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
- Runild Brewer nee Griffiths (♀/49) + Stephen Brewer (♂/36/Runild's husband)
- Phyllis Brewer (♀/9/Runild's daughter)
- Inez Oliver (♀/32/Runild's grandfather in-law's granddaughter)
Items for sale
At this location, items are priced between 106% and 114% of their base value.
Available | Price | Value | Item | Rarity | Description | Weight |
---|---|---|---|---|---|---|
1 | Negotiable | Ankheg figurehead of over-sized navigation | uncommon | A ship's figurehead in the shape of a Ankheg. (A ship can only have one magical figurehead.) While at the wheel of a ship with the Ankheg figurehead attached, if you concentrate your mind, the direction of true north is clear in your mind. This property cannot be used again until after a long rest. The figurehead is twice as large as an average figurehead. | ||
1 | Negotiable | Annoying glove of Death Dog disguise | uncommon | This magical glove fits any hand, and matches any outfit. If worn, when you click your fingers, a magical illusion disguises you as a Death Dog 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 glove loudly shouts "The secret is power!" when you use it's property. | ||
1 | Negotiable | Candle of light warming | uncommon | This magical candle can be lit for a total of 9 minutes before it burns down. When lit and left burning for at least 1 minute, 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 candle feels like it has no weight, almost as if it were an illusion, but is solid to the touch. | ||
1 | Negotiable | Dull truesight 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 gain truesight for 1 minute. This property cannot be used again until after a long rest. This lute seems boring somehow. | 2 lbs. | |
1 | Negotiable | Fleek's cold book of haste 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 your movement speed is doubled for 1 minute. This property cannot be used again until after a long rest. The tickets is cold to the touch. | ||
1 | Negotiable | Giving silver calming penny | uncommon | This silver penny has the crest of Astrus on one side, and is blank on the other. When you flip it, you feel at peace. This property cannot be used again until after a long rest. After 100 days, the coin's property stops working. If the coin finds a new owner that has not owned it before, the property will work again. | ||
1 | Negotiable | Heavy 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. The shoe feels unusually heavy, four times the weight of an average shoe. | ||
1 | Negotiable | Humming belt of critters | uncommon | This leather belt is embossed with runes. When removed up to a dozen nearby small woodland creatures are attracted to the belt. They are charmed for 1 minute. This property only works while in woodlands. This property cannot be used again until after a long rest. The belt makes a very slight humming sound at all times. | ||
1 | 6 gp 6 sp | 6 gp | Light hammer +1 | uncommon |
A Simple Melee weapon. 1d4
+ 1 bludgeoning damage.
Range: 5.
(Thrown: 20/60.)
Properties:
Light, Thrown, Monk, Magic
You have a +1 bonus to your attack and damage when wielding this Light hammer. The craftmanship of this weapon identifies it as a masterwork. |
2 lbs. |
1 | Negotiable | Lucky wand of knock | uncommon | A 10 inch wooden rod, to activate the user must pass a DC12 intelligence check, if successful it unlocks the nearest locked door within 30 ft. 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 | Pristine amber life saving fish | uncommon | A small fish carved of amber. A command word "medicine" is scratched on the design. If you speak the word, 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 fish is in pristine condition. | ||
1 | Negotiable | Warm pebble of halfling 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 halfling for the next day. This property cannot be used again until after a long rest. The pebble is warm to the touch. | ||
1 | Negotiable | Xor's symbol of fortune | uncommon | A holy symbol of Xor. In order to use the symbol, you must be a follower of Xor and have visited a shrine or temple to Xor in the last 24 hours. If you have done so, you can hold the symbol and say a short prayer and Xor smiles upon you. Then 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. |
Note
- The store may also filled with useless bric-a-brac, which the owner will attempt to sell as magical items to unsuspecting punters.