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
- Elisha Sherman (♂/53) + Catharine Sherman nee Hardy (♀/57/Elisha's wife)
- Otis Sherman (♂/26/Elisha's son) + Gregorius Sherman nee Ashley (♂/21/Elisha's son in-law)
- Grace Sherman (♀/20/Elisha's daughter)
- Judith Sherman (♀/42/Elisha's sister)
Items for sale
At this location, items are priced between 111% and 117% of their base value.
| Available | Price | Value | Item | Rarity | Description | Weight |
|---|---|---|---|---|---|---|
| 1 | Negotiable | Cold medal of chilling | uncommon | This medal was awarded for bravery defending None. When polished, 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 medal is cold to the touch. | ||
| 1 | Negotiable | Cursed book of dwarvish tongue dwarvish poetry | uncommon | A book containing poetry written in dwarvish. If you read one of the poems aloud, you can speak and understand dwarvish for the next day. 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 | Darkmantle figurehead of annoying life saving | 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 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 figurehead loudly shouts "The secret is army!" when you use it's property. | ||
| 1 | Negotiable | Dull glove of Doppelganger disguise | uncommon | This magical glove fits any hand, and matches any outfit. If worn, when you click your fingers, 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. This glove seems boring somehow. | ||
| 1 | Negotiable | Giving wrist bands of darkness | uncommon | This magical bracer is embossed with the command word, "idea". When spoken by the wearer, 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 100 days, the bracer's property stops working. If the bracer finds a new owner that has not owned it before, the property will work again. | ||
| 1 | Negotiable | Lucky silver darkvision penny | uncommon | This silver penny has the crest of Broaye on one side, and is blank on the other. When you flip it, you gain darkvision for 1 hour. 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 | Negotiable | Needy melody chalk | uncommon | This stick of white chalk comes with an attached label bearing it's command word, "income". The stick is long enough to write "income" 8 times. When you use the stick to write the command word, it plays a sweet melody. The melody can be heard from 100 ft away. The music can be stopped by anyone who can touch the chalk. This property cannot be used again until after a long rest. This magic item requires attunement. (See 'Attunement' in the SRD.) | ||
| 1 | Negotiable | Sands of small blink | uncommon | A small glass sand timer in a wooden frame. When the sands are left to run uninterrupted for 1 minute, it casts the spell Blink, with you as the target. This property cannot be used again until after a long rest. The timer is half the size of a typical timer. | ||
| 1 | 26 gp | 22 gp | Shortsword +1 | uncommon |
A Martial Melee weapon. 1d6
+ 1 piercing damage.
Range: 5.
Properties:
Finesse, Light, Monk, Magic
You have a +1 bonus to your attack and damage when wielding this Shortsword. The craftmanship of this weapon identifies it as a masterwork. |
2 lbs. |
| 1 | Negotiable | The light duck of calming | uncommon | A duck made of cloth and leather. When squeezed, you feel at peace. This property cannot be used again until after a long rest. The duck feels like it has no weight, almost as if it were an illusion, but is solid to the touch. | ||
| 1 | Negotiable | Vastra's disappearing symbol of gender | uncommon | A holy symbol of Vastra. In order to use the symbol, you must be a follower of Vastra and have visited a shrine or temple to Vastra in the last 24 hours. If you have done so, you can hold the symbol and say a short prayer and Vastra smiles upon you. Then 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. After each use the GM should roll a d20. On a 1, the symbol goes missing the next time it is stowed away. | ||
| 1 | Negotiable | Warm cup of warming | uncommon | This simple wooden cup appears completely unremarkable. When drunk from, 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 cup is warm to the touch. |
Note
- The store may also filled with useless bric-a-brac, which the owner will attempt to sell as magical items to unsuspecting punters.