Rupert's House of Well-Worn Effects

Est. 2025 Human Artificer

Rupert's House of Well-Worn Effects

Rupert insists on calling all customers 'dear' and offers a free cup of scalding tea with any purchase over 10 gp. He keeps a cat named Cogsworth in a patched t...

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Shopkeeper

Rupert Thimblewick, a Human Artificer (Lvl 2)

Keeper's Species

Human

1 Weapons2 Armor1 Potions9 MiscEst. 282 gp

Shop Inventory

(13)
Weapons1

A dented short sword with a leather-wrapped hilt. Looks battered but balanced — a reliable backup weapon.

None; blade has been polished recently, grants advantage on intimidation checks if brandished dramatically (flavor only).
Armor2

Old leather armor with stitched repairs. Provides basic protection for city scuffles.

AC +11Slightly muffles movement—disadvantage on stealth checks if worn without new oiling.

A threadbare cloak bearing a half-worn magical sigil. Keeps out drizzle and prying eyes.

AC +11Once per long rest, the wearer can pull the hood up to gain +2 to Stealth checks for 10 minutes (sigil's residue).
Potions1

A cloudy, slightly effervescent potion sealed with a greenish cork. Heals minor wounds.

Heal 2 HPHeals HP when consumed (standard Potion of Healing effect).
Miscellaneous9

Jar of wax infused with an odd shimmer. Melts to create small flickering flames.

Can be used to light torches or small fires without flint; each spoonful lasts 1 minute of flame. 10 uses per bottle.

A polished glass eye with tiny brass filigree. It ticks faintly when held.

Once per day can grant the bearer advantage on one Perception (sight) check for 1 minute if affixed or held.

A battered crate containing broken clock springs, buttons, glass beads, and old charms. Perfect for tinkering or selling on.

Contains one small component of value (chosen by DM) — 10% chance of being a minor magic component.

A city map with marginal notes about shortcuts, back alleys and a few cryptic symbols marked by a previous owner.

Grants advantage on an Intelligence (Investigation) or Wisdom (Perception) check to locate marked places within Dernholm once per use.

A short spyglass with a cracked lens that still magnifies but blurs at long distances.

Grants +2 to Perception (sight) checks at medium range; disadvantage at long range due to lens crack.

A small blue button sewn onto a scrap of cloth. A simple protective charm favored by sailors.

While carried, grants a once-per-day automatic success on a saving throw against becoming frightened (flavorable superstition; Rupert swears by it).

Basic torches half-used; still burn but smoke a lot.

Standard torch: sheds bright light for 20 ft and dim for 20 ft beyond. Smokey—may reveal position.

A small hand mirror with an odd ripple across the glass. Faces reflected appear just a touch older.

Once per long rest, when gazed into for 1 minute, grants knowledge of one obvious physical flaw or hidden marking on a person you can see (useful for deception detection or roleplay clues).

A half-burnt scrap of a spell scroll that still contains a trace of arcane pattern.

Once used, functions as Detect Magic for 10 minutes. Single-use. If a spellcasting check is required to use, treat as .
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Rupert Thimblewick

HumanArtificerLvl 2

Shop Atmosphere

Rupert insists on calling all customers 'dear' and offers a free cup of scalding tea with any purchase over 10 gp. He keeps a cat named Cogsworth in a patched top hat that 'approves' items by pawing them; if the cat likes an item Rupert will knock 10% off the price (only once per visit). The shop smells of oil, tea, and old paper; many goods have little handwritten tags with cryptic provenance notes like 'Found under the Stonewife Bridge' or 'Was someone's favourite once.'
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