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 |
---|---|---|---|---|---|
1 | Negotiable | Cold book of quiet gnomish poetry | uncommon | A book containing poetry written in gnomish. If you read one of the poems aloud, it muffles sounds (by 30dB) within a 10ft sphere for 10 minutes. This property cannot be used again until after a long rest. The book is cold to the touch. | |
1 | Negotiable | Fleek's subtle book of warming tickets | uncommon | A small leather bound booklet contains 7 numbered tickets. When a ticket is torn from the binding, it crumbles to dust and then 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 tickets is hidden from detect magic. | |
1 | Negotiable | Lavish amber glowing fish | uncommon | A small fish carved of amber. A command word "activity" is scratched on the design. If you speak the word, 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. After use, the item appears highly decorated and valuable for 6 hours. | |
1 | Negotiable | Over-sized soothing chalk | uncommon | This stick of white chalk comes with an attached label bearing it's command word, "temperature". The stick is long enough to write "temperature" 5 times. When you use the stick to write the command word, you regain 1d4 hit-points. This property cannot be used again until after a long rest. The chalk is twice as large as an average chalk. | |
1 | Negotiable | Poisonous belt of elvish tongue | uncommon | This leather belt is embossed with runes. When removed you can speak and understand elvish for the next day. This property cannot be used again until after a long rest. After using the belt's property, you must succeed a constitution save, DC 12, or be poisoned for 1 hour. | |
1 | 22 gp | 25 gp | Scroll of Alarm | 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 | The dull dice of critters | uncommon | Two cubes made of bone, with mysterious markings on each face. Role the dice, if the symbols match, up to a dozen nearby small woodland creatures are attracted to the dice. They are charmed for 1 minute. This property only works while in woodlands. This property cannot be used again until after a long rest. This dice seems boring somehow. | |
1 | Negotiable | The robust wizard's hat of knock | uncommon | This wizard's hat has it's command word "exam" stitched on a label on the inside. When worn by a wizard, if you speak the command word, it unlocks the nearest locked door within 30 ft. This property cannot be used again until after a long rest. The hat cannot be destroyed by non-magical means. |
Note
- The store may also filled with useless bric-a-brac, which the owner will attempt to sell as magical items to unsuspecting punters.