Vell's Sundries & Provisions

Est. 2025 Human Rogue

Vell's Sundries & Provisions

Maris keeps a ledger chained beneath the counter and will haggle politely with regulars. She offers 'market gossip' in exchange for small favors and will someti...

MA

Shopkeeper

Maris Vell, a Human Rogue (Lvl 2)

Keeper's Species

Human

13 Misc2 Potions3 Weapons2 Armor1 MiscEst. 375 gp

Shop Inventory

(21)
Miscellaneous13

Well-stitched leather pack with shoulder straps and several pouches.

A thick canvas roll with light padding, good for two-season camping.

Sturdy goat-leather waterskin with a cork stopper.

Dried meats, hard biscuits, a bit of cheese and dried fruit. Keeps for months.

Two-foot wooden torch, burns about an hour.

Provides bright light in a 20-foot radius, dim light for an additional 20 feet.

Metal lantern with a hood and glass, can be opened or closed to dim light.

Bright light 30 ft, dim 60 ft when lit. Uses oil (1 sp per flask) for 6 hours.

Lamp oil; useful for lanterns or as an incendiary when thrown.

Can be lit to burn for 1 hour; thrown and lit deals small fire hazard (DM adjudicates).

Strong hemp rope, frays with heavy use but serviceable for climbing and tying.

Piton, hammer, boot spikes, and small ropes in a compact set for vertical travel.

Gives advantage on secure climbing checks in ordinary conditions at DM's discretion.

Bandages, salves and tools to stabilize and tend wounds.

Allows stabilization without an ability check; used for long-term healing aid.

Picks, probes, files and tension tools for opening locks and disabling traps.

Required to attempt lockpicking and trap disarming without improvised tools.

A well-updated map of the city's wards, notable markets and common shortcuts.

DM can grant +2 situational bonus to navigation or social approach checks related to locales if used sensibly.

A tiny spring-loaded device that makes delicate pin alignment easier.

Grants bonus to a single Sleight of Hand or Thieves' Tools Dexterity check; single use, fragile.
Potions2

Purified concoction to help counteract ingested or bloodborne poisons.

Gives advantage on saving throw against poison for 1 hour.

A small vial of red liquid that closes wounds when drunk.

Heal 7 HPHeals HP when consumed (average 7).
Weapons3

Balanced knife, can be thrown or used in close combat.

Thrown (range 20/60). Light finesse weapon.

A versatile, easily concealed blade favored by city guards and travelers.

Finesse weapon.

Relatively compact crossbow with a strap and basic sights. Bolts sold separately.

Loading, range 80/320.
Armor2

Flexible leather armor reinforced with studs — good protection for light-armor wearers.

AC +12Stealth disadvantage only if worn with heavy encumbrance.

Round wooden shield banded with iron; simple and reliable.

AC +2Provides bonus to AC while wielded.
Miscellaneous1

A small stamped brass coin with the city's market sigil. Slightly warm to the touch.

Once per day, grants bonus to a single skill check (player chooses when used). Recharge at dawn.
MA

Maris Vell

HumanRogueLvl 2

Shop Atmosphere

Maris keeps a ledger chained beneath the counter and will haggle politely with regulars. She offers 'market gossip' in exchange for small favors and will sometimes trade rare tidbits of info for services rather than coin. The shop smells faintly of citrus oil and old parchment; a bell above the door is tarnished but rings with a bright, clipped tone when opened.
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