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

Items for sale

⟳ Re-roll shop stock.

At this location, items are priced between 85% and 97% of their base value.

Available Price Value Item Rarity Description
1 Negotiable Candle of giving critters uncommon This magical candle can be lit for a total of 8 minutes before it burns down. When lit and left burning for at least 1 minute, up to a dozen nearby small woodland creatures are attracted to the candle. 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 100 days, the candle's property stops working. If the candle finds a new owner that has not owned it before, the property will work again.
1 Negotiable Cold fireworks of quiet uncommon A bundle of 7 fireworks. When a firework is lit and allowed to explode, it muffles sounds (by 30dB) within a 10ft sphere for 10 minutes. This property cannot be used again until after a long rest. The firework is cold to the touch.
1 Negotiable Cursed silver life saving penny uncommon This silver penny has the crest of Jatrad on one side, and is blank on the other. When you flip it, 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 1, a misfortune befalls the user. The nature of the misfortune is at the discretion of the GM.
1 Negotiable Humming belt of fortune uncommon This leather belt is embossed with runes. When removed the next attack roll, ability check or saving throw you make is with advantage. This property cannot be used again until after a long rest. The belt makes a very slight humming sound at all times.
1 Negotiable Lavish wand of Cockatrice disguise uncommon A 10 inch wooden rod, to activate the user must pass a DC12 intelligence check, if successful a magical illusion disguises you as a Cockatrice 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. After use, the item appears highly decorated and valuable for 6 hours.
1 Negotiable Lucky amber darkness fish uncommon A small fish carved of amber. A command word "management" is scratched on the design. If you speak the word, 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 20, a the user is also blessed as with the Bless spell.
1 Negotiable Pristine purse of blink uncommon This magical purse is embroidered with spirals and swirls. When the final item is removed and the purse is empty it casts the spell Blink, with you as the target. This property cannot be used again until after a long rest. The pouch is in pristine condition.
1 14 gp 15 gp Scroll of True Strike common A spell scroll bears the words of the Cantrip 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 10. 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 10. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed.
1 Negotiable The over-sized dice of haste uncommon Two cubes made of bone, with mysterious markings on each face. Role the dice, if the symbols match, your movement speed is doubled for 1 minute. This property cannot be used again until after a long rest. The dice is twice as large as an average dice.
1 Negotiable The small duck of darkvision uncommon A duck made of cloth and leather. When squeezed, you gain darkvision for 1 hour. This property cannot be used again until after a long rest. The duck is half the size of a typical duck.

Note

  • The store may also filled with useless bric-a-brac, which the owner will attempt to sell as magical items to unsuspecting punters.
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