Shepherd's Magic Trinkets Emporium
361 year old Human construction, small sized
Location: Port Dudheath Town
Owned by: Claricia Shepherd
A 5th Century brick house with an green door. The dwelling also serves as a Magic Trinkets Emporium.
Occupants
Name | Role | Age | Gender | Race | Description |
---|---|---|---|---|---|
Cecelia Shepherd | 9 | Female | Human | She is a human child with hazel eyes, long curly dark-brown hair, and dark brown skin. | |
Claricia Shepherd | Shopkeep | 40 | Female | Human | She is an adult human with grey eyes, dark-brown and grey streaked hair in braids, and light brown skin. |
Gamel Fritz the 2nd | Shopkeep's Apprentice | 12 | Male | Human | He is an adolescent human with brown eyes, short black hair in a side parting, and dark brown skin. |
Ida Hardy | Shopkeep's Apprentice | 13 | Female | Human | She is an adolescent human with brown eyes, long dyed bright orange hair with a fringe cut, and medium brown skin. |
Margareta Shepherd | Shopkeep's Apprentice | 14 | Female | Human | She is an adolescent human with green eyes, long flowing blond hair, and light brown skin. |
Norman Shepherd | 1 | Male | Human | He is an infant human with brown eyes, wisps of black hair, and dark brown skin. | |
Sargent Godwin Shepherd | Watchman | 41 | Male | Human | He is an adult human with amber eyes, a bald head, a moustache, and olive skin. |
Walkelinus Shepherd the 2nd | Housekeeper | 20 | Male | Human | He is an adult human with one blue eye (his left is covered by an eye-patch), very short blond hair, a clean shaven face, and light brown skin. |
Family Tree
- Claricia Shepherd nee Richardson (♀/40) + Sargent Godwin Shepherd (♂/41/Claricia's husband)
- Walkelinus Shepherd the 2nd (♂/20/Claricia's son)
- Cecelia Shepherd (♀/9/Claricia's daughter)
- Norman Shepherd (♂/1/Claricia's son)
Items for sale
At this location, items are priced between 82% and 114% of their base value.
Available | Price | Value | Item | Rarity | Description | Weight |
---|---|---|---|---|---|---|
1 | Negotiable | Giving Doppelganger disguise 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, a magical illusion disguises you as a Doppelganger 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 100 days, the lute's property stops working. If the lute finds a new owner that has not owned it before, the property will work again. | 2 lbs. | |
1 | Negotiable | Heavy silver awareness penny | uncommon | This silver penny has the crest of Tesmela on one side, and is blank on the other. When you flip it, you may add a +2 bonus to the next initiative roll you make. This property cannot be used again until after a long rest. The coin feels unusually heavy, four times the weight of an average coin. | ||
1 | Negotiable | Humming book of warming orcish poetry | uncommon | A book containing poetry written in orcish. If you read one of the poems aloud, 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 book makes a very slight humming sound at all times. | ||
1 | Negotiable | Light medal of reminiscing | uncommon | This medal was awarded for bravery defending Astrus. When polished, you remember something you had forgotten. The subject of the memory is at the discretion of the GM. This property cannot be used again until after a long rest. The medal feels like it has no weight, almost as if it were an illusion, but is solid to the touch. | ||
1 | 10 gp | 12 gp | Mace +1 | uncommon |
A Simple Melee weapon. 1d6
+ 1 bludgeoning damage.
Range: 5.
Properties:
Monk, Magic
You have a +1 bonus to your attack and damage when wielding this Mace. The craftmanship of this weapon identifies it as a masterwork. |
4 lbs. |
1 | Negotiable | Poisonous cup of blink | uncommon | This simple wooden cup appears completely unremarkable. When drunk from, it casts the spell Blink, with you as the target. 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 | The cursed dice of soothing | uncommon | Two cubes made of bone, with mysterious markings on each face. Role the dice, if the symbols match, you regain 1d4 hit-points. 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 | The over-sized wizard's hat of chilling | uncommon | This wizard's hat has it's command word "role" stitched on a label on the inside. When worn by a wizard, if you speak the command word, 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. The hat is twice as large as an average hat. |
Note
- The store may also filled with useless bric-a-brac, which the owner will attempt to sell as magical items to unsuspecting punters.