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 Candle of concealable mana uncommon This magical candle can be lit for a total of 11 minutes before it burns down. When lit and left burning for at least 1 minute, 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 candle is in your pack or otherwise stowed away, only you can see it. It can be revealed with detect magic.
1 Negotiable Death Dog figurehead of unreliable life saving uncommon A ship's figurehead in the shape of a Death Dog. (A ship can only have one magical figurehead.) While at the wheel of a ship with the Death Dog figurehead attached, if you concentrate your mind, 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. When the figurehead'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 Fleek's truthful book of blink tickets uncommon A small leather bound booklet contains 10 numbered tickets. When a ticket is torn from the binding, it crumbles to dust and then it casts the spell Blink, with you as the target. This property cannot be used again until after a long rest. After using the tickets's property you cannot tell a deliberate lie for 1 hour.
1 Negotiable Giving quill of fortune uncommon This large magical feather is from an long extinct bird. When dropped with intent, on landing 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. 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 Heavy awareness chalk uncommon This stick of white chalk comes with an attached label bearing it's command word, "child". The stick is long enough to write "child" 12 times. When you use the stick to write the command 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 chalk feels unusually heavy, four times the weight of an average chalk.
1 Negotiable Humming soothing 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 regain 1d4 hit-points. 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 Lavish 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. After use, the item appears highly decorated and valuable for 6 hours.
1 Negotiable Poisonous silver giant tongue penny uncommon This silver penny has the crest of Broaye on one side, and is blank on the other. When you flip it, you can speak and understand giant for the next day. This property cannot be used again until after a long rest. After using the coin's property, you must succeed a constitution save, DC 12, or be poisoned for 1 hour.
1 Negotiable Pristine fireworks of instant party uncommon A bundle of 7 fireworks. When a firework is lit and allowed to explode, 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 firework is in pristine condition.
1 24 gp 25 gp Scroll of Heroism 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 Subtle wrist bands of haste uncommon This magical bracer is embossed with the command word, "problem". When spoken by the wearer, your movement speed is doubled for 1 minute. This property cannot be used again until after a long rest. The bracer is hidden from detect magic.
1 Negotiable The light wizard's hat of critters uncommon This wizard's hat has it's command word "army" stitched on a label on the inside. When worn by a wizard, if you speak the command word, up to a dozen nearby small woodland creatures are attracted to the hat. 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 hat feels like it has no weight, almost as if it were an illusion, but is solid to the touch.
1 Negotiable Warm 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. The shoe 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.
Send Feedback