The Gilded Satchel

Est. 2025 Half-elf Artificer

The Gilded Satchel

The Gilded Satchel is a two-level shop squeezed between a silversmith and a wizarding supply, its windows crammed with trinkets that hum and tick. Shelves are l...

MI

Shopkeeper

Mirabel Quickcoin, a Half-elf Artificer (Lvl 53)

Keeper's Species

Half-elf

16 Misc5 Potions2 Weapons2 ArmorEst. 966k gp

Shop Inventory

(25)
Miscellaneous16

Simple wooden torch spiked with pitch; reliable light source.

Burns for up to 1 hour; can be doused or used to ignite flammable objects.

Coarse roll of blankets and stuffing; keeps you warmer than sleeping on bare ground.

A commonly used rope, suitable for climbing, tying, and rigging.

Dried meats, hardtack, cured fruit and compact provisions meant for travelers.

Sturdy leather skin to hold drinking water.

Forged iron hook with three barbed prongs and a reinforced eye for rope.

Kit of pitons, boot spikes, harnesses and wax; designed for safe ascents.

Bandages, poultices, and a small vial of alcohol; stabilizes the injured.

Contains 10 uses to stabilize a dying creature without a Medicine check.

Cloth sack with an extradimensional interior; invaluable for carrying goods.

Holds up to 500 lb. but always weighs 15 lb. externally; items placeable and retrievable normally.

A circle of fine cloth that creates an extradimensional pocket when laid on a surface.

Creates a 6-foot-deep extra-dimensional space; interacting with it and other extradimensional items can be dangerous.

A simple ring of hammered silver that hums faintly when danger approaches.

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

A single-use arcane scroll that contains the precise formula to cast teleportation.

Unreadable except to a spellcaster able to cast teleportation; single use then disintegrates.

A parchment with an arcane annotation that can be expended to identify a magic item.

Casts identify when read by a spellcaster; single use.

A brass lantern whose wick never runs low; provides steady light and a puff of warm steam when opened.

Produces continuous bright light in a 30-foot radius and dim light for an additional 30 feet; can expel a jet of steam once per short rest to briefly obscure a 10-foot area.

A stitched vellum chart annotated with sigils that map thin places between planes.

Once per day allows a willing user to step through a planar crease and appear at a pre-mapped nearby locus (within 1 mile) on a different but adjacent plane. Using it in unstable planar areas incurs risk (DM adjudication).

A small brass automaton that functions as a familiar under the clockwork magic schema.

Acts like the find familiar spell (uses a mechanical proxy). Can relay senses to its owner within 1 mile; immune to disease and some magics depending on model.
Potions5

A small vial of bitter liquid that suppresses poison effects for a time.

Advantage on saving throws against poison for 1 minute (single dose).

Restores a modest amount of health when consumed.

Heal 7 HPHeals hit points (average 7).

A stronger healing draught favored by seasoned adventurers.

Heal 14 HPHeals hit points (average 14).

Powerful restorative potion for grievous wounds.

Heal 26 HPHeals hit points (average 26).

One of the most potent common restorative potions known.

Heal 45 HPHeals hit points (average 45).
Weapons2

Well-balanced longsword subtly enchanted to strike truer.

Atk Grants +1 to attack and damage rolls.

A heavy ebony staff inset with a crystal orb; channels destructive and defensive arcanum.

Atk Grants a suite of spells (strike, barrier, recharge effects) and can be expended for a powerful retributive effect (staff may be broken).
Armor2

Mastercrafted plate armor with a potent enchantment tuned to its wearer.

AC +3Provides +3 to AC in addition to the armor's normal AC.

A shimmering cloak that bends light; keeps attackers guessing.

While worn and unattacked, attackers have disadvantage on attack rolls against you (subject to wearer being hit or certain conditions).
MI

Mirabel Quickcoin

Half-elfArtificerLvl 53

Shop Atmosphere

The Gilded Satchel is a two-level shop squeezed between a silversmith and a wizarding supply, its windows crammed with trinkets that hum and tick. Shelves are labeled in neat copperplate; a small clockwork cat winds and patrols the aisles, returning found coins to an overflowing glass jar behind the counter. Mirabel Quickcoin, the shop's proprietor, speaks in brisk, friendly bursts and has a habit of offering customers a single 'curiosity credit' — a random, inexpensive oddity included free with purchases over 10 gp. She will happily haggle for rare loot, prefers trades involving unusual components, and keeps a locked backroom for items that might draw the attention of planar authorities. Regulars know to check the noticeboard for Mirabel's weekly 'bring me a curiosity' challenge — bring a unique item and earn discounts, favors, or a place on her discreet buyers' list.
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