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 | Caspio's unreliable symbol of mana | uncommon | A holy symbol of Caspio. In order to use the symbol, you must be a follower of Caspio and have visited a shrine or temple to Caspio in the last 24 hours. If you have done so, you can hold the symbol and say a short prayer and Caspio smiles upon you. Then 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. When the symbol'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. | ||
1 | Negotiable | Cursed pebble of darkness | 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 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 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 | Disappearing belt of gender | uncommon | This leather belt is embossed with runes. When removed 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 belt goes missing the next time it is stowed away. | ||
1 | Negotiable | Fleek's giving book of truesight tickets | uncommon | A small leather bound booklet contains 3 numbered tickets. When a ticket is torn from the binding, it crumbles to dust and then you gain truesight for 1 minute. This property cannot be used again until after a long rest. After 100 days, the tickets's property stops working. If the tickets finds a new owner that has not owned it before, the property will work again. | ||
1 | Negotiable | Humming purse of chilling | uncommon | This magical purse is embroidered with spirals and swirls. When the final item is removed and the purse is empty 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. The pouch makes a very slight humming sound at all times. | ||
1 | Negotiable | Light amber warming fish | uncommon | A small fish carved of amber. A command word "government" is scratched on the design. If you speak the word, 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 fish feels like it has no weight, almost as if it were an illusion, but is solid to the touch. | ||
1 | 28 gp | 32 gp | Longsword +1 | uncommon |
A Martial Melee weapon. 1d8
+ 1 slashing damage.
(Two-handed: 1d10
+ 1 Slashing damage.)
Range: 5.
Properties:
Versatile, Magic
You have a +1 bonus to your attack and damage when wielding this Longsword. The craftmanship of this weapon identifies it as a masterwork. |
3 lbs. |
1 | Negotiable | Lucky wand of darkvision | uncommon | A 10 inch wooden rod, to activate the user must pass a DC12 intelligence check, if successful you gain darkvision for 1 hour. 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 | Over-sized reminiscing chalk | uncommon | This stick of white chalk comes with an attached label bearing it's command word, "growth". The stick is long enough to write "growth" 4 times. When you use the stick to write the command word, 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 chalk is twice as large as an average chalk. | ||
1 | Negotiable | The heavy 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. The dice feels unusually heavy, four times the weight of an average dice. | ||
1 | Negotiable | The warm wizard's hat of navigation | 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, the direction of true north is clear in your mind. This property cannot be used again until after a long rest. The hat is warm to the touch. | ||
1 | Negotiable | Truthful silver critters penny | uncommon | This silver penny has the crest of Broaye on one side, and is blank on the other. When you flip it, up to a dozen nearby small woodland creatures are attracted to the coin. They are charmed for 1 minute. This property only works while in woodlands. This property cannot be used again until after a long rest. After using the coin's property you cannot tell a deliberate lie for 1 hour. |
Note
- The store may also filled with useless bric-a-brac, which the owner will attempt to sell as magical items to unsuspecting punters.