Boyer-Stanton's Magic Trinkets Emporium

49 year old Human construction, small sized

Location: Eppbourne

Owned by: Petrus Boyer-Stanton

A small half-timbered house. A small red dog yaps as strangers approach. It's nametag says "Lettice." The dwelling also serves as a Magic Trinkets Emporium.

Occupants

Name Role Age Gender Race Description
Emelan Vanniel Boyer-Stanton Housekeeper 194 Female Elf She is an adult elf with one grey eye (her left is covered by an eye-patch), long tied back strawberry hair, and grey skin.
Osegod Elarydre the 2nd Shopkeep's Apprentice 49 Male Elf He is an adolescent elf with blue eyes, light-brown hair in a bun, and olive skin.
Petrus Boyer-Stanton Shopkeep 122 Male Half-Elf He is an adult half-elf with brown eyes, a shaved head, a full beard, and medium brown skin.
Reuben Stanton Shopkeep's Apprentice 22 Male Elf He is an adolescent elf with hazel eyes, short dyed strawberry hair in a side parting, and medium brown skin.

Family Tree

Items for sale

⟳ Re-roll shop stock.

At this location, items are priced between 80% and 107% of their base value.

Available Price Value Item Rarity Description
1 Negotiable Candle of giving glowing uncommon This magical candle can be lit for a total of 12 minutes before it burns down. When lit and left burning for at least 1 minute, 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. After 100 days, the candle's property stops working. If the candle finds a new owner that has not owned it before, the property will work again.
1 Negotiable Concealable belt of warming uncommon This leather belt is embossed with runes. When removed 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. When the belt is in your pack or otherwise stowed away, only you can see it. It can be revealed with detect magic.
1 Negotiable Death Dog figurehead of light soothing uncommon A ship's figurehead in the shape of a Death Dog. (A ship can only have one magical figurehead.) While at the wheel of a ship with the Death Dog figurehead attached, if you concentrate your mind, you regain 1d4 hit-points. This property cannot be used again until after a long rest. The figurehead feels like it has no weight, almost as if it were an illusion, but is solid to the touch.
1 Negotiable Needy wrist bands of truesight uncommon This magical bracer is embossed with the command word, "bird". When spoken by the wearer, you gain truesight for 1 minute. This property cannot be used again until after a long rest. This magic item requires attunement. (See 'Attunement' in the SRD.)
1 Negotiable Poisonous cup of calming uncommon This simple wooden cup appears completely unremarkable. When drunk from, you feel at peace. This property cannot be used again until after a long rest. After using the cup's property, you must succeed a constitution save, DC 12, or be poisoned for 1 hour.
1 22 gp 25 gp Scroll of Cure Wounds common A spell scroll bears the words of the 1st-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 11. 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 The disappearing dice of chilling uncommon Two cubes made of bone, with mysterious markings on each face. Role the dice, if the symbols match, the ambient temperature is reduced 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 of below 40ºF (5ºC.) This property cannot be used again until after a long rest. After each use the GM should roll a d20. On a 1, the dice goes missing the next time it is stowed away.

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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