The Salted Stitch & Sundries

Est. 2025 Half-Elf Artificer (Leatherwright)

The Salted Stitch & Sundries

The Salted Stitch sits on a narrow lane one block from the river. Racks of hides drip gently over wooden pegwalls; the air is heavy with smoke, tannin, cedar, a...

MA

Shopkeeper

Marrek Hideson, a Half-Elf Artificer (Leatherwright) (Lvl 4)

Keeper's Species

Half-Elf

11 Misc3 Armor2 Potions1 WeaponsEst. 2.9k gp

Shop Inventory

(17)
Miscellaneous11

A cured cow- or boar-hide, salted and tanned for use in armor, saddles, or leather goods.

Ten assorted cured hides bound with waxed cord — often bought by outfitters or traveling tanners.

Soft leather boots subtly treated with enchantment to muffle footsteps (uncommon).

Wearer has advantage on Dexterity (Stealth) checks that rely on moving silently.

A heavy, salt-stiffened cloak lined with treated hide. Marrek's house-enchanted cloak that wards its wearer.

Grants +1 to AC and +1 to saving throws while worn (functionally a Cloak of Protection, uncommon rarity).

Thin, supple gloves enchanted to aid delicate work. Favored by locksmiths and pickpockets alike.

Grants a bonus to Dexterity (Sleight of Hand) checks and Dexterity checks made to pick locks (common magical item).

A treated waterskin that keeps meat, fish, or hides from spoiling while stored inside for up to 24 hours.

Prevents spoilage of organic items placed inside for up to 24 hours; no refrigeration required.

A small tin of balm used to mend leather and soothe small wounds on skin — slightly magical.

Heal 3 HPWhen applied to a creature's superficial wounds, restores HP (usable once). When used on leather, repairs HP of item condition.

Awl, needles, thread, punches, and small knives; standard artisan tools for working leather.

A comfortable, well-built saddle with compartments and tie-down points for travelers.

A saddle designed for carrying loads rather than riding comfort.

A small kit of beeswax, needles, and thread for quick repairs on the road.

Armor3

Soft leather armor, light and quiet. Common among scouts and novice adventurers.

AC +11

Well-made studded leather: leather reinforced with metal or bone studs for added protection.

AC +12

A fine set of studded leather with arcane-tanned seams. Functions as a +1 magic armor (uncommon).

AC +13+1 to AC (magical). The tanning magic resists rot and mildew; leather does not lose quality from normal moisture.
Potions2

A small crystal phial of red liquid. Restores vitality when drunk.

Heal 7 HPStandard potion of healing (heals HP when consumed).

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

Advantage on saving throws against poison for 1 hour after consumption.
Weapons1

A small, balanced knife with a leather-wrapped haft for grip. Light and well-balanced for throwing.

Counts as a finesse and thrown weapon (range 20/60).
MA

Marrek Hideson

Half-ElfArtificer (Leatherwright)Lvl 4

Shop Atmosphere

The Salted Stitch sits on a narrow lane one block from the river. Racks of hides drip gently over wooden pegwalls; the air is heavy with smoke, tannin, cedar, and a hint of enchantment — little motes of pale green light cling to a drying hide or two. Marrek is brusque but warm, a half-elf with stained fingertips and a voice like worn leather. He brews odd preserves (try his salt-butter — it keeps for months) and will repair leather armor for 2 gp plus materials, re-dye hides for 1 gp, and performs minor enchantments on items for a 25 gp service fee (materials extra). A large brindled hound called Patch snores behind the counter and will nap on any cloak you lay down — win Patch a scrap and he'll sit loyally at your feet. Marrek prefers barter (particularly rare pelts, good ale, or unusual salts) and keeps a small ledger of debts in a boot on the shelf.
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