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 | Item | Rarity | Description |
|---|---|---|---|---|
| 1 | Negotiable | Candle of annoying soothing | 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 regain 1d4 hit-points. This property cannot be used again until after a long rest. The candle loudly shouts "The secret is temperature!" when you use it's property. |
| 1 | 501 - 5,000 gp | Chime of opening | rare | This hollow metal tube measures about 1 foot long and weighs 1 pound. You can strike it as an action, pointing it at an object within 120 feet of you that can be opened, such as a door, lid, or lock. The chime issues a clear tone, and one lock or latch on the object opens unless the sound can't reach the object. If no locks or latches remain, the object itself opens. The chime can be used ten times. After the tenth time, it cracks and becomes useless. |
| 1 | Negotiable | Cold quill of critters | uncommon | This large magical feather is from an long extinct bird. When dropped with intent, on landing up to a dozen nearby small woodland creatures are attracted to the feather. They are charmed for 1 minute. This property only works while in woodlands. This property cannot be used again until after a long rest. The feather is cold to the touch. |
| 1 | Negotiable | Disappearing wrist bands of darkness | uncommon | This magical bracer is embossed with the command word, "reading". When spoken by the wearer, 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. After each use the GM should roll a d20. On a 1, the bracer goes missing the next time it is stowed away. |
| 1 | Negotiable | Heavy glove of blink | uncommon | This magical glove fits any hand, and matches any outfit. If worn, when you click your fingers, it casts the spell Blink, with you as the target. This property cannot be used again until after a long rest. The glove feels unusually heavy, four times the weight of an average glove. |
| 1 | Negotiable | Rust Monster figurehead of dull navigation | uncommon | A ship's figurehead in the shape of a Rust Monster. (A ship can only have one magical figurehead.) While at the wheel of a ship with the Rust Monster figurehead attached, if you concentrate your mind, the direction of true north is clear in your mind. This property cannot be used again until after a long rest. This figurehead seems boring somehow. |
| 1 | Negotiable | The duck of reminiscing | uncommon | A duck made of cloth and leather. When squeezed, 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. |
| 1 | Negotiable | The humming dice of Harpy disguise | uncommon | Two cubes made of bone, with mysterious markings on each face. Role the dice, if the symbols match, a magical illusion disguises you as a Harpy 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 dice makes a very slight humming sound at all times. |
| 1 | Negotiable | The lucky wizard's hat of melody | uncommon | This wizard's hat has it's command word "article" stitched on a label on the inside. When worn by a wizard, if you speak the command word, 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 hat. 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 | Xor's giving symbol of chilling | uncommon | A holy symbol of Xor. In order to use the symbol, you must be a follower of Xor and have visited a shrine or temple to Xor in the last 24 hours. If you have done so, you can hold the symbol and say a short prayer and Xor smiles upon you. Then 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. After 100 days, the symbol's property stops working. If the symbol 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.