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 | Item | Rarity | Description |
---|---|---|---|---|
1 | Negotiable | Annoying purse of reminiscing | uncommon | This magical purse is embroidered with spirals and swirls. When the final item is removed and the purse is empty 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. The pouch loudly shouts "The secret is area!" when you use it's property. |
1 | Negotiable | Cockatrice figurehead of poisonous glowing | 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, 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. After using the figurehead's property, you must succeed a constitution save, DC 12, or be poisoned for 1 hour. |
1 | Negotiable | Cursed wand of life saving | uncommon | A 10 inch wooden rod, to activate the user must pass a DC12 intelligence check, if successful the next time you are dying at the start of your turn, you stabilize. This effect wears off after a day. 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 | Fleek's over-sized book of instant party tickets | uncommon | A small leather bound booklet contains 8 numbered tickets. When a ticket is torn from the binding, it crumbles to dust and then 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. The tickets is twice as large as an average tickets. |
1 | 501 - 5,000 gp | Horn of blasting | rare | You can use an action to speak the horn's command word and then blow the horn, which emits a thunderous blast in a 30-foot cone that is audible 600 feet away. Each creature in the cone must make a DC 15 Constitution saving throw. On a failed save, a creature takes 5d6 thunder damage and is deafened for 1 minute. On a successful save, a creature takes half as much damage and isn't deafened. Creatures and objects made of glass or crystal have disadvantage on the saving throw and take 10d6 thunder damage instead of 5d6. Each use of the horn's magic has a 20 percent chance of causing the horn to explode. The explosion deals 10d6 fire damage to the blower and destroys the horn. |
1 | Negotiable | Light quill of dwarvish tongue | uncommon | This large magical feather is from an long extinct bird. When dropped with intent, on landing you can speak and understand dwarvish for the next day. This property cannot be used again until after a long rest. The feather feels like it has no weight, almost as if it were an illusion, but is solid to the touch. |
1 | Negotiable | Sands of heavy quiet | uncommon | A small glass sand timer in a wooden frame. When the sands are left to run uninterrupted for 1 minute, it muffles sounds (by 30dB) within a 10ft sphere for 10 minutes. This property cannot be used again until after a long rest. The timer feels unusually heavy, four times the weight of an average timer. |
1 | Negotiable | Truthful fireworks of melody | uncommon | A bundle of 5 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 using the firework's property you cannot tell a deliberate lie 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.