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 | Weight |
|---|---|---|---|---|---|
| 1 | Negotiable | Cursed cup of truesight | uncommon | This simple wooden cup appears completely unremarkable. When drunk from, you gain truesight 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 | Disappearing glove of haste | uncommon | This magical glove fits any hand, and matches any outfit. If worn, when you click your fingers, 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, the glove goes missing the next time it is stowed away. | |
| 1 | Negotiable | Fleek's cold book of critters tickets | uncommon | A small leather bound booklet contains 11 numbered tickets. When a ticket is torn from the binding, it crumbles to dust and then up to a dozen nearby small woodland creatures are attracted to the tickets. 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 tickets is cold to the touch. | |
| 1 | Negotiable | Harpy figurehead of over-sized Harpy disguise | uncommon | A ship's figurehead in the shape of a Harpy. (A ship can only have one magical figurehead.) While at the wheel of a ship with the Harpy figurehead attached, if you concentrate your mind, a magical illusion disguises you as a Harpy 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 figurehead is twice as large as an average figurehead. | |
| 1 | 501 - 5,000 gp | Horn of valhalla (brass) | rare | You can use an action to blow this horn. In response, warrior spirits from the Valhalla appear within 60 feet of you. They use the statistics of a berserker. They return to Valhalla after 1 hour or when they drop to 0 hit points. Once you use the horn, it can't be used again until 7 days have passed. Four types of horn of Valhalla are known to exist, each made of a different metal. The horn's type determines how many berserkers answer its summons, as well as the requirement for its use. The GM chooses the horn's type or determines it randomly. If you blow the horn without meeting its requirement, the summoned berserkers attack you. If you meet the requirement, they are friendly to you and your companions and follow your commands. Brass Horn Berserkers Summoned 3d4 + 3 Requirement Proficiency with all simple weapons | |
| 1 | Negotiable | Lucky quill of instant party | uncommon | This large magical feather is from an long extinct bird. When dropped with intent, on landing a pitcher containing 2 gallons of ale and 8 empty cups appear nearby. The pitcher, cups and any remaining ale disappear after 3 hours. 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 | Needy book of chilling common poetry | uncommon | A book containing poetry written in common. If you read one of the poems aloud, 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. This magic item requires attunement. (See 'Attunement' in the SRD.) | |
| 1 | Negotiable | Poisonous wrist bands of glowing | uncommon | This magical bracer is embossed with the command word, "failure". When spoken by the wearer, 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 using the bracer's property, you must succeed a constitution save, DC 12, or be poisoned for 1 hour. | |
| 1 | Negotiable | Pristine belt of mana | uncommon | This leather belt is embossed with runes. When removed 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. The belt is in pristine condition. | |
| 1 | Negotiable | Robust wand of soothing | uncommon | A 10 inch wooden rod, to activate the user must pass a DC12 intelligence check, if successful you regain 1d4 hit-points. This property cannot be used again until after a long rest. The wand cannot be destroyed by non-magical means. | |
| 1 | Negotiable | Sands of unreliable gender | uncommon | A small glass sand timer in a wooden frame. When the sands are left to run uninterrupted for 1 minute, you become the gender of your choice until your next long rest. If you repeat this effect for 14 days, the change becomes permanent. This property cannot be used again until after a long rest. When the timer'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 | The dull dice of navigation | uncommon | Two cubes made of bone, with mysterious markings on each face. Role the dice, if the symbols match, the direction of true north is clear in your mind. This property cannot be used again until after a long rest. This dice seems boring somehow. | |
| 1 | Negotiable | Truthful awareness lute | uncommon | A magically infused lute. Using this property requires a performance check DC 12. If you are proficient with lutes, you may add your proficiency bonus. If you are successful, 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 using the lute's property you cannot tell a deliberate lie for 1 hour. | 2 lbs. |
| 1 | Negotiable | Vastra's small symbol of darkvision | uncommon | A holy symbol of Vastra. In order to use the symbol, you must be a follower of Vastra and have visited a shrine or temple to Vastra in the last 24 hours. If you have done so, you can hold the symbol and say a short prayer and Vastra smiles upon you. Then you gain darkvision for 1 hour. This property cannot be used again until after a long rest. The symbol is half the size of a typical symbol. |
Note
- The store may also filled with useless bric-a-brac, which the owner will attempt to sell as magical items to unsuspecting punters.