The Neon Nocturne Emporium

Est. 2025 Vampire (proprietor) Warlock

The Neon Nocturne Emporium

The Neon Nocturne Emporium only opens after sundown. Outside, its windows blaze with saturated magenta, electric blue and blood-red lanterns; inside neon filame...

MA

Shopkeeper

Marcellus Nocturne, a Vampire (proprietor) Warlock (Lvl 12)

Keeper's Species

Vampire (proprietor)

19 Misc3 Weapons3 PotionsEst. 20.5k gp

Shop Inventory

(25)
Miscellaneous19

Sturdy, braided hemp rope ideal for sailing or climbing. Salt-treated for durability in a port climate.

A brass lantern with a dark hood. Bright enough to light a small deck but easily dimmed for discretion.

A small flask of lamp oil. Useful for lanterns or as an improvised alchemical component.

Contains flint, steel, and tinder. Standard issue for sailors and late-night wanderers.

Thin, pale candles — commonly used for vigils and back-alley deals alike.

A brass and glass spyglass. Magnifies distant objects and useful for navigating busy harbors.

Double range for sight-based perception checks when used.

Salted meats, hardtack, and long-lasting provisions packed for a small crew.

A local chart of the port with secret nighttime currents, smugglers' lanes and favored moorings marked in ink visible only by candlelight.

Reveals marginal hidden docks and a recommended quiet route through the harbor when used at night.

Tools and instruction cards for splicing, binding, and securing sails and rigging.

A velvety cloak trimmed with neon-threaded filigree. It seems to blend with shadows and nightlife.

Wearer has advantage on Stealth checks made in dim light or darkness; creatures have disadvantage to notice the wearer when stationary.

Luminous goggles that paint the dark in clear contrast. Neon filaments trace the lenses.

Grants darkvision out to 60 feet while worn (or extends existing darkvision by 60 ft).

A decorative lantern whose light cycles through brilliant neon hues. A favorite for late-night tables and alleyway stalls.

Emits constant light in a chosen color (like continual light). Once per day it can cast faerie fire (save ).

An arcane ink used by the city's nocturnal artists. Tattoos made with this shine faintly and hold enchantment.

Tattoo grants a bonus to either Stealth or Sleight of Hand checks in dim light (chosen when applied). Requires a skilled tattooist.

A small sealed vial of preserved blood, chilled and strangely still. Used as a reagent, currency with certain patrons, and a dark delicacy.

Used as a spellcasting focus for blood-based rituals. If consumed as an action, it grants HP and allows the next necromancy or blood-component spell cast within 1 minute to ignore material cost if any.

A shimmering rope that obeys simple mental commands from its owner, climbing, knotting and securing itself.

On command, ties and knots itself and can lift up to 3,000 lb. Can become rigid or coil on command.

A thin, arcane-etched wafer that plays a specific tune when activated. Tuned to charm sailors and relieve tension.

Once per day grants advantage on Persuasion checks with sailors and dockworkers for 1 hour (or cast enthrall as a minor effect, DM adjudicates).

A palm-sized cube of glass and brass with neon veins. Used by arcane-hackers to interface with automated locks and arcane nets.

Functions as an arcane focus that grants advantage on checks to interface with magical locking devices, and can cast minor illusion and message once each per long rest.

A brass circlet wired with filigreed runes and tiny clockwork nodes. Appears cyber-arcane in origin.

Once per long rest, grants +2 to initiative for 1 hour and allows the wearer to use mage hand as a bonus action for that duration.

A black band set with a single opalescent shard. Cold to the touch and favored by night courtiers.

Grants resistance to necrotic damage and advantage on saving throws against being charmed while in dim light or darkness.
Weapons3

A well-balanced cutlass with a silvered edge — prized for fighting monsters vulnerable to silver and for prestige aboard refined ships.

Counts as silvered for overcoming damage resistances that require silver.

A heavy shaft tipped with a barbed head, used for boarding enemy vessels or snagging rigging.

On a hit, the wielder can attempt to pull the target 5 feet toward them (strength contest).

A sleek +1 dagger whose blade drinks a whisper of life. Fashionable among night enforcers and blood cultists.

Atk When you deal necrotic damage with this dagger, you gain temporary hit points equal to the necrotic damage dealt (once per creature hit).
Potions3

A deep-red vintage popular with the Emporium's regulars. Smooth, slightly iron-tinged. A favorite among vampires and daring mortals.

Drinking grants temporary HP for 1 hour and advantage on Persuasion checks while socializing for 1 hour. Subtle craving for warm blood may occur (roleplay).

A ruby potion that knits flesh and steady nerves. (Equivalent to HP when consumed.)

Heal 14 HPRestores hit points (average 14).

A pearlescent potion that allows the drinker to breathe underwater for 1 hour.

Grants the ability to breathe underwater for 1 hour.
MA

Marcellus Nocturne

Vampire (proprietor)WarlockLvl 12

Shop Atmosphere

The Neon Nocturne Emporium only opens after sundown. Outside, its windows blaze with saturated magenta, electric blue and blood-red lanterns; inside neon filaments hang like vines. The staff are vampires and dhampir kin — polite, slow-smiling, and unnervingly punctual. Marcellus will haggle in gold, platinum, or favors; for the right price he accepts bottled blood, secrets, or a promise of service. The Emporium hums with soft arcane static; music chips play only to those who know the right sequence. Daylight service is available by special appointment (and costs extra), and some goods are sold only to those of night: no garlic given, and stakes are a hush-market contraband. Patrons include sailors, smugglers, arcane hackers, and the city’s nocturnal elite — bargains and whispered information are as common as oil and rope.
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