Thistlequill's Emporium of Arcana

Est. 2025 half-elf wizard

Thistlequill's Emporium of Arcana

The Emporium is vast and smells of old paper, lavender, and ozone. Shelves rise in tiers and are catalogued by label — Mirel insists customers consult the 'Inde...

MI

Shopkeeper

Mirel Thistlequill, a half-elf wizard (Lvl 14)

Keeper's Species

half-elf

3 Potions14 Misc5 Weapons2 ArmorEst. 556.7k gp

Shop Inventory

(24)
Potions3

A small vial of red liquid that mends wounds when drunk. Stocked in many varieties.

Heal 2 HPHeals (standard Potion of Healing)

A sparkling crimson elixir for serious wounds.

Heal 8 HPHeals

A greenish vial that mends disease, removes poison, and restores vigor.

Cures disease, neutralizes poison, and restores HP in practice (rare variant)
Miscellaneous14

A carefully written scroll containing the Fireball spell. Usable once by a spellcaster of appropriate class or by making an INT (Arcana) check.

Casts Fireball (3rd-level) when read; fragile — destroyed on failed cast

A rare scroll to undo debilitating effects and restore vitality.

Casts Greater Restoration when used

A milky pearl that helps spellcasters recover expended spell slots.

Once per day can restore a single expended spell slot of up to 3rd level

A plain silver ring that can hold spells cast into it for later use.

Can store spells with combined levels of up to 5; spells can be cast from the ring

A cloth bag much larger on the inside; extremely useful for adventurers.

Holds up to 500 lb, max volume 64 cubic feet; extra-dimensional

Soft leather boots that muffle footsteps and lend nimbleness.

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

Invisible gloves that make sleight-of-hand tasks easier.

Grants bonus to Sleight of Hand and to Dexterity checks made to pick locks

A deck that produces realistic illusory creatures when cards are thrown down.

Creates illusions of creatures listed on the cards; each card usable once; approximately 5 cards included

A heavy amulet that sets the wearer's Constitution to 19 while worn.

Sets Constitution score to 19 if wearer’s CON is lower

A modest gold ring engraved with protective sigils.

AC +1Grants +1 to AC and saving throws

A faintly glowing stone that orbits the user's head and absorbs spells.

Absorbs one incoming spell per day and stores it as charges (DM adjudication required)

A battered but functional arcane machine for utility and defense.

Contains several magical functions (see DMG); powerful and cumbersome

A leather-bound tome that, when studied over days, increases Dexterity permanently.

Raises Dexterity score by 2 (maximum 24) when fully consumed over a long study

A small bag of assorted spellcasting necessities — components that don't have listed gp costs and disposable focus bits.

Useful for ritual casters and scribing scrolls; replenishable
Weapons5

A slender wand that fires quick magical bolts. Recharges charges daily.

Fire Magic Missile as a 1st-level spell (1–3 missiles depending on charges); regains charges at dawn

A black-staff inlaid with runes and a glowing orb — a potent arcane focus and weapon.

Atk Grants +2 to attack rolls when used as quarterstaff; has several charges for spells like Cone of Cold, Fireball, and Shield; can absorb spell damage

A finely balanced dagger with a pearl pommel and a faint enchantment.

Atk Magical +1 to attack and damage rolls

A razor-edged scimitar that hums with swiftness.

Atk Grants an extra attack as a bonus action once per round (see item rules); +2 to attack and damage

A keen blade that leaves wounds slow to heal.

Atk Wounds dealt cause target to regain only half hit point recovery from magical healing (DM ruling); ongoing bleeding effect
Armor2

A well-tailored cloak embroidered with protective runes.

AC +1Grants bonus to AC and saving throws

Beautifully tooled leather bracers etched with protective sigils.

AC +2If wearing no armor and no shield, grants +2 to AC
MI

Mirel Thistlequill

half-elfwizardLvl 14

Shop Atmosphere

The Emporium is vast and smells of old paper, lavender, and ozone. Shelves rise in tiers and are catalogued by label — Mirel insists customers consult the 'Index Globe' (a hovering sphere that points to items). She hates haggling and will instead ask customers to perform a small demonstration of an item’s intended use (a harmless cantrip display or a short negotiation of trade). Mirel collects oddities (one-of-a-kind keys, broken enchanted watches) and will trade rare junk plus coin for otherwise unaffordable wares. She keeps the most dangerous items behind a runed curtain and requires references or a convincing reason for purchase. On full moons the shop hums faintly and certain items glow brighter; Mirel attributes this to 'inventory mood swings.'
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