Sherman's Mysterious Magic Trinkets Emporium

801 year old Human construction, medium sized

Location: Worsbourne

Owned by: Elisha Sherman

The wooden beams on this 0th Century home are painted white. The dwelling also serves as a Magic Trinkets Emporium.

Occupants

Name Role Age Gender Race Description
Catharine Sherman 57 Female Human She is an elderly human with grey eyes, grey hair in a ponytail, and light pink skin.
Elisha Sherman Shopkeep 53 Male Human He is an elderly human with blue eyes, brown hair in braids, a clean shaven face, and light brown skin.
Ellenor Noble Shopkeep's Apprentice 17 Female Human She is an adolescent human with grey eyes, dark-brown hair in braids, and light brown skin.
Grace Sherman Housekeeper 20 Female Human She is an adult human with blue eyes, long flowing light-brown and grey streaked hair, and light pink skin.
Gregorius Sherman Housekeeper 21 Male Human He is an adult human with brown eyes, short dyed black hair, a goatee, and medium brown skin.
Jocelyn Malone Shopkeep's Apprentice 17 Male Human He is an adolescent human with grey eyes, short strawberry hair in a side parting, and light brown skin.
Judith Sherman Housekeeper 42 Female Human She is an adult human with blue eyes, dyed light-brown hair in braids, and light pink skin.
Osmer Davis Shopkeep's Apprentice 16 Male Human He is an adolescent human with brown eyes, a brown quiff, and medium brown skin.
Otis Sherman Housekeeper 26 Male Human He is an adult human with green eyes, short blond and grey streaked hair in a side parting, a clean shaven face, and light pink skin.

Family Tree

Items for sale

⟳ Re-roll shop stock.

At this location, items are priced between 111% and 117% of their base value.

Available Price Item Rarity Description
1 Negotiable Darkmantle figurehead of cursed fortune 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, 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. 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 Dull purse of blink uncommon This magical purse is embroidered with spirals and swirls. When the final item is removed and the purse is empty it casts the spell Blink, with you as the target. This property cannot be used again until after a long rest. This pouch seems boring somehow.
1 501 - 5,000 gp Figurine of wondrous power (marble elephant) rare A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature. The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions. The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description. Marble Elephant (Rare). This marble statuette is about 4 inches high and long. It can become an elephant for up to 24 hours. Once it has been used, it can't be used again until 7 days have passed.
1 Negotiable Fleek's cold book of reminiscing tickets uncommon A small leather bound booklet contains 11 numbered tickets. When a ticket is torn from the binding, it crumbles to dust and then 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 tickets is cold to the touch.
1 Negotiable Halganon's concealable symbol of calming uncommon A holy symbol of Halganon. In order to use the symbol, you must be a follower of Halganon and have visited a shrine or temple to Halganon in the last 24 hours. If you have done so, you can hold the symbol and say a short prayer and Halganon smiles upon you. Then you feel at peace. This property cannot be used again until after a long rest. When the symbol is in your pack or otherwise stowed away, only you can see it. It can be revealed with detect magic.
1 Negotiable Heavy wrist bands of quiet uncommon This magical bracer is embossed with the command word, "thought". When spoken by the wearer, it muffles sounds (by 30dB) within a 10ft sphere for 10 minutes. This property cannot be used again until after a long rest. The bracer feels unusually heavy, four times the weight of an average bracer.
1 Negotiable Lavish belt of glowing uncommon This leather belt is embossed with runes. When removed it emits a dim orange glow, just barely enough to cover 10 ft. The glow lasts for 1 minute. This property cannot be used again until after a long rest. After use, the item appears highly decorated and valuable for 6 hours.

Note

  • The store may also filled with useless bric-a-brac, which the owner will attempt to sell as magical items to unsuspecting punters.
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