Veris' Sundry Curios & Bottled Whims

Est. 2025 Human Artificer (tinker subtype)

Veris' Sundry Curios & Bottled Whims

The shop is stacked in haphazard piles: teetering boxes, pinned notes, and glass phials that click when you pass. Marta is fond of trading stories for discounts...

MA

Shopkeeper

Marta “Oddcoin” Veris, a Human Artificer (tinker subtype) (Lvl 5)

Keeper's Species

Human

2 Potions8 Misc2 Misc1 Misc1 Misc1 Armor1 WeaponsEst. 883 gp

Shop Inventory

(16)
Potions2

A corked vial of warm red liquid. Heals small wounds and restores vigor.

Heal 8 HPHeals + caster/modifier (standard minor healing effect).

A bitter, greenish mixture that staves off poisons for a short time.

Advantage on saving throws vs. poison for 1 hour, or halves poison effects once.
Miscellaneous8

A small phial containing a drifting cold vapor. Releases a thin noxious cloud when uncorked.

When opened, creates fog lightly obscuring a 10 ft radius for 1 minute. If used in combat, counts as minor cover creation.

A small compass that doesn't always point north. Charming and occasionally useful.

When checked, the compass points toward the nearest place of emotional significance (e.g., someone's home, a shrine) rather than true north. Useful for roleplay and navigation clues.

A glass jar containing tiny, chirping beetles that hum in odd harmonies when uncorked.

When released in a calm environment, beetles create a 10-minute soothing hum that grants allies +1 on morale/insight checks for social interactions.

A thimble-sized phial of black wax. Melted into a candle, it brings back snatches of forgotten memories.

When used to make a candle and burned for an hour, the primary user regains one specific childhood memory or gains a usable clue (not full revelations). Useful for investigations and roleplaying.

A leather purse of mismatched keys. Mostly rusted and mundane, but one might fit something useful.

Contains 5–8 keys of unknown origin. GM determines if any fit local locks; one key has odd warmth to it (clue hook).

A small pot of silver-tinted ink. Writing done with it slowly fades after a day unless bound by a ritual.

Useful for creating ephemeral notes or decoy documents. If used on a spell scroll, may reduce reliability (GM adjudicates).

A chipped amulet that faintly illuminates when exposed to moonlight.

Emits a soft light in darkness (dim light in 5 ft radius) once per night for up to 1 hour. No combat benefit beyond illumination.

A small jar with a recorded echo inside. When opened, the last 10 seconds of sound played within are replayed faintly.

Records and replays a short sound sample; useful for surveillance, puzzles, and pranks. The echo is slightly distorted.
Miscellaneous2

Crushed silvery herb used in poultices, incense, and simple ritual components.

Used as component: grants +1 to ingredient potency checks (alchemist/ritual). Mild antiseptic when applied.

A woody root chewed as a stimulant. Guards against faintness and exhaustion.

Negates one instance of forced rest requirement (useful to stave off short-term exhaustion once).
Miscellaneous1

A battered book of household cures, charms, and recipes. Contains a few marginalia notes.

Contains 2 uses of guidance-style household remedies (GM to adjudicate). Can grant hints for crafting potions or finding herbs.
Miscellaneous1

A neatly penned scrap that once held a simple cantrip. Single use.

Contains a random non-damaging cantrip (light, mage hand, prestidigitation, etc.). Usable once then fades.
Armor1

A secondhand cloth tunic with an unusual number of internal pockets sewn into the lining.

AC +1Grants +1 to Sleight of Hand checks when retrieving small items from its pockets. Minor protection equivalent to light padding (+1 AC equivalent).
Weapons1

A small, dented wand that still holds a single flicker of magic for trinket tricks.

One stored charge that casts a prestidigitation-like effect (cleaning, flavor, small sensory trick). After use the wand becomes mundane.
MA

Marta “Oddcoin” Veris

HumanArtificer (tinker subtype)Lvl 5

Shop Atmosphere

The shop is stacked in haphazard piles: teetering boxes, pinned notes, and glass phials that click when you pass. Marta is fond of trading stories for discounts; if you regale her with a true oddity she may reduce prices or let you rummage the back shelf of 'questionables.' She keeps a tin of peppermint to charm nervous customers and insists her cat-shaped brass clock is 'not sold, just borrowed.' Most goods are secondhand or improvised magic — safe, strange, and good for roleplaying hooks rather than game-breaking power.
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