Mara's Remainders & Relics

Est. 2025 Human Artificer (Alchemist background)

Mara's Remainders & Relics

Mara talks to items as if they can hear her and leaves 'for sale' tags handwritten in tiny, meticulous script. She offers a free 'inspection chant' (10 minutes)...

MA

Shopkeeper

Mara Tink, a Human Artificer (Alchemist background) (Lvl 3)

Keeper's Species

Human

12 Misc3 Weapons1 Armor1 PotionsEst. 3.2k gp

Shop Inventory

(17)
Miscellaneous12

A chipped clay cup stained by magic and soot. Mara insists the last sip 'sparked once' but is mostly just bitter tea.

Occasionally (10% chance) gives the drinker advantage on a History check about mundane teaware for 1 hour.

A length of rope that's been mended more times than it was whole. Still reliable for most climbing if used carefully.

A battered lantern with an odd green tint; light is steady but flickers in the presence of pollutants.

Emits bright light in a 20-ft radius and dim for an additional 20 ft. When within 10 ft. of noxious fumes, the light pulses and gives a -1 penalty to Attack rolls for creatures wearing it (wearer can damp it to negate).

A single-use scroll containing a low-level divination; the ink used is a little smudged and occasionally points slightly off-course.

Casts the spell Locate Object (as if 2nd-level) but has a 1 in 6 chance to deceive and point to an object of similar composition within 60 ft.

A splintered wand core with a warm glow. It hums faintly and occasionally sparks when waved.

Once per day, the shard casts a cantrip (user chooses a non-damaging cantrip from the wizard list, e.g., Prestidigitation or Minor Illusion). After use, it has a 50% chance of becoming inert until dawn.

A glass jar containing a pickled eye that blinks sometimes. Very unnerving to most customers.

If held and concentrated on for 1 minute, grants the holder advantage on a single Perception (sight) check within the next hour, then goes dormant for 24 hours.

A small amulet with a hairline fracture across the charm. It radiates faint magic but isn't reliable.

Once per long rest, the wearer can reroll one d20 (must take the new roll). The amulet has a 20% chance to instead impose disadvantage after the reroll (Mara calls it 'tempered luck').

A small clockwork insect missing one ocular lens. It skitters about and emits a chirping tick.

Acts as a functioning Scout familiar substitute for non-magical scouting—provides advantage on one Stealth check per short rest when used as a distraction. If repaired (10 gp), regains full functionality including minor illumination.

A canvas pouch of arrow and crossbow heads, mismatched but usable in a pinch.

A corner of a city map, showing a backstreet and a hand-drawn X. Edges are singed, ink smeared.

Provides a hint (on a successful Investigation) to a minor cache or hidden door near the marked location. Accuracy: 80%.

A small thimble lined with silver filigree. It was used to mend magical fabrics.

When worn, grants +1 to tool checks involving textile, leatherworking, or arcana checks to repair small magical items (works 3 times, recharges at dawn).

A heavy ring with a cloudy stone. It radiates faint warmth even in cold rooms.

Grants resistance to cold damage once per long rest for up to 10 minutes. Occasionally hums when undead are near (50% reliability).
Weapons3

A common dagger with pitting and a dulled edge. Still functional but requires maintenance.

On a critical hit, roll a d6. On a 1, the dagger's rust flares and deals persistent slashing damage (requires cleaning to remove).

A functional shortsword with hairline nicks. A few metal chips are embedded near the hilt to balance the blade.

On a critical hit, the embedded chips flare and create a shower of sparks that may distract (target -1 to AC against the next attack).

A well-balanced longsword with a faint magical aura. The blade has a subtle bend—clearly a repaired heirloom. Mara keeps this locked behind the counter and only reveals it by request.

Atk Standard +1 weapon. The slight bend gives a cosmetic penalty: on a natural 1 when attacking with it, the wielder's grip slips and they take disadvantage on their next attack unless they spend an action to steady it.
Armor1

Leather armor covered in patches, nails, and a strip of chain sewn over the left shoulder for extra scrap protection.

AC +11Worn charms stitched into the lining grant a bonus to saving throws against disease once per long rest.
Potions1

A common healing potion with a cloudy pink liquid. Slightly warm to the touch.

Heal 2 HP
MA

Mara Tink

HumanArtificer (Alchemist background)Lvl 3

Shop Atmosphere

Mara talks to items as if they can hear her and leaves 'for sale' tags handwritten in tiny, meticulous script. She offers a free 'inspection chant' (10 minutes) that reveals whether an item has arcane residue (succeeds 80% of the time). The shop smells of oil, old parchment, and ginger—customers are often given a cup of oddly-spiced tea while bargaining.
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