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 | Negotiable | Concealable glove of mana | uncommon | This magical glove fits any hand, and matches any outfit. If worn, when you click your fingers, 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 glove is in your pack or otherwise stowed away, only you can see it. It can be revealed with detect magic. | |
| 1 | Negotiable | Darkmantle figurehead of annoying truesight | uncommon | A ship's figurehead in the shape of a Darkmantle. (A ship can only have one magical figurehead.) While at the wheel of a ship with the Darkmantle figurehead attached, if you concentrate your mind, you gain truesight for 1 minute. This property cannot be used again until after a long rest. The figurehead loudly shouts "The secret is activity!" when you use it's property. | |
| 1 | Negotiable | Disappearing 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. After each use the GM should roll a d20. On a 1, the feather goes missing the next time it is stowed away. | |
| 1 | Negotiable | Fleek's subtle book of knock tickets | uncommon | A small leather bound booklet contains 7 numbered tickets. When a ticket is torn from the binding, it crumbles to dust and then it unlocks the nearest locked door within 30 ft. This property cannot be used again until after a long rest. The tickets is hidden from detect magic. | |
| 1 | 101 - 500 gp | Hat of disguise | uncommon |
Requires attunement. While wearing this hat, you can use an action to cast the spell from it at will. The spell ends if the hat is removed. |
|
| 1 | Negotiable | Heavy silver darkvision penny | uncommon | This silver penny has the crest of None on one side, and is blank on the other. When you flip it, you gain darkvision for 1 hour. This property cannot be used again until after a long rest. The coin feels unusually heavy, four times the weight of an average coin. | |
| 1 | Negotiable | Over-sized medal of warming | uncommon | This medal was awarded for bravery defending Ebrana. When polished, 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 medal is twice as large as an average medal. | |
| 1 | Negotiable | Sands of lucky glowing | uncommon | A small glass sand timer in a wooden frame. When the sands are left to run uninterrupted for 1 minute, 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 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 lavish duck of reminiscing | uncommon | A duck made of cloth and leather. When squeezed, you remember something you had forgotten. The subject of the memory is at the discretion of the GM. 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 | Truthful awareness 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, 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 using the lute's property you cannot tell a deliberate lie for 1 hour. | 2 lbs. |
| 1 | Negotiable | Warm melody chalk | uncommon | This stick of white chalk comes with an attached label bearing it's command word, "month". The stick is long enough to write "month" 11 times. When you use the stick to write the command word, 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 chalk. This property cannot be used again until after a long rest. The chalk 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.