Latebrow's Magical Magic Trinkets Emporium
15 year old Human construction, medium sized
Location: Olcoton
Owned by: Solomon Latebrow
A newly built half-timbered house. The dwelling also serves as a Magic Trinkets Emporium.
Occupants
| Name | Role | Age | Gender | Race | Description |
|---|---|---|---|---|---|
| Ada Latebrow | Medic | 34 | Male | Human | He is an adult human with amber eyes, short blond hair in a side parting, bushy sideburns, and pale white skin. |
| Fargmorg Latebrow-Whitnose | 8 | Female | Human | She is a human child with grey eyes, strawberry hair in a bun, and olive skin. | |
| Fizzglerm Latebrow | 4 | Male | Human | He is a human child with grey eyes, scruffy brown hair, and light brown skin. | |
| Katharine Latebrow-Whitnose | Housekeeper | 40 | Female | Human | She is an adult human with hazel eyes, scruffy light-brown hair, and medium brown skin. |
| Noel Pipeward | Shopkeep's Apprentice | 15 | Male | Human | He is an adolescent human with amber eyes, short dyed black hair, and medium brown skin. |
| Odovacarogo Latebrow | Shopkeep's Apprentice | 13 | Male | Human | He is an adolescent human with green eyes, short light-brown hair, and olive skin. |
| Óini Latebrow-Whitnose | 7 | Female | Human | She is a human child with grey eyes, long brown hair tied back in a knot, and light brown skin. | |
| Olivia Whitnose | Shopkeep's Apprentice | 12 | Female | Human | She is an adolescent human with amber eyes, long tied back strawberry hair, and light pink skin. |
| Solomon Latebrow | Shopkeep | 51 | Male | Human | He is an elderly human with grey eyes, silver hair in braids, bushy sideburns, and olive skin. |
Family Tree
- Solomon Latebrow (♂/51) + Katharine Latebrow-Whitnose (♀/40/Solomon's wife)
- Fargmorg Latebrow-Whitnose (♀/8/Solomon's daughter)
- Óini Latebrow-Whitnose (♀/7/Solomon's daughter)
- Fizzglerm Latebrow (♂/4/Solomon's son)
- Ada Latebrow (♂/34/Solomon's brother)
Items for sale
At this location, items are priced between 91% and 117% of their base value.
| Available | Price | Value | Item | Rarity | Description | Weight |
|---|---|---|---|---|---|---|
| 1 | Negotiable | Candle of warm calming | uncommon | This magical candle can be lit for a total of 13 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 is warm to the touch. | ||
| 1 | Negotiable | Cold amber knock fish | uncommon | A small fish carved of amber. A command word "fact" is scratched on the design. If you speak the word, it unlocks the nearest locked door within 30 ft. This property cannot be used again until after a long rest. The fish is cold to the touch. | ||
| 1 | Negotiable | Concealable belt of truesight | uncommon | This leather belt is embossed with runes. When removed you gain truesight for 1 minute. This property cannot be used again until after a long rest. When the belt is in your pack or otherwise stowed away, only you can see it. It can be revealed with detect magic. | ||
| 1 | Negotiable | Halganon's giving symbol of navigation | uncommon | A holy symbol of Halganon. In order to use the symbol, you must be a follower of Halganon and have visited a shrine or temple to Halganon in the last 24 hours. If you have done so, you can hold the symbol and say a short prayer and Halganon smiles upon you. Then the direction of true north is clear in your mind. This property cannot be used again until after a long rest. After 100 days, the symbol's property stops working. If the symbol finds a new owner that has not owned it before, the property will work again. | ||
| 1 | Negotiable | Lavish fireworks of instant party | uncommon | A bundle of 4 fireworks. When a firework is lit and allowed to explode, a pitcher containing 2 gallons of ale and 8 empty cups appear nearby. The pitcher, cups and any remaining ale disappear after 3 hours. This property cannot be used again until after a long rest. After use, the item appears highly decorated and valuable for 6 hours. | ||
| 1 | Negotiable | Needy gender 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, you become the gender of your choice until your next long rest. If you repeat this effect for 14 days, the change becomes permanent. This property cannot be used again until after a long rest. This magic item requires attunement. (See 'Attunement' in the SRD.) | 2 lbs. | |
| 1 | Negotiable | Pristine crown of the darkvision king | uncommon | A smooth silver band, when placed upon the head you gain darkvision for 1 hour. This property cannot be used again until after a long rest. The crown is in pristine condition. | ||
| 1 | 16 gp | 15 gp | Scroll of Fire Bolt | common | A spell scroll bears the words of the Cantrip 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 10. 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 10. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed. | |
| 1 | Negotiable | The cursed dice of blink | uncommon | Two cubes made of bone, with mysterious markings on each face. Role the dice, if the symbols match, it casts the spell Blink, with you as the target. This property cannot be used again until after a long rest. After each use the GM should roll a d20. On a 1, a misfortune befalls the user. The nature of the misfortune is at the discretion of the GM. | ||
| 1 | Negotiable | The dull wizard's hat of giant tongue | uncommon | This wizard's hat has it's command word "temperature" stitched on a label on the inside. When worn by a wizard, if you speak the command word, you can speak and understand giant for the next day. This property cannot be used again until after a long rest. This hat seems boring somehow. | ||
| 1 | Negotiable | The poisonous duck of critters | uncommon | A duck made of cloth and leather. When squeezed, up to a dozen nearby small woodland creatures are attracted to the duck. They are charmed for 1 minute. This property only works while in woodlands. This property cannot be used again until after a long rest. After using the duck's property, you must succeed a constitution save, DC 12, or be poisoned 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.