De Zilveren Passer — The Grand Bazaar Stall of Amina

Est. 2025 Human Rogue (Merchant)

De Zilveren Passer — The Grand Bazaar Stall of Amina

Amina will haggle generously with anyone who can produce exotic spices, rare silks, or a valid De Zilveren Passer ledger. She insists on offering hot mint tea t...

AM

Shopkeeper

Amina al-Rashad, a Human Rogue (Merchant) (Lvl 3)

Keeper's Species

Human

12 Misc3 Weapons1 Armor1 PotionsEst. 126 gp

Shop Inventory

(17)
Miscellaneous12

A tightly braided coil of coarse hemp. Essential for climbing, tying, or lashing goods on a camel.

A wooden torch soaked in pitch. Burns for about an hour and gives bright light in a small radius.

Provides bright light for 20 ft and dim for 20 ft more

A stitched leather waterskin, sealed with resin. Keeps water cool in desert heat.

Insulated to keep contents cooler in hot climates (flavor only).

A rolled mat and blanket — common travelers' bedding for caravans.

Sturdy leather pack with straps, several inner pockets and a loop for a bedroll.

A satchel of bandages, salves, and splints for stabilizing the wounded and treating minor injuries.

Contains 10 uses to stabilize a creature (per PHB rules).

A small vial of aromatic salve used to treat wounds—speeds simple healing and prevents infection.

Grants advantage on Medicine checks to stabilize or treat a wound (+2 to DC where applicable).

A small embroidered pouch containing crushed saffron and resin; when tossed and broken it releases a dense golden smoke.

Creates a 10-foot-radius cloud of smoke (heavily obscured) for 1 minute or until dispersed by wind. Useful for escapes or cover.

A stamped brass token bearing the mark of De Zilveren Passer. Grants small favors from guild merchants.

When presented at another stall of the De Zilveren Passer guild, grants a polite audience and a 5% discount on non-magical goods (DM adjudicates).

A small oil lamp often mistaken for a 'genie's lamp' by wide-eyed travelers. Good for light and a conversation piece.

Holds enough oil for 6 hours of light. No magical properties.

A blown-glass hourglass with fine white sand; used by merchants and guides to time watches and shifts.

Accurate to 1 minute; resistant to jostling.

A small silver charm in the shape of an open hand. Worn by travelers for luck and safe passage.

Cosmetic only, but many believe it wards off ill luck (roleplay/useful for charm).
Weapons3

A sharp dagger with a copper-inlaid hilt and patterned blade favored by caravan guards.

Thrown (range 20/60) if desired.

A light, curved-hilt short sword used by city watch and caravan escorts; easy to wield.

Familiar feel for slashing strikes along dunes.

A woven sling with a leather pouch and 20 clay bullets — quiet and reliable.

Range 30/120 ft (per DM ruling for sling use).
Armor1

Soft leather reinforced with stitched studs; common among caravan guards for mobility and protection.

AC +11No disadvantage on Stealth checks beyond normal leather armor rules.
Potions1

A glass phial filled with a rosy liquid that knits flesh and restores vigor.

Heal 2 HPRestores hit points when consumed.
AM

Amina al-Rashad

HumanRogue (Merchant)Lvl 3

Shop Atmosphere

Amina will haggle generously with anyone who can produce exotic spices, rare silks, or a valid De Zilveren Passer ledger. She insists on offering hot mint tea to customers before any price discussion and will recount a short tale of a caravan every time you buy a weapon.
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