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 | 1,400 gp | 1,502 gp | Adamantine Half Plate | uncommon |
Medium armour. Base AC: 15 + Dex modifier (max 2).
Gives disadvantage to stealth checks.
This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you're wearing it, any critical hit against you becomes a normal hit. |
40 lbs. |
1 | Negotiable | Candle of heavy fortune | uncommon | This magical candle can be lit for a total of 9 minutes before it burns down. When lit and left burning for at least 1 minute, 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 candle feels unusually heavy, four times the weight of an average candle. | ||
1 | Negotiable | Caspio's lavish symbol of warming | uncommon | A holy symbol of Caspio. In order to use the symbol, you must be a follower of Caspio and have visited a shrine or temple to Caspio in the last 24 hours. If you have done so, you can hold the symbol and say a short prayer and Caspio smiles upon you. Then 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 use, the item appears highly decorated and valuable for 6 hours. | ||
1 | Negotiable | Cold silver navigation penny | uncommon | This silver penny has the crest of None 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. The coin is cold to the touch. | ||
1 | Negotiable | Concealable quill of critters | uncommon | This large magical feather is from an long extinct bird. When dropped with intent, on landing up to a dozen nearby small woodland creatures are attracted to the feather. They are charmed for 1 minute. This property only works while in woodlands. This property cannot be used again until after a long rest. When the feather is in your pack or otherwise stowed away, only you can see it. It can be revealed with detect magic. | ||
1 | Negotiable | Disappearing medal of mana | uncommon | This medal was awarded for bravery defending Geflus. When polished, 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. After each use the GM should roll a d20. On a 1, the medal goes missing the next time it is stowed away. | ||
1 | Negotiable | Giving shoe of awareness | uncommon | This magical shoe fits any foot, and matches any outfit. If worn, when you click your heels together, 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 100 days, the shoe's property stops working. If the shoe finds a new owner that has not owned it before, the property will work again. | ||
1 | Negotiable | Humming belt of Cockatrice disguise | uncommon | This leather belt is embossed with runes. When removed a magical illusion disguises you as a Cockatrice 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 belt makes a very slight humming sound at all times. | ||
1 | Negotiable | Lucky darkvision chalk | uncommon | This stick of white chalk comes with an attached label bearing it's command word, "series". The stick is long enough to write "series" 7 times. When you use the stick to write the command word, 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 | Over-sized wrist bands of melody | uncommon | This magical bracer is embossed with the command word, "safety". When spoken by the wearer, 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 bracer. This property cannot be used again until after a long rest. The bracer is twice as large as an average bracer. | ||
1 | Negotiable | Sands of truthful gender | uncommon | A small glass sand timer in a wooden frame. When the sands are left to run uninterrupted for 1 minute, 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. After using the timer's property you cannot tell a deliberate lie for 1 hour. | ||
1 | Negotiable | Small book of truesight dwarvish poetry | uncommon | A book containing poetry written in dwarvish. If you read one of the poems aloud, you gain truesight for 1 minute. This property cannot be used again until after a long rest. The book is half the size of a typical book. | ||
1 | Negotiable | Subtle crown of the chilling king | uncommon | A smooth silver band, when placed upon the head the ambient temperature is reduced 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 of below 40ºF (5ºC.) This property cannot be used again until after a long rest. The crown is hidden from detect magic. | ||
1 | Negotiable | The needy 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. This magic item requires attunement. (See 'Attunement' in the SRD.) | ||
1 | Negotiable | The unreliable dice of soothing | uncommon | Two cubes made of bone, with mysterious markings on each face. Role the dice, if the symbols match, you regain 1d4 hit-points. This property cannot be used again until after a long rest. When the dice'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. | ||
1 | Negotiable | The warm wizard's hat of glowing | uncommon | This wizard's hat has it's command word "communication" stitched on a label on the inside. When worn by a wizard, if you speak the command word, 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. The hat 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.