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 Value Item Rarity Description
1 Negotiable Annoying glove of darkness uncommon This magical glove fits any hand, and matches any outfit. If worn, when you click your fingers, 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 glove loudly shouts "The secret is love!" when you use it's property.
1 Negotiable Candle of darkvision uncommon This magical candle can be lit for a total of 12 minutes before it burns down. When lit and left burning for at least 1 minute, you gain darkvision for 1 hour. This property cannot be used again until after a long rest.
1 Negotiable Cursed amber fortune fish uncommon A small fish carved of amber. A command word "difference" is scratched on the design. If you speak the word, 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, a misfortune befalls the user. The nature of the misfortune is at the discretion of the GM.
1 Negotiable Disappearing cup of truesight uncommon This simple wooden cup appears completely unremarkable. When drunk from, you gain truesight for 1 minute. This property cannot be used again until after a long rest. After each use the GM should roll a d20. On a 1, the cup goes missing the next time it is stowed away.
1 Negotiable Giving medal of critters uncommon This medal was awarded for bravery defending Driaca. When polished, up to a dozen nearby small woodland creatures are attracted to the medal. 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 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 crown of the awareness king uncommon A smooth silver band, when placed upon the head you may add a +2 bonus to the next initiative roll you make. This property cannot be used again until after a long rest. The crown feels unusually heavy, four times the weight of an average crown.
1 Negotiable Light fireworks of mana uncommon A bundle of 4 fireworks. When a firework is lit and allowed to explode, 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 firework feels like it has no weight, almost as if it were an illusion, but is solid to the touch.
1 Negotiable Marlon's pristine symbol of Rust Monster disguise uncommon A holy symbol of Marlon. In order to use the symbol, you must be a follower of Marlon and have visited a shrine or temple to Marlon in the last 24 hours. If you have done so, you can hold the symbol and say a short prayer and Marlon smiles upon you. Then 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 symbol is in pristine condition.
1 Negotiable Poisonous purse of melody uncommon This magical purse is embroidered with spirals and swirls. When the final item is removed and the purse is empty 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 pouch. This property cannot be used again until after a long rest. After using the pouch's property, you must succeed a constitution save, DC 12, or be poisoned for 1 hour.
1 250 gp 250 gp Scroll of Animal Messenger uncommon A spell scroll bears the words of the 2nd-level spell, written in a mystical cipher. If the spell is on your class's spell list, you can use an action to read the scroll and cast its spell without having to provide any of the spell's components. Otherwise, the scroll is unintelligible. If the spell needs a save DC, it is 13. If it needs an attack bonus, it is 5. If the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC is 12. On a failed check, the spell disappears from the scroll with no other effect. Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust.
1 Negotiable Small silver calming penny uncommon This silver penny has the crest of Driaca on one side, and is blank on the other. When you flip it, you feel at peace. This property cannot be used again until after a long rest. The coin is half the size of a typical coin.
1 Negotiable The lavish duck of blink uncommon A duck made of cloth and leather. When squeezed, it casts the spell Blink, with you as the target. 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 The truthful wizard's hat of knock uncommon This wizard's hat has it's command word "theory" stitched on a label on the inside. When worn by a wizard, if you speak the command word, it unlocks the nearest locked door within 30 ft. This property cannot be used again until after a long rest. After using the hat's property you cannot tell a deliberate lie for 1 hour.
1 Negotiable Warm wand of quiet uncommon A 10 inch wooden rod, to activate the user must pass a DC12 intelligence check, if successful it muffles sounds (by 30dB) within a 10ft sphere for 10 minutes. This property cannot be used again until after a long rest. The wand 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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