Mirage & Sand General Store

Est. 2026 Human Bard

Mirage & Sand General Store

The shop plays low drum-and-strings music and releases a faint scent of citrus and sandalwood when the door opens. The owner insists that customers remove sand ...

ZA

Shopkeeper

Zahra Khemra, a Human Bard (Lvl 6)

Keeper's Species

Human

13 Misc1 Armor2 Weapons2 PotionsEst. 1.3k gp

Shop Inventory

(18)
Miscellaneous13

A stout 50 foot hempen rope, rough but reliable for climbing, binding, and desert repairs.

A length of silk rope favored by caravaneers; lighter, easier to knot, and smoother than hempen rope.

A tightly woven bedroll treated to keep sand from collecting in folds.

A reinforced goat-leather waterskin, sewn with waxed thread; full and sealed it keeps water cool in desert heat.

A simple pitch-soaked stick for light and signalling. Sold individually.

A small wooden box with flint and charcloth; essential for desert nights when fuel is scarce.

Dried meats, hard flatbread, and spiced fruit preserved by the shop for long caravan runs.

A small vial of bitter-smelling serum. Caravans keep these on hand for scorpion stings and spoiled rations.

Grants advantage on saves against poison for 1 hour after consumption and neutralizes ingested common poisons

A fashionable desert robe in pale sandsilk. Keeps the wearer cooler and looks at home at any caravan market.

A finely pleated veil threaded with a faint silver filigree. Worn across eyes or mouth to keep out glare and grit.

Grants advantage on saving throws to resist visual impairment from glare and sand for up to 1 hour per day

Light-soled sandals woven from layered leather and treated roots. Carried by desert scouts and caravan runners.

Wearer ignores difficult terrain caused by loose sand and gains +5 ft movement while on sand. Once per short rest wearer can take the Dash action as a bonus action for 1 round.

A compact mending kit for repairing robes, veils, and saddlebags while on the road.

A fashionable turban trimmed with beads and a protective inner lining to keep the head cool.

Armor1

Treated leather armor reinforced at seams and vents to be cooler in extreme heat.

AC +11
Weapons2

A curved sword favored in sand-swept regions; balanced for quick strikes and drawing in close.

A well-balanced scimitar with a slight curve and a palm-guard inlaid with a tiny carved scorpion. The blade hums faintly when drawn in desert heat.

Atk
Potions2

A clear glass vial with a sweet, restorative liquid. A staple of any adventurer's kit.

Heals HP when drunk

A small phial of distilled morning dew and desert herbs, sold as a quick but potent restorative.

Heals HP when consumed
ZA

Zahra Khemra

HumanBardLvl 6

Shop Atmosphere

The shop plays low drum-and-strings music and releases a faint scent of citrus and sandalwood when the door opens. The owner insists that customers remove sand from boots on the threshold and offers complementary cooled water if you let a salesperson examine any garment you plan to buy.
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