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
- Ina Boon nee Gilman (♀/55) + Eli Boon (♂/57/Ina's husband)
- Maude Perkins nee Boon (♀/36/Ina's daughter) + Valentine Perkins (♂/36/Ina's son in-law)
- Lydia Perkins (♀/11/Ina's granddaughter)
- Guillelmus Perkins (♂/6/Ina's grandson)
- Harriott Perkins (♀/0/Ina's granddaughter)
- Mercy Gilman (♀/50/Ina's sister)
Items for sale
At this location, items are priced between 102% and 102% of their base value.
Available | Price | Value | Item | Rarity | Description | Weight |
---|---|---|---|---|---|---|
1 | Negotiable | Candle of giving gender | uncommon | This magical candle can be lit for a total of 16 minutes before it burns down. When lit and left burning for at least 1 minute, you become the gender of your choice until your next long rest. If you repeat this effect for 14 days, the change becomes permanent. 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 | Dull book of critters kobold poetry | uncommon | A book containing poetry written in kobold. If you read one of the poems aloud, up to a dozen nearby small woodland creatures are attracted to the book. They are charmed for 1 minute. This property only works while in woodlands. This property cannot be used again until after a long rest. This book seems boring somehow. | ||
1 | Negotiable | Fleek's cold book of life saving tickets | uncommon | A small leather bound booklet contains 10 numbered tickets. When a ticket is torn from the binding, it crumbles to dust and then 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 tickets is cold to the touch. | ||
1 | Negotiable | Halganon's disappearing symbol of instant party | uncommon | A holy symbol of Halganon. In order to use the symbol, you must be a follower of Halganon and have visited a shrine or temple to Halganon in the last 24 hours. If you have done so, you can hold the symbol and say a short prayer and Halganon smiles upon you. 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. After each use the GM should roll a d20. On a 1, the symbol goes missing the next time it is stowed away. | ||
1 | Negotiable | Humming crown of the soothing king | uncommon | A smooth silver band, when placed upon the head you regain 1d4 hit-points. This property cannot be used again until after a long rest. The crown makes a very slight humming sound at all times. | ||
1 | Negotiable | Lucky 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. 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 | Over-sized glove of calming | uncommon | This magical glove fits any hand, and matches any outfit. If worn, when you click your fingers, you feel at peace. This property cannot be used again until after a long rest. The glove is twice as large as an average glove. | ||
1 | Negotiable | Poisonous amber fortune fish | uncommon | A small fish carved of amber. A command word "development" is scratched on the design. If you speak the 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. After using the fish's property, you must succeed a constitution save, DC 12, or be poisoned for 1 hour. | ||
1 | Negotiable | Pristine wand of darkness | uncommon | A 10 inch wooden rod, to activate the user must pass a DC12 intelligence check, if successful 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 wand is in pristine condition. | ||
1 | Negotiable | Robust silver melody penny | uncommon | This silver penny has the crest of Ebrana on one side, and is blank on the other. When you flip it, 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 coin. This property cannot be used again until after a long rest. The coin cannot be destroyed by non-magical means. | ||
1 | 260 gp | 250 gp | Scroll of Misty Step | 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. This wizard spell can be copied just as spells in spellbooks can be copied. To copy the spell, the copier must succeed on an Intelligence (Arcana) check with DC 12. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed. | |
1 | Negotiable | Small pebble of glowing | uncommon | The pebble is smooth and feels comforting to hold. A universe of natural beauty patterns the surface. Study the pebble for 2 minutes uninterrupted and 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. The pebble is half the size of a typical pebble. | ||
1 | Negotiable | The annoying dice of mana | uncommon | Two cubes made of bone, with mysterious markings on each face. Role the dice, if the symbols match, if you are a spellcaster, you may cast one of your level 1 spells without spending a spell-slot. This property cannot be used again until after a long rest. The dice loudly shouts "The secret is month!" when you use it's property. | ||
1 | Negotiable | Truthful knock lute | uncommon | A magically infused lute. Using this property requires a performance check DC 12. If you are proficient with lutes, you may add your proficiency bonus. If you are successful, it unlocks the nearest locked door within 30 ft. This property cannot be used again until after a long rest. After using the lute's property you cannot tell a deliberate lie for 1 hour. | 2 lbs. |
Note
- The store may also filled with useless bric-a-brac, which the owner will attempt to sell as magical items to unsuspecting punters.