Vell & Sundries — General Provisioners

Est. 2025 Human Rogue (former caravanmaster, now trader)

Vell & Sundries — General Provisioners

Maris runs the shop like a caravan veteran: everything is arranged by usefulness and resale value. She keeps the most dangerous stock under the counter (ask nic...

MA

Shopkeeper

Maris Vell, a Human Rogue (former caravanmaster, now trader) (Lvl 13)

Keeper's Species

Human

20 Misc3 Potions4 Weapons2 ArmorEst. 94.3k gp

Shop Inventory

(29)
Miscellaneous20

Sturdy hemp rope, knotted every 5 feet for grip. Standard adventuring rope.

None

Simple wooden torches soaked in pitch. Each burns ~1 hour.

Light source (20 ft bright, 60 ft dim)

Dried but filling preserved meals, makes 5 days of rations.

Saves the party from foraging; each day eaten avoids exhaustion checks for that day.

Leather pack with compartments and straps. Holds 30 lbs comfortably.

None

Set of picks, wire, and tiny saws in a leather roll; Maris keeps these sharp.

Grants proficiency to those trained; advantage in lockpicking checks in Maris's opinion (flavor).

Bandages, salves, and splints for basic battlefield care (10 uses).

Stabilizes a creature without a Wisdom (Medicine) check; expended after 10 uses.

Sticky, flammable liquid in a stoppered glass; thrown to ignite a target ( fire damage + ongoing).

Target catches fire: fire damage at start of its turns until doused (Dex or Athletics check).

Single-use spell scroll containing a 3rd-level version of fireball (saved at DM discretion if caster lacks the spell).

Cast as Fireball; if used by non-spellcaster must make an Intelligence check.

Rare single-use scroll containing Greater Restoration.

Cures one effect as the spell describes when read and used properly.

Fashionable leather boots that increase mobility and jumping prowess.

Wearer's speed isn't reduced by heavy armor; jump distance tripled; no fall damage from jumps under 20 ft.

Silver ring that muffles thoughts and hides emotions from divination.

Wearer is immune to detect thoughts and magical attempts to read thoughts unless they allow it; if wearer dies, soul may transfer into ring.

Sharp metal spikes scattered across a 5-ft square to slow pursuers.

Each creature that moves across area takes 1 piercing damage and moves at half speed until freed.

Three-pronged iron grapnel with a stout ring for ropes.

Useful for anchoring lines; can hold up to 800 lbs in good conditions.

Bright light with a hood to direct or dim the glow; uses oil.

Light (60 ft bright, 120 ft dim) with hood to cut down to 20 ft bright when needed.

Small pouch holding common components for low- and mid-level spells.

Contains miscellaneous items for casting; does not contain costly single-use components.

A cloth sack with an extradimensional interior; holds up to 250 lbs, not exceeding 64 cubic ft.

Standard Bag of Holding properties. Beware interactions with planar or extradimensional items.

A hand-drawn map of the surrounding region; includes caravan routes and a few eldritch annotations in a shorthand only a caravanmaster uses.

Grants advantage on overland navigation checks in the mapped area once per week (DM discretion).

A brass spyglass that magnifies distant objects reliably.

Grants advantage on Wisdom (Perception) checks made to spot distant creatures/objects (DM adjudicates distance).

A single-use scroll containing Cure Wounds (3rd level).

Heal 8 HPHeals as a 3rd-level casting of Cure Wounds (+spellcasting mod as applicable).

A stout, lockable chest for valuables and documents.

Can be enchanted for safekeeping for a fee; currently standard lock ().
Potions3

A red-tinted vial; when consumed you regain HP.

Heal 6 HPStandard potion of healing ().

A larger crystal vial; restores HP when consumed.

Heal 14 HPGreater healing ().

Neutralizes poisons; grants advantage on first save and halves duration if successful.

Advantage on first saving throw against poison taken within 1 minute.
Weapons4

Well-balanced steel blade with a faint shimmer — grants +1 to attack and damage rolls.

Atk Standard +1 weapon.

A slender blade enchanted to be unnervingly accurate—+2 to attack and damage.

Atk Fine balance grants a bonus; prized by duelists.

A small dagger with a silvered edge to bypass certain resistances and overcome lycanthropic or magical resistances.

Counts as silvered weapon for overcoming resistances.

A polished maple wand that fires magic missiles. Regains charges daily (DMG wand rules).

Spend 1 charge to cast Magic Missile at 1st level ( per dart). Higher charges increase level. If all charges used, 5% chance it retains one; otherwise inert until next dawn.
Armor2

A wooden shield with a brass sun medallion; provides magical warmth and better protection.

AC +2Grants +2 to AC when wielded (equivalent to +2 shield effect). Also prevents cold damage of up to once per short rest.

A dark green cloak that tucks into collars; adds a magical edge to defense and saving throws.

AC +1Grants +1 to AC and +1 to saving throws while worn.
MA

Maris Vell

HumanRogue (former caravanmaster, now trader)Lvl 13

Shop Atmosphere

Maris runs the shop like a caravan veteran: everything is arranged by usefulness and resale value. She keeps the most dangerous stock under the counter (ask nicely or prove you can pay). She speaks in quick, weathered proverbs, offers trade-ins at reasonable rates, and stamps receipts with a tiny compass glyph. Customers who bring hard-to-place oddities may get a polite barter and a story in exchange.
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