Boon's Magic Trinkets Emporium

85 year old Human construction, large sized

Location: City of Meltford

Owned by: Ina Boon

The window frames on this half-timbered cottage has been painted teal. The dwelling also serves as a Magic Trinkets Emporium.

Occupants

Name Role Age Gender Race Description
Eli Boon 57 Male Human He is an elderly human with green eyes, thin scruffy white hair, a handlebar moustache, and light brown skin.
Gocelinus Lindley Shopkeep's Apprentice 13 Male Human He is an adolescent human with blue eyes, short curly blond hair, and light brown skin.
Guillelmus Perkins 6 Male Human He is a human child with green eyes, scruffy blond hair, and pale white skin.
Gwenllian Brock Shopkeep's Apprentice 14 Female Human She is an adolescent human with brown eyes, black hair in a ponytail, and medium brown skin.
Harriott Perkins 0 Female Human She is an infant human with amber eyes, wisps of auburn hair, and light pink skin.
Ina Boon Shopkeep 55 Female Human She is an elderly human with grey eyes, dyed strawberry hair in a bun, and light pink skin.
Lydia Perkins 11 Female Human She is a human child with amber eyes, shoulder-length auburn hair, and light pink skin.
Maude Perkins Shopkeep's Assistant 36 Female Human She is an adult human with green eyes, scruffy blond hair, and light pink skin.
Mercy Gilman 50 Female Human She is an elderly human with amber eyes, long tied back grey hair, and light pink skin.
Otis Bingham Shopkeep's Apprentice 14 Male Human He is an adolescent human with grey eyes, long red hair with a fringe cut, and pale white skin.
Valentine Perkins Housekeeper 36 Male Human He is an adult human with amber eyes, scruffy light-brown hair, bushy sideburns, and olive skin.

Family Tree

Items for sale

⟳ Re-roll shop stock.

At this location, items are priced between 102% and 102% of their base value.

Available Price Value Item Rarity Description
1 Negotiable Annoying amber haste fish uncommon A small fish carved of amber. A command word "two" is scratched on the design. If you speak the word, your movement speed is doubled for 1 minute. This property cannot be used again until after a long rest. The fish loudly shouts "The secret is two!" when you use it's property.
1 Negotiable Candle of cold fortune uncommon This magical candle can be lit for a total of 14 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 is cold to the touch.
1 Negotiable Fleek's unreliable book of instant party tickets uncommon A small leather bound booklet contains 9 numbered tickets. When a ticket is torn from the binding, it crumbles to dust and then a pitcher containing 2 gallons of ale and 8 empty cups appear nearby. The pitcher, cups and any remaining ale disappear after 3 hours. This property cannot be used again until after a long rest. When the tickets'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 Giving wand of darkvision uncommon A 10 inch wooden rod, to activate the user must pass a DC12 intelligence check, if successful you gain darkvision for 1 hour. This property cannot be used again until after a long rest. After 100 days, the wand's property stops working. If the wand finds a new owner that has not owned it before, the property will work again.
1 Negotiable Humming 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 makes a very slight humming sound at all times.
1 Negotiable Kalis's concealable symbol of glowing uncommon A holy symbol of Kalis. In order to use the symbol, you must be a follower of Kalis and have visited a shrine or temple to Kalis in the last 24 hours. If you have done so, you can hold the symbol and say a short prayer and Kalis smiles upon you. Then 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. When the symbol is in your pack or otherwise stowed away, only you can see it. It can be revealed with detect magic.
1 Negotiable Lavish fireworks of knock uncommon A bundle of 4 fireworks. When a firework is lit and allowed to explode, it unlocks the nearest locked door within 30 ft. 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 Light glove of gender uncommon This magical glove fits any hand, and matches any outfit. If worn, when you click your fingers, 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. The glove feels like it has no weight, almost as if it were an illusion, but is solid to the touch.
1 Negotiable Needy quill of warming uncommon This large magical feather is from an long extinct bird. When dropped with intent, on landing 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. This magic item requires attunement. (See 'Attunement' in the SRD.)
1 Negotiable Pebble of quiet 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 it muffles sounds (by 30dB) within a 10ft sphere for 10 minutes. This property cannot be used again until after a long rest.
1 Negotiable Poisonous medal of common tongue uncommon This medal was awarded for bravery defending Ebrana. When polished, you can speak and understand common for the next day. This property cannot be used again until after a long rest. After using the medal's property, you must succeed a constitution save, DC 12, or be poisoned for 1 hour.
1 Negotiable Sands of small melody uncommon A small glass sand timer in a wooden frame. When the sands are left to run uninterrupted for 1 minute, 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 timer. This property cannot be used again until after a long rest. The timer is half the size of a typical timer.
1 260 gp 250 gp Scroll of Magic Mouth 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 The disappearing wizard's hat of awareness uncommon This wizard's hat has it's command word "control" stitched on a label on the inside. When worn by a wizard, if you speak the command word, 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 each use the GM should roll a d20. On a 1, the hat goes missing the next time it is stowed away.
1 Negotiable The robust duck of mana uncommon A duck made of cloth and leather. When squeezed, 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. The duck cannot be destroyed by non-magical means.

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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