Tansy's Trinkets & Sundries

Est. 2025 Halfling Commoner

Tansy's Trinkets & Sundries

Mirella is impossibly cheerful and keeps a jar of buttons at the counter—trade a curious or broken button and she'll haggle a little more. She stamps receipts w...

MI

Shopkeeper

Mirella Tansy, a Halfling Commoner (Lvl 3)

Keeper's Species

Halfling

17 Misc1 Misc4 Misc4 Weapons2 Armor1 PotionsEst. 111 gp

Shop Inventory

(29)
Miscellaneous17

Sturdy canvas-and-leather pack with straps and several pouches; ideal for carrying adventuring gear.

A rolled canvas bed that keeps you off damp ground; common in traveler packs.

A leather skin sealed to hold water or other liquids for travel.

Simple wooden torch; burns for around an hour and gives bright light in a small area.

Burns for ~1 hour; emits bright light in 20 ft, dim for another 20 ft.

A bundled purchase of torches at a small discount for the practical traveler.

Each burns ~1 hour; see single torch for light radius.

Lamp oil. Useful for lanterns, slipping through cracks, or improvised fires.

Can be used as fuel (1 flask = ~6 hours in a lamp) or as a flammable material.

Plaited hemp rope, serviceable for climbing, binding, and hauling.

Smooth, strong silk rope favored by scouts and burglars for its lightness and ease of knotwork.

Lighter than hemp and easier to hide; more expensive.

A metal-framed lantern with a hood to control its light; used with oil flasks.

When lit: bright light in 30 ft, dim for an additional 30 ft. Hood can be closed to reduce light to dim only.

A small cloth pouch of lead bullets sized for use with a sling.

Plain garments suitable for townsfolk and travelers—serviceable and unremarkable.

Basic black ink and a feather quill for writing letters, maps, or signing documents.

Good-quality paper sheets useful for maps, letters, or copying notes.

Hooks, line, sinkers, and a few lures kept together for catching fish on the road.

Needles, thread, and small scissors for repairing clothing or simple gear.

A small grinding stone for keeping blades sharp—cheap and indispensable.

A small bar of soap; keeps grime and disease at bay when water is available.

Miscellaneous1

Dried meat, hard biscuit, and compacted fruit—calories for a full day on the road.

Miscellaneous4

Contains flint, steel, and tinder for starting fires even in damp conditions.

Small metal spikes for anchoring a rope to rock or timber.

Metal hook with three claws, intended to be used with rope to secure a hold on distant ledges.

Heavy metal bar useful for prying open doors, crates, or jammed mechanisms.

Improvised weapon; grants advantage on attempts to pry open simple doors/boxes with appropriate checks.
Weapons4

A small, balanced blade useful for self-defense or as a utility tool.

Finesse, light, thrown (range 20/60).

A simple wooden weapon; cheap and serviceable for travelers.

Simple melee weapon; readily available.

A reliable sidearm favored by scouts and city watch—light and balanced.

Finesse, light.

A length of cord with a pouch used to hurl bullets; quiet and compact.

Ranged weapon; cheap and easily replenishable ammo.
Armor2

Light leather armor favored by scouts and light fighters; allows agility.

AC +11

A basic round wooden shield reinforced with iron—a common guard for militia.

AC +2
Potions1

A common red-tinted potion that mends wounds when drunk.

Heal 7 HPStandard potion of healing restores hit points (healingAmount listed as average).
MI

Mirella Tansy

HalflingCommonerLvl 3

Shop Atmosphere

Mirella is impossibly cheerful and keeps a jar of buttons at the counter—trade a curious or broken button and she'll haggle a little more. She stamps receipts with a tiny rabbit symbol and will offer a free cup of nettle tea to anyone who buys rations and a waterskin together. The shop smells faintly of citrus and oil; a small patched map behind the counter shows the local roads where Mirella marks useful shortcuts and taverns with colored pins.
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