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 |
---|---|---|---|---|---|
1 | Negotiable | Candle of needy awareness | uncommon | This magical candle can be lit for a total of 12 minutes before it burns down. When lit and left burning for at least 1 minute, you may add a +2 bonus to the next initiative roll you make. This property cannot be used again until after a long rest. This magic item requires attunement. (See 'Attunement' in the SRD.) | |
1 | Negotiable | Ettercap figurehead of heavy darkness | uncommon | A ship's figurehead in the shape of a Ettercap. (A ship can only have one magical figurehead.) While at the wheel of a ship with the Ettercap figurehead attached, if you concentrate your mind, 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. The figurehead feels unusually heavy, four times the weight of an average figurehead. | |
1 | Negotiable | Fleek's book of navigation tickets | uncommon | A small leather bound booklet contains 2 numbered tickets. When a ticket is torn from the binding, it crumbles to dust and then the direction of true north is clear in your mind. This property cannot be used again until after a long rest. | |
1 | Negotiable | Light belt of reminiscing | uncommon | This leather belt is embossed with runes. When removed 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 belt feels like it has no weight, almost as if it were an illusion, but is solid to the touch. | |
1 | 22 gp | 25 gp | Scroll of Find Familiar | common | A spell scroll bears the words of the 1st-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 11. 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 11. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed. |
1 | Negotiable | Small wand of knock | uncommon | A 10 inch wooden rod, to activate the user must pass a DC12 intelligence check, if successful it unlocks the nearest locked door within 30 ft. This property cannot be used again until after a long rest. The wand is half the size of a typical wand. | |
1 | Negotiable | The giving duck of soothing | uncommon | A duck made of cloth and leather. When squeezed, you regain 1d4 hit-points. This property cannot be used again until after a long rest. After 100 days, the duck's property stops working. If the duck finds a new owner that has not owned it before, the property will work again. | |
1 | Negotiable | The lavish wizard's hat of truesight | uncommon | This wizard's hat has it's command word "teacher" stitched on a label on the inside. When worn by a wizard, if you speak the command word, you gain truesight for 1 minute. 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 | Truthful quill of mana | uncommon | This large magical feather is from an long extinct bird. When dropped with intent, on landing 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. After using the feather'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.