Leavengale's General Emporium

Est. 2025 Half-Elf Bard

Leavengale's General Emporium

Maerwyn hums a random old sea shanty while counting change; the shop smells faintly of citrus and ink. She offers a 'gentleman's bargain' — if a customer tells ...

MA

Shopkeeper

Maerwyn Leavengale, a Half-Elf Bard (Lvl 12)

Keeper's Species

Half-Elf

17 Misc4 Potions2 Weapons2 ArmorEst. 29.3k gp

Shop Inventory

(25)
Miscellaneous17

Sturdy, well-knotted 50-foot hemp rope. Good for climbing, tying, and general adventuring needs.

A simple torch; burns for about 1 hour, provides bright light for 20 feet and dim light for an additional 20 feet.

Can be used to shed bright light and to ignite flammable objects.

Basic bedroll. Comfortable enough for a night out, rolls up small for travel.

Dried meats, hard bread and preserved fruit: keeps for months and sustains a traveler for one day.

Eating in cold weather grants advantage on a single Survival check to avoid exhaustion (folk trick).

Leather waterskin that holds roughly 4 pints of liquid.

A brass hooded lantern that throws a steady light; oil lasts about 6 hours per pint.

Provides bright light in a 30-foot radius, dim for an additional 30 feet.

Pack with special pitons, boot tips, gloves and chalk for climbing and securing lines.

Grants advantage on one Athletics check to secure a rope once per short rest if used properly.

A parchment charged with the fireball spell. Perfect for clearing a band of foes—careful with allies.

Casts fireball (Dex save ). Spell is consumed on use; requires ability to read arcane script or a successful Arcana check to scribe into a spellbook.

A carefully scribed scroll that can end ongoing spells and magical effects.

Casts Dispel Magic. Works on target effects and magical items as per spell text.

A seemingly ordinary sack that opens into a much larger extradimensional space.

Holds up to 500 lbs, not exceeding 64 cubic feet. Breathing creatures placed inside may suffocate.

A sticky flask of volatile chemicals that burst into flame on impact.

Can be thrown (range 20/60). Sets flammable objects alight and deals fire damage over time if not extinguished.

A set of finely made lockpicks and tools, enchanted to aid sleight and precision.

Adds +1 to Dexterity checks made to pick locks or disarm traps when used by a skilled user.

A small vellum scroll that grants flight to the reader or a willing target for the spell's duration.

Casts Fly (level 3). Rare scroll; requires Arcana to use safely if you are not a caster.

Refined lamp oil; one pint burns about 6 hours in a hooded lantern.

Folded, annotated maps of the surrounding region with notes on safe roads, tolls, and known landmarks.

Grants bonus to survival checks to navigate the region if used by someone actively consulting it.

A simple herbal salve that speeds surface wound recovery and soothes pain.

Heal 3 HPHeals HP when applied (average 3). Can staunch minor bleeding—gives advantage on one Medicine check made to treat wounds.

A tiny vial with bioluminescent moss; glows dimly and can be used as a faint light or in alchemical recipes.

Provides dim light in a 5-foot radius for up to 24 hours once exposed to air.
Potions4

A ruby-red potion that mends wounds. Standard adventuring staple.

Heal 7 HPHeals HP when consumed (average 7).

A potent healing draught favored by veteran warriors and healers.

Heal 14 HPHeals HP when consumed (average 14).

A rare concoction with strong restorative properties; hard to obtain.

Heal 26 HPHeals HP when consumed (average 26).

A bitter vial that grants advantage on saving throws against poison for 1 hour when consumed.

Grants advantage on saves vs. poison for 1 hour.
Weapons2

A well-balanced steel longsword with a faint runic shimmer along the fuller.

Atk Grants +1 to attack and damage rolls.

A finely-laminated bow that hums faintly when strung; the arrows fly truer than mundane bows allow.

Atk Grants +2 to attack and damage rolls with the bow.
Armor2

A neatly fitted breastplate with enchantment woven into its plates—offers excellent protection without burden.

AC +1Provides +1 to AC in addition to the armor's base AC when worn.

A dark green cloak with a silver clasp. Warmer and luckier than it looks.

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

Maerwyn Leavengale

Half-ElfBardLvl 12

Shop Atmosphere

Maerwyn hums a random old sea shanty while counting change; the shop smells faintly of citrus and ink. She offers a 'gentleman's bargain' — if a customer tells a good (PG-rated) story while purchasing, Maerwyn will knock 1d6 gp (up to 10 gp) off the total once per day. She occasionally trades favor-for-favor: small rumors, a map fragment, or an introduction to her network in exchange for rare curios or information.
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