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 Concealable crown of the navigation king uncommon A smooth silver band, when placed upon the head the direction of true north is clear in your mind. This property cannot be used again until after a long rest. When the crown is in your pack or otherwise stowed away, only you can see it. It can be revealed with detect magic.
1 Negotiable Darkmantle figurehead of cursed darkness uncommon A ship's figurehead in the shape of a Darkmantle. (A ship can only have one magical figurehead.) While at the wheel of a ship with the Darkmantle figurehead attached, if you concentrate your mind, 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, a misfortune befalls the user. The nature of the misfortune is at the discretion of the GM.
1 Negotiable Disappearing book of fortune gnomish poetry uncommon A book containing poetry written in gnomish. If you read one of the poems aloud, 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, the book goes missing the next time it is stowed away.
1 Negotiable Dull 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. This cup seems boring somehow.
1 Negotiable Gaia's lucky symbol of critters 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 up to a dozen nearby small woodland creatures are attracted to the symbol. 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 each use the GM should roll a d20. On a 20, a the user is also blessed as with the Bless spell.
1 Negotiable Giving shoe of chilling uncommon This magical shoe fits any foot, and matches any outfit. If worn, when you click your heels together, 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. 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 Poisonous fireworks of halfling tongue uncommon A bundle of 7 fireworks. When a firework is lit and allowed to explode, you can speak and understand halfling for the next day. This property cannot be used again until after a long rest. After using the firework's property, you must succeed a constitution save, DC 12, or be poisoned for 1 hour.
1 Negotiable Pristine melody 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, 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 lute. This property cannot be used again until after a long rest. The lute is in pristine condition. 2 lbs.
1 Negotiable Sands of annoying truesight uncommon A small glass sand timer in a wooden frame. When the sands are left to run uninterrupted for 1 minute, you gain truesight for 1 minute. This property cannot be used again until after a long rest. The timer loudly shouts "The secret is communication!" when you use it's property.
1 22 gp 25 gp Scroll of Detect Poison and Disease 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.
1 Negotiable Silver life saving penny uncommon This silver penny has the crest of Geflus on one side, and is blank on the other. When you flip it, 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.
1 Negotiable Small amber blink fish uncommon A small fish carved of amber. A command word "growth" is scratched on the design. If you speak the word, it casts the spell Blink, with you as the target. This property cannot be used again until after a long rest. The fish is half the size of a typical fish.
1 Negotiable Unreliable wrist bands of mana uncommon This magical bracer is embossed with the command word, "way". When spoken by the wearer, 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. When the bracer'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 Warm belt of soothing uncommon This leather belt is embossed with runes. When removed you regain 1d4 hit-points. This property cannot be used again until after a long rest. The belt 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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