Vessira's Roaming Reliquary

Est. 2025 Human Artificer

Vessira's Roaming Reliquary

The caravan plays a slow flute melody at dawn to wake camp; the shopkeeper refuses to accept coins with an official tax stamp on them; every purchase comes with...

VE

Shopkeeper

Vessira Thorne, a Human Artificer (Lvl 11)

Keeper's Species

Human

2 Potions15 Misc2 Weapons3 ArmorEst. 41.5k gp

Shop Inventory

(22)
Potions2

A small glass vial of red liquid that mends wounds when drunk.

Heal 7 HPCommon healing potion from the Player's Handbook.

A vial of swirling amber liquid that knits flesh and bone more aggressively than a common potion.

Heal 14 HPStronger than a common potion, suitable for mid-level parties.
Miscellaneous15

A common woven satchel with a strange interior space that is far larger than it appears.

Contents do not affect encumbrance of bearer; items placed inside are unaffected by dimensional travel (do not pass to other planes).

A sturdy backpack with enchanted compartments that make finding and removing stored items effortless.

Designed for travellers; automatically organizes small items into pockets for quick retrieval.

A plain silver ring that makes small but reliable promises of safety.

AC +1 bonus to AC and saving throws while worn.

A reinforced quiver enchanted to keep a steady supply of missiles at hand.

Holds up to 60 arrows, javelins, or similar items; always returns properly sized ammunition to a top slot for quick retrieval.

A worn fur pouch whose magic occasionally produces curious small animals used to distract or amuse.

Once per day the owner can reach into the bag and pull out a friendly animal companion for up to 1 hour.

A plain iron rod, deceptively simple until it locks in place midair.

When the button is pressed the rod becomes magically fixed in space and can support up to 8,000 pounds. Press again to release.

A small glass globe that floats and emits a steady light when instructed.

Can cast the light spell or follow the bearer as a point of light on command.

A carved decanter that will pour a stream of clean water for the thirsty or the parched animals of the road.

Can produce freshwater on command or pour out a stream; variety of pours including a 1 gallon flow or a steady trickle.

A carefully penned scroll you're warned to read only if you are able to handle third-level magic.

Spell fails and the scroll is wasted if read by one unable to cast that level of spells, unless a successful spellcasting ability check is made.

A practical ledger enchanted to help its user remember prices, names, and winning phrases. Favored by caravan masters.

Once per day the user may consult the ledger to gain a +2 circumstance bonus to one Charisma (Persuasion) check made to buy, sell, or haggle. The ledger records market prices and any deals struck while carried.

A compact lantern whose light flatters goods and draws shoppers like moths.

Casts bright light in a 20-foot radius and dim light for an additional 20 feet. Once per day the bearer can activate a soft wash of colorful light that makes a stall or display subtly more attractive, granting the bearer advantage on one Charisma (Performance) or Charisma (Persuasion) check in a marketplace.

A sturdy horn used to call guards, herd animals, or to rally caravan members when trouble approaches.

When blown, produces a clear sound heard up to 600 feet. Once per short rest, when blown while allies are within 300 feet, each ally gains +1 to initiative for the first round of the coming combat or event.

A selection of common travel goods: 50 ft hempen rope, 10 torches, tinderbox, 10 days trail rations, waterskin.

Useful everyday items for travellers.

A leather case of straps, salves, and needles used to mend cuts and bind wounds.

Contains 10 uses that stabilize a dying creature.

A little wooden token favored by caravan clerks for saving messages and the occasional prayer.

When placed against the forehead of a sleeping companion, it records and stores up to 1 page of writing per night to be read aloud later. Useful for keeping watch logs and merchant notes.
Weapons2

A well balanced longsword engraved with a small caravan emblem on the pommel. Trusted by guards turned merchants.

Atk Weapon bonus: +1 to attack and damage rolls.

A bundle of finely fletched arrows with a faint magical tinge.

Atk +1 to attack and damage when fired.
Armor3

A dark cloak that seems to shrug off misfortune and light blows alike.

AC +1 bonus to AC and saving throws while worn.

Soft-soled boots that hush footfalls. Popular with scouts who travel with caravans.

Wearer has advantage on Dexterity (Stealth) checks that rely on moving silently.

A pair of compact boots with delicate wings folded against the heels.

Grants flight for up to 4 hours total, divided as the wearer chooses; recharges after a long rest.
VE

Vessira Thorne

HumanArtificerLvl 11

Shop Atmosphere

The caravan plays a slow flute melody at dawn to wake camp; the shopkeeper refuses to accept coins with an official tax stamp on them; every purchase comes with a small scrap of exotic fabric as a free sample.
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