Bofun's Magic Forge

296 year old Dwarf construction, small sized

Location: Chalkton

Owned by: Bofun daughter of Frerarkûn

The this small family home was built in an abandoned mineshaft. Cactus-like planets grow in decorative pots. The dwelling also serves as a Magic Forge.

Occupants

Name Role Age Gender Race Description
Bofun daughter of Dwaliurin Magesmith 93 Female Dwarf She is an adult dwarf with one grey eye (her right is covered by an eye-patch), dark-brown and grey streaked hair in a pigtails, a long beard, and light brown skin.
Bofun daughter of Frerarkûn Master Magesmith 223 Female Dwarf She is an elderly dwarf with brown eyes, short dark-brown hair, a long beard, and medium brown skin.
Dwaliurin daughter of Bofun Housekeeper 154 Female Dwarf She is an adult dwarf with amber eyes, short curly auburn and grey streaked hair, a long beard, and olive skin.
Frerini Sturdyhammer Housekeeper 158 Male Dwarf He is an adult dwarf with green eyes, a bald head, a big bushy beard, and olive skin.
Gruin Tinpick 225 Male Dwarf He is an elderly dwarf with amber eyes, thin scruffy grey hair, a full beard, and olive skin.
Náun Ironhand Magesmith 102 Male Dwarf He is an adult dwarf with brown eyes (behind a pair of spectacles), balding dark-brown and grey streaked hair, a long beard, and medium brown skin.
Thráini daughter of Dwaliurin Housekeeper 58 Female Dwarf She is an adult dwarf with green eyes, strawberry hair in a ponytail, a big bushy beard, and olive skin.

Family Tree

Items for sale

⟳ Re-roll shop stock.

At this location, items are priced between 97% and 120% of their base value.

Available Price Value Item Rarity Description Weight
1 59 gp 53 gp Berserker Longsword rare Requires attunement.

A Martial Melee weapon. 1d8 + 1 slashing damage. (Two-handed: 1d10 + 1 Slashing damage.) Range: 5. Properties: Versatile, Magic

You have a +1 bonus to your attack and damage when wielding this Longsword.
While you are attuned to this weapon, your hit point maximum increases by 1 for each level you have attained.
Curse: This Longsword is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the Longsword, keeping it within reach at all times. You also have disadvantage on attack rolls with weapons other than this one, unless no foe is within 60 feet of you that you can see or hear.
Whenever a hostile creature damages you while the Longsword is in your possession, you must succeed on a DC 15 Wisdom saving throw or go berserk. While berserk, you must use your action each round to attack the creature nearest to you with the Longsword. If you can make extra attacks as part of the Attack action, you use those extra attacks, moving to attack the next nearest creature after you fell your current target. If you have multiple possible targets, you attack one at random. You are berserk until you start your turn with no creatures within 60 feet of you that you can see or hear.
3 lbs.
1 2 gp 3 sp 2 gp Dart of Lightning uncommon A Simple Ranged weapon. 1d4 piercing damage. Range: 20/60. (Thrown: 20/60.) Properties: Finesse, Thrown, Magic

This Dart is a magic weapon. When you hurl it and speak its command word, it transforms into a bolt of lightning, forming a line 5 feet wide that extends out from you to a target within the range of the weapon. Each creature in the line excluding you and the target must make a DC 13 Dexterity saving throw, taking 4d6 lightning damage on a failed save, and half as much damage on a successful one. The lightning bolt turns back into a Dart when it reaches the target. Make a ranged weapon attack against the target. On a hit, the target takes damage from the Dart plus 4d6 lightning damage.
The Dart's property can't be used again until the next dawn. In the meantime, the Dart can still be used as a magic weapon.
¼ lb.
1 Negotiable The cursed wizard's hat of reminiscing uncommon This wizard's hat has it's command word "year" 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. 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.
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