Merek's Tempered Trinkets & Tonics

Est. 2025 Human Artificer

Merek's Tempered Trinkets & Tonics

Merek Vos runs the shop from a building of three narrow stories: a forge in the back for metalwork, a sunlit alcove stacked with jars and roots for the potion b...

ME

Shopkeeper

Merek Vos, a Human Artificer (Lvl 10)

Keeper's Species

Human

3 Potions3 Weapons4 Armor12 MiscEst. 17.9k gp

Shop Inventory

(22)
Potions3

A small glass vial corked with wax. A sweet, slightly metallic taste; warm to the touch.

Heal 7 HPConsumable. Common. Restores hit points.

A slightly larger flask with a richer red liquid; favored by patrol captains and treasure hunters.

Heal 14 HPConsumable. Uncommon. Restores hit points.

A small phial of cloudy amber liquid labeled in Merek's neat script.

Grants advantage on saves vs. poison for 1 hour or halves duration of ingested natural poisons when consumed prior to or immediately after exposure.
Weapons3

A well-tempered longblade with a faint runic gleam along the fuller. Perfect balance; slightly warm in the hand.

Atk +1 to attack and damage. Requires attunement to use its enchantment fully.

Ten finely fletched arrows with faint silver bands on their shafts.

+1 to attack and damage for the ammunition. Sold in quivers of 10.

A polished warhammer suitable for heavy work and combat. The head is finished to a mirror polish.

Balanced for practice and duels; favored at the smithing counter for testing temper.
Armor4

A dusky green cloak trimmed in silver thread. It seems to settle more comfortably around those with steady hands.

AC +1Wearer gains bonus to AC and saving throws while attuned.

Soft-leather boots lined with down. Their soles are almost soundless.

Wearer gains advantage on Dexterity (Stealth) checks that rely on moving silently when attuned.

Dark studded leather worked to fit comfortably, reinforced at the shoulders.

Useful, lightweight armor favored by scouts and bards.

A heavy winter cloak embroidered with a pattern of falling feathers.

This cloak appears as fine wool. While attuned the wearer can use a bonus action to cast feather fall once per long rest and has resistance to cold while worn.
Miscellaneous12

A deceptively ordinary-looking canvas bag whose mouth seems to hide more than it should.

Provides an extradimensional space that can hold up to 500 lb and 64 cubic feet. Retrieving an item requires an Action.

A supple leather rucksack with brass fittings and the sigil of a traveling halfling scribe embroidered inside.

Three extradimensional pouches. Retrieving a specific item makes that item appear at the top of its pouch; action required.

A simple band of polished mithril with a tiny emerald inset. It hums faintly if you listen closely.

AC +1While wearing this ring, you gain a bonus to AC and saving throws.

A slender, two-stringed erhu of black lacquer and silk bow hair. When Merek plucks it the room leans in. This is the shop's famed Instrument of the Bards Erhu.

Once per dawn each: charm person, calm emotions, lesser restoration, invisibility (self only), and a daily casting of cure wounds at 3rd-level equivalent. Playing in concert with a bard's spellcasting imposes disadvantage on saving throws against the instrument's charming or calming music when used as described in DMG for Instruments of the Bards.

A pocket sewing kit with spools of shimmering thread and a single glass needle.

A small needle-and-thread kit woven with minor enchantments that repairs cloth and leather overnight when used to stitch; full repairs take 8 hours.

A heavy hammer with a face of folded steel and etchings of a forge god; cool to the touch.

When used with Smith's Tools, grants +1 on checks to craft, repair, or identify metalwork once per short rest. Attunement recommended for full effect.

A small tin of herbal salve brewed from yarrow, mint, and a pinch of powdered peridot.

Nonmagical. Stabilizes a dying creature when applied; modest poultice for bruises and cuts.

A length of vellum sealed with blue wax that seems to suck in light at the edges.

Single-use. Contains the 2nd-level spell invisibility. Spell save DC and attack bonus use the purchaser's spellcasting stats if cast by them; otherwise scroll disintegrates.

A roll of tightly woven oilcloth that demonstrates magic when unfurled in rain; keeps what is wrapped dry.

Reduces weight of contents and keeps them dry. Typical Handy storage bag functions but mundane in power.

A leather roll of hammers, pliers, files, and a bottle of tempering oil.

Necessary for crafting and repairing metal items. Includes a voucher for a single free sharpening at the shop.

A curtained wall of shelves holds rope, salted jerky, flint, a coil of spare bowstring, and jars of preserved inks and dyes.

Standard prices apply for basic adventuring equipment. Sold individually or in adventuring kits.

A commission slip and small iron tokens Merek uses to track customer orders for smithing and enchantment work.

Labor service. Magical work quoted separately; basic sharpening includes sharpening and re-tempering of a single blade.
ME

Merek Vos

HumanArtificerLvl 10

Shop Atmosphere

Merek Vos runs the shop from a building of three narrow stories: a forge in the back for metalwork, a sunlit alcove stacked with jars and roots for the potion brewing, and a low-ceilinged middle room where hanging instruments catch music and customers. Merek himself is an old artificer with a half-moon scar across his left cheek and soot under his nails. He will barter music lessons with a bard for a discount, will insist you try the sample of plum mead while you haggle, and always keeps a small erhu propped near the counter that he plays to test strings and temper. He refuses to sell more than two of any rare consumable to the same party and leaves a tiny slate note for the local watch when a particularly interesting item arrives. A blackcat named Piston naps on the anvil and sometimes bats at coins when Merek is distracted.
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