Owens' Discount Magic Trinkets Emporium
126 year old Human construction, medium sized
Location: Amerby
Owned by: Josephine Owens
A rough hewn stone building. The dwelling also serves as a Magic Trinkets Emporium.
Occupants
Name | Role | Age | Gender | Race | Description |
---|---|---|---|---|---|
Alan Abrams the 2nd | Shopkeep's Apprentice | 13 | Male | Human | He is an adolescent human with brown eyes, long curly dyed strawberry hair, and medium brown skin. |
Beulah Abrams | Medic | 37 | Female | Human | She is an adult human with amber eyes (behind a pair of spectacles), brown hair in a plait, and light brown skin. |
Brinley Owens the 2nd | 10 | Male | Human | He is a human child with amber eyes, short dark-brown hair in a side parting, and medium brown skin. | |
Fulke Abrams | Housekeeper | 35 | Male | Human | He is an adult human with amber eyes, a dark-brown quiff, a full beard, and light brown skin. |
Josephine Owens | Shopkeep | 46 | Female | Human | She is an adult human with amber eyes, dark-brown hair in a ponytail, and medium brown skin. |
Lavina Abrams | Shopkeep's Apprentice | 16 | Female | Human | She is an adolescent human with brown eyes, long styled dark-brown hair, and medium brown skin. |
Lois Lightsh | Shopkeep's Apprentice | 36 | Female | Elf | She is an adolescent elf with brown eyes, long curly dyed white hair, and medium brown skin. |
Seth Lancaster the 2nd | Shopkeep's Apprentice | 13 | Male | Human | He is an adolescent human with brown eyes, short dyed strawberry hair, and medium brown skin. |
Walding Owens | 52 | Male | Human | He is an elderly human with amber eyes (behind a pair of spectacles), very short grey hair, a clean shaven face, and medium brown skin. |
Family Tree
- Josephine Owens nee Abrams (♀/46) + Walding Owens (♂/52/Josephine's husband)
- Brinley Owens the 2nd (♂/10/Josephine's son)
- Beulah Abrams nee Decker (♀/37/Josephine's father in-law's daughter) + Fulke Abrams (♂/35/Josephine's father in-law's son in-law)
Items for sale
At this location, items are priced between 88% and 114% of their base value.
Available | Price | Item | Rarity | Description |
---|---|---|---|---|
1 | Negotiable | Giving wrist bands of truesight | uncommon | This magical bracer is embossed with the command word, "story". When spoken by the wearer, you gain truesight for 1 minute. This property cannot be used again until after a long rest. After 100 days, the bracer's property stops working. If the bracer finds a new owner that has not owned it before, the property will work again. |
1 | 501 - 5,000 gp | Heward’s handy haversack | rare | This backpack has a central pouch and two side pouches, each of which is an extradimensional space. Each side pouch can hold up to 20 pounds of material, not exceeding a volume of 2 cubic feet. The large central pouch can hold up to 8 cubic feet or 80 pounds of material. The backpack always weighs 5 pounds, regardless of its contents. Placing an object in the haversack follows the normal rules for interacting with objects. Retrieving an item from the haversack requires you to use an action. When you reach into the haversack for a specific item, the item is always magically on top. The haversack has a few limitations. If it is overloaded, or if a sharp object pierces it or tears it, the haversack ruptures and is destroyed. If the haversack is destroyed, its contents are lost forever, although an artifact always turns up again somewhere. If the haversack is turned inside out, its contents spill forth, unharmed, and the haversack must be put right before it can be used again. If a breathing creature is placed within the haversack, the creature can survive for up to 10 minutes, after which time it begins to suffocate. Placing the haversack inside an extradimensional space created by a bag of holding, portable hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened. |
1 | Negotiable | Light amber knock fish | uncommon | A small fish carved of amber. A command word "thought" 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 feels like it has no weight, almost as if it were an illusion, but is solid to the touch. |
1 | Negotiable | Over-sized book of darkvision draconic poetry | uncommon | A book containing poetry written in draconic. If you read one of the poems aloud, you gain darkvision for 1 hour. This property cannot be used again until after a long rest. The book is twice as large as an average book. |
1 | Negotiable | Poisonous fireworks of melody | uncommon | A bundle of 4 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 must succeed a constitution save, DC 12, or be poisoned for 1 hour. |
1 | Negotiable | Sands of dull awareness | uncommon | A small glass sand timer in a wooden frame. When the sands are left to run uninterrupted for 1 minute, you may add a +2 bonus to the next initiative roll you make. This property cannot be used again until after a long rest. This timer seems boring somehow. |
1 | Negotiable | The disappearing duck of soothing | uncommon | A duck made of cloth and leather. When squeezed, you regain 1d4 hit-points. This property cannot be used again until after a long rest. After each use the GM should roll a d20. On a 1, the duck goes missing the next time it is stowed away. |
1 | Negotiable | The truthful wizard's hat of haste | uncommon | This wizard's hat has it's command word "news" stitched on a label on the inside. When worn by a wizard, if you speak the command word, your movement speed is doubled for 1 minute. This property cannot be used again until after a long rest. After using the hat'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.