Ash & Lantern General Emporium

Est. 2025 Tiefling Rogue (Mystic Trappings background)

Ash & Lantern General Emporium

The shop is dimly lit by emberlight; ash drifts lazily from a small indoor brazier. Sira hums tunelessly and keeps one palm over an old iron chest labeled in dr...

SI

Shopkeeper

Sira Veyl, a Tiefling Rogue (Mystic Trappings background) (Lvl 3)

Keeper's Species

Tiefling

14 Misc1 Armor1 Potions2 WeaponsEst. 372 gp

Shop Inventory

(18)
Miscellaneous14

A small iron tinderbox, the interior soaked faintly with ash that never quite wipes away. Sparks are quick and hot.

When used to light a fire, the flames gain a faint ember glow; candles lit with this tinder burn an extra hour.

A coil of rope dark as soot and unusually light. Knots seem to hold better when tied by hand that smells of smoke.

Slightly more resistant to fraying from heat (DM ruling; thematic).

A matte-black hooded lantern. The oil inside gives a warm orange light and smells faintly of brimstone.

Provides normal hooded lantern illumination. Oil burns brighter in underground spaces with lingering embers.

A well-thumbed flint and a strip of dark steel etched with a tiny dragon's head. Sparks fly true.

None mechanical; used to start fires. The engraving is ornamental but tasteful.

A small vial of oil with a faint sulfur tang and a darker sheen when poured.

When poured into fire, the flames flare with an orange tint for 1 minute.

A length of charred wood wrapped in cloth. It casts a dim, smoky light and produces little visible flame but strong heat.

Can be used as a torch. If soaked in brimstone oil (sold here), it produces an intimidating hiss the first time lit.

A leather roll of poultices, oils, and blackened bandages. Useful for treating burns as well as cuts.

Functions as a normal healer's kit. Included notes on treating smoke inhalation (roleplay/DM cues).

Short black candles that burn with a steady ember glow and smell like crushed cinnamon and ash.

Burn for 6 hours each. When lit in darkness, provide advantage on Insight checks to detect illusions involving light (flavorful; DM discretion).

A single-use parchment with a faintly warm script. The ink contains a bit of ash from a draconic relic.

Contains the cantrip Guidance. Writing glows faintly for an hour after use.

A small amulet set with a shard that looks like cooled lava. It radiates faint warmth when worn.

Once per long rest the wearer can cast Light on the amulet (as the spell). The light appears ember-orange.

A blackened horn carved with dragon-scaled motifs. When blown it produces a low, smoky wail.

On a successful Perception roll within 30 ft, creatures can determine direction of the horn-blower. Otherwise it creates a 10-foot radius of dim, obscuring smoke for 1 round (once per short rest, DM adjudication).

A small, polished tooth from a drake. It's warm to the touch and hums faintly when held near open flame.

Often used as a focus for fire-tinged rituals; no innate mechanical benefit beyond roleplay.

A dense, dark loaf baked with ash and spices. Fills the belly and leaves a lingering warmth.

Restores a small amount of wellbeing; can be roleplayed as giving advantage on saving throws vs. cold for 1 hour (DM discretion).

A black candle carved with a sigil that weakly repels dark influence for a short while.

When lit, grants +1 to saving throws against fear and charm effects for 1 hour to those within 5 feet (single use).
Armor1

A heavy, dark-gray cloak with ash-colored lining. Helps hide scents of smoke and soot.

AC +11Small bonus to stealth checks when in dim light (+1, DM adjudication).
Potions1

A small vial containing a warm, rose-tinted liquid that smells faintly of sulfur and honey.

Heal 2 HPHeals HP when consumed (standard Potion of Healing).
Weapons2

A well-made short sword whose blade has been darkened and tempered with heat. Its edge gleams faintly when struck by light.

No mechanical enchantment; treated as a masterwork-forged mundane weapon with slightly better balance (flavor).

Ten rounded shot stones bound with a bit of resin; they hiss faintly when heated.

If ignited (by a torch or similar), they add 1 fire damage on hit for one throw.
SI

Sira Veyl

TieflingRogue (Mystic Trappings background)Lvl 3

Shop Atmosphere

The shop is dimly lit by emberlight; ash drifts lazily from a small indoor brazier. Sira hums tunelessly and keeps one palm over an old iron chest labeled in draconic; she offers you a sip of 'dragon tea' if you ask about her wares. She refuses to sell hot coals and will only trade the amulet or candles to those who can tell her the name of a fire-drake (true or made up with convincing detail). If a customer lights a candle inside, Sira will quietly mark the door with a soot sigil as a protection measure.
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