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 | Item | Rarity | Description | Weight |
|---|---|---|---|---|---|
| 1 | 501 - 5,000 gp | Belt of dwarvenkind | rare |
Requires attunement. While wearing this belt, you gain the following benefits: Your Constitution score increases by 2, to a maximum of 20. You have advantage on Charisma (Persuasion) checks made to interact with dwarves. You have advantage on saving throws against poison, and you have resistance against poison damage. You have darkvision out to a range of 60 feet. You can speak, read, and write Dwarvish. In addition, while attuned to the belt, you have a 50 percent chance each day at dawn of growing a full beard if you're capable of growing one, or a visibly thicker beard if you already have one. |
|
| 1 | Negotiable | Candle of cursed fortune | uncommon | This magical candle can be lit for a total of 8 minutes before it burns down. When lit and left burning for at least 1 minute, 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. After each use the GM should roll a d20. On a 1, a misfortune befalls the user. The nature of the misfortune is at the discretion of the GM. | |
| 1 | Negotiable | Cockatrice figurehead of concealable Cockatrice disguise | uncommon | A ship's figurehead in the shape of a Cockatrice. (A ship can only have one magical figurehead.) While at the wheel of a ship with the Cockatrice figurehead attached, if you concentrate your mind, a magical illusion disguises you as a Cockatrice 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. When the figurehead is in your pack or otherwise stowed away, only you can see it. It can be revealed with detect magic. | |
| 1 | Negotiable | Disappearing wand of quiet | uncommon | A 10 inch wooden rod, to activate the user must pass a DC12 intelligence check, if successful it muffles sounds (by 30dB) within a 10ft sphere for 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 wand goes missing the next time it is stowed away. | |
| 1 | Negotiable | Giving 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 100 days, the belt's property stops working. If the belt finds a new owner that has not owned it before, the property will work again. | |
| 1 | Negotiable | Lucky chilling 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, 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 each use the GM should roll a d20. On a 20, a the user is also blessed as with the Bless spell. | 2 lbs. |
| 1 | Negotiable | Needy medal of darkvision | uncommon | This medal was awarded for bravery defending Geflus. When polished, you gain darkvision for 1 hour. This property cannot be used again until after a long rest. This magic item requires attunement. (See 'Attunement' in the SRD.) | |
| 1 | Negotiable | Pristine cup of calming | uncommon | This simple wooden cup appears completely unremarkable. When drunk from, you feel at peace. This property cannot be used again until after a long rest. The cup is in pristine condition. | |
| 1 | Negotiable | Subtle 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. The glove is hidden from detect magic. | |
| 1 | Negotiable | The annoying duck of gnomish tongue | uncommon | A duck made of cloth and leather. When squeezed, you can speak and understand gnomish for the next day. This property cannot be used again until after a long rest. The duck loudly shouts "The secret is organization!" when you use it's property. | |
| 1 | Negotiable | The heavy dice of life saving | uncommon | Two cubes made of bone, with mysterious markings on each face. Role the dice, if the symbols match, 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 dice feels unusually heavy, four times the weight of an average dice. | |
| 1 | Negotiable | Truthful fireworks of instant party | uncommon | A bundle of 6 fireworks. When a firework is lit and allowed to explode, 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. After using the firework's property you cannot tell a deliberate lie for 1 hour. | |
| 1 | Negotiable | Unreliable quill of mana | uncommon | This large magical feather is from an long extinct bird. When dropped with intent, on landing 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 feather'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.