The Gilded Crescent

Est. 2025 Human (Calishite) Bard

The Gilded Crescent

Rafah insists on bargaining with fresh tea and stories; he will refuse to sell certain items to anyone who speaks of 'sea-traders' with disdain. He stamps purch...

RA

Shopkeeper

Rafah al-Sahir, a Human (Calishite) Bard (Lvl 3)

Keeper's Species

Human (Calishite)

4 Weapons1 Misc1 Potions4 Misc3 Misc1 Armor1 MiscEst. 1.4k gp

Shop Inventory

(15)
Weapons4

A curved blade tempered in desert-forged steel. Lightweight and balanced for slashing in close quarters.

A short, double-edged dagger with a flared pommel, often used in ceremonies and as a sidearm.

A sturdy shortbow reinforced with bone and sinew. Suited for hunting small desert game.

Made for desert survival — +1 to ranged attack rolls in sandy wind when used with desert arrows (flavor, DM adjudicates)

Flat, circular blades designed to be thrown and retrieved. Popular with desert caravan scouts.

Can be used as improvised melee weapon if required.
Miscellaneous1

A light cloak of breathable, shimmering fabric that keeps wearers cool in desert heat and shields them from sand.

AC +12Advantage on saving throws against exhaustion caused by heat and +2 to Stealth checks in sandy terrain (flavor; DM adjudicates).
Potions1

A small crystalline vial filled with rosy liquid. Heals minor wounds.

Heal 2 HPHeals (standard D&D 5e Potion of Healing).
Miscellaneous4

A metal vial kept perpetually cool to the touch. Holds a single day’s ration of drinkable, chilled water that does not evaporate for 24 hours.

Once per day, the vial refills itself with cool, potable water sufficient for one creature for 24 hours (roughly 2 gallons).

A fragrant oil used for scenting, muscle rubs, and ritual anointing. Has mild cooling properties in heat.

When applied to the skin, grants advantage on saving throws vs. heat exhaustion for 1 hour (story/DM tool).

A length of rope braided with faintly glowing threads. Built to last against sand abrasion and strain.

Once per day the knot tightens on command and resists being untied for 10 minutes (advantage on Strength checks to hold or secure an animal or load).

A small gold-and-turquoise scarab suspended on a cord. Worn for luck on long desert roads.

Grants +1 to Survival checks related to navigation in desert terrain (flavor; DM adjudicates).
Miscellaneous3

A brass flask with ornate filigree that sometimes hums faintly when sand drifts across it. Locals claim small spirits dwell inside.

Common variant: can produce one harmless gust of wind (as the Gust cantrip effect, no attack roll) once per day. Larger djinn artifacts are not sold openly.

A pinch of iridescent dust sold in tiny blue pouches. Sprinkled lightly it shimmers briefly in sunlight.

When thrown into the air, creates a harmless visual illusion (as silent image, single use, lasts up to 1 minute).

A carved bone whistle that produces a keening tone. Used to calm beasts or call caravans.

Once per short rest, the wielder can use the whistle to calm one CR 1/4 or lower beast (animal) — casting the effect of the calm emotions spell, limited to animals and lasts 1 minute. (Low-power, DM-usable variant.)
Armor1

Studded leather armor reinforced with curving plates resembling a scorpion's carapace. Favored by desert rangers.

AC +12Grants resistance to minor thorn-like damage from sandbursts (flavor; DM may grant advantage on Resilience checks vs. thorny terrain).
Miscellaneous1

A well-balanced scimitar with a pale metal edge that seems to sing when swung. Favored by those who hunt across quick sands.

Atk This functions as a +1 scimitar. Once per day on a hit, the wielder can summon a gust of wind that knocks a creature back 5 feet (no save) if it fails a Strength save — DM may modify saves.
RA

Rafah al-Sahir

Human (Calishite)BardLvl 3

Shop Atmosphere

Rafah insists on bargaining with fresh tea and stories; he will refuse to sell certain items to anyone who speaks of 'sea-traders' with disdain. He stamps purchases with a tiny crescent seal and will sometimes trade rare desert tales for discounts.
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