Zahra's Sirocco Armory & Curios

Est. 2025 Human Bard (College of Spirits)

Zahra's Sirocco Armory & Curios

Sittah haggles with tea: any customer who partakes in a cup of spiced mint tea first gets a small discount (5–10%). She insists all purchases be wrapped with a ...

SI

Shopkeeper

Sittah Zahra al-Rih, a Human Bard (College of Spirits) (Lvl 3)

Keeper's Species

Human

4 Weapons1 Misc1 Misc1 Potions1 Misc2 Misc1 Misc1 Armor1 MiscEst. 1.8k gp

Shop Inventory

(13)
Weapons4

A curved single-edged blade common in desert cities; brass filigree along the spine depicting dunes.

A short double-edged dagger with a mother-of-pearl pommel; often used for ritual or self-defense.

Can be hidden easily; on a critical hit within first round of combat, target must succeed on Con save or be stunned until end of its next turn (1/day).

A compact shortbow wrapped in camel leather; suited for traveling merchants and caravan guards.

Slightly resistant to sand and grit—advantage on saving throws to avoid jammed string in dusty conditions.

A heavy sling made of cured camelhide. Included are 20 'sandshot' pellets—clay-coated stones that kick up dust on impact.

Sandshot causes an extra minor blinding effect: target must succeed on Con save or have disadvantage on next attack if hit (1/encounter).
Miscellaneous1

A finely balanced scimitar whose edge holds a permanent, faint warmth. A favored blade among desert rangers.

Atk On a hit, deals an extra 1 fire damage once per turn against a target that is wet or wearing metal armor.
Miscellaneous1

A light, gauzy scarf that can be wrapped to hide identity and soften gusts of sand.

While worn, grants advantage on saving throws vs. sandstorm/blindness caused by sand and grants +1 to Stealth checks when moving through dunes or ruins.
Potions1

A rosy-pink elixir distilled with vermilion desert roses; restores more than a common potion.

Heal 4 HPHeals hit points when consumed (5e common house-rule stat aligned to party level).
Miscellaneous1

A stoppered glass bottle that, when opened, pours out fine sand until sealed again.

Pour for up to 1 minute per day to create a 5-foot-high, 10-foot-wide mound of sand; visibility through the area is heavily obscured. Useful for cover, distractions, or quick barricades.
Miscellaneous2

A silver-stoppered canteen engraved with protective prayers. Keeps water cool in blistering heat.

Drinking negates 1 level of exhaustion caused by heat and grants advantage on one Constitution saving throw against heat exhaustion (usable once per long rest).

A hand-drawn map marking several caravan routes and one uncertain symbol labeled 'Serekh'.

Provides advantage on Survival checks to navigate between marked points. The 'Serekh' marker may be a hint to a minor site or treasure (DM adjudicates).
Miscellaneous1

A small hourglass with gold sand that runs for exactly one minute.

Functions as a ritual focus for desert-themed spells and aids in timing concentration checks: once per long rest you may reroll a failed Concentration check and take the better result.
Armor1

Loose layered robes stiffened with resin and leather panels. Offers modest protection while allowing freedom of movement.

AC +12Grants +1 to AC when worn with a veil; advantage on Dexterity (Stealth) checks in sand/dunes.
Miscellaneous1

A clay whistle shaped like a crescent moon. When played it makes a sound like wind over dunes.

Once per short rest, playing for 1 minute grants allies within 10 feet advantage on Wisdom saving throws against fear for 1 hour.
SI

Sittah Zahra al-Rih

HumanBard (College of Spirits)Lvl 3

Shop Atmosphere

Sittah haggles with tea: any customer who partakes in a cup of spiced mint tea first gets a small discount (5–10%). She insists all purchases be wrapped with a scrap of her embroidered cloth unless the buyer objects. She speaks in proverbs and will occasionally trade information or rumor in lieu of coin at her discretion.
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