Tallow & Trinket General Supply

Est. 2025 Human Rogue (ret.)

Tallow & Trinket General Supply

Marla hums an old tavern tune when bargaining; she gives a free hard biscuit to anyone who admits to being short-handed on rations. She keeps a small ledger of ...

MA

Shopkeeper

Marla Tallow, a Human Rogue (ret.) (Lvl 4)

Keeper's Species

Human

3 Potions12 Misc3 Weapons2 ArmorEst. 8.6k gp

Shop Inventory

(20)
Potions3

A glass vial of rosy liquid that heals wounds (). Common and kept behind the counter for travelers.

Heal 8 HPHeals hit points when consumed.

A heavier, claret-coloured potion that mends more severe injuries (). Rarer than the standard healing potion.

Heal 14 HPHeals hit points when consumed.

A viscous potion that grants the drinker a climbing speed equal to their walking speed for 1 hour and advantage on Strength (Athletics) checks made to climb.

Grants climb speed equal to walking speed for 1 hour and advantage on climb checks.
Miscellaneous12

Dried meat, hard biscuit, a bit of cheese and jerky. Keeps a person fed and able to march for a day.

Non-perishable for up to 1 month if sealed.

Sturdy hempen rope, common, serviceable for climbing, binding, and general use.

May fray over time; test with Strength check for heavy loads.

A wooden torch that burns for about 1 hour. Cheap and plentiful.

Provides bright light in a 20-foot radius, dim for an additional 40 feet.

A hooded lantern with a can of lamp oil included. Useful for controlled light and stealthy approaches.

Provides bright light in a 30-foot radius, dim for an additional 30 feet. Oil lasts 6 hours.

A compact set of picks, files and lockpicks in a leather roll. A professional kit used by rogues and locksmiths.

Grants proficiency for lockpicking checks if the user is proficient; otherwise functions as improvised.

A small cloth case containing salves and bandages sufficient for 10 uses of the Stabilize action when applied.

Can stabilize a creature without a Medicine check once per use (10 uses).

A sticky herbal ointment that closes shallow wounds and wards off infection. Restores a small amount of vitality.

Heal 3 HPHeals HP when applied; can be used 3 times before the jar is empty.

A folded paper map covering the surrounding region, including known trade routes, fords, and a few locally-known shortcuts.

Contains a handful of secret notations in cipher (Marla knows the key and can point them out for 1 gp).

A loud metal whistle with a silver band. Sound carries well; many watchmen and caravans keep one.

Produces a loud, piercing tone audible at long range; the silver rim is ceremonial but not magical.

A compact kit containing the essentials for overnight wilderness travel.

Conveniently packaged; bedroll provides +1 to comfort-based morale for long rests when clean.

A single-use parchment inscribed with the alarm spell (ritual not required for scroll use). Handy to guard a camp or chest.

Contains a 1st-level alarm spell. Single use; usable by anyone who can read the script or uses Arcana check () to activate.

A slightly padded black satchel with a sigil on the flap. Can store up to 500 pounds or 64 cubic feet and always seems to be cool to the touch.

Functions as a Bag of Holding (5e rules).
Weapons3

A balanced shortsword forged locally. Good for a dexterous fighter or as a backup blade.

Normal masterwork — +1 to acceptance checks by traders when used as proof of craftsmanship.

A sturdy longbow carved from yew substitute. Comes strung with a quiver of 20 arrows.

Balanced for medium-strength archers; arrows are standard iron-tipped.

A finely balanced longsword with a faintly glowing edge. Delivers magical precision in skilled hands.

Atk This weapon grants a bonus to attack and damage rolls made with it.
Armor2

Light armor reinforced with small metal studs. Favored by scouts and light-armor fighters.

AC +12Stealth checks are not disadvantaged; modest protection for minimal encumbrance.

A weatherworn cloak woven with subtle enchantments. Grants advantage on Stealth (Stealth) checks made to hide in natural dim or dark conditions when the hood is up.

Grants advantage on Dexterity (Stealth) checks to hide in natural dim or dark conditions while hooded. Disadvantage to perception checks to see the wearer if they remain still.
MA

Marla Tallow

HumanRogue (ret.)Lvl 4

Shop Atmosphere

Marla hums an old tavern tune when bargaining; she gives a free hard biscuit to anyone who admits to being short-handed on rations. She keeps a small ledger of 'favours owed' and will deliver small parcels or messages for the price of a hot meal and good story; locals swear she recognizes disguised faces and can tell whether someone is lying by their boot wear.
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