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 belt of awareness uncommon This leather belt is embossed with runes. When removed 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 belt loudly shouts "The secret is language!" when you use it's property.
1 Negotiable Dull purse of life saving uncommon This magical purse is embroidered with spirals and swirls. When the final item is removed and the purse is empty 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. This pouch seems boring somehow.
1 Negotiable Heavy calming chalk uncommon This stick of white chalk comes with an attached label bearing it's command word, "history". The stick is long enough to write "history" 6 times. When you use the stick to write the command word, you feel at peace. This property cannot be used again until after a long rest. The chalk feels unusually heavy, four times the weight of an average chalk.
1 Negotiable Lavish cup of critters uncommon This simple wooden cup appears completely unremarkable. When drunk from, up to a dozen nearby small woodland creatures are attracted to the cup. They are charmed for 1 minute. This property only works while in woodlands. 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 shoe of haste uncommon This magical shoe fits any foot, and matches any outfit. If worn, when you click your heels together, your movement speed is doubled for 1 minute. This property cannot be used again until after a long rest. The shoe feels like it has no weight, almost as if it were an illusion, but is solid to the touch.
1 Negotiable Lucky medal of melody uncommon This medal was awarded for bravery defending Tesmela. When polished, 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 medal. 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 Poisonous amber blink fish uncommon A small fish carved of amber. A command word "reading" is scratched on the design. If you speak the word, it casts the spell Blink, with you as the target. This property cannot be used again until after a long rest. After using the fish's property, you must succeed a constitution save, DC 12, or be poisoned for 1 hour.
1 Negotiable Rust Monster figurehead of humming fortune uncommon A ship's figurehead in the shape of a Rust Monster. (A ship can only have one magical figurehead.) While at the wheel of a ship with the Rust Monster 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. The figurehead makes a very slight humming sound at all times.
1 260 gp 250 gp Scroll of Enthrall 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 fireworks of Cockatrice disguise uncommon A bundle of 5 fireworks. When a firework is lit and allowed to explode, a magical illusion disguises you as a Cockatrice 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 firework is half the size of a typical firework.
1 Negotiable The unreliable duck of reminiscing uncommon A duck made of cloth and leather. When squeezed, 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. When the duck'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 Truthful crown of the glowing king uncommon A smooth silver band, when placed upon the head 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 using the crown's property you cannot tell a deliberate lie for 1 hour.
1 Negotiable Warm wrist bands of chilling uncommon This magical bracer is embossed with the command word, "activity". When spoken by the wearer, 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 bracer is warm to the touch.
1 Negotiable Xor's robust symbol of darkness uncommon A holy symbol of Xor. In order to use the symbol, you must be a follower of Xor and have visited a shrine or temple to Xor in the last 24 hours. If you have done so, you can hold the symbol and say a short prayer and Xor smiles upon you. Then 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 symbol 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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