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
- Wimark Walker the 2nd (♂/33)
- Avelina Warren nee Burrel (♀/55/Wimark's cousin 1x removed's wife) + Fray Warren (♂/54/Wimark's cousin 1x removed)
- Warren Warren (♂/50/Wimark's cousin 1x removed)
Items for sale
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 darkness | 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, 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 candle loudly shouts "The secret is thanks!" when you use it's property. | ||
| 1 | Negotiable | Cold shoe of otterese tongue | uncommon | This magical shoe fits any foot, and matches any outfit. If worn, when you click your heels together, you can speak and understand otterese for the next day. This property cannot be used again until after a long rest. The shoe is cold to the touch. | ||
| 1 | Negotiable | Concealable wrist bands of blink | uncommon | This magical bracer is embossed with the command word, "medicine". When spoken by the wearer, it casts the spell Blink, with you as the target. This property cannot be used again until after a long rest. When the bracer is in your pack or otherwise stowed away, only you can see it. It can be revealed with detect magic. | ||
| 1 | Negotiable | Dull pebble of truesight | 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 gain truesight for 1 minute. This property cannot be used again until after a long rest. This pebble seems boring somehow. | ||
| 1 | Negotiable | Fleek's pristine book of Rust Monster disguise tickets | uncommon | A small leather bound booklet contains 6 numbered tickets. When a ticket is torn from the binding, it crumbles to dust and then a magical illusion disguises you as a Rust Monster 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 tickets is in pristine condition. | ||
| 1 | Negotiable | Harpy figurehead of cursed gender | uncommon | A ship's figurehead in the shape of a Harpy. (A ship can only have one magical figurehead.) While at the wheel of a ship with the Harpy figurehead attached, if you concentrate your mind, 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 1, a misfortune befalls the user. The nature of the misfortune is at the discretion of the GM. | ||
| 1 | Negotiable | Heavy reminiscing chalk | uncommon | This stick of white chalk comes with an attached label bearing it's command word, "people". The stick is long enough to write "people" 7 times. When you use the stick to write the command word, 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 chalk feels unusually heavy, four times the weight of an average chalk. | ||
| 1 | Negotiable | Lucky silver navigation penny | uncommon | This silver penny has the crest of Tesmela on one side, and is blank on the other. When you flip it, the direction of true north is clear in your mind. 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 | Poisonous fireworks of life saving | uncommon | A bundle of 5 fireworks. When a firework is lit and allowed to explode, 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. After using the firework's property, you must succeed a constitution save, DC 12, or be poisoned for 1 hour. | ||
| 1 | Negotiable | Sands of warm darkvision | uncommon | A small glass sand timer in a wooden frame. When the sands are left to run uninterrupted for 1 minute, you gain darkvision for 1 hour. This property cannot be used again until after a long rest. The timer is warm to the touch. | ||
| 1 | Negotiable | Subtle quill of quiet | uncommon | This large magical feather is from an long extinct bird. When dropped with intent, on landing it muffles sounds (by 30dB) within a 10ft sphere for 10 minutes. This property cannot be used again until after a long rest. The feather is hidden from detect magic. | ||
| 1 | Negotiable | The robust duck of glowing | uncommon | A duck made of cloth and leather. When squeezed, 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. The duck cannot be destroyed by non-magical means. | ||
| 1 | Negotiable | The truthful dice of knock | uncommon | Two cubes made of bone, with mysterious markings on each face. Role the dice, if the symbols match, it unlocks the nearest locked door within 30 ft. This property cannot be used again until after a long rest. After using the dice's property you cannot tell a deliberate lie for 1 hour. | ||
| 1 | Negotiable | Unreliable 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. When the cup'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 | Wand of instant party | uncommon | A 10 inch wooden rod, to activate the user must pass a DC12 intelligence check, if successful 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. | ||
| 1 | 5 gp 3 sp | 6 gp | Whip +1 | uncommon |
A Martial Melee weapon. 1d4
+ 1 slashing damage.
Range: 5.
Properties:
Finesse, Reach, Magic
You have a +1 bonus to your attack and damage when wielding this Whip. The craftmanship of this weapon identifies it as a masterwork. |
3 lbs. |
Note
- The store may also filled with useless bric-a-brac, which the owner will attempt to sell as magical items to unsuspecting punters.