Billings' Magic Trinkets Emporium
56 year old Human construction, medium sized
Location: Taunwell
Owned by: Hyman Billings
A half-timbered house with a slate tile roof. The dwelling also serves as a Magic Trinkets Emporium.
Occupants
| Name | Role | Age | Gender | Race | Description |
|---|---|---|---|---|---|
| Ephraim Billings | 5 | Male | Human | He is a human child with grey eyes, scruffy strawberry hair, and olive skin. | |
| Fuluru Billings | Housekeeper | 33 | Female | Otterfolk | She is an adult otterfolk with grey eyes and white fur with light brown fur on their face and chest. |
| Girardus Billings | Housekeeper | 29 | Male | Human | He is an adult human with brown eyes, short dyed bright red hair in a side parting, stubble, and medium brown skin. |
| Harrison Billings | Shopkeep's Apprentice | 16 | Male | Human | He is an adolescent human with brown eyes, scruffy black hair, and dark brown skin. |
| Hattie Billings | Housekeeper | 24 | Female | Human | She is an adult human with grey eyes, auburn and grey streaked hair in a ponytail, and olive skin. |
| Hellen Billings the 2nd | 6 | Female | Human | She is a human child with amber eyes, auburn hair in a pigtails, and olive skin. | |
| Hyman Billings | Shopkeep | 35 | Male | Human | He is an adult human with amber eyes, black hair in a bun, stubble, and medium brown skin. |
| Irvin Billings | 54 | Male | Human | He is an elderly human with brown eyes, a bald head, a long beard, and dark brown skin. | |
| Joan Billings | 54 | Female | Human | She is an elderly human with amber eyes, dyed black hair in braids, and olive skin. | |
| Mercy Billings | Tutor | 29 | Female | Human | She is an adult human with amber eyes, long tied back dark-brown hair, and medium brown skin. |
| Milot Pierce the 2nd | Shopkeep's Apprentice | 14 | Male | Human | He is an adolescent human with amber eyes, very short black hair, and medium brown skin. |
| Osanna Armstrong | Shopkeep's Apprentice | 13 | Female | Human | She is an adolescent human with amber eyes, black hair in a pigtails, and medium brown skin. |
| Stacius Harden | Shopkeep's Apprentice | 13 | Male | Human | He is an adolescent human with amber eyes, scruffy red hair, and olive skin. |
Family Tree
- Joan Billings nee Harden (♀/54/Hyman's mother) + Irvin Billings (♂/54/Hyman's father)
- Hyman Billings (♂/35) + Fuluru Billings (♀/33/Hyman's wife)
- Girardus Billings (♂/29/Hyman's brother) + Mercy Billings nee Pierce (♀/29/Hyman's sister in-law)
- Hellen Billings the 2nd (♀/6/Hyman's niece)
- Ephraim Billings (♂/5/Hyman's nephew)
- Hattie Billings (♀/24/Hyman's sister)
Items for sale
At this location, items are priced between 85% and 97% of their base value.
| Available | Price | Value | Item | Rarity | Description | Weight |
|---|---|---|---|---|---|---|
| 1 | Negotiable | Annoying blink 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 casts the spell Blink, with you as the target. This property cannot be used again until after a long rest. The lute loudly shouts "The secret is temperature!" when you use it's property. | 2 lbs. | |
| 1 | Negotiable | Candle of warm quiet | uncommon | This magical candle can be lit for a total of 11 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. The candle is warm to the touch. | ||
| 1 | Negotiable | Cold fireworks of critters | uncommon | A bundle of 4 fireworks. When a firework is lit and allowed to explode, up to a dozen nearby small woodland creatures are attracted to the firework. They are charmed for 1 minute. This property only works while in woodlands. This property cannot be used again until after a long rest. The firework is cold to the touch. | ||
| 1 | Negotiable | Cursed wrist bands of truesight | uncommon | This magical bracer is embossed with the command word, "method". When spoken by the wearer, you gain truesight for 1 minute. 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 | Dull book of chilling kobold poetry | uncommon | A book containing poetry written in kobold. If you read one of the poems aloud, the ambient temperature is reduced 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 of below 40ºF (5ºC.) This property cannot be used again until after a long rest. This book seems boring somehow. | ||
| 1 | Negotiable | Heavy wand of life saving | uncommon | A 10 inch wooden rod, to activate the user must pass a DC12 intelligence check, if successful 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 wand feels unusually heavy, four times the weight of an average wand. | ||
| 1 | Negotiable | Lavish pebble of haste | 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 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 | Negotiable | Marlon's needy symbol of melody | uncommon | A holy symbol of Marlon. In order to use the symbol, you must be a follower of Marlon and have visited a shrine or temple to Marlon in the last 24 hours. If you have done so, you can hold the symbol and say a short prayer and Marlon smiles upon you. Then 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 symbol. This property cannot be used again until after a long rest. This magic item requires attunement. (See 'Attunement' in the SRD.) | ||
| 1 | Negotiable | Medal of soothing | uncommon | This medal was awarded for bravery defending Tesmela. When polished, you regain 1d4 hit-points. This property cannot be used again until after a long rest. | ||
| 1 | Negotiable | Over-sized glove of calming | uncommon | This magical glove fits any hand, and matches any outfit. If worn, when you click your fingers, you feel at peace. This property cannot be used again until after a long rest. The glove is twice as large as an average glove. | ||
| 1 | Negotiable | Sands of concealable darkvision | uncommon | A small glass sand timer in a wooden frame. When the sands are left to run uninterrupted for 1 minute, you gain darkvision for 1 hour. This property cannot be used again until after a long rest. When the timer is in your pack or otherwise stowed away, only you can see it. It can be revealed with detect magic. | ||
| 1 | 24 gp | 25 gp | Scroll of Burning Hands | 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. 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 11. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed. | |
| 1 | Negotiable | Small quill of gnomish tongue | uncommon | This large magical feather is from an long extinct bird. When dropped with intent, on landing you can speak and understand gnomish for the next day. This property cannot be used again until after a long rest. The feather is half the size of a typical feather. | ||
| 1 | Negotiable | The subtle wizard's hat of instant party | uncommon | This wizard's hat has it's command word "love" stitched on a label on the inside. When worn by a wizard, if you speak the command word, 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. The hat 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.