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 | Darkmantle figurehead of darkness | uncommon | A ship's figurehead in the shape of a Darkmantle. (A ship can only have one magical figurehead.) While at the wheel of a ship with the Darkmantle figurehead attached, if you concentrate your mind, 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. | ||
| 1 | Negotiable | Disappearing pebble of gender | 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 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. After each use the GM should roll a d20. On a 1, the pebble goes missing the next time it is stowed away. | ||
| 1 | Negotiable | Fleek's light book of reminiscing 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 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 tickets feels like it has no weight, almost as if it were an illusion, but is solid to the touch. | ||
| 1 | Negotiable | Lavish blink chalk | uncommon | This stick of white chalk comes with an attached label bearing it's command word, "medicine". The stick is long enough to write "medicine" 8 times. When you use the stick to write the command word, it casts the spell Blink, with you as the target. 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 | Lucky purse of soothing | uncommon | This magical purse is embroidered with spirals and swirls. When the final item is removed and the purse is empty you regain 1d4 hit-points. 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 | Needy glowing 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, 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. This magic item requires attunement. (See 'Attunement' in the SRD.) | 2 lbs. | |
| 1 | Negotiable | Poisonous shoe of fortune | uncommon | This magical shoe fits any foot, and matches any outfit. If worn, when you click your heels together, 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 shoe's property, you must succeed a constitution save, DC 12, or be poisoned for 1 hour. | ||
| 1 | Negotiable | Pristine amber draconic tongue fish | uncommon | A small fish carved of amber. A command word "direction" is scratched on the design. If you speak the word, you can speak and understand draconic for the next day. This property cannot be used again until after a long rest. The fish is in pristine condition. | ||
| 1 | Negotiable | Robust cup of navigation | uncommon | This simple wooden cup appears completely unremarkable. When drunk from, the direction of true north is clear in your mind. This property cannot be used again until after a long rest. The cup cannot be destroyed by non-magical means. | ||
| 1 | Negotiable | Sands of cold knock | uncommon | A small glass sand timer in a wooden frame. When the sands are left to run uninterrupted for 1 minute, it unlocks the nearest locked door within 30 ft. This property cannot be used again until after a long rest. The timer is cold to the touch. | ||
| 1 | Negotiable | Solos's cursed symbol of Darkmantle disguise | uncommon | A holy symbol of Solos. In order to use the symbol, you must be a follower of Solos and have visited a shrine or temple to Solos in the last 24 hours. If you have done so, you can hold the symbol and say a short prayer and Solos smiles upon you. Then a magical illusion disguises you as a Darkmantle 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 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 | The dull dice of mana | uncommon | Two cubes made of bone, with mysterious markings on each face. Role the dice, if the symbols match, 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. This dice seems boring somehow. | ||
| 1 | Negotiable | The heavy wizard's hat of calming | uncommon | This wizard's hat has it's command word "problem" stitched on a label on the inside. When worn by a wizard, if you speak the command word, you feel at peace. This property cannot be used again until after a long rest. The hat feels unusually heavy, four times the weight of an average hat. | ||
| 1 | 5 gp 5 sp | 6 gp | Whip +1 | uncommon |
A Martial Melee weapon. 1d4
+ 1 slashing damage.
Range: 5.
Properties:
Finesse, Reach, Magic
You have a +1 bonus to your attack and damage when wielding this Whip. The craftmanship of this weapon identifies it as a masterwork. |
3 lbs. |
Note
- The store may also filled with useless bric-a-brac, which the owner will attempt to sell as magical items to unsuspecting punters.