Tharbur's Emporium

87 year old Dwarf construction, small sized

Location: Brecciadeep

Owned by: Tharbur Latequench

The this small family home was built in an abandoned mineshaft. The dwelling also serves as an Emporium.

Occupants

Name Role Age Gender Race Description
Gimarvi Latequench 9 Male Dwarf He is a dwarf child with hazel eyes, a brown quiff, and medium brown skin.
Ibórói Latequench 2 Female Dwarf She is an infant dwarf with blue eyes, wisps of strawberry hair, and olive skin.
Kiderin Latequench Housekeeper 111 Female Dwarf She is an adult dwarf with blue eyes, short dyed white hair, a long beard, and olive skin.
Kidni Latequench 1 Female Dwarf She is an infant dwarf with blue eyes, wisps of brown hair, and light brown skin.
Kilalin Latequench Shopkeep's Apprentice 49 Female Dwarf She is an adolescent dwarf with brown eyes, short dyed auburn hair in a side parting, a big bushy beard, and medium brown skin.
Oralin son of Bodni Shopkeep's Apprentice 42 Male Dwarf He is an adolescent dwarf with hazel eyes, a dyed brown quiff, a long beard, and medium brown skin.
Tharbur Latequench Shopkeep 95 Male Dwarf He is an adult dwarf with hazel eyes, brown hair in a bun, a horseshoe moustache, and medium brown skin.

Family Tree

Items for sale

⟳ Re-roll shop stock.

At this location, items are priced between 87% and 108% of their base value.

Available Price Value Item Description Weight
2 51 gp 50 gp Alchemist's fire (flask) This sticky, adhesive fluid ignites when exposed to air. As an action, you can throw this flask up to 20 feet, shattering it on impact. Make a ranged attack against a creature or object, treating the alchemist's fire as an improvised weapon. On a hit, the target takes 1d4 fire damage at the start of each of its turns. A creature can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames. 1 lb.
3 8 sp 7 cp 1 gp Bell
2 4 gp 9 sp 5 gp Hunting trap When you use your action to set it, this trap forms a saw-toothed steel ring that snaps shut when a creature steps on a pressure plate in the center. The trap is affixed by a heavy chain to an immobile object, such as a tree or a spike driven into the ground. A creature that steps on the plate must succeed on a DC 13 Dexterity saving throw or take 1d4 piercing damage and stop moving. Thereafter, until the creature breaks free of the trap, its movement is limited by the length of the chain (typically 3 feet long). A creature can use its action to make a DC 13 Strength check, freeing itself or another creature within its reach on a success. Each failed check deals 1 piercing damage to the trapped creature. 25 lbs.
3 9 gp 2 sp 10 gp Lock A key is provided with the lock. Without the key, a creature proficient with thieves' tools can pick this lock with a successful DC 15 Dexterity check. Your GM may decide that better locks are available for higher prices. 1 lb.
3 1 gp 9 sp 2 gp Pick, miner's 10 lbs.
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