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 annoying haste 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, your movement speed is doubled for 1 minute. This property cannot be used again until after a long rest. The candle loudly shouts "The secret is writing!" when you use it's property.
1 Negotiable Cursed glowing 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, 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 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. 2 lbs.
1 Negotiable Dull book of gender giant poetry uncommon A book containing poetry written in giant. If you read one of the poems aloud, 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. This book seems boring somehow.
1 Negotiable Heavy 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 feels unusually heavy, four times the weight of an average belt.
1 Negotiable Lavish shoe of soothing uncommon This magical shoe fits any foot, and matches any outfit. If worn, when you click your heels together, you regain 1d4 hit-points. 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 Needy 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. This magic item requires attunement. (See 'Attunement' in the SRD.)
1 Negotiable Over-sized wrist bands of orcish tongue uncommon This magical bracer is embossed with the command word, "map". When spoken by the wearer, you can speak and understand orcish for the next day. This property cannot be used again until after a long rest. The bracer is twice as large as an average bracer.
1 Negotiable Robust darkness chalk uncommon This stick of white chalk comes with an attached label bearing it's command word, "nature". The stick is long enough to write "nature" 7 times. When you use the stick to write the command word, a darkness shrouds a 5 ft area around object as if a shadow were being cast by a large solid object placed between it and the nearest source of light. The darkness is magical and follows the same rules as the Darkness spell. The effect lasts 10 minutes. This property cannot be used again until after a long rest. The chalk cannot be destroyed by non-magical means.
1 240 gp 250 gp Scroll of Flaming Sphere 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. This wizard spell can be copied just as spells in spellbooks can be copied. To copy the spell, the copier must succeed on an Intelligence (Arcana) check with DC 12. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed.
1 Negotiable Small amber Worg disguise fish uncommon A small fish carved of amber. A command word "role" is scratched on the design. If you speak the word, a magical illusion disguises you as a Worg 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 fish is half the size of a typical fish.
1 Negotiable The giving duck of reminiscing uncommon A duck made of cloth and leather. When squeezed, 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. After 100 days, the duck's property stops working. If the duck finds a new owner that has not owned it before, the property will work again.

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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