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 pristine blink 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, it casts the spell Blink, with you as the target. This property cannot be used again until after a long rest. The candle is in pristine condition.
1 Negotiable Cursed fireworks of reminiscing uncommon A bundle of 4 fireworks. When a firework is lit and allowed to explode, 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 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 Giving purse of fortune uncommon This magical purse is embroidered with spirals and swirls. When the final item is removed and the purse is empty 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 pouch's property stops working. If the pouch finds a new owner that has not owned it before, the property will work again.
1 Negotiable Heavy wand of truesight uncommon A 10 inch wooden rod, to activate the user must pass a DC12 intelligence check, if successful you gain truesight for 1 minute. This property cannot be used again until after a long rest. The wand feels unusually heavy, four times the weight of an average wand.
1 Negotiable Humming pebble of gender 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 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 pebble makes a very slight humming sound at all times.
1 Negotiable Kalis's symbol of awareness uncommon A holy symbol of Kalis. In order to use the symbol, you must be a follower of Kalis and have visited a shrine or temple to Kalis in the last 24 hours. If you have done so, you can hold the symbol and say a short prayer and Kalis smiles upon you. Then you may add a +2 bonus to the next initiative roll you make. This property cannot be used again until after a long rest.
1 Negotiable Medusa figurehead of warm soothing uncommon A ship's figurehead in the shape of a Medusa. (A ship can only have one magical figurehead.) While at the wheel of a ship with the Medusa figurehead attached, if you concentrate your mind, you regain 1d4 hit-points. This property cannot be used again until after a long rest. The figurehead is warm to the touch.
1 Negotiable Needy amber haste fish uncommon A small fish carved of amber. A command word "thought" is scratched on the design. If you speak the word, your movement speed is doubled for 1 minute. 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 cup of calming uncommon This simple wooden cup appears completely unremarkable. When drunk from, you feel at peace. This property cannot be used again until after a long rest. The cup is twice as large as an average cup.
1 Negotiable Poisonous knock 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 unlocks the nearest locked door within 30 ft. This property cannot be used again until after a long rest. After using the lute's property, you must succeed a constitution save, DC 12, or be poisoned for 1 hour. 2 lbs.
1 Negotiable Robust 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 cannot be destroyed by non-magical means.
1 240 gp 250 gp Scroll of Spider Climb 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 book of darkvision infernal poetry uncommon A book containing poetry written in infernal. If you read one of the poems aloud, you gain darkvision for 1 hour. This property cannot be used again until after a long rest. The book is half the size of a typical book.
1 Negotiable Subtle glove of elvish tongue uncommon This magical glove fits any hand, and matches any outfit. If worn, when you click your fingers, you can speak and understand elvish for the next day. This property cannot be used again until after a long rest. The glove is hidden from detect magic.
1 Negotiable The light dice of melody uncommon Two cubes made of bone, with mysterious markings on each face. Role the dice, if the symbols match, 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 dice. This property cannot be used again until after a long rest. The dice feels like it has no weight, almost as if it were an illusion, but is solid to the touch.
1 Negotiable The lucky wizard's hat of mana uncommon This wizard's hat has it's command word "economics" stitched on a label on the inside. When worn by a wizard, if you speak the command 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. After each use the GM should roll a d20. On a 20, a the user is also blessed as with the Bless spell.

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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