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The Spellglass - AI-generated fantasy Shop

The Spellglass

Est. 2026 Human Wizard

The Spellglass

The shop is called The Spellglass because its first owner made enchanted windowpanes for wealthy houses. Locals shortened the original trade name, Spellglass Wo...

BR

Shopkeeper

Brin Kest, a Human Wizard (Lvl 11)

Keeper's Species

Human

8 Misc2 Misc3 Potions2 WeaponsEst. 10k gp

Shop Inventory

(15)
Miscellaneous8

A length of polished ashwood capped with a brass ring and a thumb-sized piece of blue glass. It is practical, inexpensive, and commonly purchased by apprentices.

Once per day, the wielder can cause the club to shed dim blue light for 10 minutes.

A standard crystal arcane focus mounted in a plain iron setting. The crystal gives off a faint warmth when held by a spellcaster.

A palm-sized silver ward etched with concentric circles. It hangs from a leather thong and feels cool even near a fire.

The wearer can use a reaction to impose disadvantage on one attack made against them by a creature they can see. This property recharges at dawn.

A string of cloudy glass beads that smell faintly of rainwater and river stone.

The wearer can also communicate simple ideas to beasts with an innate swimming speed.

A small bronze whistle shaped like a fish. It produces no audible sound to most humanoids.

The spell can be cast once per day without expending a spell slot.

A heavy black lantern with violet glass panels. Dust inside the lantern drifts upward instead of settling.

The lantern reveals invisible creatures and objects within 5 feet of its bright light, but does not reveal their identity or make them visible.

A pair of dark leather gloves with tiny brass hooks along the fingers. They cling to stone, wood, and painted walls alike.

Once per short rest, the wearer can cast spider climb on themselves without material components.

A squat ceramic jar with a cork sealed in blue wax. It is popular with traveling alchemists and mercenaries.

Once per day, the owner can cause the contents to glow faintly, providing dim light for 1 hour.
Miscellaneous2

A narrow strip of vellum marked with silver ink and rolled around a splinter of cedar.

Casts detect magic when used successfully.

The scroll is sealed in wax and stored inside a lead-lined tube to prevent accidental activation.

Casts dispel magic when used successfully.
Potions3

A stoppered glass vial containing bright crimson liquid that swirls toward the drinker's hand.

The drinker regains hit points.

A squat blue-red bottle with a copper cap. The liquid inside pulses faintly in time with the drinker's heartbeat.

The drinker regains hit points.

A pale gold draught with a peppery scent, sold mostly to adventurers expecting undead, dragons, or hostile enchantments.

The potion's effect ends early if the drinker becomes frightened and succeeds on a new saving throw at the end of a turn.
Weapons2

A well-balanced longsword with a narrow green line running through its otherwise ordinary steel blade.

Atk You gain a bonus to attack and damage rolls made with this magic weapon.

A darkwood shortbow strung with silver-gray cord. It makes almost no sound when drawn.

Atk You gain a bonus to attack and damage rolls made with this magic weapon.

Lootable Stash

(6)

Where The Take Sits

The shop's public salesroom occupies the ground floor, with common goods kept near the entrance and expensive magic locked in glass cases. A narrow passage leads to a back room containing the shopkeeper's desk, worktable, cashbox, and wall safe. The most valuable records and merchandise are kept away from the public counter.
1 Money On Hand1 Personal Item2 Valuable Merchandise1 Records1 Personal And Professional Item

Security Check

Dexterity (Thieves' Tools)
DC 18

On Failure

A failed theft attempt triggers a silent alarm woven into the front display cases. Within 2 rounds, the shopkeeper arrives from the warded back room with a summoned animated object and calls the local watch if the intruders do not surrender. The shopkeeper first attempts to identify and recover stolen merchandise rather than kill, but the back room contains several dangerous experimental items.

Estimated haul

1,272.6 gp

Money On HandLoot target #1

Tillbox

187 gp, 6 sp, 3 pp
Under the counter, secured with a mundane lock and hidden beneath a removable shelf
A locked iron cashbox containing the day's ordinary sales, mostly silver and gold coins, along with three platinum coins kept for making change on expensive purchases.
Personal ItemLoot target #2

Shopkeeper's Personal Case

5 gp, or 25 gp to a collector of local trade marks
Inside the locked drawer of the writing desk in the back room
A worn leather spectacles case, a packet of sugared fennel, two spare quills, and a small ivory token stamped with the shopkeeper's old trade mark. The token is sentimental but recognizable to longtime customers.
Valuable MerchandiseLoot target #3

Dust of Revealed Ink

150 gp
Third cabinet on the eastern wall of the back room, behind labeled bottles of powdered chalk
A sealed crystal vial containing dust that briefly outlines invisible writing when scattered over a surface. It is a legitimate but uncommon investigative reagent.
RecordsLoot target #4

Customer Ledger

300 gp to an interested rival, criminal broker, or investigator
False-bottom compartment beneath the shopkeeper's desk
A bound ledger listing recent customers, paid commissions, debts, and the approximate contents of several private storage lockers. The names are more valuable to criminals and rivals than the ledger's paper value suggests.
Valuable MerchandiseLoot target #5

Unclaimed Spell Scroll

500 gp
Wall safe behind the faded tapestry near the rear shelves
A sealed bronze tube containing a spell scroll of protection from energy. The scroll is cataloged for a wealthy client who has not yet collected it.
Personal And Professional ItemLoot target #6

Residue-Sight Monocle

75 gp
Hanging from a hook beside the back-room worktable
A brass monocle fitted with a tiny lens of smoked quartz. It is not a major magic item, but it allows the shopkeeper to inspect magical residue and is worth more than an ordinary monocle.
BR

Brin Kest

HumanWizardLvl 11

Shop Atmosphere

The shop is called The Spellglass because its first owner made enchanted windowpanes for wealthy houses. Locals shortened the original trade name, Spellglass Workshop, decades ago. The surviving front windows still show faint images of former customers whenever moonlight strikes them. The current owner keeps prices written on slate tiles because ink occasionally rearranges numbers in the presence of illusion magic.
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