The Rusted Cleaver & Hide

Est. 2025 Human Artificer

The Rusted Cleaver & Hide

The shop smells of smoked meat and oil; Marta keeps a wary calico cat named Splint that sleeps on the counter and occasionally bats at coins. Marta counts chang...

MA

Shopkeeper

Marta 'Hidehand' Kor, a Human Artificer (Lvl 5)

Keeper's Species

Human

16 Misc2 Weapons4 Armor3 Potions1 MiscEst. 6k gp

Shop Inventory

(26)
Miscellaneous16

Quartered fresh pork, butchered the morning of sale. Good for a quick meal or curing.

Perishable; keeps 2–3 days in cool storage

Cured and smoked for a week. Keeps well and commonly traded as provisions.

Keeps for weeks if kept dry

Standard adventuring rations assembled from cured meats, hard bread, and tallow.

As PHB rations

Tough but flavorful; ideal for travel. Made from beef, boar, or venison when available.

High-protein snack; can be used in crafting improvised tinder

Seasoned and encased sausage; a local favorite. Good for meals or trade.

Smoky aroma; attracts stray dogs if left uncovered

Rendered fat used for candles, soap, and tanning leather.

Useful for lubricating tools or making torches

Sturdy iron hook for hanging sides of meat or moving heavy hides.

Can be used to hang gear or as an improvised grappling aid

A complete set for cutting, stitching, and forming leather — awls, needles, punches, mallet, stretcher.

Grant proficiency advantage to experienced leatherworkers if they have tool proficiency (GM adjudicates)

Basic tanning mix used to cure hides; keeps them supple and resistant to rot.

Necessary for treating fresh pelts; a pouch treats 3 medium hides

Treated cowhide, ready to be cut into armor, belts, or saddles.

Durable and slightly flexible; staple for armorers

Thick, bristled hide prized for defensive leathers and rugged gear.

Adds natural resistance to abrasion when used in armor

Soft and insulating; often used for cloaks and trim.

Commonly traded to hunters; fleas possible if not properly cured

Impressively large pelt from a dire wolf—great for ceremonial cloaks or high-end armor trim.

Hefty and warm; valuable on the open market

Volatile flask of sticky alchemical fire — can be thrown to ignite enemies or objects.

As PHB: thrown weapon; ignites on impact (see DM rules)

Oil for lamps and torches. Also used occasionally in leather conditioning.

Standard lamp oil; useful solvent

A reinforced leather harness for saddles and heavy packs. Reduces strain on pack animals.

Well-balanced; recommended for long caravans
Weapons2

Thick-bladed cleaver forged and sharpened for the shop. Functions well as a hacking weapon.

Designed for meat and bone; awkward in tight spaces

A narrow blade used for trimming meat. Lightweight and sharp — doubles as a fine dagger.

Easy to conceal; edge holds well
Armor4

Standard leather armor — flexible, light protection favored by scouts and rangers.

AC +11AC = 11 + Dex modifier

Leather reinforced with small metal studs for improved protection without sacrificing mobility.

AC +12AC = 12 + Dex modifier (maximized by fit)

A superior, hand-reinforced suit of studded leather, thicker plates and denser stitching — lasts longer and better distributes force.

AC +12Does not grant magical bonus, but provides superior durability and slight resistance to wear (GM may grant advantage on saves vs nonmagical blunt force one time per long rest)

A properly enchanted suit of studded leather that grants a bonus to AC. Requires attunement.

AC +13+1 to AC when worn; requires attunement
Potions3

A vial of red liquid that mends wounds. Common and often carried by travelers.

Heal 7 HPHeals HP when consumed

A stronger restorative potion. Useful after a tough fight.

Heal 14 HPHeals HP when consumed

A bittersweet draught that counters ordinary poisons for a time.

Grants advantage on saving throws against poison for 1 hour
Miscellaneous1

Commission a custom-fit suit of leather or studded leather. Includes measurement, tailoring, and finish.

Rush orders (+50% labor) available; high-quality repairs included in quotes
MA

Marta 'Hidehand' Kor

HumanArtificerLvl 5

Shop Atmosphere

The shop smells of smoked meat and oil; Marta keeps a wary calico cat named Splint that sleeps on the counter and occasionally bats at coins. Marta counts change by tapping the cleaver three times on the counter and tastes sausages to test a good pelt's salt — she'll haggle more if you bring fine pelts, a letter of introduction from a huntsman's guild, or a useful trade (tools, alchemical components). She refuses to sell alchemist's fire to people who haven't sat and had a sausage with her first.
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