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
- Argoung the Second (♂/543) + Rindir the First (♀/540/Argoung's wife)
- Vannarda the Second (♀/309/Argoung's daughter) + Amardel (♀/312/Argoung's daughter in-law)
- Argoung the First (♂/123/Argoung's grandson) + Nimrodelel the First (♀/114/Argoung's granddaughter in-law)
- Egalmin (♂/302/Argoung's son) + Penlodar (♂/312/Argoung's son in-law)
- Celebodor (♂/528/Argoung's brother)
Items for sale
At this location, items are priced between 86% and 98% of their base value.
Available | Price | Value | Item | Rarity | Description | Weight |
---|---|---|---|---|---|---|
1 | Negotiable | Candle of heavy navigation | uncommon | This magical candle can be lit for a total of 8 minutes before it burns down. When lit and left burning for at least 1 minute, the direction of true north is clear in your mind. This property cannot be used again until after a long rest. The candle feels unusually heavy, four times the weight of an average candle. | ||
1 | Negotiable | Concealable wrist bands of darkness | uncommon | This magical bracer is embossed with the command word, "instance". When spoken by the wearer, 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 bracer is in your pack or otherwise stowed away, only you can see it. It can be revealed with detect magic. | ||
1 | Negotiable | Cursed cup of knock | uncommon | This simple wooden cup appears completely unremarkable. When drunk from, it unlocks the nearest locked door within 30 ft. 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 | Disappearing crown of the awareness king | uncommon | A smooth silver band, when placed upon the head you may add a +2 bonus to the next initiative roll you make. This property cannot be used again until after a long rest. After each use the GM should roll a d20. On a 1, the crown goes missing the next time it is stowed away. | ||
1 | Negotiable | Dull soothing chalk | uncommon | This stick of white chalk comes with an attached label bearing it's command word, "truth". The stick is long enough to write "truth" 6 times. When you use the stick to write the command word, you regain 1d4 hit-points. This property cannot be used again until after a long rest. This chalk seems boring somehow. | ||
1 | Negotiable | Fleek's needy book of life saving tickets | uncommon | A small leather bound booklet contains 5 numbered tickets. When a ticket is torn from the binding, it crumbles to dust and then 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. This magic item requires attunement. (See 'Attunement' in the SRD.) | ||
1 | Negotiable | Light purse of calming | uncommon | This magical purse is embroidered with spirals and swirls. When the final item is removed and the purse is empty you feel at peace. This property cannot be used again until after a long rest. The pouch feels like it has no weight, almost as if it were an illusion, but is solid to the touch. | ||
1 | Negotiable | Lucky darkvision 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, you gain darkvision for 1 hour. 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. | 2 lbs. | |
1 | Negotiable | Over-sized fireworks of warming | uncommon | A bundle of 4 fireworks. When a firework is lit and allowed to explode, 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 firework is twice as large as an average firework. | ||
1 | 24 gp | 25 gp | Scroll of Detect Magic | common | A spell scroll bears the words of the 1st-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 11. 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 11. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed. | |
1 | Negotiable | Small quill of critters | uncommon | This large magical feather is from an long extinct bird. When dropped with intent, on landing up to a dozen nearby small woodland creatures are attracted to the feather. They are charmed for 1 minute. This property only works while in woodlands. This property cannot be used again until after a long rest. The feather is half the size of a typical feather. | ||
1 | Negotiable | Solina's symbol of truesight | uncommon | A holy symbol of Solina. In order to use the symbol, you must be a follower of Solina and have visited a shrine or temple to Solina in the last 24 hours. If you have done so, you can hold the symbol and say a short prayer and Solina smiles upon you. Then you gain truesight for 1 minute. This property cannot be used again until after a long rest. | ||
1 | Negotiable | The cold wizard's hat of chilling | uncommon | This wizard's hat has it's command word "definition" stitched on a label on the inside. When worn by a wizard, if you speak the command word, 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 hat is cold to the touch. | ||
1 | Negotiable | Unreliable glove of mana | uncommon | This magical glove fits any hand, and matches any outfit. If worn, when you click your fingers, 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. When the glove'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 | Warm pebble of fortune | 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 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 pebble is warm to the touch. |
Note
- The store may also filled with useless bric-a-brac, which the owner will attempt to sell as magical items to unsuspecting punters.