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 |
|---|---|---|---|---|
| 1 | Negotiable | Annoying glove of soothing | uncommon | This magical glove fits any hand, and matches any outfit. If worn, when you click your fingers, you regain 1d4 hit-points. This property cannot be used again until after a long rest. The glove loudly shouts "The secret is development!" when you use it's property. |
| 1 | Negotiable | Candle of lucky calming | uncommon | This magical candle can be lit for a total of 12 minutes before it burns down. When lit and left burning for at least 1 minute, 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 20, a the user is also blessed as with the Bless spell. |
| 1 | Negotiable | Concealable wrist bands of darkness | uncommon | This magical bracer is embossed with the command word, "food". When spoken by the wearer, 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. When the bracer is in your pack or otherwise stowed away, only you can see it. It can be revealed with detect magic. |
| 1 | Negotiable | Cursed silver fortune penny | uncommon | This silver penny has the crest of None 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. 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 | Fleek's warm book of darkvision tickets | uncommon | A small leather bound booklet contains 8 numbered tickets. When a ticket is torn from the binding, it crumbles to dust and then you gain darkvision for 1 hour. This property cannot be used again until after a long rest. The tickets is warm to the touch. |
| 1 | 501 - 5,000 gp | Folding boat | rare | This object appears as a wooden box that measures 12 inches long, 6 inches wide, and 6 inches deep. It weighs 4 pounds and floats. It can be opened to store items inside. This item also has three command words, each requiring you to use an action to speak it. One command word causes the box to unfold into a boat 10 feet long, 4 feet wide, and 2 feet deep. The boat has one pair of oars, an anchor, a mast, and a lateen sail. The boat can hold up to four Medium creatures comfortably. The second command word causes the box to unfold into a ship 24 feet long, 8 feet wide, and 6 feet deep. The ship has a deck, rowing seats, five sets of oars, a steering oar, an anchor, a deck cabin, and a mast with a square sail. The ship can hold fifteen Medium creatures comfortably. When the box becomes a vessel, its weight becomes that of a normal vessel its size, and anything that was stored in the box remains in the boat. The third command word causes the folding boat to fold back into a box, provided that no creatures are aboard. Any objects in the vessel that can't fit inside the box remain outside the box as it folds. Any objects in the vessel that can fit inside the box do so. |
| 1 | Negotiable | Humming purse of otterese tongue | uncommon | This magical purse is embroidered with spirals and swirls. When the final item is removed and the purse is empty you can speak and understand otterese for the next day. This property cannot be used again until after a long rest. The pouch makes a very slight humming sound at all times. |
| 1 | Negotiable | Lavish fireworks of navigation | uncommon | A bundle of 7 fireworks. When a firework is lit and allowed to explode, the direction of true north is clear in your mind. 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 | Needy shoe of glowing | uncommon | This magical shoe fits any foot, and matches any outfit. If worn, when you click your heels together, 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. This magic item requires attunement. (See 'Attunement' in the SRD.) |
| 1 | Negotiable | Over-sized medal of haste | uncommon | This medal was awarded for bravery defending Tesmela. When polished, your movement speed is doubled for 1 minute. This property cannot be used again until after a long rest. The medal is twice as large as an average medal. |
| 1 | Negotiable | Poisonous pebble of knock | 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 it unlocks the nearest locked door within 30 ft. This property cannot be used again until after a long rest. After using the pebble's property, you must succeed a constitution save, DC 12, or be poisoned for 1 hour. |
| 1 | Negotiable | Solina's light symbol of mana | uncommon | A holy symbol of Solina. In order to use the symbol, you must be a follower of Solina and have visited a shrine or temple to Solina in the last 24 hours. If you have done so, you can hold the symbol and say a short prayer and Solina smiles upon you. Then 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 symbol feels like it has no weight, almost as if it were an illusion, but is solid 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.