Marla's Secondhand Arms & Sundries (Back Alley)

Est. 2025 Human Rogue

Marla's Secondhand Arms & Sundries (Back Alley)

Marla runs the front counter by day selling honest secondhand arms; after dusk a back door opens to the alley where the illicit wares are shown. She insults cus...

MA

Shopkeeper

Marla , a Human Rogue (Lvl 3)

Keeper's Species

Human

5 Weapons2 Armor1 Potions6 Misc1 Misc1 MiscEst. 599 gp

Shop Inventory

(16)
Weapons5

A beaten short sword with pitted steel. Still holds an edge but may break on a critical miss.

Cheap workmanship: DM may call for a minor weapon check on a natural 1; blade may lose effectiveness until repaired.

Two well-worn handaxes. Heads are chipped but hafts are solid oak.

Reliable; nothing fancy.

Standard iron dagger with a makeshift sheath for hiding inside a boot.

Concealment-friendly sheath included (grants advantage on quick-draw Sleight of Hand to hide the weapon from casual inspection).

A patched stock and a spare string tied with twine. Functional but slow to reload.

Slightly slower: consider adding -1 to initiative when reloading in stressful conditions.

A shortbow made from yew; limbs repaired with rope and hide glue. Effective at short ranges.

Armor2

Leather armor with additional studs for reinforcement. Stitchwork is rough but serviceable.

AC +12Minor noise from loose studs (disadvantage on Stealth checks in some scenarios until repaired).

Cracked leather, once oiled but long neglected; light and flexible.

AC +11Susceptible to weather damage (wet conditions may lower effectiveness until dried/oiled).
Potions1

A small sealed vial containing a ruddy liquid that soothes wounds when sipped.

Heal 7 HP
Miscellaneous6

A crude clay ball that produces a thick black smoke when broken. Useful for escapes.

Creates a heavily obscured 10-ft radius for rounds (smoke dissipates). May leave stains/smell.

A small pouch of resinous gunk that slows and sticks a target when thrown.

On hit, target must succeed a Strength save or be restrained for 1 round and have movement halved for rounds.

A tiny glass ampoule of faintly iridescent toxin. Illegal and dangerous.

Contact: Con save or fall unconscious for 1 minute; damage/other effects at DM discretion. Extremely illegal — possession risks arrest.

Mixed-quality arrows and bolts collected from various sources. Enough for a short campaign of hunting or trouble.

A bag of rusty metal spikes. Cheap, dirty, and effective at slowing pursuers.

Spread over 5 ft square: creatures moving through must succeed on a Dex save or take 1 piercing damage and have movement reduced.

A thin set of picks and tension tools. Sold with a wink and a whispered 'not for the magistrate.'

Advantage on attempts to hide tools if the user is a rogue or trained in Thieves' Tools.
Miscellaneous1

A finely balanced short sword with a faintly warm edge. Likely enchanted to +1. Marla won't show it in the day shop.

Atk +1 to attack and damage rolls. Subtle runes that glow faintly in moonlight.
Miscellaneous1

A small spring-loaded blade mounted on a glove's cuff. Packs and draws quietly.

Grants advantage on Sleight of Hand draws to conceal the weapon; illegal in town.
MA

Marla

HumanRogueLvl 3

Shop Atmosphere

Marla runs the front counter by day selling honest secondhand arms; after dusk a back door opens to the alley where the illicit wares are shown. She insults customers lightly as a test of nerve and prefers trades: favors, information, or a stolen trinket often lower prices. Town guards know her name but lack proof for arrest — she keeps a small vial of ink that stains hands for days and refuses service to those with 'city laundry.'
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