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 | Negotiable | Disappearing calming lute | uncommon | A magically infused lute. Using this property requires a performance check DC 12. If you are proficient with lutes, you may add your proficiency bonus. If you are successful, you feel at peace. This property cannot be used again until after a long rest. After each use the GM should roll a d20. On a 1, the lute goes missing the next time it is stowed away. | 2 lbs. | |
1 | Negotiable | Fleek's cold book of quiet tickets | uncommon | A small leather bound booklet contains 10 numbered tickets. When a ticket is torn from the binding, it crumbles to dust and then it muffles sounds (by 30dB) within a 10ft sphere for 10 minutes. This property cannot be used again until after a long rest. The tickets is cold to the touch. | ||
1 | Negotiable | Humming wrist bands of reminiscing | uncommon | This magical bracer is embossed with the command word, "role". When spoken by the wearer, 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 bracer makes a very slight humming sound at all times. | ||
1 | Negotiable | Kalis's pristine symbol of instant party | uncommon | A holy symbol of Kalis. In order to use the symbol, you must be a follower of Kalis and have visited a shrine or temple to Kalis in the last 24 hours. If you have done so, you can hold the symbol and say a short prayer and Kalis smiles upon you. Then 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. The symbol is in pristine condition. | ||
1 | Negotiable | Lucky belt of awareness | uncommon | This leather belt is embossed with runes. When removed you may add a +2 bonus to the next initiative roll you make. 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 | Needy fireworks of navigation | uncommon | A bundle of 3 fireworks. When a firework is lit and allowed to explode, the direction of true north is clear in your mind. This property cannot be used again until after a long rest. This magic item requires attunement. (See 'Attunement' in the SRD.) | ||
1 | Negotiable | Over-sized amber chilling fish | uncommon | A small fish carved of amber. A command word "product" is scratched on the design. If you speak the word, 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 fish is twice as large as an average fish. | ||
1 | Negotiable | Robust darkvision chalk | uncommon | This stick of white chalk comes with an attached label bearing it's command word, "organization". The stick is long enough to write "organization" 11 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. The chalk cannot be destroyed by non-magical means. | ||
1 | Negotiable | Rust Monster figurehead of unreliable mana | 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, 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. When the figurehead'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 | Sands of giving darkness | uncommon | A small glass sand timer in a wooden frame. When the sands are left to run uninterrupted for 1 minute, 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 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 | 2 gp 2 sp | 2 gp | Sling +1 | uncommon |
A Simple Ranged weapon. 1d4
+ 1 bludgeoning damage.
Range: 30/120.
Properties:
Ammunition, Magic
You have a +1 bonus to your attack and damage when wielding this Sling. The craftmanship of this weapon identifies it as a masterwork. |
|
1 | Negotiable | Small pebble of glowing | 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 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. The pebble is half the size of a typical pebble. | ||
1 | Negotiable | The warm duck of fortune | uncommon | A duck made of cloth and leather. When squeezed, 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. The duck is warm to the touch. | ||
1 | Negotiable | Truthful purse of warming | uncommon | This magical purse is embroidered with spirals and swirls. When the final item is removed and the purse is empty 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 using the pouch'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.