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 Item Rarity Description Weight
1 Negotiable Candle of cold gender uncommon This magical candle can be lit for a total of 10 minutes before it burns down. When lit and left burning for at least 1 minute, 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 candle is cold to the touch.
1 Negotiable Cursed knock chalk uncommon This stick of white chalk comes with an attached label bearing it's command word, "week". The stick is long enough to write "week" 6 times. When you use the stick to write the command word, it unlocks the nearest locked door within 30 ft. 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 Fleek's concealable book of calming tickets uncommon A small leather bound booklet contains 2 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. When the tickets is in your pack or otherwise stowed away, only you can see it. It can be revealed with detect magic.
1 Negotiable Giving quill of Gorgon disguise uncommon This large magical feather is from an long extinct bird. When dropped with intent, on landing a magical illusion disguises you as a Gorgon 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. After 100 days, the feather's property stops working. If the feather finds a new owner that has not owned it before, the property will work again.
1 Negotiable Griffon figurehead of lavish soothing uncommon A ship's figurehead in the shape of a Griffon. (A ship can only have one magical figurehead.) While at the wheel of a ship with the Griffon figurehead attached, if you concentrate your mind, you regain 1d4 hit-points. 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 Humming darkvision lute uncommon A magically infused lute. Using this property requires a performance check DC 12. If you are proficient with lutes, you may add your proficiency bonus. If you are successful, you gain darkvision for 1 hour. This property cannot be used again until after a long rest. The lute makes a very slight humming sound at all times. 2 lbs.
1 Negotiable Lucky wrist bands of life saving uncommon This magical bracer is embossed with the command word, "article". When spoken by the wearer, 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 crown of the giant tongue king uncommon A smooth silver band, when placed upon the head you can speak and understand giant for the next day. This property cannot be used again until after a long rest. This magic item requires attunement. (See 'Attunement' in the SRD.)
1 Negotiable Pristine pebble of quiet 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 muffles sounds (by 30dB) within a 10ft sphere for 10 minutes. This property cannot be used again until after a long rest. The pebble is in pristine condition.
1 Negotiable Purse of warming uncommon This magical purse is embroidered with spirals and swirls. When the final item is removed and the purse is empty 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.
1 101 - 500 gp Slippers of spider climbing uncommon Requires attunement.

While you wear these light shoes, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. You have a climbing speed equal to your walking speed. However, the slippers don't allow you to move this way on a slippery surface, such as one covered by ice or oil.
1 Negotiable Small belt of navigation uncommon This leather belt is embossed with runes. When removed the direction of true north is clear in your mind. This property cannot be used again until after a long rest. The belt is half the size of a typical belt.
1 Negotiable Subtle amber awareness fish uncommon A small fish carved of amber. A command word "week" is scratched on the design. If you speak the word, you may add a +2 bonus to the next initiative roll you make. This property cannot be used again until after a long rest. The fish is hidden from detect magic.
1 Negotiable The unreliable wizard's hat of glowing uncommon This wizard's hat has it's command word "analysis" stitched on a label on the inside. When worn by a wizard, if you speak the command word, 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. When the hat'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 Negotiable Warm cup of truesight uncommon This simple wooden cup appears completely unremarkable. When drunk from, you gain truesight for 1 minute. This property cannot be used again until after a long rest. The cup 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.
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