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 | Cold purse of truesight | uncommon | This magical purse is embroidered with spirals and swirls. When the final item is removed and the purse is empty you gain truesight for 1 minute. This property cannot be used again until after a long rest. The pouch is cold to the touch. | ||
1 | Negotiable | Disappearing glove of life saving | uncommon | This magical glove fits any hand, and matches any outfit. If worn, when you click your fingers, 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 each use the GM should roll a d20. On a 1, the glove goes missing the next time it is stowed away. | ||
1 | Negotiable | Fleek's over-sized book of gender 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 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 tickets is twice as large as an average tickets. | ||
1 | Negotiable | Poisonous mana 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, 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 using the lute's property, you must succeed a constitution save, DC 12, or be poisoned for 1 hour. | 2 lbs. | |
1 | Negotiable | Pristine Gorgon disguise chalk | uncommon | This stick of white chalk comes with an attached label bearing it's command word, "temperature". The stick is long enough to write "temperature" 8 times. When you use the stick to write the command word, a magical illusion disguises you as a Gorgon 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 chalk is in pristine condition. | ||
1 | Negotiable | Sands of lavish haste | uncommon | A small glass sand timer in a wooden frame. When the sands are left to run uninterrupted for 1 minute, your movement speed is doubled for 1 minute. This property cannot be used again until after a long rest. After use, the item appears highly decorated and valuable for 6 hours. | ||
1 | 240 gp | 250 gp | Scroll of Gentle Repose | 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 wrist bands of reminiscing | uncommon | This magical bracer is embossed with the command word, "health". When spoken by the wearer, 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 bracer is half the size of a typical bracer. | ||
1 | Negotiable | The annoying duck of awareness | uncommon | A duck made of cloth and leather. When squeezed, you may add a +2 bonus to the next initiative roll you make. This property cannot be used again until after a long rest. The duck loudly shouts "The secret is growth!" when you use it's property. | ||
1 | Negotiable | The dull wizard's hat of fortune | uncommon | This wizard's hat has it's command word "theory" stitched on a label on the inside. When worn by a wizard, if you speak the command word, 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. This hat seems boring somehow. | ||
1 | Negotiable | Truthful cup of quiet | uncommon | This simple wooden cup appears completely unremarkable. When drunk from, it muffles sounds (by 30dB) within a 10ft sphere for 10 minutes. This property cannot be used again until after a long rest. After using the cup's property you cannot tell a deliberate lie for 1 hour. | ||
1 | Negotiable | Unreliable pebble of darkvision | 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 darkvision for 1 hour. This property cannot be used again until after a long rest. When the pebble'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 navigation | uncommon | A 10 inch wooden rod, to activate the user must pass a DC12 intelligence check, if successful the direction of true north is clear in your mind. This property cannot be used again until after a long rest. | ||
1 | Negotiable | Warm belt of darkness | uncommon | This leather belt is embossed with runes. When removed 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 belt is warm to the touch. | ||
1 | Negotiable | Worg figurehead of subtle soothing | uncommon | A ship's figurehead in the shape of a Worg. (A ship can only have one magical figurehead.) While at the wheel of a ship with the Worg 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 hidden from detect magic. |
Note
- The store may also filled with useless bric-a-brac, which the owner will attempt to sell as magical items to unsuspecting punters.