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 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.
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