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 cursed haste | 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, your movement speed is doubled 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, a misfortune befalls the user. The nature of the misfortune is at the discretion of the GM. | ||
| 1 | Negotiable | Cold wand of glowing | uncommon | A 10 inch wooden rod, to activate the user must pass a DC12 intelligence check, if successful 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 wand is cold to the touch. | ||
| 1 | Negotiable | Concealable fireworks of soothing | uncommon | A bundle of 2 fireworks. When a firework is lit and allowed to explode, you regain 1d4 hit-points. This property cannot be used again until after a long rest. When the firework is in your pack or otherwise stowed away, only you can see it. It can be revealed with detect magic. | ||
| 1 | Negotiable | Disappearing awareness chalk | uncommon | This stick of white chalk comes with an attached label bearing it's command word, "security". The stick is long enough to write "security" 6 times. When you use the stick to write the command word, you may add a +2 bonus to the next initiative roll you make. This property cannot be used again until after a long rest. After each use the GM should roll a d20. On a 1, the chalk goes missing the next time it is stowed away. | ||
| 1 | Negotiable | Dull belt of orcish tongue | uncommon | This leather belt is embossed with runes. When removed you can speak and understand orcish for the next day. This property cannot be used again until after a long rest. This belt seems boring somehow. | ||
| 1 | Negotiable | Fleek's robust book of truesight tickets | uncommon | A small leather bound booklet contains 6 numbered tickets. When a ticket is torn from the binding, it crumbles to dust and then you gain truesight for 1 minute. This property cannot be used again until after a long rest. The tickets cannot be destroyed by non-magical means. | ||
| 1 | 2,600 gp | 3,002 gp | Mithral Plate | uncommon |
Heavy armour. Base AC: 18.
Requires Str 15 to wear.
Gives disadvantage to stealth checks.
Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't. |
65 lbs. |
| 1 | Negotiable | Poisonous pebble of life saving | 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 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 using the pebble's property, you must succeed a constitution save, DC 12, or be poisoned for 1 hour. | ||
| 1 | Negotiable | Subtle 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. The shoe is hidden from detect magic. | ||
| 1 | Negotiable | The lavish duck of chilling | uncommon | A duck made of cloth and leather. When squeezed, 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 use, the item appears highly decorated and valuable for 6 hours. |
Note
- The store may also filled with useless bric-a-brac, which the owner will attempt to sell as magical items to unsuspecting punters.