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
- Lavina Nye nee Loomis (♀/58/Iordanus' mother)
- Iordanus Nye (♂/20) + Woorup Nye (♂/22/Iordanus' husband)
Items for sale
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 needy reminiscing | uncommon | This magical candle can be lit for a total of 5 minutes before it burns down. When lit and left burning for at least 1 minute, 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. This magic item requires attunement. (See 'Attunement' in the SRD.) | ||
1 | Negotiable | Dull shoe of mana | uncommon | This magical shoe fits any foot, and matches any outfit. If worn, when you click your heels together, 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. This shoe seems boring somehow. | ||
1 | Negotiable | Humming book of soothing halfling poetry | uncommon | A book containing poetry written in halfling. If you read one of the poems aloud, you regain 1d4 hit-points. This property cannot be used again until after a long rest. The book makes a very slight humming sound at all times. | ||
1 | Negotiable | Lucky quill of life saving | uncommon | This large magical feather is from an long extinct bird. When dropped with intent, on landing 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. 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 | Poisonous wand of critters | uncommon | A 10 inch wooden rod, to activate the user must pass a DC12 intelligence check, if successful up to a dozen nearby small woodland creatures are attracted to the wand. They are charmed for 1 minute. This property only works while in woodlands. This property cannot be used again until after a long rest. After using the wand's property, you must succeed a constitution save, DC 12, or be poisoned for 1 hour. | ||
1 | Negotiable | Pristine haste chalk | uncommon | This stick of white chalk comes with an attached label bearing it's command word, "news". The stick is long enough to write "news" 9 times. When you use the stick to write the command word, your movement speed is doubled for 1 minute. This property cannot be used again until after a long rest. The chalk is in pristine condition. | ||
1 | Negotiable | Robust fireworks of Darkmantle disguise | uncommon | A bundle of 5 fireworks. When a firework is lit and allowed to explode, 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 firework cannot be destroyed by non-magical means. | ||
1 | 51 gp | 52 gp | Scimitar +1 | uncommon |
A Martial Melee weapon. 1d6
+ 1 slashing damage.
Range: 5.
Properties:
Finesse, Light, Magic
You have a +1 bonus to your attack and damage when wielding this Scimitar. The craftmanship of this weapon identifies it as a masterwork. |
3 lbs. |
1 | Negotiable | The disappearing duck of glowing | uncommon | A duck made of cloth and leather. When squeezed, 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. 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 | The over-sized wizard's hat of calming | uncommon | This wizard's hat has it's command word "reading" stitched on a label on the inside. When worn by a wizard, if you speak the command word, you feel at peace. This property cannot be used again until after a long rest. The hat is twice as large as an average hat. | ||
1 | Negotiable | The unreliable 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. When the dice'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. | ||
1 | Negotiable | Truthful purse of navigation | uncommon | This magical purse is embroidered with spirals and swirls. When the final item is removed and the purse is empty the direction of true north is clear in your mind. This property cannot be used again until after a long rest. After using the pouch's property you cannot tell a deliberate lie for 1 hour. |
Note
- The store may also filled with useless bric-a-brac, which the owner will attempt to sell as magical items to unsuspecting punters.