Nibs and Notions Trinketry

Est. 2026 Rock Gnome Artificer

Nibs and Notions Trinketry

The shop is set into the ground floor of a crooked, ivy-splotched building. Shelves lean at jaunty angles and dozens of tiny labels, written in looping ink, dan...

ME

Shopkeeper

Merrin "Nibs" Fizzlehook, a Rock Gnome Artificer (Lvl 6)

Keeper's Species

Rock Gnome

2 Potions14 Misc1 Armor1 WeaponsEst. 1.4k gp

Shop Inventory

(18)
Potions2

A common red glass vial of restorative liquid. A staple for adventurers after a scuffle.

Heal 7 HPWhen consumed, restores hit points immediately.

A stronger healing potion for when simple remedies are not enough.

Heal 14 HPWhen consumed, restores hit points immediately.
Miscellaneous14

A soft, rune-stitched sack deceptively roomy on the inside.

Extra-dimensional storage. If overloaded or pierced the bag ruptures and contents are lost to the Astral Plane.

A palm-sized globe of glass and copper that can hover and glow on command.

Can be commanded to float and shed light; can cast the daylight spell once per day.

Stout hemp rope, well treated against rot. A climbing essential.

A kit for ascent and descent containing harness straps, pitons, and cord.

A neatly packed kit of picks, files, and tiny tools for delicate work.

An intricate brass bird with silk feathers that trills when wound.

Can record and replay up to 60 seconds of simple bird song or sound. Wound fully lasts 24 hours between windings.

A velvet pouch of smooth marbles that glint oddly in lamplight.

Once per day, when a character fails an ability check (not attack or saving throw), the holder may spend the marbles to reroll the check and take the new result. Usable once per long rest.

A steaming flask said to brew the best tea in three towns.

Once per day warms liquids to a pleasant temperature and keeps them warm for up to 8 hours; a soothing cup grants advantage on one short-term stress check at the DM's discretion.

Smooth dice whose pips shimmer like a sliver of moon.

When rolled outdoors under the night sky, the dice cast dim light for 1 hour. No mechanical bonus to gambling beyond flavor.

A sea-shell that seems to carry whispers even on dry land.

Can record a spoken message of up to 10 seconds and play it back at will within 60 feet. Recording can be overwritten.

A pocket sundial that folds flat and tucks into a coin purse.

Provides accurate local solar time and cardinal directions when exposed to sunlight.

A multi-pocket roll of tiny implements for fiddling and fixing.

Functions as a set of three common artisan's tools of the buyer's choice once per long rest for minor repairs or adjustments.

A tiny orb of colored glass that fits in the palm and hums very softly.

Common magic item. Once per day the holder may cast the prestidigitation cantrip effect that creates a harmless sensory effect (no combat advantage).

An assortment of cheap charms, buttons, and handy odds and ends packaged for pocket sale.

Armor1

Light, reinforced leather with metal studs. Favored by scouts and rogues.

AC +12
Weapons1

Balanced blade with a simple crossguard. Reliable in a tight fight.

ME

Merrin "Nibs" Fizzlehook

Rock GnomeArtificerLvl 6

Shop Atmosphere

The shop is set into the ground floor of a crooked, ivy-splotched building. Shelves lean at jaunty angles and dozens of tiny labels, written in looping ink, dangle from strings. Lamps shaped like tiny animals clack softly as ceiling fans keep the shop cool. A tinkling bell plays a different three-note melody when regulars enter. The owner likes to greet customers with a cup of warm spiced tea and a small mechanical demonstration. She will haggle cheerfully if you trade a story or an oddity in exchange. A hidden pigeonhole by the counter contains a rotating selection of things the owner 'forgot to put out' for those with a keen eye.
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