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 | Annoying amber life saving fish | uncommon | A small fish carved of amber. A command word "year" is scratched on the design. If you speak the word, 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 fish loudly shouts "The secret is year!" when you use it's property. | ||
1 | Negotiable | Cold pebble of Gynosphinx disguise | 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 a magical illusion disguises you as a Gynosphinx 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 pebble is cold to the touch. | ||
1 | Negotiable | Disappearing crown of the instant party king | uncommon | A smooth silver band, when placed upon the head 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. After each use the GM should roll a d20. On a 1, the crown goes missing the next time it is stowed away. | ||
1 | Negotiable | Dull fortune 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, the next attack roll, ability check or saving throw you make is with advantage. This property cannot be used again until after a long rest. This lute seems boring somehow. | 2 lbs. | |
1 | Negotiable | Light wand of chilling | uncommon | A 10 inch wooden rod, to activate the user must pass a DC12 intelligence check, if successful the ambient temperature is reduced 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 of below 40ºF (5ºC.) This property cannot be used again until after a long rest. The wand feels like it has no weight, almost as if it were an illusion, but is solid to the touch. | ||
1 | Negotiable | Lucky cup of darkvision | uncommon | This simple wooden cup appears completely unremarkable. When drunk from, you gain darkvision for 1 hour. 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 shoe of reminiscing | uncommon | This magical shoe fits any foot, and matches any outfit. If worn, when you click your heels together, 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. This magic item requires attunement. (See 'Attunement' in the SRD.) | ||
1 | Negotiable | Poisonous glove of giant tongue | uncommon | This magical glove fits any hand, and matches any outfit. If worn, when you click your fingers, you can speak and understand giant for the next day. This property cannot be used again until after a long rest. After using the glove's property, you must succeed a constitution save, DC 12, or be poisoned for 1 hour. | ||
1 | Negotiable | Robust belt of melody | uncommon | This leather belt is embossed with runes. When removed 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 belt. This property cannot be used again until after a long rest. The belt cannot be destroyed by non-magical means. | ||
1 | 24 gp | 25 gp | Scroll of Faerie Fire | common | A spell scroll bears the words of the 1st-level spell, written in a mystical cipher. If the spell is on your class's spell list, you can use an action to read the scroll and cast its spell without having to provide any of the spell's components. Otherwise, the scroll is unintelligible. If the spell needs a save DC, it is 13. If it needs an attack bonus, it is 5. If the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC is 11. On a failed check, the spell disappears from the scroll with no other effect. Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust. | |
1 | Negotiable | The concealable wizard's hat of knock | uncommon | This wizard's hat has it's command word "thought" stitched on a label on the inside. When worn by a wizard, if you speak the command word, it unlocks the nearest locked door within 30 ft. This property cannot be used again until after a long rest. When the hat is in your pack or otherwise stowed away, only you can see it. It can be revealed with detect magic. | ||
1 | Negotiable | The truthful dice of gender | uncommon | Two cubes made of bone, with mysterious markings on each face. Role the dice, if the symbols match, 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. After using the dice's property you cannot tell a deliberate lie for 1 hour. | ||
1 | Negotiable | Unreliable fireworks of mana | uncommon | A bundle of 5 fireworks. When a firework is lit and allowed to explode, 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. When the firework'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. |
Note
- The store may also filled with useless bric-a-brac, which the owner will attempt to sell as magical items to unsuspecting punters.