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

Items for sale

⟳ Re-roll shop stock.

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.
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