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
1 Negotiable Humming belt of truesight uncommon This leather belt is embossed with runes. When removed you gain truesight for 1 minute. This property cannot be used again until after a long rest. The belt makes a very slight humming sound at all times.
1 Negotiable Lavish 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 use, the item appears highly decorated and valuable for 6 hours.
1 Negotiable Pristine wand of soothing uncommon A 10 inch wooden rod, to activate the user must pass a DC12 intelligence check, if successful you regain 1d4 hit-points. This property cannot be used again until after a long rest. The wand is in pristine condition.
1 Negotiable Sands of subtle navigation uncommon A small glass sand timer in a wooden frame. When the sands are left to run uninterrupted for 1 minute, the direction of true north is clear in your mind. This property cannot be used again until after a long rest. The timer is hidden from detect magic.
1 280 gp 250 gp Scroll of Animal Messenger 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 Small crown of the knock king uncommon A smooth silver band, when placed upon the head it unlocks the nearest locked door within 30 ft. This property cannot be used again until after a long rest. The crown is half the size of a typical crown.
1 Negotiable The disappearing wizard's hat of blink uncommon This wizard's hat has it's command word "definition" stitched on a label on the inside. When worn by a wizard, if you speak the command word, 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 1, the hat goes missing the next time it is stowed away.
1 Negotiable The lucky dice of melody uncommon Two cubes made of bone, with mysterious markings on each face. Role the dice, if the symbols match, it plays a sweet melody. The melody can be heard from 100 ft away. The music can be stopped by anyone who can touch the dice. 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 The warm duck of instant party uncommon A duck made of cloth and leather. When squeezed, a pitcher containing 2 gallons of ale and 8 empty cups appear nearby. The pitcher, cups and any remaining ale disappear after 3 hours. This property cannot be used again until after a long rest. The duck is warm to the touch.
1 Negotiable Vastra's robust symbol of glowing uncommon A holy symbol of Vastra. In order to use the symbol, you must be a follower of Vastra and have visited a shrine or temple to Vastra in the last 24 hours. If you have done so, you can hold the symbol and say a short prayer and Vastra smiles upon you. Then 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 symbol cannot be destroyed by non-magical means.

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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