Saffron & Ember Smithy

Est. 2026 Human Artificer

Saffron & Ember Smithy

The shop smells faintly of saffron and hot iron. The smith insists on serving a small cup of spiced mint tea to anyone who will haggle and keeps a brass cat sta...

RA

Shopkeeper

Rami al-Sahra, a Human Artificer (Lvl 9)

Keeper's Species

Human

7 Weapons4 Armor12 Misc2 PotionsEst. 25.1k gp

Shop Inventory

(25)
Weapons7

A well-forged, versatile steel blade favored by guards and caravan escorts.

A light, curved sword favored by desert scouts and caravan guards.

A heavy crossbow sturdy enough for hunting scorpions and larger threats in the dunes.

A finely tempered +1 longsword forged with sand-coal steel in the bazaar's forges.

Atk Magical +1 to attack and damage rolls.

A sword whose blade runs with a faint ember-line; sparks fall like saffron dust when drawn.

When commanded, the blade ignites, dealing an extra fire damage on hit. Lights the area.

A scimitar tempered with glasswort salts to resist sand abrasion; favored by caravan guards.

Atk While wielded, grants +1 to attack and damage rolls.

A hefty axe forged in a single pour, its edge glowing faintly like the sun on sand.

Atk On hit, can expend a charge to deal an extra fire damage (2 charges total, regains both on a short rest).
Armor4

A reinforced round shield that offers reliable protection for caravan guards.

AC +2

Scale mail treated with oils to help prevent rust from the humid desert nights.

AC +14

Chain shirt offering decent protection without much bulk.

AC +13

A tempered steel kite shield inlaid with small saffron-colored stones that shimmer faintly.

AC +3Grants bonus to AC in addition to the shield's base +2.
Miscellaneous12

A bundle of well-made bolts for use with a heavy crossbow.

A cloth sack sewn with strange loops of brass and silk; it swallows items almost endlessly.

Extra-dimensional storage; items placed inside do not alter weight carried.

A sand-colored cloak embroidered with tiny hammered mirrors that glint like stars.

AC +1While worn, grants bonus to Armor Class and saving throws.

A simple silver ring engraved with swirling dune motifs; surprisingly heavy for its size.

AC +1Grants bonus to Armor Class and saving throws while worn.

Soft boots that let the wearer tread like a dune-cat across hot sand.

Grants advantage on Stealth checks that rely on moving silently.

A leather roll of tongs, hammers, and specialized files infused with a faint warm hum.

Grants a bonus to checks made with smith's tools to repair or craft metal items (usable by a character proficient with smith's tools).

A common whetstone used to hone blades after long hours in dusty conditions.

A balanced set of horseshoes hammered to withstand rocky dunes and hard caravan travel.

Essential tools for any blacksmith or tinkerer; useful for crafting and repairs.

Simple pine torches soaked in resin; sold in bundles for long caravan nights.

Clear oil drawn from local palms, less smoky than most oils.

Sturdy rope suitable for climbing dunes, securing loads, or improvising repairs.

Potions2

A common red-tinted vial. A favorite among caravaneers for quick recovery.

Heal 7 HP

A stronger healing brew kept behind the counter; popular for dangerous crossings.

Heal 14 HP
RA

Rami al-Sahra

HumanArtificerLvl 9

Shop Atmosphere

The shop smells faintly of saffron and hot iron. The smith insists on serving a small cup of spiced mint tea to anyone who will haggle and keeps a brass cat statue on the workbench that she taps before beginning any major forgework. She prefers coin over trade but will take exotic spices or finely worked shells as partial payment if the mood strikes her.
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