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 | Item | Rarity | Description | Weight |
|---|---|---|---|---|---|
| 1 | Negotiable | Annoying navigation chalk | uncommon | This stick of white chalk comes with an attached label bearing it's command word, "child". The stick is long enough to write "child" 9 times. When you use the stick to write the command word, the direction of true north is clear in your mind. This property cannot be used again until after a long rest. The chalk loudly shouts "The secret is child!" when you use it's property. | |
| 1 | 501 - 5,000 gp | Belt of dwarvenkind | rare |
Requires attunement. While wearing this belt, you gain the following benefits: Your Constitution score increases by 2, to a maximum of 20. You have advantage on Charisma (Persuasion) checks made to interact with dwarves. You have advantage on saving throws against poison, and you have resistance against poison damage. You have darkvision out to a range of 60 feet. You can speak, read, and write Dwarvish. In addition, while attuned to the belt, you have a 50 percent chance each day at dawn of growing a full beard if you're capable of growing one, or a visibly thicker beard if you already have one. |
|
| 1 | Negotiable | Cold fireworks of kobold tongue | uncommon | A bundle of 5 fireworks. When a firework is lit and allowed to explode, you can speak and understand kobold for the next day. This property cannot be used again until after a long rest. The firework is cold to the touch. | |
| 1 | Negotiable | Fleek's robust book of soothing tickets | uncommon | A small leather bound booklet contains 6 numbered tickets. When a ticket is torn from the binding, it crumbles to dust and then you regain 1d4 hit-points. This property cannot be used again until after a long rest. The tickets cannot be destroyed by non-magical means. | |
| 1 | Negotiable | Needy instant party 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, 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. This magic item requires attunement. (See 'Attunement' in the SRD.) | 2 lbs. |
| 1 | Negotiable | Pristine glove of Darkmantle disguise | uncommon | This magical glove fits any hand, and matches any outfit. If worn, when you click your fingers, 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. The glove is in pristine condition. | |
| 1 | Negotiable | The concealable duck of warming | uncommon | A duck made of cloth and leather. When squeezed, 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. When the duck is in your pack or otherwise stowed away, only you can see it. It can be revealed with detect magic. | |
| 1 | Negotiable | The lucky dice of life saving | uncommon | Two cubes made of bone, with mysterious markings on each face. Role the dice, if the symbols match, 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. 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 | Truthful purse of darkness | uncommon | This magical purse is embroidered with spirals and swirls. When the final item is removed and the purse is empty 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. After using the pouch's property you cannot tell a deliberate lie for 1 hour. | |
| 1 | Negotiable | Unreliable shoe of critters | uncommon | This magical shoe fits any foot, and matches any outfit. If worn, when you click your heels together, up to a dozen nearby small woodland creatures are attracted to the shoe. They are charmed for 1 minute. This property only works while in woodlands. This property cannot be used again until after a long rest. When the shoe'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. |
Note
- The store may also filled with useless bric-a-brac, which the owner will attempt to sell as magical items to unsuspecting punters.