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 Weight
1 Negotiable Disappearing cup of otterese tongue uncommon This simple wooden cup appears completely unremarkable. When drunk from, you can speak and understand otterese 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, the cup goes missing the next time it is stowed away.
1 Negotiable Gaia's symbol of soothing uncommon A holy symbol of Gaia. In order to use the symbol, you must be a follower of Gaia and have visited a shrine or temple to Gaia in the last 24 hours. If you have done so, you can hold the symbol and say a short prayer and Gaia smiles upon you. Then you regain 1d4 hit-points. This property cannot be used again until after a long rest.
1 Negotiable Giving calming 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 feel at peace. This property cannot be used again until after a long rest. After 100 days, the lute's property stops working. If the lute finds a new owner that has not owned it before, the property will work again. 2 lbs.
1 Negotiable Humming wrist bands of darkness uncommon This magical bracer is embossed with the command word, "language". When spoken by the wearer, 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 bracer makes a very slight humming sound at all times.
1 490 gp 502 gp Musket +1 uncommon A Firearm weapon. 1d12 + 1 piercing damage. Range: 40/120. Properties: Ammunition, Loading, Two-handed, Magic

You have a +1 bonus to your attack and damage when wielding this Musket.
The craftmanship of this weapon identifies it as a masterwork.
3 lbs.
1 Negotiable Needy silver navigation penny uncommon This silver penny has the crest of Ebrana on one side, and is blank on the other. When you flip it, the direction of true north is clear in your mind. This property cannot be used again until after a long rest. This magic item requires attunement. (See 'Attunement' in the SRD.)
1 Negotiable Over-sized quill of blink uncommon This large magical feather is from an long extinct bird. When dropped with intent, on landing it casts the spell Blink, with you as the target. This property cannot be used again until after a long rest. The feather is twice as large as an average feather.
1 Negotiable Subtle 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. The wand is hidden from detect magic.
1 Negotiable The heavy dice of gender uncommon Two cubes made of bone, with mysterious markings on each face. Role the dice, if the symbols match, 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. The dice feels unusually heavy, four times the weight of an average dice.
1 Negotiable The small wizard's hat of awareness uncommon This wizard's hat has it's command word "truth" stitched on a label on the inside. When worn by a wizard, if you speak the command word, 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 hat is half the size of a typical hat.
1 Negotiable Unreliable glove of darkvision uncommon This magical glove fits any hand, and matches any outfit. If worn, when you click your fingers, you gain darkvision for 1 hour. This property cannot be used again until after a long rest. When the glove'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.

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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