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 | Cold medal of Rust Monster disguise | uncommon | This medal was awarded for bravery defending Jatrad. When polished, a magical illusion disguises you as a Rust Monster 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 medal is cold to the touch. | ||
1 | Negotiable | Disappearing wand of fortune | uncommon | A 10 inch wooden rod, to activate the user must pass a DC12 intelligence check, if successful 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. After each use the GM should roll a d20. On a 1, the wand goes missing the next time it is stowed away. | ||
1 | Negotiable | Dull belt of glowing | uncommon | This leather belt is embossed with runes. When removed it emits a dim orange glow, just barely enough to cover 10 ft. The glow lasts for 1 minute. This property cannot be used again until after a long rest. This belt seems boring somehow. | ||
1 | Negotiable | Fleek's giving book of knock tickets | uncommon | A small leather bound booklet contains 8 numbered tickets. When a ticket is torn from the binding, it crumbles to dust and then it unlocks the nearest locked door within 30 ft. This property cannot be used again until after a long rest. After 100 days, the tickets's property stops working. If the tickets finds a new owner that has not owned it before, the property will work again. | ||
1 | 12 gp | 12 gp | Handaxe of Lightning | uncommon |
A Simple Melee weapon. 1d6
slashing damage.
Range: 5.
(Thrown: 20/60.)
Properties:
Light, Thrown, Monk, Magic
This Handaxe is a magic weapon. When you hurl it and speak its command word, it transforms into a bolt of lightning, forming a line 5 feet wide that extends out from you to a target within the range of the weapon. Each creature in the line excluding you and the target must make a DC 13 Dexterity saving throw, taking 4d6 lightning damage on a failed save, and half as much damage on a successful one. The lightning bolt turns back into a Handaxe when it reaches the target. Make a ranged weapon attack against the target. On a hit, the target takes damage from the Handaxe plus 4d6 lightning damage. The Handaxe's property can't be used again until the next dawn. In the meantime, the Handaxe can still be used as a magic weapon. |
2 lbs. |
1 | Negotiable | Light quill of warming | uncommon | This large magical feather is from an long extinct bird. When dropped with intent, on landing 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 feather feels like it has no weight, almost as if it were an illusion, but is solid to the touch. | ||
1 | Negotiable | Over-sized crown of the mana king | uncommon | A smooth silver band, when placed upon the head if you are a spellcaster, you may cast one of your level 1 spells without spending a spell-slot. This property cannot be used again until after a long rest. The crown is twice as large as an average crown. | ||
1 | Negotiable | Poisonous silver critters penny | uncommon | This silver penny has the crest of Ebrana on one side, and is blank on the other. When you flip it, up to a dozen nearby small woodland creatures are attracted to the coin. They are charmed for 1 minute. This property only works while in woodlands. 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 | Pristine melody chalk | uncommon | This stick of white chalk comes with an attached label bearing it's command word, "control". The stick is long enough to write "control" 9 times. When you use the stick to write the command word, 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 chalk. This property cannot be used again until after a long rest. The chalk is in pristine condition. | ||
1 | Negotiable | Small book of blink goblin poetry | uncommon | A book containing poetry written in goblin. If you read one of the poems aloud, it casts the spell Blink, with you as the target. This property cannot be used again until after a long rest. The book is half the size of a typical book. | ||
1 | Negotiable | Solina's warm symbol of truesight | uncommon | A holy symbol of Solina. In order to use the symbol, you must be a follower of Solina and have visited a shrine or temple to Solina in the last 24 hours. If you have done so, you can hold the symbol and say a short prayer and Solina smiles upon you. Then you gain truesight for 1 minute. This property cannot be used again until after a long rest. The symbol is warm to the touch. | ||
1 | Negotiable | The duck of awareness | uncommon | A duck made of cloth and leather. When squeezed, you may add a +2 bonus to the next initiative roll you make. This property cannot be used again until after a long rest. | ||
1 | Negotiable | The lucky dice of darkvision | uncommon | Two cubes made of bone, with mysterious markings on each face. Role the dice, if the symbols match, you gain darkvision for 1 hour. This property cannot be used again until after a long rest. After each use the GM should roll a d20. On a 20, a the user is also blessed as with the Bless spell. | ||
1 | Negotiable | Truthful amber soothing fish | uncommon | A small fish carved of amber. A command word "policy" is scratched on the design. If you speak the word, you regain 1d4 hit-points. This property cannot be used again until after a long rest. After using the fish's property you cannot tell a deliberate lie for 1 hour. |
Note
- The store may also filled with useless bric-a-brac, which the owner will attempt to sell as magical items to unsuspecting punters.