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
- Josephine Owens nee Abrams (♀/46) + Walding Owens (♂/52/Josephine's husband)
- Brinley Owens the 2nd (♂/10/Josephine's son)
- Beulah Abrams nee Decker (♀/37/Josephine's father in-law's daughter) + Fulke Abrams (♂/35/Josephine's father in-law's son in-law)
Items for sale
At this location, items are priced between 88% and 114% of their base value.
| Available | Price | Value | Item | Rarity | Description | Weight |
|---|---|---|---|---|---|---|
| 1 | Negotiable | Cold belt of reminiscing | uncommon | This leather belt is embossed with runes. When removed 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 belt is cold to the touch. | ||
| 1 | Negotiable | Concealable pebble of haste | 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 your movement speed is doubled for 1 minute. This property cannot be used again until after a long rest. When the pebble is in your pack or otherwise stowed away, only you can see it. It can be revealed with detect magic. | ||
| 1 | Negotiable | Fleek's heavy book of quiet tickets | uncommon | A small leather bound booklet contains 8 numbered tickets. When a ticket is torn from the binding, it crumbles to dust and then it muffles sounds (by 30dB) within a 10ft sphere for 10 minutes. This property cannot be used again until after a long rest. The tickets feels unusually heavy, four times the weight of an average tickets. | ||
| 1 | Negotiable | Light fireworks of soothing | uncommon | A bundle of 7 fireworks. When a firework is lit and allowed to explode, you regain 1d4 hit-points. This property cannot be used again until after a long rest. The firework feels like it has no weight, almost as if it were an illusion, but is solid to the touch. | ||
| 1 | Negotiable | Lucky wand of blink | uncommon | A 10 inch wooden rod, to activate the user must pass a DC12 intelligence check, if successful it casts the spell Blink, with you as the target. 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 | Needy cup of Rust Monster disguise | uncommon | This simple wooden cup appears completely unremarkable. When drunk from, a magical illusion disguises you as a Rust Monster 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. This magic item requires attunement. (See 'Attunement' in the SRD.) | ||
| 1 | 3 gp 6 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 | Purse of darkness | uncommon | This magical purse is embroidered with spirals and swirls. When the final item is removed and the purse is empty 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. | ||
| 1 | Negotiable | The pristine dice of darkvision | uncommon | Two cubes made of bone, with mysterious markings on each face. Role the dice, if the symbols match, you gain darkvision for 1 hour. This property cannot be used again until after a long rest. The dice is in pristine condition. | ||
| 1 | Negotiable | Truthful amber awareness fish | uncommon | A small fish carved of amber. A command word "marriage" is scratched on the design. If you speak the word, 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 using the fish's property you cannot tell a deliberate lie for 1 hour. | ||
| 1 | Negotiable | Unreliable navigation 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, the direction of true north is clear in your mind. This property cannot be used again until after a long rest. When the lute'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. | 2 lbs. |
Note
- The store may also filled with useless bric-a-brac, which the owner will attempt to sell as magical items to unsuspecting punters.