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 | Annoying book of blink common poetry | uncommon | A book containing poetry written in common. If you read one of the poems aloud, it casts the spell Blink, with you as the target. This property cannot be used again until after a long rest. The book loudly shouts "The secret is role!" when you use it's property. | ||
| 1 | Negotiable | Concealable Worg disguise chalk | uncommon | This stick of white chalk comes with an attached label bearing it's command word, "direction". The stick is long enough to write "direction" 7 times. When you use the stick to write the command word, a magical illusion disguises you as a Worg 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 chalk is in your pack or otherwise stowed away, only you can see it. It can be revealed with detect magic. | ||
| 1 | Negotiable | Disappearing purse of truesight | uncommon | This magical purse is embroidered with spirals and swirls. When the final item is removed and the purse is empty you gain truesight for 1 minute. This property cannot be used again until after a long rest. After each use the GM should roll a d20. On a 1, the pouch goes missing the next time it is stowed away. | ||
| 1 | Negotiable | Fleek's subtle book of melody tickets | uncommon | A small leather bound booklet contains 5 numbered tickets. When a ticket is torn from the binding, it crumbles to dust and then 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 tickets. This property cannot be used again until after a long rest. The tickets is hidden from detect magic. | ||
| 1 | Negotiable | Giving knock 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, it unlocks the nearest locked door within 30 ft. This property cannot be used again until after a long rest. After 100 days, the lute's property stops working. If the lute finds a new owner that has not owned it before, the property will work again. | 2 lbs. | |
| 1 | Negotiable | Light silver fortune penny | uncommon | This silver penny has the crest of Coskiura on one side, and is blank on the other. When you flip it, 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 coin feels like it has no weight, almost as if it were an illusion, but is solid to the touch. | ||
| 1 | Negotiable | Poisonous crown of the instant party king | uncommon | A smooth silver band, when placed upon the head 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 crown's property, you must succeed a constitution save, DC 12, or be poisoned for 1 hour. | ||
| 1 | 14 gp | 15 gp | Scroll of Sacred Flame | common | A spell scroll bears the words of the Cantrip 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 10. 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. | |
| 1 | Negotiable | The cursed dice of calming | uncommon | Two cubes made of bone, with mysterious markings on each face. Role the dice, if the symbols match, 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, a misfortune befalls the user. The nature of the misfortune is at the discretion of the GM. |
Note
- The store may also filled with useless bric-a-brac, which the owner will attempt to sell as magical items to unsuspecting punters.