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 Weight
1 Negotiable Candle of unreliable quiet uncommon This magical candle can be lit for a total of 5 minutes before it burns down. When lit and left burning for at least 1 minute, it muffles sounds (by 30dB) within a 10ft sphere for 10 minutes. This property cannot be used again until after a long rest. When the candle'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 Cold 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. The wand is cold to the touch.
1 Negotiable Disappearing medal of melody uncommon This medal was awarded for bravery defending Coskiura. When polished, it plays a sweet melody. The melody can be heard from 100 ft away. The music can be stopped by anyone who can touch the medal. This property cannot be used again until after a long rest. After each use the GM should roll a d20. On a 1, the medal goes missing the next time it is stowed away.
1 Negotiable Fleek's warm book of Worg disguise tickets uncommon A small leather bound booklet contains 10 numbered tickets. When a ticket is torn from the binding, it crumbles to dust and then a magical illusion disguises you as a Worg 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 warm to the touch.
1 Negotiable Poisonous 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 using the lute's property, you must succeed a constitution save, DC 12, or be poisoned for 1 hour. 2 lbs.
1 48 gp 52 gp Scimitar +1 uncommon A Martial Melee weapon. 1d6 + 1 slashing damage. Range: 5. Properties: Finesse, Light, Magic

You have a +1 bonus to your attack and damage when wielding this Scimitar.
The craftmanship of this weapon identifies it as a masterwork.
3 lbs.
1 Negotiable Small book of awareness common poetry uncommon A book containing poetry written in common. If you read one of the poems aloud, 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 book is half the size of a typical book.
1 Negotiable The lucky wizard's hat of warming uncommon This wizard's hat has it's command word "truth" stitched on a label on the inside. When worn by a wizard, if you speak the command word, 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. 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 The robust 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. The dice cannot be destroyed by non-magical means.
1 Negotiable Truthful quill of fortune uncommon This large magical feather is from an long extinct bird. When dropped with intent, on landing 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 using the feather's property you cannot tell a deliberate lie for 1 hour.
1 Negotiable Wrist bands of instant party uncommon This magical bracer is embossed with the command word, "reading". When spoken by the wearer, 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.

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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