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

Items for sale

⟳ Re-roll shop stock.

At this location, items are priced between 88% and 114% of their base value.

Available Price Value Item Rarity Description Weight
1 Negotiable Candle of lucky awareness uncommon This magical candle can be lit for a total of 4 minutes before it burns down. When lit and left burning for at least 1 minute, you may add a +2 bonus to the next initiative roll you make. 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 book of warming infernal poetry uncommon A book containing poetry written in infernal. If you read one of the poems aloud, 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. When the book is in your pack or otherwise stowed away, only you can see it. It can be revealed with detect magic.
1 Negotiable Dull amber haste fish uncommon A small fish carved of amber. A command word "variety" is scratched on the design. If you speak the word, your movement speed is doubled for 1 minute. This property cannot be used again until after a long rest. This fish seems boring somehow.
1 Negotiable Marlon's robust symbol of Worg disguise uncommon A holy symbol of Marlon. In order to use the symbol, you must be a follower of Marlon and have visited a shrine or temple to Marlon in the last 24 hours. If you have done so, you can hold the symbol and say a short prayer and Marlon smiles upon you. Then 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. The symbol cannot be destroyed by non-magical means.
1 4 gp 1 sp 4 gp Net of Lightning uncommon A Martial Ranged weapon. 1d0 slashing damage. Range: 5/15. (Thrown: 5/15.) Properties: Thrown, Special, Magic

This Net is a magic weapon. When you hurl it and speak its command word, it transforms into a bolt of lightning, forming a line 5 feet wide that extends out from you to a target within the range of the weapon. Each creature in the line excluding you and the target must make a DC 13 Dexterity saving throw, taking 4d6 lightning damage on a failed save, and half as much damage on a successful one. The lightning bolt turns back into a Net when it reaches the target. Make a ranged weapon attack against the target. On a hit, the target takes damage from the Net plus 4d6 lightning damage.
The Net's property can't be used again until the next dawn. In the meantime, the Net can still be used as a magic weapon.
3 lbs.
1 Negotiable Over-sized belt of knock uncommon This leather belt is embossed with runes. When removed it unlocks the nearest locked door within 30 ft. This property cannot be used again until after a long rest. The belt is twice as large as an average belt.
1 Negotiable Poisonous crown of the gnomish tongue king uncommon A smooth silver band, when placed upon the head you can speak and understand gnomish for the next day. This property cannot be used again until after a long rest. After using the crown's property, you must succeed a constitution save, DC 12, or be poisoned for 1 hour.
1 Negotiable Pristine truesight chalk uncommon This stick of white chalk comes with an attached label bearing it's command word, "history". The stick is long enough to write "history" 9 times. When you use the stick to write the command word, you gain truesight for 1 minute. This property cannot be used again until after a long rest. The chalk is in pristine condition.
1 Negotiable Small glove of reminiscing uncommon This magical glove fits any hand, and matches any outfit. If worn, when you click your fingers, 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. The glove is half the size of a typical glove.
1 Negotiable The disappearing dice of soothing uncommon Two cubes made of bone, with mysterious markings on each face. Role the dice, if the symbols match, you regain 1d4 hit-points. 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 Truthful purse of life saving uncommon This magical purse is embroidered with spirals and swirls. When the final item is removed and the purse is empty 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 pouch's property you cannot tell a deliberate lie for 1 hour.
1 Negotiable Warm pebble of darkness 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 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 pebble is warm 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.
Send Feedback