Burrowbuck's Emporium
766 year old Human construction, small sized
Location: Hornstead Town
Owned by: Rebecca Burrowbuck
The wooden beams on this 1st Century home are painted green. The dwelling also serves as an Emporium.
Occupants
| Name | Role | Age | Gender | Race | Description |
|---|---|---|---|---|---|
| Belladine Gilbert | Shopkeep's Assistant | 43 | Female | Human | She is an adult human with amber eyes, long auburn hair with a fringe cut, and olive skin. |
| Betsy Gilbert | 6 | Female | Tiefling | She is a tiefling child with silver eyes, short dark-brown hair in a side parting, and brick-red skin. She has large curled horns. | |
| Daniel Burrowbuck | 64 | Male | Tiefling | He is an elderly tiefling with white eyes (behind a pair of spectacles), scruffy grey and grey streaked hair, stubble, and brick-red skin. He has small curled horns. | |
| Godfrey Gilbert | Housekeeper | 40 | Male | Tiefling | He is an adult tiefling with silver eyes, short dark-brown hair in a side parting, stubble, and brick-red skin. He has curled horns. |
| Hawys Gilbert | Shopkeep's Assistant | 25 | Female | Human | She is an adult human with green eyes, long brown hair with a fringe cut, and light brown skin. |
| Hugo Gilbert the 2nd | Shopkeep's Assistant | 20 | Male | Tiefling | He is an adult tiefling with white eyes, a shaved head, a handlebar moustache, and red skin. He has large curled horns. |
| Inez Gilbert | 1 | Female | Tiefling | She is an infant tiefling with silver eyes, scruffy dark-brown hair, and brick-red skin. She has curled horns. | |
| Rebecca Burrowbuck | Shopkeep | 59 | Female | Tiefling | She is an elderly tiefling with silver eyes (behind a pair of spectacles), long tied back silver hair, and brick-red skin. She has curled horns. |
| Rocelinus Gilbert | 3 | Male | Tiefling | He is a tiefling child with white eyes, short strawberry hair in a side parting, and red skin. He has large curled horns. |
Family Tree
- Rebecca Burrowbuck nee Bankward (♀/59) + Daniel Burrowbuck (♂/64/Rebecca's husband)
- Godfrey Gilbert (♂/40/Rebecca's son) + Belladine Gilbert nee Burton-Gibson (♀/43/Rebecca's daughter in-law)
- Hugo Gilbert the 2nd (♂/20/Rebecca's grandson) + Hawys Gilbert (♀/25/Rebecca's granddaughter in-law)
- Betsy Gilbert (♀/6/Rebecca's granddaughter)
- Rocelinus Gilbert (♂/3/Rebecca's grandson)
- Inez Gilbert (♀/1/Rebecca's granddaughter)
Items for sale
At this location, items are priced between 85% and 107% of their base value.
| Available | Price | Value | Item | Description | Weight |
|---|---|---|---|---|---|
| 2 | 26 gp | 25 gp | Holy water (flask) | As an action, you can splash the contents of this flask onto a creature within 5 feet of you or throw it up to 20 feet, shattering it on impact. In either case, make a ranged attack against a target creature, treating the holy water as an improvised weapon. If the target is a fiend or undead, it takes 2d6 radiant damage. A cleric or paladin may create holy water by performing a special ritual. The ritual takes 1 hour to perform, uses 25 gp worth of powdered silver, and requires the caster to expend a 1st-level spell slot. | 1 lb. |
| 1 | 5 gp 1 sp | 5 gp | Lantern, hooded | A hooded lantern casts bright light in a 30-foot radius and dim light for an additional 30 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil. As an action, you can lower the hood, reducing the light to dim light in a 5-foot radius. | 2 lbs. |
| 2 | 2 gp | 2 gp | Manacles | These metal restraints can bind a Small or Medium creature. Escaping the manacles requires a successful DC 20 Dexterity check. Breaking them requires a successful DC 20 Strength check. Each set of manacles comes with one key. Without the key, a creature proficient with thieves' tools can pick the manacles' lock with a successful DC 15 Dexterity check. Manacles have 15 hit points. | 6 lbs. |
| 1 | 100 gp | 100 gp | Poison, basic (vial) | You can use the poison in this vial to coat one slashing or piercing weapon or up to three pieces of ammunition. Applying the poison takes an action. A creature hit by the poisoned weapon or ammunition must make a DC 10 Constitution saving throw or take 1d4 poison damage. Once applied, the poison retains potency for 1 minute before drying. |