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
1 Negotiable Annoying cup of blink uncommon This simple wooden cup appears completely unremarkable. When drunk from, it casts the spell Blink, with you as the target. This property cannot be used again until after a long rest. The cup loudly shouts "The secret is disease!" when you use it's property.
1 Negotiable Giving book of glowing orcish poetry uncommon A book containing poetry written in orcish. If you read one of the poems aloud, 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 100 days, the book's property stops working. If the book finds a new owner that has not owned it before, the property will work again.
1 Negotiable Heavy amber knock fish uncommon A small fish carved of amber. A command word "policy" is scratched on the design. If you speak the word, it unlocks the nearest locked door within 30 ft. This property cannot be used again until after a long rest. The fish feels unusually heavy, four times the weight of an average fish.
1 Negotiable Humming wand of darkvision uncommon A 10 inch wooden rod, to activate the user must pass a DC12 intelligence check, if successful you gain darkvision for 1 hour. This property cannot be used again until after a long rest. The wand makes a very slight humming sound at all times.
1 Negotiable Pristine glove of truesight uncommon This magical glove fits any hand, and matches any outfit. If worn, when you click your fingers, you gain truesight for 1 minute. This property cannot be used again until after a long rest. The glove is in pristine condition.
1 Negotiable Robust fireworks of awareness uncommon A bundle of 2 fireworks. When a firework is lit and allowed to explode, 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 firework cannot be destroyed by non-magical means.
1 Negotiable Rust Monster figurehead of small reminiscing uncommon A ship's figurehead in the shape of a Rust Monster. (A ship can only have one magical figurehead.) While at the wheel of a ship with the Rust Monster figurehead attached, if you concentrate your mind, 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 figurehead is half the size of a typical figurehead.
1 230 gp 250 gp Scroll of Heat Metal uncommon A spell scroll bears the words of the 2nd-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 12. 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 crown of the calming king uncommon A smooth silver band, when placed upon the head you feel at peace. This property cannot be used again until after a long rest. The crown is hidden from detect magic.
1 Negotiable The lucky duck of gender uncommon A duck made of cloth and leather. When squeezed, 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 each use the GM should roll a d20. On a 20, a the user is also blessed as with the Bless spell.
1 Negotiable Truthful purse of Manticore disguise uncommon This magical purse is embroidered with spirals and swirls. When the final item is removed and the purse is empty a magical illusion disguises you as a Manticore 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 using the pouch's property you cannot tell a deliberate lie for 1 hour.

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