The Knapsack & Kettle General Store

Est. 2025 Human Rogue

The Knapsack & Kettle General Store

Mara keeps a sleeping tabby cat named Ledger on the counter—customers often pet it for luck. She prices common goods firmly but is happy to barter or accept tra...

MA

Shopkeeper

Mara Hallow, a Human Rogue (Lvl 6)

Keeper's Species

Human

14 Misc1 Misc3 Misc3 Weapons1 Misc2 Armor2 Potions1 MiscEst. 1.4k gp

Shop Inventory

(27)
Miscellaneous14

Well-made leather pack with extra straps and internal pouches—good for long trips.

Wool bedroll, heavy but warm, suitable for three seasons.

Standard pine torches. Bright and smoky.

Each burns for about 1 hour.

Beeswax candles; low light, slow burn.

Each candle burns ~6 hours.

Dried meats, hard biscuits, and a bit of preserved fruit—sustains a person for a day.

None.

Leather waterskin with a cork stopper.

A metal lantern with a hood that focuses light; requires oil.

Covers a 30-ft radius of bright light when lit.

Polished steel disk for signaling, inspection, or simple rituals.

A sticky, volatile concoction in a sealed flask—use with care.

On a hit, deals fire immediately; target catches fire ( ongoing) for 1 round unless extinguished.

A reasonably up-to-date map of the county and major roads. Helpful for navigation and planning.

Contains notes on safe fords, tollhouses, and a scribble mentioning a ruined watchtower to the east.

A short-stemmed pipe and a small pouch of tobacco: a favored comfort for travelers.

A warm, filling stew sold in a small iron pot—good for one hungry adventurer.

Eating as part of a short rest restores morale (roleplay) but no mechanical benefit beyond normal rations.

A heavy iron padlock with a matching key; good for trunks or gates.

Harder to pick than cheap locks—gives a bonus to lock's DC.

A polished stone with a tiny rune etched on one face; faintly cool to the touch.

Glows faintly in moonlight. No mechanical benefit, but villagers sometimes pay a premium for charms.
Miscellaneous1

Standard climbing rope. Strong enough for most uses.

Miscellaneous3

Pulleys, pitons, hooks, and a length of better rope—helps scale sheer faces safely.

Grants advantage on checks to secure rope anchors when used properly.

Bandages, salves, and splints sufficient for stabilizing and basic field treatment.

Can stabilize a creature without a Medicine check and expend 1 use to restore HP (DM discretion).

A compact kit of picks, tension wrenches, and tools for bypassing locks.

Grants proficiency checks advantage when used by a character proficient with thieves' tools (DM adjudicates).
Weapons3

Light and balanced blade favored by many rogues and scouts.

Quality longbow, good draw and range; paired well with trained archers.

A magically enhanced shortsword; light hum along the blade when swung.

Atk +1 to attack rolls and damage rolls.
Miscellaneous1

Standard iron-tipped arrows, bundled by the dozen or two.

Armor2

Soft leather armor offering protection without restricting movement.

AC +11

Basic shield offering a solid block against attacks.

AC +2Grants bonus to AC when wielded.
Potions2

A small vial containing a red liquid that restores health when imbibed.

Heal 7 HPHeals HP when consumed.

Stronger restorative draught for grievous wounds.

Heal 14 HPHeals HP when consumed.
Miscellaneous1

A single-use spell scroll that contains the Cure Wounds spell (1st-level).

Single-use: if read and spellcasting ability check succeeds (DC = 10 + spell level) the scroll casts Cure Wounds as a 1st-level spell.
MA

Mara Hallow

HumanRogueLvl 6

Shop Atmosphere

Mara keeps a sleeping tabby cat named Ledger on the counter—customers often pet it for luck. She prices common goods firmly but is happy to barter or accept trade-ins for higher-value goods (especially tools, maps, and curios). Rare or magical items live in a locked cabinet behind the counter; Mara will only show them to customers she trusts or who can pay up front. She stamps receipts with a small fox mark and offers loyal customers a 'punch card' discount (5% off after 10 purchases). The back door smells faintly of baking and iron; Mara hums a particular fisherman’s tune while she works.
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