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 |
---|---|---|---|---|---|
1 | Negotiable | Concealable silver gender penny | uncommon | This silver penny has the crest of Driaca on one side, and is blank on the other. When you flip it, 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. When the coin is in your pack or otherwise stowed away, only you can see it. It can be revealed with detect magic. | |
1 | Negotiable | Fleek's over-sized book of warming tickets | uncommon | A small leather bound booklet contains 3 numbered tickets. When a ticket is torn from the binding, it crumbles to dust and 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. The tickets is twice as large as an average tickets. | |
1 | Negotiable | Lucky belt of reminiscing | uncommon | This leather belt is embossed with runes. When removed 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. After each use the GM should roll a d20. On a 20, a the user is also blessed as with the Bless spell. | |
1 | 240 gp | 250 gp | Scroll of Darkvision | uncommon | A spell scroll bears the words of the 2nd-level spell, written in a mystical cipher. If the spell is on your class's spell list, you can use an action to read the scroll and cast its spell without having to provide any of the spell's components. Otherwise, the scroll is unintelligible. If the spell needs a save DC, it is 13. If it needs an attack bonus, it is 5. If the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC is 12. On a failed check, the spell disappears from the scroll with no other effect. Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust. This wizard spell can be copied just as spells in spellbooks can be copied. To copy the spell, the copier must succeed on an Intelligence (Arcana) check with DC 12. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed. |
1 | Negotiable | Solos's warm symbol of darkvision | uncommon | A holy symbol of Solos. In order to use the symbol, you must be a follower of Solos and have visited a shrine or temple to Solos in the last 24 hours. If you have done so, you can hold the symbol and say a short prayer and Solos smiles upon you. Then you gain darkvision for 1 hour. This property cannot be used again until after a long rest. The symbol is warm to the touch. | |
1 | Negotiable | The annoying duck of life saving | uncommon | A duck made of cloth and leather. When squeezed, 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 duck loudly shouts "The secret is temperature!" when you use it's property. |
Note
- The store may also filled with useless bric-a-brac, which the owner will attempt to sell as magical items to unsuspecting punters.