Hunter's Enchanted Magic Trinkets Emporium
167 year old Human construction, large sized
Location: City of Meltford
Owned by: Gamel Hunter
A large brick house, painted olive. The dwelling also serves as a Magic Trinkets Emporium.
Occupants
| Name | Role | Age | Gender | Race | Description |
|---|---|---|---|---|---|
| Christian Brock | Shopkeep's Apprentice | 12 | Male | Human | He is an adolescent human with brown eyes, black hair worn in a rounded bowl cut, and medium brown skin. |
| Everard Cochran | 4 | Male | Human | He is a human child with amber eyes, strawberry hair in braids, and light pink skin. | |
| Fulke Hunter the 2nd | Housekeeper | 25 | Male | Human | He is an adult human with brown eyes, short dyed black hair, a goatee, and dark brown skin. |
| Gamel Hunter | Shopkeep | 52 | Male | Human | He is an elderly human with hazel eyes, short grey hair in a side parting, a clean shaven face, and medium brown skin. |
| Juliana Sloan | Shopkeep's Apprentice | 13 | Female | Human | She is an adolescent human with hazel eyes, long light-brown hair with a fringe cut, and medium brown skin. |
| Owen Lindley the 2nd | Shopkeep's Apprentice | 16 | Male | Tiefling | He is an adolescent tiefling with white eyes, short curly light-blue hair, and red skin. He has curved horns. |
| Reuben Cochran | Shopkeep's Assistant | 30 | Male | Human | He is an adult human with amber eyes, short curly dyed strawberry hair, stubble, and light pink skin. |
| Rosamond Cochran | 8 | Female | Human | She is a human child with blue eyes, blond hair in a bun, and light pink skin. | |
| Rosamond Hunter | 52 | Female | Human | She is an elderly human with brown eyes, thin scruffy silver hair, and medium brown skin. | |
| Shreyetu Cochran | Housekeeper | 31 | Female | Human | She is an adult human with hazel eyes, brown hair in a bun, and medium brown skin. |
Family Tree
- Gamel Hunter (♂/52) + Rosamond Hunter nee Lindley (♀/52/Gamel's wife)
- Shreyetu Cochran nee Hunter (♀/31/Gamel's daughter) + Reuben Cochran (♂/30/Gamel's son in-law)
- Rosamond Cochran (♀/8/Gamel's granddaughter)
- Everard Cochran (♂/4/Gamel's grandson)
- Fulke Hunter the 2nd (♂/25/Gamel's son)
Items for sale
At this location, items are priced between 85% and 101% of their base value.
| Available | Price | Item | Rarity | Description | Weight |
|---|---|---|---|---|---|
| 1 | Negotiable | Annoying fireworks of calming | uncommon | A bundle of 6 fireworks. When a firework is lit and allowed to explode, you feel at peace. This property cannot be used again until after a long rest. The firework loudly shouts "The secret is philosophy!" when you use it's property. | |
| 1 | Negotiable | Cursed cup of reminiscing | uncommon | This simple wooden cup appears completely unremarkable. When drunk from, 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. After each use the GM should roll a d20. On a 1, a misfortune befalls the user. The nature of the misfortune is at the discretion of the GM. | |
| 1 | Negotiable | Dull gender 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, you become the gender of your choice until your next long rest. If you repeat this effect for 14 days, the change becomes permanent. This property cannot be used again until after a long rest. This lute seems boring somehow. | 2 lbs. |
| 1 | Negotiable | Fleek's warm book of Darkmantle disguise tickets | uncommon | A small leather bound booklet contains 11 numbered tickets. When a ticket is torn from the binding, it crumbles to dust and then a magical illusion disguises you as a Darkmantle 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 tickets is warm to the touch. | |
| 1 | Negotiable | Glove of knock | uncommon | This magical glove fits any hand, and matches any outfit. If worn, when you click your fingers, it unlocks the nearest locked door within 30 ft. This property cannot be used again until after a long rest. | |
| 1 | 501 - 5,000 gp | Ioun stone (sustenance) | rare |
Requires attunement. An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color. When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect. A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head. Sustenance (Rare). You don't need to eat or drink while this clear spindle orbits your head. |
|
| 1 | Negotiable | Poisonous silver life saving penny | uncommon | This silver penny has the crest of Tesmela on one side, and is blank on the other. When you flip it, 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 coin's property, you must succeed a constitution save, DC 12, or be poisoned for 1 hour. | |
| 1 | Negotiable | Rust Monster figurehead of giving melody | uncommon | A ship's figurehead in the shape of a Rust Monster. (A ship can only have one magical figurehead.) While at the wheel of a ship with the Rust Monster figurehead attached, if you concentrate your mind, 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 figurehead. This property cannot be used again until after a long rest. After 100 days, the figurehead's property stops working. If the figurehead finds a new owner that has not owned it before, the property will work again. | |
| 1 | Negotiable | Small book of warming gnomish poetry | uncommon | A book containing poetry written in gnomish. 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. The book is half the size of a typical book. | |
| 1 | Negotiable | The needy wizard's hat of truesight | uncommon | This wizard's hat has it's command word "fishing" stitched on a label on the inside. When worn by a wizard, if you speak the command word, you gain truesight for 1 minute. This property cannot be used again until after a long rest. This magic item requires attunement. (See 'Attunement' in the SRD.) |
Note
- The store may also filled with useless bric-a-brac, which the owner will attempt to sell as magical items to unsuspecting punters.