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 Weight
1 Negotiable Cursed purse of melody uncommon This magical purse is embroidered with spirals and swirls. When the final item is removed and the purse is empty 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 pouch. 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 Fleek's subtle book of calming 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 you feel at peace. This property cannot be used again until after a long rest. The tickets is hidden from detect magic.
1 Negotiable Light silver truesight penny uncommon This silver penny has the crest of Coskiura on one side, and is blank on the other. When you flip it, you gain truesight for 1 minute. This property cannot be used again until after a long rest. The coin feels like it has no weight, almost as if it were an illusion, but is solid to the touch.
1 Negotiable Pristine belt of giant tongue uncommon This leather belt is embossed with runes. When removed you can speak and understand giant for the next day. This property cannot be used again until after a long rest. The belt is in pristine condition.
1 260 gp 250 gp Scroll of Animal Messenger 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.
1 Negotiable Small glove of Minotaur disguise uncommon This magical glove fits any hand, and matches any outfit. If worn, when you click your fingers, a magical illusion disguises you as a Minotaur 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. The glove is half the size of a typical glove.
1 Negotiable The wizard's hat of reminiscing uncommon This wizard's hat has it's command word "reading" stitched on a label on the inside. When worn by a wizard, if you speak the command word, 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.
1 Negotiable The cold dice of quiet uncommon Two cubes made of bone, with mysterious markings on each face. Role the dice, if the symbols match, it muffles sounds (by 30dB) within a 10ft sphere for 10 minutes. This property cannot be used again until after a long rest. The dice is cold to the touch.
1 Negotiable The lucky duck of haste uncommon A duck made of cloth and leather. When squeezed, 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 Truthful wrist bands of mana uncommon This magical bracer is embossed with the command word, "love". 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. After using the bracer's property you cannot tell a deliberate lie for 1 hour.
1 Negotiable Unreliable knock 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 unlocks the nearest locked door within 30 ft. This property cannot be used again until after a long rest. When the lute'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. 2 lbs.

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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