The Salted Bandage

Est. 2025 Human Fighter (retired mercenary, turned apothecary-merchant)

The Salted Bandage

Mara runs the shop like a barracks: customers trade stories for discounts, and a wall of brass tokens marks tabs. She keeps a battered ledger of adventurer IOUs...

MA

Shopkeeper

Mara "Two-Band" Keene, a Human Fighter (retired mercenary, turned apothecary-merchant) (Lvl 9)

Keeper's Species

Human

7 Misc6 Potions3 Weapons2 Armor2 MiscEst. 6k gp

Shop Inventory

(20)
Miscellaneous7

A simple wooden torch; good for light and short-range warmth. Sooty but dry.

provides bright light for 20 ft, dim for 40 ft; burns 1 hour

Dried meats, hard bread, salt — rough but filling. Popular with mercs.

Well-knotted, a bit stiff from repeated use and salted weather.

Flint, steel, and dried tinder in a small leather satchel.

Bandages, salves and splints; stabilizes the dying and treats wounds with skill.

10 uses; allows Medicine checks to stabilize and restore 1 HP as per PHB

A handmade paste of honey, herb, and iron salts; good for scrapes and small wounds.

Heal 5 HPstops minor bleeding (stabilize without a check); apply to regain small HP in downtime or as DM allows

A canvas roll with bandages, a dozen poultices, distilled alcohol, pins, and instruction notes.

provides materials for Healer's Kit uses; DM may allow one additional stabilizing attempt per day
Potions6

A bitter, dark liquid that grants advantage on saving throws against poison for 1 hour.

advantage on poison saves for 1 hour

Standard red potion; instantly mends wounds when drunk.

Heal 7 HP

Stronger draught favored by frontliners and emergency healers.

Heal 14 HP

Powerful restorative; usually reserved for severe injuries.

Heal 28 HP

The rarest common-available restore — prized by mercs and nobles alike.

Heal 45 HP

A concentrated tonic brewed by former battlefield medics — restores vigor and eases poison.

Heal 10 HPclears one level of exhaustion and grants advantage on first death save after drinking; neutralizes common poisons once
Weapons3

Well-balanced blade favored by scouts and rogues; scuffs along the edge but holds.

Heavy blade with a freshened tang; reliable and easy to repair.

A combat-tested shortsword with a faintly glimmering edge — it strikes truer than it looks.

Atk adds +1 to attack and damage rolls
Armor2

Thicker metal rim and extra straps. A good call for teams that get in close.

AC +2

Dented but serviceable scale; lighter than plate, catches arrows poorly but resists slashes.

AC +14disadvantage on Stealth checks
Miscellaneous2

A dark cloak threaded with a single silver filigree; radiates a faint safe warmth.

AC +1wearer gains bonus to AC and saving throws

Soft leather boots fitted with near-invisible stitching; footsteps are hushed.

wearer has advantage on Dexterity (Stealth) checks that rely on moving silently
MA

Mara "Two-Band" Keene

HumanFighter (retired mercenary, turned apothecary-merchant)Lvl 9

Shop Atmosphere

Mara runs the shop like a barracks: customers trade stories for discounts, and a wall of brass tokens marks tabs. She keeps a battered ledger of adventurer IOUs (always honored if you brought a scar to show). The shop is scented of iron, pine salve, and boiled onions; bandaged locals often drop by to swap rumors. Mara offers a 'battle bandage' — quick dressing and a free slug of hot spice tea if you can tell a better dungeon tale than hers.
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