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 | Item | Rarity | Description | Weight |
|---|---|---|---|---|---|
| 1 | Negotiable | Giving fireworks of melody | uncommon | A bundle of 6 fireworks. When a firework is lit and allowed to explode, 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 firework. This property cannot be used again until after a long rest. After 100 days, the firework's property stops working. If the firework finds a new owner that has not owned it before, the property will work again. | |
| 1 | Negotiable | Griffon figurehead of over-sized awareness | uncommon | A ship's figurehead in the shape of a Griffon. (A ship can only have one magical figurehead.) While at the wheel of a ship with the Griffon figurehead attached, if you concentrate your mind, 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 figurehead is twice as large as an average figurehead. | |
| 1 | Negotiable | Lucky chilling chalk | uncommon | This stick of white chalk comes with an attached label bearing it's command word, "economics". The stick is long enough to write "economics" 9 times. When you use the stick to write the command word, 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. 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 | Navigation 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 direction of true north is clear in your mind. This property cannot be used again until after a long rest. | 2 lbs. |
| 1 | Negotiable | The heavy duck of Rust Monster disguise | uncommon | A duck made of cloth and leather. When squeezed, a magical illusion disguises you as a Rust Monster 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. The duck feels unusually heavy, four times the weight of an average duck. | |
| 1 | 101 - 500 gp | Wind fan | uncommon | While holding this fan, you can use an action to cast the spell (save DC 13) from it. Once used, the fan shouldn't be used again until the next dawn. Each time it is used again before then, it has a cumulative 20 percent chance of not working and tearing into useless, nonmagical tatters. |
Note
- The store may also filled with useless bric-a-brac, which the owner will attempt to sell as magical items to unsuspecting punters.