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 amber knock fish uncommon A small fish carved of amber. A command word "role" is scratched on the design. If you speak the word, it unlocks the nearest locked door within 30 ft. This property cannot be used again until after a long rest. The fish loudly shouts "The secret is role!" when you use it's property.
1 Negotiable Concealable cup of calming uncommon This simple wooden cup appears completely unremarkable. When drunk from, you feel at peace. This property cannot be used again until after a long rest. When the cup is in your pack or otherwise stowed away, only you can see it. It can be revealed with detect magic.
1 Negotiable Cursed quill of soothing uncommon This large magical feather is from an long extinct bird. When dropped with intent, on landing you regain 1d4 hit-points. 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 Fleek's light book of mana tickets uncommon A small leather bound booklet contains 11 numbered tickets. When a ticket is torn from the binding, it crumbles to dust and then 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 tickets feels like it has no weight, almost as if it were an illusion, but is solid to the touch.
1 Negotiable Giving life saving chalk uncommon This stick of white chalk comes with an attached label bearing it's command word, "food". The stick is long enough to write "food" 9 times. When you use the stick to write the command 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. After 100 days, the chalk's property stops working. If the chalk finds a new owner that has not owned it before, the property will work again.
1 Negotiable Humming fireworks of draconic tongue uncommon A bundle of 5 fireworks. When a firework is lit and allowed to explode, you can speak and understand draconic for the next day. This property cannot be used again until after a long rest. The firework makes a very slight humming sound at all times.
1 Negotiable Lavish shoe of darkvision uncommon This magical shoe fits any foot, and matches any outfit. If worn, when you click your heels together, you gain darkvision for 1 hour. This property cannot be used again until after a long rest. After use, the item appears highly decorated and valuable for 6 hours.
1 101 - 500 gp Stone of good luck (luckstone) uncommon Requires attunement.

While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws.
1 Negotiable Subtle 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 is hidden from detect magic.
1 Negotiable The disappearing wizard's hat of darkness uncommon This wizard's hat has it's command word "management" stitched on a label on the inside. When worn by a wizard, if you speak the command word, 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. After each use the GM should roll a d20. On a 1, the hat goes missing the next time it is stowed away.
1 Negotiable The lucky dice of instant party uncommon Two cubes made of bone, with mysterious markings on each face. Role the dice, if the symbols match, 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 each use the GM should roll a d20. On a 20, a the user is also blessed as with the Bless spell.
1 Negotiable The truthful 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. After using the duck's property you cannot tell a deliberate lie for 1 hour.
1 Negotiable Unreliable glove of Rust Monster disguise uncommon This magical glove fits any hand, and matches any outfit. If worn, when you click your fingers, 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. 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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