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 | Value | Item | Rarity | Description | Weight |
|---|---|---|---|---|---|---|
| 1 | Negotiable | Candle of over-sized life saving | uncommon | This magical candle can be lit for a total of 16 minutes before it burns down. When lit and left burning for at least 1 minute, 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. The candle is twice as large as an average candle. | ||
| 1 | Negotiable | Cup of quiet | uncommon | This simple wooden cup appears completely unremarkable. When drunk from, it muffles sounds (by 30dB) within a 10ft sphere for 10 minutes. This property cannot be used again until after a long rest. | ||
| 1 | Negotiable | Cursed silver goblin tongue penny | uncommon | This silver penny has the crest of Coskiura on one side, and is blank on the other. When you flip it, you can speak and understand goblin for the next day. 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 | Disappearing belt of melody | uncommon | This leather belt is embossed with runes. When removed 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 belt. This property cannot be used again until after a long rest. After each use the GM should roll a d20. On a 1, the belt goes missing the next time it is stowed away. | ||
| 1 | Negotiable | Humming amber navigation fish | uncommon | A small fish carved of amber. A command word "definition" is scratched on the design. If you speak the word, the direction of true north is clear in your mind. This property cannot be used again until after a long rest. The fish makes a very slight humming sound at all times. | ||
| 1 | Negotiable | Lavish wrist bands of truesight | uncommon | This magical bracer is embossed with the command word, "fishing". When spoken by the wearer, you gain truesight for 1 minute. 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 | Light crown of the calming king | uncommon | A smooth silver band, when placed upon the head you feel at peace. This property cannot be used again until after a long rest. The crown feels like it has no weight, almost as if it were an illusion, but is solid to the touch. | ||
| 1 | 2,600 gp | 3,002 gp | Mithral Plate | uncommon |
Heavy armour. Base AC: 18.
Requires Str 15 to wear.
Gives disadvantage to stealth checks.
Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't. |
65 lbs. |
| 1 | Negotiable | Pristine shoe of darkness | uncommon | This magical shoe fits any foot, and matches any outfit. If worn, when you click your heels together, 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. The shoe is in pristine condition. | ||
| 1 | Negotiable | The cold wizard's hat of soothing | uncommon | This wizard's hat has it's command word "news" stitched on a label on the inside. When worn by a wizard, if you speak the command word, you regain 1d4 hit-points. This property cannot be used again until after a long rest. The hat is cold to the touch. | ||
| 1 | Negotiable | The poisonous dice of blink | uncommon | Two cubes made of bone, with mysterious markings on each face. Role the dice, if the symbols match, it casts the spell Blink, with you as the target. This property cannot be used again until after a long rest. After using the dice's property, you must succeed a constitution save, DC 12, or be poisoned for 1 hour. | ||
| 1 | Negotiable | The small duck of critters | uncommon | A duck made of cloth and leather. When squeezed, up to a dozen nearby small woodland creatures are attracted to the duck. They are charmed for 1 minute. This property only works while in woodlands. This property cannot be used again until after a long rest. The duck is half the size of a typical duck. | ||
| 1 | Negotiable | Truthful haste chalk | uncommon | This stick of white chalk comes with an attached label bearing it's command word, "security". The stick is long enough to write "security" 9 times. When you use the stick to write the command word, your movement speed is doubled for 1 minute. This property cannot be used again until after a long rest. After using the chalk's property you cannot tell a deliberate lie for 1 hour. | ||
| 1 | Negotiable | Unreliable medal of fortune | uncommon | This medal was awarded for bravery defending Tesmela. When polished, the next attack roll, ability check or saving throw you make is with advantage. This property cannot be used again until after a long rest. When the medal'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. | ||
| 1 | Negotiable | Warm book of darkvision orcish poetry | uncommon | A book containing poetry written in orcish. If you read one of the poems aloud, you gain darkvision for 1 hour. This property cannot be used again until after a long rest. The book is warm to the touch. |
Note
- The store may also filled with useless bric-a-brac, which the owner will attempt to sell as magical items to unsuspecting punters.