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 | Item | Rarity | Description |
|---|---|---|---|---|
| 1 | Negotiable | Candle of humming glowing | uncommon | This magical candle can be lit for a total of 8 minutes before it burns down. When lit and left burning for at least 1 minute, 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 candle makes a very slight humming sound at all times. |
| 1 | 501 - 5,000 gp | Daern’s instant fortress | rare | You can use an action to place this 1-inch metal cube on the ground and speak its command word. The cube rapidly grows into a fortress that remains until you use an action to speak the command word that dismisses it, which works only if the fortress is empty. The fortress is a square tower, 20 feet on a side and 30 feet high, with arrow slits on all sides and a battlement atop it. Its interior is divided into two floors, with a ladder running along one wall to connect them. The ladder ends at a trapdoor leading to the roof. When activated, the tower has a small door on the side facing you. The door opens only at your command, which you can speak as a bonus action. It is immune to the spell and similar magic, such as that of a chime of opening. Each creature in the area where the fortress appears must make a DC 15 Dexterity saving throw, taking 10d10 bludgeoning damage on a failed save, or half as much damage on a successful one. In either case, the creature is pushed to an unoccupied space outside but next to the fortress. Objects in the area that aren't being worn or carried take this damage and are pushed automatically. The tower is made of adamantine, and its magic prevents it from being tipped over. The roof, the door, and the walls each have 100 hit points, immunity to damage from nonmagical weapons excluding siege weapons, and resistance to all other damage. Only a spell can repair the fortress (this use of the spell counts as replicating a spell of 8th level or lower). Each casting of wish causes the roof, the door, or one wall to regain 50 hit points. |
| 1 | Negotiable | Darkmantle figurehead of light blink | uncommon | A ship's figurehead in the shape of a Darkmantle. (A ship can only have one magical figurehead.) While at the wheel of a ship with the Darkmantle figurehead attached, if you concentrate your mind, it casts the spell Blink, with you as the target. 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. |
| 1 | Negotiable | Heavy quill of critters | uncommon | This large magical feather is from an long extinct bird. When dropped with intent, on landing up to a dozen nearby small woodland creatures are attracted to the feather. They are charmed for 1 minute. This property only works while in woodlands. This property cannot be used again until after a long rest. The feather feels unusually heavy, four times the weight of an average feather. |
| 1 | Negotiable | Over-sized amber knock fish | uncommon | A small fish carved of amber. A command word "freedom" is scratched on the design. If you speak the word, it unlocks the nearest locked door within 30 ft. This property cannot be used again until after a long rest. The fish is twice as large as an average fish. |
| 1 | Negotiable | Poisonous shoe of reminiscing | uncommon | This magical shoe fits any foot, and matches any outfit. If worn, when you click your heels together, 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 using the shoe's property, you must succeed a constitution save, DC 12, or be poisoned for 1 hour. |
| 1 | Negotiable | Robust glove of navigation | uncommon | This magical glove fits any hand, and matches any outfit. If worn, when you click your fingers, the direction of true north is clear in your mind. This property cannot be used again until after a long rest. The glove cannot be destroyed by non-magical means. |
| 1 | Negotiable | Sands of cursed Darkmantle disguise | uncommon | A small glass sand timer in a wooden frame. When the sands are left to run uninterrupted for 1 minute, a magical illusion disguises you as a Darkmantle 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 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 | Small belt of darkness | uncommon | This leather belt is embossed with runes. When removed 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 belt is half the size of a typical belt. |
| 1 | Negotiable | Subtle silver haste penny | uncommon | This silver penny has the crest of Driaca on one side, and is blank on the other. When you flip it, your movement speed is doubled for 1 minute. This property cannot be used again until after a long rest. The coin is hidden from detect magic. |
| 1 | Negotiable | The cold wizard's hat of common tongue | uncommon | This wizard's hat has it's command word "product" stitched on a label on the inside. When worn by a wizard, if you speak the command word, you can speak and understand common for the next day. This property cannot be used again until after a long rest. The hat is cold to the touch. |
| 1 | Negotiable | The concealable dice of warming | uncommon | Two cubes made of bone, with mysterious markings on each face. Role the dice, if the symbols match, the ambient temperature increases 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 above 95ºF (35ºC.) This property cannot be used again until after a long rest. When the dice is in your pack or otherwise stowed away, only you can see it. It can be revealed with detect magic. |
Note
- The store may also filled with useless bric-a-brac, which the owner will attempt to sell as magical items to unsuspecting punters.