Sands' Gleam Jewelers

Est. 2025 Human Artificer

Sands' Gleam Jewelers

The shop is sand-washed and cooled by a carved stone fountain; the owner insists on tapping a small brass scale three times before every sale and talks to any v...

SO

Shopkeeper

Solara ibn Meret, a Human Artificer (Lvl 7)

Keeper's Species

Human

2 Potions10 Misc1 Weapons1 ArmorEst. 10.3k gp

Shop Inventory

(14)
Potions2

A small glass phial of red liquid sealed with wax. Standard adventuring healing potion.

Consumable. Heals on use.

A deeper crimson potion in a squat vial, favored by experienced desert scouts for tougher encounters.

Consumable. Heals more substantially than a common potion.
Miscellaneous10

A supple leather sack embroidered with tiny mirrored tiles; its mouth seems ordinary until you reach inside.

Extra-dimensional storage. Dangerous if placed inside another extradimensional item.

A slim band set with a single polished garnet; the metal hums faintly when danger is near.

AC +1While attuned, grants +1 to AC and to saving throws.

Goggles formed from smoked crystal and brass. Useful on moonless nights and during sandstorms that blot out the stars.

Grants darkvision out to 60 feet; if wearer already has darkvision, increases it by 60 feet. No attunement required.

A well-worn leather roll containing pliers, files, a small scale and a magnifying loupe; the shop’s most-used kit.

Includes a balance, polishing cloths, small files, and a 10x loupe.

A tray of cut gems: desert opals, polished carnelian, topaz and a small flawless aquamarine from an oasis caravan.

Useful as currency or components; values shown individually.

A deep-orange Sunscarab Topaz, cut flat on one face to gleam like a miniature sun. Popular with desert nobles.

A small gilded scarab brooch inlaid with a sand-opal. Looks fragile but hums faintly when danger approaches.

Once per long rest, as a reaction, grants +2 to AC against a single attack that hits (the attacker must be within 30 feet). The scarab glows and then goes dull for the day.

A thin circular amulet that, when held up, seems to drink in light and release a comforting coolness.

Once per dawn, when exposed to harsh sunlight the charm can cast a 10-foot-radius area of dim, cool shade (like a 1st-level cast of Create or Destroy Water flavor) that grants creatures inside resistance to fire damage for 1 minute. Single-use; recharges at dawn.

A gold-rimmed jeweler's loupe with an engraved handle. The shopkeeper always hands this to a buyer when appraising.

A necklace with a thin chain and a milky opal that seems to hold a mirage of dunes inside it.

Weapons1

A short sword with a jeweled hilt and a blade kept razor-sharp. The metal is heat-treated to resist sand abrasion.

Atk Aesthetic filigree masks a balanced fighting edge; ideal for finesse users.
Armor1

Soft leather boots with sand-colored soles that seem to swallow sound.

Wearer makes no sound with their footsteps and has advantage on Dexterity (Stealth) checks that rely on moving silently.
SO

Solara ibn Meret

HumanArtificerLvl 7

Shop Atmosphere

The shop is sand-washed and cooled by a carved stone fountain; the owner insists on tapping a small brass scale three times before every sale and talks to any visiting camel as if it were a regular customer.
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