Maris's General Sundries

Est. 2025 Human Rogue

Maris's General Sundries

The shop smells faintly of lemon oil and pipe tobacco. A wall-mounted ledger lists recent trades and a chalkboard advertises odd jobs and local bounties. Maris ...

MA

Shopkeeper

Maris Tallow, a Human Rogue (Lvl 3)

Keeper's Species

Human

20 Misc2 Potions3 Weapons2 ArmorEst. 394 gp

Shop Inventory

(27)
Miscellaneous20

A sturdy canvas backpack with multiple pockets and straps. Useful for carrying adventuring gear.

A simple bedroll good for sleeping outdoors. Keeps out damp and chill better than a blanket.

A full day's worth of preserved food for an adult; chewy but filling.

A leather skin for carrying fresh water. Holds roughly 4 pints.

Common hempen rope, useful for climbing, binding, and rigging.

A bundle of 10 torches. Each burns for about 1 hour and sheds bright light in a small radius.

Used to start fires when combined with tinder or oil. A basic adventuring necessity.

A small glass flask of lamp oil. Useful for lanterns and making long-lasting fires.

A stitched kit with bandages and salves. Common among traveling medics and clerics.

Heal 7 HPHealer's kit - using a kit spends one use to restore HP to a creature; also stabilizes the dying

A quiver of twenty iron-tipped arrows. Suitable for most bows carried by low-level adventurers.

A basic metal trap used to snare game or slow a pursuing creature.

A set of precision tools used to pick locks and disable small mechanical traps.

A stout crowbar useful for prying open doors and crates.

A hooded lantern that casts a steady light; the hood can be closed to dim the beam.

Requires oil to function; hood reduces light radius when in place

Silk rope is lighter and more compact than hempen rope, and is easier to handle.

A tinderbox with a silvered striker and treated flint. Favored by travelers who cross coastal or rainy regions.

Once per day can ignite a fire that is hard to extinguish by nonmagical means for 1 hour

A charm with a tiny compass in its center. Not overtly magical, but blessed by a small shrine to aid travelers.

Once per day can grant advantage on navigation checks for up to 1 hour when used

A well-made satchel with extra compartments and a quiet lining - handy for pickpockets and cautious merchants.

Contents stay dry and the bag muffles small noises when items are retrieved - grants a small environmental bonus when sneaking while rifling the bag

A travel sewing kit useful for repairing clothing and light leather gear.

Simple white chalk used for mapping, marking doors, or leaving signals.

Potions2

A small glass vial filled with a reddish liquid. One of the simplest and most useful magical remedies.

Heal 7 HPDrinking restores hit points immediately

A stout vial of bitter liquid brewed to counteract toxins. Keeps a traveler alive long enough to reach care.

When administered, grants advantage on saving throws against poison for 1 hour
Weapons3

A short, balanced blade favored by scouts and light-footed fighters.

A reliable martial blade that works well for fighters and paladins who prefer a balance of reach and power.

A light bow favored by hunters and rangers for quick shots and mobility.

Armor2

Sturdy leather armor that provides basic protection without hindering movement.

AC +11

A round shield of wood reinforced with iron. Handy for blocking slashes and arrows.

AC +2
MA

Maris Tallow

HumanRogueLvl 3

Shop Atmosphere

The shop smells faintly of lemon oil and pipe tobacco. A wall-mounted ledger lists recent trades and a chalkboard advertises odd jobs and local bounties. Maris keeps a battered glass jar by the counter where customers may leave small trinkets to 'pay forward' to strangers in need. The shop cat, Olive, naps on the counter and insists on inspecting any new coin a customer sets down.
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