Salin's Sundries & Strange Sparks

Est. 2025 half-elf wizard (arcane salvager)

Salin's Sundries & Strange Sparks

The shop is a labyrinth of crates, hanging charms, and half-assembled contraptions; items are stacked to the ceiling and labeled in a messy scrawl. Salin smokes...

SA

Shopkeeper

Salin 'Brasshand' Merrow, a half-elf wizard (arcane salvager) (Lvl 9)

Keeper's Species

half-elf

2 Potions10 Misc1 Misc1 Armor1 WeaponsEst. 28.1k gp

Shop Inventory

(15)
Potions2

A cloudy red vial corked with a strip of rusted tin. Restores significant vitality when consumed.

Heal 4 HPHeals hit points when consumed (DMG 5e standard).

A shimmering bottle that refracts the horizon. Grants true invisibility for a short duration.

Grants invisibility (as greater/invisibility effect) for up to 1 hour or until attacker makes an attack or casts a spell. Very rare.
Miscellaneous10

Charred parchment with a heat-warped sigil. Glows faintly when humidity rises.

Single-use spell scroll. Requires spellcasting ability check if user can't cast 3rd-level spells.

A hollow brass rod filled with luminescent paste. Useful in the glareless nights of the wasteland.

Emits a focused ray that deals radiant damage or blinds ( Con save) for 1 round on a fail. 5 charges, recharges at dawn.

A thin ring with an etched feather. Useful for traversing ruined towers and sinkholes common in the wasteland.

Automatically casts Feather Fall on wearer and up to five falling creatures within 60 feet.

A heavy iron amulet with a centerpiece of fused bone and glass. Instantly steadies breath and pulse.

Sets wearer's Constitution to 19 while worn. Valuable and rare.

Goggles with layered lenses and a faint enchantment to filter grit and glare.

Advantage on perception checks reliant on sight in sandstorms or dusty environments; grants low-light vision if wearer lacks it.

A battered leather pouch with pockets for spell components; a small crystal is sewn into the seam.

Holds all non-costly material components up to 1 gp. The sewn crystal gives a once-per-day minor static spark (equivalent to shocking grasp cantrip, no save).

A curled parchment with a schematic of a perfect dome. Priceless for travelers stranded past dusk in the wastes.

Single-use spell scroll that creates a Tiny Hut safe shelter for 8 hours.

A canvas bag with a desperate patchwork of seals. Pumps out a steady gale when opened.

When opened, it releases a vigorous wind effect for 1 minute (as the Gust of Wind spell) and can be resealed for later use but has a 20% chance per use to spring a leak and become mundane.

Small salvaged baubles: a whistle that makes no sound until needed, a compass that points to the nearest ruin, a thimble that never rips cloth, etc.

Each trinket has a minor non-combat effect (roleplay tools, small conveniences).

A palm-sized chip of glass that pulses when arcane signatures are near.

Activates a single Detect Magic effect (up to 10 minutes).
Miscellaneous1

A splintered wand wrapped in scavenged cloth and tiny bells that tinkle like sand. Once belonged to a wandering dust mage.

Cast Magic Missile (1 charge, upcast expend more), Gust, or Mage Hand. Regains charges at dawn. If you expend the last charge, roll a d20: on 1 the wand crumbles into abrasive powder.
Armor1

A patchwork cloak of faded green and scorched black. Adds to the wearer's defenses despite its shabby look.

AC +1+1 to AC and saving throws while worn. Stitching contains a tiny protective rune.
Weapons1

A short sword with a cracked blackened blade. It hums faintly when drawn on metal.

Atk +1 to attack and damage rolls. On a critical hit, target takes an extra fire damage.
SA

Salin 'Brasshand' Merrow

half-elfwizard (arcane salvager)Lvl 9

Shop Atmosphere

The shop is a labyrinth of crates, hanging charms, and half-assembled contraptions; items are stacked to the ceiling and labeled in a messy scrawl. Salin smokes dried kelp in a cracked pipe that leaves faint, magical soot on purchases—occasionally this dust grants minor unpredictable effects (GM's call). He speaks in a stream of barter and anecdote and will trade custom enchantments for salvageable components or a story of the wastes rather than straight coin. Beware the backroom: it hums with a soft, irregular pulse and Salin insists you do not touch the 'sleeping bell' unless you intend to barter dreams.
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