Gleam & Quill Arcana

Est. 2025 Half-Elf Wizard

Gleam & Quill Arcana

The shopkeeper insists customers remove muddy boots before crossing the threshold and pays in riddles for particularly strange coins. A single glass bell above ...

MI

Shopkeeper

Miren Rill, a Half-Elf Wizard (Lvl 4)

Keeper's Species

Half-Elf

2 Potions11 Misc1 Weapons1 ArmorEst. 1.6k gp

Shop Inventory

(15)
Potions2

A small glass phial filled with swirling red liquid. The shopkeeper keeps a few of these on the counter for travelers.

Heal 7 HPRestores hit points when consumed. Glimmers faintly when shaken.

A vial layered in brown, silver, and gray bands. Useful for scaling walls or cliffs without ropes.

Grants a climbing speed equal to your walking speed for 1 hour and advantage on Strength (Athletics) checks made to climb.
Miscellaneous11

A tightly rolled scrap of vellum sealed with wax. The sigils glow faintly when a wounded hand passes nearby.

Contains the spell Cure Wounds (cast at 1st level when read). If the reader is not of sufficient spellcasting ability they must make the usual check to use the scroll.

A thin curl of translucent parchment inscribed with a tiny conjured hand. Practical and inexpensive.

Contains the cantrip Mage Hand. Activates the cantrip when read.

A well-stitched leather sack with runes embroidered around the mouth. Always a favorite with caravans and explorers.

Interior space larger than its outside. Holds up to 500 pounds or 64 cubic feet. Weighs 15 lb regardless of contents. Contains extradimensional storage; standard Bag of Holding effects apply.

A small, iridescent pearl set in a brass filigree box. Useful for apprentice spellcasters who need a single extra slot now and then.

Once per day the wearer can regain one expended spell slot of up to 3rd level (usable by a spellcaster who attunes and meets the slot prerequisites).

A hand-sized ember shard—warm to the touch and wrapped in oil-soaked cloth. Cheap and flashy but not for close company.

When thrown, shatters and deals fire to a single Small or Medium target or ignites flammable material for up to 1 minute.

A cobalt-blue vial of ink that smells faintly of ozone. The shopkeeper sells it to scribes and apprentice enchanters.

When used as a component while scribing a spell scroll or magical formula, reduces scribe time by one day (DM adjudicates). Not a substitute for required spell components.

A pocket-sized star map printed on treated vellum. It folds into a brass case etched with constellations.

When consulted and used over an hour, grants advantage on a single Navigation or Survival check to determine direction or read the stars.

A feathered quill with a glass nib that hums faintly when held. Popular with courier services and budding wizards.

Once per day allows the user to cast Message as a spell (range 120 feet). Designed for discreet communication between scouts and apprentices.

A well-sewn pouch of leather with compartments for common spell components and a small pocket for reagents.

Contains space for spell components; suitable for spellcasters who travel light.

A soot-darkened tinderbox with a tiny rune carved into the striker. The flame it creates does not produce smoke.

Produces a soft, reliable flame on command that will burn for up to 1 hour. Useful as a light source or for simple rituals.

A small kit of empty vials, corks, and a bottle of common alchemical ink. Always in demand for potion experimentation.

Basic materials used by alchemists and potion-brewers. Nonmagical.
Weapons1

A slim, brass-studded rod with a crystal at the tip that shimmers with motes of light. A classic emergency tool for low-level casters.

While holding the wand you can expend 1 or more charges to cast Magic Missile. For 1 charge you cast the 1st-level version; each additional charge increases the slot level by one. If you use the last charge, roll a d20; on a 1 the wand crumbles to ash.
Armor1

A dark, velvet cloak trimmed with faint silver runes. Subtle but effective at keeping the wearer safer.

AC +1While wearing this cloak you gain a bonus to AC and to saving throws.
MI

Miren Rill

Half-ElfWizardLvl 4

Shop Atmosphere

The shopkeeper insists customers remove muddy boots before crossing the threshold and pays in riddles for particularly strange coins. A single glass bell above the door rings only for those the owner knows by name.
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