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 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.
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