The Neon Lament

Est. 2025 Half-Elf Artificer (Armorer)

The Neon Lament

The Neon Lament opens only after dusk — Mirelle fixes the lock and flips a neon crow into the gutter outside as a sign. The shop sits on a narrow, salt-sprayed ...

MI

Shopkeeper

Mirelle "Gloomwire" Vael, a Half-Elf Artificer (Armorer) (Lvl 12)

Keeper's Species

Half-Elf

20 Misc3 Potions2 Weapons2 ArmorEst. 29.8k gp

Shop Inventory

(27)
Miscellaneous20

Sturdy, salt-stiff rope ideal for lines, rigging, and last-minute climbs.

Simple stick with pitch head. Burns bright for an hour.

Embers flicker in cold blue; attracts curious glow-insects in the docks.

Salted fishcakes, hardtack, preserved kelp pickles — fills a stomach for a day.

Metal lantern with glass hood. Uses oil; hood reduces flare and glare.

Can be fitted with 'ghostglass' to reveal faint spectral outlines (mod installed by Mirelle).

Clean-burning oil; the shop sells a small amount blended with phosphor for night work.

Phosphor blend glows faintly for a minute when shaken.

A well-made set of picks, tension tools, cutters and an electroprobe for electronic locks.

Electroprobe can attempt to short a simple mechanical/electronic lock (DC determined by DM).

Heavy iron hook with magnetized clasp for temporary anchoring to metal hulls.

Hooks, lines, bobbers, a fillet knife and a few runes for calling small shoals.

Contains a single use 'shoal rune' that grants advantage on Fishing checks once.

Cheap, smoky rum favored by longshore hands. Good for barter and loose tongues.

Drinking grants advantage on Intimidation checks against very drunk NPCs (flavor).

Folded leather map of the harbor, hidden slipways, and usual patrol routes; includes tide windows.

Includes a secret annotation Mirelle adds to trustworthy customers (DM's call).

A compact arcane-tech tablet for storing maps, messages, and a small amount of recorded sight.

Stores up to 100 pages; can replay a 1-minute sight recording.

Handheld brass-and-glass spyglass with fine lenses and a neon HUD that enhances distant detail.

Grants advantage on Investigation or Perception checks to read or identify distant visual detail; usable 1/hour for up to 10 minutes.

Goggles rimmed in faintly pulsing blue; grants enhanced vision in the dark.

Grants darkvision out to 60 feet (or extends existing darkvision by 60 feet) when worn. Battery lasts 24 hours before recharge.

A glass lantern filled with a slow, cold flame. Street-urchins tell tales of ghost-sight from its glow.

Sheds bright light in a 30-foot radius and dim light for an additional 30 feet. Any invisible creature within the bright radius is outlined in pale light (revealed). Once per night it can cast Protection from Evil and Good on a 1st-level equivalent (DM handles strength).

A heavy length of chain and anchor link that folds into an extradimensional pocket when coiled.

Functions as a Bag of Holding disguised as a short anchor chain (capacity 250 lb). When used to anchor a vessel at sea the chain's magic dulls tides and reduces drift in storm conditions (DM adjudicates practical effects).

A small metal sphere that arcs with trapped lightning when triggered; handles with care.

Each creature in radius must make a Dexterity save for half damage. Electronics in the area suffer temporary outages for rounds.

A small iron token engraved with a tide rune. Slips into locks and hums.

Opens a single nonmagical lock or acts as a bonus to a single attempt to pick a masterwork lock (consumed on use).

A hand-annotated chart of rumored safe moorings and hidden coves around the harbor.

Contains one secret marker known only to Mirelle; reading it may attract the attention of someone who knows the marks (roleplay hook).

A compact, streetwise-enhanced spyglass with a small predictive HUD.

Gives advantage on checks to identify distant symbols, signals, or to read small script at a distance. Has a 1-hour operating battery before recharge.

A tin of nails, a hammer, extra wire and thread — perfect for last-minute hull or lock repairs.

Potions3

A small glass phial of red-tinged liquid that mends flesh.

Heal 7 HP

A thicker vial of restorative fluid favored by freelancers willing to pay for it.

Heal 14 HP

A brinish blue vial that lends the drinker the lungs of a deep diver.

Grants the ability to breathe underwater for 1 hour and a swim speed of 30 ft for that duration.
Weapons2

A short sword with a razor filament etched into the blade and neon veins that pulse with each strike.

Atk On a critical hit, the neon filament emits a burst that deals an extra radiant damage (usable once per short rest).

A prybar with a micro-filament edge for cutting as well as prying — notorious among break-ins.

Atk Ignores resistance to slashing from non-magical objects when used to break down doors or crates; filament must be recharged after heavy use.
Armor2

A heavy trenchcoat lined with laminated plates and neon seams — fashionable and functional.

AC +1Functions as studded leather armor; grants +1 to AC (enchantment).

A long, black cloak threaded with dim, moving filaments that seem to eat light.

While in dim light or darkness, wearer's Dexterity (Stealth) checks are made with advantage. Once per long rest, wearer may turn invisible for up to 1 minute (or until attacking).
MI

Mirelle "Gloomwire" Vael

Half-ElfArtificer (Armorer)Lvl 12

Shop Atmosphere

The Neon Lament opens only after dusk — Mirelle fixes the lock and flips a neon crow into the gutter outside as a sign. The shop sits on a narrow, salt-sprayed alley near the east docks; inside are stacked crates, glass jars of bioluminescent goo, and a faint ozone tang. Mirelle conducts certain sales with no receipts and will only trade some contraband with a whispered password or a favor. She hums an old sea-song when she haggles and always offers a cup of bitter kelp tea while you browse. Locals swear the shop sometimes seems to rearrange itself when the tide is high — useful if you search for something you didn't come in for.
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