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 Item Rarity Description
1 501 - 5,000 gp Bag of beans rare Inside this heavy cloth bag are 3d4 dry beans. The bag weighs 1/2 pound plus 1/4 pound for each bean it contains. If you dump the bag's contents out on the ground, they explode in a 10-foot radius, extending from the beans. Each creature in the area, including you, must make a DC 15 Dexterity saving throw, taking 5d4 fire damage on a failed save, or half as much damage on a successful one. The fire ignites flammable objects in the area that aren't being worn or carried. If you remove a bean from the bag, plant it in dirt or sand, and then water it, the bean produces an effect 1 minute later from the ground where it was planted. The GM can choose an effect from the following table, determine it randomly, or create an effect. dmg152
1 Negotiable Concealable wand of critters uncommon A 10 inch wooden rod, to activate the user must pass a DC12 intelligence check, if successful up to a dozen nearby small woodland creatures are attracted to the wand. They are charmed for 1 minute. This property only works while in woodlands. This property cannot be used again until after a long rest. When the wand is in your pack or otherwise stowed away, only you can see it. It can be revealed with detect magic.
1 Negotiable Cursed wrist bands of calming uncommon This magical bracer is embossed with the command word, "environment". When spoken by the wearer, you feel at peace. 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 Dull shoe of truesight uncommon This magical shoe fits any foot, and matches any outfit. If worn, when you click your heels together, you gain truesight for 1 minute. This property cannot be used again until after a long rest. This shoe seems boring somehow.
1 Negotiable Fleek's needy book of reminiscing tickets uncommon A small leather bound booklet contains 3 numbered tickets. When a ticket is torn from the binding, it crumbles to dust and then 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. This magic item requires attunement. (See 'Attunement' in the SRD.)
1 Negotiable Heavy glove of instant party uncommon This magical glove fits any hand, and matches any outfit. If worn, when you click your fingers, 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. The glove feels unusually heavy, four times the weight of an average glove.
1 Negotiable Poisonous crown of the quiet king uncommon A smooth silver band, when placed upon the head it muffles sounds (by 30dB) within a 10ft sphere for 10 minutes. This property cannot be used again until after a long rest. After using the crown's property, you must succeed a constitution save, DC 12, or be poisoned for 1 hour.
1 Negotiable Sands of pristine life saving uncommon A small glass sand timer in a wooden frame. When the sands are left to run uninterrupted for 1 minute, 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 timer is in pristine condition.
1 Negotiable Small quill of navigation uncommon This large magical feather is from an long extinct bird. When dropped with intent, on landing the direction of true north is clear in your mind. This property cannot be used again until after a long rest. The feather is half the size of a typical feather.
1 Negotiable The over-sized dice of darkness uncommon Two cubes made of bone, with mysterious markings on each face. Role the dice, if the symbols match, 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 dice is twice as large as an average dice.
1 Negotiable Warm cup of darkvision uncommon This simple wooden cup appears completely unremarkable. When drunk from, you gain darkvision for 1 hour. This property cannot be used again until after a long rest. The cup is warm to the touch.
1 Negotiable Winter Wolf figurehead of light chilling uncommon A ship's figurehead in the shape of a Winter Wolf. (A ship can only have one magical figurehead.) While at the wheel of a ship with the Winter Wolf figurehead attached, if you concentrate your mind, 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. The figurehead feels like it has no weight, almost as if it were an illusion, but is solid 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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