The Pocked Ledger

Est. 2025 human rogue

The Pocked Ledger

Marta's right index finger is missing the tip — she hid it inside a pipe one winter when thieves tried to cut it. She accepts haggling, especially if buyers off...

MA

Shopkeeper

Marta 'Knuckles' Vireo, a human rogue (Lvl 3)

Keeper's Species

human

6 Misc4 Misc2 Potions1 Misc1 Weapons1 MiscEst. 150 gp

Shop Inventory

(15)
Miscellaneous6

Coarse, local-grown tobacco. Cheap, harsh; commonly smoked in a clay pipe to calm nerves.

Mild calming — advantage on one Wisdom (Perception) check to avoid flinching from loud noises, but slight cough (-1 to Stealth for 10 minutes).

A glass bulb filled with a black, choking smoke. Shatters and explodes into a 10-foot radius cloud.

Creates heavily obscured area (10 ft radius) for 1 minute. Creatures inside must succeed on a Constitution save or be blinded for 1 round and suffer coughing (disadvantage on attack rolls for 1 minute).

Coins minted crudely to pass casual inspection. Good for small scams but not for long-term use.

If inspected by a merchant with proficiency in forgery tools or a successful Investigation, they detect the forgery.

A short length of rope treated to be sticky and hard to untangle — favored by petty kidnappers and trap-makers.

Grants +2 to checks to tie or restrain a humanoid for the first attempt. Absorbs blood and dirt easily, making it obvious if inspected.

A cloth square with a sewn secret pocket — perfect for hiding small contraband.

Small pouch can hide items up to 1 inch thick and worth up to 10 gp without casual inspection noticing. Sleight of Hand or Investigation reveals it ().

A bent nail with a ribbon — functional in a pinch for simple locks.

Provides +1 to Thieves' Tools checks when no proper set is available. Fragile (breaks on a 1 on d20 when used to pick a lock).
Miscellaneous4

A sticky, bitter paste smoked privately. Causes a warm fog of relief and a rolling fog of forgetfulness.

Grants bonus to saving throws against fear for 1 hour; thereafter the user must succeed on a Constitution save or be nauseated (disadvantage on attack rolls and ability checks) for hours.

A fine powder made from a rare weed grown in the nearby bog. Gives a sharp burst of clarity at cost.

For 10 minutes, grants +2 to initiative and advantage on Intelligence checks related to memory or recall. After it wears off, suffer -1 to Intelligence and Wisdom checks for 1 hour (exhaustion not applied).

A crude syringe with a quick-acting stimulant. Illegal and dangerous when used without care.

Grants +1 to attack rolls and +1 to speed (+10 feet) for 1 minute. After effect ends, user suffers one level of exhaustion.

A patchouli-sweet tincture used to induce vivid dreams or to sedate suspicious guards.

If mixed into a drink and consumed, target must make a Constitution save or fall unconscious for hours. Magical creatures gain advantage on the save. Breaking the sleep requires a Wisdom check by an ally or 15 damage.
Potions2

A beaten-glass vial taped at the top. Standard potion, but this came from a traveling apothecary with dubious provenance.

Heal 2 HPHeals HP when consumed (standard D&D 5e minor potion).

A grease-based salve that soothes minor poisons and irritants; often sold to cover up risky drug use.

Cures common non-magical poison (as an antidote) when smeared and absorbed over 10 minutes. Not effective against strong or magical poisons.
Miscellaneous1

A half-strength blend of nightshade used to incapacitate, with a narrow window between sleep and death.

If ingested, Constitution save or fall unconscious for hours; failure by 5 or more = death. Applied to a weapon: poison damage on a hit, Con save for half.
Weapons1

A short, ragged blade forged from scrap metal; easy to hide and cheap to replace.

Concealable — no special enchantments.
Miscellaneous1

A whispered name and location for a fence, smuggler, or underground contact kept off official records.

Provides access to a small blackmarket network for one favor: traders, cheap forged documents, or a smuggling route. Using the contact may require a subsequent price or favor.
MA

Marta 'Knuckles' Vireo

humanrogueLvl 3

Shop Atmosphere

Marta's right index finger is missing the tip — she hid it inside a pipe one winter when thieves tried to cut it. She accepts haggling, especially if buyers offer trade-ins (small trinkets, gossip, or favors) instead of coin. Keeps the most valuable or dangerous stock hidden under a floorboard and will only reveal it to someone she likes or someone with a convincing bribe; she'll occasionally refuse service if the customer is too visibly armed or accompanied by a town guard. Offers credit to recurring customers but expects repayment in gossip, jobs, or goods.
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