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 Weight
1 Negotiable Candle of truthful warming 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 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. After using the candle's property you cannot tell a deliberate lie for 1 hour.
1 Negotiable Cold pebble of Ettercap disguise 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 magical illusion disguises you as a Ettercap 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 pebble is cold to the touch.
1 6 gp 2 sp 6 gp Dagger of Lightning uncommon A Simple Melee weapon. 1d4 piercing damage. Range: 5. (Thrown: 20/60.) Properties: Finesse, Light, Thrown, Magic

This Dagger 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 Dagger when it reaches the target. Make a ranged weapon attack against the target. On a hit, the target takes damage from the Dagger plus 4d6 lightning damage.
The Dagger's property can't be used again until the next dawn. In the meantime, the Dagger can still be used as a magic weapon.
1 lb.
1 Negotiable Giving glove of darkness uncommon This magical glove fits any hand, and matches any outfit. If worn, when you click your fingers, 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. After 100 days, the glove's property stops working. If the glove finds a new owner that has not owned it before, the property will work again.
1 Negotiable Kalis's heavy symbol of darkvision uncommon A holy symbol of Kalis. In order to use the symbol, you must be a follower of Kalis and have visited a shrine or temple to Kalis in the last 24 hours. If you have done so, you can hold the symbol and say a short prayer and Kalis smiles upon you. Then you gain darkvision for 1 hour. This property cannot be used again until after a long rest. The symbol feels unusually heavy, four times the weight of an average symbol.
1 Negotiable Light cup of fortune uncommon This simple wooden cup appears completely unremarkable. When drunk from, 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 cup feels like it has no weight, almost as if it were an illusion, but is solid to the touch.
1 Negotiable Lucky wand of chilling uncommon A 10 inch wooden rod, to activate the user must pass a DC12 intelligence check, if successful 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. 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 Needy crown of the glowing king uncommon A smooth silver band, when placed upon the head 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. This magic item requires attunement. (See 'Attunement' in the SRD.)
1 Negotiable Over-sized quill of instant party uncommon This large magical feather is from an long extinct bird. When dropped with intent, on landing 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 feather is twice as large as an average feather.
1 Negotiable Sands of subtle quiet uncommon A small glass sand timer in a wooden frame. When the sands are left to run uninterrupted for 1 minute, it muffles sounds (by 30dB) within a 10ft sphere for 10 minutes. This property cannot be used again until after a long rest. The timer is hidden from detect magic.
1 Negotiable The disappearing duck of reminiscing uncommon A duck made of cloth and leather. When squeezed, 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, the duck goes missing the next time it is stowed away.
1 Negotiable Unreliable awareness 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, you may add a +2 bonus to the next initiative roll you make. This property cannot be used again until after a long rest. When the lute'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. 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.
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