Imad's Sundial & Sundries

Est. 2025 Human Ranger (Beast Master-leaning merchant)

Imad's Sundial & Sundries

Imad speaks in slow, measured phrases and always offers sweet mint tea to new customers. He keeps a tame sand-fox named Khabur in a woven crate near the counter...

IM

Shopkeeper

Imad al-Sahir, a Human Ranger (Beast Master-leaning merchant) (Lvl 5)

Keeper's Species

Human

16 Misc1 Misc3 Armor3 Weapons2 PotionsEst. 4.7k gp

Shop Inventory

(25)
Miscellaneous16

Sturdy treated waterskin, sealed with beeswax. Holds roughly a day's worth of water for one adventurer.

Holds 1 gallon; treated to slow souring—water stays potable for 7 days in hot climates.

Common lamp and maintenance oil. Useful for torches, lamps, and setting small controlled fires.

Can be used as improvised incendiary (by rules), burns for 6 hours in a lamp.

A simple stick wrapped with cloth and soaked in resinous oil. Burns brightly for 1 hour.

Burns for 1 hour; provides bright light for 20 feet and dim light for 40 feet.

Sturdy rope used for climbing, tying, and securing loads.

Normal hemp rope statistics.

Goggles with smoked lenses and padded seal that protect eyes from blowing sand and glare.

Grants advantage on Constitution saving throws to avoid blindness from sand in a sandstorm and on Perception checks relying on sight in sandy glare.

A stitched leather pouch containing fragrant spices used in local cuisine and rituals.

Saffron is valuable; coffer is worth 3 gp retail but trade value is higher with chefs/temples.

Brass sundial inset with a small hourglass — used by desert travelers to track time when stars are obscured by sand.

Provides accurate local time by sun; hourglass runs for one hour for timing short rests.

Decorative piece with glass reservoir and brass fittings. Popular in bazaars and tents.

No mechanical benefit; culturally significant; sometimes used to hide small items in the reservoir.

Padded blanket that helps secure riders and protects camels during long treks.

Adds comfort for mounts; reduces chance of mount exhaustion on long desert travel by DM fiat.

A clear vial containing water from a famed desert oasis. Said to taste of rain and mint.

Does not expire; can be poured into a waterskin once to 'bless' it — DM may grant advantage on one saving throw vs exhaustion from dehydration.

A wide, patterned scarf woven with faintly magical thread that seems to ripple like heat mirage.

Wearer gains bonus to Stealth checks in desert or sandy terrain and advantage on saves vs being blinded by sandstorms. Does not stack with other similar magics.

A tiny silver-capped bottle holding fragrant perfume — expensive in desert towns where florals are rare.

No mechanical benefit; useful for diplomacy/roleplay; some temples accept it as an offering.

Basic bedroll lined with insulating cloth to keep sleepers warmer at night and cooler at day.

Standard bedroll; gives normal rest benefits.

A lightweight hooked pick used by archaeologists and caravan hands to dig in packed sand without damaging fragile finds.

Can be used as an improvised weapon or tool; grants advantage on checks to carefully excavate fragile items in sand when used properly.

A well-made ledger used by caravan masters to record exchanges and debts. Includes pockets for stamps and seals.

Useful in roleplay and barter; Imad will copy a buyer's seal for a small fee.

A flexible cloth sack that opens into a pocket dimension. Imad keeps one behind the curtain for serious buyers or trusted allies.

Standard Bag of Holding properties (holds 500 lbs, vol. 64 cubic ft.).
Miscellaneous1

Compact, high-calorie rations designed for long desert treks. Keeps well in heat for weeks.

Provides full daily rations for one person; particularly filling, grants +1 to Constitution (saving throws vs. exhaustion from heat) once per long rest if eaten in full.
Armor3

A lightweight cloak woven from treated camelhair and faintly shimmering sand-thread. Keeps wearer cool and blends with dunes.

AC +1Provides +1 to AC when worn over no armor or light armor; grants advantage on Survival checks to navigate or hide in sand/dune terrain up to once per short rest.

Soft leather armor treated with oils that help reflect midday heat and keep the wearer cooler.

AC +11Standard leather AC; once per long rest wearer gains advantage on a single Con save vs heat/exhaustion.

A light wooden shield with a brass boss to deflect blows; often stamped with caravan emblems.

AC +2Standard shield (+2 AC).
Weapons3

A balanced steel dagger with a brass guard and etched motifs of desert wind; common fighting and utility blade.

Can be used for mundane cutting tasks; decoration makes it slightly more desirable to collectors (+5 gp resale).

A finely curved blade favored across the trade routes — light, quick, and deadly in the hands of a practiced fighter.

Standard scimitar stats; many local guards favor this blade.

A compact bow made for mobile skirmishers; includes 20 hand-fletched arrows with hardened ash shafts.

Arrows are weatherproofed to resist sand and moisture.
Potions2

A small crystal vial of red liquid that glimmers faintly; restores vitality when consumed.

Heal 2 HPHeals hit points when consumed (standard Potion of Healing effect).

A richer crimson potion; favored by caravan healers for serious wounds.

Heal 3 HPHeals hit points when consumed (Greater Healing).
IM

Imad al-Sahir

HumanRanger (Beast Master-leaning merchant)Lvl 5

Shop Atmosphere

Imad speaks in slow, measured phrases and always offers sweet mint tea to new customers. He keeps a tame sand-fox named Khabur in a woven crate near the counter that will steal small shiny items (keepers should watch pockets). He prefers barter when spice or stories are on the table—trade routes, secrets of oases, and rare songs have value here as much as coin.
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