Latebrow's Magical Magic Trinkets Emporium
15 year old Human construction, medium sized
Location: Olcoton
Owned by: Solomon Latebrow
A newly built half-timbered house. The dwelling also serves as a Magic Trinkets Emporium.
Occupants
| Name | Role | Age | Gender | Race | Description |
|---|---|---|---|---|---|
| Ada Latebrow | Medic | 34 | Male | Human | He is an adult human with amber eyes, short blond hair in a side parting, bushy sideburns, and pale white skin. |
| Fargmorg Latebrow-Whitnose | 8 | Female | Human | She is a human child with grey eyes, strawberry hair in a bun, and olive skin. | |
| Fizzglerm Latebrow | 4 | Male | Human | He is a human child with grey eyes, scruffy brown hair, and light brown skin. | |
| Katharine Latebrow-Whitnose | Housekeeper | 40 | Female | Human | She is an adult human with hazel eyes, scruffy light-brown hair, and medium brown skin. |
| Noel Pipeward | Shopkeep's Apprentice | 15 | Male | Human | He is an adolescent human with amber eyes, short dyed black hair, and medium brown skin. |
| Odovacarogo Latebrow | Shopkeep's Apprentice | 13 | Male | Human | He is an adolescent human with green eyes, short light-brown hair, and olive skin. |
| Óini Latebrow-Whitnose | 7 | Female | Human | She is a human child with grey eyes, long brown hair tied back in a knot, and light brown skin. | |
| Olivia Whitnose | Shopkeep's Apprentice | 12 | Female | Human | She is an adolescent human with amber eyes, long tied back strawberry hair, and light pink skin. |
| Solomon Latebrow | Shopkeep | 51 | Male | Human | He is an elderly human with grey eyes, silver hair in braids, bushy sideburns, and olive skin. |
Family Tree
- Solomon Latebrow (♂/51) + Katharine Latebrow-Whitnose (♀/40/Solomon's wife)
- Fargmorg Latebrow-Whitnose (♀/8/Solomon's daughter)
- Óini Latebrow-Whitnose (♀/7/Solomon's daughter)
- Fizzglerm Latebrow (♂/4/Solomon's son)
- Ada Latebrow (♂/34/Solomon's brother)
Items for sale
At this location, items are priced between 91% and 117% of their base value.
| Available | Price | Value | Item | Rarity | Description |
|---|---|---|---|---|---|
| 1 | Negotiable | Candle of poisonous life saving | 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, 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 using the candle's property, you must succeed a constitution save, DC 12, or be poisoned for 1 hour. | |
| 1 | Negotiable | Giving crown of the blink king | uncommon | A smooth silver band, when placed upon the head it casts the spell Blink, with you as the target. This property cannot be used again until after a long rest. After 100 days, the crown's property stops working. If the crown finds a new owner that has not owned it before, the property will work again. | |
| 1 | Negotiable | Light navigation chalk | uncommon | This stick of white chalk comes with an attached label bearing it's command word, "road". The stick is long enough to write "road" 9 times. When you use the stick to write the command word, the direction of true north is clear in your mind. This property cannot be used again until after a long rest. The chalk feels like it has no weight, almost as if it were an illusion, but is solid to the touch. | |
| 1 | Negotiable | Pristine book of darkness elvish poetry | uncommon | A book containing poetry written in elvish. If you read one of the poems aloud, 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 book is in pristine condition. | |
| 1 | Negotiable | Robust 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 cannot be destroyed by non-magical means. | |
| 1 | 290 gp | 250 gp | Scroll of Spiritual Weapon | uncommon | A spell scroll bears the words of the 2nd-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 12. 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. |
| 1 | Negotiable | The annoying wizard's hat of calming | uncommon | This wizard's hat has it's command word "world" stitched on a label on the inside. When worn by a wizard, if you speak the command word, you feel at peace. This property cannot be used again until after a long rest. The hat loudly shouts "The secret is world!" when you use it's property. | |
| 1 | Negotiable | The over-sized dice of chilling | uncommon | Two cubes made of bone, with mysterious markings on each face. Role the dice, if the symbols match, 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 dice is twice as large as an average dice. | |
| 1 | Negotiable | Worg figurehead of dull reminiscing | uncommon | A ship's figurehead in the shape of a Worg. (A ship can only have one magical figurehead.) While at the wheel of a ship with the Worg figurehead attached, if you concentrate your mind, 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. This figurehead seems boring somehow. |
Note
- The store may also filled with useless bric-a-brac, which the owner will attempt to sell as magical items to unsuspecting punters.