Sirocco Sundries & Skiff

Est. 2025 Human Ranger

Sirocco Sundries & Skiff

The shop is built into the lee of a small tribal trading barge airship. Sand always finds its way into every shelf. The owner stamps each sale with a tiny sun-b...

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Shopkeeper

Nahla ibn Sahir, a Human Ranger (Lvl 5)

Keeper's Species

Human

3 Weapons14 Misc4 Armor1 PotionsEst. 603 gp

Shop Inventory

(22)
Weapons3

A balanced throwing and stabbing blade, common among caravan guards.

A short, sharp sword suited for quick skirmishes in the dunes.

A light crossbow that trades reload time for power.

Miscellaneous14

A bundle of twenty standard arrows.

A traveler’s bedroll, padded for cooler nights and able to be lashed to a pack.

One day's trail rations, compact and preserved for long travel.

A sturdy waterskin treated to reduce spoilage; essential in the desert.

A coil of rope useful for climbing, securing cargo, and rigging.

A simple torch for brief light in the night or in hold spaces.

A flask of lamp oil, used for lanterns, torches, and small fires.

A healer's kit, containing supplies to staunch wounds and stabilize the injured.

Stabilizes a dying creature without a Medicine check; has limited uses per kit.

Thieves' tools for opening locks and disarming simple traps.

A desert lantern crafted to give bright light without baking its surroundings; useful aboard a skiff hold.

Emits cool, steady light without much heat; once per day can flare to impose disadvantage on sight-based Perception checks for creatures within 5 feet for one round.

A fan used by caravan leaders; helps keep a small area cool and signaling.

Once per long rest, the bearer may invoke a steady breeze to gain advantage on one Constitution saving throw against exhaustion from heat or to remove one level of exhaustion caused by heat.

A trinket favored by desert scouts that seems to blur outlines in swirling sand.

Once per day it grants up to one hour of near-invisibility against visual checks while in desert sand or dust, providing advantage on Stealth checks in those conditions.

A jar of warming spice and preserved tea; a comfort to crews and travelers alike.

A repair kit essential for the small trading barge's rigging and canvas sails.

Armor4

Light armor offering mobility and some protection; common among desert riders.

AC +11

Studded leather offers better protection while remaining light.

AC +12

A simple wooden shield reinforced with bronze, common on trade barges.

AC +2

A light scarf woven from sun-reflective fibers, common among sand nomads.

When worn, grants advantage on saves against heat exhaustion and environmental heat effects once per long rest for up to one hour.
Potions1

A common healing potion to mend injuries incurred in travel or combat.

When consumed, restores hit points as a standard Potion of Healing (restores hit points).
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Nahla ibn Sahir

HumanRangerLvl 5

Shop Atmosphere

The shop is built into the lee of a small tribal trading barge airship. Sand always finds its way into every shelf. The owner stamps each sale with a tiny sun-brand to prove it passed inspection. Business hours shift with the winds; locals barter spices and stories more eagerly than coin. A brass hook near the counter holds messages from the barge's next stop, and a scattering of prayer beads hangs from the rafters to ward the crew from sandstorms.
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