Mara's Sundries & Curiosities

Est. 2025 Imperial Merchant (Bard-Flavored Background)

Mara's Sundries & Curiosities

Mara hums an old Imperial drinking song while she works; she will barter stories for 1 gp off any item if the party shares a good tale. She never sells more tha...

MA

Shopkeeper

Mara Varethi, a Imperial Merchant (Bard-Flavored Background) (Lvl 3)

Keeper's Species

Imperial

3 Weapons1 Armor11 Misc3 PotionsEst. 316 gp

Shop Inventory

(18)
Weapons3

A practical short sword with nicks along the edge; common among city watch and caravan guards.

None; mundane blade.

A slender dagger with shallow runic etchings; sharp and light, suited for utility and self-defense.

Etchings are decorative only; dagger can be thrown.

A fine dagger with a dark strip of inlaid ebony; looks pricier than it is, popular with collectors.

Cosmetic ebony gives +1 to Charisma (appearance) checks in social situations (flavor).
Armor1

Patches and rivets indicate frequent repair, but it still offers decent protection and mobility.

AC +11Light armor: add Dex modifier to AC.
Miscellaneous11

A common pack containing a bedroll, a mess kit, tinderbox, 10 torches, 10 days rations, and a waterskin.

Coarse rope with a bit of sap odor; dependable for climbing and hauling.

May fray if used on sharp edges without care.

A small box containing flint and a steel striker; will spark tinder reliably.

Useful for starting fires; flint wears over time.

Box with charred rags and flint; simple and serviceable.

Chewy, smoky jerky favored by sailors and woodsmen.

Improves morale in harsh weather (roleplay only).

A lacquered wooden case of small metal tools; good quality picks favored by skilled thieves and locksmiths.

Grants advantage on one Sleight of Hand check to pick a simple lock (DM can adjudicate).

Thick wool cloak good against drizzle and wind; hood cinches tight.

Grants slight concealment for blending into crowds (roleplay/Stealth aid).

A locket containing a polished coin—crafted to look like old Imperial currency. Good as a trinket or minor bargaining token.

Can be used as a storytelling prop to gain favor with Imperial-leaning NPCs (social bonus, DM discretion).

A small crystal vial containing a sweet, potent concentrate. Illegal in many towns; addictive if misused.

Grants +2 temporary to movement or Dexterity checks for 1 minute, but a Con save or suffer 1 level of exhaustion and cravings (roleplay and DM adjudication).

A simple scroll that, when read, lets the reader sense enchantment in a 30-foot radius for up to 1 minute.

Functions like a single-use identify/enchantment sense (DM interpretation).

A metal-framed lantern with a glass pane and a wick; burns for about 6 hours on a flask of oil.

Hooded design can be closed to dim light quickly.
Potions3

Heals common wounds; a handy restorative bought and sold in every larger town.

Heal 7 HPHeals HP (average 7).

A faintly luminescent liquid that restores a small spark of arcane energy to the drinker.

Restores 1 spell slot of 1st level equivalent (GM fiat) or grants one cantrip cast (special effect under DM control).

A greasy salve used to staunch bleeding and ease pain. Often used by field medics and caravan guards.

Heal 4 HPWhen applied, restores HP (average 2.5 — listed as 4 for simplicity); may stabilize a dying creature automatically.
MA

Mara Varethi

ImperialMerchant (Bard-Flavored Background)Lvl 3

Shop Atmosphere

Mara hums an old Imperial drinking song while she works; she will barter stories for 1 gp off any item if the party shares a good tale. She never sells more than one illicit item (Skooma) to the same buyer in a week and insists on seeing a travel permit or a convincing lie before selling lockpicks to obvious cityfolk.
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