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
- Solomon Latebrow (♂/51) + Katharine Latebrow-Whitnose (♀/40/Solomon's wife)
- Fargmorg Latebrow-Whitnose (♀/8/Solomon's daughter)
- Óini Latebrow-Whitnose (♀/7/Solomon's daughter)
- Fizzglerm Latebrow (♂/4/Solomon's son)
- Ada Latebrow (♂/34/Solomon's brother)
Items for sale
At this location, items are priced between 91% and 117% of their base value.
Available | Price | Value | Item | Rarity | Description |
---|---|---|---|---|---|
1 | Negotiable | Cold medal of chilling | uncommon | This medal was awarded for bravery defending None. When polished, 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 medal is cold to the touch. | |
1 | Negotiable | Needy quill of soothing | uncommon | This large magical feather is from an long extinct bird. When dropped with intent, on landing you regain 1d4 hit-points. This property cannot be used again until after a long rest. This magic item requires attunement. (See 'Attunement' in the SRD.) | |
1 | Negotiable | Poisonous crown of the navigation king | uncommon | A smooth silver band, when placed upon the head the direction of true north is clear in your mind. This property cannot be used again until after a long rest. After using the crown's property, you must succeed a constitution save, DC 12, or be poisoned for 1 hour. | |
1 | Negotiable | Pristine wrist bands of awareness | uncommon | This magical bracer is embossed with the command word, "thanks". When spoken by the wearer, you may add a +2 bonus to the next initiative roll you make. This property cannot be used again until after a long rest. The bracer is in pristine condition. | |
1 | Negotiable | Sands of giving life saving | uncommon | A small glass sand timer in a wooden frame. When the sands are left to run uninterrupted for 1 minute, 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. After 100 days, the timer's property stops working. If the timer finds a new owner that has not owned it before, the property will work again. | |
1 | 280 gp | 250 gp | Scroll of Alter Self | uncommon | A spell scroll bears the words of the 2nd-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 12. 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 12. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed. |
1 | Negotiable | Small glove of reminiscing | uncommon | This magical glove fits any hand, and matches any outfit. If worn, when you click your fingers, 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. The glove is half the size of a typical glove. | |
1 | Negotiable | Subtle 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. The pebble is hidden from detect magic. | |
1 | Negotiable | The concealable duck of instant party | uncommon | A duck made of cloth and leather. When squeezed, a pitcher containing 2 gallons of ale and 8 empty cups appear nearby. The pitcher, cups and any remaining ale disappear after 3 hours. This property cannot be used again until after a long rest. When the duck is in your pack or otherwise stowed away, only you can see it. It can be revealed with detect magic. | |
1 | Negotiable | The dull wizard's hat of darkness | uncommon | This wizard's hat has it's command word "road" stitched on a label on the inside. When worn by a wizard, if you speak the command word, 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. This hat seems boring somehow. | |
1 | Negotiable | Unreliable darkvision chalk | uncommon | This stick of white chalk comes with an attached label bearing it's command word, "power". The stick is long enough to write "power" 10 times. When you use the stick to write the command word, you gain darkvision for 1 hour. This property cannot be used again until after a long rest. When the chalk'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. |
Note
- The store may also filled with useless bric-a-brac, which the owner will attempt to sell as magical items to unsuspecting punters.