The Gilded Quill & Wyrm

Est. 2025 Half-elf Wizard (Arcane Merchant / Enchanter)

The Gilded Quill & Wyrm

Mirelle collects stories in exchange for better prices — customers who tell a true and interesting tale get 5–10% off. She tends to annotate items with tiny han...

MI

Shopkeeper

Mirelle Thistledown, a Half-elf Wizard (Arcane Merchant / Enchanter) (Lvl 6)

Keeper's Species

Half-elf

2 Potions3 Misc2 Weapons1 Armor5 MiscEst. 6.3k gp

Shop Inventory

(13)
Potions2

A warm, ruby-red potion that closes small cuts and eases pain.

Heal 8 HPHeals HP when consumed (standard Potion of Healing).

A smoky-orange vial that warms the skin when uncorked.

Grants resistance to fire damage for 1 hour.
Miscellaneous3

A single-use scroll that lets the reader briefly step through mist and reappear nearby.

Casts Misty Step (bonus action teleport up to 30 ft). Single-use; requires readable script.

A brittle parchment that lets a caster sense magical auras in the area.

Casts Detect Magic for 10 minutes. Single-use.

A holy-inked scroll that can stitch life back to the newly fallen when used quickly.

Casts Revivify on a creature that has died within the last minute. Single-use. Rare and expensive for the service and risk.
Weapons2

A slim ebony wand with a silver tip. It hums faintly when danger is near.

Has 5 charges. Casts Magic Missile (1-3 missiles depending on charge spend). Regains charges at dawn. Uncommon to rare item depending on DM; priced here for party level 4.

A finely balanced steel dagger with a thin runic inlay that glows when danger is near.

Atk Magical +1 to attack and damage rolls. Considered silvered for overcoming some resistances (minor magic runes).
Armor1

A moss-green cloak that seems to ripple like forest leaves.

While hood is up, advantage on Stealth checks to hide and Wisdom (Perception) checks to spot wearer have disadvantage vs being seen. Wearer has advantage on Stealth checks in natural surroundings.
Miscellaneous5

A simple iron ring etched with a spiral. Keeps the wearer comfortably warm.

Protects wearer from cold; prevents nonmagical cold damage from lowering body temperature and grants resistance to cold damage (DM adjudicates when appropriate).

A small corked vial filled with faintly glimmering gray dust.

When thrown into air or sprinkled on self/others, grants invisibility for up to minutes or until the subject attacks or casts a spell. Single use.

A well-organized leather pouch containing common, nonconsumable spell components and reagents.

Contains basic components (bat guano, pins, chalk, small mirrors, etc.) sufficient for several castings of common spells.

Sturdy leather boots with springs stitched into the soles.

Wearer's walking speed can't be reduced by wearing heavy armor or encumbrance and the wearer can jump triple normal distance. Advantage on Strength (Athletics) checks to leap.

A stitched box of glassware, reagents, and a small burner; good for crafting simple potions and alchemical items.

Provides advantage on checks to craft common potions or powders when paired with appropriate proficiency.
MI

Mirelle Thistledown

Half-elfWizard (Arcane Merchant / Enchanter)Lvl 6

Shop Atmosphere

Mirelle collects stories in exchange for better prices — customers who tell a true and interesting tale get 5–10% off. She tends to annotate items with tiny handwritten runes describing prior owners (a small ledger under the counter lists provenance). The shop often has a sleepy, enchanted songbird perched on a stack of spellbooks that mimics the last phrase the customer said.
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