Luther's Magic Trinkets Emporium
467 year old Human construction, small sized
Location: Port Dudheath Town
Owned by: Luther Woodruff
A small brick house, painted white. The dwelling also serves as a Magic Trinkets Emporium.
Occupants
Name | Role | Age | Gender | Race | Description |
---|---|---|---|---|---|
Annie Bray | 1 | Female | Human | She is an infant human with grey eyes, wisps of strawberry hair, and olive skin. | |
Anton Bray the 2nd | 7 | Male | Human | He is a human child with brown eyes, a black quiff, and dark brown skin. | |
Kathleen Bray | Housekeeper | 30 | Female | Human | She is an adult human with grey eyes, long curly dyed auburn hair, and olive skin. |
Luther Woodruff | Shopkeep | 64 | Male | Human | He is an elderly human with grey eyes, scruffy silver hair, a clean shaven face, and light brown skin. |
Matild Woodruff | Housekeeper | 19 | Female | Human | She is an adult human with grey eyes, long auburn hair tied back in a knot, and olive skin. |
Rachel Bray | 4 | Female | Human | She is a human child with grey eyes, red hair in a bun, and olive skin. | |
Timothy Bray | Shopkeep's Assistant | 35 | Male | Human | He is an adult human with amber eyes, short curly red hair, a goatee, and light pink skin. |
Family Tree
- Luther Woodruff (♂/64)
- Kathleen Bray nee Woodruff (♀/30/Luther's daughter) + Timothy Bray (♂/35/Luther's son in-law)
- Anton Bray the 2nd (♂/7/Luther's grandson)
- Rachel Bray (♀/4/Luther's granddaughter)
- Annie Bray (♀/1/Luther's granddaughter)
- Matild Woodruff (♀/19/Luther's daughter)
Items for sale
At this location, items are priced between 84% and 102% of their base value.
Available | Price | Value | Item | Rarity | Description | Weight |
---|---|---|---|---|---|---|
1 | 21 gp | 22 gp | Blowgun +1 | uncommon |
A Martial Ranged weapon. 1d1
+ 1 piercing damage.
Range: 25/100.
Properties:
Ammunition, Loading, Magic
You have a +1 bonus to your attack and damage when wielding this Blowgun. The craftmanship of this weapon identifies it as a masterwork. |
1 lb. |
1 | Negotiable | Darkmantle figurehead of heavy blink | uncommon | A ship's figurehead in the shape of a Darkmantle. (A ship can only have one magical figurehead.) While at the wheel of a ship with the Darkmantle figurehead attached, if you concentrate your mind, it casts the spell Blink, with you as the target. This property cannot be used again until after a long rest. The figurehead feels unusually heavy, four times the weight of an average figurehead. | ||
1 | Negotiable | Lavish belt of chilling | uncommon | This leather belt is embossed with runes. When removed 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 use, the item appears highly decorated and valuable for 6 hours. | ||
1 | Negotiable | Light 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. The shoe feels like it has no weight, almost as if it were an illusion, but is solid to the touch. | ||
1 | Negotiable | Small wrist bands of soothing | uncommon | This magical bracer is embossed with the command word, "people". When spoken by the wearer, you regain 1d4 hit-points. This property cannot be used again until after a long rest. The bracer is half the size of a typical bracer. | ||
1 | Negotiable | The cursed dice of darkness | uncommon | Two cubes made of bone, with mysterious markings on each face. Role the dice, if the symbols match, 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 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. |
Note
- The store may also filled with useless bric-a-brac, which the owner will attempt to sell as magical items to unsuspecting punters.