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 Caspio's lavish symbol of knock uncommon A holy symbol of Caspio. In order to use the symbol, you must be a follower of Caspio and have visited a shrine or temple to Caspio in the last 24 hours. If you have done so, you can hold the symbol and say a short prayer and Caspio smiles upon you. Then it unlocks the nearest locked door within 30 ft. 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 Concealable belt of soothing uncommon This leather belt is embossed with runes. When removed you regain 1d4 hit-points. 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 Crown of the chilling king uncommon A smooth silver band, when placed upon the head 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.
1 Negotiable Fleek's cold book of instant party tickets uncommon A small leather bound booklet contains 5 numbered tickets. When a ticket is torn from the binding, it crumbles to dust and then 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 tickets is cold to the touch.
1 Negotiable Giving amber melody fish uncommon A small fish carved of amber. A command word "economics" is scratched on the design. If you speak the word, 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 fish. This property cannot be used again until after a long rest. After 100 days, the fish's property stops working. If the fish finds a new owner that has not owned it before, the property will work again.
1 160 gp 152 gp Mithral Chain Mail uncommon Heavy armour. Base AC: 16. Requires Str 13 to wear. Gives disadvantage to stealth checks.

Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't.
55 lbs.
1 Negotiable Needy glove of life saving uncommon This magical glove fits any hand, and matches any outfit. If worn, when you click your fingers, 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 magic item requires attunement. (See 'Attunement' in the SRD.)
1 Negotiable Sands of cursed awareness uncommon A small glass sand timer in a wooden frame. When the sands are left to run uninterrupted for 1 minute, you may add a +2 bonus to the next initiative roll you make. 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 Subtle wrist bands of navigation uncommon This magical bracer is embossed with the command word, "bird". When spoken by the wearer, the direction of true north is clear in your mind. This property cannot be used again until after a long rest. The bracer is hidden from detect magic.
1 Negotiable The heavy dice of truesight uncommon Two cubes made of bone, with mysterious markings on each face. Role the dice, if the symbols match, you gain truesight for 1 minute. This property cannot be used again until after a long rest. The dice feels unusually heavy, four times the weight of an average dice.
1 Negotiable The poisonous duck of Death Dog disguise uncommon A duck made of cloth and leather. When squeezed, a magical illusion disguises you as a Death Dog 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. After using the duck's property, you must succeed a constitution save, DC 12, or be poisoned for 1 hour.
1 Negotiable The small wizard's hat of fortune uncommon This wizard's hat has it's command word "security" stitched on a label on the inside. When worn by a wizard, if you speak the command word, 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 hat is half the size of a typical hat.

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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