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

Items for sale

⟳ Re-roll shop stock.

At this location, items are priced between 87% and 97% of their base value.

Available Price Value Item Rarity Description Weight
1 Negotiable Cockatrice figurehead of pristine mana uncommon A ship's figurehead in the shape of a Cockatrice. (A ship can only have one magical figurehead.) While at the wheel of a ship with the Cockatrice figurehead attached, if you concentrate your mind, 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 figurehead is in pristine condition.
1 Negotiable Cold silver darkness penny uncommon This silver penny has the crest of Ebrana on one side, and is blank on the other. When you flip it, a darkness shrouds a 5 ft area around object as if a shadow were being cast by a large solid object placed between it and the nearest source of light. The darkness is magical and follows the same rules as the Darkness spell. The effect lasts 10 minutes. This property cannot be used again until after a long rest. The coin is cold to the touch.
1 Negotiable Disappearing fireworks of truesight uncommon A bundle of 6 fireworks. When a firework is lit and allowed to explode, 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, the firework goes missing the next time it is stowed away.
1 Negotiable Dull pebble of knock 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 it unlocks the nearest locked door within 30 ft. This property cannot be used again until after a long rest. This pebble seems boring somehow.
1 Negotiable Fleek's lavish book of calming tickets uncommon A small leather bound booklet contains 9 numbered tickets. When a ticket is torn from the binding, it crumbles to dust and then you feel at peace. This property cannot be used again until after a long rest. After use, the item appears highly decorated and valuable for 6 hours.
1 2 gp 9 sp 3 gp Greatclub +1 uncommon A Simple Melee weapon. 1d8 + 1 bludgeoning damage. Range: 5. Properties: Two-Handed, Magic

You have a +1 bonus to your attack and damage when wielding this Greatclub.
The craftmanship of this weapon identifies it as a masterwork.
10 lbs.
1 Negotiable Heavy shoe of Death Dog disguise uncommon This magical shoe fits any foot, and matches any outfit. If worn, when you click your heels together, a magical illusion disguises you as a Death Dog 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 shoe feels unusually heavy, four times the weight of an average shoe.
1 Negotiable Lucky medal of life saving uncommon This medal was awarded for bravery defending Broaye. When polished, 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. 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 instant party infernal poetry uncommon A book containing poetry written in infernal. If you read one of the poems aloud, 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. This magic item requires attunement. (See 'Attunement' in the SRD.)
1 Negotiable Over-sized cup of giant tongue uncommon This simple wooden cup appears completely unremarkable. When drunk from, you can speak and understand giant for the next day. This property cannot be used again until after a long rest. The cup is twice as large as an average cup.
1 Negotiable Sands of warm melody uncommon A small glass sand timer in a wooden frame. When the sands are left to run uninterrupted for 1 minute, it plays a sweet melody. The melody can be heard from 100 ft away. The music can be stopped by anyone who can touch the timer. This property cannot be used again until after a long rest. The timer is warm to the touch.
1 Negotiable The giving 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. After 100 days, the dice's property stops working. If the dice finds a new owner that has not owned it before, the property will work again.
1 Negotiable The light wizard's hat of gender uncommon This wizard's hat has it's command word "management" stitched on a label on the inside. When worn by a wizard, if you speak the command word, 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. The hat feels like it has no weight, almost as if it were an illusion, but is solid 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.
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