Wimark's Mysterious Magic Trinkets Emporium
81 year old Human construction, large sized
Location: City of Meltford
Owned by: Wimark Walker the 2nd
A large half-timbered house with a slate tile roof. The dwelling also serves as a Magic Trinkets Emporium.
Occupants
Name | Role | Age | Gender | Race | Description |
---|---|---|---|---|---|
Avelina Warren | 55 | Female | Human | She is an elderly human with brown eyes, silver hair in a plait, and dark brown skin. | |
Fray Warren | 54 | Male | Human | He is an elderly human with brown eyes, short black hair in a side parting, a big bushy moustache, and dark brown skin. | |
Gunnore Gross | Shopkeep's Apprentice | 14 | Female | Human | She is an adolescent human with grey eyes, long curly strawberry hair, and light brown skin. |
Jessey Walker | Shopkeep's Apprentice | 16 | Female | Human | She is an adolescent human with amber eyes, dark-brown hair in braids, and light brown skin. |
Virgil Thaylur | Shopkeep's Apprentice | 15 | Male | Human | He is an adolescent human with hazel eyes, very short light-brown hair, and medium brown skin. |
Warren Warren | 50 | Male | Human | He is an elderly human with grey eyes, a shaved head, a clean shaven face, and light pink skin. | |
Wimark Walker the 2nd | Shopkeep | 33 | Male | Human | He is an adult human with brown eyes, very short dyed black hair, a long beard, and medium brown skin. |
Family Tree
- Wimark Walker the 2nd (♂/33)
- Avelina Warren nee Burrel (♀/55/Wimark's cousin 1x removed's wife) + Fray Warren (♂/54/Wimark's cousin 1x removed)
- Warren Warren (♂/50/Wimark's cousin 1x removed)
Items for sale
At this location, items are priced between 87% and 97% of their base value.
Available | Price | Value | Item | Rarity | Description | Weight |
---|---|---|---|---|---|---|
1 | Negotiable | Cursed quill of awareness | uncommon | This large magical feather is from an long extinct bird. When dropped with intent, on landing 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, a misfortune befalls the user. The nature of the misfortune is at the discretion of the GM. | ||
1 | Negotiable | Disappearing belt of glowing | uncommon | This leather belt is embossed with runes. When removed 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 each use the GM should roll a d20. On a 1, the belt goes missing the next time it is stowed away. | ||
1 | Negotiable | Fireworks of reminiscing | uncommon | A bundle of 3 fireworks. When a firework is lit and allowed to explode, you remember something you had forgotten. The subject of the memory is at the discretion of the GM. This property cannot be used again until after a long rest. | ||
1 | Negotiable | Lucky glove of critters | uncommon | This magical glove fits any hand, and matches any outfit. If worn, when you click your fingers, up to a dozen nearby small woodland creatures are attracted to the glove. They are charmed for 1 minute. This property only works while in woodlands. 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 | Medusa figurehead of lavish haste | uncommon | A ship's figurehead in the shape of a Medusa. (A ship can only have one magical figurehead.) While at the wheel of a ship with the Medusa figurehead attached, if you concentrate your mind, your movement speed is doubled for 1 minute. This property cannot be used again until after a long rest. After use, the item appears highly decorated and valuable for 6 hours. | ||
1 | Negotiable | Sands of unreliable instant party | uncommon | A small glass sand timer in a wooden frame. When the sands are left to run uninterrupted for 1 minute, 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. 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 | 46 gp | 52 gp | Scimitar +1 | uncommon |
A Martial Melee weapon. 1d6
+ 1 slashing damage.
Range: 5.
Properties:
Finesse, Light, Magic
You have a +1 bonus to your attack and damage when wielding this Scimitar. The craftmanship of this weapon identifies it as a masterwork. |
3 lbs. |
1 | Negotiable | Small 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. The pebble is half the size of a typical pebble. | ||
1 | Negotiable | Subtle wrist bands of truesight | uncommon | This magical bracer is embossed with the command word, "freedom". When spoken by the wearer, you gain truesight for 1 minute. This property cannot be used again until after a long rest. The bracer is hidden from detect magic. | ||
1 | Negotiable | The concealable dice of darkvision | uncommon | Two cubes made of bone, with mysterious markings on each face. Role the dice, if the symbols match, you gain darkvision for 1 hour. This property cannot be used again until after a long rest. When the dice is in your pack or otherwise stowed away, only you can see it. It can be revealed with detect magic. | ||
1 | Negotiable | The warm duck of warming | uncommon | A duck made of cloth and leather. When squeezed, the ambient temperature increases 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 above 95ºF (35ºC.) This property cannot be used again until after a long rest. The duck is warm to the touch. |
Note
- The store may also filled with useless bric-a-brac, which the owner will attempt to sell as magical items to unsuspecting punters.