Hallow & Hearth General

Est. 2025 Human Commoner (merchant)

Hallow & Hearth General

The shop smells faintly of lemon oil and fresh bread; Maris uses a coin tin behind the counter where she tucks a small brass charm that she insists brings 'hone...

MA

Shopkeeper

Maris Hallow, a Human Commoner (merchant) (Lvl 2)

Keeper's Species

Human

18 Misc2 Potions2 Weapons2 ArmorEst. 156 gp

Shop Inventory

(24)
Miscellaneous18

A well-made leather backpack, reinforced stitching and a water-proofed inner lining. Perfect for adventuring basics.

A simple bedroll for camping. Fairly comfortable and quick to roll up.

Sustenance for a single day on the road.

A durable waterskin, sealed and treated to prevent rancid tastes.

Common hempen rope, good for climbing, hauling, and tying gear.

A tinderbox used to start fires and light lanterns or torches.

A simple wooden torch wrapped with pitch-soaked cloth.

A hooded lantern, preferred by travelers who need controlled light.

Provides bright light in 30-foot radius when lit; dim light for further 30 feet.

A healer's kit with bandages and basic medical supplies.

Allows stabilizing a dying creature without a Wisdom (Medicine) check.

The standard thieves' tools used to pick locks and deal with simple traps.

A simple whetstone used to sharpen weapons and tools.

A common glass flask containing lamp oil.

Basic eating kit useful on the road.

Jar of Fireflies. A gentle, reusable light source favored by travelers who avoid open flame.

Emits light equivalent to a torch for up to 8 hours; reusable daily.

Smokestick (small). Useful for creating a brief screen of smoke to cover a retreat.

When broken, produces thick smoke that heavily obscures a 5-foot radius for 1 minute or until wind disperses it.

Merchant's Ledger with Enchanted Quill. Keeps records crisp and tidy; the quill never uses ink.

The quill makes neat, legible entries and resists smudging; favored by merchants for record keeping.

Comforting Brew. A thermos of brewed herbs that soothes fatigue and restores 1 HP when sipped over 10 minutes.

Heal 1 HP

Silk Short Rope (25 ft). Easier to stow than rope; preferred for light rigging and securing small loads.

Potions2

A small glass vial filled with a shimmering red liquid. A staple of most adventuring parties.

Heal 7 HP

Salve of Mending. Apply to a creature to restore hit points. Cheap, common folk medicine.

Heal 3 HP
Weapons2

A well-balanced shortsword useful for close combat. Light and easily sheathed.

A sharp dagger with a leather-wrapped hilt.

Armor2

Tough but supple leather armor. Good starter armor for lightly-armored characters.

AC +11

A standard round shield that grants a bonus to Armor Class when wielded.

AC +2
MA

Maris Hallow

HumanCommoner (merchant)Lvl 2

Shop Atmosphere

The shop smells faintly of lemon oil and fresh bread; Maris uses a coin tin behind the counter where she tucks a small brass charm that she insists brings 'honest trade.' She greets regulars by a pet name and will offer a cup of tea to sleepy travelers. Bargains are common if you help with a chore—sweeping, stacking sacks, or fetching a replacement candle.
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