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

Items for sale

⟳ Re-roll shop stock.

At this location, items are priced between 91% and 117% of their base value.

Available Price Value Item Rarity Description
1 Negotiable Annoying book of darkvision halfling poetry uncommon A book containing poetry written in halfling. 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 loudly shouts "The secret is meat!" when you use it's property.
1 Negotiable Candle of poisonous goblin tongue 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, you can speak and understand goblin for the next day. This property cannot be used again until after a long rest. After using the candle's property, you must succeed a constitution save, DC 12, or be poisoned for 1 hour.
1 Negotiable Cold glove of darkness uncommon This magical glove fits any hand, and matches any outfit. If worn, when you click your fingers, a darkness shrouds a 5 ft area around object as if a shadow were being cast by a large solid object placed between it and the nearest source of light. The darkness is magical and follows the same rules as the Darkness spell. The effect lasts 10 minutes. This property cannot be used again until after a long rest. The glove is cold to the touch.
1 Negotiable Concealable cup of critters uncommon This simple wooden cup appears completely unremarkable. When drunk from, up to a dozen nearby small woodland creatures are attracted to the cup. They are charmed for 1 minute. This property only works while in woodlands. This property cannot be used again until after a long rest. When the cup is in your pack or otherwise stowed away, only you can see it. It can be revealed with detect magic.
1 Negotiable Disappearing warming chalk uncommon This stick of white chalk comes with an attached label bearing it's command word, "method". The stick is long enough to write "method" 10 times. When you use the stick to write the command word, the ambient temperature increases by up to 20ºF (10ºC) in a 10ft sphere emanating from the object lasting 10 minutes. The item will have no further effect at temperatures above 95ºF (35ºC.) This property cannot be used again until after a long rest. After each use the GM should roll a d20. On a 1, the chalk goes missing the next time it is stowed away.
1 Negotiable Heavy purse of life saving uncommon This magical purse is embroidered with spirals and swirls. When the final item is removed and the purse is empty 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. The pouch feels unusually heavy, four times the weight of an average pouch.
1 Negotiable Lucky amber truesight fish uncommon A small fish carved of amber. A command word "music" is scratched on the design. If you speak the word, you gain truesight 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 20, a the user is also blessed as with the Bless spell.
1 Negotiable Pebble of gender uncommon The pebble is smooth and feels comforting to hold. A universe of natural beauty patterns the surface. Study the pebble for 2 minutes uninterrupted and you become the gender of your choice until your next long rest. If you repeat this effect for 14 days, the change becomes permanent. This property cannot be used again until after a long rest.
1 Negotiable Pristine wand of navigation uncommon A 10 inch wooden rod, to activate the user must pass a DC12 intelligence check, if successful the direction of true north is clear in your mind. This property cannot be used again until after a long rest. The wand is in pristine condition.
1 Negotiable Sands of subtle chilling uncommon A small glass sand timer in a wooden frame. When the sands are left to run uninterrupted for 1 minute, the ambient temperature is reduced by up to 20ºF (10ºC) in a 10ft sphere emanating from the object lasting 10 minutes. The item will have no further effect at temperatures of below 40ºF (5ºC.) This property cannot be used again until after a long rest. The timer is hidden from detect magic.
1 24 gp 25 gp Scroll of False Life common A spell scroll bears the words of the 1st-level spell, written in a mystical cipher. If the spell is on your class's spell list, you can use an action to read the scroll and cast its spell without having to provide any of the spell's components. Otherwise, the scroll is unintelligible. If the spell needs a save DC, it is 13. If it needs an attack bonus, it is 5. If the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC is 11. On a failed check, the spell disappears from the scroll with no other effect. Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust. This wizard spell can be copied just as spells in spellbooks can be copied. To copy the spell, the copier must succeed on an Intelligence (Arcana) check with DC 11. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed.
1 Negotiable Small silver knock penny uncommon This silver penny has the crest of Jatrad on one side, and is blank on the other. When you flip it, it unlocks the nearest locked door within 30 ft. This property cannot be used again until after a long rest. The coin is half the size of a typical coin.
1 Negotiable The robust wizard's hat of Rust Monster disguise uncommon This wizard's hat has it's command word "variety" stitched on a label on the inside. When worn by a wizard, if you speak the command word, a magical illusion disguises you as a Rust Monster 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 hat cannot be destroyed by non-magical means.
1 Negotiable Truthful quill of quiet uncommon This large magical feather is from an long extinct bird. When dropped with intent, on landing it muffles sounds (by 30dB) within a 10ft sphere for 10 minutes. This property cannot be used again until after a long rest. After using the feather'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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