The Sanded Scales

Est. 2025 Human Rogue (Fence / Trader)

The Sanded Scales

Ishara keeps a ledger where some prices are marked with a second, smaller price — the 'guild price' — for favored buyers who look the other way. She taps the sc...

IS

Shopkeeper

Ishara al-Rami, a Human Rogue (Fence / Trader) (Lvl 4)

Keeper's Species

Human

11 Misc2 Armor2 Weapons2 PotionsEst. 292 gp

Shop Inventory

(17)
Miscellaneous11

A treated leather waterskin with a waxed spout and sewn-in loop. Keeps water cool for a day in the desert sun.

Keeps up to 4 pints; insulated for partial cooling (fluff only)

Dried meats, preserved fruits, and hard biscuits compacted into parcels suited for long travel between caravans.

Compact; counts as 5 days' worth for one person

Goggles with narrow slits of smoked glass and a leather seal, preventing sand from stinging the eyes during winds.

Grants advantage on checks to avoid sand-related vision penalties; prevents blinded condition from dust for 1 hour while worn.

Strong rope suitable for tying down loads and basic climbing; sand-proofed and oiled.

A tired but serviceable mount suited for desert travel; care and water not included.

Can carry 2 medium creatures or equivalent cargo; additional charge for handler.

A small brass oil lamp. Burns for about 6 hours on a single fill.

A compact bedroll lined with insulating fibers to keep heat out at night and warmth in when cold.

Fine silk with elaborate desert motifs. Soft, light, and prized in the city markets.

Can be sold in Samarahd for a good markup; sometimes carries hidden stash pockets.

A small brass compass that points roughly towards north; useful for overland navigation though affected by large metal stores.

A half-scroll containing a scribbled, partial utility cantrip that can summon a gust of cool air for a few seconds.

When read (once), creates a momentary gust that grants advantage on one Constitution save vs. heat-related exhaustion or slightly cools a single person. DM discretion required.

A battered wooden box containing odds and ends — jewelry bits, a broken lock, a glazed bead, and a stamped metal token.

One contained trinket may be of value or hide a secret; roll or inspect required (DM).
Armor2

A light, hooded cloak woven from breathable fibers and dyed in reflective pale pigments to cut glare.

AC +1Offers advantage on saving throws vs. exhaustion from heat once per long rest (flavor; DM adjudicates).

Light leather reinforced with wrapped metal strips to better deflect blows while remaining breathable.

AC +11Disadvantage in stealth only in noisy situations; otherwise functions as studded leather equivalent for local travelers.
Weapons2

A crudely-forged dagger or sharpened piece of metal. Reliable enough for basic defense or utility.

Light, can be thrown (range 20/60).

A wooden javelin with a slightly blunted iron head — serviceable for hunting or combat.

Thrown (range 30/120). Some have been shortened by officers before resale.
Potions2

A local apothecary's remedy made from desert herbs. Helps slow poisons from scorpion stings and some snake bites.

When applied within 1 minute of a non-magical venomous bite or sting, grants advantage on the first saving throw against the poison and reduces poison duration by half (DM adjudicates).

A clear red potion that heals wounds when imbibed.

Heal 2 HPHeals HP when consumed (standard D&D 5e potion of healing).
IS

Ishara al-Rami

HumanRogue (Fence / Trader)Lvl 4

Shop Atmosphere

Ishara keeps a ledger where some prices are marked with a second, smaller price — the 'guild price' — for favored buyers who look the other way. She taps the scale thrice before selling anything that used to belong to the traders' guild, claiming it weighs luck. The shop has a constant fine layer of dust; patrons who haggle loudly are watched by plainclothes officers who sometimes step in to 'advise' the sale.
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