Nye's Quality Magic Trinkets Emporium

388 year old Human construction, medium sized

Location: Carlcombe

Owned by: Iordanus Nye

A half-timbered house with a slate tile roof. The dwelling also serves as a Magic Trinkets Emporium.

Occupants

Name Role Age Gender Race Description
Iordanus Nye Shopkeep 20 Male Human He is an adult human with blue eyes, short blond hair, stubble, and light pink skin.
Johannes Hays Shopkeep's Apprentice 16 Male Human He is an adolescent human with brown eyes, dyed strawberry hair in a plait, and medium brown skin.
Lavina Nye 58 Female Human She is an elderly human with green eyes, short curly silver hair, and olive skin.
Sophie Bean the 2nd Shopkeep's Apprentice 16 Female Human She is an adolescent human with hazel eyes, long styled black hair, and dark brown skin.
Woorup Nye Housekeeper 22 Male Otterfolk He is an adult otterfolk with grey eyes and light brown fur with dark brown fur on their face and chest.

Family Tree

Items for sale

⟳ Re-roll shop stock.

At this location, items are priced between 80% and 104% of their base value.

Available Price Value Item Rarity Description
1 Negotiable Candle of lucky navigation uncommon This magical candle can be lit for a total of 11 minutes before it burns down. When lit and left burning for at least 1 minute, the direction of true north is clear in your mind. 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 Disappearing quill of darkvision uncommon This large magical feather is from an long extinct bird. When dropped with intent, on landing you gain darkvision for 1 hour. This property cannot be used again until after a long rest. After each use the GM should roll a d20. On a 1, the feather goes missing the next time it is stowed away.
1 Negotiable Fleek's over-sized book of Darkmantle disguise tickets uncommon A small leather bound booklet contains 9 numbered tickets. When a ticket is torn from the binding, it crumbles to dust and then 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. The tickets is twice as large as an average tickets.
1 Negotiable Humming belt of calming uncommon This leather belt is embossed with runes. When removed you feel at peace. This property cannot be used again until after a long rest. The belt makes a very slight humming sound at all times.
1 Negotiable Light book of truesight infernal poetry uncommon A book containing poetry written in infernal. If you read one of the poems aloud, you gain truesight for 1 minute. This property cannot be used again until after a long rest. The book feels like it has no weight, almost as if it were an illusion, but is solid to the touch.
1 Negotiable Needy pebble of darkness 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 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. This magic item requires attunement. (See 'Attunement' in the SRD.)
1 Negotiable Poisonous quiet chalk uncommon This stick of white chalk comes with an attached label bearing it's command word, "reading". The stick is long enough to write "reading" 4 times. When you use the stick to write the command word, it muffles sounds (by 30dB) within a 10ft sphere for 10 minutes. This property cannot be used again until after a long rest. After using the chalk's property, you must succeed a constitution save, DC 12, or be poisoned for 1 hour.
1 Negotiable Robust purse of fortune uncommon This magical purse is embroidered with spirals and swirls. When the final item is removed and the purse is empty 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 pouch cannot be destroyed by non-magical means.
1 Negotiable Rust Monster figurehead of heavy gnomish tongue 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, you can speak and understand gnomish for the next day. This property cannot be used again until after a long rest. The figurehead feels unusually heavy, four times the weight of an average figurehead.
1 250 gp 250 gp Scroll of Spider Climb 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 Shoe of critters uncommon This magical shoe fits any foot, and matches any outfit. If worn, when you click your heels together, up to a dozen nearby small woodland creatures are attracted to the shoe. They are charmed for 1 minute. This property only works while in woodlands. This property cannot be used again until after a long rest.
1 Negotiable The dull wizard's hat of life saving uncommon This wizard's hat has it's command word "love" stitched on a label on the inside. When worn by a wizard, if you speak the command word, 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 hat seems boring somehow.
1 Negotiable The lavish dice of melody uncommon Two cubes made of bone, with mysterious markings on each face. Role the dice, if the symbols match, 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 dice. 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 Unreliable glove of knock uncommon This magical glove fits any hand, and matches any outfit. If worn, when you click your fingers, it unlocks the nearest locked door within 30 ft. This property cannot be used again until after a long rest. When the glove'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.

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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