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

Items for sale

⟳ Re-roll shop stock.

At this location, items are priced between 85% and 101% of their base value.

Available Price Item Rarity Description
1 Negotiable Annoying wrist bands of fortune uncommon This magical bracer is embossed with the command word, "family". When spoken by the wearer, 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. The bracer loudly shouts "The secret is family!" when you use it's property.
1 Negotiable Cold crown of the reminiscing king uncommon A smooth silver band, when placed upon the head 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. The crown is cold to the touch.
1 Negotiable Dull shoe of knock uncommon This magical shoe fits any foot, and matches any outfit. If worn, when you click your heels together, it unlocks the nearest locked door within 30 ft. This property cannot be used again until after a long rest. This shoe seems boring somehow.
1 Negotiable Giving medal of blink uncommon This medal was awarded for bravery defending Coskiura. When polished, it casts the spell Blink, with you as the target. This property cannot be used again until after a long rest. After 100 days, the medal's property stops working. If the medal finds a new owner that has not owned it before, the property will work again.
1 Negotiable Heavy amber life saving fish uncommon A small fish carved of amber. A command word "policy" is scratched on the design. If you speak the word, 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 fish feels unusually heavy, four times the weight of an average fish.
1 Negotiable Lavish purse of awareness uncommon This magical purse is embroidered with spirals and swirls. When the final item is removed and the purse is empty you may add a +2 bonus to the next initiative roll you make. 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 book of haste otterese poetry uncommon A book containing poetry written in otterese. If you read one of the poems aloud, your movement speed is doubled for 1 minute. This property cannot be used again until after a long rest. The book feels like it has no weight, almost as if it were an illusion, but is solid to the touch.
1 Negotiable Poisonous cup of warming uncommon This simple wooden cup appears completely unremarkable. When drunk from, 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. After using the cup's property, you must succeed a constitution save, DC 12, or be poisoned for 1 hour.
1 101 - 500 gp Robe of useful items uncommon This robe has cloth patches of various shapes and colors covering it. While wearing the robe, you can use an action to detach one of the patches, causing it to become the object or creature it represents. Once the last patch is removed, the robe becomes an ordinary garment. The robe has two of each of the following patches: Dagger, Bullseye lantern (filled and lit), Steel mirror, 10-foot pole, Hempen rope (50 feet, coiled), Sack In addition, the robe has 4d4 other patches. The GM chooses the patches or determines them randomly with a d100. 01-08=Bag of 100 gp, 09-15=Silver coffer (1 foot long, 6 inches wide and deep) worth 500 gp, 16-22=Iron door (up to 10 feet wide and 10 feet high, barred on one side of your choice), which you can place in an opening you can reach; it conforms to fit the opening, attaching and hinging itself, 23-30=10 gems worth 100 gp each, 31-44=Wooden ladder (24 feet long), 45-51=A riding horse with saddle bags, 52-59=Pit (a cube 10 feet on a side), which you can place on the ground within 10 feet of you, 60-68=4 potions of healing, 69-75=Rowboat (12 feet long), 76-83=Spell scroll containing one spell of 1st to 3rd level, 84-90=2 mastiffs, 91-96=Window (2 feet by 4 feet, up to 2 feet deep), which you can place on a vertical surface you can reach, 97-00=Portable ram
1 Negotiable Rust Monster figurehead of humming 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. The figurehead makes a very slight humming sound at all times.
1 Negotiable Small wand of darkness uncommon A 10 inch wooden rod, to activate the user must pass a DC12 intelligence check, if successful 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 wand is half the size of a typical wand.
1 Negotiable The concealable duck of navigation uncommon A duck made of cloth and leather. When squeezed, the direction of true north is clear in your mind. This property cannot be used again until after a long rest. When the duck is in your pack or otherwise stowed away, only you can see it. It can be revealed with detect magic.
1 Negotiable Warm silver instant party penny uncommon This silver penny has the crest of None on one side, and is blank on the other. When you flip it, 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 coin 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.
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