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 Candle of truthful darkness uncommon This magical candle can be lit for a total of 12 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. After using the candle's property you cannot tell a deliberate lie for 1 hour.
1 Negotiable Cold book of Grick disguise infernal poetry uncommon A book containing poetry written in infernal. If you read one of the poems aloud, a magical illusion disguises you as a Grick 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 book is cold to the touch.
1 Negotiable Concealable silver glowing penny uncommon This silver penny has the crest of Jatrad on one side, and is blank on the other. When you flip it, 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. When the coin is in your pack or otherwise stowed away, only you can see it. It can be revealed with detect magic.
1 Negotiable Cursed pebble of blink 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 it casts the spell Blink, with you as the target. 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 Fleek's disappearing book of critters tickets uncommon A small leather bound booklet contains 9 numbered tickets. When a ticket is torn from the binding, it crumbles to dust and then up to a dozen nearby small woodland creatures are attracted to the tickets. They are charmed for 1 minute. This property only works while in woodlands. This property cannot be used again until after a long rest. After each use the GM should roll a d20. On a 1, the tickets goes missing the next time it is stowed away.
1 Negotiable Giving wand of quiet uncommon A 10 inch wooden rod, to activate the user must pass a DC12 intelligence check, if successful it muffles sounds (by 30dB) within a 10ft sphere for 10 minutes. This property cannot be used again until after a long rest. After 100 days, the wand's property stops working. If the wand finds a new owner that has not owned it before, the property will work again.
1 Negotiable Lucky glove of fortune uncommon This magical glove fits any hand, and matches any outfit. If worn, when you click your fingers, 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 each use the GM should roll a d20. On a 20, a the user is also blessed as with the Bless spell.
1 Negotiable Sands of dull calming uncommon A small glass sand timer in a wooden frame. When the sands are left to run uninterrupted for 1 minute, you feel at peace. This property cannot be used again until after a long rest. This timer seems boring somehow.
1 22 gp 25 gp Scroll of Guiding Bolt 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.
1 Negotiable Subtle belt of haste uncommon This leather belt is embossed with runes. When removed your movement speed is doubled for 1 minute. This property cannot be used again until after a long rest. The belt is hidden from detect magic.
1 Negotiable The needy duck of truesight uncommon A duck made of cloth and leather. When squeezed, you gain truesight 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 The robust dice of life saving uncommon Two cubes made of bone, with mysterious markings on each face. Role the dice, if the symbols match, 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. The dice cannot be destroyed by non-magical means.
1 Negotiable Warm medal of warming uncommon This medal was awarded for bravery defending None. When polished, 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 medal 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.
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