Luther's Magic Trinkets Emporium
467 year old Human construction, small sized
Location: Port Dudheath Town
Owned by: Luther Woodruff
A small brick house, painted white. The dwelling also serves as a Magic Trinkets Emporium.
Occupants
| Name | Role | Age | Gender | Race | Description |
|---|---|---|---|---|---|
| Annie Bray | 1 | Female | Human | She is an infant human with grey eyes, wisps of strawberry hair, and olive skin. | |
| Anton Bray the 2nd | 7 | Male | Human | He is a human child with brown eyes, a black quiff, and dark brown skin. | |
| Kathleen Bray | Housekeeper | 30 | Female | Human | She is an adult human with grey eyes, long curly dyed auburn hair, and olive skin. |
| Luther Woodruff | Shopkeep | 64 | Male | Human | He is an elderly human with grey eyes, scruffy silver hair, a clean shaven face, and light brown skin. |
| Matild Woodruff | Housekeeper | 19 | Female | Human | She is an adult human with grey eyes, long auburn hair tied back in a knot, and olive skin. |
| Rachel Bray | 4 | Female | Human | She is a human child with grey eyes, red hair in a bun, and olive skin. | |
| Timothy Bray | Shopkeep's Assistant | 35 | Male | Human | He is an adult human with amber eyes, short curly red hair, a goatee, and light pink skin. |
Family Tree
- Luther Woodruff (♂/64)
- Kathleen Bray nee Woodruff (♀/30/Luther's daughter) + Timothy Bray (♂/35/Luther's son in-law)
- Anton Bray the 2nd (♂/7/Luther's grandson)
- Rachel Bray (♀/4/Luther's granddaughter)
- Annie Bray (♀/1/Luther's granddaughter)
- Matild Woodruff (♀/19/Luther's daughter)
Items for sale
At this location, items are priced between 84% and 102% of their base value.
| Available | Price | Value | Item | Rarity | Description |
|---|---|---|---|---|---|
| 1 | Negotiable | Cockatrice figurehead of annoying darkvision | uncommon | A ship's figurehead in the shape of a Cockatrice. (A ship can only have one magical figurehead.) While at the wheel of a ship with the Cockatrice figurehead attached, if you concentrate your mind, you gain darkvision for 1 hour. This property cannot be used again until after a long rest. The figurehead loudly shouts "The secret is fishing!" when you use it's property. | |
| 1 | Negotiable | Gaia's dull symbol of mana | uncommon | A holy symbol of Gaia. In order to use the symbol, you must be a follower of Gaia and have visited a shrine or temple to Gaia in the last 24 hours. If you have done so, you can hold the symbol and say a short prayer and Gaia smiles upon you. Then if you are a spellcaster, you may cast one of your level 1 spells without spending a spell-slot. This property cannot be used again until after a long rest. This symbol seems boring somehow. | |
| 1 | Negotiable | Heavy awareness chalk | uncommon | This stick of white chalk comes with an attached label bearing it's command word, "failure". The stick is long enough to write "failure" 4 times. When you use the stick to write the command word, 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 chalk feels unusually heavy, four times the weight of an average chalk. | |
| 1 | Negotiable | Humming wrist bands of truesight | uncommon | This magical bracer is embossed with the command word, "idea". When spoken by the wearer, you gain truesight for 1 minute. This property cannot be used again until after a long rest. The bracer makes a very slight humming sound at all times. | |
| 1 | Negotiable | Lucky cup of reminiscing | uncommon | This simple wooden cup appears completely unremarkable. When drunk from, 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 | 250 gp | 250 gp | Scroll of See Invisibility | 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. |
Note
- The store may also filled with useless bric-a-brac, which the owner will attempt to sell as magical items to unsuspecting punters.