The Gilded Sigil

Est. 2026 Human Wizard

The Gilded Sigil

The shop smells faintly of citrus and old paper. A tame raven named Glyph watches customers from a high shelf and will occasionally 'recommend' items by tugging...

MI

Shopkeeper

Mirelle Quay, a Human Wizard (Lvl 8)

Keeper's Species

Human

4 Potions10 Misc3 Armor1 WeaponsEst. 18.7k gp

Shop Inventory

(18)
Potions4

A small glass vial of rosy liquid that mends wounds when drunk. Common and staple among adventurers.

Heal 7 HPRestores hit points when consumed.

A stronger red potion favored for dungeon delves and mid-fight recoveries.

Heal 14 HPRestores hit points when consumed.

A potent vial for dangerous encounters or when a quick major recovery is needed.

Heal 26 HPRestores hit points when consumed.

A shimmering vial labeled with a rune that suggests it restores a fragment of arcane focus. Experimental and pricey.

When used as an action, the tonic allows the drinker to regain one expended cantrip slot once. Single use; rare and unstable.
Miscellaneous10

A soft leather bag with a star-stitched mouth. Useful for hauling treasure and gear.

A pocket of extradimensional space accessible by mouth of the bag.

A simple band of polished metal that hums faintly when danger is near.

AC +1Grants bonus to AC and to saving throws while attuned.

A wand carved with three tiny silver stars. Warm to the touch when charges are present.

Contains magical charges that can be expended to cast the Magic Missile spell.

A parchment scroll sealed with a tiny bit of blue wax. It thrums faintly with protective magic.

A single-use spell scroll containing the Shield spell.

Crisp vellum that smells faintly of lavender. Most useful for ailments and poisons.

A single-use spell scroll containing Lesser Restoration.

A smoky scroll that leaves a faint ash trail when unrolled. Dangerous in the hands of the unprepared.

A single-use spell scroll containing Fireball.

A pair of thin gloves stitched with faint glyphs. They feel sticky in a helpful way.

Grants a bonus to Dexterity (Sleight of Hand) checks and Dexterity checks made to pick locks, when used by a creature that is not wearing heavy armor.

A feathered quill with a restless whisper when tapped on a table. Popular with scribes and investigators.

Words written by the quill cannot be erased by mundane means; once per day, the quill can cast Comprehend Languages on the reader for 10 minutes.

A heart-shaped locket that warms against the chest when danger approaches. Inscribed inside with a tiny rune.

Once per long rest, the wearer can choose to gain a bonus to a single saving throw they would make within the next minute.

A sturdy leather roll with needles and salves. Cheap but indispensable for field medicine.

Stabilizes a creature without needing a Wisdom (Medicine) check; can be expended to restore HP once per use.
Armor3

A supple cloak threaded with subtle runes along the hem. It seems to warm when danger approaches.

AC +1Grants bonus to AC and to saving throws while worn.

A finely riveted chain shirt with woven runes along the collar. Lighter than most enchanted armor.

AC +1Armor grants a +1 enchantment to AC while worn.

Light boots that muffle the sound of footsteps and leave no scuff marks.

Wearer has advantage on Dexterity (Stealth) checks that rely on moving silently.
Weapons1

A well-balanced longsword with a faint blue edge to the blade. Feels keener than it looks.

Atk +1 to attack and damage rolls.
MI

Mirelle Quay

HumanWizardLvl 8

Shop Atmosphere

The shop smells faintly of citrus and old paper. A tame raven named Glyph watches customers from a high shelf and will occasionally 'recommend' items by tugging at their wrappings. Mirelle insists on a cup of tea before completing haggles over 50 gp or more.
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