Son of Boddin's Magic Trinkets Emporium

799 year old Elf construction, medium sized

Location: Lath Amarir

Owned by: Belegorod Ellant son of Boddin

Built into a living tree, this tree house is accessed by a rope ladder. Thick dust covers many of the rarely touched surfaces. The dwelling also serves as a Magic Trinkets Emporium.

Occupants

Name Role Age Gender Race Description
Amroil Caranhil son of Boddin Shopkeep's Assistant 419 Male Elf He is an adult elf with grey eyes, short auburn hair, a clean shaven face, and light brown skin.
Amrotil Aloevis Shopkeep's Apprentice 55 Male Elf He is an adolescent elf with brown eyes, short black hair in a side parting, and medium brown skin.
Annath Galadrlas Coudola Housekeeper 366 Female Elf She is an adult elf with brown eyes, long tied back brown hair, and dark brown skin.
Belegorod Ellant son of Boddin Shopkeep 435 Male Elf He is an adult elf with grey eyes, a bald head, a clean shaven face, and olive skin.
Celebdor son of Boddin Housekeeper 87 Male Elf He is an adolescent elf with grey eyes, long dyed blond hair with a fringe cut, and light pink skin.
Elebrer son of Boddin Shopkeep's Apprentice 72 Male Elf He is an adolescent elf with brown eyes, short curly auburn hair, and medium brown skin.
Inuvieel Galadel Iathal Shopkeep's Assistant 341 Female Elf She is an adult elf with grey eyes, strawberry hair in a bun, and light brown skin.
Quennarod son of Boddin Housekeeper 70 Male Elf He is an adolescent elf with grey eyes, dyed brown hair in a mohawk, and light pink skin.
Thieain Coudola 7 Female Elf She is an elf child with grey eyes, long curly auburn hair, and olive skin.
Urwenil Yavael Veverehla Housekeeper 328 Female Elf She is an adult elf with one grey eye (her left is covered by an eye-patch), short curly strawberry hair, and light brown skin.

Family Tree

Items for sale

⟳ Re-roll shop stock.

At this location, items are priced between 93% and 108% of their base value.

Available Price Value Item Rarity Description Weight
1 Negotiable Cold life saving chalk uncommon This stick of white chalk comes with an attached label bearing it's command word, "audience". The stick is long enough to write "audience" 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. The chalk is cold to the touch.
1 Negotiable Heavy purse of awareness uncommon This magical purse is embroidered with spirals and swirls. When the final item is removed and the purse is empty you may add a +2 bonus to the next initiative roll you make. This property cannot be used again until after a long rest. The pouch feels unusually heavy, four times the weight of an average pouch.
1 Negotiable Light goblin tongue 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, you can speak and understand goblin for the next day. This property cannot be used again until after a long rest. The lute feels like it has no weight, almost as if it were an illusion, but is solid to the touch. 2 lbs.
1 Negotiable Lucky pebble of haste 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 your movement speed is doubled for 1 minute. 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 fireworks of glowing uncommon A bundle of 7 fireworks. When a firework is lit and allowed to explode, 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 firework is twice as large as an average firework.
1 Negotiable Sands of poisonous darkness uncommon A small glass sand timer in a wooden frame. When the sands are left to run uninterrupted for 1 minute, 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 using the timer's property, you must succeed a constitution save, DC 12, or be poisoned for 1 hour.
1 250 gp 250 gp Scroll of Blur uncommon A spell scroll bears the words of the 2nd-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 12. 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. This wizard spell can be copied just as spells in spellbooks can be copied. To copy the spell, the copier must succeed on an Intelligence (Arcana) check with DC 12. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed.
1 Negotiable Solina's dull symbol of calming uncommon A holy symbol of Solina. In order to use the symbol, you must be a follower of Solina and have visited a shrine or temple to Solina in the last 24 hours. If you have done so, you can hold the symbol and say a short prayer and Solina smiles upon you. Then you feel at peace. This property cannot be used again until after a long rest. This symbol seems boring somehow.
1 Negotiable The needy duck of Hippogriff disguise uncommon A duck made of cloth and leather. When squeezed, a magical illusion disguises you as a Hippogriff 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. This magic item requires attunement. (See 'Attunement' in the SRD.)
1 Negotiable Worg figurehead of truthful fortune uncommon A ship's figurehead in the shape of a Worg. (A ship can only have one magical figurehead.) While at the wheel of a ship with the Worg figurehead attached, if you concentrate your mind, 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 using the figurehead's property you cannot tell a deliberate lie for 1 hour.

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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