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 Cold amber soothing fish uncommon A small fish carved of amber. A command word "analysis" is scratched on the design. If you speak the word, you regain 1d4 hit-points. This property cannot be used again until after a long rest. The fish is cold to the touch.
1 Negotiable Concealable wrist bands of truesight uncommon This magical bracer is embossed with the command word, "combination". When spoken by the wearer, you gain truesight for 1 minute. 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 Disappearing purse of navigation uncommon This magical purse is embroidered with spirals and swirls. When the final item is removed and the purse is empty the direction of true north is clear in your mind. This property cannot be used again until after a long rest. After each use the GM should roll a d20. On a 1, the pouch goes missing the next time it is stowed away.
1 Negotiable Dull mana 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, 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. This lute seems boring somehow. 2 lbs.
1 Negotiable Giving pebble of life saving 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 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. 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 Hippogriff figurehead of needy glowing uncommon A ship's figurehead in the shape of a Hippogriff. (A ship can only have one magical figurehead.) While at the wheel of a ship with the Hippogriff figurehead attached, if you concentrate your mind, 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 Humming quill of knock uncommon This large magical feather is from an long extinct bird. When dropped with intent, on landing it unlocks the nearest locked door within 30 ft. This property cannot be used again until after a long rest. The feather makes a very slight humming sound at all times.
1 28 gp 25 gp Scroll of Protection from Evil and Good 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. This wizard spell can be copied just as spells in spellbooks can be copied. To copy the spell, the copier must succeed on an Intelligence (Arcana) check with DC 11. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed.
1 Negotiable Small belt of quiet uncommon This leather belt is embossed with runes. When removed it muffles sounds (by 30dB) within a 10ft sphere for 10 minutes. This property cannot be used again until after a long rest. The belt is half the size of a typical belt.
1 Negotiable The light dice of fortune uncommon Two cubes made of bone, with mysterious markings on each face. Role the dice, if the symbols match, 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. The dice feels like it has no weight, almost as if it were an illusion, but is solid to the touch.
1 Negotiable The poisonous wizard's hat of darkness uncommon This wizard's hat has it's command word "love" stitched on a label on the inside. When worn by a wizard, if you speak the command word, 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. After using the hat's property, you must succeed a constitution save, DC 12, or be poisoned for 1 hour.
1 Negotiable Xor's lucky symbol of giant tongue 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 you can speak and understand giant for the next day. 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.

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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