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 | Dull wrist bands of darkvision | uncommon | This magical bracer is embossed with the command word, "love". When spoken by the wearer, you gain darkvision for 1 hour. This property cannot be used again until after a long rest. This bracer seems boring somehow. | ||
| 1 | Negotiable | Giving shoe of darkness | uncommon | This magical shoe fits any foot, and matches any outfit. If worn, when you click your heels together, 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 shoe's property stops working. If the shoe finds a new owner that has not owned it before, the property will work again. | ||
| 1 | Negotiable | Lucky quill of instant party | uncommon | This large magical feather is from an long extinct bird. When dropped with intent, on landing 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 each use the GM should roll a d20. On a 20, a the user is also blessed as with the Bless spell. | ||
| 1 | Negotiable | The wizard's hat of kobold tongue | uncommon | This wizard's hat has it's command word "thought" stitched on a label on the inside. When worn by a wizard, if you speak the command word, you can speak and understand kobold for the next day. This property cannot be used again until after a long rest. | ||
| 1 | Negotiable | The cold duck of Cockatrice disguise | uncommon | A duck made of cloth and leather. When squeezed, 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. The duck is cold to the touch. | ||
| 1 | Negotiable | Truthful crown of the fortune king | uncommon | A smooth silver band, when placed upon the head 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 using the crown's property you cannot tell a deliberate lie for 1 hour. | ||
| 1 | Negotiable | Unreliable life saving 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 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. When the lute'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. | 2 lbs. | |
| 1 | 32 gp | 32 gp | Warhammer +1 | uncommon |
A Martial Melee weapon. 1d8
+ 1 bludgeoning damage.
(Two-handed: 1d10
+ 1 Bludgeoning damage.)
Range: 5.
Properties:
Versatile, Magic
You have a +1 bonus to your attack and damage when wielding this Warhammer. The craftmanship of this weapon identifies it as a masterwork. |
2 lbs. |
| 1 | Negotiable | Warm belt of soothing | uncommon | This leather belt is embossed with runes. When removed you regain 1d4 hit-points. This property cannot be used again until after a long rest. The belt is warm to the touch. |
Note
- The store may also filled with useless bric-a-brac, which the owner will attempt to sell as magical items to unsuspecting punters.