The Sirocco Stitch

Est. 2026 Human Warlock

The Sirocco Stitch

The shop smells faintly of ozone and spice. Sand trickles from the rafters onto the rugs, then slips away as if embarrassed. Every item on the shelves looks imp...

KH

Shopkeeper

Khamsin al-Zahir, a Human Warlock (Lvl 9)

Keeper's Species

Human

6 Armor1 Misc2 Misc3 MiscEst. 12k gp

Shop Inventory

(12)
Armor6

A sable cloak trimmed with silver thread. It looks immaculate and cool to the touch.

AC +1Grants a bonus to AC and to all saving throws while attuned. Curse: the cloak bonds to its first attuned wearer and cannot be removed without remove curse or similar magic. Whenever the cloak's magic protects the wearer from a harmful effect, it sheds a faint shimmer that makes the wearer easier to notice; creatures that can see the shimmer gain advantage on Wisdom (Perception) checks to pinpoint the wearer for 1 minute (once per long rest).

Soft, supple leather sandals inlaid with mother-of-pearl, perfect for silent travel across dunes.

Wearer has advantage on Dexterity (Stealth) checks that rely on moving silently. Curse: the sandals leave a faint trail of glittering sand visible only to predators and trackers; creatures tracking the wearer gain advantage on Survival checks. The sandals bind to the wearer on attunement and cannot be removed without remove curse.

Elegantly braided leather bracers threaded with copper wire that seems to hum faintly.

AC +2While you wear these bracers and are wearing no armor and using no shield, you gain a bonus to AC. Curse: the bracers bind to the wearer on first attunement; while bound the wearer has disadvantage on Dexterity (Sleight of Hand) checks and other fine manual tasks. They cannot be removed without remove curse.

A flowing robe sewn from many fabrics, each stitched with a small shaped patch that seems almost too useful.

The robe bears many adhesive patches that can be peeled off to reveal mundane items as described in the Dungeon Master's Guide. Curse: each patch peeled releases a puff of grit that temporarily distracts the wearer, imposing disadvantage on the wearer's next attack roll and forcing a Constitution save or be blinded for 1 round. The robe clings to anyone who peels a patch and will not come off without remove curse if more than two patches have been peeled.

Open-toed sandals of dune-tanned leather, their straps studded with tiny bits of polished bone.

Grants +5 feet to walking speed and advantage on Stealth checks made while moving across sand or loose earth. Curse: once per hour while in desert terrain there is a 10 percent chance that the sandals sink slightly into the sand and the wearer is knocked prone, taking no lasting damage but requiring an Athletics or Acrobatics check () to avoid being momentarily stuck. The sandals are difficult to remove without magic and often slip back on overnight.

A stitched gambeson woven with threads of camel-hair and metallic sandglass inlays.

AC +1Grants a bonus to AC while worn by a creature who normally benefits from light armor. Curse: the gambeson warms and halves the wearer's stealth; the wearer has disadvantage on Dexterity (Stealth) checks because the lining crunches softly like dry leaves. The gambeson subtly adheres to skin if worn continuously for 24 hours and requires remove curse to separate cleanly.
Miscellaneous1

A wide-brimmed, finely stitched felt hat with a faint shimmer at the rim. It smells faintly of saffron.

Allows the wearer to cast disguise self at will while the hat is worn. Curse: each use implants a lingering illusory echo, a harmless phantom double that persists for hours and often causes confusion in social situations. The hat bonds lightly on first attunement and resists being given away until a remove curse is performed.
Miscellaneous2

A plain band carved from obsidian with a hairline of embedded sand that glows in lamplight.

AC +1Grants a bonus to AC and to saving throws while worn. Curse: the ring instills a compulsive urge to secret small valuables; the wearer must succeed on a Wisdom saving throw to willingly part with any object of value for the first 24 hours after attunement, and the ring will cling to the finger until remove curse is cast.

A braided sash of sun-bleached silk embroidered with tiny desert glyphs.

Heal 5 HPAt dawn the sash grants 5 temporary hit points to the wearer once per long rest. Curse: the sash bonds until remove curse if worn uninterrupted for a dawn and forces a quasi-oath; if the wearer attempts to remove it outside of a settlement or without a remove curse, they take psychic damage and must succeed on a Charisma saving throw or immediately attempt to put the sash back on.
Miscellaneous3

A lightweight gauze veil embroidered with small glass beads that sparkle like water.

While worn, grants advantage on saving throws against heat, exhaustion, and sunstroke and reduces the effects of desert travel by half. Curse: the veil compels the wearer toward distant mirages; when in open desert the wearer must make a Wisdom save each hour or move up to 30 feet toward the most attractive shimmering sight they can see. The veil binds on attunement and will not leave willingly without remove curse.

A translucent shawl that seems to shimmer between visible and not, patterned like a heat haze.

Once per long rest the wearer can use the shawl to cast invisibility on themself for up to 1 minute (concentration not required for the shawl's magic). Curse: while the effect lasts an audible ripple echoes where the wearer moved, and perceptive creatures gain a clear hint of the wearer's recent location; after the effect ends the wearer suffers -2 to Charisma checks for 1 hour from disorientation. The shawl sticks lightly to anyone who uses it twice in a day until remove curse.

A thin panel of glassy weave that covers the face, treated so it does not fog in heat.

Provides advantage on saving throws against glare and bright light and grants darkvision out to 30 feet while attuned. Curse: the veil causes intermittent visual ripples; once per day the wearer suffers disadvantage on attack rolls during the first round of the first combat they enter after putting the veil on, as the world appears to shimmer. The veil latches in place if the wearer has been struggling with heat exhaustion and needs remove curse to be taken off easily.
KH

Khamsin al-Zahir

HumanWarlockLvl 9

Shop Atmosphere

The shop smells faintly of ozone and spice. Sand trickles from the rafters onto the rugs, then slips away as if embarrassed. Every item on the shelves looks impossibly new, stitched with golden thread and tagged in a handwriting that shifts like heat. The fitting room is a shallow alcove ringed with polished mirrors that sometimes show a different skyline than the street outside. Purchases are wrapped in tissue-thin cloth stamped with a single glyph; the shopkeeper insists you tie the knot yourself to 'seal' the bargain. Bargaining often changes a bargain into a favor to be collected later, usually at an inconvenient time.
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