Brewer's Occult Magic Trinkets Emporium

801 year old Human construction, large sized

Location: City of Meltford

Owned by: Runild Brewer

A large brick house, painted indigo. The dwelling also serves as a Magic Trinkets Emporium.

Occupants

Name Role Age Gender Race Description
Arnaldus Fynch-Brewer Shopkeep's Apprentice 13 Male Human He is an adolescent human with brown eyes, very short brown hair, and dark brown skin.
Elegor Nickeltongs the 2nd Shopkeep's Apprentice 45 Male Elf He is an adolescent elf with brown eyes, brown hair in braids, and medium brown skin.
Ephraim Perkins the 2nd Shopkeep's Apprentice 14 Male Human He is an adolescent human with amber eyes, scruffy strawberry hair, and pale white skin.
Inez Oliver Housekeeper 32 Female Human She is an adult human with brown eyes, scruffy dyed blond hair, and dark brown skin.
Phyllis Brewer 9 Female Human She is a human child with green eyes, light-brown hair in a plait, and olive skin.
Runild Brewer Shopkeep 49 Female Human She is an adult human with blue eyes, long tied back blond hair, and light pink skin.
Stephen Brewer Housekeeper 36 Male Human He is an adult human with grey eyes, light-brown hair in braids, a full beard, and olive skin.

Family Tree

Items for sale

⟳ Re-roll shop stock.

At this location, items are priced between 106% and 114% of their base value.

Available Price Value Item Rarity Description Weight
1 Negotiable Annoying glove of darkness uncommon This magical glove fits any hand, and matches any outfit. If worn, when you click your fingers, 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. The glove loudly shouts "The secret is problem!" when you use it's property.
1 Negotiable Candle of unreliable critters uncommon This magical candle can be lit for a total of 7 minutes before it burns down. When lit and left burning for at least 1 minute, up to a dozen nearby small woodland creatures are attracted to the candle. They are charmed for 1 minute. This property only works while in woodlands. This property cannot be used again until after a long rest. When the candle'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.
1 Negotiable Concealable amber quiet fish uncommon A small fish carved of amber. A command word "map" is scratched on the design. If you speak the word, it muffles sounds (by 30dB) within a 10ft sphere for 10 minutes. 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 Dull belt of melody uncommon This leather belt is embossed with runes. When removed 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 belt. This property cannot be used again until after a long rest. This belt seems boring somehow.
1 Negotiable Fleek's light book of life saving tickets uncommon A small leather bound booklet contains 3 numbered tickets. When a ticket is torn from the binding, it crumbles to dust and then 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. The tickets feels like it has no weight, almost as if it were an illusion, but is solid to the touch.
1 Negotiable Giving pebble of goblin tongue 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 you can speak and understand goblin for the next day. 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 Over-sized book of instant party common poetry uncommon A book containing poetry written in common. If you read one of the poems aloud, 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 book is twice as large as an average book.
1 430 gp 402 gp Pocket Flintlock Pistol +1 uncommon A Firearm weapon. 1d8 + 1 piercing damage. Range: 20/60. Properties: Ammunition, Loading, Unreliable, Magic

You have a +1 bonus to your attack and damage when wielding this Pocket Flintlock Pistol.
The craftmanship of this weapon identifies it as a masterwork.
2 lbs.
1 Negotiable Robust fireworks of truesight uncommon A bundle of 5 fireworks. When a firework is lit and allowed to explode, you gain truesight for 1 minute. This property cannot be used again until after a long rest. The firework cannot be destroyed by non-magical means.
1 Negotiable Shoe of blink uncommon This magical shoe fits any foot, and matches any outfit. If worn, when you click your heels together, it casts the spell Blink, with you as the target. This property cannot be used again until after a long rest.
1 Negotiable Subtle chilling chalk uncommon This stick of white chalk comes with an attached label bearing it's command word, "news". The stick is long enough to write "news" 7 times. When you use the stick to write the command word, the ambient temperature is reduced 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 of below 40ºF (5ºC.) This property cannot be used again until after a long rest. The chalk is hidden from detect magic.
1 Negotiable The disappearing dice of Worg disguise uncommon Two cubes made of bone, with mysterious markings on each face. Role the dice, if the symbols match, 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. After each use the GM should roll a d20. On a 1, the dice goes missing the next time it is stowed away.
1 Negotiable The poisonous wizard's hat of warming uncommon This wizard's hat has it's command word "audience" stitched on a label on the inside. When worn by a wizard, if you speak the command word, 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. After using the hat's property, you must succeed a constitution save, DC 12, or be poisoned for 1 hour.

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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