Shaffer's Discount Magic Trinkets Emporium
150 year old Human construction, small sized
Location: Arnorworth
Owned by: Margareta Shaffer
The wooden beams on this 7th Century home are painted white. A bowl containing apples sits on a table. The dwelling also serves as a Magic Trinkets Emporium.
Occupants
| Name | Role | Age | Gender | Race | Description |
|---|---|---|---|---|---|
| Jemima Shaffer | 6 | Female | Human | She is a human child with amber eyes, long dark-brown hair with a fringe cut, and medium brown skin. | |
| Kezia Purdy | Shopkeep's Apprentice | 14 | Female | Human | She is an adolescent human with grey eyes, long styled strawberry hair, and light brown skin. |
| Leo Shaffer | 0 | Male | Human | He is an infant human with brown eyes, a bald head, and medium brown skin. | |
| Margareta Shaffer | Shopkeep | 27 | Female | Human | She is an adult human with brown eyes (behind a pair of spectacles), long flowing dark-brown hair, and medium brown skin. |
| Miles Guthrie | Shopkeep's Apprentice | 14 | Male | Human | He is an adolescent human with brown eyes, short curly dark-brown hair, and medium brown skin. |
| Osbert Shaffer the 2nd | 3 | Male | Human | He is a human child with grey eyes, long curly dark-brown hair, and light brown skin. | |
| Ringerus Shaffer | 7 | Male | Human | He is a human child with amber eyes, dark-brown hair in braids, and light brown skin. | |
| Sargent Lonnie Shaffer | Watchman | 27 | Male | Human | He is an adult human with amber eyes, scruffy dyed dark-brown hair, bushy sideburns, and medium brown skin. |
Family Tree
- Margareta Shaffer (♀/27) + Sargent Lonnie Shaffer (♂/27/Margareta's husband)
- Ringerus Shaffer (♂/7/Margareta's son)
- Jemima Shaffer (♀/6/Margareta's daughter)
- Osbert Shaffer the 2nd (♂/3/Margareta's son)
- Leo Shaffer (♂/0/Margareta's son)
Items for sale
At this location, items are priced between 94% and 98% of their base value.
| Available | Price | Value | Item | Rarity | Description | Weight |
|---|---|---|---|---|---|---|
| 1 | Negotiable | Disappearing warming 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, 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. After each use the GM should roll a d20. On a 1, the lute goes missing the next time it is stowed away. | 2 lbs. | |
| 1 | Negotiable | Humming pebble of reminiscing | uncommon | The pebble is smooth and feels comforting to hold. A universe of natural beauty patterns the surface. Study the pebble for 2 minutes uninterrupted and 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 pebble makes a very slight humming sound at all times. | ||
| 1 | Negotiable | Sands of poisonous calming | uncommon | A small glass sand timer in a wooden frame. When the sands are left to run uninterrupted for 1 minute, you feel at peace. This property cannot be used again until after a long rest. After using the timer's property, you must succeed a constitution save, DC 12, or be poisoned for 1 hour. | ||
| 1 | 24 gp | 25 gp | Scroll of False Life | common | A spell scroll bears the words of the 1st-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 11. 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 11. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed. | |
| 1 | Negotiable | Truthful wand of glowing | uncommon | A 10 inch wooden rod, to activate the user must pass a DC12 intelligence check, if successful 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 using the wand's property you cannot tell a deliberate lie for 1 hour. |
Note
- The store may also filled with useless bric-a-brac, which the owner will attempt to sell as magical items to unsuspecting punters.