Mirage Mercantile and Provisions

Est. 2026 Human Ranger

Mirage Mercantile and Provisions

The shop smells faintly of sun-baked citrus and camphor. The shopkeeper always places a single smooth river pebble on the counter for customers to touch while t...

SA

Shopkeeper

Safa al-Nizaar, a Human Ranger (Lvl 9)

Keeper's Species

Human

10 Misc3 Potions1 Weapons3 ArmorEst. 1.3k gp

Shop Inventory

(17)
Miscellaneous10

A sturdy leather waterskin, reinforced stitching and cloth-wrapped for insulation. Essential for any desert travel.

Nonmagical. Keeps water cooler when wrapped in a damp cloth.

Dried meat, hard bread, salted fruit and a packet of concentrated dates. Compact and shelf-stable.

Nonmagical. Hearty but dry; party members gain one extra hour of activity before suffering thirst disadvantage when a ration is eaten with a waterskin.

Rope, hempen. Coarse but reliable, useful for scaling dunes or securing cargo to camels.

Nonmagical. Can be used for climbing, rigging shade, tying loads.

A traveller's bedroll treated with desert oils to repel sand and reduce night chill.

Nonmagical. Keeps fine sand out of clothing and gear while sleeping.

Healer's kit with desert-sourced salves that help stop bleeding and treat heat-related wounds.

As written in the rules: expend one use as an action to stabilize a creature at 0 HP without a Wisdom (Medicine) check.

A brass-lined hooded lantern good for guiding caravans at dawn and dusk.

Nonmagical. Hood reduces visible light to a narrow beam for signaling or stealth.

Goggles fitted with smoked lenses and night-burnished crystal. Popular with scouts, guides and night-watchers.

Grants darkvision out to 60 feet while worn. If wearer already has darkvision, increases its range by 60 feet.

Dunewater Filter. A hand-cranked filter used to treat dubious water found in wells or caravans.

Filters brackish or muddy water into potable water at a rate of 1 gallon per hour; each filter pad lasts 7 full-gallon cycles.

Sunshield Hat. A wide-brimmed hat commonly sold to caravan guards to cut glare and slow heat stress.

Nonmagical. Provides shade, reduces glare and adds a bonus to Survival checks to avoid sun-related difficulties when worn in desert conditions.

Quick-Dry Bandages. Sold in packets for commoners and caravan hands.

Nonmagical. Bandages dry quickly and can be used to treat minor heat rash and blisters; acts like a cheaper single-use healer's supply for minor first aid.
Potions3

A potent antitoxin favored by caravan medics to counter venoms and tainted water.

When consumed grants advantage on saving throws against poison for 1 hour. No effect on undead or constructs.

A small phial of reddish liquid. Standard potion used by travellers and caravan guards.

Heal 7 HPHeals hit points when consumed.

A larger, warmer-glow potion favored by field surgeons at caravan way-stations.

Heal 14 HPHeals hit points when consumed.
Weapons1

A well-balanced scimitar with a sand-rubbed hilt. Reliable and light for fighting in heat and sand.

Nonmagical martial weapon.
Armor3

A sand-colored cloak woven with protective threads that hum faintly when storms approach.

AC +1Grants a bonus to AC and to saving throws while worn.

Cactuscloth Wrap. A common traveler's cloak woven from treated cactus fibers. Favored by desert guides.

Nonmagical. When worn regularly reduces the rate at which wearer feels thirst; once per long rest the wearer gains advantage on a Constitution saving throw to avoid exhaustion from extreme heat.

Sandstrider Boots. Soft-soled boots inlaid with grip-lattice that help you move over dunes without sinking.

Wearer treats desert sand as non-difficult terrain and gains a +5 ft. walking speed when on sand or loose dune; advantage on Strength (Athletics) checks to traverse dunes and on checks to avoid being slowed by sand.
SA

Safa al-Nizaar

HumanRangerLvl 9

Shop Atmosphere

The shop smells faintly of sun-baked citrus and camphor. The shopkeeper always places a single smooth river pebble on the counter for customers to touch while they haggle. When the desert wind rises the caravan bell over the door rings even if the door does not move.
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