Tharbur's Emporium
87 year old Dwarf construction, small sized
Location: Brecciadeep
Owned by: Tharbur Latequench
The this small family home was built in an abandoned mineshaft. The dwelling also serves as an Emporium.
Occupants
| Name | Role | Age | Gender | Race | Description |
|---|---|---|---|---|---|
| Gimarvi Latequench | 9 | Male | Dwarf | He is a dwarf child with hazel eyes, a brown quiff, and medium brown skin. | |
| Ibórói Latequench | 2 | Female | Dwarf | She is an infant dwarf with blue eyes, wisps of strawberry hair, and olive skin. | |
| Kiderin Latequench | Housekeeper | 111 | Female | Dwarf | She is an adult dwarf with blue eyes, short dyed white hair, a long beard, and olive skin. |
| Kidni Latequench | 1 | Female | Dwarf | She is an infant dwarf with blue eyes, wisps of brown hair, and light brown skin. | |
| Kilalin Latequench | Shopkeep's Apprentice | 49 | Female | Dwarf | She is an adolescent dwarf with brown eyes, short dyed auburn hair in a side parting, a big bushy beard, and medium brown skin. |
| Oralin son of Bodni | Shopkeep's Apprentice | 42 | Male | Dwarf | He is an adolescent dwarf with hazel eyes, a dyed brown quiff, a long beard, and medium brown skin. |
| Tharbur Latequench | Shopkeep | 95 | Male | Dwarf | He is an adult dwarf with hazel eyes, brown hair in a bun, a horseshoe moustache, and medium brown skin. |
Family Tree
- Tharbur Latequench (♂/95) + Kiderin Latequench nee Forgeforger (♀/111/Tharbur's wife)
- Gimarvi Latequench (♂/9/Tharbur's son)
- Ibórói Latequench (♀/2/Tharbur's daughter)
- Kidni Latequench (♀/1/Tharbur's daughter)
Items for sale
At this location, items are priced between 87% and 108% of their base value.
| Available | Price | Value | Item | Description | Weight |
|---|---|---|---|---|---|
| 1 | 26 gp | 25 gp | Book | A book might contain poetry, historical accounts, information pertaining to a particular field of lore, diagrams and notes on gnomish contraptions, or just about anything else that can be represented using text or pictures. A book of spells is a spellbook (described later in this section). | 5 lbs. |
| 3 | 5 sp 1 cp | 5 sp | Clothes, common | 3 lbs. | |
| 1 | 5 gp 1 sp | 5 gp | Emblem | A holy symbol is a representation of a god or pantheon. It might be an amulet depicting a symbol representing a deity, the same symbol carefully engraved or inlaid as an emblem on a shield, or a tiny box holding a fragment of a sacred relic. Appendix B lists the symbols commonly associated with many gods in the multiverse. A cleric or paladin can use a holy symbol as a spellcasting focus. To use the symbol in this way, the caster must hold it in hand, wear it visibly, or bear it on a shield. | |
| 1 | 4 gp 8 sp | 5 gp | Hunting trap | When you use your action to set it, this trap forms a saw-toothed steel ring that snaps shut when a creature steps on a pressure plate in the center. The trap is affixed by a heavy chain to an immobile object, such as a tree or a spike driven into the ground. A creature that steps on the plate must succeed on a DC 13 Dexterity saving throw or take 1d4 piercing damage and stop moving. Thereafter, until the creature breaks free of the trap, its movement is limited by the length of the chain (typically 3 feet long). A creature can use its action to make a DC 13 Strength check, freeing itself or another creature within its reach on a success. Each failed check deals 1 piercing damage to the trapped creature. | 25 lbs. |
| 3 | 110 gp | 100 gp | Magnifying glass | This lens allows a closer look at small objects. It is also useful as a substitute for flint and steel when starting fires. Lighting a fire with a magnifying glass requires light as bright as sunlight to focus, tinder to ignite, and about 5 minutes for the fire to ignite. A magnifying glass grants advantage on any ability check made to appraise or inspect an item that is small or highly detailed. | |
| 3 | 2 gp 1 sp | 2 gp | Manacles | These metal restraints can bind a Small or Medium creature. Escaping the manacles requires a successful DC 20 Dexterity check. Breaking them requires a successful DC 20 Strength check. Each set of manacles comes with one key. Without the key, a creature proficient with thieves' tools can pick the manacles' lock with a successful DC 15 Dexterity check. Manacles have 15 hit points. | 6 lbs. |
| 3 | 4 gp 7 sp | 5 gp | Mirror, steel | ½ lb. | |
| 3 | 1 sp | 1 sp | Parchment (one sheet) | ||
| 2 | 4 gp 9 sp | 5 gp | Perfume (vial) |