Campaign Journals

Adventures in Faerun

Ghelkyn's Magic Shoppe

By Cthulu Ftaghn

Read the following passage to the players as they enter Ghelkyn's Magic Shoppe:

You can't help it… the first thought to enter your mind is, "What happened here?!" This tiny shop has several tables scattered haphazardly about, each piled high with a variety of mismatched items. Scrolls crumpled under dusty tomes, potions balanced precariously on top of stacks of apparent junk, daggers sticking point down into wooden tabletops…all this and more assaults your eyes as you take in the scene before you.

The ancient wrinkled man behind the desk to the rear fits the role of "befuddled old wizard" perfectly. His spectacles hang at an angle off the tip of his long, crooked nose. His bushy white eyebrows bob up and down as he studies some weathered text laid out before him. His sparkling purple robe and hopelessly bent cone-shaped hat look like they've seen better days.

As you step into his store the old man hastily pushes aside his project (knocking several books off his desk in the process), stands up and brushes himself off creating miniature tornadoes of swirling dust. He hobbles around his desk (knocking off two or three more books), extends a knobby hand and introduces himself. "Ahhh... welcome to my humble shop," he says, "I am Ghelkyn the Great, Wizard of Great Reknown. How may I be of service to you this day, worthy travelers?"

Ghelkyn Stormwind is, in fact, a befuddled old wizard. A former adventurer, he gave up that harsh life to study in the relatively peaceful atmosphere provided by Kheldell. His endless hours of isolation buried in his books have had a marked affect on his social skills. Make no mistake, however, Ghelkyn is a skilled practitioner of magic and experienced in the ways of the world. He always has Vampiric Touch memorized and has a watchful eye out for evildoers.

Ghelkyn's store may appear like unorganized chaos, and that is exactly what it is. There isn't any rhyme or reason to it's layout. The PC's are free to dig about and see what they can find. Ghelkyn actually has an impressive array of magical items ranging from weapons and armor to scrolls and wands.

Ghelkyn will be happy to describe (in agonizingly painful detail) the function and use of any item in his store. Pricing is fairly standard, but Ghelkyn is surprisingly unmovable as far as his rates are concerned. He is not willing to haggle or barter… the price he offers is final.

Ghelkyn Stormwind, male human Wiz7: CR 7; Size M (5 ft., 3 in. tall); HD 7d4; hp 14; Init +3 (-1 Dex, +4 Improved initiative); Spd 30 ft.; AC 9 (-1 Dex); Attack +4 melee, or +2 ranged; SV Fort +2, Ref +1, Will +4; AL CG; Str 13, Dex 9, Con 10, Int 14, Wis 8, Cha 8.

Languages Spoken: Auran, Common.

Skills and feats: Alchemy +5, Appraise +3.5, Craft +11, Gather information +0, Hide -1, Intuit direction -0.5, Jump +2, Knowledge +12, Listen -1, Move silently -1, Perform +1, Search +3, Spellcraft +12, Spot -1; Empower spell, Enlarge spell, Improved initiative, [Scribe scroll], Silent spell, Spell penetration.

Possessions: 7,200 gp in gear.

Wizard Spells Known (4/5/4/2/1): 0th -- Arcane Mark, Dancing Lights, Daze, Detect Magic, Detect Poison, Disrupt Undead, Flare, Ghost Sound, Light, Mage Hand, Mending, Open/Close, Prestidigitation, Ray of Frost, Read Magic, Resistance. 1st -- Burning Hands, Charm Person, Enlarge, Identify, Mage Armor, Magic Missile, Shield, Shocking Grasp, Tenser's Floating Disk. 2nd -- Leomund's Trap, Melf's Acid Arrow, Obscure Object, Summon Swarm. 3rd -- Blink, Dispel Magic, Fireball, Vampiric Touch, Haste, Lightning Bolt. 4th -- Charm Monster, Polymorph Other.

