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 Caspio's over-sized symbol of blink uncommon A holy symbol of Caspio. In order to use the symbol, you must be a follower of Caspio and have visited a shrine or temple to Caspio in the last 24 hours. If you have done so, you can hold the symbol and say a short prayer and Caspio smiles upon you. Then it casts the spell Blink, with you as the target. This property cannot be used again until after a long rest. The symbol is twice as large as an average symbol.
1 Negotiable Crown of the soothing king uncommon A smooth silver band, when placed upon the head you regain 1d4 hit-points. This property cannot be used again until after a long rest.
1 Negotiable Fleek's small book of knock tickets uncommon A small leather bound booklet contains 7 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. The tickets is half the size of a typical tickets.
1 Negotiable Humming cup of gender uncommon This simple wooden cup appears completely unremarkable. When drunk from, 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 cup makes a very slight humming sound at all times.
1 Negotiable Light silver melody penny uncommon This silver penny has the crest of Kestiobar 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. The coin feels like it has no weight, almost as if it were an illusion, but is solid to the touch.
1 29 gp 32 gp Morningstar +1 uncommon A Martial Melee weapon. 1d8 + 1 piercing damage. Range: 5. Properties: Magic

You have a +1 bonus to your attack and damage when wielding this Morningstar.
The craftmanship of this weapon identifies it as a masterwork.
4 lbs.
1 Negotiable Needy shoe of instant party uncommon This magical shoe fits any foot, and matches any outfit. If worn, when you click your heels together, 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 The giving dice of warming uncommon Two cubes made of bone, with mysterious markings on each face. Role the dice, if the symbols match, 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. 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 unreliable duck of chilling uncommon A duck made of cloth and leather. When squeezed, 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. When the duck'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 Truthful wand of glowing uncommon A 10 inch wooden rod, to activate the user must pass a DC12 intelligence check, if successful 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 using the wand's property you cannot tell a deliberate lie for 1 hour.
1 Negotiable Warm fireworks of critters uncommon A bundle of 4 fireworks. When a firework is lit and allowed to explode, up to a dozen nearby small woodland creatures are attracted to the firework. They are charmed for 1 minute. This property only works while in woodlands. This property cannot be used again until after a long rest. The firework is warm to the touch.
1 Negotiable Worg figurehead of robust awareness uncommon A ship's figurehead in the shape of a Worg. (A ship can only have one magical figurehead.) While at the wheel of a ship with the Worg figurehead attached, if you concentrate your mind, 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 figurehead cannot be destroyed by non-magical means.

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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