(Store) Thissa's Magical Items

Thissas Magical Items is a store located in Aldrose, owned by Thissa Metiri, that provides only the wealthiest of people with the finest magical apparatus, items, jewels, weapons, trinkets and other gear of magical nature. Thissa's service is so exclusive that people who do not look the part don't even get past the front door. This is guaranteed by the strong arms Thissa employs to keep out the rabble.

The building itself is luxurious from outside and in. An establishment truly fit for a noble. Rooms tastefully decorated with silks, artisan crafted furniture and finest artworks. Floors are sparkling dark stained wood and the stonework the finest gray marble.

First room of Thissa's establishment is the waiting room. The waiting room is already finer than the lounges of most merchant houses furnished with satin divans and silk curtains. In the middle of the room there is a pedestal, on the pedestal there is an extremely heavy looking, locked lead chest. Beyond there are ornate curtains blocking view further in to the store.

Beyond the curtains lies the main room of the store, much larger than most shops. Every wall is filled with pedestals, shelves and stands. On each pedestal and stand is a lock box with a glass pane. Each box is heavily bolted to its shelf, stand and pedestal. In each case is a magic trinket or piece of gear on display. Behind a heavy wooden and glass counter players can encounter Thissa, a heavy set flamboyant woman in an extravagant dress, waving her arms and welcoming her patrons.

Security check:

In the waiting room an attendant asks the guests to check in all their weapons and tools and warns them that it is unwise for them to be holding any magical items for the next step of the security check. Characters are physically patted down by guards as much to discourage any disagreeable behavior inside as to detect any illusions. Any infringement gets the guest thrown out immediately with his gear thrown after him.

Next, the players are subjected to an artifact that projects an aura form dispel, removing any magical buffs, effects and illusions, including those on any magical items still in possession of the players after being patted down. The artifact is a bronze looking spherical object, no larger than a foot across. Parts of it are whirring and rotating around a glowing prism like focal point that projects the dispel. The artifact is held within a thick, locked lead box in the middle of the waiting room. The attendant has the key around his neck on a chain. The lock is DC 22 to open, the key is intricate, not easily copied. While the box is closed, the dispel field does not project outside the box. Any magic items present in the field are temporarily disenchanted, rendering them non-magical for 2 hours. After this characters are ushered in to the store itself. When players leave, their items are returned to them. Any magic items that were confiscated have their magic effects normally, as they were not under the influence of the dispelling aura.

Security:

At the front door of the establishment, there is one guard working as a bouncer, keeping out the rabble. Inside, in the waiting room there are two guards. In the main room there are four guards and an inactive clockwork golem. Upstairs there is the guard captain. Around the main room there are two arcane eyes. The guard captain is concentrating on them, keeping an eye out (get it?). There are two guards patrolling on the outside of the building during night time and one upstairs. The clockwork golem patrols the main room during the night. Guard captain is not present during the night and neither are his arcane eyes.

All the display cases are always kept locked with an arcane lock, that only open voluntarily to Thissa. Every display case is bolted down to the underlying structure. Cases can be broken audibly, knocked or lock picked with any check the DM justifies for the contents of the case. Front door to the shop is arcane locked during the night. Windows are always arcane locked, but also an alarm spell is fixed on them. The lead case for the Arcane Abolisphere also has a 20 foot cube alarm set around it. Tripping any of the alarms alerts the clockwork golem silently, which will immediately search the building. Making any amount of audible noise will alert the golem.

On top of that, each of the magic items is marked with a tracking spell that Thissa can use to scry for its location.

Challenges player need to overcome in order to steal from Thissa:


 * Enter the building without alerting two guards outside.
 * Defeat arcane lock at the front door or any of the windows.
 * Notice and avoid alert spell set on the windows.
 * Evade the patrolling golem.
 * Open arcane locked display cases, or break them alerting the golem.
 * Detecting, dispelling and avoiding the track on the magic items or surviving the consequences.

Notable loot:

Arcane Abolisphere

Skeleton Key

Magic items of the DMs choice in display cases.