The Copper Nook

Est. 2025 Human Bard

The Copper Nook

Mira hums quietly as she organizes shelves and remembers nearly every customer's face. She offers modest haggling for adventurers who help out with an errand (a...

MI

Shopkeeper

Mira Venn, a Human Bard (Lvl 3)

Keeper's Species

Human

18 Misc3 Weapons2 Armor1 PotionsEst. 438 gp

Shop Inventory

(24)
Miscellaneous18

A wooden torch that burns for about an hour; can be used as an improvised weapon or to light flammable materials.

Sheds bright light in a 20 ft radius and dim light for an additional 20 ft. Burns ~1 hour.

Dried meats, hard bread and basic preserved foods enough for one person for a day.

Sustains one person for 24 hours; eating more than two days' rations in one day harms the eater.

Sturdy 50-foot length of hemp rope suitable for climbing, tying, and general adventuring use.

Standard rope; 1,500 lb. breaking strength in most hands.

A leather waterskin that holds about 4 pints of liquid.

Flint, steel and tinder in a small wooden case for lighting fires.

Used to light fires or torches.

A simple rollbed of canvas and stuffing. Basic comfort for sleeping outdoors.

Light, flexible silk rope. Strong and less likely to abrade or bind than hemp.

Better for delicate rigging and securing gear; more expensive than hemp rope.

Includes special pitons, boot tips, gloves, harness, and a small assortment of hooks and rope—useful for scaling walls.

Grants advantage on improvised climbing attempts at the DM's discretion when used properly.

Bandages, salves and splints packaged in a small case. Stabilizes a dying creature and treats wounds between rests.

Allows stabilizing a creature without a Medicine check. Can restore HP to a creature during a short rest (use up one of its ten uses).

A metal hook attached to short cord or can be affixed to rope for climbing or anchoring.

Used with rope to secure lines for climbing or anchoring.

A metal lantern with a hood; can be opened to shed light or hooded to limit its glow.

Burns oil to shed bright light in a 30 ft radius and dim for an additional 30 ft. Hood can be closed to reduce light.

A small flask of oil usable as fuel, for lubrication, or as an improvised fire accelerant.

Can be lit to serve as an improvised incendiary (check with DM for damage/effects).

A single-use scroll containing the 1st-level spell Cure Wounds. Casting restores hit points to a touched creature.

Allows the bearer to cast Cure Wounds (1st-level). Spellcasting ability and DC depend on the scroll's rules; non-spellcasters must succeed on an Arcana check to use.

A small iron rod that glows like a torch without consuming fuel.

Emits bright light in 20 ft and dim for another 20 ft. Can be extinguished only by special means (dousing cloth sold separately).

A palm-sized glass sphere that floats and can emit light on command.

On command, it casts the Light cantrip. Once per day, it can cast Daylight (per official item description). It floats and follows a bearer if set to do so.

Sticks of chalk useful for marking, sketching maps, or leaving messages.

Marks wash off with water; handy for traps and notes.

Needles, thread and small tools for mending clothing and light gear.

A hand-drawn map of the surrounding countryside and the nearest roads, inns, and notable features.

Useful for overland travel; does not show secret paths or recent changes.
Weapons3

A simple, versatile blade. Light and easy to conceal.

Thrown (range 20/60). Finesse weapon.

A light, one-handed sword popular among scouts and lightly-armored fighters.

Finesse weapon.

A compact crossbow with a single bolt fired per action; ideal for a foot soldier or adventurer wanting range without a longbow's size.

Loading property; range 80/320.
Armor2

Light armor made from boiled leather. Favored by rogues and scouts for mobility.

AC +11No disadvantage on Stealth checks for being lightly encumbering.

A round wooden shield reinforced with metal; adds protection when wielded.

AC +2 bonus to AC while carried and wielded.
Potions1

Common healing potion. A sip heals wounds instantly.

Heal 7 HPRestores hit points when consumed (average 7).
MI

Mira Venn

HumanBardLvl 3

Shop Atmosphere

Mira hums quietly as she organizes shelves and remembers nearly every customer's face. She offers modest haggling for adventurers who help out with an errand (a small favor often reduces price by 10-20%). She keeps a battered ledger with notes on useful local contacts, and one shelf marked 'Curios — ask me' contains odd, rotating items Mira acquired from travelers. The shop smells faintly of lemon oil and beeswax; during quiet hours she plays a soft tune on a wooden flute.
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