Sahruq's Sand & Star

Est. 2026 Human Wizard

Sahruq's Sand & Star

The shop sits beneath a stained-glass canopy in the bazaar's maze. The owner peppers conversations with caravan proverbs and haggles in riddles. Tiny crushed gl...

SA

Shopkeeper

Sahruq ibn Tariq, a Human Wizard (Lvl 10)

Keeper's Species

Human

3 Potions1 Weapons9 Misc4 ArmorEst. 36.3k gp

Shop Inventory

(17)
Potions3

A vials of sparkling amber liquid sold in wrapped clay flasks. Popular with caravan guards and desert scouts.

Heal 7 HPRestores hit points when consumed. Common magic potion.

A heavier, rosy elixir bottled in an oiled brass phial. Favored for tougher travel days.

Heal 14 HPRestores hit points when consumed. Uncommon magic potion.

A palm-sized crystalline vial filled with a silvered liquid. Kept behind the counter unless requested.

Heal 28 HPRestores hit points when consumed. Rare magic potion.
Weapons1

A slightly curved scimitar with a hilt wrapped in sand-tanned leather. The edge holds a faint mirage shimmer.

Atk +1 to attack and damage rolls made with this weapon.
Miscellaneous9

A narrow, desert-worn band of bronze set with a tiny sunstone. Warm to the touch.

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

A wide-brimmed, sand-colored turban lined with a whisper-thin enchantment thread.

Wearer can cast Disguise Self at will without expending a spell slot.

A woven satchel whose mouth is rimmed with blue silk. Feels slightly cool despite the heat.

A dimensional sack that can hold far more than its outside dimensions suggest.

A small glass orb that floats when released. Inside a tiny mote of light spins like a captured star.

Globe floats and emits light on command. Useful for travel and signaling.

A carved gourd of impossibly light weight. Travelers use it to coax water from arid camps.

Produces fresh water on command; several output modes (stream, fountain, rain).

A pinch of pale, windblown dust kept in a silk-wrapped phial. Old caravans swear by its use.

When thrown or sprinkled, creates a cloud that renders the user and nearby allies invisible for a short time (consumable).

A rolled scrap of papyrus sealed with resin. The ink flutters like parched leaves.

A single-use scroll that allows the reader to cast Invisibility (2nd-level) from it.

Charred-smoke-stained vellum held beneath a copper band. Heat still lingers on the edges.

A single-use scroll that casts Fireball (3rd-level) when read.

A brass oil lamp etched with glyphs of wind and grain. Its flame never gutters and smells faintly of cardamom.

Expend 1 charge to cast Fog Cloud, or 2 charges to cast Blur. The lamp sheds warm lantern light when lit.
Armor4

A light cloak woven from desert-goat wool, embroidered with tiny runes that seem to shift like dunes.

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

Soft, supple boots lashed with stitched leather and dust-resistant soles. They silence footsteps.

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

Bracers of fine brass inlaid with glass beads. Perfect for spellcasters who avoid heavy armor.

AC +2While worn, grants +2 to AC as long as the wearer is unarmored and not using a shield.

A light scarf spun from near-translucent silk; its threads shimmer like heat-haze. Found in the shop's locked chest.

While attuned and in an arid or sandy environment the wearer gains +1 to AC and advantage on Stealth checks that rely on sand or dust. Once per long rest the wearer can cast Pass without Trace.
SA

Sahruq ibn Tariq

HumanWizardLvl 10

Shop Atmosphere

The shop sits beneath a stained-glass canopy in the bazaar's maze. The owner peppers conversations with caravan proverbs and haggles in riddles. Tiny crushed glass beads at the door jingle when magic items are moved. The shopkeeper insists every purchase be wrapped with a scrap of sand-scented linen and will offer a free cup of spiced tea to customers who trade a rumor.
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