | 7 | Male | Human | He is a human child with amber eyes, dark-brown hair in braids, and light brown skin. | |
| Sargent Lonnie Shaffer | Watchman | 27 | Male | Human | He is an adult human with amber eyes, scruffy dyed dark-brown hair, bushy sideburns, and medium brown skin. |
Family Tree
- Margareta Shaffer (♀/27) + Sargent Lonnie Shaffer (♂/27/Margareta's husband)
- Ringerus Shaffer (♂/7/Margareta's son)
- Jemima Shaffer (♀/6/Margareta's daughter)
- Osbert Shaffer the 2nd (♂/3/Margareta's son)
- Leo Shaffer (♂/0/Margareta's son)
Items for sale
At this location, items are priced between 94% and 98% of their base value.
| Available | Price | Item | Rarity | Description |
|---|---|---|---|---|
| 1 | Negotiable | Candle of poisonous Rust Monster disguise | uncommon | This magical candle can be lit for a total of 14 minutes before it burns down. When lit and left burning for at least 1 minute, a magical illusion disguises you as a Rust Monster 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. After using the candle's property, you must succeed a constitution save, DC 12, or be poisoned for 1 hour. |
| 1 | 101 - 500 gp | Eversmoking bottle | uncommon | Smoke leaks from the lead-stoppered mouth of this brass bottle, which weighs 1 pound. When you use an action to remove the stopper, a cloud of thick smoke pours out in a 60-foot radius from the bottle. The cloud's area is heavily obscured. Each minute the bottle remains open and within the cloud, the radius increases by 10 feet until it reaches its maximum radius of 120 feet. The cloud persists as long as the bottle is open. Closing the bottle requires you to speak its command word as an action. Once the bottle is closed, the cloud disperses after 10 minutes. A moderate wind (11 to 20 miles per hour) can also disperse the smoke after 1 minute, and a strong wind (21 or more miles per hour) can do so after 1 round. |
| 1 | Negotiable | Light glove of darkness | uncommon | This magical glove fits any hand, and matches any outfit. If worn, when you click your fingers, 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 glove feels like it has no weight, almost as if it were an illusion, but is solid to the touch. |
| 1 | Negotiable | Needy 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. This magic item requires attunement. (See 'Attunement' in the SRD.) |
| 1 | Negotiable | Solina's dull symbol of warming | uncommon | A holy symbol of Solina. In order to use the symbol, you must be a follower of Solina and have visited a shrine or temple to Solina in the last 24 hours. If you have done so, you can hold the symbol and say a short prayer and Solina smiles upon you. Then 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. This symbol seems boring somehow. |
| 1 | Negotiable | The over-sized dice of fortune | uncommon | Two cubes made of bone, with mysterious markings on each face. Role the dice, if the symbols match, 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 dice is twice as large as an average dice. |
Note
- The store may also filled with useless bric-a-brac, which the owner will attempt to sell as magical items to unsuspecting punters.