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 2,600 gp 3,002 gp Adamantine Plate uncommon Heavy armour. Base AC: 18. Requires Str 15 to wear. 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.
65 lbs.
1 Negotiable Annoying silver life saving penny uncommon This silver penny has the crest of Kestiobar 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. The coin loudly shouts "The secret is meat!" when you use it's property.
1 Negotiable Concealable pebble of reminiscing uncommon The pebble is smooth and feels comforting to hold. A universe of natural beauty patterns the surface. Study the pebble for 2 minutes uninterrupted and you remember something you had forgotten. The subject of the memory is at the discretion of the GM. This property cannot be used again until after a long rest. When the pebble is in your pack or otherwise stowed away, only you can see it. It can be revealed with detect magic.
1 Negotiable Crown of the warming king uncommon A smooth silver band, when placed upon the head 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.
1 Negotiable Giving fireworks of critters uncommon A bundle of 8 fireworks. When a firework is lit and allowed to explode, up to a dozen nearby small woodland creatures are attracted to the firework. 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 100 days, the firework's property stops working. If the firework finds a new owner that has not owned it before, the property will work again.
1 Negotiable Lucky shoe of Winter Wolf disguise uncommon This magical shoe fits any foot, and matches any outfit. If worn, when you click your heels together, a magical illusion disguises you as a Winter Wolf 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. 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 Poisonous purse of mana uncommon This magical purse is embroidered with spirals and swirls. When the final item is removed and the purse is empty 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 using the pouch's property, you must succeed a constitution save, DC 12, or be poisoned for 1 hour.
1 Negotiable Robust glove of darkvision uncommon This magical glove fits any hand, and matches any outfit. If worn, when you click your fingers, you gain darkvision for 1 hour. This property cannot be used again until after a long rest. The glove cannot be destroyed by non-magical means.
1 Negotiable Small soothing chalk uncommon This stick of white chalk comes with an attached label bearing it's command word, "world". The stick is long enough to write "world" 6 times. When you use the stick to write the command word, you regain 1d4 hit-points. This property cannot be used again until after a long rest. The chalk is half the size of a typical chalk.
1 Negotiable Subtle darkness 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, 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. The lute is hidden from detect magic. 2 lbs.
1 Negotiable The cold wizard's hat of melody uncommon This wizard's hat has it's command word "music" stitched on a label on the inside. When worn by a wizard, if you speak the command word, 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 hat. This property cannot be used again until after a long rest. The hat is cold 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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