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 Value Item Rarity Description
1 Negotiable Concealable amber awareness fish uncommon A small fish carved of amber. A command word "people" is scratched on the design. If you speak the word, you may add a +2 bonus to the next initiative roll you make. This property cannot be used again until after a long rest. When the fish is in your pack or otherwise stowed away, only you can see it. It can be revealed with detect magic.
1 Negotiable Cursed silver quiet penny uncommon This silver penny has the crest of None on one side, and is blank on the other. When you flip it, 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, a misfortune befalls the user. The nature of the misfortune is at the discretion of the GM.
1 Negotiable Giving pebble of fortune 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 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 100 days, the pebble's property stops working. If the pebble finds a new owner that has not owned it before, the property will work again.
1 Negotiable Humming glove of instant party uncommon This magical glove fits any hand, and matches any outfit. If worn, when you click your fingers, 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 glove makes a very slight humming sound at all times.
1 Negotiable Poisonous wrist bands of truesight uncommon This magical bracer is embossed with the command word, "difference". When spoken by the wearer, you gain truesight for 1 minute. This property cannot be used again until after a long rest. After using the bracer's property, you must succeed a constitution save, DC 12, or be poisoned for 1 hour.
1 Negotiable Robust wand of melody uncommon A 10 inch wooden rod, to activate the user must pass a DC12 intelligence check, if successful 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 wand. This property cannot be used again until after a long rest. The wand cannot be destroyed by non-magical means.
1 24 gp 25 gp Scroll of Hellish Rebuke common A spell scroll bears the words of the 1st-level 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 11. 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 Small glowing chalk uncommon This stick of white chalk comes with an attached label bearing it's command word, "law". The stick is long enough to write "law" 8 times. When you use the stick to write the command word, 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 chalk is half the size of a typical chalk.
1 Negotiable The heavy dice of mana uncommon Two cubes made of bone, with mysterious markings on each face. Role the dice, if the symbols match, 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. The dice feels unusually heavy, four times the weight of an average dice.

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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