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 Item Rarity Description Weight
1 Negotiable Disappearing pebble of Death Dog disguise 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 a magical illusion disguises you as a Death Dog 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. After each use the GM should roll a d20. On a 1, the pebble goes missing the next time it is stowed away.
1 Negotiable Lavish amber life saving fish uncommon A small fish carved of amber. A command word "temperature" is scratched on the design. If you speak the word, 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 use, the item appears highly decorated and valuable for 6 hours.
1 Negotiable Lucky silver awareness penny uncommon This silver penny has the crest of Coskiura on one side, and is blank on the other. When you flip it, 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.
1 101 - 500 gp Necklace of adaptation uncommon Requires attunement.

While wearing this necklace, you can breathe normally in any environment, and you have advantage on saving throws made against harmful gases and vapors (such as cloudkill and stinking cloud effects, inhaled poisons, and the breath weapons of some dragons).
1 Negotiable Needy mana 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, 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. This magic item requires attunement. (See 'Attunement' in the SRD.) 2 lbs.
1 Negotiable Poisonous glove of warming uncommon This magical glove fits any hand, and matches any outfit. If worn, when you click your fingers, 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 glove's property, you must succeed a constitution save, DC 12, or be poisoned for 1 hour.
1 Negotiable Pristine quill of calming uncommon This large magical feather is from an long extinct bird. When dropped with intent, on landing you feel at peace. This property cannot be used again until after a long rest. The feather is in pristine condition.
1 Negotiable Purse of darkness uncommon This magical purse is embroidered with spirals and swirls. When the final item is removed and the purse is empty 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.
1 Negotiable Sands of concealable soothing uncommon A small glass sand timer in a wooden frame. When the sands are left to run uninterrupted for 1 minute, you regain 1d4 hit-points. This property cannot be used again until after a long rest. When the timer is in your pack or otherwise stowed away, only you can see it. It can be revealed with detect magic.
1 Negotiable Truthful book of glowing common poetry uncommon A book containing poetry written in common. If you read one of the poems aloud, 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 using the book's property you cannot tell a deliberate lie for 1 hour.
1 Negotiable Unreliable kobold tongue chalk uncommon This stick of white chalk comes with an attached label bearing it's command word, "family". The stick is long enough to write "family" 10 times. When you use the stick to write the command word, you can speak and understand kobold for the next day. 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.
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