The Sable Lantern

Est. 2025 Half-elf Witch

The Sable Lantern

The shop smells faintly of rain on cobblestone and old paper. A bell of dried bone rings once when the door opens, and shadows along the floor appear to favor c...

TH

Shopkeeper

Thalia Mirewood, a Half-elf Witch (Lvl 4)

Keeper's Species

Half-elf

1 Potions6 Misc2 Misc1 Misc1 Misc1 ArmorEst. 560 gp

Shop Inventory

(12)
Potions1

A vial of smoky, faintly luminescent liquid. Heals minor wounds when consumed.

Heal 1 HPHeals HP (standard Cure Light in Pathfinder). The liquid momentarily tastes of cold iron.
Miscellaneous6

A black candle that burns with a pale blue flame. Used by hexers and diviners as a focus.

When used as a focus for a witch or cleric spell, grants +1 to the caster's saving throw DC for that spell. If left burning unattended for more than an hour it causes nearby cut plants to wither (cosmetic) and lingers a faint aura of necromancy (detectable with appropriate magic).

A fist-sized ember that never cools when placed in a small brazier. Provides a steady, shadowy light.

Provides light like a torch but at one-fifth the brightness around the source casts faint, static shadows that sometimes look like watching faces (illusory).

A small brass lantern that produces dim light and a soft susurrus from within.

Provides light equivalent to a hooded lantern. While lit, the bearer occasionally overhears a single, non-actionable whispered hint about a nearby object's history (GM fluff). Once per day, the lantern can cast detect magic as a wand (duration 1 round).

A tarnished compass whose needle points to what the holder desires most (or most fears).

Functions as a normal compass for navigation. Once per day on command, it points toward the nearest object or place strongly tied to the holder's emotions (GM determines). This lure may mislead or reveal secrets.

A blackened coin that glitters with tiny star-like flecks. Bringing it near a sleeping creature alters their dreams.

If placed under a sleeping creature's pillow, that creature gains a glorious dream (granting a +1 morale bonus on one skill check the next day) but the dream also steals a trivial personal memory (a childhood song, a name) until a remove curse or similar magic restores it.

A small grey feather that can transform into a sparrow for a short duration. The feather is dim and slightly cold.

When activated, becomes a sparrow that obeys a simple command for up to 1 hour. After use, the token crumbles to dust. This copy is slightly corrupted: while the bird obeys commands, it occasionally attempts to lead the bearer toward places of sorrow (flavorful; GM decides usefulness).
Miscellaneous2

A single-use parchment with a hastily-inked sigil. Grants the Mage Armor effect when read aloud.

AC +1Grants the Mage Armor effect equivalent to +4 armor bonus for the duration (as per Pathfinder 1e). The script sometimes whispers the reader's name.

A single page torn from an old spellbook. Contains a low-level, practical incantation.

Single use. Either casts Shield (if the buyer requests and the page is prepared for it) or Detect Magic, at the buyer's choice. The ink sometimes flakes away if exposed to sunlight.
Miscellaneous1

A short rod with a cracked crystal tip. Holds a handful of charges of a simple blasting spell.

Has 6 charges. Each activation fires one magic missile at 1st-level (single missile). On a roll of 1 on a d20 when activating, the wand emits a shriek; the user takes sonic damage and is deafened for 1 round.
Miscellaneous1

A dull iron ring stamped with a sleeping eye. Warm to the touch.

While worn, wearer gains +1 circumstance bonus to attempts to resist fear. However, the ring subtly induces vivid, restful sleep whenever the wearer nods off; during the first hour of sleep the wearer has prophetic but unsettling dreams that haunt them, imposing a −1 penalty on Will saves until they perform a short ritual (10 minutes) to banish the visions.
Armor1

A thin, smoky-gray cloak that slips from sight when the wearer stands perfectly still.

AC +1Grants a +1 circumstance bonus to Stealth checks when the wearer is motionless for at least 1 round. Once per day it can grant the effect of invisibility for 1 round (concentration ends early with movement).
TH

Thalia Mirewood

Half-elfWitchLvl 4

Shop Atmosphere

The shop smells faintly of rain on cobblestone and old paper. A bell of dried bone rings once when the door opens, and shadows along the floor appear to favor certain customers. Thalia accepts barter in uncommon ingredients (mandrake root, a drop of vampire's blood—only if legally acquired), and keeps a ledger written in invisible ink she peers at with a glass eye. She happily warns buyers about obvious curses but will sell them at a discount if they ask for 'haunted' wares. Occasionally the shop's mirror shows an extra person in the room for a moment; Thalia calls them 'potential buyers.'
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