Seraphine's Stitch and Sip

Est. 2025 Half-elf Artificer

Seraphine's Stitch and Sip

The shop hums with a faint stitch-song. Seraphine insists customers try a ceremonial cup of chamomile that 'opens the seams of memory' and catalogs each cloak w...

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Shopkeeper

Seraphine Mothneedle, a Half-elf Artificer (Lvl 7)

Keeper's Species

Half-elf

10 Potions3 Armor5 MiscEst. 31.9k gp

Shop Inventory

(18)
Potions10

The staple of any adventurer's satchel. A small glass phial of ruby liquid that knits flesh and brightens color-fast dye.

Heal 7 HPRestores hit points when consumed.

A deeper red potion in a squat bottle. A reliable step up from the basic healing draught.

Heal 14 HPRestores hit points when consumed.

A branched vial with swirling smoke suspended inside. For when wounds run deep.

Heal 26 HPRestores hit points when consumed.

A heavy crystalline phial humming faintly. Reserved for desperate moments.

Heal 45 HPRestores hit points when consumed.

An orange, smoke-wreathed potion that smells faintly of singed citrus.

Grants three fiery breath exhalations ( fire each); effect ends after three uses or 1 hour.

Layers of earthy tones settle in the bottle like banded strata. Useful for scaling walls and cliffs.

Gives a climb speed equal to walking speed for 1 hour; advantage on climbing checks.

The bottle appears empty but a cool weight remains. Wearing the stopper feels like holding a breath.

Grants invisibility to you and anything you wear or carry for up to 1 hour.

A steamy cobalt draught that lifts the voice and steels the nerves.

Grants 10 temporary hit points and Bless for 1 hour (no concentration required).

A silvered vial with a droplet that shines like a polished button. Tailors swear by this for stage costumes and heirloom gowns.

Instantly repairs tears, cleans and reseals buttons and fastenings. For 1 hour after use, gain advantage on one Persuasion or Performance check that relies on appearance or clothing.

A small flask whose contents sloshes with an ever-shifting fabric pattern. Favored by spies and traveling performers.

Instant disguise of clothing only; does not change body features. Grants advantage on one Deception check tied to your altered appearance within the duration.
Armor3

A soft, shadowy cloak trimmed in copper thread. Cuts a figure that looks prepared and calm.

AC +1While attuned and worn, the cloak grants +1 to Armor Class and +1 to saving throws.

A moss-hued cloak woven from whisper-silk. The hood falls into a perfect shadow.

Shifts color to camouflage wearer; hood up imposes disadvantage on Perception checks to see you and gives advantage on Stealth checks.

A sleek cloak with a faint, wavering shimmer along its hem, like heat over a road.

Causes attackers to make attack rolls at disadvantage until you take damage; suppressed while incapacitated or unable to move.
Miscellaneous5

Well constructed layers of wool and canvas; patched in sensible places with careful needlework.

Includes multiple pockets and a hooded cloak; weatherproof stitching.

A plain shirt, loose breeches or skirt, and simple wrap. The shopkeeper always mends them for free with small purchases.

A practical hooded cloak that sheds rain and muffles the wind.

A clear vial of slightly oily fluid with a faint linen scent. A droplet will keep a brass clasp bright through weeks on the road.

Apply to metal fittings and cloth trims to prevent tarnish and rot for seven days.

A leather roll stamped with the shop's sigil. Threads of many colors, fine needles, and a pocket for buttons.

Proficiency with this kit grants advantage on checks to repair or alter clothing as appropriate.
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Seraphine Mothneedle

Half-elfArtificerLvl 7

Shop Atmosphere

The shop hums with a faint stitch-song. Seraphine insists customers try a ceremonial cup of chamomile that 'opens the seams of memory' and catalogs each cloak with a tiny stamped linen tag. She offers mending for free if you buy a potion and leaves a small scrap of cloth as a receipt.
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