Ghelkyn's Shop Inventory


arcane lock (l2, cl3) (150 gp)
charm person (l1, cl1) (25 gp)
command (l1, cl1) (25 gp)
command (l1, cl1) (25 gp)
delay poison (l2, cl3) (150gp)
detect evil (l1, cl1) (25 gp)
detect undead (l1, cl1) (25 gp)
detect undead (l1, cl1) (25 gp)
enlarge (l1, cl1) (25 gp)
erase (l1, cl1) (25 gp)
feather fall (l1, cl1) (25 gp)
find traps (l2, cl3) (150 gp)
ghoul touch (l2, cl3) (150gp)
grease (l1, cl1) (25 gp)
grease (l1, cl1) (25gp)
heat metal (l2, cl3) (150 gp)
heat metal (l2, cl3) (150 gp)
hold animal (l2, cl3) (150 gp)
hold animal (l2, cl3) (150 gp)
identify (l1, cl1) (25 gp)
invisibility (l2, cl3) (150gp)
magic missile (l1, cl1) (25 gp)
magic weapon (l1, cl1) (25 gp)
misdirection (l2, cl3) (150 gp)
mount (l1, cl1) (25 gp)
mount (l1, cl1) (25 gp)
sanctuary (l1, cl1) (25gp)
silence (l2, cl3) (150 gp)
silence (l2, cl3) (150 gp)
silent image (l1, cl1) (25 gp)
sleep (l1, cl1) (25 gp)
stinking cloud (l2, cl3) (150 gp)
suggestion (l3, cl5) (400gp)
summon monster II (l2, cl3) (150 gp)
summon swarm (l2, cl3) (150 gp)
undetectable alignment (l2, cl3) (150 gp)


Potion: aid (300 gp)
Potion: aid (300 gp)
Potion: cure light wounds (50 gp)
Potion: cure light wounds (50 gp)
Potion: darkvision (300 gp)
Potion: ghoul touch (300 gp)
Potion: hiding (150 gp)
Potion: hiding (150 gp)
Potion: hiding (150 gp)
Potion: swimming (150 gp)


+1 light-emitting shortbow (2,330 gp)
+2 longsword
- Int 14, Wis 14, Cha 11 communicates by Semiempathy, Neutral good
- Item can Sense Motive (10 ranks)
- Ego: 7 (18,315 gp)
+1 nunchaku (2,302 gp)
+1 dwarven waraxe (2,330 gp)
+1 longsword (2,315 gp)
+2 light-emitting dagger (8,302 gp)
+1 light-emitting crossbow bolts (50), flaming (8,350 gp)
+1 rapier (2,320 gp)
+1 scythe (2,318 gp)
+1 scimitar, shocking (8,315 gp)
+3 short sword, keen, mighty cleaving (50,310 gp)
+3 light-emitting crossbow bolts (50) (18,350 gp)
+3 quarterstaff (18,600 gp)
+2 light-emitting longsword, chaos
- Int 15, Wis 13, Cha 12 communicates by Speech, Chaotic good
- Cure light wounds (1d8+5) on wielder 1/day
- Invisibility (wielder only, up to 30 minutes per use), 3/day
- Ego: 11 (49,815 gp)
+1 heavy crossbow (2,350 gp)
+4 bastard sword (32,335 gp)
+3 longsword
- Cha 18, Int 12, Wis 12 communicates by Speech, Neutral
- Wielder has free use of Blind-Fight
- Wielder has free use of Combat Reflexes
- Wielder has free use of Mobility
- Levitation (wielder only, 10 minute duration), 3/day
- Ego: 14 (43,315 gp)


Wand of burning hands (29 charges) (750 gp)
Wand of detect secret doors (29 charges) (750 gp)
Wand of burning hands (5 charges) (750 gp)
Wand of light (10 charges) (375 gp)
Wand of detect magic (27 charges) (375 gp)
Wand of shatter (50 charges) (4,500 gp)
Wand of summon monster I (50 charges) (750 gp)
Wand of detect magic (5 charges) (375 gp)


Staff of swarming insects (5 charges) (20,000 gp)
Staff of size alteration (8 charges) (6,500 gp)
Staff of frost (9 charges) (70,000 gp)
Staff of defense (39 charges) (80,000 gp)
Staff of defense (18 charges) (40,000 gp)

The work contained on this page is the property and copyright of Cthulu Ftaghn and is used by Candlekeep with permission.

Return to The Kheldell Main Page

Return to Adventures in Faerun