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 wand of blink uncommon A 10 inch wooden rod, to activate the user must pass a DC12 intelligence check, if successful it casts the spell Blink, with you as the target. This property cannot be used again until after a long rest. The wand loudly shouts "The secret is freedom!" when you use it's property.
1 Negotiable Dull cup of mana uncommon This simple wooden cup appears completely unremarkable. When drunk from, 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. This cup seems boring somehow.
1 Negotiable Heavy belt of navigation uncommon This leather belt is embossed with runes. When removed the direction of true north is clear in your mind. This property cannot be used again until after a long rest. The belt feels unusually heavy, four times the weight of an average belt.
1 Negotiable Lavish silver instant party penny uncommon This silver penny has the crest of Tesmela 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. After use, the item appears highly decorated and valuable for 6 hours.
1 Negotiable Light fireworks of soothing uncommon A bundle of 7 fireworks. When a firework is lit and allowed to explode, you regain 1d4 hit-points. 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 Lucky medal of warming uncommon This medal was awarded for bravery defending Tesmela. When polished, 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 each use the GM should roll a d20. On a 20, a the user is also blessed as with the Bless spell.
1 Negotiable Sands of needy life saving uncommon A small glass sand timer in a wooden frame. When the sands are left to run uninterrupted for 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. This magic item requires attunement. (See 'Attunement' in the SRD.)
1 23 gp 25 gp Scroll of Expeditious Retreat common A spell scroll bears the words of the 1st-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 11. 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. This wizard spell can be copied just as spells in spellbooks can be copied. To copy the spell, the copier must succeed on an Intelligence (Arcana) check with DC 11. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed.
1 Negotiable The robust wizard's hat of truesight uncommon This wizard's hat has it's command word "equipment" stitched on a label on the inside. When worn by a wizard, if you speak the command word, you gain truesight for 1 minute. This property cannot be used again until after a long rest. The hat cannot be destroyed by non-magical means.
1 Negotiable Warm shoe of melody uncommon This magical shoe fits any foot, and matches any outfit. If worn, when you click your heels together, 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 shoe. This property cannot be used again until after a long rest. The shoe is warm to the touch.
1 Negotiable Wrist bands of Harpy disguise uncommon This magical bracer is embossed with the command word, "data". When spoken by the wearer, a magical illusion disguises you as a Harpy 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.

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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