The Gloam & Scales

Est. 2025 Tiefling Warlock (The Fiend)

The Gloam & Scales

Serah refuses to sell to those who display holy symbols of certain faiths and smells faintly of brimstone and rosewater. She always asks one invasive question a...

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Shopkeeper

Serah Voss, a Tiefling Warlock (The Fiend) (Lvl 13)

Keeper's Species

Tiefling

1 Misc1 Misc1 Misc1 Misc1 Misc1 Misc1 Misc1 Misc1 Misc1 Misc1 Potions1 Misc1 Misc1 MiscEst. 45.1k gp

Shop Inventory

(14)
Miscellaneous1

A thin, blackened dagger that seems to drink in light. It hums faintly to the wielder and occasionally speaks a single maddening sentence into their mind.

Atk On a successful hit, target must succeed on a Wisdom save or take an additional psychic damage and gain a lingering whisper (disadvantage on Perception checks for 1 hour). The dagger is cursed: once attuned the wielder cannot willingly part from it and suffers 1 level of exhaustion when restrained from using it for more than 1 hour. Remove curse requires remove curse or greater restoration.
Miscellaneous1

A heavy, moth-eaten cloak stitched with silver runes that shift when you're not looking. It promises concealment — at a cost.

AC +1Grants +1 to Stealth checks and advantage on checks to hide in dim light or darkness while worn. Curse: wearer becomes gradually more insubstantial — after 24 hours of continuous wear, wearer begins to suffer charisma drain (lose 1 CHA, cumulative) each dawn until cloak is removed. The cloak bonds to wearer on attunement; removal requires a remove curse or greater restoration.
Miscellaneous1

A stoppered vial of viscous, purple fluid. Extremely rare and highly illegal in most cities.

Contact: Constitution save or take poison damage and be poisoned for 1 minute. Ingested: Con save or take poison damage and fall unconscious for 1 minute. Antitoxin halves initial damage. A single dose (0.5 oz).
Miscellaneous1

A vile of acid that burns with a faint red flame when uncorked. Dissolves flesh and wards against magic in odd ways.

When thrown (range 20/60 ft) it shatters on impact dealing acid damage (Dex save for half). If the acid strikes a magical item, the item must succeed on a Constitution save or suffer a -1 penalty to attacks/spell save DC for 24 hours (cumulative).
Miscellaneous1

A tiny fragment of a necromantic phylactery that hums with undead will. Not a complete phylactery but useful for ritualists and unscrupulous necromancers.

When used as a component in a necromancy ritual, grants +2 to DC or effects for the ritual but draws attention from certain undead (roll a hidden notice check by DM). Radiates faint necrotic aura detectable by detect magic/evil. Carrying it gives mild whispers at night.
Miscellaneous1

A blackened silver flask etched with crying faces. Contains a sliver of a trapped soul that can be fed to fuel dark magic.

When poured onto a spellcaster's open palm, grants one expended 6th-level spell slot (usable once), but the caster must succeed on a Wisdom saving throw or gain one level of lingering insanity (DM's discretion). The flask whispers for a day after use.
Miscellaneous1

A small leather tube that exudes a smokeless, colorless gas. Meant for discreet assassinations.

Each dose creates a 5-foot-radius cloud; creatures within must succeed on Constitution save or fall unconscious and take poison damage over 1 minute (concentrated exposure). The cloud is invisible and odorless except to those with scent-related features. Antitoxin and fresh air may mitigate.
Miscellaneous1

A slim book bound in hide that whispers in a language only the desperate or damned can read. Contains rites and bargains.

Contains three one-use ritual spells (summon shadow hound, bind lesser fiend, whisper curse). Using the tome risks attracting a minor fiend or loss of 1 level in a mental stat (DM's call). Detect magic always registers as necromancy/abjuration.
Miscellaneous1

A ring of dull iron inlaid with a single black opal. Grants small power at the cost of good fortune.

When worn and attuned, once per long rest the wearer may add +2 to any attack roll, ability check, or saving throw. Each use increments an invisible curse counter; after the third use the wearer gains -2 to all death saves and must succeed on Wisdom save each dawn or gain an effect determined by the DM (visions, nightmares, compulsions). Remove curse required to end counter.
Miscellaneous1

A ceramic sphere filled with a volatile gel that ignites on impact, made from a banned formula that burns hotter and clings to armor.

Clings to targets, requiring action to remove (). Some armors must save or take additional fire damage. Possession of more than 5 considered contraband in many cities.
Potions1

A milky-blue potion that promises swift healing but hums with a low, hungry tone.

Heal 5 HPHeals HP on consumption. Side effect: 30% chance the drinker acquires a minor curse (random – DM decides; examples: sleeplessness, minor compulsion, phantom scars). The curse can be lifted with remove curse but the potion cannot be returned once used.
Miscellaneous1

A small globe of glass holding a sliver of pure shadow. Useful for spies, thieves, and evil ritualists.

When smashed, creates an area of magical dimness (20-foot radius, penetrates nonmagical darkness) for 1 minute. Creatures with blindsight ignore it. Can be used as a reagent for shadow spells; detect magic picks it up as necromancy/illusion.
Miscellaneous1

A small satchel with powders, inks, and enchanted stamps for creating false seals and ID marks. Popular among smugglers.

Grants advantage on a singleForgery/Deception check related to seals/marks when used properly. Using it repeatedly in a settlement increases local watch attention (roleplay consequence).
Miscellaneous1

Simple steel throwing knives, dull and balanced. Cheap, practical, and often illegal when carried en masse.

Standard mundane weapons. Sets of 5 sold together. Concealable in boots or sleeves.
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Serah Voss

TieflingWarlock (The Fiend)Lvl 13

Shop Atmosphere

Serah refuses to sell to those who display holy symbols of certain faiths and smells faintly of brimstone and rosewater. She always asks one invasive question about buyers' 'last death' and records the answer in a ledger written in invisible ink. The shopfront is located below a shuttered apothecary; buyers must knock in a pattern of three-then-two on the iron grate, recite a phrase in Infernal when asked, and trade a small token of nonlawful intent (a coin marked with a clan sign or a sprig of night-bloom). Serah offers delivery to specially vetted clients and keeps a private 'black shelf' of items that move only on rumor. She occasionally compels (charm) a loyal customer to retrieve rarer stock — and never forgets debts.
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