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 | Item | Rarity | Description |
|---|---|---|---|---|
| 1 | Negotiable | Candle of light critters | uncommon | This magical candle can be lit for a total of 7 minutes before it burns down. When lit and left burning for at least 1 minute, up to a dozen nearby small woodland creatures are attracted to the candle. 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 candle feels like it has no weight, almost as if it were an illusion, but is solid to the touch. |
| 1 | Negotiable | Darkmantle figurehead of cursed knock | 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 unlocks the nearest locked door within 30 ft. 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 | Giving glove of warming | uncommon | This magical glove fits any hand, and matches any outfit. If worn, when you click your fingers, 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 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 | Heavy book of reminiscing halfling poetry | uncommon | A book containing poetry written in halfling. If you read one of the poems aloud, 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. The book feels unusually heavy, four times the weight of an average book. |
| 1 | 101 - 500 gp | Helm of telepathy | uncommon |
Requires attunement. While wearing this helm, you can use an action to cast the spell (save DC 13) from it. As long as you maintain concentration on the spell, you can use a bonus action to send a telepathic message to a creature you are focused on. It can reply -- using a bonus action to do so -- while your focus on it continues. While focusing on a creature with detect thoughts, you can use an action to cast the spell (save DC 13) from the helm on that creature. Once used, the suggestion property can't be used again until the next dawn. |
| 1 | Negotiable | Humming amber haste fish | uncommon | A small fish carved of amber. A command word "family" is scratched on the design. If you speak the word, your movement speed is doubled for 1 minute. This property cannot be used again until after a long rest. The fish makes a very slight humming sound at all times. |
| 1 | Negotiable | Lavish soothing chalk | uncommon | This stick of white chalk comes with an attached label bearing it's command word, "exam". The stick is long enough to write "exam" 8 times. When you use the stick to write the command word, you regain 1d4 hit-points. 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 | Over-sized pebble of navigation | 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 the direction of true north is clear in your mind. This property cannot be used again until after a long rest. The pebble is twice as large as an average pebble. |
| 1 | Negotiable | Sands of warm darkvision | uncommon | A small glass sand timer in a wooden frame. When the sands are left to run uninterrupted for 1 minute, you gain darkvision for 1 hour. This property cannot be used again until after a long rest. The timer is warm to the touch. |
| 1 | Negotiable | Small silver blink penny | uncommon | This silver penny has the crest of Jatrad on one side, and is blank on the other. When you flip it, it casts the spell Blink, with you as the target. This property cannot be used again until after a long rest. The coin is half the size of a typical coin. |
| 1 | Negotiable | Subtle fireworks of life saving | uncommon | A bundle of 5 fireworks. When a firework is lit and allowed to explode, 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 firework is hidden from detect magic. |
| 1 | Negotiable | Unreliable wand of quiet | uncommon | A 10 inch wooden rod, to activate the user must pass a DC12 intelligence check, if successful it muffles sounds (by 30dB) within a 10ft sphere for 10 minutes. This property cannot be used again until after a long rest. When the wand'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.