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 Annoying instant party chalk uncommon This stick of white chalk comes with an attached label bearing it's command word, "audience". The stick is long enough to write "audience" 6 times. When you use the stick to write the command word, 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. The chalk loudly shouts "The secret is audience!" when you use it's property.
1 Negotiable Candle of warm calming 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 feel at peace. This property cannot be used again until after a long rest. The candle is warm to the touch.
1 Negotiable Cold amber mana fish uncommon A small fish carved of amber. A command word "instance" is scratched on the design. If you speak the word, 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 fish is cold to the touch.
1 Negotiable Concealable fireworks of Hippogriff disguise uncommon A bundle of 4 fireworks. When a firework is lit and allowed to explode, a magical illusion disguises you as a Hippogriff 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. When the firework is in your pack or otherwise stowed away, only you can see it. It can be revealed with detect magic.
1 Negotiable Disappearing silver melody penny uncommon This silver penny has the crest of Coskiura on one side, and is blank on the other. When you flip it, 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 coin. This property cannot be used again until after a long rest. After each use the GM should roll a d20. On a 1, the coin goes missing the next time it is stowed away.
1 Negotiable Dull purse of truesight uncommon This magical purse is embroidered with spirals and swirls. When the final item is removed and the purse is empty you gain truesight for 1 minute. This property cannot be used again until after a long rest. This pouch seems boring somehow.
1 Negotiable Fleek's cursed book of knock tickets uncommon A small leather bound booklet contains 8 numbered tickets. When a ticket is torn from the binding, it crumbles to dust and then 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 Heavy glove of navigation uncommon This magical glove fits any hand, and matches any outfit. If worn, when you click your fingers, the direction of true north is clear in your mind. This property cannot be used again until after a long rest. The glove feels unusually heavy, four times the weight of an average glove.
1 Negotiable Humming pebble of blink 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 casts the spell Blink, with you as the target. This property cannot be used again until after a long rest. The pebble makes a very slight humming sound at all times.
1 Negotiable Lavish wrist bands of critters uncommon This magical bracer is embossed with the command word, "organization". When spoken by the wearer, up to a dozen nearby small woodland creatures are attracted to the bracer. 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 use, the item appears highly decorated and valuable for 6 hours.
1 370 gp 402 gp Pocket Flintlock Pistol +1 uncommon A Firearm weapon. 1d8 + 1 piercing damage. Range: 20/60. Properties: Ammunition, Loading, Unreliable, Magic

You have a +1 bonus to your attack and damage when wielding this Pocket Flintlock Pistol.
The craftmanship of this weapon identifies it as a masterwork.
2 lbs.
1 Negotiable Poisonous cup of soothing uncommon This simple wooden cup appears completely unremarkable. When drunk from, you regain 1d4 hit-points. This property cannot be used again until after a long rest. After using the cup's property, you must succeed a constitution save, DC 12, or be poisoned for 1 hour.
1 Negotiable Pristine life saving 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 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 lute is in pristine condition. 2 lbs.
1 Negotiable Subtle belt of chilling uncommon This leather belt is embossed with runes. When removed 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 belt is hidden from detect magic.
1 Negotiable The needy duck of awareness uncommon A duck made of cloth and leather. When squeezed, you may add a +2 bonus to the next initiative roll you make. This property cannot be used again until after a long rest. This magic item requires attunement. (See 'Attunement' in the SRD.)

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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