Argoung's Magic Trinkets Emporium

801 year old Elf construction, large sized

Location: City of Elwindal

Owned by: Argoung the Second

Built into a living tree, this large tree house is accessed by a rope ladder. The dwelling also serves as a Magic Trinkets Emporium.

Occupants

Name Role Age Gender Race Description
Amardel Housekeeper 312 Female Elf She is an adult elf with grey eyes, long auburn hair tied back in a knot, and grey skin.
Argoung the First Shopkeep's Assistant 123 Male Elf He is an adult elf with hazel eyes, short dyed blond hair, a clean shaven face, and medium brown skin.
Argoung the Second Shopkeep 543 Male Elf He is an adult elf with brown eyes, a shaved head, and medium brown skin.
Celebodor Housekeeper 528 Male Elf He is an adult elf with one hazel eye (his left is closed and scarred), dark-brown hair in braids, stubble, and medium brown skin.
Celenwda Idrilasin Shopkeep's Apprentice 62 Female Elf She is an adolescent elf with hazel eyes, short curly brown hair, and dark brown skin.
Egalmin Housekeeper 302 Male Elf He is an adult elf with hazel eyes, short curly dark-brown hair, a clean shaven face, and medium brown skin.
Finwin Shopkeep's Apprentice 99 Male Elf He is an adolescent elf with blue eyes, a light-brown quiff, and light brown skin.
Nimrodelel the First Shopkeep's Assistant 114 Female Elf She is an adult elf with brown eyes, black hair in a bun, and medium brown skin.
Penlodar Housekeeper 312 Male Elf He is an adult elf with brown eyes, scruffy black hair, a clean shaven face, and medium brown skin.
Rindir the First Housekeeper 540 Female Elf She is an adult elf with grey eyes, long tied back brown hair, and light brown skin.
Vannarda the Second Housekeeper 309 Female Elf She is an adult elf with grey eyes, long tied back dark-brown hair, and light brown skin.
Vannna Shopkeep's Apprentice 42 Female Elf She is an adolescent elf with brilliant blue eyes, scruffy light-brown hair, and olive skin.

Family Tree

Items for sale

⟳ Re-roll shop stock.

At this location, items are priced between 86% and 98% of their base value.

Available Price Value Item Rarity Description
1 Negotiable Annoying wrist bands of quiet uncommon This magical bracer is embossed with the command word, "series". When spoken by the wearer, it muffles sounds (by 30dB) within a 10ft sphere for 10 minutes. This property cannot be used again until after a long rest. The bracer loudly shouts "The secret is series!" when you use it's property.
1 Negotiable Cold belt of reminiscing uncommon This leather belt is embossed with runes. When removed 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 belt is cold to the touch.
1 Negotiable Concealable cup of darkness uncommon This simple wooden cup appears completely unremarkable. When drunk from, 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. When the cup is in your pack or otherwise stowed away, only you can see it. It can be revealed with detect magic.
1 Negotiable Disappearing mana chalk uncommon This stick of white chalk comes with an attached label bearing it's command word, "role". The stick is long enough to write "role" 5 times. When you use the stick to write 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 1, the chalk goes missing the next time it is stowed away.
1 Negotiable Dull shoe of gender uncommon This magical shoe fits any foot, and matches any outfit. If worn, when you click your heels together, 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 shoe seems boring somehow.
1 Negotiable Fleek's truthful book of Hippogriff 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 Hippogriff 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 tickets's property you cannot tell a deliberate lie for 1 hour.
1 Negotiable Griffon figurehead of lucky calming uncommon A ship's figurehead in the shape of a Griffon. (A ship can only have one magical figurehead.) While at the wheel of a ship with the Griffon figurehead attached, if you concentrate your mind, you feel at peace. 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 Light wand of soothing uncommon A 10 inch wooden rod, to activate the user must pass a DC12 intelligence check, if successful you regain 1d4 hit-points. This property cannot be used again until after a long rest. The wand feels like it has no weight, almost as if it were an illusion, but is solid to the touch.
1 Negotiable Marlon's warm symbol of instant party uncommon A holy symbol of Marlon. In order to use the symbol, you must be a follower of Marlon and have visited a shrine or temple to Marlon in the last 24 hours. If you have done so, you can hold the symbol and say a short prayer and Marlon smiles upon you. Then 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 symbol is warm to the touch.
1 Negotiable Sands of robust fortune uncommon A small glass sand timer in a wooden frame. When the sands are left to run uninterrupted for 1 minute, 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. The timer cannot be destroyed by non-magical means.
1 240 gp 250 gp Scroll of Knock 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 crown of the warming king uncommon A smooth silver band, when placed upon the head the ambient temperature increases 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 above 95ºF (35ºC.) This property cannot be used again until after a long rest. The crown is half the size of a typical crown.
1 Negotiable Subtle amber goblin tongue fish uncommon A small fish carved of amber. A command word "analysis" is scratched on the design. If you speak the word, you can speak and understand goblin for the next day. This property cannot be used again until after a long rest. The fish is hidden from detect magic.
1 Negotiable The lavish wizard's hat of darkvision uncommon This wizard's hat has it's command word "community" stitched on a label on the inside. When worn by a wizard, if you speak the command word, you gain darkvision for 1 hour. 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 The unreliable dice of critters uncommon Two cubes made of bone, with mysterious markings on each face. Role the dice, if the symbols match, up to a dozen nearby small woodland creatures are attracted to the dice. They are charmed for 1 minute. This property only works while in woodlands. This property cannot be used again until after a long rest. When the dice'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.

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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