Maris' Sundries & Provisions

Est. 2025 Human Rogue (retired caravan scout)

Maris' Sundries & Provisions

Maris always polishes the coin of any customer who brags about a 'big score' and will ask three questions before selling anything pricier than 50 gp: 'Where did...

MA

Shopkeeper

Maris Tallow, a Human Rogue (retired caravan scout) (Lvl 5)

Keeper's Species

Human

3 Potions16 Misc4 Weapons1 ArmorEst. 1.8k gp

Shop Inventory

(24)
Potions3

A small glass phial of red liquid that mends wounds when drunk.

Heal 2 HPHeals HP when consumed (standard Potion of Healing).

A crystalline vial with a deeper scarlet hue; used to staunch more serious wounds.

Heal 3 HPHeals HP when consumed (Greater Healing).

A bitter liquid that can neutralize common poisons when administered.

When administered, grants advantage on saving throws against poison for 1 hour (Antitoxin effect).
Miscellaneous16

Sturdy leather pack with reinforced straps and several pockets.

Common hemp rope, coarse but serviceable.

Small kit for starting fires: flint, steel and char-cloth.

A bundle of wooden torches soaked in pitch.

Each torch sheds bright light for 20 ft. and dim for an additional 20 ft.; burns 1 hour.

A treated leather waterskin with a cork stopper.

Dried meats, hard biscuits, and preserved fruit — compact and long-lasting.

Salve you can apply to shallow cuts to stop bleeding and ease pain.

Heal 1 HPHeals HP when applied; can be used in place of a Medicine check to stabilize (DM fiat).

A compact set of picks and tension tools in a cushioned roll.

Grants advantage on thieves' tools checks when used by a proficient character (Maris' own tools are well-made).

A hand-drawn map marking the nearby trails, fords, and a few secret caravan shortcuts.

Contains a couple of marginal notes about safe camping spots and a ford that's passable at low water.

A loud whistle used for signaling allies over distance.

Sound can be heard up to 300 ft. in quiet conditions; useful for coordinating in ambushes or alerting guards.

A sturdy hooded lantern giving controllable light.

Sheds bright light in a 60-ft. radius and dim light for an additional 60 ft.; hood can be closed to reduce light.

A single-use scroll inscribed with the Identify spell.

A caster can use the scroll to cast identify (requires the appropriate spellcasting ability if the spell is on their list — otherwise a check).

A padded bedroll that gives a better night's sleep than rough blankets.

Gives a +1 comfort (roleplay) toward a long rest; no mechanical bonus by RAW unless DM permits.

Common lamp oil; can be used as fuel or an improvised weapon (flammable).

If ignited and thrown, DM rules typical for improvised fire damage (small AoE).

Bottle of black ink and a feather quill, in a small leather case.

A foldable, spring-loaded trap used for catching small-to-medium game.

Can restrain a creature of appropriate size when triggered; effectiveness depends on trapping skill and DM adjudication.
Weapons4

A solid iron bar useful for prying doors or chests.

Considered an improvised melee weapon (finesse if used by a dexterous rogue at DM discretion).

A decent quality shortsword favored by scouts and messengers.

Light, can be used with one hand; balanced for dueling.

A dagger with a thin silvered edge for fighting creatures vulnerable to silver.

Counts as silvered weapon for overcoming resistances/immunities to nonmagical attacks.

A finely balanced dagger that grants a slight edge in combat.

Atk Magic +1 weapon — +1 to attack and damage rolls.
Armor1

Studded leather providing mobility with extra protection.

AC +12Studded leather: base AC 12 + Dex modifier (as per 5e rules).
MA

Maris Tallow

HumanRogue (retired caravan scout)Lvl 5

Shop Atmosphere

Maris always polishes the coin of any customer who brags about a 'big score' and will ask three questions before selling anything pricier than 50 gp: 'Where did you get it?', 'Who goes with you?', and 'Can you vouch for them?' She keeps a ledger of local rumors behind the counter and offers trade credit to honest caravaners.
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