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 |
|---|---|---|---|---|
| 1 | Negotiable | Annoying quill of haste | uncommon | This large magical feather is from an long extinct bird. When dropped with intent, on landing your movement speed is doubled for 1 minute. This property cannot be used again until after a long rest. The feather loudly shouts "The secret is role!" when you use it's property. |
| 1 | Negotiable | Candle of heavy calming | uncommon | This magical candle can be lit for a total of 10 minutes before it burns down. When lit and left burning for at least 1 minute, you feel at peace. This property cannot be used again until after a long rest. The candle feels unusually heavy, four times the weight of an average candle. |
| 1 | Negotiable | Disappearing awareness chalk | uncommon | This stick of white chalk comes with an attached label bearing it's command word, "bird". The stick is long enough to write "bird" 11 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. After each use the GM should roll a d20. On a 1, the chalk goes missing the next time it is stowed away. |
| 1 | Negotiable | Fleek's needy book of darkvision tickets | uncommon | A small leather bound booklet contains 3 numbered tickets. When a ticket is torn from the binding, it crumbles to dust and then you gain darkvision for 1 hour. This property cannot be used again until after a long rest. This magic item requires attunement. (See 'Attunement' in the SRD.) |
| 1 | Negotiable | Over-sized silver truesight penny | uncommon | This silver penny has the crest of Jatrad on one side, and is blank on the other. When you flip it, you gain truesight for 1 minute. This property cannot be used again until after a long rest. The coin is twice as large as an average coin. |
| 1 | 101 - 500 gp | Pipes of haunting | uncommon | You must be proficient with wind instruments to use these pipes. They have 3 charges. You can use an action to play them and expend 1 charge to create an eerie, spellbinding tune. Each creature within 30 feet of you that hears you play must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. If you wish, all creatures in the area that aren't hostile toward you automatically succeed on the saving throw. A creature that fails the saving throw can repeat it at the end of each of its turns, ending the effect on itself on a success. A creature that succeeds on its saving throw is immune to the effect of these pipes for 24 hours. The pipes regain 1d3 expended charges daily at dawn. |
| 1 | Negotiable | Sands of subtle glowing | uncommon | A small glass sand timer in a wooden frame. When the sands are left to run uninterrupted for 1 minute, 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. The timer is hidden from detect magic. |
Note
- The store may also filled with useless bric-a-brac, which the owner will attempt to sell as magical items to unsuspecting punters.