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 | Value | Item | Rarity | Description | Weight |
---|---|---|---|---|---|---|
1 | 24 gp | 22 gp | Blowgun +1 | uncommon |
A Martial Ranged weapon. 1d1
+ 1 piercing damage.
Range: 25/100.
Properties:
Ammunition, Loading, Magic
You have a +1 bonus to your attack and damage when wielding this Blowgun. The craftmanship of this weapon identifies it as a masterwork. |
1 lb. |
1 | Negotiable | Book of fortune halfling poetry | uncommon | A book containing poetry written in halfling. If you read one of the poems aloud, the next attack roll, ability check or saving throw you make is with advantage. This property cannot be used again until after a long rest. | ||
1 | Negotiable | Candle of heavy navigation | uncommon | This magical candle can be lit for a total of 7 minutes before it burns down. When lit and left burning for at least 1 minute, the direction of true north is clear in your mind. This property cannot be used again until after a long rest. The candle feels unusually heavy, four times the weight of an average candle. | ||
1 | Negotiable | Cold crown of the knock king | uncommon | A smooth silver band, when placed upon the head it unlocks the nearest locked door within 30 ft. This property cannot be used again until after a long rest. The crown is cold to the touch. | ||
1 | Negotiable | Cursed shoe of glowing | uncommon | This magical shoe fits any foot, and matches any outfit. If worn, when you click your heels together, 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 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 disappearing book of reminiscing tickets | uncommon | A small leather bound booklet contains 7 numbered tickets. When a ticket is torn from the binding, it crumbles to dust and then 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. After each use the GM should roll a d20. On a 1, the tickets goes missing the next time it is stowed away. | ||
1 | Negotiable | Gaia's truthful symbol of critters | uncommon | A holy symbol of Gaia. In order to use the symbol, you must be a follower of Gaia and have visited a shrine or temple to Gaia in the last 24 hours. If you have done so, you can hold the symbol and say a short prayer and Gaia smiles upon you. Then up to a dozen nearby small woodland creatures are attracted to the symbol. 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 symbol's property you cannot tell a deliberate lie for 1 hour. | ||
1 | Negotiable | Humming cup of truesight | uncommon | This simple wooden cup appears completely unremarkable. When drunk from, you gain truesight for 1 minute. This property cannot be used again until after a long rest. The cup makes a very slight humming sound at all times. | ||
1 | Negotiable | Light wand of mana | uncommon | A 10 inch wooden rod, to activate the user must pass a DC12 intelligence check, if successful if you are a spellcaster, you may cast one of your level 1 spells without spending a spell-slot. This property cannot be used again until after a long rest. The wand feels like it has no weight, almost as if it were an illusion, but is solid to the touch. | ||
1 | Negotiable | Pristine wrist bands of Worg disguise | uncommon | This magical bracer is embossed with the command word, "understanding". When spoken by the wearer, a magical illusion disguises you as a Worg for 10 minutes. You don't gain any of its abilities. The illusion ends for if you attack, cast a spell, or make physical contact with another creature. This property cannot be used again until after a long rest. The bracer is in pristine condition. | ||
1 | Negotiable | Small belt of soothing | uncommon | This leather belt is embossed with runes. When removed you regain 1d4 hit-points. This property cannot be used again until after a long rest. The belt is half the size of a typical belt. | ||
1 | Negotiable | The warm duck of common tongue | uncommon | A duck made of cloth and leather. When squeezed, you can speak and understand common for the next day. This property cannot be used again until after a long rest. The duck is warm to the touch. | ||
1 | Negotiable | Unreliable fireworks of darkvision | uncommon | A bundle of 5 fireworks. When a firework is lit and allowed to explode, you gain darkvision for 1 hour. This property cannot be used again until after a long rest. When the firework's property is used, roll a d20. On a 5 or below, it fails to work. The property cannot be used again until after a long rest. | ||
1 | Negotiable | Worg figurehead of giving quiet | uncommon | A ship's figurehead in the shape of a Worg. (A ship can only have one magical figurehead.) While at the wheel of a ship with the Worg figurehead attached, if you concentrate your mind, it muffles sounds (by 30dB) within a 10ft sphere for 10 minutes. This property cannot be used again until after a long rest. After 100 days, the figurehead's property stops working. If the figurehead finds a new owner that has not owned it before, the property will work again. |
Note
- The store may also filled with useless bric-a-brac, which the owner will attempt to sell as magical items to unsuspecting punters.