Marta's Mercantile & Sundries

Est. 2025 Halfling Rogue (retired merchant-adventurer)

Marta's Mercantile & Sundries

Marta hums an old halfling tavern tune while working and always offers a free cup of herbal tea to anyone who stays to chat. She insists on weighing high-value ...

MA

Shopkeeper

Marta Quickpurse, a Halfling Rogue (retired merchant-adventurer) (Lvl 6)

Keeper's Species

Halfling

3 Potions13 Misc4 Weapons3 ArmorEst. 2.1k gp

Shop Inventory

(23)
Potions3

A small glass vial of red liquid. Heals wounds when drunk.

Heal 2 HPHeals HP (standard Common Potion of Healing)

A sturdier vial of golden liquid. Restores more vitality.

Heal 4 HPHeals HP (less common; single vial kept behind counter)

A bitter bottle that grants advantage against poisons for an hour.

Advantage on saving throws against poison for 1 hour.
Miscellaneous13

Contains bedroll, 10 torches, tinderbox, rations (5 days), waterskin, and rope (50 ft).

Convenience bundle — saves time and sells cheaper than buying separately.

Sturdy pack for carrying gear; has several compartments.

Includes pitons, boot tips, harness, 50 ft of silk rope, and chalk.

Advantage on checks related to climbing if used properly (flavor — DM adjudicates).

Set of lockpicks, files, small mirror, and pliers.

Required to attempt lockpicking; can be expensive to replace.

Bandages, salves, splints and instructions for stabilizing the injured.

Stabilizes a creature without a Wisdom (Medicine) check if used correctly; includes 10 uses for bandages.

Treated leather waterskin; holds a day's supply of water for one person.

Standard rope. Reliable but can fray if abused.

A wooden torch that burns for an hour.

Can be used as an improvised weapon ( fire, DM adjudicates).

Dried meats, hardtack, and preserved fruit; lasts a day.

A hooded lantern that can be extinguished quickly; includes five uses of oil.

Lantern sheds bright light in 30 ft and dim for 30 ft beyond that; hood reduces one light level.

Detailed map of the town and the nearest 10 miles of roads, streams, and ruins.

Annotations by Marta: marked safe water sources, tolls, and a rumored hidden smugglers' cove (rumor accuracy 50%).

A metal trap used to catch small-to-medium game or to set crude snares.

Can be set as a trap; silent when handled by someone with proficiency in Survival (DM adjudicates).

A carved wooden button rumored to bring a whisper of good luck.

No mechanical benefit by rules; Marta sometimes grants a small roleplay boon or reroll at GM discretion.
Weapons4

A common steel shortsword favored by scouts and city guards.

Familiar balance and grip; Marta sharpens blades for 1 gp.

Sturdy longbow with a leather grip. Good range for medium-level adventuring.

Range 150/600 ft; comes strung and with 20 arrows (5 gp extra for a quiver of 20).

A short sword with a faintly runed hilt. Adds to accuracy and damage.

Atk Magical +1 to attack and damage rolls.

Simple ranged weapon for those with little training; ammunition included.

Range 30/120 ft; very light and concealable.
Armor3

Light chainmail worn under clothes; offers protection while preserving mobility.

AC +13Stealth disadvantage only if heavily soiled; requires medium armor proficiency.

Round wooden shield with iron rim; adds to defense.

AC +2When wielded properly grants +2 to AC (as per D&D 5e shield).

Worn leather boots lined in fur; keep feet warm and provide traction on ice.

Wearer is protected from cold and has advantage on saves vs. cold terrains and traps; provides steady footing on ice (DM ruling).
MA

Marta Quickpurse

HalflingRogue (retired merchant-adventurer)Lvl 6

Shop Atmosphere

Marta hums an old halfling tavern tune while working and always offers a free cup of herbal tea to anyone who stays to chat. She insists on weighing high-value trade-ins in public and keeps a small ledger with sketches of customers she trusts; if you buy one of the rarer items, expect a short conversation about provenance and ID.
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